TEXT:  1 
  
  D100 DUNGEON PRODUCTS
  Available Form - DriveThruRPG, The GameCrafter, and the Google Play Store. Links can be found at - www.mk-games.co.uk
  THE ADVENTURERS COMPANION
  HISTORY AND GLOSSARY
  THE DRAGON ARMOUR
  DICE AND TABLE ROLLER APP
  GAME TRACKER
  GAME SHEETS
  MAPPING GAME
  SPELL CARDS
  3
  
  D100 DUNGEON - TABLES AND GAME SHEETS V1.2
  www.mk-games.co.uk
  © 2020 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
  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
  D100 Dungeon youtube
  https://www.mk-games.co.uk/d100-dungeon-youtube
  Special thanks to:
  Wendy Knight, Raymond Knight, Dorian Terry, Rob Oren, Geek Gamers, Josh McGuire, 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 Dungeon Song
  A Dungeon we will go
  A Dungeon we will go
  Strap on a Sword and don’t get bored
  A Dungeon 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 you 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 weapons balance
  before using it.
  Good luck the Dungeon awaits!
   3 
  
  INDEX
  D100 DUNGEON - TABLES AND GAME SHEETS.......................5
  INTRODUCTION..............................................................................5
  PRINTING PERMISSION FOR THE GAME SHEETS...................5
  PRINTING PERMISSION FOR THE BOOK MARKS....................5
  PRINTING PERMISSION FOR THE TABLES................................5
  FUTURE UPDATES..........................................................................5
  D100 DUNGEON - ADVENTURE SHEET......................................6
  D100 DUNGEON - COMBAT TRACK............................................8
  D100 DUNGEON - DUNGEON SHEET..........................................9
  D100 DUNGEON - DUNGEON SHEET (ENTRANCE)...............10
  ARTISAN SHEET............................................................................11
  COMBAT EXPERIENCE SHEET...................................................13
  ARCANIST SPELL BOOK..............................................................17
  BAG OF SUMMONING..................................................................18
  PROPERTY SHEET.........................................................................19
  HANDY SHEET...............................................................................21
  MONSTERS ABILITIES.................................................................22
  D100 DUNGEON - ADVENTURE SHEET B&W.........................24
  D100 DUNGEON - COMBAT TRACK B&W................................26
  D100 DUNGEON - DUNGEON SHEET B&W..............................27
  D100 DUNGEON - DUNGEON SHEET (ENTRANCE) B&W.....28
  ARTISAN SHEET B&W..................................................................29
  COMBAT EXPERIENCE SHEET B&W.........................................31
  ARCANIST SPELL BOOK B&W...................................................35
  BAG OF SUMMONING B&W.......................................................36
  PROPERTY SHEET B&W...............................................................37
  HANDY SHEET B&W....................................................................39
  MONSTERS ABILITIES B&W.......................................................40
  D100 DUNGEON - ADVENTURE SHEET NO BACKGROUND42
  D100 DUNGEON - COMBAT TRACK NO BACKGROUND......44
  D100 DUNGEON - DUNGEON SHEET NO BACKGROUND....45
  D100 DUNGEON - DUNGEON SHEET (ENTRANCE) NO 
  BACKGROUND..............................................................................46
  ARTISAN SHEET NO BACKGROUND........................................47
  COMBAT EXPERIENCE SHEET NO BACKGROUND...............49
  ARCANIST SPELL BOOK NO BACKGROUND..........................53
  BAG OF SUMMONING NO BACKGROUND..............................54
  PROPERTY SHEET NO BACKGROUND.....................................55
  HANDY SHEET NO BACKGROUND...........................................57
  MONSTERS ABILITIES NO BACKGROUND.............................58
  BOOK MARKS 1-6..........................................................................60
  BOOK MARKS 7-12........................................................................61
  BOOK MARKS 13-18......................................................................62
  A – ARMOUR...................................................................................63
  B – BOOSTS.....................................................................................64
  C – CURSES.....................................................................................66
  D – DOORS......................................................................................68
  E – ENCOUNTER............................................................................70
  EA – ENCOUNTER A......................................................................71
  F – FIND...........................................................................................73
  FA – FIND A.....................................................................................74
  G – GEOGRAPHIC..........................................................................81
  H - HERO PATH...............................................................................88
  H - HERO PATH A...........................................................................88
  HC - CHAMPIONS..........................................................................88
  I – ITEMS.........................................................................................89
  IA – INGREDIENTS........................................................................90
  J – INVESTMENTS.........................................................................92
  JA – INVESTMENT RESULTS.......................................................92
  K – DEATH KILL............................................................................93
  L – LEGENDS..................................................................................94
  M – MAPPING.................................................................................95
  MA – MAPPING ALTERNATIVE...................................................96
  N – NEEDED....................................................................................97
  O - WITCHERY................................................................................98
  P – PARTS.........................................................................................99
  Q – QUESTS...................................................................................100
  R - RACE........................................................................................102
  RA – RACE A.................................................................................102
  S – SPELLS....................................................................................103
  SA1 - ORDER OF ALCHEMY SPELLS.......................................104
  SA2 - ORDER OF ELEMENTS SPELLS......................................105
  SA3 - ORDER OF ILLUSION SPELLS........................................106
  SA4 - ORDER OF INVOCATION SPELLS..................................108
  SA5 - ORDER OF PSYCHE SPELLS...........................................109
  SA6 - ORDER OF SUMMONING SPELLS.................................110
  TA – TREASURE A........................................................................112
  TB – TREASURE B.......................................................................113
  TC – TREASURE C.......................................................................114
  TD – TREASURE D.......................................................................115
  TDA - EXCEPTIONAL LEGENDARY ITEMS............................116
  U – QUICK ADVENTURER.........................................................117
  UA – QUICK EQUIPMENT..........................................................121
  V – VALUES...................................................................................123
  W – WEAPON................................................................................124
  X – SALVAGE - ARMOUR...........................................................126
  X – SALVAGE - WEAPONS.........................................................127
  X – SALVAGE - ITEMS.................................................................128
  X – SALVAGE – LEGENDARY RING/NECK.............................128
  XA – AZTOPAZ SALVAGE...........................................................129
  XB – CRAFTING - WEAPONS....................................................129
  XB – CRAFTING LEGENDARY RING/NECKLACE.................130
  XB – CRAFTING - ARMOUR......................................................131
  XC – CRAFTING WITH CRYSTALS...........................................132
  XD – CONTACTS..........................................................................132
  XE – SCHEMATICS......................................................................133
  Y – BEAST MASTERY.................................................................134
  Z - SPECIAL BLUES.....................................................................135
   4 
  
  D100 DUNGEON - TABLES AND GAME SHEETS
  Martin Knight © 2020
  Introduction
  With the ever growing number of charts and tables that have been added to D100 Dungeon V3, it has became clear
  that players will want, and need them all in one place, in order to play their games. Therefore, this book (Tables and
  Game Sheets) has been compiled  with that in mind, and contains  most of the relevant tables from the many
  sourcebooks released to date; and those from the main D100 Dungeon rule book. Please note, that some of the
  existing tables have been updated to reflect changes made by later publications, such as table D – Doors, which now
  shows door damage values from the rules “Blast those Doors” found in the book “D100 Dungeon – The Dragon
  Armour – Adventure Book One”. Please also be advised that nothing for D100 Dungeon is being released to make
  previous products redundant, and so, of the tables which have been compiled in this book, very few of the rules that
  relate to them are repeated. Therefore, you will still need to own those relevant publications in order to enjoy their use
  in your games.
  Also included in the book are 18 folding book marks, showing artwork from the various D100 Dungeon publications,
  and all of the game sheets (in three different styles) needed for the D100 Dungeon main rulebook, and all the
  supplements released to date.
  Printing Permission For The Game Sheets
  The game sheets included come in three different styles. One with a colour parchment effect, one black and white on a
  parchment background, and one with no background at all. They have been updated to include all the rules released so
  far for D100 Dungeon V3 at the time of this publication. Permission is granted for printing, either on a home/office
  printer, or professionally in small quantities for your own personal use.
  Printing Permission For The Book Marks
  The book marks can be printed and cut out for your own personal use. They have been designed to be folded, and can
  be used to mark pages in the D100 Dungeon books. Each one has a different colour/shade top border to make the
  finding of pages easier. You can determine your own colour schemes. They look great printed on photo glossy paper,
  and if you wish, you may print them for marking pages in other books. Permission is granted for printing, either on a
  home/office printer, or professionally in small quantities for your own personal use.
  Printing Permission For The Tables
  Permission is given for the printing of 1 copy of the tables A-Z either professionally, or by yourself. You are free to
  include the front and back pages, and may bind them as you see fit. If your printed copy gets damaged, or if you
  would like a fresh one, permission is only granted for the reproduction of another copy if the old one is destroyed
  first. Your support in this matter will help keep new and future products for D100 Dungeon in the pipeline.
  Future Updates
  The intention is to keep this product up to date with anything new and relevant that is released in the future for D100
  Dungeon. These will be available free of charge, and will follow future products for D100 Dungeon as and when they
  are released. You can check your current version (found at the front of this book), against future updates.
   5 
  
  D100 DUNGEON - ADVENTURE SHEET
  NAME:
  HERO PATH:
  RACE:
  DARK -20
  
  REP:
  FATE:
  LIFE:
  GOLD:
  ENC. MOD:
  CHARACTERISTICS
  PRIMARY
  ADJUSTMENT
  TOTAL
  EXPERIENCE TRACK
  ABILITIES UNLOCK AT 50
  STRENGTH (STR)
  
  MIGHTY BLOW
  DURING COMBAT RE-ROLL 6’S ON DMG DIE AND TOTAL ALL RESULTS 
  DEXTERITY (DEX)
  
  PERFECT AIM
  DURING COMBAT ROLL TWICE FOR A HIT LOCATION AND CHOOSE ONE 
  INTELLIGENCE (INT)
  
  SPELL CASTER
  CAN USE SPELLS RECORDED IN THE SPELL BOOK
  
  HEALTH POINTS (HP)
  CURRENT HP:
  D10
  MOD
  LOCATION
  ITEMS
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GOLD
  FIX
  A/S
  FOUND ITEMS ROLL 1D6
  1-2= 3-4= 5-6=
  1
  +3
  HEAD
  
  2
  +2
  BACK
  
  3
  +1 TORSO
  
  4
  ARMS
  
  5
  HANDS
  
  6
  MAIN
  
  7
  OFF
  
  8
  BC WAIST
  
  9
  -1
  LEGS
  
  10
  -1
  FEET
  
  NECK
  ESCAPE COMBAT
  DEX -10 + ESCAPE
  RING
  BLOCK ESCAPE
  STR -10 + ESCAPE
  RING
  CAST SPELL
  INT + MAGIC + LUCKY
  +/- SPELL B.
     DMG TO SHIELDS SHADES ½ A PIP
  TOTALS
  CAST SCROLL
  INT + MAGIC + LUCKY
  1D10
  BELT SLOTS
  1D10
  SKILLS
  BONUS
  EXPERIENCE TRACK
  LEVEL BONUS
  SPELL BOOK
  COST
  1-2
  1
  AGILITY
  
  50+
  +20
   
  3-4
  2
  AWARE
  
  +15
  5-6
  3 BRAVERY
  
  +10
  7-8
  4
  DODGE
  
  +5
  9-10
  5
  ESCAPE
  
  +0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  6
  LOCKS
  
  60+
  -0
  KEYS
  
  
  
  
  
  
  
  
  
  
  7
  LUCKY
  
  70+
  -5
  LEVERS
  
  
  
  
  
  
  
  
  
  
  8
  MAGIC
  
  80+
  -10
  POISON
  
  
  
  
  
  
  
  
  
  
  9
  STRONG
  
  90+
  -15
  DISEASE 
  
  
  
  
  
  
  
  
  
  10
  TRAPS
  
  100
  -20
  BEAST:
  LEVEL:
  BONUS:
  GP:
  
  HP:
  (CURRENT HP)
  OIL
  
  
  ABILITIES: 
  COMPLETED QUESTS: 
  CURRENT QUEST: 
  WITCHERY EFFECTS
  FOOD  FAILED QUESTS: 
  QUEST DETAILS:  
  PICKS
  
  
  
  TIME TRACK
  MODIFIER
  
  4
  
  5
  
  6
  
            
  
   6 
  
   BACKPACK FOR ITEMS WITH DAMAGE TRACKS ONLY
  1D10
  LOCATION
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GOLD
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
   BACKPACK FOR ITEMS WITHOUT DAMAGE TRACKS ONLY
  QUEST TRACKER (TABLE Q)
  1D6+
  1D10
  QUANTITY
  ITEMS
  GP EACH
  Q 1-2
  
  Q 21-22
  
  Q 41-42
  
  Q 61-62
  
  Q 81-82
  
  2
  Q 3-4
  
  Q 23-24
  
  Q 43-44
  
  Q 63-64
  
  Q 83-84
  
  3
  Q 5-6
  
  Q 25-26
  
  Q 45-46
  
  Q 65-66
  
  Q 85-86
  
  4
  Q 7-8
  
  Q 27-28
  
  Q 47-48
  
  Q 67-68
  
  Q 87-88
  
  5
  Q 9-10
  
  Q 29-30
  
  Q 49-50
  
  Q 69-70
  
  Q 89-90
  
  6
  Q 11-12
  
  Q 31-32
  
  Q 51-52
  
  Q 71-72
  
  Q 91-92
  
  7
  Q 13-14
  
  Q 33-34
  
  Q 53-54
  
  Q 73-74
  
  Q 93-94
  
  8
  Q 15-16
  
  Q 35-36
  
  Q 55-56
  
  Q 75-76
  
  Q 95-96
  
  9
  Q 17-18
  
  Q 37-38
  
  Q 57-58
  
  Q 77-78
  
  Q 97-98
  
  10
  Q 19-20
  
  Q 39-40
  
  Q 59-60
  
  Q 79-80
  
  Q 99-100
  
  11
   CAMPAIGN QUESTS N=NORTHREACH S=SOUTHREACH E=EASTPOINT W=WESTPOINT
  12
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  13
  C1
     
  C5
     
  C9
     
  C13    
  C17    
  14
  C2
     
  C6
     
  C10    
  C14    
  C18    
  15
  C3
     
  C7
     
  C11
     
  C15    
  C19    
  16
  C4
     
  C8
     
  C12    
  C16     C20    
  QUANTITY BOX MAXIMUM OF 10 EACH
   SIDE QUESTS N=NORTHREACH S=SOUTHREACH E=EASTPOINT W=WESTPOINT (TABLES QA-QD)
  EMPIRE BUILDING INVESTMENTS
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  TRADE
  FINANCE
  HOLDINGS
  WARS
  S1
     
  S6
     
  S11
     
  S16
     
  S21
     
  S2
     
  S7
     
  S12
     
  S17
     
  S22    
  S3
     
  S8
     
  S13
     
  S18
     
  S23    
  1 SHARE = 100 GP
  1 SHARE = 300 GP
  1 SHARE = 500 GP
  1 SHARE = 1000 GP
  S4
     
  S9
     
  S14    
  S19
      S24    
  
  
  
