TEXT:  
  
   
  
  MARTIN KNIGHT
  THE DRAGON ARMOUR
  Adventure Book One
   
  
  D100 DUNGEON THE DRAGON ARMOUR V1.0
  www.mk-games.co.uk
  © 2019 Martin Knight. All Rights Reserved.
  No portion of this book may be reproduced in any form without permission from the Author and Publisher. For 
  permission contact: mkgames@virginmedia.com
  Useful sites available at time of Publication
  MK Games
  https://www.mk-games.co.uk
  Facebook English
  https://www.facebook.com/groups/672373642932827/
  Facebook French
  https://www.facebook.com/groups/242689246478317/
  Board Game Geek
  https://boardgamegeek.com/boardgame/237031/d100-dungeon
  Special thanks to
  Wendy Knight, Raymond Knight, Dorian Terry, BGG, Brice Romiant, Cyrille Guyonvarc'h, Adam Purcell, 
  Kevyn James, Dominic Velasco, Jacob Andersson, Samuel Sarjant, Mark Adams, Kirk Gardner, Christopher 
  Haywood and Gary Bergeron.
  The Adventure Song
  An Adventure we will go
  An Adventure we will go
  Strap on a Sword and don’t get bored
  An Adventure we will go
  Tips to surviving the dungeons
  D100 Dungeon does not suffer fools lightly, and knowing when to quit is an important part of surviving the 
  dungeon. Invest your gold, and don’t be too quick to sell your items. If you don’t need the gold to buy supplies 
  for your next Quest then don’t sell them. Gaining experience can be slow, so train regularly, and don’t 
  underestimate the use of armour, shields and the Defence characteristic. Only equip essential items as they may 
  get damaged. Use Fate points to manipulate dice rolls, and use them for greed as well as for getting out of tricky 
  situations. Your Adventurer will always need a weapon, so carry a spare, or even a couple in case one gets lost 
  or destroyed. Whilst the Adventurer can equip many kinds of weapons, the dice are your weapons, however, not 
  all dice are manufactured very well, so if they are not being kind to you, check their balance. After all, your 
  Adventurer would always check a weapon’s balance before using it.
  Good luck the Dungeon awaits!
   
  
  INDEX
  THE DRAGON ARMOUR ADVENTURE BOOK
  4
  USING THE MAPPING GAME
  4
  THE ADVENTURE BOOK RULES
  6
  TURNS
  6
  1. TIME TRACK
  6
  2. EXITS
  6
  3. AREA
  7
  4. SEARCH
  7
  MAPPING THE DUNGEON
  7
  DIAGRAM ORIENTATION
  8
  USING EXITS
  10
  PARAGRAPHS
  10
  RED AND GREEN MAP DIAGRAMS
  10
  REMEMBERED PARAGRAPHS
  10
  SECRET PASSAGES
  11
  ESCAPING MONSTERS
  11
  FAILING THE ADVENTURE
  11
  NEW MONSTER ABILITY
  11
  NEW RULES FOR ALL D100 DUNGEON GAMES
  12
  BLAST THOSE DOORS
  12
  ATTACK/SPELL TESTS
  12
  MAKING NOISE
  12
  DOORS DAMAGE VALUES
  13
  MULTI-SLOT ARMOUR
  14
  MULTI-SLOT ARMOUR DAMAGE TRACKS
  14
  SELLING MULTI-SLOT ARMOUR
  15
  THE DRAGON ARMOUR ADVENTURE
  17
  DUNGEON SHEET
  66
  AREA MARKERS (FOR USE WITH MAPPING GAME)
  67
   
  
  THE DRAGON ARMOUR ADVENTURE BOOK
  The Dragon Armour Adventure Book introduces a different way of playing D100 Dungeon, and will give you 
  choices much like a “choose your own adventure” game book. It uses all of the D100 Dungeon rules from the 
  main rulebook with a few modifications. Also included in the Adventure Book are some additional rules for 
  D100 Dungeon that can be implemented into any of your D100 Dungeon games, whether you are playing a 
  Quest, Campaign or an Adventure.
  If you own the D100 Dungeon Mapping Game, you can play along with this adventure using its components. 
  However, a few changes must be observed, as follows.
  1. Do not set up the Mapping Game as explained in the Mapping Game rule book. Instead follow the 
  instructions below:
  1. Create the monster pool in the usual way (Enc Mod:-20).
  2. Find the following 20 Map Cards, and return the rest to the Mapping Game box as they are not needed. 
  The cards are - 9,16,25,38,41,45,48,59,60,64,65,68,71,76,78,79,87,90,93,100.
  3. Find Overlay Counters G18 and G41 and place them beside the Map Cards. The rest can be returned to 
  the Mapping Game Box as they will not be needed.
  4. Find Door Counter T5 and place it beside the Map Cards and then create the door pool in the usual way.
  5. Cut out the Area Markers found at the end of this book, or alternatively you can download them from the 
  MK Games website (www.mk-games.co.uk), and print and cut them out. 
  6. Place all other components to one side. They may or may not be required during the course of the adventure.
  2. Whilst playing the Adventure game, each time you place a Mapping Card, you must also place the Area 
  Marker that matches its paragraph number onto the card.
  3. At times during the adventure you will be asked to mark an area on the dungeon sheet. When this occurs use 
  one of the blank Area Markers, write the information on the marker, and add it to the map card.
  4. Sometimes you will encounter a monster that’s characteristics are either identical, or almost identical to a 
  monster card found in the Mapping Game. When this happens the monster will be shown with a card 
  number. You may find that monster’s card and use it during the encounter. Anything that is different, or has 
  been added to the monster card by the adventure book, is shown in bold and should be observed, see the 
  example below. The monster cards are double sided, and the adventure book will inform you which side is 
  relevant to the monster you are encountering. If the letter before a card number is an E, you will use the side 
  that does not show the Adventures Companion Card Icon, however, if it shows the letters EA before a card 
  number, you will use the side that does show the Adventures Companion Card Icon.
  USING THE MAPPING GAME
  4
   
  
  Example: The details on Monster Table 1 (below) shows the information as it is found on the monster card from 
  the Mapping Game, whilst the details on Monster Table 2 shows the information as it is found in the adventure 
  book. You can see the monster has gained the ability “Bound” and its [K] reward has been changed. They are 
  marked in bold and must be observed and included during the encounter.
  THE D100 DUNGEON MAPPING GAME
   
   
   
   
   
   
   
   
   
     
  You can find out more information about the mapping game at - WWW.MK-GAMES.CO.UK
  5
   
  
  THE ADVENTURE BOOK RULES
  For this adventure, you will need an adventurer that has completed the first five training missions as detailed in 
  the D100 Dungeon main rule book. You may of course use a more experienced adventurer if you wish, but you 
  may find the challenge of the adventure is compromised. When you have chosen your adventurer you begin the 
  game by reading a short story. This is a background story and sets the goal for the adventure. When it has been 
  read you turn to paragraph 1, and on a new dungeon sheet, you copy and draw the map diagram shown in the 
  box marked with the entrance. Then you read the paragraph and follow any of its instructions. You are now in 
  the hands of the adventure book and will be using a mix of rules from both this book and the D100 Dungeon 
  rulebook. The adventure will generally follow all the traditional rules for playing a game of D100 Dungeon but 
  with the following differences.
  Whilst playing the adventure you are still required to follow a normal turn sequence found in the main rulebook 
  but with a few slight differences, as follows. 
  1. TIME TRACK
  At the start of each new turn, you will usually be at a paragraph that shows a map diagram of a dungeon area 
  marked with a number of exits (see Mapping the Dungeon). In this step nothing has changed from the original 
  rules, and you are still required to shade 1  on the time track and deal with any triggered effects before 
  moving onto step 2. Sometimes by shading a  on the time track, it will trigger additional effects other than 
  spending Oil, Food, or rolling to see if a Wandering Monster is encountered. In these circumstances the 
  adventure book will provide details of how they are implemented into the game. If an area has such an effect, it 
  is important to adhere to its rules when a clock face  is shaded, even if you have navigated away from that 
  area’s paragraph but the character is still at its location (see example below).
  Example: Sir James has just entered area 10 and so the player reads paragraph 10. It stipulates that whilst in 
  the area, every time 1  is shaded on the time track the adventurer suffers -2HP. Sir James searches the area, 
  and the map diagram tells the player to turn to paragraph 56. When reading paragraph 56, it instructs the 
  player to shade 2  on the time track. Even though the player is not reading paragraph 10 anymore, Sir James 
  is still located at area 10 and is still affected by the rules explained in paragraph 10. The player shades 2  on 
  the time track and Sir James suffers -4HP.
  2. EXITS
  If this is the very first turn of the adventure. Copy and draw the map diagram shown for paragraph 1 onto the 
  adventure dungeon sheet, and then read and follow all the paragraph’s instructions, otherwise you must choose 
  an exit shown on the map diagram and turn to the paragraph number you have chosen (see Using Exits). 
  However, if a door is blocking the exit, you must first deal with the door in the usual way, and are only 
  permitted to proceed through the exit if the door code is, or is changed to (O) for open.
  TURNS
  6
   
  
  3. AREA
  When you turn to a new paragraph that has a map diagram, you have moved to another area in the dungeon, and 
  if it hasn’t already been added, you must now copy and draw it to the adventure dungeon sheet. Mark the 
  adventurers position on the dungeon sheet, showing that they are in the new area. Then read and follow the 
  paragraph’s instructions (See Mapping the Dungeon).
  4. SEARCH
  Once you have followed the paragraph’s instructions, you may search the area by checking the diagram 
  information box on the map diagram of the current paragraph you are reading. If the search information shows 
  (???), you roll randomly on Table F – Find, just as you would in a traditional game of D100 Dungeon. However, 
  if the search detail shows a number, you instead turn to the paragraph number shown and follow its instructions. 
  Once an area has been searched, mark it on the dungeon sheet with an (S) in the bottom left corner as a 
  reminder it has been searched, and cannot be searched again.
  Whether you search an area or not, once you have followed all of the instructions detailed in the various 
  paragraphs, you will be instructed to return to an area that shows a map diagram. This will signify and conclude 
  the end of the current turn and you begin a new one.
  When playing an Adventure game, the dungeon map is not generated randomly as is usual for a traditional 
  D100 Dungeon game, but is instead created by the adventure book as you explore and turn to various 
  paragraphs. You will need to map the dungeon on a new type of dungeon sheet, which can be found at the end 
  of this book. You may wish to photocopy or download it from the MK Games website (www.mk-games.co.uk) 
  and print it out before you begin. It is very similar to the traditional dungeon sheets found in the main rule book 
  but has space for only 20 areas to be added. This will provide enough spaces for the dungeon to be mapped 
  without spilling over onto additional sheets.
  When playing a new Adventure, you are required to read a short story and will then be instructed to turn to 
  paragraph 1. At paragraph 1 you are confronted with a map diagram and a paragraph explaining the area you 
  have discovered. As you play through the adventure you will come across many paragraphs that have a map 
  diagram, and each time you encounter one, you are required to copy and draw it onto the dungeon sheet (unless 
  of course it was already added during a previous turn). It is important to record all the information shown on the 
  map diagram to the dungeon sheet, such as exits, doors and the diagram information box for reference later on 
  in the game. If you are using the Mapping Game, it is impossible to mark the map card with all of the 
  information, therefore simply add the Area Marker that matches the current paragraph number, and when 
  required you can flip back to it’s paragraph to reference it’s details. Below shows a typical map diagram and the 
  different information it displays.
  MAPPING THE DUNGEON
  7
   
  
  You will find when drawing the dungeon you will not need to rotate the dungeon sheet like you would in a 
  traditional game of D100 Dungeon, and that areas are drawn as they appear in the Adventure Book straight 
  onto the dungeon sheet.
  The exit arrows all have a number that direct the player to a paragraph they will need to turn to when the 
  adventurer leaves the area. You must always draw areas on the dungeon sheet so that all of its exit arrows are 
  pointing towards the correct areas. For instance, an arrow marked with a paragraph number of 6 would be 
  drawn so that its arrow is pointing to area 6 on the dungeon sheet. (see Diagram A).
  DIAGRAM ORIENTATION
  8
   
  
  Diagram A: The yellow exit arrow marked in blue has a paragraph number of 19, and is drawn so that exit 19 is 
  pointing towards area 19. The yellow exit arrow marked in Red has a paragraph number of 5 and is drawn 
  pointing towards area 5.
  DIAGRAM OF A MAPPED DUNGEON
  9
   
  
  USING EXITS
  When an area has been explored and it is time to move on from your current area, you can choose from any of 
  the available exits. Each exit is marked with a yellow exit arrow that contains a paragraph number to turn to. 
  Simply choose an exit and turn to the paragraph number. However if the exit is blocked by a door showing a 
  door symbol, you must first open the door and are required to roll on Table D – Doors. If the door code is (O) or 
  is changed to (O) you are permitted to turn to the paragraph number shown in the exit arrow.
  Sometimes you may proceed through an exit, and the new area shows a door blocking your way. In this case, 
  add the door symbol to the dungeon sheet, but do not add the rest of the areas details. You may only add those 
  details and turn to its paragraph if you manage to successfully open the door or find another way through.
  If you decide to try an exit that already has a door code marked on the Adventure Dungeon Sheet, look up its 
  code on Table D – Doors, just as you would in a traditional game of D100 Dungeon.
  When you turn to a paragraph that has a map diagram, read through the narrative and follow any instructions 
  given for the area, then proceed with the turn as explained above, one step at a time. However, when you 
  revisit the area later on during your adventure, you may skip all of the narrative and instructions and simply 
  follow on with the turn sequence in the normal way, usually by encountering any escaped monsters and 
  performing a search (unless you've done so already). However, in some cases a paragraph may include a set 
  of instructions titled “PERSISTENT”, these instructions must always be read and followed each time the 
  adventurer visits the area.
  When a red or green area is discovered, the paragraph will instruct you to either roll on the appropriate table 
  (Encounter or Geographic), or a result will have been generated for you. The paragraph will always advise if 
  you need to roll or not. You will only encounter a monster the first time you discover an area, unless the 
  PERSISTENT section stipulates otherwise.
  At times during an Adventure, the instructions will ask you to read another paragraph, but remember your 
  current one. When this happens it will look something like this “Turn To R55”; in this instance, you are being 
  asked to turn to paragraph 55 and remember your current paragraph. The letter R informs you to remember the 
  paragraph number. It is important to keep a note of the most current paragraph the adventure book has asked 
  you to remember, because at some point during the game you will be asked to Turn To R, and you will be 
  require to return to that last remembered paragraph.
  PARAGRAPHS
  RED AND GREEN MAP DIAGRAMS
  REMEMBERED PARAGRAPHS
  10
   
  
  Example: Wendy is currently reading paragraph 34 and been told to “Turn To R76”. She makes a record of the 
  current paragraph on her adventure sheet (34) and turns to paragraph 76. Later she is asked to Turn To R and 
  so Wendy checks her adventure sheet and sees the last recorded paragraph number is 34. She turns to 
  paragraph 34 and follows its instructions.
  Because the Adventure Book generates the maps for you as you explore the dungeon, there is no need for the 
  use of a secret passage when the dungeon has sealed you in, because the adventure books makes sure this will 
  never happen. Therefore, the creation of a secret passage is not permitted when playing the Adventure Book, 
  and if at any time a secret passage is required, the relevant paragraph will provide its full details. If you happen 
  to randomly generate a secret passage from a table, the result is ignored and you must roll again. 
  When the adventurer escapes a monster, it is added to the dungeon sheet in the usual way, and the next time the 
  adventurer re-enters the area it must be encountered, just as it would in a traditional game of D100 Dungeon. 
  However some of the monsters encountered in the Adventure Book are unique or have been slightly modified 
  from the original rulebook, so when you record these monsters to the dungeon sheet, you will need to record the 
  paragraph number where it has been encountered, and its name on the dungeon sheet. If you are using the D100 
  Dungeon Mapping Game, you can record this information using the blank Area Markers before adding them to 
  the map card.
  Sometimes you might be in a position where you need to fail the adventure and start again. Unlike in D100 
  Dungeon quests or campaigns, there is no penalty for failing. However, in order to end the current adventure, 
  the adventurer must leave the dungeon using a yellow exit arrow marked with an “E” (for exit). When the 
  adventurer uses the exit, the adventure is over, and any items with a number in parentheses after its name, that 
  were added to the adventure sheet during the attempt, must be removed. The next time you play, you must start 
  from the beginning, and all encounters and features are reset. 
  Some monsters just don’t want to quit and will pursue the fight at whatever the cost. Below is a new monster 
  ability that you may encounter during your adventures.
  BOUND – The monster is more determined in combat and will attempt to escape less frequently. When the 
  monsters reaction is rolled at the start of a combat round, the monster will only attempt to escape on a roll of 10, 
  and all results of 8 and 9 that would cause a monster to escape, must be re-rolled.
  SECRET PASSAGES
  ESCAPING MONSTERS
  FAILING THE ADVENTURE
  NEW MONSTER ABILITY
  11
   
  
  NEW RULES FOR ALL D100 DUNGEON GAMES
  Below you will find new rules and additions that can be implemented into your games at your 
  discretion, none of these are compulsory, and you are free to pick and choose which, if any, you will 
  include in your D100 Dungeon games.
   