  
  S5
     
  S10    
  S15
      S20    
  S25    
  1 PIP = 20 GP
  1 PIP = 60 GP
  1 PIP = 100 GP
  1 PIP = 200 GP
  ADV. BK. 1
  
  ADV. BK. 2 
  ADV. BK. 3 
  ADV. BK. 4 
  ADV. BK. 5 
  NOTES
   EXTRA QUESTS (TABLES QE-QG)
  QE 1-10
  
  QE 21-30
  
  QE 41-50
  
  QE 61-70
  
  QE 81-90
  
  QE 11-20
  
  QE 31-40
  
  QE 51-60
  
  QE 71-80
  
  QE 91-100
  
  QF 1-10
  
  QF 21-30
  
  QF 41-50
  
  QF 61-70
  
  QF 81-90
  
  QF 11-20
  
  QF 31-40
  
  QF 51-60
  
  QF 71-80
  
  QF 91-100
  
  QG 1-10
  
  QG 21-30
  
  QG 41-50
  
  QG 61-70
  
  QG 81-90
  
  QG 11-20
  
  QG 31-40
  
  QG 51-60
  
  QG 71-80
  
  QG 91-100
  
   7 
  
  D100 DUNGEON - COMBAT TRACK
  ADD EACH MONSTER TO THE TRACK, IF THE ADVENTURER OR THE MONSTER ESCAPES REMOVE THE MONSTER FROM THE TRACK 
  (LEAVE ONLY DEFEATED MONSTER ON THE TRACK), WHEN A MONSTER IS DEFEATED AND A REWARD IS LISTED, IMMEDIATELY GAIN THAT REWARD.
  ENCOUNTER
  AV
  DEF DMG
  HEALTH POINTS
  [K]
  ABILITIES
  REWARD
  +100GP
  +5 SKILL
  +1 PRIMARY STR
  +1 PRIMARY DEX
  +1 PRIMARY INT
  +1 PRIMARY HP
  +1 REP
  +1 FATE
  +1 LIFE
   8 
  
  D100 DUNGEON - DUNGEON SHEET
   9 
  
  D100 DUNGEON - DUNGEON SHEET (ENTRANCE)
   10 
  
  ARTISAN SHEET
   NAME:
   ARTISAN (ART)
  
   SALVAGE SKILL
  
   CRAFTING SKILL
  
  STANDARD AND UPGRADED MATERIALS
  LESSER MATERIAL
  FULL MATERIAL
  LESSER MATERIAL
  FULL MATERIAL
  1-10
  WOOD/BONE
  SPLINTERS
  44-53
  WOOD/BONE (5GP)
  87
  VIOLET SHARD (8GP)
  94
  VIOLET CRYSTAL
  (80GP)
  11-20
  LEATHER/HIDE SCRAP
  54-63
  LEATHER/HIDE (8GP)
  88
  ORANGE SHARD (8GP)
  95
  ORANGE CRYSTAL
  (80GP)
  21-30
  IRON INGOTS (1GP)
  64-73
  IRON (10GP)
  89
  YELLOW SHARD
  (8GP)
  96
  YELLOW CRYSTAL
  (80GP)
  31-34
  BRONZE INGOTS (2GP)
  74-77
  BRONZE (20GP)
  90
  BLUE SHARD (8GP)
  97
  BLUE CRYSTAL (80GP)
  35-37
  SILVER INGOTS (3GP)
  78-80
  SILVER (30GP)
  91
  GREEN SHARD (8GP)
  98
  GREEN CRYSTAL (80GP)
  38-40
  GOLD INGOTS (4GP)
  81-83
  GOLD (40GP)
  92
  RED SHARD  (8GP)
  99
  RED CRYSTAL  (80GP)
  41-43
  AZURE INGOTS (6GP)
  84-86
  AZURE   (60GP)
  93
  INDIGO SHARD (8GP)
  100
  INDIGO CRYSTAL
  (80GP)
  SCRAPS
  
  AT THE END OF A QUEST DURING THE ARTISAN STEP, ROLL 1D100 FOR EACH SHADED PIP, AND ADD 1 MATERIAL TO THE RESULT ABOVE, THEN REMOVE THE PIP.
  SALVAGE – Test: Artisan (Art) [S: salvage materials] [F: item destroyed] (Salvage)
  DUNGEON SALVAGE – Test: Artisan (Art) -10 [S: shade 1 scraps pip] [F: nothing] (Salvage)
  CRAFTING – Test: Art (- Schematic Modifier) [S: item is crafted] [F: nothing is crafted] (Crafting)
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
   11 
  
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
   12 
  
  COMBAT EXPERIENCE SHEET
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  B
  BANSHEE C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  DODGE - MONSTER -2 DMG
  BASILISK
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  GAZE BLOCK - IGNORE PETRIFY* RESULT
  BEAR
  
  DODGE – MONSTER DMG -2
  +0
  
  WEAKNESS – MONSTER -2 DEF
  BEASTMAN
  
  ADVANTAGE - ADVENTURER +2 DMG
  +2
  
  FEINT – ADVENTURER +5 ATTACK
  BEASTMAN ARCHER
  
  DODGE - MONSTER -2 DMG
  +2
  
  DODGE - MONSTER -2 DMG
  BEASTMAN CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  TACTICS - ADVENTURER +10 ATTACK
  BEASTMAN WITCH
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  BLACK DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  BLUE DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  EVADE FREEZE - IGNORE FREEZE RESULT
  C
  CENTAUR
  
  WEAKNESS - MONSTER -2 DEF
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  CENTAUR CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  COUNTER - MONSTER -5 ATTACK
  CERBERUS d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  CHIMERA
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  COCKATRICE
  
  ADVANTAGE - ADVENTURER +2 DMG
  +0
  
  GAZE BLOCK – IGNORE PETRIFY* RESULT
  CYCLOPS
  
  IMPACT - IGNORE DAZED TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  D
  DEMON d
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  DEMON LORD d
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  DIRE WOLVES
  
  MANOEUVRE – IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  DOPPELGÄNGER
  
  TACTICS – ADVENTURER +10 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  E
  ECHIDNA d
  
  RESISTANT - IGNORE POISON RESULT
  -2
  
  GAZE BLOCK – IGNORE PETRIFY* RESULT
  EVIL WARLOCK
  
  TACTICS – ADVENTURER +10 ATTACK
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  F
  FIRE ELEMENTAL
  
  LARGELESS - IGNORE LARGE RESULT
  +0
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  FIRE WYRM
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  FROST WYRM
  
  EVADE FREEZE - IGNORE FREEZE RESULT
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  G
  GARGOYLE d
  
  COURAGE - IGNORE FEAR TEST
  +0
  
  IMPACT - IGNORE DAZED TEST
  GHOST C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  COUNTER - MONSTER -5 ATTACK
   13 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  G
  GHOUL C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  FEINT - ADVENTURE +5 ATTACK
  GIANT
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  IMPACT - IGNORE DAZED TEST
  GIANT ANTS
  
  ADVANTAGE - ADVENTURER +2 DMG
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT APES
  
  CHARGE – IGNORE PACK AV BONUS
  -1
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT BATS
  
  LURE – IGNORE FLY PENALTY 
  +0
  
  ALERT – IGNORE SURPRISE
  GIANT BOAR
  
  COUNTER - MONSTER -5 ATTACK
  +0
  
  WEAKNESS – MONSTER -1 DEF
  GIANT CENTIPEDE
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  WEAKNESS – MONSTER -2 DEF
  GIANT CRAB
  
  DODGE – MONSTER -2 DMG
  +0
  
  WEAKNESS – MONSTER -2 DEF
  GIANT MOTH
  
  SUBTERFUGE - MONSTER -10 ATTACK
  +0
  
  LURE – IGNORE FLY PENALTY 
  GIANT OOZES
  
  TACTICS – ADVENTURER +10 ATTACK
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  GIANT RATS
  
  PROTECTION – IGNORE DISEASE RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT ROC
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LURE – IGNORE FLY PENALTY
  GIANT SCORPION
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  RESISTANT - IGNORE POISON RESULT
  GIANT SNAKE
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  DODGE - MONSTER -2 DMG
  GIANT SPIDER
  
  WEAKNESS - MONSTER -2 DEF
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  GIANT VAMPIRE BAT C
  
  LURE – IGNORE FLY PENALTY
  -1
  
  COUNTER - MONSTER -5 ATTACK
  GIANT WASPS
  
  WEAKNESS - MONSTER -1 DEF
  +0
  
  TACTICS - ADVENTURER +10 ATTACK
  GOATMAN
  
  DODGE - MONSTER -2 DMG
  +2
  
  FEINT - ADVENTURE +5 ATTACK
  GOATMAN ARCHER
  
  ALERT – IGNORE SURPRISE
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  GOATMAN PRIEST
  
  ADVANTAGE - ADVENTURER +2 DMG
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  GOBLIN ARCHER
  
  ALERT – IGNORE SURPRISE
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOBLIN WARLOCK
  
  DODGE - MONSTER -2 DMG
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  GOBLINOIDS
  
  FEINT - ADVENTURE +5 ATTACK
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOBLINS
  
  COUNTER - MONSTER -5 ATTACK
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOLDEN DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  GREEN DRAGON
  
  RESISTANT - IGNORE POISON RESULT
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  GRIFFON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LURE – IGNORE FLY PENALTY 
   14 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  H
  HARPY
  
  LURE – IGNORE FLY PENALTY 
  -2
  
  RESISTANT - IGNORE POISON RESULT
  HELL HOUNDS d
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  HOBGOBLINS
  
  CHARGE – IGNORE PACK AV BONUS
  +2
  
  COUNTER - MONSTER -5 ATTACK
  HYDRA d
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  I
  IMPS d
  
  CHARGE – IGNORE PACK AV BONUS
  +2
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  L
  LAMIA d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  LICH LORD C
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  LIZARDMAN
  
  TACTICS - ADVENTURER +10 ATTACK
  +2
  
  COUNTER - MONSTER -5 ATTACK
  LIZARDMAN ROCK SLINGER
  
  ALERT – IGNORE SURPRISE
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  M
  MANTICORE
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  MEDUSA d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  GAZE BLOCK - IGNORE PETRIFY* RESULT
  MINOTAUR
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  MOUNTAIN LIONS
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  MUMMY C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  PROTECTION - IGNORE DISEASE RESULT
  N
  NECROMANCER
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  NEMEAN LIONS 
  
  CHARGE – IGNORE PACK AV BONUS
  +0
  
  MANOEUVRE - IGNORE LEAP* RESULT
  O
  OGRE
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  ORC
  
  FEINT - ADVENTURE +5 ATTACK
  +1
  
  ADVANTAGE - ADVENTURER +2 DMG
  ORC ARCHER
  
  WEAKNESS - MONSTER -2 DEF
  +1
  
  ALERT – IGNORE SURPRISE
  ORC CHAMPION
  
  COUNTER - MONSTER -5 ATTACK
  -2
  
  TACTICS - ADVENTURER +10 ATTACK
  ORC WARLOCK
  
  ADVANTAGE - ADVENTURER +2 DMG
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  P
  PHOENIX
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  R
  RATMAN CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  PROTECTION - IGNORE DISEASE RESULT
  RATMEN
  
  PROTECTION - IGNORE DISEASE RESULT
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  RED DRAGON
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  REVEN. DWARF CHAMPION C
  
  FEINT - ADVENTURE +5 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  REVENANT DWARF C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  COUNTER - MONSTER -5 ATTACK
   15 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  R
  REVENANT ELF ARCHER C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  FEINT - ADVENTURE +5 ATTACK
  REVENANT ELF CHAMPION C
  
  COUNTER - MONSTER -5 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  S
  SHADE C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  ADVANTAGE - ADVENTURER +2 DMG
  SIREN d
  
  TACTICS – ADVENTURER +10 ATTACK
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  SKELETON C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  DODGE – MONSTER -2 DMG
  SKELETON DRAGON C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  SKELETON SPIDERS C
  
  ALERT – IGNORE SURPRISE
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  SPHINX 
  
  WEAKNESS – MONSTER -2 DEF
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  SPIDER QUEEN
  
  WEAKNESS – MONSTER -2 DEF
  -1
  
  WEB DODGE - IGNORE AVOID WEB TEST
  STONE GOLEM
  
  LARGELESS - IGNORE LARGE RESULT
  +0
  
  IMPACT - IGNORE DAZED TEST
  SUCCUBUS d
  
  LURE – IGNORE FLY PENALTY 
  -1
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  T
  TITAN
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  IMPACT - IGNORE DAZED TEST
  TRICKSTERS d
  
  COUNTER - MONSTER -5 ATTACK
  +2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT
  TROLL
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  TROLL SLAYER - ADVENTURER +2 DMG
  V
  valkyries 
  
  LURE – IGNORE FLY PENALTY 
  -1
  
  TACTICS – ADVENTURER +10 ATTACK
  VAMPIRE C
  
  DISRUPTION – IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  VAMPIRE LORD C
  
  DISRUPTION – IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  W
  WENDIGO d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  TACTICS – ADVENTURER +10 ATTACK
  WEREWOLVES C
  
  MANOEUVRE – IGNORE LEAP* RESULT
  -1
  
  CHARGE – IGNORE PACK AV BONUS
  WHITE DRAGON
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  WIGHT C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  WRAITH C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  TACTICS – ADVENTURER +10 ATTACK
  WYRM
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  WYVERN
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  Z
  ZOMBIE MASTER C
  
  ADVANTAGE - ADVENTURER +2 DMG
  -1
  
  PROTECTION – IGNORE DISEASE RESULT
  ZOMBIES C
  
  PROTECTION – IGNORE DISEASE RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
   16 
  
  ARCANIST SPELL BOOK (INT 60+) 
  1D10
  LEVEL BONUS
  SPELLS
  INGREDIENT
  COST
  UPKEEP
  1
  60+
  +20
  2
  +15
  3
  +10
  4
  +5
  5
  +0
  6
  70+
  -0
  7
  80+
  -5
  8
  90+
  -10
  9
  100
  -15
  10
  110
  -20
  ONLY SPELLS THAT BELONG TO THE ADVENTURER’S ORDER OF MAGIC CAN BE ADDED. SPELLS
  FROM TABLE S ARE ADDED TO THE SPELL BOOK ON THE FRONT OF THE ADVENTURE SHEET
  NUMBER OF TIMES ARCANE LAW HAS BEEN BROKEN
  AT END OF ANY “BEFORE YOUR NEXT QUEST” PHASE, IF ARCANE LAW HAS
  BEEN BROKEN, ROLL 1D100+5 FOR EACH BROKEN LAW.  IF EQUAL TO OR
  LESS THAN PRIMARY INT, NOT CAUGHT (RESET NUMBER OF BROKEN LAWS
  TO 0), OTHERWISE CAUGHT AND SENTENCED TO THE ARCANE PRISM.
  INGREDIENT’S BAG (1000gp) 
  1D10
  QTY
  INGREDIENT
  GP EACH
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
   17 
  