   
   
   
   
   
   
   
   
    
    
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
    
   
   
   
   
   
    
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
     
   
   
   
    
   
    
   
    
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
    
   
    
    
   
   
   
    
   
   
   
    
   
   
    
   
   
   
   
   
   
   
   
    
   
    
   
   
   
   
   
    
   
    
   
   
   
   
   
   
   
   
    
   
  Sometimes doors may block your 
  progress through a dungeon, but now 
  you can attempt to break them, burn 
  them, and smash them into pieces. 
  There are two methods that can be 
  used to bring down a door; you may 
  either attack it with a suitable weapon, 
  or attack it with a spell. The types of 
  weapons that can be used are shown 
  below. If you have a suitable weapon 
  you may mark it on your adventure 
  sheet with a (D) after its name as a 
  reminder that it may be used against 
  doors. When using a spell against a 
  door, 
  providing 
  the 
  spell 
  deals 
  damage, it may be used and you may 
  also mark the spell with a (D) after its 
  name as a reminder.
  BLAST THOSE DOORS
  Axe, Bardiche, Battle Axe, Claymore, Club, Half Maul, Hammer, Lance, Mace, Maul,
  Mighty Claymore, Morning Star, Pernach, Spiked Club, Throwing Axe, War Hammer, War Pick
  ATTACK/SPELL TESTS
  When you attack a door, you need to make an attack or spell/scroll test against it; you gain a +10 bonus to the
  test because the door is stationary and not fighting back. If you fail the test when casting a spell, the door is still
  dealt the spell damage, but you will then need to roll on Table C – Curses. When you fail a test striking a door
  with a weapon, the door is also dealt the damage. However the weapon has been damaged and you must shade
  in one pip on its damage track. When dealing damage from a weapon you roll 1d6 and add or subtract the
  Adventures damage modifier before deducting it from the doors damage value. Note, if the adventurer has
  unlocked the mighty blow ability, it does not have any effect on the damage roll.
  MAKING NOISE
  You must keep a running total of the number of times you attack a door during a turn. If the adventurer keeps
  making a lot of noise, there is an increasing chance a monster will turn up to investigate. After each attack is
  made on a door, the player rolls 1d10, and if the result is equal to or less than the number of times a door has
  12
   
  
  been attacked so far this turn, a wandering monster has turned up to investigate. The player rolls on the 
  Encounter table and must fight the monster. At the start of a new turn, or after combat with a wandering monster 
  that has been triggered by attacking a door, the number of times a door has been attacked is reset back to 0.
  Example: Sir James strikes a door with his claymore and fails his attack roll and so he shades one pip on its 
  damage track. Now he rolls 1d6 for the doors damage and scores a 6. Although he has unlocked his mighty 
  blow ability, it doesn't count on doors and so he just adds his damage modifier of +2 to the 6 he rolled. He 
  scores a total of 8 damage to the door. Now he must check for a wandering monster. As this is his first attack on 
  a door this turn, a monster will turn up on a roll of 1. He rolls 1d10 and scores a 4, so no monster this time. 
  With the door still not destroyed, he takes another swing, and this time he passes his attack roll. He rolls 1d6 for 
  the damage to the door and adds his damage modifier for a total of 3 damage. Again he checks for a wandering 
  monster, and as this is his second attack on a door, a monster will turn up on a roll of 2 or less. He rolls the die 
  and gets another 4, again no monster this time.
  Deciding this door is too tough, Sir James wanders over to try another door. This door is locked and so he 
  tries his keys. With 4 pips shaded on his key track, he must roll 4 or less to have found the right key. He rolls 
  a 5, so no key this time. This door looks a lot flimsier than the one he tried earlier, and so he takes a swing 
  and passes the attack roll. He rolls for damage and must now check for a wandering monster. As this is his 
  third attack on a door, a monster will turn up on a roll of 3 or less. He rolls the die and gets a 3. Cursing to 
  himself for being too noisy, he rolls on Table E and is encountered by a group of giant apes. After the combat 
  Sir James gets back to bashing through the door, but because he encountered those apes, the number of times 
  he has attacked a door is reset back to 0.
  DOORS DAMAGE VALUES
  The table below shows the damage value of each type of door found in the game. To find the damage value of a 
  door, cross reference its type with its number value. You can record a doors current damage value on the 
  dungeon sheet next to its door code like this “(LV2/22)”.
  When a doors damage value has been reduced to 0 or less it stops blocking an exit and the player changes its 
  door code to (O) on the dungeon sheet.
  13
   
  
  MULTI‑SLOT ARMOUR
  During the adventure you may come across some types of armour that need to be equipped to more than one 
  slot. This type of armour is called multi-slot armour, and when equipped is recorded to all the equipment slots 
  for all the locations it offers protection to. The player writes the name of the item, its gold value, fix cost and its 
  Armour (A) value on each location slot it is assigned to. However any bonuses it provides to Str, Dex, Int, HP, 
  Dmg and Def are only recorded to one of the slots that the armour is protecting.
  Example: If the adventurer found the armour shown below, then they would equip it to the adventure sheet 
  as shown on the diagram.
  ARMOUR OF THE SPIDER (750/150gp) (Back, Torso, Waist) (A:1) (+5 Dex)
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
     
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
    
   
   
    
   
   
    
   
   
    
   
   
    
   
    
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
   
   
   
    
    
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
      
   
   
   
  MULTI-SLOT ARMOUR DAMAGE TRACKS
  When equipped, multi-slot armour uses all of the damage tracks where it has been recorded and will only be
  destroyed once all of its damage tracks have been fully shaded (i.e. all of its  pips have all been shaded).
  Until the multi-slot armour has been destroyed, whenever the last pip on one of its damage tracks has been
  shaded, it will cease to offer protection to that area until it is repaired, it looses the benefit of its Armour (A)
  value, and damage can no longer be deflected to its damage track. If an effect requires a pip or pips to be shaded
  to a damage track that is full, or it becomes full when fulfilling the effect, the damage and any surplus damage is
  then assigned to another slot that the armour is protecting at the players discretion.
  Example: Jess has discovered some armour that is equipped to her Torso and Waist, so she writes down
  the
  name of the armour and its armour value on the Torso and Waist slot of the Adventure Sheet. Later during
  a
  battle, an Orc strikes her torso and she deflects 2 points of damage to the armour. The damage track on
  her
  torso slot is now full and normally this would have destroyed the armour, but because it is a multi slot item
  and
  
  is also assigned to her waist slot, it is not yet destroyed. Later in the game the armour suffers some damage to 
  her Torso, but because this damage track is full, it is instead assigned to the Waist slot damage track.
  When the multi-slot armour is unequipped to the backpack, each location it protects will need to be assigned to 
  a slot in the backpack so its damage track for each location can be properly recorded.
  SELLING MULTI-SLOT ARMOUR
  When you sell a multi-slot item, you will receive its gold piece value for each of the slots that it protects. For 
  instance, if a piece of armour is equipped to 2 slots and is worth 70gp, the adventurer will receive 140gp (70gp 
  for each slot it protects). However if one or more of the slots are damaged its value is reduced for that slot, just 
  as if it was a single slot item. The player should tally up the value of each slot based on its damage track and 
  combine their values for a total selling price when selling the multi-slot item.
  15
   
  
  16
   
  
  THE DRAGON ARMOUR ADVENTURE
  “The Dragon Armour is a set of Golden Armour made up of five separate pieces encrusted with thousands 
  of tiny Aztopaz crystals, and is part of a group of artifacts known as the “Antiquities of Power”. It was 
  forged at the Arcane Tower hundreds of years ago and is believed to be the first and only set of Dragon 
  Armour to have ever been created.
  It was during the long and brutal Dragon War against the Dark Elves, that the High Elves sought out and asked 
  a great sorcerer named Venith to imbue a suit of armour with a spell of protection against fire. Venith, being a 
  newly appointed Wizard to the Council of Seven and Sorcerer to the Scripture of Elements, jumped at the 
  chance to prove his standing with the other mages at the Arcane Tower, and began work on the spell 
  immediately the armour arrived at the tower. 
  The High Elves, who were loosing grip of the battle, were desperate to turn the tide of war against the Dragon 
  Riders. With one thousand Dragons and Dark Elf Riders, the Dragon Army proved a formidably enemy, and 
  despite their best efforts, the High Elves were losing the war and could do nothing to stop the havoc being 
  spread across their lands and Northreach.
  The High Elves hurriedly began work on one thousand suits of armour, one suit for each of the Dragons Riders, 
  whilst Venith set about perfecting and imbuing each of the five pieces with the fire protection spell, and he 
  decided to add a little something extra for good measure. When the armour was complete, he travelled to 
  Highborn, and in an extravagant and monumental ceremony presented it to the High Elf Queen Annolin.
  Before her people, the Queen was dressed in the armour, and an astonished crowd, who had gathered in their 
  thousands, gasped and applauded as each piece moulded and shaped itself magically to her body. When all five 
  pieces were fitted the armour emitted a spectrum of light as the different coloured Aztopaz crystals lit up and 
  pulsated. Venith had used all of the arcane elements and bestowed them to each piece. They spread and merged, 
  locking together into a single entity, so that there were no visible joints or seams, and it appeared the Dragon 
  Armour was golden dragon scale clinging perfectly to the Queen.
  In a spectacular and frenzied assault he began attacking the armour with powerful fire spells, and as the flames 
  hit over and over, the golden scale was left unmarked. The crowd at first were concerned for their Queen, but 
  now they cheered and roared. The armour was fully immune to the effect of dragon fire, and the little something 
  extra Venith had added, made her stronger, wiser and agile. She moved with a swiftness of speed, and all the 
  while felt healthier and full of life. 
  With the Dragon Armour came hope. Until now the Dragon Riders had been winning the battle because  they 
  had dragon fire on their side, but an Elven Army that could withstand the dragons fire, had the potential to 
  turn the tide of war in their favour. 
  With the armour proving a huge success, Venith headed back to the Arcane Tower with the first batch of golden 
  armour to be imbued with the fire protection spell. However, on his way, he was ambushed by a wave of 
  Dragon Riders, and was never seen again."
  17
   
  
  “The sorcerers at the Arcane Tower tried, but failed to recreate the Dragon Armour to Venith’s standards. None 
  were able to match his work. They could only imbue a weaker form of fire protection, and the extra little 
  something Venith had added, was forgotten and not added at all. However, they did their best, and one thousand 
  suits of golden armour were imbued. This new type of armour did offer a good deal of protection against the 
  effects of fire, but it did not merge or become a single suit of dragon scale, and it did not offer any other 
  enhancements to its wearer. It became known as the “Fire Armour”. 
  The Fire Armour did help in the war, and the elves managed to eventually defeat the Dark Elf Dragon Riders 
  and send them back to Westpoint. However, the original Dragon Armour is one of a kind, just like the Wizard 
  Venith …….” The old man sat back down at the table. He had got over excited recounting the story, and 
  realised he had almost been shouting. Many of the Inns patrons were now staring at him. When his red 
  cheeks had turned back to their usual pale white colour, and the Inn had settled back to normal, the old man’s 
  three companions each patted him on his back, as they supped the last of their drinks. From the shadows you 
  strain to hear their conversation over the noise, and you are intrigued by his story. This could be the new 
  adventure you have been waiting for.
  18
   
  
  “So my round again, Ya all ‘aving the same?” Standing abruptly, the dwarf rises from his chair and burps 
  loudly, pushing it away with his legs. It drags across the saw-dusted floor, making a loud scraping noise. For a 
  brief moment the crowd turn and stare and a deafening silence fills the inn.  You can’t help wondering if the 
  group are deliberately trying to be noticed. His companions all nod and so he heads off to the bar. A large two-
  handed warhammer hanging from his belt begins to swing left and right, and you watch helplessly as the event 
  you predicted a moment earlier unfolds. The warhammer crashes into a chair, and its occupant, who is just 
  taking a sip of ale, ends up swallowing a mouthful and spills half of it down his chest. He turns and glares 
  annoyingly at the dwarf, who apologises drunkenly. 
  With the dwarf gone the other three make small talk, and you spend the time observing them. The older 
  gentleman is human and obviously skilled in the arcane arts. He has a long staff leaning against his chair and is 
  dressed in long flowing robes. You notice a large tome strapped to his back, which probably contains his spells. 
  Sitting next to him on one side, is a halfling. He is dressed in tight fitting dark leather and wears a belt loaded 
  with small knives. He is quiet and doesn't say much, but when he does the others give him their full attention. 
  Next to the assassin sits a Wood Elf. She is very beautiful, and you have never seen her equal. She is attracting a 
  lot of looks from the patrons, but she is either used to the attention or doesn't notice. Resting between her legs is 
  a long bow, and hung over her chair is a quiver filled with long arrows. Every so often she takes a long look at 
  the door, and each time you notice she places a hand over an arrow which has been resting on her lap.
  The dwarf returns and crashes four tankards of house ale on the table. It splashes and spills out onto the wooden 
  surface, and his three companions look at each other and cringe.
  “Blooming Innkeeper was arguing with me. Said I was drunk and said he couldn’t serve me until I sobered 
  up. I told Him! I’ve never been drunk in a hundred and fifty years, and to say that I am is as much an insult 
  as calling his wife a whore. He said that his wife is a whore and for 3 silver coins I could sober up in her bed. 
  I said, I’ve seen his wife and I will need a lot more ale to cross his palm with my silver. He nodded with 
  agreement and said well lets get you some more ale then.” The dwarf bursts out laughing, until he stops 
  suddenly and hunches over, coughing and wheezing. His face screws up tight and goes bright red, his 
  outburst was plainly too much to cope with for his old age. The Wizard slaps his companion on the back, but 
  it does little good, the dwarf is wearing full plate mail. 
  You observe the dwarf whilst he recovers. He looks like a sword for hire, or in his case a warhammer for 
  hire. He has various mismatched pieces of armour botched together and strapped all over his body. A long 
  greying beard is plaited in two tails and hangs soaked with ale from his chin downwards. The braids at both 
  ends are bound with ornate metal toggles, made to look like gold, but the yellow paint is chipped and peeling. 
  You get the feeling that anything other than the warhammer this dwarf has ever owned has been sold for a 
  flagon of ale, and the warhammer has only survived his addiction, because it is probably an heirloom and to 
  sell it would make him an Degaraid: In dwarven culture this would be a person who has brought about 
  dishonour to his family or people. They would most certainly be cast out and not allowed to return home until 
  they have fully redeemed themselves.
  19
   
  
  “Okay lets settle down, thanks for the drink Tinnka.” The elfling chuckles at the mention of the dwarfs 
  name, and the assassin throws her a smirk. The dwarf blind drunk and still amused over his conversation 
  with the Innkeeper doesn't notice the exchange, and sits staring at the wizard grinning gleefully and 
  waiting for him to continue.
  “It is believed by many that the Dragon Armour was worn by Queen Annolin in the Last Battle of the Dragons 
  at the gates to the Ruined City of Ender. She was defeated that day, but managed to mortally wound the Dark 
  Elf Kantha, the Dragon Lord, and Master of Dragons. When he finally died, he was on his back and looking up 
  into the sky. He was in agony from his wounds, but the real agony he felt was watching his army retreating, and 
  flying home to Westpoint. When his eyes rested still and they stared blankly into the sky, his steed Melvinto, the 
  largest of the fire dragons, knew his master was dead.
  A tear fell from the dragons eye and washed over his masters face. He was so saddened by his loss, he knew he 
  had to give up the last of his hearts, his dark heart, and so he spoke the words of resurrection.” The wizard 
  paused a moment and smiled at the faces of his three companions. None had blinked for quite a while, and their 
  mouths were wide open. They were totally engrossed by his story. 
  “You see, all dragons are born with two hearts. One is a dark heart, and controls its evil nature. The other is a 
  light heart, that controls its good nature. As the hearts grow they are in a constant battle against each other, and 
  when the dragon reaches adulthood, the hearts cease to compete and how they have matured will often reflect in 
  the dragons temperament. A larger dark heart and the dragon will be cruel and immoral, whilst a larger light 
  heart and it will be gracious and kind. They can also survive perfectly well with just one heart, and in ancient 
  times it was not uncommon for a kind dragon to offer it to resurrect an ally or follower.” The dwarf looks over 
  at the elfling and smiles. He stares grinning from under his beard trying to get their eyes to meet, but she is 
  having none of it and looks down at the table.
  “Well who’d have know a dragon has two hearts. I have just one and I still haven't shared it with anyone yet.” 
  Still smiling and staring through a drunken haze, the dwarf attempts to take hold of her hand, but she quickly 
  grabs up her tankard and gulps down some ale. Sobering up from the rejection he sits up in his chair and places 
  both hands on his lap, and looks at the wizard. The elfling sighs and looks away. 
  “When Melvinto had finished speaking the arcane words, his chest opened up and he removed his black heart, 
  and placed it on the chest of Kantha. With failing life he watched it meld into the Dragon Leaders chest, and 
  when the dark energy expelled from his body, Melvinto fell lifelessly to the ground. In the same instant his 
  master’s chest convulsed and he tried to fill it with air, but he was unable to breathe. Sitting up he saw his 
  dragon fall and he yelled out “NO”. He was in so much pain and he tried to shed a tear for the sacrifice 
  Melvinto had made, but he could not cry. Standing was a struggle, but he battled through the discomfort and 
  rose to his feet. He felt different, very different, he felt powerful, and as the pain drifted away, the void was 
  filled with anger and vengeance. Reaching down he grabbed the cloak of the High Elf Queen and noticed his 
  hand. It was grey and had long black claws."
  20
   
  
  “The High Elves who had briefly celebrated the Dragon Army's defeat, now looked for their Queen and 
  hundreds of eyes fell back to Kantha. None had realised she had died, until now. Hundred of agonizing cries 
  called out at the sight of their dead Queen, and a High Elf archer notched an arrow and pointed her bow towards 
  the Dragon Lord. An instinct that he had never felt before, sent Kantha’s hand upwards with its palm 
  outstretched and aimed at the archer. A bolt of black lightning struck her chest before she could release the 
  arrow and she was blasted to the ground. Soldiers and archers looked across the battlefield at each other and 
  after a short panicked pause, a shout went out “Kill the Lich Lord!” and then they charged.
  Kantha moved backwards towards the gates of the ruined city, dragging the Queen in one hand, and defending 
  himself with the other. Bolts of black lightning smoked and crackled across the enemy lines and it was just 
  enough to get him through the gates to safety. Closing and barring them, he slumped back against their solid 
  steel surface. He could barely hear the turmoil outside. He dropped the Queens cloak, and touched the Dragon 
  Armour. It had stopped glowing, because her life force was gone. He grinned and laughed at her death. The 
  laughter boomed through the hall and echoed back at him. What was left of his mind pondered what had 
  happened since watching his army retreat to their homelands. He will have them executed one by one for their 
  cowardice. He quickly came to terms with his situation, he had died and been resurrected by Melvinto. The 
  dragon’s black heart had brought him back as a Lich Lord, and now he was strong and powerful, and knew 
  hundred of dark magic spells. He smiled cruelly and laughed again. It was an evil and wicked laugh that 
  repeated itself over and over as it echoed away into the darkness, and this made him laugh all the more. 
  Eventually he composed himself and looked down at the queen, and knew what had to be done.
  Holding his hand to the queens head he spoke a word of dark magic, and slowly her still form began to twitch 
  and animate awkwardly. She opened her eyes, and her mouth tried to speak, but instead she just groaned. The 
  creature rose to its feet, hunched and deformed, and couldn’t straighten properly. Its eyes had glossed over and 
  become grey and lifeless, yet it had a type of life, it was an undead life. It lumbered over to the gates and began 
  scratching and gnawing with long claws. It was hungry and could smell the high elves flesh on the other side. It 
  needed to eat fresh meat and its hunger was driving it mad. The Lich Lord marvelled a while at the creatures 
  persistence and then spoke more words of dark magic. This time he cast a spell of undying on himself and the 
  Zombie Queen. It would make anything they killed raise up as zombies. Knocking the Queen aside, Kantha 
  unbolted the gates and flung them open. He stepped out to meet hundreds of waiting elves and the army 
  advanced, but when the Queen appeared from the shadows and stood beside him they paused, horrified at the 
  sight. Her jaw dropped open and she roared terrifyingly at the people she once ruled.
  A few lunged forward and attacked, whilst others stood rooted with fear, and could not move. The 
  Zombie Queen embraced the advance and began tearing into their flesh, whilst Kantha the Lich Lord 
  tore into them with dark magic.“
  21
   
  
  After they had fled, he searched the battlefield and found Melvinto. He knelt beside its huge head and spoke 
  softly and then stood back and watched it fill with undead life. Slowly it rose shaking out its wings, and its 
  bright red scales began to drop away. It looked down at its master, it was confused and tried to speak, but all 
  that came from its mouth was a plague of Necrotizing insects and they stripped away its flesh. The small bugs 
  annoyed the dragon and it snapped at them, swinging its head from left to right. In just seconds everything had 
  been eaten, stripped to the bone, and so the swarm flew off in search of more food. The dragon lowered its 
  skull, snuggling into its master and they walked together into the Ruins. Queen Annolin and the zombies 
  lumbered after. The Lich Lord had found a new home.
  The Dragon Armour has never been recovered and it must still be worn by the Zombie Queen. It is commonly 
  believed that she walks the halls of Ender, commanding the Zombies that turned after her death.” The assassin 
  and the elfling both choke on their drinks and stare up at the wizard in astonishment. After a brief exchange, the 
  halfling leans forward and speaks through gritted teeth.
  “So this is what the meeting is all about. You’re planning on going after the Dragon Armour? I have heard 
  this tale before and only a fool would venture into the lair of a Lich Lord, let alone one with a Skeleton 
  Dragon and an army of zombies.” The assassin stands and pauses at the table, whilst the elfling rises from her 
  seat and notches the arrow she had been fondling loosely into her longbow. she moves around the table and 
  bends to speak in the wizards ear. 
  “You must be mad if you think you can take on a Lich Lord. I’ve wasted enough time, count me out. But hey, 
  good luck and I’ll see you on the other side” Patting the old wizard on the back she grabs the quiver from her 
  chair and slings it over her shoulder before striding towards the door.
  “Come on my old friend, this is not worth the risk, let this one go. The Dragon War ended many years ago, and 
  who knows if the dead Queen still wears it, but I know all about a Lich Lord.” The assassin turns his head to one 
  side and reveals a long scar on his cheek, it looks fresh and less than a day old. He moves a finger down its length.
  “With each elfling that was killed, its corpse 
  rose up into a zombie. Their death was creating 
  an army, a undead army, that was being 
  commanded by Kantha the Lich Lord. The 
  high elf attackers, realising the vile magic that 
  was at work, left their fallen comrades and fled 
  the battle. The Lich Lord stood amongst a 
  plague of zombies watching them flee and 
  roared at their cowardice. They had started the 
  battle the stronger side, but now retreated, 
  vastly outnumbered by the undead army. He 
  allowed them their escape and knew they 
  would tell others of his power.
  22
   
  
    
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
    
   
    
   
   
    
   
   
    
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
    
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
    
   
   
   
    
   
   
   
   
   
   
    
   
    
   
    
   
     
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “This is what a Lich Lord gave me twenty years ago after it destroyed our entire party. There were 20 of us who
  entered The Well of Despair and I was the only one who returned. Not because I killed the creature, but because
  it spared me to pass on a message to my people, and so I survived because I ran away. Twenty years on and the
  blasted thing has still not healed. I wake every morning and can feel the same burning pain I felt when it first
  sliced open my cheek with its claw. If you pursue this folly, then good luck but I too am out.” The wizard and
  the dwarf both watch after him as he leaves the Inn. The dwarf, who seems to have sobered up a little, places his
  flagon down on the table and burps loudly.
  “Well, well, what a predicament you have yourself in Wizard. I must say, I ain’t afraid of a Lich Lord, or a
  Skeleton Dragon or the Zombies. I can eat Zombies for breakfast. But I was only here for the lass, I can tell she
  has a thing for me, every time my name is mentioned she giggles, and gets embarrassed and has to look away. I
  can see the spark. I maybe old but I’m not blind” With a nod and a long wink to the wizard, it is obvious he really
  does believe the elf is in love with him. The wizard sighs and the dwarf springs up out of his chair and hurries to
  the door. In the panic he knocks over his chair and it tumbles backwards into the same guy he bashed earlier.
  “Ah sorry pal, here have a drink on me” Now running he tosses some coins on the guys table and then crashes
  through the door. From outside you hear his distant yelling “Wait for me elfling, hey! now stop your running
  and wait up for ya little Tinnka.” Everyone in the inn except the wizard chuckles. Supping up the last of the ale,
  he walks over to the bar with the empty flagons and hands them to the Innkeeper.
  “None of them any good, Bendrell?” says the Innkeeper.
  “Nope, not this time my friend.” Deflated the wizard opens the door, and stops halfway through when the
  Innkeeper shouts after him.
  “Same time next week then?”
  “I guess so, its getting harder and harder to find.”
  “What’s that then, what are you looking for?” The Innkeeper gives each of the flagons a wipe with a dirty cloth
  and places them on the shelf ready for the next customer.
  “Courage, that's all, just a bit of courage.” The wizard carefully shuts the door behind him and the Innkeeper
  shakes his head.
  “Silly old fool! Only a war can create courage and most of this lot ain’t ever been to war.”
  Leaving the shadowy corner of the inn, where you have been eaves dropping the whole time, you decide to
  follow after the wizard and ask about the Dragon Armour. You have some questions, and this could be the next
  adventure you have been looking for. As you pass the Innkeeper you notice his left eye is covered with a patch,
  and out of curiosity you gesture to the eye and ask which war he fought in.
  “Me, no, no, I ain’t been in no war, ha ha, I wear the patch, because of the name of the Inn”. He grins and then
  performs a little dance that finished with him clicking his heels together. His toothless smile fades quickly when
  you sigh and leave.
  23
   
  
  Outside the sun is brighter than usual for this time of year, and for a moment it blinds you. When you can see again 
  you look around for the wizard, but he is nowhere to be seen. Over by the horse post, you find a large white 
  feather. It is as big as your hand. Intrigued to see a bird that could have shed such a feather, you peer up into the 
  sky and search its vastness, and off in the distance you spot the silhouette of a large winged horse and a rider.
  You glance back at the Inn and spot a sign hanging lopsided over the entrance. One of its chains is much shorter 
  than the other and it is hanging at an odd angle because of the poor repair job that's been made on a broken link. 
  The sign itself has peeling paint, and its crudely drawn picture makes you chuckle. A jolly pirate with a red 
  handkerchief on his head is dancing on the deck of a ship, and in one hand holds a flagon, and in the other a 
  cutlass. He wears an oversized patch on his left eye, and sitting on his shoulder is a parrot, from its beak is a 
  caption that reads “Finest Ale! Finest Ale! Squawk! Squawk!” At some time a real bird has been using the sign 
  as a perch and done its business all down the arm of the pirate. However unless closely inspected, most 
  customers would assume it was part of the sign and done by the parrot on the pirates shoulder. Written above 
  the picture are the words “THE DANCING PIRATE”.
  Stepping back inside the Inn you order a drink, and sit down at the table used earlier by the four adventurers. 
  You contemplate if you have the courage to enter the Ruins of Ender and wonder if you could take on the Lich 
  Lord in search of the Dragon Armour.
  ENCOUNTER MODIFIER: -20
  If you have the courage Turn To 1 and begin the adventure, but first please observe the following:
  If during the quest you find an Objective Item, you will find that it is a VIAL OF HOLY WATER (15gp) 
  (Belt slot), and has enough blessed liquid for one use. Holy Water that is stored in your belt slot may be used 
  at the start of any combat round against a Risen monster. The monster must have the word “Risen” in its 
  name. Once it has been used it must be removed from the adventure sheet, however the monster is 
  automatically killed and you win the combat.
  You begin the Adventure with 2 Potions of Lesser Cure Disease, 1 Potion of Lesser Remove Poison (see table 
  N-NEEDED) and 2 vials of Holy Water. You may also perform the “Before Your Next Quest phase” and make 
  additional purchases. When you are ready Turn To 1.
  24
   
  
  25
   
  
  1
  Do not roll for an encounter, instead you step through the main gates 
  to the Ruins of Ender and are surprised to find a torch burning 
  brightly. This could only mean one thing. You are not alone. Just as the 
  realisation dawns on you, you spot from the shadows some things 
  lurching towards you. Preparing your weapon, you wait for their 
  approach and are horrified to see four rotten corpses lumbering with 
  outstretched arms, hungry for your flesh. You must fight the Zombies. 
  If you escape combat add “Zombies 1” to the dungeon sheet and you 
  will encounter them the next time you enter this area. If you or the 
  Zombies escape, you must continue with your turn.
  2
  Do not roll for a geographic feature. In this part of the ruins you notice 
  an immediate change in architecture. The dilapidated buildings appear 
  grander and more expensive here, even in their current state of 
  disrepair. You spot an old chapel, still intact, and head in to investigate. 
  Several statues of deities, none of which you recognise, have been set 
  up on altars, and offer places to pray. If you would like to pray, shade 
  1  on the time track, and roll 1d10 on the table below to see if the 
  gods are listening. You may only pray once. After you have rolled on 
  the table write “Altar ” on the dungeon sheet, so you know next time 
  you visit the area you are not permitted to pray again.
  26
   
  
  gets closer you can see a golden crown on its head. You have found Queen Annolin, the Zombie Queen. All 
  around a wall of ice shoots up from the ground, growing upwards until both you and the queen are completely 
  surrounded, and then you hear laughter, a cruel and evil laugh that echoes around the hall, “Ha ha ha, you fool, 
  did you think finding the Dragon Armour would be so easy. You will soon join the dead and fight for me.” Your 
  heart sinks at the sight of the zombie that stands before you, it is not wearing any armour. And then it attacks. 
  You must fight the Zombie Queen. Neither you nor the queen can escape combat as the ice wall is impenetrable. 
  Any time she rolls an escape reaction result, it must be re-rolled.
  3
  Do not roll for an encounter. Even before you have stepped through 
  into the chamber, you can feel a chill in the air, and with each breathe 
  you expel a cold mist. At first the temperature is just cold, but the 
  further you explore the colder it gets, until you feel snow and ice 
  underfoot. You appear to be in a very large hall. Hundreds of pillars 
  are perfectly placed to support a colossus ceiling that is barley visible 
  in the darkness above. Suddenly, from behind one of the pillars, a 
  hunched and twisted figure emerges dragging a half eaten corpse by its 
  scruff. Fresh blood drips from its mouth, and when it spots you, it 
  drops the corpse and roars. With a new found energy it lurches 
  towards you, flailing its clawed hands and grasping in a frenzy for 
  your flesh. Raising your weapon you stand ready to attack, and as it
  4
  Do not roll for a geographic feature, and if you are using the mapping 
  game add Overlay Counter G18 to the map card. As you walk into the 
  area you are greeted by a strong breeze, and quickly come across a 
  huge area of ground that has collapsed, leaving behind a deep void. 
  What caused the collapse is impossible to say. It may have been an 
  earthquake, but what ever happened here, the area has been split in 
  two. A crude rope bridge has been strung across the ravine. It looks 
  dangerous and very unstable. Peering over the edge you see nothing 
  but darkness, and cannot see the bottom. Its sheer walls makes 
  climbing down to investigate impossible.
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  PERSISTENT: Keep a note of which side of the ravine you are on, and each time you wish to use an exit that
  is on the opposite side of the ravine, you must make the Cross Bridge test, below.
  CROSS BRIDGE – Test: Dex -5 [S: Use Exits] [F: Fall -10HP, Use Exits] (Agility, Lucky)
  27
   