  BAG OF SUMMONING
  ITEMS WITH DAMAGE TRACKS ONLY
  1D10
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  THE BAG IS LINKED TO AN ALTERNATIVE REALITY, AND PROVIDES A QUICK AND EASY WAY TO TRANSPORT
  ITEMS BACK AND FORTH BETWEEN THE TWO REALITIES. HOWEVER IT IS NOT WITHOUT RISK, AND THERE IS
  A  CHANCE  THAT  THE  ITEM  MAY  HAVE  GOT  LOST,  STOLEN  OR  DESTROYED  WHEN  RECALLED.  THE  BAG
  BEHAVES IN THE SAME WAY AS THE BACKPACK DOES ON THE BACK OF THE ADVENTURER SHEET, AND HAS
  PLACES  TO  STORE  ITEMS  WITH  AND  WITHOUT  DAMAGE  TRACKS.  ONCE  SUCCESSFULLY  CAST,  THE
  ADVENTURER IS FREE TO USE THE BAG OF SUMMONING SHEET, AND MAY PLACE ITEMS INTO IT WITHOUT
  PENALTY. HOWEVER WHEN THEY WISH TO RETRIEVE AN ITEMS THEY MUST ROLL 1D10, AND ON A RESULT
  OF 10, THE ITEM DOES NOT RETURN, AND THE PLAYER MUST REMOVE IT FROM THE SHEET. AT THE START
  OF A NEW QUEST, IF THE ADVENTURER HAS AN ACTIVE BAG OF SUMMONING IN PLAY, THEY MUST RECAST
  THE SPELL, AND IF IT FAILS THE BAG VANISHES AND ALONG WITH ANY ITEMS IT HAD STORED IN IT.
  ITEMS WITHOUT DAMAGE TRACKS ONLY
  1D6+
  1D10
  QTY
  ITEM
  GP EACH
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
   18 
  
  PROPERTY SHEET
  SMALL ROOM 
  CURRENT SECURITY
  BUY AND SELL VALUE: 8,000GP
  UPKEEP COST: 40GP
  BASE SECURITY VALUE: 20
  EXTRA SECURITY: 10GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-3
  
  4-6
  
  7-9
  
  10
  
  APARTMENT 
  CURRENT SECURITY
  BUY AND SELL VALUE: 10,000GP
  UPKEEP COST: 50GP
  BASE SECURITY VALUE: 30
  EXTRA SECURITY: 20GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-3
  
  4-6
  
  7-8
  
  9
  
  10
  
  SMALL HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE: 12,000GP
  UPKEEP COST: 60GP
  BASE SECURITY VALUE: 40
  EXTRA SECURITY: 30GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5-6
  
  7-8
  
  9
  
  10
  
  MEDIUM HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE: 14,000GP
  UPKEEP COST: 70GP
  BASE SECURITY VALUE: 50
  EXTRA SECURITY: 40GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5-6
  
  7
  
  8
  
  9
  
  10
  
   19 
  
  LARGE HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE:  16,000GPGP
  UPKEEP COST: 80GP
  BASE SECURITY VALUE: 60
  EXTRA SECURITY: 50GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  MANOR HOUSE 
  CURRENT SECURITY
  BUY AND SELL VALUE:  18,000GPGP
  UPKEEP COST: 90GP
  BASE SECURITY VALUE: 70
  EXTRA SECURITY: 60GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  SMALL CASTLE 
  CURRENT SECURITY
  BUY AND SELL VALUE: 20,000GP
  UPKEEP COST: 100GP
  BASE SECURITY VALUE: 80
  EXTRA SECURITY: 70GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
   20 
  
  HANDY SHEET
  D10
  MONSTERS REACTION
  COMBAT ROUNDS
  1.
  ROLL ON THE MONSTER REACTION CHART TO DETERMINE ITS ACTION IN
  THE FORTHCOMING ROUND, THEN CONTINUE TO STEP 2.
  2.
  THE ADVENTURER MAY BLOCK OR ATTACK AN ESCAPING MONSTER OR LET
  IT GO (REMOVE MONSTER FROM THE COMBAT TRACK), IF THE MONSTER
  ISN’T ESCAPING THEY MAY ATTEMPT TO ESCAPE THEMSELVES, ATTACK OR
  MAKE A COMBAT ACTION (CHANGE EQUIPPED ITEMS, CAST A SPELL, OR USE
  BELT ITEMS). 
  3.
  TO ATTACK A MONSTER, ROLL 1D100 EQUAL TO OR BELOW STR (H) OR
  DEX (R), DEPENDING ON WEAPON USED TO HIT THE MONSTER, IF TWO
  WEAPONS ARE EQUIPPED, EITHER MAY BE USED, BUT NOT BOTH, IF A HIT
  IS SCORED GO TO STEP 4 OTHERWISE GO TO STEP 5.
  4. ROLL THE DAMAGE DIE (1D6) AND LOCATION DIE (1D10) TOGETHER AND
  APPLY ANY DAMAGE MODIFIER FOR WEAPON AND LOCATION HIT, THEN
  DEDUCT MONSTERS DEF VALUE (IF ANY), THE REMAINING AMOUNT IS THE
  NUMBER OF HP DEALT TO THE MONSTER OR MONSTERS.
  5.
  IF THE MONSTER ATTEMPTED TO ESCAPE AND HAS REMAINED, START A
  NEW COMBAT ROUND FROM STEP 1, OTHERWISE IT WILL ATTACK, ROLL
  1D100, IF THE RESULT IS EQUAL TO OR LESS THAN MONSTERS AV ITS A HIT
  GO TO STEP 6, OTHERWISE START NEW COMBAT ROUND FROM STEP 1.
  6.
  ROLL THE DAMAGE DIE (1D6) AND LOCATION DIE (1D10) TOGETHER AND
  APPLY  ANY  DAMAGE  MODIFIER  FOR  THE  MONSTERS  DMG  VALUE  AND
  LOCATION  HIT,  THEN  DEDUCT  ADVENTURERS  ARMOUR  VALUE  (A)  FOR
  ARMOUR  WORN  TO  LOCATION  HIT,  THE  REMAINING  AMOUNT  IS  THE
  NUMBER OF HP DEALT TO THE ADVENTURER, HOWEVER, UP TO 2 POINTS
  MAY BE DEFLECTED TO THE DAMAGE TRACK OF ANY ARMOUR WORN TO
  THE LOCATION HIT AND UP TO 4 POINTS TO A SHIELD (IF CARRIED), IN
  ADDITION THEY MAY BE PERMITTED TO SHRUG OFF EXTRA DAMAGE IF
  THEY  HAVE  A  DEF  VALUE  (SEE  DEFENCE  BONUS),  IF  THE  MONSTER
  SURVIVED OR DIDN’T ESCAPE, A NEW COMBAT ROUND BEGINS.
  1
  IF MONSTER HAS LESS THAN ½ HP IT 
  GAINS AV+10 FOR THIS COMBAT ROUND
  2
  IF MONSTER HAS LESS THAN ½ ITS HP IT 
  GAINS AV+5 FOR THIS COMBAT ROUND
  3-7
  MONSTER WILL ATTACK AS NORMAL 
  FOR THIS COMBAT ROUND
  8
  IF MONSTER HAS LESS THAN HALF 
  HP IT WILL ATTEMPT TO ESCAPE
  9
  IF MONSTER WAS DAMAGED LAST 
  ROUND IT WILL ATTEMPT TO ESCAPE
  10
  MONSTER WILL ATTEMPT TO ESCAPE
  D10
  HIT LOCATION DAMAGE MOD
  1
  HEAD
  +3
  2
  BACK
  +2
  3
  TORSO
  +1
  4
  ARMS
  -
  5
  HANDS
  -
  6
  MAIN WEAPON
  -
  7
  OFF WEAPON
  -
  8
  WAIST
  BELT CHECK
  9
  LEGS
  -1
  10
  FEET
  -1
  TURNS
   (YELLOW) +0,  (RED) +10,  (GREEN) +5,  (BLUE) +20.
  AT ANYTIME DURING A TURN, EXCEPT IN COMBAT (SEE COMBAT), THE PLAYER MAY ADD AND REMOVE ITEMS TO AND FROM
  THE EQUIPMENT SLOTS AND THE BACKPACK. HOWEVER, ONCE A RESULT ON A TABLE REQUIRES A BELT CHECK, OR TARGETS
  AN ITEM, IT IS NOT PERMITTED TO ADJUST EQUIPMENT.
  1.
  TIME TRACK - SHADE 1 ON THE TIME TRACK, IF IT TRIGGERS AN EFFECT YOU MUST DEAL WITH IT IMMEDIATELY.
  2.
  EXITS – CHOOSE AN EXIT TO MOVE THROUGH, ROTATE THE DUNGEON SHEET SO THAT THE EXIT IS FURTHEST AWAY AND 
  OPEN ANY DOORS THAT BLOCK THE WAY.
  3.
  AREA – IF AREA IS ALREADY MAPPED CONSULT THE DUNGEON SHEET FOR DETAILS, IF THE AREA IS BLANK ROLL ON 
  TABLE M AND ADD IT TO THE DUNGEON SHEET.  
  4. SEARCH – (OPTIONAL) SEARCH AND ROLL ON TABLE F APPLYING THE MODIFIER FOR THE CURRENT AREA AND THEN 
  FOLLOW THE INSTRUCTIONS. ADD (S) TO DUNGEON SHEET AND THEN START A NEW TURN.
  ESCAPING COMBAT & BLOCKING ESCAPES
  WHEN AN ADVENTURER ESCAPES THEY DO NOT GET AN ATTACK ROLL OR COMBAT ACTION FOR THIS COMBAT ROUND AND MUST PASS THE
  ESCAPE COMBAT TEST BELOW-
  ESCAPE COMBAT – TEST: DEX -10 [S: REMOVE MONSTER, ADD TO AREA] [F: -2 HP, STEP 5] (ESCAPE)
  WHEN A MONSTER ESCAPES, THE PLAYER CAN ALLOW IT TO ESCAPE, OR THEY MAY PERFORM AN ATTACK, COMBAT ACTION, OR TRY AND
  BLOCK ITS ESCAPE BY PASSING THE BLOCK ESCAPE TEST BELOW- 
  BLOCK ESCAPE – TEST: STR-10 [S: MONSTER REMAINS, COMBAT STEP 4] [F: REMOVE MONSTER] (ESCAPE)
  SPELLS AND SCROLLS
  TO CAST A SPELL THE SPELL BOOK MUST BE ACTIVE, THEN THE ADVENTURER MUST PAY THE SPELL COST (EITHER LOSING HP OR STR) AND
  THEN THEY PERFORM THE SPELL TEST BELOW-
  CAST SPELL – TEST: INT (+/- SPELLS BONUS) [S: CAST] [F: ROLL ON TABLE C - CURSES] (MAGIC, LUCKY)
  TO CAST A SCROLL THE ADVENTURER PAYS THE SPELL COST CONTAINED IN THE SCROLL (EITHER LOSE HP/STR), AND THEN PERFORM THE
  SCROLL TEST BELOW. AFTER THE TEST THE SCROLL IS REMOVED FROM THE ADVENTURE SHEET.
  CAST SCROLL – TEST: INT [S: CAST] [F: ROLL ON TABLE C - CURSES] (MAGIC, LUCKY)
   21 
  