  
  5
  This part of the ruins is very close to the surface, and in a few places 
  scattered around the chamber are streams of sunlight bursting through 
  holes in the rock from the outside. They light up the cavern so much, 
  that you do not need a lantern.
  Roll on the Encounter table and look up the result. If it isn't marked 
  with a C then it gains the skull symbol C, and you must add 
  “Undead” before its name (i.e. if you encounter Ratmen, they will 
  become “Undead Ratmen C”). The undead monster you rolled gains 
  the bonuses to its characteristics as shown on the table below. If you 
  defeat the monster Turn to 26. If you escape combat, add the monster 
  to the dungeon sheet, and you will encounter it the next time you enter
  this area. If you or the monster escape combat you must continue with your turn.
  PERSISTENT: Anytime you are required to spend a flask of oil by the time track whilst in this area, you do 
  not need to spend any oil, and do not suffer the darkness penalty.
  6
  If you are using the mapping game, add Door Counter T5 next to  the 
  door symbol on the map card. In every direction you look, you see a 
  haze of heat shimmering above the ground and distorting your view. 
  Bursting through one wall and spilling to the ground is a constant 
  stream of lava. As it hits the floor, it spreads out and creates several 
  pools where it has melted. Over considerable time the pools have 
  grown in size, but where the lava is flowing away to, is anybody's 
  guess. In the south wall is a large metal door, which appears to be 
  made of Dragon Iron. An engraving of a battle is heavily etched into 
  its surface and depicts a large dragon surrounded by an army of elves. 
  Many of the elves lay dead at the dragons feet, and a lone figure stands 
  on top of a hill outside the gates of a city. It looks down at the elves
  and the dragon and is laughing with its head thrown back. One of the dragons eyes is set with a yellow crystal 
  that glows softly, and the other one is missing.
  PERSISTENT: If you wish to use the doorway that leads to area 16, do not roll on Table D – Doors, instead it 
  has the door code T5. Look up the code on Table D when you wish to try and open the door and follow its 
  instructions. Alternatively if you think you have an item that could open the door another way, add its item 
  number to 80, and then Turn To the paragraph that matches the result. If the paragraph reads correctly then you
  28
   
  
  have used the correct item, otherwise you have used the wrong item and may either try again using something 
  else, or tackle the door in the normal way. When the door code has been changed to (O) you may use the exit 
  and Turn To 16 whenever you are ready to leave the area.
  Whilst you are in this area, every time a  is shaded on the time track, you suffer -2 HP. Unfortunately unless 
  you have collected some items that may be of help protecting you from the fire and heat, there is no way to 
  avoid this damage. If you think you have collected some items that may be of help Turn To R77, otherwise, 
  continue with your turn. When you decide to use any of the exits you must test LAVA PATH.
  LAVA PATH – Test: Dex -10 [S:-1HP] [F:-3 HP] (Agility, Lucky)
  7
  Do not roll for a geographic feature, and if you are using the 
  mapping game, add Overlay Counter G41 to the map card. You find 
  yourself standing on the bank of a fast flowing river. It stretches 
  across your path blocking the only exit which lies on the opposite 
  side of the bank. At one time a large stone bridge crossed its rapids, 
  but now all that remains of the structure are its footings. A long road 
  winds up to the waters edge where the bridge once stood. On the 
  opposite side of the bank the road continues and leads through the 
  exit. The road is so wide, it could easily accommodate coaches, 
  horses and people all at the same time, and was probably a major 
  route through the city during its heyday.
  PERSISTENT: Keep a note of which side of the river you are on, and each time you wish to use an exit that is 
  on the opposite side of the river, you must make the SWIM RIVER test, below.
  SWIM RIVER – Test Str -5 [S:Use Exit] [F:-2HP, +1] (Strong)
  8
  In this part of the ruins, you can feel a hot breeze blowing down from 
  the north, and the air is very dry and humid. The original road is 
  partially still intact, but the edges have been torn up by something very 
  large and powerful. Nearly all the buildings have been destroyed. Ender 
  was once a thriving city, with property being well sought after, but now 
  much of its wealth lays broken and destroyed. What remains of the 
  surviving architecture shows that this area must have been the financial 
  district, and was once the hub of the Dwarven empire. Due to Enders 
  geographic position, the dwarves had many trade routes and agreements 
  arranged with the wood elves and the giants, and the city profited 
  greatly. Its people had gold in abundance, and this is where they would 
  have come to invest. Outsiders would often comment that the city had 
  streets paved with gold, and for a while its wealth knew no bounds.
  29
   
  
  9
  Do not roll for an encounter. As you move through the area, you explore 
  and find it surprisingly empty. Each step echoes back and so you begin 
  to tip toe, but the noise still breaks through the deathly silence. The 
  further you explore the more you begin to notice a thick silky web 
  clinging to the walls, floor and ceiling. At first you spot a few strands 
  here and there, but by the time you hear a strange clicking sound coming 
  from above, the area is covered in the strange web. Looking up you see 
  two yellow eyes peering down through the darkness, and then it attacks 
  with lightning precision. You must fight the Skeleton Spider. If you 
  escape combat add “Skeleton Spider 9” to the dungeon sheet and you 
  will encounter it the next time you enter this area. If you or the Skeleton 
  Spider escape, you must continue with your turn.
  10
  Do not roll for an encounter. Moving through the area you feel a 
  distinct change of temperature. It looks like this place was once used 
  for recreation. A marble staircase on each side leads up to terraces and 
  walkways that have long ago collapsed, and there are several statues 
  aligning a once well maintained pathway. Without warning, a chilling 
  wind blows through the area and extinguishes your lantern (if it was 
  lit) and you are thrown into partial darkness. After a few seconds your 
  eyes begin to adjust and you spot a heap of blankets a few feet away. 
  Suddenly from behind, you hear some scratching and spin around to 
  see another pile of blankets, but this pile just moved. Sensing more 
  movement, you turn around slowly and realise you are surrounded by 
  blankets, and from one you watch in horror as a Zombie is emerging.
  Now from all directions you can hear shuffling and scratching and every where you look, you see zombies 
  rising from blankets. They are all moaning and rasping and hungry for fresh meat. Their diseased saliva drips 
  from their frothing mouths, and you can now smell the foul rotting corpses as they draw nearer. You must fight 
  the zombies in the partial darkness and suffer -10 to Str, Dex, and Int for all tests. If you escape combat add 
  “Zombies 10” to the dungeon sheet and you will encounter them the next time you enter this area. If you or the 
  Zombies escape you must continue with your turn. After the combat you may light your lantern, and if you wish 
  take one of the blankets, add “Blanket (20)” to your backpack.
  30
   
  
  11
  Entering the area you are forced to cover your face, as the stench that 
  fills your nostrils makes you wretch. At one time this part of the city 
  was being used as a large storage facility, and there are hundred of 
  different sized containers in various states of decay. Crates, barrels, 
  and large baskets were once covered by makeshift roofs that have now 
  long gone. Some have been tipped over, and their lids have come away 
  spilling their contents out over the floor, and have rotted away. After a 
  quick scan it looks like nothing is of any use, and everywhere is 
  covered by a thick layer of mould. You cautiously explore, being 
  careful not to disturb any of the spores.
  12
  Long before you see the dwarven canals, a powerful burst of heat 
  hits you as you enter the area. Many years ago several wide canals 
  were carved out of mountain rock and used to harness the lava from 
  Mount Brin. The dwarves ingeniously diverted the lava streams to 
  flow through the city and directly to their foundries and workshops.
  One large canal appears to be the main feed of Mount Brin’s lava and 
  disappears beneath two large brick doors to the west. It is constantly 
  feeding around forty smaller canals with hot bubbling liquid as it 
  flows off in all directions, and feeds into factories, most of which 
  have been destroyed.
  Scattered all around are hundreds of cobbled roads weaving back and forth to various buildings. They are 
  connected by hundreds of small Iron bridges that grant safe access across the canals, but are hot to touch. Each 
  time you place a boot on one, you hear the sizzle of its leather soles underfoot. The heat is so unbearable, it has 
  dried your throat and you are forever wiping sweat from your stinging eyes.
  PERSISTENT: Whilst you are in this area, every time a  is shaded on the time track, you suffer -1 HP. 
  Unfortunately unless you have collected some items that may be of help protecting you from the fire and 
  heat, there is no way to avoid this damage. If you think you have collected some items that may be of help 
  Turn To R77, otherwise, continue with your turn.
  31
   
  
  13
  After a few steps, you are forced to stop as your face is roasted by a 
  sudden burst of heat, and every part of your exposed flesh begins to 
  fry. A little way to the west is where the dwarves first channelled the 
  molten lava of Mount Brin through the ground and is the start of the 
  dwarven canal system. Standing on a ledge you peer down at the 
  bubbling liquid. Several small explosions erupt and ignite surface 
  gases, making the air very dry. Sweat is now pouring from you, and as 
  it hits the ground it sizzles and evaporates in the heat.
  PERSISTENT: Whilst you are in this area, every time a  is shaded 
  on the time track, you suffer -2 HP. Unfortunately unless you have 
  collected some items that may be of help protecting you from the
  fire and heat, there is no way to avoid this damage. If you think you have collected some items that may be 
  of help Turn To R77, otherwise, continue with your turn.
  14
  The area appears to have been abandoned, probably at the time when 
  the lava first erupted and bubbled to the surface. In all directions you 
  are surrounded by pools and streams of hot bubbling, and gurgling 
  fiery lava. It looks like Mount Brin has been weeping its molten tears 
  into this area for hundred of years, and the dwarves simply gave up 
  trying to contain it and abandoned the place. Every few seconds you 
  hear small explosions as volcanic rock and gases are heated to such a 
  high temperature they simply explode, sending fragments and shards 
  shooting in all directions. In places you can still see the remains of 
  an old cobbled road, most of which has now been destroyed or 
  covered over with lava.
  PERSISTENT:  Whilst you are in this area, every time a  is shaded on the time track, you suffer -1 HP. 
  Unfortunately unless you have collected some items that may be of help protecting you from the fire and heat, 
  there is no way to avoid this damage. If you think you have collected some items that may be of help Turn To 
  R77, otherwise, continue with your turn. When you decide to use any of the exits you must test LAVA PATH.
  LAVA PATH – Test: Dex -10 [S:-1HP] [F:-3 HP] (Agility, Lucky)
  32
   
  
  15
  Do not roll for an encounter. Following a road you climb up over some 
  rubble and look down into what looks like a large arena. A semicircle 
  of stone stairs that also act as seats, descend down into a pit filled with 
  sand. You wonder if you have stumbled upon the “Pits of the Brave”.
  Many years ago, the fabled City of Ender would hold a yearly event in 
  its gladiator arena known as the “Pits of the Brave”. Anyone could 
  enter the contest by paying an entrance fee, and often the rich would 
  train up champions or sponsor individuals to fight in the contest. The 
  dwarven King or Queen would draw names from the Cup of the Brave 
  (a huge golden chalice), that at the end of the tournament was filled 
  with gold coins and awarded to the winner. Each fight pitted two
  gladiators against each other to fight to the death, and the survivor would then proceed to the next round.
  At its bottom, you stand in the centre and 
  gaze up and around at all the seats, and try to 
  imagine what it must have been like for the 
  gladiators, fighting in front of a paying 
  crowd. The arena is vast and during its day 
  could easily have seated tens of thousands of 
  patrons. Suddenly you feel something grab 
  your foot and you jump back in horror as 
  several rotting hands emerge from the sandy 
  floor. You move backward, looking for an 
  escape, but they have you completely 
  surrounded, and now the fully emerged 
  zombies are moving forward, rasping, and 
  clawing. They are starving and already biting 
  the air, and preparing for your flesh. You 
  must fight the zombies. If you escape combat 
  add “Zombies 15” to the dungeon sheet and 
  you will encounter them the next time you 
  enter this area. If you or the Zombies escape 
  you must continue with your turn.
  33
   
  
  16
  PERSISTENT: You are not permitted to search the area until instructed 
  to do so. Check your adventure sheet. If you have written the note 
  “Lever 10”, Turn To 45. If you have written the note “Lever 9”, “Lever 
  11”, or do not have a Lever note at all, then continue reading.
   
  As the door springs open, you hear the sound of running water. 
  Peering through you see a vast chamber covered from wall to wall by 
  a lake of murky water. High up near the ceiling are hundreds of tiny 
  waterfalls flowing with clear liquid that bubble and create small tides 
  as they cascade down the wall, and hit the lake below. Every so often 
  the water stops and you notice tiny hatches have closed, shutting off 
  the water supply. A few still seep with water through perished seals,
  and continue to fill the lake. Peering back, you feel the intense heat on your face, and it persuades you to step 
  through and investigate, Turn To 81.
  17
  Much of the area has been laid waste by years of volcanic activity. 
  The temperature is so hot here, your eyes have completely dried out 
  and your vision has become blurry. Everywhere you look, you can 
  see a heat haze. At one time a cobbled road led through the area, but 
  much of it long ago been obliterated by the hot flowing lava that runs 
  like a stream, zigzagging from one side to the other. In the middle of 
  the road you spot an area that has virtually been untouched by the 
  lava, and a collection of items have been piled up high in an attempt 
  to save them from the molten liquid.
  PERSISTENT:  Whilst you are in this area, every time a  is shaded 
  on the time track, you suffer -1 HP. Unfortunately unless you have
  collected some items that may be of help protecting you from the fire and heat, there is no way to avoid this 
  damage. If you think you have collected some items that may be of help Turn To R77, otherwise, continue with 
  your turn. When you decide to use any of the exits you must test LAVA PATH.
  LAVA PATH – Test: Dex -10 [S:-1HP] [F:-3 HP] (Agility, Lucky)
  34
   
  
  18
  Do not roll for an encounter. You find this area is much larger than you 
  had first thought, and as you explore, it takes up a lot of time. Shade 1 
   on the time track. Generally everywhere you look you can see 
  derelict and dilapidated buildings. A wide road still exists amongst the 
  piles of rubble, and as it heads North, the atmosphere changes and the 
  air feels much colder. Your breathe creates a small mist every time you 
  exhale, and you notice an overwhelming silence. Glancing from side 
  to side you proceed cautiously forward. The mounting tension you feel 
  deep within is alerting your senses and they all scream that something 
  feels terrible wrong. You spot a pile of rags in the centre of the road, 
  and hesitantly walk over to investigate. As you get closer, it begins to 
  move and you watch in horror when several bones animate and rise
  up until you are face to face with a large skeleton. It turns its skull mechanically towards you, and drops open 
  its jaw, letting out a terrifying roar. Glowing red lights appear from darkened eye sockets and then it launches an 
  attack. You must fight the Skeleton. If you escape combat add “Skeleton 18” to the dungeon sheet, and you will 
  encounter it the next time you enter this area. If the you or the Skeleton escape, continue with your turn.
  19
  The area is clear of rubble and is clean compared to the rest of the 
  ruins you have come across so far. All along a wide road which 
  heads north to south are dilapidated buildings. They line a brick path 
  that runs parallel to the road, which you feel compelled to walk on 
  even though the road is empty. Every so often the eerie silence is 
  broken by something scuffling in the distance, and each time you 
  hear the noise, you stop to listen, trying to sense its direction, but it 
  eludes you. There is also a strange mist floating above the road that 
  leads off to the North, and the air around the junction is damp and 
  wet and soaks through your clothing.
  35
   
  
  21
  You cautiously step between the lava pools and try to follow the road as much as possible. A little way ahead 
  you can see a small hole in the cobbles, and as you head over to investigate you suddenly feel the ground 
  beneath you give way. Gradually over time the lava has been rising to the surface and destroying the underneath 
  of the road, and when it eventually flows out it can leave areas of road that are unsupported underneath. In this 
  part, the road is so thin your weight has caused it to break away, and you are in danger of dropping into a deep 
  hole. You must test BREAKING FLOOR below.
  BREAKING FLOOR – Test: Dex -10 [S: Safe] [F: -8 HP] (Agility, Lucky)
  If you succeed, you manage to grab hold of a solid piece of the road and can pull yourself up to safety. If you 
  fail you have fallen into the void and some residue lava that has been left behind, causes you to get badly burnt. 
  If you are still alive Turn To 14 and continue with your turn.
  22
  You collect up 3 shards of ice and add them to the bucket. Add the prefix “Ice” in front of the Bucket on your 
  adventure sheet (i.e. Ice Bucket) and change its item number to (15). It should now appear as “Ice Bucket (15)” 
  on the adventure sheet. Now Turn To 3 and continue with your turn.
  20
  Do not roll for a geographic feature. You find yourself surrounded by 
  pools of glowing hot lava that gurgle and bubble, and every few 
  seconds, pieces of rock explode into fragments, sending hot lava in all 
  directions. The heat is so unbearable that you sweat constantly, and in 
  just a few minutes you are soaked through.
  PERSISTENT: If you search this area, do not mark the dungeon 
  sheet that it has been searched. You may always search this area 
  each time you visit.
  Whilst you are in this area, every time a  is shaded on the time track, 
  you suffer -1 HP. Unfortunately unless you have collected some items
  that may be of help protecting you from the fire and heat, there is no way to avoid this damage. If you think you 
  have collected some items that may be of help Turn To R77, otherwise, continue with your turn. When you 
  decide to use any of the exits you must test LAVA PATH.
  LAVA PATH – Test: Dex -10 [S:-1HP] [F:-3 HP] (Agility, Lucky)
  36
   
  
  23
  Searching the area is more difficult and time consuming than you first thought. The heat is so unbearable that 
  you are soaked in sweat. Shade in 1  on the time track. Eventually you spot a piece of armour laying behind a 
  large rock, and when you investigate, you find it is still being worn by its last owner. They are now very dead, 
  and apart from the armour, they have nothing else of any value. If you wish you may remove the armour and 
  add it to your adventure sheet, but this will take more time and you must shade 1  on the time track. If you 
  wish to spend the time, you may add Chain Mail Coat (shown below) to your adventure sheet (See Multi-Slot 
  Armour). Whether you remove the armour or not Turn To 6 and continue with your turn.
  CHAIN MAIL COAT (187/38gp) (Back, Torso, Arms, Waist & Legs) (A:2)  
  24
  Your entire body is in pain, and you think you hit your head during the fall (make a belt check). Blood is 
  running down your forehead and into your eyes (deduct -2 HP). After a moment you gather your thoughts and 
  try to stand, but the fall has taken the wind out of you, and for a while you just lay looking around. There are 
  several spikes set in the floor. At one time they would have had wooden posts fixed to them to prop up the 
  ceiling. The posts have long since rotted away, and unfortunately one of the spikes that remains has impaled 
  your shoulder (-4 HP). Gently you ease yourself up off the spike. Blood sprays from the open wound, and you 
  quickly tear some of your clothing and dress it. Holding the rag against the wound, you look up and see part of 
  the ceiling is still intact and only a third has fallen through.
  Suddenly you feel something brush against your leg, and then a terrible sting of pain (shade 1 Poison pip). 
  You look down and see the head of a snake appear between your legs, and for a moment its eyes 
  mesmerise you. Both you and the snake are now in a synchronised dance, rotating your heads back and 
  forth in a circular motion. You are trying not to get bitten, but the snake is preparing to attack. Like a bolt 
  of lightning it launches forward with it mouth wide open and its fangs dripping with venom, but you are 
  ready and match its speed. As you grab the snakes head, it manages to sinks its fangs into your hand and 
  bites down hard (shade 1 Poison pip). Angrily you throw it deep into the shadows. Standing, you suck at 
  the bite, trying to withdraw as much poison as you can, and spit it out on the rubble. Then you see the 
  floor begin to move and you freeze in panic. Snakes everywhere are emerging through holes between the 
  rubble. They rise up like ropes and look around hissing, angry and agitated that their nest has been 
  disturbed. You must get out quickly by climbing up to what remains of the floor above. Test CLIMBING 
  until you succeed.  If you have any rope you may add +5 to your Dex for the test
  CLIMBING – Test Dex -10 [S: Turn To 40] [F: shade 1 Poison pip] (Agility, Lucky)
  37
   
  
  25
  With your hand now fully inserted into the hole, you search around and find something smooth and cold like 
  metal. Carefully you pull it free and discover it is a large fishing hook about the size of your palm. A dead 
  spider has been hooked on as bait, and its hairy legs were probably what you felt earlier. Judging by the size of 
  the hook and the spider, this must have been used to lure a pretty big fish. If you wish to keep the hook add 
  “Hook (8)” to your backpack and then Turn To 39 to decide what to do next.
  26
  A cold breeze sweeps through the area, and you look down at the monster you just killed, as it begins to 
  twitch and animate. An evil laugh echoes through the chamber, and you watch in horror as it rises from the 
  ground and attacks. Add “Risen” before the undead monsters name, and you must fight it again (i.e. if the 
  monster was Ratmen, you would add “Risen Undead Ratmen”). If you escape combat add the Risen Undead 
  monster to the dungeon sheet, and you will encounter it the next time you enter this area. If the Risen 
  monster escapes combat or combat ends Turn To 5 and continue with your turn. Note: If you defeat this 
  monster you do not gain a [K] reward.
  27
  Shielding yourself from the heat, you cross several smaller streams and reach the pile of items in the middle of 
  the road. Most of it is junk, but you do find a weapon (roll on Table W – Weapons) and several other items that 
  may be of use (roll on Table I – Items and Table N – Needed three times each). When you have finished 
  searching the pile, you may try searching the rest of the road to see if there is anything else of interest by rolling 
  on Table F – Find. When you have finished, Turn To 17 and continue with your turn.
  28
  You collect up 3 shards of ice, and add them to your Bucket of Water. Add the prefix “Ice” in front of the 
  Bucket on your adventure sheet (i.e. Ice Bucket of Water) and change it’s item number to (21). It should now 
  appear as “Ice Bucket of Water (21)” on your adventure sheet. Now Turn To 3 and continue with your turn.
  29
  As you begin searching around, you can’t help disturbing the mould and it is impossible to avoid inhaling the 
  spores. Roll on table F – FIND and follow its instructions, however, for each  you shade on the time track 
  you must also shade in 1 disease pip because of the mould. Afterwards, if you would like to open some 
  barrels to see what you may find Turn To 97, otherwise, add “Barrels 97” to area 11 on the dungeon sheet. 
  On a later turn whilst you are in the area you may choose to open the barrels and can Turn To 97. However, 
  for now Turn To 11 and continue with your turn.
  38
   
  
  30
  If you have been sent here because you have been told to Turn To R, you managed to open the door and leave 
  the building exhausted from the ordeal, Turn To 19 and continue with your turn. Otherwise, please read on.
  You begin the search, and feel something fly past your head. Spinning around you try to catch sight of what it 
  was, but your attention is immediately drawn to the figure of a small child standing in the doorway of one of 
  the dilapidated buildings. It looks straight at you, and waves a hand motioning you to follow, and then 
  disappears inside. You shake your head to gather your senses, and ask yourself what is a child doing here in 
  the ruins? It makes no sense. If you wish to follow the youngster into the building Turn to R83, otherwise 
  you may ignore the child and continue searching elsewhere, roll on Table F – Find, and then Turn to 19 and 
  continue with your turn. 
  31
  Shade 1 on the time track. Searching the chamber proves more difficult than expected, and you stumble as 
  you move around the uneven floor. In places your feet sink in the soft ground and you kneel down to 
  investigate. Brushing away some dirt, you jump backwards, reeling in horror, and land in a heap. Winded from 
  the fall you rise gasping for air, and after a moment to recover, you take another look and confirm that the entire 
  floor is made up of a dense layer of rotting bones, partially covered in dirt and dust (Shade in 1 Disease Pip). 
  After the initial shock you carefully search the rest of the chamber (Roll on Table F – Find). When you are done 
  searching Turn to 1 and continue with your turn.
  32
  Searching the sand pit is pointless, and you find nothing of interest. You move to the side and walk along the 
  10 foot high wall. Every so often you come across a small section that is false. Its surface is smooth on the 
  arena side, and only a small gap around its edge shows that it is not part of the original stonework. You guess 
  that the false wall was probably a doorway used by gladiators or vile creatures to enter the arena. From a 
  distance they are barley visible, and would have surprised the audience every time they were used. If you 
  want to try and force open one of the doors, you must pass the HIDDEN DOOR test below. You may attempt 
  the test as many times as you like. If you give up or do not wish to open the door anyway, you find nothing 
  else of interest, Turn to 15 and continue with your turn.
  HIDDEN DOOR – Test: Str -15 [S: Turn To 67] [F: -1 HP, +1] (Strong)
  33
  Gripping the lever you hold your breathe and push it away from you. When it has clicked into position you 
  turn around and look for any sign of water being emptied, but the cavern remains unaffected. Maybe the 
  lever is broken, or perhaps the water has emptied somewhere else. If you would like to pull the lever and 
  see if that makes a difference Turn to 57, otherwise change the Lever note on your Adventure Sheet to 
  “Lever 11” and Turn to 78.
  39
   
  
  34
  Finally you manage to pull open the hatch, and as it opens, a metallic tasting cloud of dry red dust wafts in your 
  face. You peer in. It is dark and smells foul, and as you expected the hatch leads down into the sewers. A rusty 
  metal ladder is fixed to one side of a brick built vertical tunnel which disappears into the gloom. Add “Sewers 
  (98)” to area 8 on the dungeon sheet, and from now on any time you visit the area, you may choose to enter the 
  sewers and Turn To 98.  For now, if you would like to enter the sewers Turn To 98, otherwise Turn To 8 and 
  continue with your turn.
  35
  You place the blanket in the ice bucket, and after a few minutes, the blanket is a lot cooler. However, draping it 
  over your shoulders seems to do very little to prevent the heat from affecting you Turn to R.
  36
  The last of the Zombies splashes lifelessly into the sewer. Diseased blood oozes from their wounds and turns 
  the murky water much darker. You take a moment to catch your breath, and for a moment everything remains 
  calm, then from nowhere a foul smelling breeze sweeps through the tunnel. You stagger backwards and feel 
  yourself pinned against the grate and watch in horror as the Zombies, one by one, rise up again and move to 
  attack. You must fight the Risen Zombies. However, because they are blocking your way, you are not 
  permitted to escape during combat. If the Risen Zombies escape, you head back to the turning, Turn To 39 
  and decide what to do next.
  37
  You land safely on the small flat rock and take a closer look at the hole. It is clearly man made. An old iron 
  frame nests in the rock face, and at one time a metal door would have been attached, but only its hinges now 
  remain. Peering in you can see a small lever with crude writing above it. Leaning forward, being careful not to 
  over stretch and fall in the lava, you can just make out the faded words. They read “Pu   to Empty Water”. The 
  levers current position allows it to be moved either forwards or backwards. From the writing it is unclear 
  whether pushing or pulling it will empty the water, and you wonder from where it will be emptied.
  This is a special lever that reacts differently to how they normally work in a D100 Dungeon game. Do 
  not shade a lever pip on your lever track, but instead write “Lever 9” in the notes section on the back of 
  your adventure sheet.
  If you wish to pull the lever Turn To 57. If you would like to push the lever Turn To 33. If you prefer to ignore 
  the lever, Turn To 78.
  40
   
  
  38
  You place the blanket in the bucket of water, and after a few minutes, the blanket is sopping wet and very 
  cold. By draping it over your shoulders you are able to protect yourself from the effects of the heat damage 
  suffered in your current area. You may ignore all damage whenever you are instructed to shade a  on the 
  time track whilst in this area.
  When you leave the area the blanket has almost dried out, and half the water in the bucket has boiled away. You 
  may use the blanket in the bucket one more time before all the water is gone, make a note on your adventure sheet.
  When all the water has boiled away (i.e. you have used the blanket twice to prevent heat damage), you must 
  remove the suffix “of water” from the bucket on your adventure sheet, and deduct 6 from its item number. 
  Now Turn to R and continue with your turn.
  39
  Standing at the turning, you peer around and notice a small hole about the size of your fist. You peer inside, but 
  it is too dark to see where it ends. If you haven't done so already, you may reach inside the hole with your hand 
  Turn To 56. Alternatively, if you haven’t been west along the tunnel, you may head that way and Turn To 74. 
  Otherwise, you must retrace your steps out of the sewers, Turn To 8 and continue with your turn.
  40
  You find part of the floor that looks safe and peer over the edge. Hundreds of snakes covered in dust are 
  writhing around in piles of rubble, hissing angrily. Your attention is drawn to one that is much larger than the 
  rest. Its mouth is wide open, with fangs at least two inches long. As it moves, it knocks away any rubble that 
  gets in its path, whilst smaller snakes are having to move between the gaps. At one point it pushes over a small 
  rock and you spot something glistening. Leaning in as far as you dare, you can just make out a small golden 
  ring laying between two rocks. With all those snakes, climbing down into the chamber is far too dangerous, but 
  perhaps you have found some items that could be used to assist you. Many items collected so far may have an 
  item number. You can combine any two of these items together to try and reach the ring. Simply add the 
  numbers together and then Turn To the paragraph that matches the result. If the paragraph reads correctly then 
  you have combined the correct items together and can proceed. If it doesn't make any sense, then you haven't 
  combined the correct items, and must either try again or give up. Alternatively, if don’t want the ring at this 
  stage, or at all, add “Ring 40” to area 18 on the dungeon sheet and the next time you visit the area you may turn 
  to this paragraph and try to retrieve the ring. Unless you manage to recover the ring, for now you must Turn To 
  18 and continue with your turn.
  41
   
  
  41
  You place the blanket in the bucket with the iced water, and after a few minutes, the blanket is sopping wet and 
  very cold. By draping it over your shoulders you are able to protect yourself from the effects of the heat damage 
  suffered in your current dungeon. You may ignore all damage whenever you are instructed to shade a  on the 
  time track whilst in this area. Turn to R and continue with your turn.
  42
  As the last of the Zombies drop lifelessly to the floor, their green rotting flesh, and diseased blood oozes 
  from their wounds. You take a moment to catch your breath, and from the corner of your eye you see a 
  torch light flicker and sense something is not quite right. A foul smelling breeze sweeps through the area, 
  and you spin around, and watch in horror as the undead you had just killed rises up again and move 
  towards you. You must fight the Risen Zombies. If you escape combat add “Risen Zombies 42” to the 
  dungeon sheet and you will encounter them the next time you are in the area. If you or the Risen Zombies 
  escape combat, Turn To R and continue with your turn.
  43
  You quickly pull back to the safety of the canal bank and examine the key. It’s much larger than it looked on the 
  rock and is made of solid gold. It has been crafted to resemble one side of a dragons head and has a yellow 
  crystal set into its eye socket. The stem appears as the dragon’s neck, long and scaly, and at its end is a gold 
  chain. In your hand you can already feel its arcane power. 
  If you wish to take the key, add “Dragon Eye Key (9) (900gp) (Neck) (+3 HP)” to your adventure sheet 
  and then Turn to 13 and continue with your turn.
  44
  At the top of the boulder you stretch up and peer through the hole. Its dark, but you can just make out a pool of 
  sloshing water at the centre of a small cave. A constant stream of clear running water pours down from the 
  ceiling, and as it overflows, green water trickles down the hole you are looking through. You jump up and grab 
  onto the top edge of the hole, and pull yourself through.
   