  MONSTERS ABILITIES
  ALLIES – THE MONSTER HAS LESSER MONSTERS THAT THEY CAN CALL UPON OR SUMMON DURING A FIGHT. AT THE START OF
  EACH COMBAT ROUND ROLL 1D6. IF A 1 IS ROLLED, AN ALLY COMES TO THE MONSTERS AID, SO ADD /X TO THE END OF ITS
  CURRENT HP VALUE, WITH X BEING EQUAL TO THE NUMBER SHOWN AFTER THE MONSTERS ALLIES ABILITY.
  EXAMPLE: A MONSTER WITH HP “16/4” WITH AN ALLIES 4, IF A 1 WAS ROLLED AT THE START OF THE COMBAT ROUND, YOU
  ADD /4 AT THE END OF ITS HP VALUE GIVING IT A NEW HP VALUE OF “16/4/4”.
  ATTACKS – THE MONSTER IS ABLE TO ATTACK MORE THAN ONCE IN A SINGLE ROUND OF COMBAT, THE NUMBER OF TIMES
  IT GETS TO MAKE AN ATTACK ROLL IS EQUAL TO ITS ATTACK RATING. FOR EACH ATTACK THAT SCORES A HIT ROLL A DAMAGE
  DIE AND ADD THEM TOGETHER FOR A TOTAL DAMAGE SCORE, THEN ROLL FOR A HIT LOCATION AND  APPLY ITS MODIFIER (IF
  ANY), FINALLY APPLY THE MONSTERS DMG MODIFIER (IF ANY).
  DARK MAGIC – SPELL CASTERS FOUND IN THE DUNGEONS HAVE ATTUNED THEMSELVES WITH DARK MAGIC, AT THE START
  OF EACH COMBAT ROUND BEFORE STEP 1 ROLL 1D10 TO SEE WHICH MAGIC SPELL THEY WILL USE FOR THE ROUND.
  1-2) DARK STRIKE: IF THE MONSTER ATTACKS THIS COMBAT ROUND IT GAINS +20 AV.
  3-4) SHADOWY CLOAK: FOR THIS COMBAT ROUND THE MONSTERS GAINS +4 DEF.
  5-6) EVIL TOUCH: FOR THIS COMBAT ROUND THE MONSTERS GAINS +2 DMG.
  7-8) DRAIN LIFE: FOR THIS COMBAT ROUND EACH HP THE ADVENTURER LOSES RESTORES AN EQUAL NUMBER TO THE MONSTER.
  9-0) DEATH BOLT: THE ADVENTURER LOSES 2 HP.
  DEATH TOUCH – WHILST ENCOUNTERING A MONSTER WITH DEATH TOUCH, THE ADVENTURER SUFFERS -2 DEF AND ALL
  EQUIPPED ARMOUR THAT IT HITS HAS A RATING OF A0, DAMAGE MAY STILL BE DEFLECTED AS NORMAL.
  DISEASE – WHEN A MONSTER SCORES A NATURAL 1 ON THEIR DAMAGE DICE, THEY INFECT THE ADVENTURER WITH DISEASE
  AND THE PLAYER SHADES IN ONE PIP ON THE DISEASE TRACK OF THE ADVENTURER SHEET, EVEN IF THE MONSTER DOES NOT
  DEAL ANY DAMAGE DURING THE COMBAT ROUND. WHEN THE TIME TRACK IS REFRESHED, THE PLAYER MUST ROLL 1D10, IF THE
  RESULT IS EQUAL TO OR LESS THAN THE NUMBER OF DISEASE PIPS SHADED THE ADVENTURER SUFFERS HP EQUAL TO THE
  NUMBER OF SHADED PIPS.
  DOPPELGÄNGER – THE MONSTER TRANSFORMS INTO AN EXACT COPY OF THE ADVENTURER AND HAS AN AV EQUAL TO
  THE ADVENTURER’S STR OR DEX, DEPENDING ON WHICH WAS LAST USED TO ATTACK THE MONSTER. THE ATTACK GAINS ANY
  BONUSES FOR THE ADVENTURER’S EQUIPMENT AND WEAPON SUCH AS TO STR, DEX OR DMG, BUT DOES NOT GAIN ANY BONUSES
  THE ADVENTURER MAY HAVE FROM THE TIME TRACK, OR ANY POTIONS OR SPELLS THE ADVENTURER HAS, OR IS USING. WHEN
  A HIT IS SCORED TO THE MONSTER, THE LOCATION IS ROLLED NORMALLY AND ANY DAMAGE BONUSES FOR LOCATION ARE
  APPLIED. NEXT, CHECK TO SEE IF THE ADVENTURER IS WEARING ANY ARMOUR IN THE LOCATION HIT. THE MONSTER WILL HAVE
  THE SAME ARMOUR TOO, EXCEPT THE MONSTER IS NOT ABLE TO DEFLECT DAMAGE LIKE THE ADVENTURER CAN. IF ANY ARMOUR
  IS PRESENT, ITS A VALUE DEDUCTS FROM THE DAMAGE SCORED. IF THE ADVENTURER HAS A SHIELD EQUIPPED, IT HAS NO
  EFFECT FOR THE MONSTER. NOTE THAT IF ANY EQUIPMENT THE ADVENTURER IS WEARING AT THE START OF THE COMBAT IS
  DESTROYED, DUE TO DEFLECTING DAMAGE, IT IS NOT DESTROYED FOR THE MONSTER, WHO MAY CONTINUE TO GAIN ITS BENEFIT.
  ETHEREAL - THE MONSTER HAS NO SUBSTANCE, NORMAL WEAPONS WILL SIMPLY PASS THROUGH THEM, ALL ATTACKS
  MADE AGAINST AN ETHEREAL MONSTER MUST BE WITH A LEGENDARY WEAPON OR A FORM OF SPELL (SCROLL) IN ORDER TO
  INFLICT ANY KIND OF DAMAGE.
  FEAR – THE MONSTER MAY STRIKE FEAR IN ANY ADVENTURER THAT IT COMES FACE TO FACE WITH, AT THE START OF EACH
  COMBAT ROUND THE ADVENTURER MUST MAKE A FEAR TEST.
  FEAR – TEST: INT -10 [S: ATTACK AS NORMAL] [F: FORFEIT NEXT ATTACK, COMBAT ACTION] (BRAVERY)
  FIRE – THE MONSTER, IN ADDITION TO ITS NORMAL ATTACK, HAS SOME SORT OF FIRE ATTACK THAT MAY STRIKE AN
  ADVENTURER, EACH TIME A NATURAL 1 IS ROLLED FOR ITS DAMAGE THE ADVENTURER MAY BE SET ON FIRE BY ITS  ATTACK
  AND MUST MAKE AN AVOID FIRE TEST.
  AVOID FIRE – TEST: DEX -5 [S: NO EFFECT] [F:-2HP] (DODGE)
  FLY - AN ADVENTURER FIGHTING A FLYING MONSTER SUFFERS -10 STR WHEN MAKING AN ATTACK ROLL, IF USING A RANGED
  WEAPON (DEX) IT HAS NO EFFECT.
  FREEZE - THE MONSTER, IN ADDITION TO ITS NORMAL ATTACK, HAS SOME SORT OF FREEZE ATTACK THAT MAY STRIKE AN
  ADVENTURER, EACH TIME A NATURAL 1 IS ROLLED FOR ITS DAMAGE THE ADVENTURER MAY BE FROZEN.
  AVOID FREEZE – TEST: DEX [S: NO EFFECT] [F: -1HP, -2 DEF IN NEXT COMBAT ROUND] (DODGE)
  FRENZY – THE MONSTER AT TIMES DURING A COMBAT MAY GO INTO A MADDENING RAGE. WHEN A NATURAL ROLL OF 1 HAS
  BEEN SCORED ON ITS DAMAGE DICE, IT GAINS ANOTHER ATTACK AND THE PLAYER REPEATS STEP 5 OF COMBAT. NOTE THAT IF
  ANOTHER 1 IS SCORED ON THE DAMAGE DIE FOR THE SECOND ATTACK, IT WILL GAIN ANOTHER FREE ATTACK AND SO ON.
   – THE MONSTER IS EXCEPTIONALLY LARGE AND WILL OFTEN DEAL MORE DAMAGE WHEN IT HITS AN ADVENTURER THAN
  SMALLER MONSTERS, THEREFORE, DAMAGE DIE RESULTS OF 1 OR 2 GAIN +2 DMG.
   22 
  
  LEAP – THE MONSTER IS VERY AGILE IN COMBAT AND WILL OFTEN POUNCE TO ATTACK. WHEN A NATURAL ROLL OF 1 HAS
  BEEN SCORED ON ITS DAMAGE DICE, THE MONSTER HAS POUNCED, CAUSING SOME EXTRA DAMAGE. THE PLAYER ROLLS THE
  DAMAGE DIE AGAIN FOR THE MONSTER, AND ADDS IT TO THE MONSTERS DAMAGE TOTAL. NOTE THAT IF ANOTHER 1 IS ROLLED,
  THE PLAYER ROLLS AGAIN FOR EXTRA DAMAGE AND SO ON.
  PACK – AT THE START OF EACH COMBAT ROUND EACH MONSTER STILL ALIVE BEYOND THE FIRST ADDS +5 TO ITS AV, FOR
  INSTANCE, IF AN ENCOUNTER HAS 4 MONSTERS STILL ALIVE THEY GET AV+15 WHEN THEY ATTACK, WHEN AN ADVENTURER
  DEALS A PACK DAMAGE, ITS HP IS DEPLETED IN THE ORDER FROM LEFT TO RIGHT AND ANY SURPLUS DAMAGE SPILLS OVER TO
  THE NEXT AND SO ON, FOR INSTANCE, IF AN ADVENTURER FACES A PACK WITH HP 3/2/2 AND HAS JUST DEALT 4 DAMAGE, THE
  LEFT MOST PACK MONSTER IS DEFEATED AND THE SECOND RECEIVES 1 POINT OF DAMAGE AND WILL HAVE THE FOLLOWING HP
  REMAINING 0/1/2. 
  PETRIFY – THE MONSTER HAS THE ABILITY TO TURN AN ADVENTURER INTO A SOLID STONE STATUE FROM WHICH THERE IS
  NO RETURN. IF THE MONSTER ROLLS A NATURAL 1 ON ITS DAMAGE DIE, THE ADVENTURER MUST MAKE AN AVOID PETRIFY TEST.
  IF THE TEST FAILS, THE ADVENTURER CAN USE A LIFE POINT OR A RESURRECTION EFFECT TO NEGATE BEING TURNED TO STONE,
  OTHERWISE THEY WILL MAKE A NICE LIFE-SIZED ORNAMENT FOR THE MONSTERS LAIR AND THEIR ADVENTURE IS NOW OVER.
  AVOID PETRIFY – TEST: INT +20 [S: NO EFFECT] [F: TURNED TO STONE] (AWARE, LUCKY)
  PHASE - THE MONSTER CAN PHASE IN AND OUT OF REALITY MAKING IT A HARD TARGET TO STRIKE, THE CHARACTER
  SUFFERS -10 TO THEIR STR OR DEX WHILST ATTACKING A MONSTER WITH THE PHASE ABILITY.
  POISON - WHEN A MONSTER SCORES A NATURAL 1 ON THEIR DAMAGE DIE, THEY INFECT THE ADVENTURER WITH POISON
  AND THE PLAYER SHADES IN ONE PIP ON THE POISON TRACK OF THE ADVENTURE SHEET, EVEN IF THE MONSTER DOES NOT
  DEAL ANY DAMAGE DURING THE COMBAT ROUND. WHEN THE TIME TRACK IS REFRESHED THE PLAYER MUST ROLL 1D10, IF THE
  RESULT IS EQUAL TO OR LESS THAN THE NUMBER OF POISON PIPS SHADED, THE ADVENTURER SUFFERS HP EQUAL TO THE
  NUMBER OF SHADED PIPS AND THE PLAYER REMOVES 1 PIP FROM THE POISON TRACK.
  RESURRECTION – WHEN THE MONSTER IS KILLED IT MAY RESURRECT AND COME BACK TO LIFE, AFTER KILLING A
  MONSTER WITH RESURRECTION AND BEFORE IT HAS BEEN LOOTED, ROLL 1D10, IF A 1 IS ROLLED IT IMMEDIATELY RETURNS TO
  LIFE WITH FULL HP AND THE ADVENTURER MUST ONCE AGAIN ATTEMPT TO KILL IT.
  REGENERATE – THE MONSTER HAS THE ABILITY TO RESTORE LOST HP, EACH TIME IT ROLL A NATURAL 1 ON THE DAMAGE
  DIE IT WILL RESTORE 2 LOST HP.
  STUN – THE MONSTERS ATTACK MAY CAUSE AN ADVENTURER TO BECOME STUNNED, EACH TIME THE MONSTER DEALS DAMAGE
  TO THE ADVENTURER, THEY MUST MAKE A DAZED TEST.
  DAZED – TEST: STR-15 [S: NO EFFECT] [F: FORFEIT NEXT ATTACK, COMBAT ACTION] (DODGE).
  SURPRISE – THE MONSTER MAY SURPRISE THE ADVENTURER WHEN IT FIRST APPEARS, BEFORE THE FIRST ROUND OF
  COMBAT BEGINS MAKE A SURPRISE TEST.
  SURPRISE – TEST INT-10 [S: NO EFFECT] [F: MONSTER FREE ATTACK] (AWARE).
  WEB – AT THE END OF EACH COMBAT ROUND IN WHICH THE MONSTER IS STILL ALIVE, THE ADVENTURER MAKES AN AVOID
  WEB TEST TO DETERMINE IF THEY WILL GET AN ATTACK, OR MAKE AN COMBAT ACTION NEXT COMBAT ROUND. 
  AVOID WEB – TEST: DEX +20 [S: ATTACK AS NORMAL] [F: FORFEIT ATTACK, COMBAT ACTION] (DODGE)
  PRE-DETERMINED SKILL TESTS
  MONSTER TEST
  CHA
   CHA VALUE
  MODIFIER
  SUB TOTAL
  SKILL/S USED
  SKILL BONUS
  TEST VALUE
  FEAR
  INT
  -10
   =
  BRAVERY
   +
   =
  AVOID FIRE
  DEX
  -5
   =
  DODGE
   +
   =
  AVOID FREEZE
  DEX
   =
  DODGE
   +
   =
  AVOID PETRIFY
  INT
  +20
   =
  AWARE
   +
   =
  LUCKY
   +
  DAZED
  STR
  -15
   =
  DODGE
   +
   =
  SURPRISE
  INT
  -10
   =
  AWARE
   +
   =
  AVOID WEB
  DEX
  20
   =
  DODGE
   +
   =
   23 
  
  D100 DUNGEON - ADVENTURE SHEET B&W
  NAME:
  HERO PATH:
  RACE:
  DARK -20
  
  REP:
  FATE:
  LIFE:
  GOLD:
  ENC. MOD:
  CHARACTERISTICS
  PRIMARY
  ADJUSTMENT
  TOTAL
  EXPERIENCE TRACK
  ABILITIES UNLOCK AT 50
  STRENGTH (STR)
  
  MIGHTY BLOW
  DURING COMBAT RE-ROLL 6’S ON DMG DIE AND TOTAL ALL RESULTS 
  DEXTERITY (DEX)
  
  PERFECT AIM
  DURING COMBAT ROLL TWICE FOR A HIT LOCATION AND CHOOSE ONE 
  INTELLIGENCE (INT)
  
  SPELL CASTER
  CAN USE SPELLS RECORDED IN THE SPELL BOOK
  
  HEALTH POINTS (HP)
  CURRENT HP:
  D10
  MOD
  LOCATION
  ITEMS
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GOLD
  FIX
  A/S
  FOUND ITEMS ROLL 1D6
  1-2= 3-4= 5-6=
  1
  +3
  HEAD
  
  2
  +2
  BACK
  
  3
  +1 TORSO
  
  4
  ARMS
  
  5
  HANDS
  
  6
  MAIN
  
  7
  OFF
  
  8
  BC WAIST
  
  9
  -1
  LEGS
  
  10
  -1
  FEET
  
  NECK
  ESCAPE COMBAT
  DEX -10 + ESCAPE
  RING
  BLOCK ESCAPE
  STR -10 + ESCAPE
  RING
  CAST SPELL
  INT + MAGIC + LUCKY
  +/- SPELL B.
     DMG TO SHIELDS SHADES ½ A PIP
  TOTALS
  CAST SCROLL
  INT + MAGIC + LUCKY
  1D10
  BELT SLOTS
  1D10
  SKILLS
  BONUS
  EXPERIENCE TRACK
  LEVEL BONUS
  SPELL BOOK
  COST
  1-2
  1
  AGILITY
  
  50+
  +20
   
  3-4
  2
  AWARE
  
  +15
  5-6
  3 BRAVERY
  
  +10
  7-8
  4
  DODGE
  
  +5
  9-10
  5
  ESCAPE
  
  +0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  6
  LOCKS
  
  60+
  -0
  KEYS
  
  
  
  
  
  
  
  
  
  
  7
  LUCKY
  
  70+
  -5
  LEVERS
  
  
  
  
  
  
  
  
  
  
  8
  MAGIC
  
  80+
  -10
  POISON
  
  
  
  
  
  
  
  
  
  
  9
  STRONG
  
  90+
  -15
  DISEASE 
  
  
  
  
  
  
  
  
  
  10
  TRAPS
  
  100
  -20
  BEAST:
  LEVEL:
  BONUS:
  GP:
  
  HP:
  (CURRENT HP)
  OIL
  
  
  ABILITIES: 
  COMPLETED QUESTS: 
  CURRENT QUEST: 
  WITCHERY EFFECTS
  FOOD  FAILED QUESTS: 
  QUEST DETAILS:  
  PICKS
  
  
  
  TIME TRACK
  MODIFIER
  
  4
  
  5
  
  6
  
            
  
   24 
  
   BACKPACK FOR ITEMS WITH DAMAGE TRACKS ONLY
  1D10
  LOCATION
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GOLD
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
   BACKPACK FOR ITEMS WITHOUT DAMAGE TRACKS ONLY
  QUEST TRACKER (TABLE Q)
  1D6+
  1D10
  QUANTITY
  ITEMS
  GP EACH
  Q 1-2
  
  Q 21-22
  
  Q 41-42
  
  Q 61-62
  
  Q 81-82
  
  2
  Q 3-4
  
  Q 23-24
  
  Q 43-44
  
  Q 63-64
  
  Q 83-84
  
  3
  Q 5-6
  
  Q 25-26
  
  Q 45-46
  
  Q 65-66
  
  Q 85-86
  
  4
  Q 7-8
  
  Q 27-28
  
  Q 47-48
  
  Q 67-68
  
  Q 87-88
  
  5
  Q 9-10
  
  Q 29-30
  
  Q 49-50
  
  Q 69-70
  
  Q 89-90
  
  6
  Q 11-12
  
  Q 31-32
  
  Q 51-52
  
  Q 71-72
  
  Q 91-92
  
  7
  Q 13-14
  
  Q 33-34
  
  Q 53-54
  
  Q 73-74
  
  Q 93-94
  
  8
  Q 15-16
  
  Q 35-36
  
  Q 55-56
  
  Q 75-76
  
  Q 95-96
  
  9
  Q 17-18
  
  Q 37-38
  
  Q 57-58
  
  Q 77-78
  
  Q 97-98
  
  10
  Q 19-20
  
  Q 39-40
  
  Q 59-60
  
  Q 79-80
  
  Q 99-100
  
  11
   CAMPAIGN QUESTS N=NORTHREACH S=SOUTHREACH E=EASTPOINT W=WESTPOINT
  12
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  13
  C1
     
  C5
     
  C9
     
  C13    
  C17    
  14
  C2
     
  C6
     
  C10    
  C14    
  C18    
  15
  C3
     
  C7
     
  C11
     
  C15    
  C19    
  16
  C4
     
  C8
     
  C12    
  C16     C20    
  QUANTITY BOX MAXIMUM OF 10 EACH
   SIDE QUESTS N=NORTHREACH S=SOUTHREACH E=EASTPOINT W=WESTPOINT (TABLES QA-QD)
  EMPIRE BUILDING INVESTMENTS
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  TRADE
  FINANCE
  HOLDINGS
  WARS
  S1
     
  S6
     
  S11
     
  S16
     
  S21
     
  S2
     
  S7
     
  S12
     
  S17
     
  S22    
  S3
     
  S8
     
  S13
     
  S18
     
  S23    
  1 SHARE = 100 GP
  1 SHARE = 300 GP
  1 SHARE = 500 GP
  1 SHARE = 1000 GP
  S4
     
  S9
     
  S14    
  S19
      S24    
  
  
  
  
  S5
     
  S10    
  S15
      S20    
  S25    
  1 PIP = 20 GP
  1 PIP = 60 GP
  1 PIP = 100 GP
  1 PIP = 200 GP
  ADV. BK. 1
  
  ADV. BK. 2 
  ADV. BK. 3 
  ADV. BK. 4 
  ADV. BK. 5 
  NOTES
   EXTRA QUESTS (TABLES QE-QG)
  QE 1-10
  
  QE 21-30
  
  QE 41-50
  
  QE 61-70
  
  QE 81-90
  
  QE 11-20
  
  QE 31-40
  
  QE 51-60
  
  QE 71-80
  
  QE 91-100
  
  QF 1-10
  
  QF 21-30
  
  QF 41-50
  
  QF 61-70
  
  QF 81-90
  
  QF 11-20
  
  QF 31-40
  
  QF 51-60
  
  QF 71-80
  
  QF 91-100
  
  QG 1-10
  
  QG 21-30
  
  QG 41-50
  
  QG 61-70
  
  QG 81-90
  
  QG 11-20
  
  QG 31-40
  
  QG 51-60
  
  QG 71-80
  
  QG 91-100
  
   25 
  
  D100 DUNGEON - COMBAT TRACK B&W
  ADD EACH MONSTER TO THE TRACK, IF THE ADVENTURER OR THE MONSTER ESCAPES REMOVE THE MONSTER FROM THE TRACK 
  (LEAVE ONLY DEFEATED MONSTER ON THE TRACK), WHEN A MONSTER IS DEFEATED AND A REWARD IS LISTED, IMMEDIATELY GAIN THAT REWARD.
  ENCOUNTER
  AV
  DEF DMG
  HEALTH POINTS
  [K]
  ABILITIES
  REWARD
  +100GP
  +5 SKILL
  +1 PRIMARY STR
  +1 PRIMARY DEX
  +1 PRIMARY INT
  +1 PRIMARY HP
  +1 REP
  +1 FATE
  +1 LIFE
   26 
  
  D100 DUNGEON - DUNGEON SHEET B&W
   27 
  
  D100 DUNGEON - DUNGEON SHEET (ENTRANCE) B&W
   28 
  
  ARTISAN SHEET B&W
   NAME:
   ARTISAN (ART)
  
   SALVAGE SKILL
  
   CRAFTING SKILL
  
  STANDARD AND UPGRADED MATERIALS
  LESSER MATERIAL
  FULL MATERIAL
  LESSER MATERIAL
  FULL MATERIAL
  1-10
  WOOD/BONE
  SPLINTERS
  44-53
  WOOD/BONE (5GP)
  87
  VIOLET SHARD (8GP)
  94
  VIOLET CRYSTAL
  (80GP)
  11-20
  LEATHER/HIDE SCRAP
  54-63
  LEATHER/HIDE (8GP)
  88
  ORANGE SHARD (8GP)
  95
  ORANGE CRYSTAL
  (80GP)
  21-30
  IRON INGOTS (1GP)
  64-73
  IRON (10GP)
  89
  YELLOW SHARD
  (8GP)
  96
  YELLOW CRYSTAL
  (80GP)
  31-34
  BRONZE INGOTS (2GP)
  74-77
  BRONZE (20GP)
  90
  BLUE SHARD (8GP)
  97
  BLUE CRYSTAL (80GP)
  35-37
  SILVER INGOTS (3GP)
  78-80
  SILVER (30GP)
  91
  GREEN SHARD (8GP)
  98
  GREEN CRYSTAL (80GP)
  38-40
  GOLD INGOTS (4GP)
  81-83
  GOLD (40GP)
  92
  RED SHARD  (8GP)
  99
  RED CRYSTAL  (80GP)
  41-43
  AZURE INGOTS (6GP)
  84-86
  AZURE   (60GP)
  93
  INDIGO SHARD (8GP)
  100
  INDIGO CRYSTAL
  (80GP)
  SCRAPS
  
  AT THE END OF A QUEST DURING THE ARTISAN STEP, ROLL 1D100 FOR EACH SHADED PIP, AND ADD 1 MATERIAL TO THE RESULT ABOVE, THEN REMOVE THE PIP.
  SALVAGE – Test: Artisan (Art) [S: salvage materials] [F: item destroyed] (Salvage)
  DUNGEON SALVAGE – Test: Artisan (Art) -10 [S: shade 1 scraps pip] [F: nothing] (Salvage)
  CRAFTING – Test: Art (- Schematic Modifier) [S: item is crafted] [F: nothing is crafted] (Crafting)
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
   29 
  
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
   30 
  
  COMBAT EXPERIENCE SHEET B&W
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  B
  BANSHEE C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  DODGE - MONSTER -2 DMG
  BASILISK
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  GAZE BLOCK - IGNORE PETRIFY* RESULT
  BEAR
  
  DODGE – MONSTER DMG -2
  +0
  
  WEAKNESS – MONSTER -2 DEF
  BEASTMAN
  
  ADVANTAGE - ADVENTURER +2 DMG
  +2
  
  FEINT – ADVENTURER +5 ATTACK
  BEASTMAN ARCHER
  
  DODGE - MONSTER -2 DMG
  +2
  
  DODGE - MONSTER -2 DMG
  BEASTMAN CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  TACTICS - ADVENTURER +10 ATTACK
  BEASTMAN WITCH
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  BLACK DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  BLUE DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  EVADE FREEZE - IGNORE FREEZE RESULT
  C
  CENTAUR
  
  WEAKNESS - MONSTER -2 DEF
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  CENTAUR CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  COUNTER - MONSTER -5 ATTACK
  CERBERUS d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  CHIMERA
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  COCKATRICE
  
  ADVANTAGE - ADVENTURER +2 DMG
  +0
  
  GAZE BLOCK – IGNORE PETRIFY* RESULT
  CYCLOPS
  
  IMPACT - IGNORE DAZED TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  D
  DEMON d
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  DEMON LORD d
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  DIRE WOLVES
  
  MANOEUVRE – IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  DOPPELGÄNGER
  
  TACTICS – ADVENTURER +10 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  E
  ECHIDNA d
  
  RESISTANT - IGNORE POISON RESULT
  -2
  
  GAZE BLOCK – IGNORE PETRIFY* RESULT
  EVIL WARLOCK
  
  TACTICS – ADVENTURER +10 ATTACK
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  F
  FIRE ELEMENTAL
  
  LARGELESS - IGNORE LARGE RESULT
  +0
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  FIRE WYRM
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  FROST WYRM
  
  EVADE FREEZE - IGNORE FREEZE RESULT
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  G
  GARGOYLE d
  
  COURAGE - IGNORE FEAR TEST
  +0
  
  IMPACT - IGNORE DAZED TEST
  GHOST C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  COUNTER - MONSTER -5 ATTACK
   31 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  G
  GHOUL C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  FEINT - ADVENTURE +5 ATTACK
  GIANT
  
  LARELESS - IGNORE LARGE RESULT
  -2
  
  IMPACT - IGNORE DAZED TEST
  GIANT ANTS
  
  ADVANTAGE - ADVENTURER +2 DMG
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT APES
  
  CHARGE – IGNORE PACK AV BONUS
  -1
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT BATS
  
  LURE – IGNORE FLY PENALTY 
  +0
  
  ALERT – IGNORE SURPRISE
  GIANT BOAR
  
  COUNTER - MONSTER -5 ATTACK
  +0
  
  WEAKNESS – MONSTER -1 DEF
  GIANT CENTIPEDE
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  WEAKNESS – MONSTER -2 DEF
  GIANT CRAB
  
  DODGE – MONSTER -2 DMG
  +0
  
  WEAKNESS – MONSTER -2 DEF
  GIANT MOTH
  
  SUBTERFUGE - MONSTER -10 ATTACK
  +0
  
  LURE – IGNORE FLY PENALTY 
  GIANT OOZES
  
  TACTICS – ADVENTURER +10 ATTACK
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  GIANT RATS
  
  PROTECTION – IGNORE DISEASE RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT ROC
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LURE – IGNORE FLY PENALTY
  GIANT SCORPION
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  RESISTANT - IGNORE POISON RESULT
  GIANT SNAKE
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  DODGE - MONSTER -2 DMG
  GIANT SPIDER
  
  WEAKNESS - MONSTER -2 DEF
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  GIANT VAMPIRE BAT C
  
  LURE – IGNORE FLY PENALTY
  -1
  
  COUNTER - MONSTER -5 ATTACK
  GIANT WASPS
  
  WEAKNESS - MONSTER -1 DEF
  +0
  
  TACTICS - ADVENTURER +10 ATTACK
  GOATMAN
  
  DODGE - MONSTER -2 DMG
  +2
  
  FEINT - ADVENTURE +5 ATTACK
  GOATMAN ARCHER
  
  ALERT – IGNORE SURPRISE
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  GOATMAN PRIEST
  
  ADVANTAGE - ADVENTURER +2 DMG
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  GOBLIN ARCHER
  
  ALERT – IGNORE SURPRISE
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOBLIN WARLOCK
  
  DODGE - MONSTER -2 DMG
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  GOBLINOIDS
  
  FEINT - ADVENTURE +5 ATTACK
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOBLINS
  
  COUNTER - MONSTER -5 ATTACK
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOLDEN DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  GREEN DRAGON
  
  RESISTANT - IGNORE POISON RESULT
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  GRIFFON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LURE – IGNORE FLY PENALTY 
   32 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  H
  HARPY
  
  LURE – IGNORE FLY PENALTY 
  -2
  
  RESISTANT - IGNORE POISON RESULT
  HELL HOUNDS d
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  HOBGOBLINS
  
  CHARGE – IGNORE PACK AV BONUS
  +2
  
  COUNTER - MONSTER -5 ATTACK
  HYDRA d
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  I
  IMPS d
  
  CHARGE – IGNORE PACK AV BONUS
  +2
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  L
  LAMIA d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  LICH LORD C
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  LIZARDMAN
  
  TACTICS - ADVENTURER +10 ATTACK
  +2
  
  COUNTER - MONSTER -5 ATTACK
  LIZARDMAN ROCK SLINGER
  
  ALERT – IGNORE SURPRISE
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  M
  MANTICORE
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  MEDUSA d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  GAZE BLOCK - IGNORE PETRIFY* RESULT
  MINOTAUR
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  MOUNTAIN LIONS
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  MUMMY C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  PROTECTION - IGNORE DISEASE RESULT
  N
  NECROMANCER
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  NEMEAN LIONS 
  
  CHARGE – IGNORE PACK AV BONUS
  +0
  
  MANOEUVRE - IGNORE LEAP* RESULT
  O
  OGRE
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  ORC
  
  FEINT - ADVENTURE +5 ATTACK
  +1
  
  ADVANTAGE - ADVENTURER +2 DMG
  ORC ARCHER
  
  WEAKNESS - MONSTER -2 DEF
  +1
  
  ALERT – IGNORE SURPRISE
  ORC CHAMPION
  
  COUNTER - MONSTER -5 ATTACK
  -2
  
  TACTICS - ADVENTURER +10 ATTACK
  ORC WARLOCK
  
  ADVANTAGE - ADVENTURER +2 DMG
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  P
  PHOENIX
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  R
  RATMAN CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  PROTECTION - IGNORE DISEASE RESULT
  RATMEN
  
  PROTECTION - IGNORE DISEASE RESULT
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  RED DRAGON
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  REVEN. DWARF CHAMPION C
  
  FEINT - ADVENTURE +5 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  REVENANT DWARF C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  COUNTER - MONSTER -5 ATTACK
   33 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  R
  REVENANT ELF ARCHER C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  FEINT - ADVENTURE +5 ATTACK
  REVENANT ELF CHAMPION C
  
  COUNTER - MONSTER -5 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  S
  SHADE C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  ADVANTAGE - ADVENTURER +2 DMG
  SIREN d
  
  TACTICS – ADVENTURER +10 ATTACK
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  SKELETON C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  DODGE – MONSTER -2 DMG
  SKELETON DRAGON C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  SKELETON SPIDERS C
  
  ALERT – IGNORE SURPRISE
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  SPHINX 
  
  WEAKNESS – MONSTER -2 DEF
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  SPIDER QUEEN
  
  WEAKNESS – MONSTER -2 DEF
  -1
  
  WEB DODGE - IGNORE AVOID WEB TEST
  STONE GOLEM
  
  LARGELESS - IGNORE LARGE RESULT
  +0
  
  IMPACT - IGNORE DAZED TEST
  SUCCUBUS d
  
  LURE – IGNORE FLY PENALTY 
  -1
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  T
  TITAN
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  IMPACT - IGNORE DAZED TEST
  TRICKSTERS d
  