  Now inside the cave, the sound of the water is a lot louder than you had expected, and you kneel down to 
  examine the pond. It’s dark and murky, and you suspect something is contaminating the water.
  Just then a huge bubble erupts to the surface and explodes, throwing you off balance, and a gust of 
  cold foul smelling air passes through the cave, and through the hole into the chamber below. Water 
  sprays up in all directions and you are completely soaked. The smell is insufferable and makes you 
  retch (shade in 2 Disease pips).
  42
   
  
  Now realising the cause of the breeze, you decide to leave the cave before another bubble erupts, and soaks you 
  with the diseased water. As you turn to head back, something grabs hold of your ankle and pulls you off 
  balance. You land with a thud (make a belt check) and are dragged back to the pool. Scrabbling and flailing you 
  manage to flip over and are now facing your attacker.
  In the centre of the pool is a large abdominous creature. Its brown leathery skin is covered in blistering sores 
  that are oozing green pus, and all around it’s bulk, are several long tentacles sprouting out of ichor oozing 
  sockets. Water is splashing everywhere as they flail and shoot around in a blind frenzy, searching the bank for 
  more prey. The tentacle holding your ankle tightens its grip and flings you high in the air, and as you fall 
  helplessly towards the creatures gaping mouth you notice hundreds of pointed teeth waiting to devour you. 
  Unwilling to accept this fate, you shift your body around and launch yourself feet first at the monster. Timing 
  everything perfectly, your impact knocks out a couple of its teeth, and with a quick bend at the knees, you 
  spring away and splash into the murky water near the bank. You must fight the Tentacle Monster. If you happen 
  to escape during combat, do not add this monster to dungeon sheet, you will not encounter it again. When 
  combat has ended, Turn To 10 and continue with your turn.
  45
  As the door springs open, you peer through and immediately feel a cold breeze blow across your face. The 
  refreshingly cool air entices you away from the heat behind, and so you step through, closing the door.
  You find yourself standing on a narrow ledge that connects to part of a stone overhang that juts out over a deep ravine. 
  All around, the walls are soaking wet, and peering over the edge you see at the bottom there are several puddles of 
  water draining into a large grate set in the floor. A huge crocodile is pacing back and forth and looks angry.
  The area until recently must have been filled with water. A waterline on the walls clearly shows the level 
  would have been a few inches below the ledge you are standing on. Glancing up you can see hundreds of 
  tiny hatches, positioned just below the ceiling, and most are tightly closed. A few however, have perished 
  seals, and water is seeping through and trickling down the wall to the bottom, adding to the puddles of 
  draining water. 
  Hanging down from the stone outcrop is a small boat with some oars, and on the far side of the ravine is a metal 
  ladder that runs down to the bottom. Looking on this side of the ledge, it appears at one time a metal ladder was 
  attached to this side as well. If you haven't done so already, and would like to cut the rope that is holding the 
  small boat, in an attempt to drop it on the pacing crocodile Turn To 59. Alternatively, you may attempt to climb 
  down the ledge to the bottom by making the CLIMBING test below, if you have some rope you may add +5 to 
  your Dex for the test. Otherwise, you must start a new turn and leave this area Turn To 6.
  CLIMBING – Test Dex -20 [S: Turn To 49] [F: -5 HP, Turn To 49] (Agility, Lucky)
  43
   
  
  46
  You search the area looking for something of value. Roll on table F – Find. Afterwards, you spot a large wooden 
  cupboard that has been tipped over and is laying face down in a heap on a pile of rubble. Taking a closer look 
  reveals its doors have been partially broken, probably due to the impact when it fell over. An old shop sign 
  laying nearby reads “Tamberly’s Goldsmith and Jewellers”. This area could have been part of the old Merchants 
  Quarter, and who knows what treasure may lay under all the rubble. If you want to try and turn the cupboard 
  over, Turn To 53, otherwise push on with the adventure, and Turn To 2 and continue with your turn.
  47
  This time the Zombie Queen screams out, and as she drops lifelessly to the floor, the ice wall shatters. 
  Fragments of ice fly in all directions, and one strikes you. Roll 2d6 for damage and 1d10 for the location it hits. 
  Any armour worn at the location can be used to block and deflect damage as you would  do so in combat, and if 
  you have one equipped, you may also use a shield.
  For a second there is silence and then the booming voice returns and echoes around the hall “You will 
  never find the Dragon Armour, you fool. I have hidden it from the world and soon it will be destroyed!” 
  You look down at the corpse of the Zombie Queen. Her rotting flesh has already started decaying at an 
  alarming rate. In seconds the flesh has gone, and just bones remain, and then the golden crown slips from 
  her head. Then one bone at a time they shatter to dust, until all that remains of the great Elven Queen is a 
  fine grey powder, resembling ash. You bend down and pick up the crown. It feels heavy and is made of 
  solid gold. You may take it, if you wish.
  QUEEN ANNOLIN’S CROWN (Value 750/ Fix 150gp) (Head) (A:0) (+5 Int)
  Suddenly a fierce wind whips up from nowhere 
  and you struggle to keep from falling. In just 
  seconds there is no trace of the zombie queen, as 
  the wind has scattered her remains across the hall. 
  Gathering your thoughts, your attention is drawn 
  back to the corpse she was eating. You bend down 
  and search the body, and find a pouch containing a 
  spell book and a journal. Roll on table S – Spells 
  twice and add any that you wish to keep, to your 
  Spell Book. Looking through the journal you scan 
  through the pages and learn that the corpse was a 
  Halfling 
  wizard 
  named Targrail, 
  who 
  was 
  searching for the Dragon Armour like you. The 
  pages contain his research, and the adventures he 
  has had so far trying to recover the armour. The 
  last page you find is of particular interest.
  44
   
  
  If you wish to take it with you, add “Journal (47)” to your backpack. At any time during the game whilst you have 
  his journal, you may turn to this paragraph and read his last entry, now Turn To 3 and continue with your turn.
  48
  By combining the parchments you've collected, you reveal a crude map of this part of the Ruins of Ender. 
  Add “Map (48)” to your backpack, and remove all Parchments you've collected so far from the adventure 
  sheet. For as long as you have the map in your backpack, you may at any time return to this paragraph to take 
  a look. Just remember your current paragraph number before turning, and when you are done looking at the 
  map, Turn To R and continue with your turn. Now Turn To R and continue with your turn.
  49
  At the bottom of the ravine you are greeted by the giant crocodile, and it is only now that you are face to face 
  with the creature, that you realise, it is in fact undead. Probably another of the Lich Lords creations. Preparing 
  your weapon you wait for it to approach, and an evil laugh echoes around the chamber confirming your 
  suspicions. If you have “Crocodile 5” written on the adventure sheet the crocodile has -10 HP and gains +10 AV. 
  If you have “Crocodile 10” written on the adventure sheet or you do not have a note about a crocodile, the 
  monster has no adjustment. You must now fight the Undead Crocodile. Neither you or the Undead Crocodile are 
  permitted to escape, and any time it rolls an escape reaction results it must be re-rolled.
  45
   
  
  50
  You search your pack for the heart shaped pebbles and place them in the slots of the dragon chest. For a 
  moment the etched carving of the dragon illuminates green. The light shines through deeply from within the 
  stone lid, and its head sinks slightly into the surface and spins in a clockwise direction. The head is now facing 
  the opposite way than before, and as it spun around its wings flapped up and down. Whoever created the chest 
  put a lot of work in trying to make the dragon appear to come alive when its hearts were added, and have 
  including movable stone panels to create the illusion. The dragons head is designed so which ever way it is 
  rotated, it appears to be the right way up. After a few seconds the light fades, and you hear a faint click, and hiss 
  of escaping air, then the lid springs open. Remove the pebbles from the adventure sheet and Turn To 100.
  51
  Searching around you find all kinds of bones. Most appear to have belonged to half giants. They are very old, 
  and you are careful not to disturb them. In one section of a building that has been completely flattened you can 
  just make out a hole, which may descend to a cellar. After clearing away some rubble, and part of a roof, you 
  reveal an opening just big enough for you to climb through, and a stone ledge, which you could sit on to take a 
  better look at what lies below. If you would like to descend through the hole Turn To 86, otherwise you press 
  on with the adventure, Turn To 18 and continue with your turn.
  52
  With great sadness you help the High Elf Queen’s corpse to the ground, and for a moment you kneel beside her. 
  She did not deserve this end, and while you feel remorseful you take a little comfort knowing that by your hand 
  any suffering she had is now at an end. Slowly you stand and then recoil in terror as the creature’s yellow eyes 
  begin to glow. A rotting hand grasps your throat, and a trickle of blood runs where its razor sharp claws has 
  pierced your skin (shade in 1 disease pip). Then the evil laughter booms out and echo around the hall.  You must 
  fight the Risen Zombie Queen. Neither you or the queen can escape as the ice wall is still blocking the way. Any 
  time she rolls an escape reaction, it must be re-rolled.
  53
  If you have been sent here because you have been told to Turn To R, you must Turn To 2 and continue with 
  your turn, otherwise, please read on.
  You bend down and wrestle to find the edge of the cupboard and lift, but it is too heavy and you are forced to 
  drop it. As it lands it sends splinters in all directions, and a loud boom echoes all around. Wincing and hoping 
  the sound hasn’t drawn any unwanted attention, you stand and stretch out your aching back, and from the 
  shadows you spot several figures emerging and lurching towards you.
  46
   
  
  Preparing your weapon you wait for them to step into the light and are horrified to see four rotting corpses 
  marching with outstretched arms, and gnashing hungrily in preparation to taste your flesh. You must fight the 
  zombies. If you escape combat add “Zombies 53” to the dungeon sheet, and you will encounter them the next 
  time you enter this area. If you or the Zombies escape during combat Turn To 2 and continue with your turn.
  54
  Searching around in the heat is taking its toll, and you start to feel very tired and dehydrated. Unless you 
  have a bucket with some water in your backpack, you suffer -2 HP. If you would like to continue searching, 
  roll on table F – Find to see what you discover. However, each clock face  you are instructed to shade on 
  the time track is doubled, as everything in the heat is taking twice as long as usual. When you have finished 
  following the results from table F – Find, or if you decide not to risk searching anyway Turn To 12 and 
  continue with your turn.
  55
  A quick search of the district reveals nothing of any value. You can search more extensively if you wish by 
  rolling on Table F – Find and following its instructions. Afterwards you decide to search the road, which is 
  strewn with brick and rubble, and after moving a heavy rock you uncover a metal hatch. It looks like a cover to 
  access the old sewer system. Bending down you grab a handle and lift, but it is rusted shut. If you would like to 
  spend some time opening the hatch test HATCH below. You may try as many times as you like. If you don’t 
  want to open the hatch, or you decide to give up, add “Hatch (55)” to the dungeon sheet, and next time you visit 
  the area you may try and open it by turning to this paragraph, now Turn To 8 and continue with your turn.
  HATCH – Test Str -10 [S: Turn To 34] [F:+1] (Strong)
  56
  You push your hand through the hole and feel about. It feels wet inside and something hairy tickles your skin. 
  If you would like to continue blindly searching inside the hole Turn To 25, otherwise you pull your hand free 
  and Turn To 39 to decide what to do next.
  57
  Gripping the lever, you hold your breathe and pull it towards you. When it has clicked into position you turn 
  around and look for any sign of water being emptied, but the cavern remains unaffected. Maybe the lever is 
  broken or perhaps it has emptied water somewhere else. If you would like to push the lever forwards as far as 
  it will go and see if that makes a difference Turn to 33, otherwise change the Lever note on your Adventure 
  Sheet to “Lever 10” and Turn to 78.
  47
   
  
  58
  You tie the metal hook to the end of the rope and carefully lower it into the snake infested chamber below, 
  trying to hook the ring on its end. Test FISHING FOR TREASURE below. You may attempt the test as many 
  times as you like. If you give up add “Ring 40” to area 18 on the dungeon sheet and Turn To 18 and continue 
  with your turn. On a later turn when you are in this area, you may Turn To 40 and follow the instruction 
  combining the hook and rope together again in order to reach this paragraph.
  FISHING FOR TREASURE – Test: Dex-5 [S: Turn To 93] [F:+1] (Lucky)
  59
  Carefully you plan when to cut the rope, and watch as the boat crashes down into the void. Test AIM, and 
  add the note shown on your adventure sheet. If the test is successful the boat crashes down and hits the 
  crocodile, and it roars with anger.
  AIM – Test: Dex -10 [S: Hit, add note “Crocodile 5”] [F: Miss, add note “Crocodile 10”] (Lucky)
  After cutting the rope, your only option is to climb down the ledge to the bottom by making the CLIMBING 
  test below, if you have some rope you may add +5 to your Dex for the test.
  CLIMBING – Test Dex -20 [S: Turn To 49] [F: -5 HP, Turn To 49] (Agility, Lucky)
  60
  You look through the parchments, and notice they are all similar in appearance. They are roughly the same size, 
  and appear to have been torn from a much larger piece. They all have drawings, symbols and writing scrawled 
  across one side. You kneel down and lay them out on the floor, arranging them so the torn edges line up with 
  each other, Turn To 48 to see what has been revealed.
  61
  You climb into the boat and untie the rope and begin rowing over to the ladder. About half way across you feel 
  something bump the side, and you look into the water to see if you have hit a rock. Finding nothing you start 
  rowing again, and this time there is a splash of water and something grabs hold of the oar. Struggling and 
  wrestling to free it, the boat begins to tip to one side, and is letting in water, and you are forced to let go. For a 
  moment the water is calm, but the boat rocks violently from side to side until it too rests still. Now stranded in 
  the middle of the lake you wonder what to do. You have no oar and the boat is showing no sign of moving of its 
  own accord. Suddenly you spot a large dark shape just below the surface, moving at speed and heading in your 
  direction. Bracing for impact, the boat shatters into pieces and you are plunged into the cold water. Panicking 
  and looking around nervelessly, you spot your attacker. Two glowing eyes resting just above the surface stare 
  solemnly a few yards away. They are lifeless and without motion, and slowly they move nearer. You are at the 
  mercy of a very large undead crocodile.
  48
   
  
  You must fight the crocodile or be eaten alive. Because you are fighting in water you suffer -10 to your attack 
  roll. Neither you or the Undead Crocodile are permitted to escape, and any time it rolls an escape reaction 
  result it must be re-rolled.
  62
  Searching around the canal where the imps first appeared, you can see a small rock protruding from the surface 
  of the hot bubbling lava, and on it is a large key. The head of the key is encrusted with several crystals, and 
  along its shank are several smaller ones. They are a mixture of colours which glow and pulsate with energy that 
  causes the key in its entirety to emit a spectrum of light that is truly amazing. The rock is not large enough to 
  jump across to, but it might be possible to lay down and stretch across without falling in. If you would like to 
  try and get the key, you must make the REACH test below. If you fail, you overstretch and part of your arms 
  fall into the lava, burning them badly. If you pass the test you manage to stretch out safely avoiding any harm. If 
  you do not wish to try and retrieve the key Turn to 13 and continue with your turn. 
  REACH – Test: Dex -5 [S: Turn to 43] [F:-5 HP, Turn to 43] (Agility)
  63
  The chamber is so vast, it takes you a while to get around, and you end up finding many hidden areas, shade 1 
  on the time track, and roll on Table F – Find and follow its instructions, then read on.
  As you continue searching, you smell a strange odour, which at first smells musty, but the further you walk 
  to the back of the chamber the stronger it becomes. Eventually, all you can smell is death and decay. 
  Strangely, every five minutes or so, a cold breeze passes through the chamber. It brings with it a foul smell 
  and an eerie chill that sends a shiver down your spine. After about quarter of an hour the floor becomes 
  wet and muddy, and you reach a stone wall. Its surface is wet from a green liquid that is constantly 
  trickling from a hole high up in the rock face. Moving closer to investigate, you shield yourself when a 
  gust of wind erupts and sprays the green liquid high into the air. This must be the source of the cold wind. 
  Covering your mouth to avoid the spray, you peer up and see the hole is just large enough to crawl 
  through, and a nearby boulder could be used to help you climb up.
  If you would like to climb up to investigate, you must pass the CLIMBING test below. You may test as many 
  times as you like, and if you have some rope you may add +5 to your Dex for the test. Alternatively, if you 
  would like to taste some of the green liquid Turn To 76, you have heard rumours of arcane springs that flow 
  through the ruins that will imbue anyone who drinks from them with wondrous abilities. Otherwise, you can 
  press on with the adventure and Turn To 10 and continue with your turn.
  CLIMBING – Test Dex -10 [S: Turn To 44] [F: -2 HP, +1] (Agility, Lucky)
  49
   
  
  64
  The Undead Crocodile rolls over on its side and you shout out triumphally, but before you can catch a breath, 
  the creatures head moves from side to side, and a cold breeze sweeps through the area. You watch helplessly 
  as it rolls back over and swims towards you. Preparing your weapon, you wait bobbing in the water and 
  planning your attack. You surge forward at the last moment and meet it in battle. An evil laugh echoes 
  throughout the cavern reminding you the Lich Lord is watching your every move. You must now fight the 
  Risen Undead Crocodile. Because your arm is still badly damaged and you are fighting in water you suffer 
  -20 to your attack roll. Neither you or the Risen Undead Crocodile are permitted to escape, and any time it 
  rolls an escape reaction result it must be re-rolled.
  65
  Your entire body is in pain, and you think you hit your head during the fall (make a belt check). Blood is 
  running down your forehead and into your eyes (deduct -2 HP). After a moment you gather your thoughts and 
  start to stand, but the fall has taken the wind out of you, and for a while you just lay looking around. There are 
  several spikes set in the floor. At one time there would have been wooden posts fixed to them to help prop up 
  the ceiling. The posts have long rotted away, and it was very lucky you wasn’t impaled on a spike. Looking up 
  you can see part of the ceiling is still intact, and only a third has fallen through.
  Suddenly you feel something brush against your leg and then a painful sting (shade 1 Poison pip), you look 
  down and see the head of a snake appear between your legs, and for a moment its eyes mesmerise you. Both 
  you and the snake are now in a synchronised dance, rotating your heads back and forth in a circular motion. You 
  are trying not to get bitten, but the snake is preparing to attack. Like a bolt of lightning it thrusts forward with it 
  mouth wide open and its fangs dripping with venom, but you are ready and match its speed. As you grab the 
  snakes head, it manages to sinks its fangs into your hand and bites down hard (shade 1 Poison pip), angrily you 
  throw it into the shadows. Standing, you suck at the bite, trying to withdraw as much poison as you can and spit 
  it out. Then you see the floor begin to move and you freeze in panic. Snakes everywhere are emerging through 
  holes between the rubble. They rise up like ropes and look around hissing, angry and agitated that their nest has 
  been disturbed. You must get out quickly by climbing back up to what remains of the floor above. Test 
  CLIMBING until you succeed. If you have any rope you may add +5 to your Dex during the test.
  CLIMBING – Test Dex -10 [S: Turn To 40] [F: shade 1 Poison pip] (Agility, Lucky)
  50
   