  COUNTER - MONSTER -5 ATTACK
  +2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT
  TROLL
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  TROLL SLAYER - ADVENTURER +2 DMG
  V
  valkyries 
  
  LURE – IGNORE FLY PENALTY 
  -1
  
  TACTICS – ADVENTURER +10 ATTACK
  VAMPIRE C
  
  DISRUPTION – IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  VAMPIRE LORD C
  
  DISRUPTION – IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  W
  WENDIGO d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  TACTICS – ADVENTURER +10 ATTACK
  WEREWOLVES C
  
  MANOEUVRE – IGNORE LEAP* RESULT
  -1
  
  CHARGE – IGNORE PACK AV BONUS
  WHITE DRAGON
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  WIGHT C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  WRAITH C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  TACTICS – ADVENTURER +10 ATTACK
  WYRM
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  WYVERN
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  Z
  ZOMBIE MASTER C
  
  ADVANTAGE - ADVENTURER +2 DMG
  -1
  
  PROTECTION – IGNORE DISEASE RESULT
  ZOMBIES C
  
  PROTECTION – IGNORE DISEASE RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
   34 
  
  ARCANIST SPELL BOOK B&W (INT 60+) 
  1D10
  LEVEL BONUS
  SPELLS
  INGREDIENT
  COST
  UPKEEP
  1
  60+
  +20
  2
  +15
  3
  +10
  4
  +5
  5
  +0
  6
  70+
  -0
  7
  80+
  -5
  8
  90+
  -10
  9
  100
  -15
  10
  110
  -20
  ONLY SPELLS THAT BELONG TO THE ADVENTURER’S ORDER OF MAGIC CAN BE ADDED. SPELLS
  FROM TABLE S ARE ADDED TO THE SPELL BOOK ON THE FRONT OF THE ADVENTURE SHEET
  NUMBER OF TIMES ARCANE LAW HAS BEEN BROKEN
  AT END OF ANY “BEFORE YOUR NEXT QUEST” PHASE, IF ARCANE LAW HAS
  BEEN BROKEN, ROLL 1D100+5 FOR EACH BROKEN LAW.  IF EQUAL TO OR
  LESS THAN PRIMARY INT, NOT CAUGHT (RESET NUMBER OF BROKEN LAWS
  TO 0), OTHERWISE CAUGHT AND SENTENCED TO THE ARCANE PRISM.
  INGREDIENT’S BAG (1000gp) 
  1D10
  QTY
  INGREDIENT
  GP EACH
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
   35 
  
  BAG OF SUMMONING B&W
  ITEMS WITH DAMAGE TRACKS ONLY
  1D10
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  THE BAG IS LINKED TO AN ALTERNATIVE REALITY, AND PROVIDES A QUICK AND EASY WAY TO TRANSPORT
  ITEMS BACK AND FORTH BETWEEN THE TWO REALITIES. HOWEVER IT IS NOT WITHOUT RISK, AND THERE IS
  A  CHANCE  THAT  THE  ITEM  MAY  HAVE  GOT  LOST,  STOLEN  OR  DESTROYED  WHEN  RECALLED.  THE  BAG
  BEHAVES IN THE SAME WAY AS THE BACKPACK DOES ON THE BACK OF THE ADVENTURER SHEET, AND HAS
  PLACES  TO  STORE  ITEMS  WITH  AND  WITHOUT  DAMAGE  TRACKS.  ONCE  SUCCESSFULLY  CAST,  THE
  ADVENTURER IS FREE TO USE THE BAG OF SUMMONING SHEET, AND MAY PLACE ITEMS INTO IT WITHOUT
  PENALTY. HOWEVER WHEN THEY WISH TO RETRIEVE AN ITEMS THEY MUST ROLL 1D10, AND ON A RESULT
  OF 10, THE ITEM DOES NOT RETURN, AND THE PLAYER MUST REMOVE IT FROM THE SHEET. AT THE START
  OF A NEW QUEST, IF THE ADVENTURER HAS AN ACTIVE BAG OF SUMMONING IN PLAY, THEY MUST RECAST
  THE SPELL, AND IF IT FAILS THE BAG VANISHES AND ALONG WITH ANY ITEMS IT HAD STORED IN IT.
  ITEMS WITHOUT DAMAGE TRACKS ONLY
  1D6+
  1D10
  QTY
  ITEM
  GP EACH
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
   36 
  
  PROPERTY SHEET B&W
  SMALL ROOM 
  CURRENT SECURITY
  BUY AND SELL VALUE: 8,000GP
  UPKEEP COST: 40GP
  BASE SECURITY VALUE: 20
  EXTRA SECURITY: 10GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-3
  
  4-6
  
  7-9
  
  10
  
  APARTMENT 
  CURRENT SECURITY
  BUY AND SELL VALUE: 10,000GP
  UPKEEP COST: 50GP
  BASE SECURITY VALUE: 30
  EXTRA SECURITY: 20GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-3
  
  4-6
  
  7-8
  
  9
  
  10
  
  SMALL HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE: 12,000GP
  UPKEEP COST: 60GP
  BASE SECURITY VALUE: 40
  EXTRA SECURITY: 30GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5-6
  
  7-8
  
  9
  
  10
  
  MEDIUM HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE: 14,000GP
  UPKEEP COST: 70GP
  BASE SECURITY VALUE: 50
  EXTRA SECURITY: 40GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5-6
  
  7
  
  8
  
  9
  
  10
  
   37 
  
  LARGE HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE:  16,000GPGP
  UPKEEP COST: 80GP
  BASE SECURITY VALUE: 60
  EXTRA SECURITY: 50GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  MANOR HOUSE 
  CURRENT SECURITY
  BUY AND SELL VALUE:  18,000GPGP
  UPKEEP COST: 90GP
  BASE SECURITY VALUE: 70
  EXTRA SECURITY: 60GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  SMALL CASTLE 
  CURRENT SECURITY
  BUY AND SELL VALUE: 20,000GP
  UPKEEP COST: 100GP
  BASE SECURITY VALUE: 80
  EXTRA SECURITY: 70GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
   38 
  
  HANDY SHEET B&W
  D10
  MONSTERS REACTION
  COMBAT ROUNDS
  1.
  ROLL ON THE MONSTER REACTION CHART TO DETERMINE ITS ACTION IN
  THE FORTHCOMING ROUND, THEN CONTINUE TO STEP 2.
  2.
  THE ADVENTURER MAY BLOCK OR ATTACK AN ESCAPING MONSTER OR
  LET  IT  GO  (REMOVE  MONSTER  FROM  THE  COMBAT  TRACK),  IF  THE
  MONSTER ISN’T ESCAPING THEY MAY ATTEMPT TO ESCAPE THEMSELVES,
  ATTACK OR MAKE A COMBAT ACTION (CHANGE EQUIPPED ITEMS, CAST A
  SPELL, OR USE BELT ITEMS). 
  3.
  TO ATTACK A MONSTER, ROLL 1D100 EQUAL TO OR BELOW STR (H) OR
  DEX (R), DEPENDING ON WEAPON USED TO HIT THE MONSTER, IF TWO
  WEAPONS ARE EQUIPPED, EITHER MAY BE USED, BUT NOT BOTH, IF A
  HIT IS SCORED GO TO STEP 4 OTHERWISE GO TO STEP 5.
  4.
  ROLL THE DAMAGE DIE (1D6) AND LOCATION DIE (1D10) TOGETHER AND
  APPLY ANY DAMAGE MODIFIER FOR WEAPON AND LOCATION HIT, THEN
  DEDUCT MONSTERS DEF VALUE (IF ANY), THE REMAINING AMOUNT IS
  THE NUMBER OF HP DEALT TO THE MONSTER OR MONSTERS.
  5.
  IF THE MONSTER ATTEMPTED TO ESCAPE AND HAS REMAINED, START A
  NEW COMBAT ROUND FROM STEP 1, OTHERWISE IT WILL ATTACK, ROLL
  1D100, IF THE RESULT IS EQUAL TO OR LESS THAN MONSTERS AV ITS A HIT
  GO TO STEP 6, OTHERWISE START NEW COMBAT ROUND FROM STEP 1.
  6.
  ROLL THE DAMAGE DIE (1D6) AND LOCATION DIE (1D10) TOGETHER AND
  APPLY ANY DAMAGE MODIFIER FOR THE MONSTERS DMG VALUE AND
  LOCATION HIT, THEN DEDUCT ADVENTURERS ARMOUR VALUE (A) FOR
  ARMOUR WORN TO LOCATION HIT, THE REMAINING AMOUNT IS THE
  NUMBER  OF  HP  DEALT  TO  THE  ADVENTURER,  HOWEVER,  UP  TO  2
  POINTS MAY BE DEFLECTED TO THE DAMAGE TRACK OF ANY ARMOUR
  WORN TO THE LOCATION HIT AND UP TO 4 POINTS TO A SHIELD (IF
  CARRIED), IN ADDITION THEY MAY BE PERMITTED TO SHRUG OFF EXTRA
  DAMAGE IF THEY HAVE A DEF VALUE (SEE DEFENCE BONUS), IF THE
  MONSTER SURVIVED OR DIDN’T ESCAPE, A NEW COMBAT ROUND BEGINS.
  1
  IF MONSTER HAS LESS THAN ½ HP IT 
  GAINS AV+10 FOR THIS COMBAT ROUND
  2
  IF MONSTER HAS LESS THAN ½ ITS HP IT 
  GAINS AV+5 FOR THIS COMBAT ROUND
  3-7
  MONSTER WILL ATTACK AS NORMAL 
  FOR THIS COMBAT ROUND
  8
  IF MONSTER HAS LESS THAN HALF 
  HP IT WILL ATTEMPT TO ESCAPE
  9
  IF MONSTER WAS DAMAGED LAST 
  ROUND IT WILL ATTEMPT TO ESCAPE
  10
  MONSTER WILL ATTEMPT TO ESCAPE
  D10
  HIT LOCATION DAMAGE MOD
  1
  HEAD
  +3
  2
  BACK
  +2
  3
  TORSO
  +1
  4
  ARMS
  -
  5
  HANDS
  -
  6
  MAIN WEAPON
  -
  7
  OFF WEAPON
  -
  8
  WAIST
  BELT CHECK
  9
  LEGS
  -1
  10
  FEET
  -1
  TURNS
   (YELLOW) +0,  (RED) +10,  (GREEN) +5,  (BLUE) +20.
  AT ANYTIME DURING A TURN, EXCEPT IN COMBAT (SEE COMBAT), THE PLAYER MAY ADD AND REMOVE ITEMS TO AND FROM
  THE EQUIPMENT SLOTS AND THE BACKPACK. HOWEVER, ONCE A RESULT ON A TABLE REQUIRES A BELT CHECK, OR TARGETS
  AN ITEM, IT IS NOT PERMITTED TO ADJUST EQUIPMENT.
  1.
  TIME TRACK - SHADE 1 ON THE TIME TRACK, IF IT TRIGGERS AN EFFECT YOU MUST DEAL WITH IT IMMEDIATELY.
  2.
  EXITS – CHOOSE AN EXIT TO MOVE THROUGH, ROTATE THE DUNGEON SHEET SO THAT THE EXIT IS FURTHEST AWAY AND 
  OPEN ANY DOORS THAT BLOCK THE WAY.
  3.
  AREA – IF AREA IS ALREADY MAPPED CONSULT THE DUNGEON SHEET FOR DETAILS, IF THE AREA IS BLANK ROLL ON 
  TABLE M AND ADD IT TO THE DUNGEON SHEET.  
  4. SEARCH – (OPTIONAL) SEARCH AND ROLL ON TABLE F APPLYING THE MODIFIER FOR THE CURRENT AREA AND THEN 
  FOLLOW THE INSTRUCTIONS. ADD (S) TO DUNGEON SHEET AND THEN START A NEW TURN.
  ESCAPING COMBAT & BLOCKING ESCAPES
  WHEN AN ADVENTURER ESCAPES THEY DO NOT GET AN ATTACK ROLL OR COMBAT ACTION FOR THIS COMBAT ROUND AND MUST PASS THE
  ESCAPE COMBAT TEST BELOW-
  ESCAPE COMBAT – TEST: DEX -10 [S: REMOVE MONSTER, ADD TO AREA] [F: -2 HP, STEP 5] (ESCAPE)
  WHEN A MONSTER ESCAPES, THE PLAYER CAN ALLOW IT TO ESCAPE, OR THEY MAY PERFORM AN ATTACK, COMBAT ACTION, OR TRY AND
  BLOCK ITS ESCAPE BY PASSING THE BLOCK ESCAPE TEST BELOW- 
  BLOCK ESCAPE – TEST: STR-10 [S: MONSTER REMAINS, COMBAT STEP 4] [F: REMOVE MONSTER] (ESCAPE)
  SPELLS AND SCROLLS
  TO CAST A SPELL THE SPELL BOOK MUST BE ACTIVE, THEN THE ADVENTURER MUST PAY THE SPELL COST (EITHER LOSING HP OR STR) AND
  THEN THEY PERFORM THE SPELL TEST BELOW-
  CAST SPELL – TEST: INT (+/- SPELLS BONUS) [S: CAST] [F: ROLL ON TABLE C - CURSES] (MAGIC, LUCKY)
  TO CAST A SCROLL THE ADVENTURER PAYS THE SPELL COST CONTAINED IN THE SCROLL (EITHER LOSE HP/STR), AND THEN PERFORM THE
  SCROLL TEST BELOW. AFTER THE TEST THE SCROLL IS REMOVED FROM THE ADVENTURE SHEET.
  CAST SCROLL – TEST: INT [S: CAST] [F: ROLL ON TABLE C - CURSES] (MAGIC, LUCKY)
   39 
  