  
  66
  You may search the area on each side of the ravine once. If you want to search the opposite side of the ravine, 
  you must perform the CROSS BRIDGE test below. When you have searched a side, mark it with an (S) to 
  show it has been searched, and cannot be searched again. Each time a side of the ravine is searched roll on 
  TABLE F – FIND and follow its instructions. If you do not wish to search any or both sides of the ravine at 
  this time, Turn to 4 and continue with your turn. If at anytime both sides of the ravine have been searched 
  and are marked with an (S) Turn to 80.
  CROSS BRIDGE – Test: Dex -5 [S: Search] [F: Fall -10HP, Search] (Agility, Lucky)
  67
  Struggling, you finally manage to open the false door enough to push your fingers through, and get a firm grip 
  around the door. Pulling hard it creaks on its ageing hinges, and from the darkness beyond you hear something 
  stirring. Roll on table E - Encounter and fight the monster you have just disturbed. If you escape from the 
  monster, add it to the dungeon sheet in the normal way, and you will encounter it the next time you enter this 
  area, then Turn to 15 and continue with your turn. If the monster escapes combat or you defeat it Turn to 92.
  68
  The Undead Crocodile rolls over on its side and you shout out triumphally, but before you can catch a breath, 
  the creatures head moves from side to side, and a cold breeze sweeps through the area. You watch helplessly as 
  it rolls back over and swims towards you. Preparing your weapon, you wait bobbing in the water and planning 
  your attack. You surge forward at the last moment and meet it in battle. An evil laugh echoes throughout the 
  cavern reminding you the Lich Lord is watching your every move. You must now fight the Risen Undead 
  Crocodile. Because you are fighting in water you suffer -10 to your attack roll. Neither you or the Risen Undead 
  Crocodile are permitted to escape, and any time it rolls an escape reaction result it must be re-rolled.
  51
   
  
  69
  Cautiously, you reach in the hole and blindly search around at the bottom for the pebble. Grabbing hold of its 
  smooth surface is awkward in such a confined space, but after a few tries you grab hold and start to pull it free. As 
  the weight of the pebble is removed from a small pressure pad you hadn’t noticed earlier, you hear a click and 
  several small spikes shoot out from inside the hole into your arm. You suffer 1d6+4 damage. If you have any 
  armour equipped to the arms slot, you may deduct its armour value from the damage, and you may deflect up to 2 
  points of damage to its damage track. Once you have assigned any damage, roll 1d6 and on a result of 1-3 you 
  manage to keep hold of the pebble when you remove your arm, and may add “Heart Shaped Pebble (24)” to your 
  backpack. However, on a result of 4-6 you drop the pebble back on the pressure pad and the trap resets itself. If 
  you want, you may reach in to the hole again and this time keep a tight grip on the pebble, and may add “Heart 
  Shaped Pebble (24)” to your backpack, however you suffer the damage from the trap again, just as before.
  Whether you retrieve the pebble or not, Turn To 5 and continue with your turn.
  70
  Searching around you find very little of interest, and are about to give up when you spot a hole carved out of the 
  rock on one wall. Peering inside you see two stone chests and a long ladder that leads upwards and probably to 
  the surface. The chests are both identical in size, and have a leather seal under their lids, probably in an effort to 
  prevent any water seeping in and spoiling their contents.
  One of the chests has a small clasp, and when you lift it up, you are surprised the lid opens. Inside you find 
  many pouches of gold and silver coins. They are elven in origin and very old. They have a combined value of 
  1200 gp’s, so you may add 1200 gp’s to your adventure sheet.
  When you try the other chest, it is firmly locked. Looking all over, you see carved into the stone lid is a dragon, 
  and in its chest are two heart shaped sockets. If you think you have two items that could be placed in these 
  sockets, add their item numbers together, and then Turn To the paragraph that matches the result. If the 
  paragraph reads correctly then you have used the correct items, otherwise you have used the wrong items and 
  must either try again combining another two other items, or try to smash open the chest, by testing SMASH 
  CHEST below, or pick its lock by testing LOCKED CHEST shown below. Note that a Skeleton Key will not 
  work in the lock and cannot be used.
  SMASH CHEST – Test Str -20 [S: Turn To 100] [F: -2 HP, +1] (Strong, Lucky)
  LOCKED CHEST – Test Dex -20 [S: Turn To 100] [F: -1 Pick, +1] (Locks, Lucky)
  You have no other option than to open the chest or use the long ladder. If you are unable to open the chests, and 
  decide to abandon the adventure you climb the ladder and reach the surface. The Adventure for you is now over 
  and you have failed your mission to recover the Dragon Armour. The next time you play this adventure book 
  you will have to start from the beginning.
  52
   
  
  71
  You initially search around the road and the bridge, roll on table F – Find to see what you discover, and then 
  your attention is drawn to the bank of the fast flowing river.
  The water is cool and refreshing and looks very clean. If you have a Bucket or Ice Bucket in your backpack 
  you may collect up some water and take it with you. Add the suffix “of Water” after the bucket item in your 
  backpack (i.e. “Ice Bucket of Water” or “Bucket of Water”) and add 6 to its item number (i.e. if the buckets 
  item number is 12, it will become 18).
  Next add “Collect Water 71” to the dungeon sheet, and on another turn when you visit this area you may use a 
  bucket that does not already have the suffix “of Water” after its name, to collect some water by turning to this 
  paragraph and following the instructions above. Note: each time you visit this paragraph you do not get to roll 
  on table F – Find again. Whether you collect any water or not, please Turn To 7 and continue with your turn.
  72
  Roll on Table F – Find to see what you discover, and after you have finished dealing with the result, you spot a 
  small hole in the ground about the size of your fist and peer in. The hole is square in size and looks like it could 
  have been a footing for a post that has long been removed or rotted away. At the bottom of the hole you can see 
  a small heart shaped pebble. There doesn't seem to be anything special about the pebble, but if you wish to 
  reach down and try to grab it Turn To 69, otherwise Turn To 5 and continue with your turn.
  73
  This time the Undead Crocodile stays dead, and you swim over to the ladder. After a while your arm gains some 
  feeling, and you feel comfortable enough to swim down and investigate. About half way down you cling onto the 
  rungs and look around. At the bottom there is a large hatch set in the floor and you swim down to take a closer 
  look. The hatch is in fact a grill with several shutters that appear to move. As you bash one, it swings aside and you 
  see a swirl of escaping water. Almost out of breathe, you bash a few more, and then push up from the bottom to the 
  surface. At the top, gasping for air, you look around and see most of the waterfalls have stopped flowing, and the 
  water level is slowly going down. You take in a gulp of air and dive back down, this time pushing all the shutters 
  to their open position, and launch yourself to the surface. All the waterfalls have stopped completely, and you 
  decide to wait and ride down to the bottom with the water as it drains through the grate.
  Finally after some time you are standing in puddles at the bottom and may now search the area Turn To 70.
  53
   
  
  74
  If you have been sent here because you have been told to Turn To R, you retrace your steps back to the turning 
  Turn To 39, otherwise, please read on.
  You turn west and travel along the tunnel for a few minutes. The water is getting higher here and makes 
  walking difficult. Eventually it leads to a large iron grill that blocks your way. It fills the entire end of the 
  tunnel, and beyond it is another part of the sewers. The iron bars are at least an inch thick and in good 
  condition. You rattle a couple to test their strength, and they are set solid in the wall and will not budge. With 
  no other choice you turn around and start to head back the way you came, and jump with fright. Four 
  diseased Zombies are ambling awkwardly along the tunnel. Their green saliva drips from starving gaping 
  mouths, and when they sense your presence they stumble and slosh in the water, in a frenzied urgency to be 
  the first to reach you and taste your flesh. You must fight the Zombies. However, because they are blocking 
  your way, you are not permitted to escape during the combat. If the Zombies escape, you head back to the 
  turning, Turn To 39 and decide what to do next.
  75
  The Skeleton drops lifelessly to the floor. Its bones scatter on impact, and the red glow from its eye sockets 
  fades. Breathing heavily you bend over trying to catch your breath, and out the corner of your eye you spot one 
  of the skeleton’s bones begin to twitch. Suddenly a cold breeze sweeps through the area, and an eerie chill 
  passes over you. Turning slightly, you back away awkwardly and stare in horror at the skeleton you have just 
  fought as it begins to animate and rise up. You must fight the Risen Skeleton. If you escape combat add “Risen 
  Skeleton 75” to your current area, and you will encounter it the next time you visit the area. If you or the Risen 
  Skeleton escapes combat Turn To R and continue with your turn.
  76
  You collect up some of the green water and take a long gulp. At first it is very cold and refreshing, but then 
  the taste hits you. The foul water causes you to vomit and you fold over and retch (deduct -2 HP and shade 
  in 3 Disease pips). When you recover, you may try to climb up to the hole, and must successfully pass the 
  CLIMBING test below. You may attempt the test as many times as you like, and if you have some rope 
  you may add +5 to your Dex for the test. Alternatively, if you would prefer to press on with the adventure 
  Turn To 10 and continue with your turn.
  CLIMBING – Test Dex -10 [S: Turn To 44] [F: -2 HP, +1] (Agility, Lucky)
  54
   
  
  77
  Some of the items you may have collected so far might have an item number. You can combine any two of these 
  items together to try and help with your situation by adding up those item numbers and then Turn To the 
  paragraph that matches the result. If the paragraph reads correctly, then you have combined the correct items 
  together and can proceed. If the paragraph does not make any sense, then you have combined the wrong items 
  together, and must either try again, or give up and Turn to R and continue with your turn.
  78
  Shade 1  on the time track. You must now cross back over the river of hot lava to use the exits and continue 
  with the adventure. Perform the LAVA JUMP test shown below three times. If you happen to fail a test you have 
  fallen into the lava and suffer -2 HP, but manage to climb out. When you have tested 3 times, Turn to 20 and 
  continue with your turn.
  LAVA JUMP – Test: Dex [S: Land safely on rock] [F: Fallen In, -2 HP] (Agility, Lucky)
  79
  Trying not to get caught in the web, a strand sticks to your leg, and as much as you try to pull it free, you end up 
  getting stuck in the sticky substance. From above you hear a clicking noise, and as you look up you see two 
  yellow eyes peering back down at you, and then the spider attacks. You must fight the Skeleton Spider. If you 
  escape combat add “Skeleton Spider 79” to the dungeon sheet and you will encounter it the next time you enter 
  this area. If you or the Skeleton Spider escape combat, Turn to 9 and continue with your turn.
  80
  As you are concluding the search, you spot hanging underneath the bridge a coil of rope, which looks fairly old, 
  but could be very useful. If you wish to attempt to retrieve the rope you must pass the RETRIEVE ROPE test 
  below. If you fail the test you have slipped, but have managed to grab hold of part of the bridge and are hanging 
  on for your life. Eventually you manage to haul yourself up and can either try again or give up. If you decide to 
  give up, add “Rope 80” to the dungeon sheet, and on a later turn you may try to retrieve the rope by turning to 
  this paragraph. Whether you give up or successfully retrieve the rope, Turn To 4 and continue your turn.
  RETRIEVE ROPE – Test: Dex -10 [S: Gain Rope (50)] [F: Slipped +1, -1 HP] (Agility, Lucky)
  55
   
  
  81
  Apart from a narrow path and a stone jetty that juts out into the water, the cavern appears to be filled by the 
  lake. The water is a little murky and looks very deep. A small boat moored to the jetty bobs up and down 
  from the small waves created by the stop and start of the waterfalls. On the opposite side of the lake you can 
  see a ladder attached to the wall that disappears into the water. If you would like to swim across to the ladder 
  Turn To 94, otherwise you could untie the boat and row across Turn To 61. Alternatively, you can leave the 
  lake and head back into the heat; start a new turn and Turn To 6.
  82
  Searching around you must try to avoid the sticky web that covers the area, and must test WEBS shown below. 
  If you are successful, roll on table F – Find and then Turn to 9, and continue with your turn. If you are 
  unsuccessful you must Turn to 79.
  WEBS – Test: Int +10 [S: Roll on Table F, Turn to 9 & continue turn] [F: Turn to 79] (Aware)
  83
  You follow the child into the gloom, and as soon as you are through the door it slams shut. You desperately try 
  the handle but the door does not budge, and then you hear movement from behind. Slowly you turn around and 
  see a Skeleton with glowing red eyes moving towards you. Its jaw drops open sending out a terrifying roar, and 
  in that brief moment before it lunges to attack, you realise the child is nowhere to be seen. You must fight the 
  Skeleton. If you escape combat add “Skeleton 83” to the dungeon sheet, and you will encounter it the next time 
  you enter this area. If you or the skeleton escape combat Turn to 19 and continue with your turn.
  84
  You press on with the search, and reach the far end of the canal system. All around is lit up with the glow 
  of hot lava, and your attention is quickly drawn to some fiery figures emerging from the flames. When 
  they spot you, they jump up and down excitedly and begin throwing fireballs as they move forward to 
  attack. You must fight the Imps. If you escape combat add “Imps 84” to the dungeon sheet, and you will 
  encounter them the next time you enter this area. If you or the Imps escape combat, or you happen to 
  defeat them, you may continue to search Turn To 62. Alternatively, if you do not wish to search anymore, 
  you may Turn to 13 and continue with your turn.
  56
   
  
  85
  Even though the area is vast, you can see by the natural daylight streaming in from outside, that the cavern is 
  strangely empty. If you wish to spend some extra time searching you may do so by shading 2  on the time 
  track, and then Turn To 72, otherwise Turn To 5 and continue with your turn.
  86
  You start to lower yourself down through the hole to the stone ledge, but when your waist is part way through 
  you feel the floor give way, and for a few seconds you are tumbling downwards. Pieces of wood and rubble 
  bounce and smash into you, and your lungs become filled with dust. Eventually you land in a heap at the 
  bottom, and groan in pain. Roll 1 d10, on a roll of 1-5 Turn To 24, on a roll of 6-10 Turn To 65.
  87
  The Undead Crocodile rolls over on its side and you shout out triumphally, but before you can catch a breath, 
  the creature’s head moves from side to side, and a cold breeze sweeps through the area. You watch helplessly as 
  it rolls back up and walks towards you. Preparing your weapon, you wait planning your attack. You charge 
  forward at the last moment and meet it in battle. An evil laughter echoes through the cavern reminding you the 
  Lich Lord is watching your every move. You must now fight the Risen Undead Crocodile. Neither you or the 
  Undead Crocodile are permitted to escape, and any time it rolls an escape reaction result it must be re-rolled.
  If you defeat the Undead Crocodile you may now search the area and Turn To 70.
  88
  It appears the undead in the Ruins of Ender do not like staying dead, and perhaps this has something to do with 
  the Lich Lords Spell. Just to make sure nothing can rise up again and attack, you decapitate the monsters heads 
  from their bodies and kick them across the floor as far away as possible.
  If you have “Map (48)” in your backpack, you find nothing of value on the undead Turn To R, 
  otherwise continue reading.
  Carefully you search through the remains and find a crumbled piece of parchment, which appears to have 
  been torn from a larger piece and has drawings and symbols written across it. Add “Parchment (10)” to your 
  backpack. Now add up all the parchments numbers you have collected so far, and if the total is 60 or more 
  Turn To 60, otherwise Turn To R and continue with your turn.
  57
   
  
  89
  Excitedly you take out the Dragon Key, and compare the yellow crystal eye on the key to the missing eye of 
  the dragon on the door. It is the same shape and size and earnestly you begin fiddling with the key to remove 
  the crystal. Quickly you learn that it unscrews, and so you remove the eye and attach it to the empty eye 
  socket on the door. As soon as it is placed, the crystals begin to glow softly, and the dragon’s eyes pulsate 
  with energy. From behind the door you hear a click and a hiss of escaping air, and the eyes stop glowing. 
  Then the door springs open a few inches, creaking on its unoiled hinges. Change the Door Code to (O), you 
  may now use the exit to area 16. If you wish you may retrieve the small crystal and insert it back into the key, 
  then Turn To 6 and continue with your turn.
  90
  This time the Undead Crocodile stays dead and you swim over to the ladder. For a moment you stare into the 
  water searching in case there is anything else that may attack, but you see nothing moving. However, at the 
  bottom you spot a large hatch set in the floor, and you swim down to take a closer look. The hatch is in fact a 
  grill with several shutters that appear to move. As you bash one it swings aside and you see a swirl of escaping 
  water. Almost out of breathe, you bash a few more, and then push up from the bottom to the surface. At the top, 
  gasping for air, you look around and see most of the waterfalls have stopped flowing, and the water level is 
  slowly going down. You take in a gulp of air and dive back down, this time pushing all the shutters to their open 
  position, and again launch yourself to the surface. All of the waterfalls have now stopped completely, and you 
  decide to wait and ride down to the bottom with the water as it drains through the grate.
  Finally after some time you are standing in puddles at the bottom and may now search the area Turn To 70.
  91
  The hall is a lot bigger than you first thought. Against one wall you find steps leading to a large stone throne, 
  which at one time was inlaid with hundreds of tiny gems, but now only tiny holes are left. Someone or 
  something has removed every last one. Moving on, you come across several rooms set aside from the main 
  hall, which appear to have been used in a variety of ways. One looks like it was a library, and another appears 
  to be a small chapel. None have any exits. Shade 1 on the time track and then roll on table F – Find to see 
  what else you discover. After you have followed the instructions on table F, you find yourself back at the 
  place where you killed the Zombie Queen, and notice that the shards of ice from the ice barrier still haven't 
  melted. You pick one up and grip it tightly trying to resist its cold. The freezing temperate burns your hand, 
  and you are forced to drop it to the floor. Upon inspection you are surprised to see the shard shows no sign of 
  melting, and appears to be impervious to heat.
  If you have a bucket and wish to collect some ice shards, add 10 to the item number of the bucket and Turn To 
  the paragraph that matches the result. (i.e. if the bucket’s item number is 34, you would add 10 to 34, giving a 
  total of 44, and then turn to paragraph 44). If you don’t want to take any ice with you or don’t have a bucket 
  anyway, you must Turn To 3 and continue with your turn.
  58
   
  
  92
  Exhausted from the fight, you pause a moment to catch your breathe and look around the chamber. Amongst all 
  the dust and rubble, you see it was a holding area for gladiators. A tunnel set in the far wall leads off away from 
  the room, but at some time the ceiling has collapsed and it is now blocked. Fixed to one wall you see several 
  sets of manacles, and resting against another are benches adorned with weapons and armour. Searching the 
  items, you find most of it is junk. Weapons have been deliberately made blunt, and some of the armour is poorly 
  made. If you wish you can spend some time sorting out the good items from the bad, shade 2 on the time 
  track, and then roll twice on table A – Armour and once on table W – Weapons to see what you find. Whether 
  you sort through the items or not Turn to 15 and continue with your turn.
  93
  If you have “Ring 40” marked in dungeon area 18, please remove it from the dungeon sheet.
  You carefully pull up the ring and wipe away years of dust and grime. The golden band is very plain in 
  appearance, but even in your hand you can feel its power. Its heavy at first and very large for any of your 
  fingers, but when you do decide to put it on, it shrinks and fits perfectly. As soon as it has shrunk you feel a 
  surge of knowledge flow through your mind, and many things you struggled to understand before immediately 
  become clear. If you keep the ring add Ring of The Stars (+10 Int) (1500gp, Ring Slot) to your adventure sheet 
  and then Turn To 18 and continue with your turn.
  59
   
  
  94
  You dive into the water, and swim towards the ladder. Halfway across the lake you feel something brush past 
  your leg. Spinning around you see two glowing eyes staring back at you, and then suddenly a wide mouth with 
  hundreds of teeth opens up and snaps at your head. Throwing out your arms, you punch at the creature, and for 
  a brief moment you feel intense pain as it bites down on your arm. Luckily you managed to save your head from 
  being crushed in its jaws, but now it has hold of your arm, and the water turns red with blood. You suffer 1d6+2 
  damage. If you are wearing any armour in your arm slot, you may deduct its armour value and may also deflect 
  up to 2 more points of damage to the armour’s damage track. If you have a shield equipped, you are not 
  permitted to use it to block any further damage. 
  If you are still alive, there is a second or two where everything goes deadly still, and you realise you are at the 
  mercy of a very large crocodile. Its glowing eyes pressed against yours, stare lifelessly and without emotion. 
  Then it begins a death roll. Your arm feels like it is being ripped from its socket as you are forced to spin around 
  with it. Round and round you go, being dragged above and below the surface, desperately trying to suck in air, 
  but ending up choking on water. For a second the creature stops rolling and you cough and vomit. You suffer 
  1d6+2 damage and again you may use any armour worn to fend off the damage, just as before.
  If you are still alive, you kick out at the monster and begin beating its head with your free arm. Your knuckles 
  hit bone over and over, and it feels like you are punching solid stone. You realise now that the creature is 
  undead. For a brief moment you feel its grip looses as it attempts to get a hold further up your arm, and quickly 
  you pull yourself free. You must fight the crocodile or be eaten alive. Because your arm is so badly damaged 
  and you are fighting in water you suffer -20 to your attack roll. Neither you or the Undead Crocodile are 
  permitted to escape, and any time it rolls an escape reaction result it is ignored and must be re-rolled.
  95
  Shade 1  on the time track. Searching around the area is difficult, and the heat has given you a thumping 
  headache. On the opposite side of a lava stream you can see a small hole in the dungeon wall. The stream is too 
  wide to cross. However, at one part it narrows and there are three large rocks jutting out from the flowing lava. 
  They are aligned in such a way that they could be used as stepping stones to reach the hole. As you get nearer to 
  investigate you can see that they are a little further apart than you had first thought.
  If you wish to cross the stream to investigate, you will now have to jump from rock to rock. Perform the LAVA 
  JUMP test shown below three times. If you happen to fail a test you have fallen into the lava and suffer -2 HP, 
  but manage to climb out. When you have tested three times you will have reached a flat rock on the other side 
  and may Turn To 37. If you do not wish to cross the stream Turn to 20 and continue with your turn.
  LAVA JUMP – Test: Dex [S: Land safely on rock] [F: Fallen In, -2 HP] (Agility, Lucky)
  60
   
  
  96
  Finally you bring down the Skeleton Spider, and it lays shattered in pieces on its back. Its glowing eyes slowly 
  fade and you breathe a sigh of relief. For a second or two you glance around in case there are more of them 
  waiting in the shadows preparing to attack, and then suddenly from way off in the distance you hear an evil 
  laughter. It echoes all around and gets louder until you are covering your ears to block out the sound. Your head 
  starts to hurt and you watch in horror as the spider’s shattered form, twitches and animates back together.
  You must fight the Risen Skeleton Spider. If you escape combat add “Risen Skeleton Spider 96” to the 
  dungeon sheet and you will encounter it the next time you enter this area. If you escape, or defeat the Risen 
  Skeleton Spider, or it escapes Turn to 9 and continue with your turn.
  97
  If you have “Barrels 97” written in area 11 on the dungeon sheet, please remove it and continue reading.
  You prise open one of the barrels, and as the lid falls away it disturbs some mould spores you hadn’t seen 
  earlier (shade 1 disease pip). After you have finished coughing and wheezing you look inside and find a 
  foul smelling sludge at the bottom, and a small heart shaped pebble. If you would like to take the pebble 
  you can reach in and grab it, add “ Heart Shaped Pebble (26)” to your adventure sheet. However to get to 
  the pebble you will get covered in the vile sludge, and must shade in 1 disease pip.
  Whether you decide to take the Pebble or not, you continue searching around and find nestled in an 
  alcove a stack of upturned buckets. Searching through them reveals that most are split or worn through, 
  but one is still intact. Add “Bucket (12)” to your backpack if you wish to take it with you. Now Turn To 
  11 and continue with your turn.
  61
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
    
    
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  98
  Grabbing hold of the metal ladder you descend into the darkness and are surprised when your feet splash
  into the watery bottom sooner than expected. You are at the end of a brick tunnel that leads north. The
  water barely reaches your ankles and is very cold. Heading north you walk for a few minutes, and then
  reach a point where the roof gradually tapers downwards until you are forced on all fours, and have to
  crawl to continue. The water level has risen slightly here and it is now hard to keep your lantern dry. After
  a few more minutes of crawling you reach a turning to the west, and are glad to see the roof has returned to
  a height where you can once again stand up.
  If you would like to continue exploring the sewers Turn To 39, otherwise, you can retrace your steps and leave
  the sewer system, Turn To 8 and continue with your turn.
  99
  With a thumping headache, you desperately fight against the heat and start searching the canal system. Unless
  you have a bucket with some water, you suffer -2 HP. If you are still alive and would like to continue searching
  Turn to 84, otherwise Turn to 13 and continue with your turn.
  100
  With the chest now open you peer inside and see various pieces of tarnished armour, which have been
  stacked one on top of another and look fairly beaten up. This is not what you had been expecting at all.
  Their metal is a dull gold colour and you can’t see any of sign of the legendary Aztopaz crystals. You had
  thought after all this effort and all that you have gone through, that this chest would hold the Dragon
  Armour you seek. With great disappointment you begin removing the pieces one by one and lay them out.
  Still astonished, you remove the last piece and peer into the empty chest. “What is this? Is this some kind
  of joke?” You ask yourself. The armour laid out on the floor has the right number of pieces to be the
  Dragon Armour, but for some reason you had expected it to be the magnificent armour from the stories.
  This armour is so badly dented and shows none of the magical properties it should. If this is truly the High
  Elf Queens Armour, then the stories have got it all wrong.
  With nothing to lose, you begin trying on each piece, strapping it in place, and when the last piece has
  been secured, you wait for something to happen, for anything to happen and then it does. From behind, a
  laugh booms out. Its evilness fills your heart with doom and slowly you turn around expecting the worst.
  You look up at the creature, which stands twice your height and holds a huge flaming sword. Again, it
  laughs loudly, throwing back its head and begins to speak. Its vile, menacing tone shreds what little
  courage you had, and you step back in terror.
  “MORTAL, YOU WILL DIE FOR YOUR INSOLENCE, THE ARMOUR MAY NOW BE IN YOUR
  GRASP, BUT NOT FOR LONG”. With each booming word, a pain soars through your body, growing in
  strength until the last spoken word leaves you laying and writhing on the floor. Kantha, the Dragon Lord
  stands above you and strikes down with his flaming sword, and then something strange happens. Your eyes
  and mind react at speed, but everything around you is moving slowly. The armour that was once dull and
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  damaged, begins to glow bright, and its crumpled surface flattens becoming smooth. The flaming sword raised 
  above the Lich Lord’s head is striking downwards, but it is in slow motion and is taking minutes to reach you. 
  Rising to your knees, you stretch up, trying to grab hold of the creatures arm, but you are moving just as slowly. 
  You force yourself to move faster, and under the strain you feel a bead of sweat trickle down your brow. Just 
  before the flaming blade cuts you in two, you manage to grab hold of the Lich Lord’s arm, and for a moment the 
  two of you wrestle, and then the ill-fitting armour merges together. The joints it once had disappear, and 
  hundreds of tiny crystals appear across its surface. Then dragon scales begin to etch themselves into the gold, 
  and the armour shrinks and hugs your body. You stand up pushing the creature backwards and it roars in 
  defiance. Desperately it tries to twist its blade, but you match its strength, and finally you summon the energy to 
  push it away, and then time returns to normal. Standing up tall, the dragon armour emits a spectrum of light, as 
  the thousands of different coloured Aztopaz crystals light up and pulsate. Shocked by your sudden strength, the 
  Lich Lord speaks out, but this time the words cause you no pain, and the voice that once filled you with 
  impending doom, no longer has any effect.
  “The armour, will not protect you MORTAL, it has been worn before, and you have seen first hand my power 
  over the High Elf Queen”. You laugh in defiance and calmly reply.
  “Yes, but you didn't defeat Queen Annolin, it took a whole army of Dragon Riders to do that. Where is your 
  army now Kantha?” The Lich Lord roars and is shaking with anger and then attacks.
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  You must now fight the Lich Lord. However, because the Lich Lord disturbed you when you had just put on the 
  last piece of the Dragon Armour, you must add all of the Dragon Armour (below) to your Equipment slots on 
  the Adventure Sheet; even if you would prefer not to. Of course, after the combat you are free to change your 
  armour configuration. During combat with the Lich Lord neither of you are permitted to escape. Any time it 
  rolls an escape reaction result it must be re-rolled. If you defeat the Lich Lord read the passage “THE LICH 
  LORD IS SLAIN”, below. Otherwise you are killed and become one of the many undead creatures roaming and 
  guarding the Lich Lords Lair. You will have to create a new adventurer and start from the beginning, if you 
  hope to kill the Lich Lord and recover the Dragon Armour. 
  THE DRAGON ARMOUR
  DRAGON SKULL (1500/300gp) (Head) (A:3) (+5 Int)
  DRAGON SCALES (1500/300gp) (Back & Torso) (A:3) (+5 Str)
  DRAGON CLAWS (1200/240gp) (Arms & Hands) (A:3) (+2 Dmg)
  DRAGON BELT (1500/300gp) (Waist) (A:3) (+5 Dex)
  DRAGON LEGS (1200/240gp) (Legs & Feet) (A:3) (+1 Def)
  The Dragon Armour may be worn as individual pieces or as a set. When all five pieces are worn together, each 
  piece gains +1 HP (+5 in total) and the adventurer gains the FIRE BREATH ability below. They also gain Fire 
  Protection and can always ignore the monster ability FIRE. 
  FIRE BREATH - Once per encounter, at the start of any combat round, and before rolling for a Monsters reaction 
  the Adventurer may breath fire from the Dragon Skull, roll for a location and deal the monster 1d10 damage, do 
  not deduct the monster Def from the result. Fire Breath will damage a monster with the ETHEREAL Ability.
  THE LICH LORD IS SLAIN
  The Lich Lord falls backwards and lands with a loud thud on the ground. You cautiously walk over to the pile of 
  bones and nudge it with your weapon. It moves lifelessly and shows no sign of reanimating. Carefully you shift 
  through the remains and uncover the flaming sword. It’s heavy and no longer has any flames. Its handle has 
  been made to resemble a skeleton of a dragon, probably in memory of Melvinto, his dragon steed. Wings spread 
  out to form the guards, and a long bony neck stretches up forming the grip. Where it reaches the pommel, there 
  is a large dragon skull, its eyes have been set with yellow Aztopaz crystals. Pointing the sword to the floor, the 
  blade easily reaches beyond your waist and with the double handed grip, the pommel nests just under your chin. 
  It is a magnificent weapon, and as you try a few practice swings the blade erupts into flames. 
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  If you wish, you may take the Lich Lords weapon, Firestorm. Its blade bursts into flames when ever you attack. 
  It is such a heavy weapon that an adventurer needs a minimum Strength of 50 to be able to wield it. Whenever 
  an attack deals a monster damage, roll 1d6. If you roll 1-3 the blade burns the monster with damage equal to the 
  result on the d6 (i.e. If you rolled a 2, the monster suffers  an extra 2 damage).
  FIRESTORM (900/180 gp) () (H) (Mighty Claymore) (+7 Dmg)
  Whether you take firestorm or not, you decide its time to leave the Lich Lords Lair and head back to the safety of a 
  Town. You climb the long ladder to the outside and head off in the direction of the nearest Tavern, where you can 
  share a drink and stories of your latest adventure with its patrons (gain 1 REP, 1 FATE and 1 LIFE point).
  Congratulation, against all odds you have managed to defeat the Lich Lord and retrieve the Dragon Armour. 
  You have won the Adventure.
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SOURCE: textdata/thevault/D100 Dungeon/D100 Dungeon - The Dragon Armour Digital {007}.pdf