  MONSTERS ABILITIES B&W
  ALLIES – THE MONSTER HAS LESSER MONSTERS THAT THEY CAN CALL UPON OR SUMMON DURING A FIGHT. AT THE START OF
  EACH COMBAT ROUND ROLL 1D6. IF A 1 IS ROLLED, AN ALLY COMES TO THE MONSTERS AID, SO ADD /X TO THE END OF ITS
  CURRENT HP VALUE, WITH X BEING EQUAL TO THE NUMBER SHOWN AFTER THE MONSTERS ALLIES ABILITY.
  EXAMPLE: A MONSTER WITH HP “16/4” WITH AN ALLIES 4, IF A 1 WAS ROLLED AT THE START OF THE COMBAT ROUND, YOU
  ADD /4 AT THE END OF ITS HP VALUE GIVING IT A NEW HP VALUE OF “16/4/4”.
  ATTACKS – THE MONSTER IS ABLE TO ATTACK MORE THAN ONCE IN A SINGLE ROUND OF COMBAT, THE NUMBER OF TIMES
  IT GETS TO MAKE AN ATTACK ROLL IS EQUAL TO ITS ATTACK RATING. FOR EACH ATTACK THAT SCORES A HIT ROLL A DAMAGE
  DIE AND ADD THEM TOGETHER FOR A TOTAL DAMAGE SCORE, THEN ROLL FOR A HIT LOCATION AND  APPLY ITS MODIFIER (IF
  ANY), FINALLY APPLY THE MONSTERS DMG MODIFIER (IF ANY).
  DARK MAGIC – SPELL CASTERS FOUND IN THE DUNGEONS HAVE ATTUNED THEMSELVES WITH DARK MAGIC, AT THE START
  OF EACH COMBAT ROUND BEFORE STEP 1 ROLL 1D10 TO SEE WHICH MAGIC SPELL THEY WILL USE FOR THE ROUND.
  1-2) DARK STRIKE: IF THE MONSTER ATTACKS THIS COMBAT ROUND IT GAINS +20 AV.
  3-4) SHADOWY CLOAK: FOR THIS COMBAT ROUND THE MONSTERS GAINS +4 DEF.
  5-6) EVIL TOUCH: FOR THIS COMBAT ROUND THE MONSTERS GAINS +2 DMG.
  7-8) DRAIN LIFE: FOR THIS COMBAT ROUND EACH HP THE ADVENTURER LOSES RESTORES AN EQUAL NUMBER TO THE MONSTER.
  9-0) DEATH BOLT: THE ADVENTURER LOSES 2 HP.
  DEATH TOUCH – WHILST ENCOUNTERING A MONSTER WITH DEATH TOUCH, THE ADVENTURER SUFFERS -2 DEF AND ALL
  EQUIPPED ARMOUR THAT IT HITS HAS A RATING OF A0, DAMAGE MAY STILL BE DEFLECTED AS NORMAL.
  DISEASE – WHEN A MONSTER SCORES A NATURAL 1 ON THEIR DAMAGE DICE, THEY INFECT THE ADVENTURER WITH DISEASE
  AND THE PLAYER SHADES IN ONE PIP ON THE DISEASE TRACK OF THE ADVENTURER SHEET, EVEN IF THE MONSTER DOES NOT
  DEAL ANY DAMAGE DURING THE COMBAT ROUND. WHEN THE TIME TRACK IS REFRESHED, THE PLAYER MUST ROLL 1D10, IF THE
  RESULT IS EQUAL TO OR LESS THAN THE NUMBER OF DISEASE PIPS SHADED THE ADVENTURER SUFFERS HP EQUAL TO THE
  NUMBER OF SHADED PIPS.
  DOPPELGÄNGER – THE MONSTER TRANSFORMS INTO AN EXACT COPY OF THE ADVENTURER AND HAS AN AV EQUAL TO
  THE ADVENTURER’S STR OR DEX, DEPENDING ON WHICH WAS LAST USED TO ATTACK THE MONSTER. THE ATTACK GAINS ANY
  BONUSES FOR THE ADVENTURER’S EQUIPMENT AND WEAPON SUCH AS TO STR, DEX OR DMG, BUT DOES NOT GAIN ANY BONUSES
  THE ADVENTURER MAY HAVE FROM THE TIME TRACK, OR ANY POTIONS OR SPELLS THE ADVENTURER HAS, OR IS USING. WHEN
  A HIT IS SCORED TO THE MONSTER, THE LOCATION IS ROLLED NORMALLY AND ANY DAMAGE BONUSES FOR LOCATION ARE
  APPLIED. NEXT, CHECK TO SEE IF THE ADVENTURER IS WEARING ANY ARMOUR IN THE LOCATION HIT. THE MONSTER WILL HAVE
  THE SAME ARMOUR TOO, EXCEPT THE MONSTER IS NOT ABLE TO DEFLECT DAMAGE LIKE THE ADVENTURER CAN. IF ANY ARMOUR
  IS PRESENT, ITS A VALUE DEDUCTS FROM THE DAMAGE SCORED. IF THE ADVENTURER HAS A SHIELD EQUIPPED, IT HAS NO
  EFFECT FOR THE MONSTER. NOTE THAT IF ANY EQUIPMENT THE ADVENTURER IS WEARING AT THE START OF THE COMBAT IS
  DESTROYED, DUE TO DEFLECTING DAMAGE, IT IS NOT DESTROYED FOR THE MONSTER, WHO MAY CONTINUE TO GAIN ITS BENEFIT.
  ETHEREAL - THE MONSTER HAS NO SUBSTANCE, NORMAL WEAPONS WILL SIMPLY PASS THROUGH THEM, ALL ATTACKS
  MADE AGAINST AN ETHEREAL MONSTER MUST BE WITH A LEGENDARY WEAPON OR A FORM OF SPELL (SCROLL) IN ORDER TO
  INFLICT ANY KIND OF DAMAGE.
  FEAR – THE MONSTER MAY STRIKE FEAR IN ANY ADVENTURER THAT IT COMES FACE TO FACE WITH, AT THE START OF EACH
  COMBAT ROUND THE ADVENTURER MUST MAKE A FEAR TEST.
  FEAR – TEST: INT -10 [S: ATTACK AS NORMAL] [F: FORFEIT NEXT ATTACK, COMBAT ACTION] (BRAVERY)
  FIRE – THE MONSTER, IN ADDITION TO ITS NORMAL ATTACK, HAS SOME SORT OF FIRE ATTACK THAT MAY STRIKE AN
  ADVENTURER, EACH TIME A NATURAL 1 IS ROLLED FOR ITS DAMAGE THE ADVENTURER MAY BE SET ON FIRE BY ITS  ATTACK
  AND MUST MAKE AN AVOID FIRE TEST.
  AVOID FIRE – TEST: DEX -5 [S: NO EFFECT] [F:-2HP] (DODGE)
  FLY - AN ADVENTURER FIGHTING A FLYING MONSTER SUFFERS -10 STR WHEN MAKING AN ATTACK ROLL, IF USING A RANGED
  WEAPON (DEX) IT HAS NO EFFECT.
  FREEZE - THE MONSTER, IN ADDITION TO ITS NORMAL ATTACK, HAS SOME SORT OF FREEZE ATTACK THAT MAY STRIKE AN
  ADVENTURER, EACH TIME A NATURAL 1 IS ROLLED FOR ITS DAMAGE THE ADVENTURER MAY BE FROZEN.
  AVOID FREEZE – TEST: DEX [S: NO EFFECT] [F: -1HP, -2 DEF IN NEXT COMBAT ROUND] (DODGE)
  FRENZY – THE MONSTER AT TIMES DURING A COMBAT MAY GO INTO A MADDENING RAGE. WHEN A NATURAL ROLL OF 1 HAS
  BEEN SCORED ON ITS DAMAGE DICE, IT GAINS ANOTHER ATTACK AND THE PLAYER REPEATS STEP 5 OF COMBAT. NOTE THAT IF
  ANOTHER 1 IS SCORED ON THE DAMAGE DIE FOR THE SECOND ATTACK, IT WILL GAIN ANOTHER FREE ATTACK AND SO ON.
   – THE MONSTER IS EXCEPTIONALLY LARGE AND WILL OFTEN DEAL MORE DAMAGE WHEN IT HITS AN ADVENTURER THAN
  SMALLER MONSTERS, THEREFORE, DAMAGE DIE RESULTS OF 1 OR 2 GAIN +2 DMG.
   40 
  
  LEAP – THE MONSTER IS VERY AGILE IN COMBAT AND WILL OFTEN POUNCE TO ATTACK. WHEN A NATURAL ROLL OF 1 HAS
  BEEN SCORED ON ITS DAMAGE DICE, THE MONSTER HAS POUNCED, CAUSING SOME EXTRA DAMAGE. THE PLAYER ROLLS THE
  DAMAGE DIE AGAIN FOR THE MONSTER, AND ADDS IT TO THE MONSTERS DAMAGE TOTAL. NOTE THAT IF ANOTHER 1 IS ROLLED,
  THE PLAYER ROLLS AGAIN FOR EXTRA DAMAGE AND SO ON.
  PACK – AT THE START OF EACH COMBAT ROUND EACH MONSTER STILL ALIVE BEYOND THE FIRST ADDS +5 TO ITS AV, FOR
  INSTANCE, IF AN ENCOUNTER HAS 4 MONSTERS STILL ALIVE THEY GET AV+15 WHEN THEY ATTACK, WHEN AN ADVENTURER
  DEALS A PACK DAMAGE, ITS HP IS DEPLETED IN THE ORDER FROM LEFT TO RIGHT AND ANY SURPLUS DAMAGE SPILLS OVER TO
  THE NEXT AND SO ON, FOR INSTANCE, IF AN ADVENTURER FACES A PACK WITH HP 3/2/2 AND HAS JUST DEALT 4 DAMAGE, THE
  LEFT MOST PACK MONSTER IS DEFEATED AND THE SECOND RECEIVES 1 POINT OF DAMAGE AND WILL HAVE THE FOLLOWING HP
  REMAINING 0/1/2. 
  PETRIFY – THE MONSTER HAS THE ABILITY TO TURN AN ADVENTURER INTO A SOLID STONE STATUE FROM WHICH THERE IS
  NO RETURN. IF THE MONSTER ROLLS A NATURAL 1 ON ITS DAMAGE DIE, THE ADVENTURER MUST MAKE AN AVOID PETRIFY TEST.
  IF THE TEST FAILS, THE ADVENTURER CAN USE A LIFE POINT OR A RESURRECTION EFFECT TO NEGATE BEING TURNED TO STONE,
  OTHERWISE THEY WILL MAKE A NICE LIFE-SIZED ORNAMENT FOR THE MONSTERS LAIR AND THEIR ADVENTURE IS NOW OVER.
  AVOID PETRIFY – TEST: INT +20 [S: NO EFFECT] [F: TURNED TO STONE] (AWARE, LUCKY)
  PHASE - THE MONSTER CAN PHASE IN AND OUT OF REALITY MAKING IT A HARD TARGET TO STRIKE, THE CHARACTER
  SUFFERS -10 TO THEIR STR OR DEX WHILST ATTACKING A MONSTER WITH THE PHASE ABILITY.
  POISON - WHEN A MONSTER SCORES A NATURAL 1 ON THEIR DAMAGE DIE, THEY INFECT THE ADVENTURER WITH POISON
  AND THE PLAYER SHADES IN ONE PIP ON THE POISON TRACK OF THE ADVENTURE SHEET, EVEN IF THE MONSTER DOES NOT
  DEAL ANY DAMAGE DURING THE COMBAT ROUND. WHEN THE TIME TRACK IS REFRESHED THE PLAYER MUST ROLL 1D10, IF THE
  RESULT IS EQUAL TO OR LESS THAN THE NUMBER OF POISON PIPS SHADED, THE ADVENTURER SUFFERS HP EQUAL TO THE
  NUMBER OF SHADED PIPS AND THE PLAYER REMOVES 1 PIP FROM THE POISON TRACK.
  RESURRECTION – WHEN THE MONSTER IS KILLED IT MAY RESURRECT AND COME BACK TO LIFE, AFTER KILLING A
  MONSTER WITH RESURRECTION AND BEFORE IT HAS BEEN LOOTED, ROLL 1D10, IF A 1 IS ROLLED IT IMMEDIATELY RETURNS TO
  LIFE WITH FULL HP AND THE ADVENTURER MUST ONCE AGAIN ATTEMPT TO KILL IT.
  REGENERATE – THE MONSTER HAS THE ABILITY TO RESTORE LOST HP, EACH TIME IT ROLL A NATURAL 1 ON THE DAMAGE
  DIE IT WILL RESTORE 2 LOST HP.
  STUN – THE MONSTERS ATTACK MAY CAUSE AN ADVENTURER TO BECOME STUNNED, EACH TIME THE MONSTER DEALS DAMAGE
  TO THE ADVENTURER, THEY MUST MAKE A DAZED TEST.
  DAZED – TEST: STR-15 [S: NO EFFECT] [F: FORFEIT NEXT ATTACK, COMBAT ACTION] (DODGE).
  SURPRISE – THE MONSTER MAY SURPRISE THE ADVENTURER WHEN IT FIRST APPEARS, BEFORE THE FIRST ROUND OF
  COMBAT BEGINS MAKE A SURPRISE TEST.
  SURPRISE – TEST INT-10 [S: NO EFFECT] [F: MONSTER FREE ATTACK] (AWARE).
  WEB – AT THE END OF EACH COMBAT ROUND IN WHICH THE MONSTER IS STILL ALIVE, THE ADVENTURER MAKES AN AVOID
  WEB TEST TO DETERMINE IF THEY WILL GET AN ATTACK, OR MAKE AN COMBAT ACTION NEXT COMBAT ROUND. 
  AVOID WEB – TEST: DEX +20 [S: ATTACK AS NORMAL] [F: FORFEIT ATTACK, COMBAT ACTION] (DODGE)
  PRE-DETERMINED SKILL TESTS
  MONSTER TEST
  CHA
   CHA VALUE
  MODIFIER
  SUB TOTAL
  SKILL/S USED
  SKILL BONUS
  TEST VALUE
  FEAR
  INT
  -10
   =
  BRAVERY
   +
   =
  AVOID FIRE
  DEX
  -5
   =
  DODGE
   +
   =
  AVOID FREEZE
  DEX
   =
  DODGE
   +
   =
  AVOID PETRIFY
  INT
  +20
   =
  AWARE
   +
   =
  LUCKY
   +
  DAZED
  STR
  -15
   =
  DODGE
   +
   =
  SURPRISE
  INT
  -10
   =
  AWARE
   +
   =
  AVOID WEB
  DEX
  20
   =
  DODGE
   +
   =
   41 
  
  D100 DUNGEON - ADVENTURE SHEET no background
  NAME:
  HERO PATH:
  RACE:
  DARK -20
  
  REP:
  FATE:
  LIFE:
  GOLD:
  ENC. MOD:
  CHARACTERISTICS
  PRIMARY
  ADJUSTMENT
  TOTAL
  EXPERIENCE TRACK
  ABILITIES UNLOCK AT 50
  STRENGTH (STR)
  
  MIGHTY BLOW
  DURING COMBAT RE-ROLL 6’S ON DMG DIE AND TOTAL ALL RESULTS 
  DEXTERITY (DEX)
  
  PERFECT AIM
  DURING COMBAT ROLL TWICE FOR A HIT LOCATION AND CHOOSE ONE 
  INTELLIGENCE (INT)
  
  SPELL CASTER
  CAN USE SPELLS RECORDED IN THE SPELL BOOK
  
  HEALTH POINTS (HP)
  CURRENT HP:
  D10
  MOD
  LOCATION
  ITEMS
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GOLD
  FIX
  A/S
  FOUND ITEMS ROLL 1D6
  1-2= 3-4= 5-6=
  1
  +3
  HEAD
  
  2
  +2
  BACK
  
  3
  +1 TORSO
  
  4
  ARMS
  
  5
  HANDS
  
  6
  MAIN
  
  7
  OFF
  
  8
  BC WAIST
  
  9
  -1
  LEGS
  
  10
  -1
  FEET
  
  NECK
  ESCAPE COMBAT
  DEX -10 + ESCAPE
  RING
  BLOCK ESCAPE
  STR -10 + ESCAPE
  RING
  CAST SPELL
  INT + MAGIC + LUCKY
  +/- SPELL B.
     DMG TO SHIELDS SHADES ½ A PIP
  TOTALS
  CAST SCROLL
  INT + MAGIC + LUCKY
  1D10
  BELT SLOTS
  1D10
  SKILLS
  BONUS
  EXPERIENCE TRACK
  LEVEL BONUS
  SPELL BOOK
  COST
  1-2
  1
  AGILITY
  
  50+
  +20
   
  3-4
  2
  AWARE
  
  +15
  5-6
  3 BRAVERY
  
  +10
  7-8
  4
  DODGE
  
  +5
  9-10
  5
  ESCAPE
  
  +0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  6
  LOCKS
  
  60+
  -0
  KEYS
  
  
  
  
  
  
  
  
  
  
  7
  LUCKY
  
  70+
  -5
  LEVERS
  
  
  
  
  
  
  
  
  
  
  8
  MAGIC
  
  80+
  -10
  POISON
  
  
  
  
  
  
  
  
  
  
  9
  STRONG
  
  90+
  -15
  DISEASE 
  
  
  
  
  
  
  
  
  
  10
  TRAPS
  
  100
  -20
  BEAST:
  LEVEL:
  BONUS:
  GP:
  
  HP:
  (CURRENT HP)
  OIL
  
  
  ABILITIES: 
  COMPLETED QUESTS: 
  CURRENT QUEST: 
  WITCHERY EFFECTS
  FOOD  FAILED QUESTS: 
  QUEST DETAILS:  
  PICKS
  
  
  
  TIME TRACK
  MODIFIER
  
  4
  
  5
  
  6
  
            
  
   42 
  
   BACKPACK FOR ITEMS WITH DAMAGE TRACKS ONLY
  1D10
  LOCATION
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GOLD
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
   BACKPACK FOR ITEMS WITHOUT DAMAGE TRACKS ONLY
  QUEST TRACKER (TABLE Q)
  1D6+
  1D10
  QUANTITY
  ITEMS
  GP EACH
  Q 1-2
  
  Q 21-22
  
  Q 41-42
  
  Q 61-62
  
  Q 81-82
  
  2
  Q 3-4
  
  Q 23-24
  
  Q 43-44
  
  Q 63-64
  
  Q 83-84
  
  3
  Q 5-6
  
  Q 25-26
  
  Q 45-46
  
  Q 65-66
  
  Q 85-86
  
  4
  Q 7-8
  
  Q 27-28
  
  Q 47-48
  
  Q 67-68
  
  Q 87-88
  
  5
  Q 9-10
  
  Q 29-30
  
  Q 49-50
  
  Q 69-70
  
  Q 89-90
  
  6
  Q 11-12
  
  Q 31-32
  
  Q 51-52
  
  Q 71-72
  
  Q 91-92
  
  7
  Q 13-14
  
  Q 33-34
  
  Q 53-54
  
  Q 73-74
  
  Q 93-94
  
  8
  Q 15-16
  
  Q 35-36
  
  Q 55-56
  
  Q 75-76
  
  Q 95-96
  
  9
  Q 17-18
  
  Q 37-38
  
  Q 57-58
  
  Q 77-78
  
  Q 97-98
  
  10
  Q 19-20
  
  Q 39-40
  
  Q 59-60
  
  Q 79-80
  
  Q 99-100
  
  11
   CAMPAIGN QUESTS N=NORTHREACH S=SOUTHREACH E=EASTPOINT W=WESTPOINT
  12
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  13
  C1
     
  C5
     
  C9
     
  C13    
  C17    
  14
  C2
     
  C6
     
  C10    
  C14    
  C18    
  15
  C3
     
  C7
     
  C11
     
  C15    
  C19    
  16
  C4
     
  C8
     
  C12    
  C16     C20    
  QUANTITY BOX MAXIMUM OF 10 EACH
   SIDE QUESTS N=NORTHREACH S=SOUTHREACH E=EASTPOINT W=WESTPOINT (TABLES QA-QD)
  EMPIRE BUILDING INVESTMENTS
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  N
  S
  E W
  TRADE
  FINANCE
  HOLDINGS
  WARS
  S1
     
  S6
     
  S11
     
  S16
     
  S21
     
  S2
     
  S7
     
  S12
     
  S17
     
  S22    
  S3
     
  S8
     
  S13
     
  S18
     
  S23    
  1 SHARE = 100 GP
  1 SHARE = 300 GP
  1 SHARE = 500 GP
  1 SHARE = 1000 GP
  S4
     
  S9
     
  S14    
  S19
      S24    
  
  
  
  
  S5
     
  S10    
  S15
      S20    
  S25    
  1 PIP = 20 GP
  1 PIP = 60 GP
  1 PIP = 100 GP
  1 PIP = 200 GP
  ADV. BK. 1
  
  ADV. BK. 2 
  ADV. BK. 3 
  ADV. BK. 4 
  ADV. BK. 5 
  NOTES
   EXTRA QUESTS (TABLES QE-QG)
  QE 1-10
  
  QE 21-30
  
  QE 41-50
  
  QE 61-70
  
  QE 81-90
  
  QE 11-20
  
  QE 31-40
  
  QE 51-60
  
  QE 71-80
  
  QE 91-100
  
  QF 1-10
  
  QF 21-30
  
  QF 41-50
  
  QF 61-70
  
  QF 81-90
  
  QF 11-20
  
  QF 31-40
  
  QF 51-60
  
  QF 71-80
  
  QF 91-100
  
  QG 1-10
  
  QG 21-30
  
  QG 41-50
  
  QG 61-70
  
  QG 81-90
  
  QG 11-20
  
  QG 31-40
  
  QG 51-60
  
  QG 71-80
  
  QG 91-100
  
   43 
  
  D100 DUNGEON - COMBAT TRACK no background
  ADD EACH MONSTER TO THE TRACK, IF THE ADVENTURER OR THE MONSTER ESCAPES REMOVE THE MONSTER FROM THE TRACK 
  (LEAVE ONLY DEFEATED MONSTER ON THE TRACK), WHEN A MONSTER IS DEFEATED AND A REWARD IS LISTED, IMMEDIATELY GAIN THAT REWARD.
  ENCOUNTER
  AV
  DEF DMG
  HEALTH POINTS
  [K]
  ABILITIES
  REWARD
  +100GP
  +5 SKILL
  +1 PRIMARY STR
  +1 PRIMARY DEX
  +1 PRIMARY INT
  +1 PRIMARY HP
  +1 REP
  +1 FATE
  +1 LIFE
   44 
  
  D100 DUNGEON - DUNGEON SHEET no background
   45 
  
  D100 DUNGEON - DUNGEON SHEET (ENTRANCE) no background
   46 
  
  ARTISAN SHEET no background
   NAME:
   ARTISAN (ART)
  
   SALVAGE SKILL
  
   CRAFTING SKILL
  
  STANDARD AND UPGRADED MATERIALS
  LESSER MATERIAL
  FULL MATERIAL
  LESSER MATERIAL
  FULL MATERIAL
  1-10
  WOOD/BONE
  SPLINTERS
  44-53
  WOOD/BONE (5GP)
  87
  VIOLET SHARD (8GP)
  94
  VIOLET CRYSTAL
  (80GP)
  11-20
  LEATHER/HIDE SCRAP
  54-63
  LEATHER/HIDE (8GP)
  88
  ORANGE SHARD (8GP)
  95
  ORANGE CRYSTAL
  (80GP)
  21-30
  IRON INGOTS (1GP)
  64-73
  IRON (10GP)
  89
  YELLOW SHARD
  (8GP)
  96
  YELLOW CRYSTAL
  (80GP)
  31-34
  BRONZE INGOTS (2GP)
  74-77
  BRONZE (20GP)
  90
  BLUE SHARD (8GP)
  97
  BLUE CRYSTAL (80GP)
  35-37
  SILVER INGOTS (3GP)
  78-80
  SILVER (30GP)
  91
  GREEN SHARD (8GP)
  98
  GREEN CRYSTAL (80GP)
  38-40
  GOLD INGOTS (4GP)
  81-83
  GOLD (40GP)
  92
  RED SHARD  (8GP)
  99
  RED CRYSTAL  (80GP)
  41-43
  AZURE INGOTS (6GP)
  84-86
  AZURE   (60GP)
  93
  INDIGO SHARD (8GP)
  100
  INDIGO CRYSTAL
  (80GP)
  SCRAPS
  
  AT THE END OF A QUEST DURING THE ARTISAN STEP, ROLL 1D100 FOR EACH SHADED PIP, AND ADD 1 MATERIAL TO THE RESULT ABOVE, THEN REMOVE THE PIP.
  SALVAGE – Test: Artisan (Art) [S: salvage materials] [F: item destroyed] (Salvage)
  DUNGEON SALVAGE – Test: Artisan (Art) -10 [S: shade 1 scraps pip] [F: nothing] (Salvage)
  CRAFTING – Test: Art (- Schematic Modifier) [S: item is crafted] [F: nothing is crafted] (Crafting)
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
   47 
  
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  SCHEMATIC NAME
  MOD
  STANDARD MATERIALS
  UPGRADED MATERIALS
  VALUE
  SLOT
  ITEM NAME
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
   48 
  
  COMBAT EXPERIENCE SHEET no background
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  B
  BANSHEE C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  DODGE - MONSTER -2 DMG
  BASILISK
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  GAZE BLOCK - IGNORE PETRIFY* RESULT
  BEAR
  
  DODGE – MONSTER DMG -2
  +0
  
  WEAKNESS – MONSTER -2 DEF
  BEASTMAN
  
  ADVANTAGE - ADVENTURER +2 DMG
  +2
  
  FEINT – ADVENTURER +5 ATTACK
  BEASTMAN ARCHER
  
  DODGE - MONSTER -2 DMG
  +2
  
  DODGE - MONSTER -2 DMG
  BEASTMAN CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  TACTICS - ADVENTURER +10 ATTACK
  BEASTMAN WITCH
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  BLACK DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  BLUE DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  EVADE FREEZE - IGNORE FREEZE RESULT
  C
  CENTAUR
  
  WEAKNESS - MONSTER -2 DEF
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  CENTAUR CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  COUNTER - MONSTER -5 ATTACK
  CERBERUS d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  CHIMERA
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  COCKATRICE
  
  ADVANTAGE - ADVENTURER +2 DMG
  +0
  
  GAZE BLOCK – IGNORE PETRIFY* RESULT
  CYCLOPS
  
  IMPACT - IGNORE DAZED TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  D
  DEMON d
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  DEMON LORD d
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  DEMON SLAYER – ADVENTURER +3 DMG
  DIRE WOLVES
  
  MANOEUVRE – IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  DOPPELGÄNGER
  
  TACTICS – ADVENTURER +10 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  E
  ECHIDNA d
  
  RESISTANT - IGNORE POISON RESULT
  -2
  
  GAZE BLOCK – IGNORE PETRIFY* RESULT
  EVIL WARLOCK
  
  TACTICS – ADVENTURER +10 ATTACK
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  F
  FIRE ELEMENTAL
  
  LARGELESS - IGNORE LARGE RESULT
  +0
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  FIRE WYRM
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  FROST WYRM
  
  EVADE FREEZE - IGNORE FREEZE RESULT
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  G
  GARGOYLE d
  
  COURAGE - IGNORE FEAR TEST
  +0
  
  IMPACT - IGNORE DAZED TEST
  GHOST C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  COUNTER - MONSTER -5 ATTACK
   49 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  G
  GHOUL C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  FEINT - ADVENTURE +5 ATTACK
  GIANT
  
  LARELESS - IGNORE LARGE RESULT
  -2
  
  IMPACT - IGNORE DAZED TEST
  GIANT ANTS
  
  ADVANTAGE - ADVENTURER +2 DMG
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT APES
  
  CHARGE – IGNORE PACK AV BONUS
  -1
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT BATS
  
  LURE – IGNORE FLY PENALTY 
  +0
  
  ALERT – IGNORE SURPRISE
  GIANT BOAR
  
  COUNTER - MONSTER -5 ATTACK
  +0
  
  WEAKNESS – MONSTER -1 DEF
  GIANT CENTIPEDE
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  WEAKNESS – MONSTER -2 DEF
  GIANT CRAB
  
  DODGE – MONSTER -2 DMG
  +0
  
  WEAKNESS – MONSTER -2 DEF
  GIANT MOTH
  
  SUBTERFUGE - MONSTER -10 ATTACK
  +0
  
  LURE – IGNORE FLY PENALTY 
  GIANT OOZES
  
  TACTICS – ADVENTURER +10 ATTACK
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  GIANT RATS
  
  PROTECTION – IGNORE DISEASE RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  GIANT ROC
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LURE – IGNORE FLY PENALTY
  GIANT SCORPION
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  RESISTANT - IGNORE POISON RESULT
  GIANT SNAKE
  
  RESISTANT - IGNORE POISON RESULT
  +0
  
  DODGE - MONSTER -2 DMG
  GIANT SPIDER
  
  WEAKNESS - MONSTER -2 DEF
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  GIANT VAMPIRE BAT C
  
  LURE – IGNORE FLY PENALTY
  -1
  
  COUNTER - MONSTER -5 ATTACK
  GIANT WASPS
  
  WEAKNESS - MONSTER -1 DEF
  +0
  
  TACTICS - ADVENTURER +10 ATTACK
  GOATMAN
  
  DODGE - MONSTER -2 DMG
  +2
  
  FEINT - ADVENTURE +5 ATTACK
  GOATMAN ARCHER
  
  ALERT – IGNORE SURPRISE
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  GOATMAN PRIEST
  
  ADVANTAGE - ADVENTURER +2 DMG
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  GOBLIN ARCHER
  
  ALERT – IGNORE SURPRISE
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOBLIN WARLOCK
  
  DODGE - MONSTER -2 DMG
  -1
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  GOBLINOIDS
  
  FEINT - ADVENTURE +5 ATTACK
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOBLINS
  
  COUNTER - MONSTER -5 ATTACK
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  GOLDEN DRAGON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  GREEN DRAGON
  
  RESISTANT - IGNORE POISON RESULT
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  GRIFFON
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LURE – IGNORE FLY PENALTY 
   50 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  H
  HARPY
  
  LURE – IGNORE FLY PENALTY 
  -2
  
  RESISTANT - IGNORE POISON RESULT
  HELL HOUNDS d
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  HOBGOBLINS
  
  CHARGE – IGNORE PACK AV BONUS
  +2
  
  COUNTER - MONSTER -5 ATTACK
  HYDRA d
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  I
  IMPS d
  
  CHARGE – IGNORE PACK AV BONUS
  +2
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  L
  LAMIA d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  LICH LORD C
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  LIZARDMAN
  
  TACTICS - ADVENTURER +10 ATTACK
  +2
  
  COUNTER - MONSTER -5 ATTACK
  LIZARDMAN ROCK SLINGER
  
  ALERT – IGNORE SURPRISE
  +2
  
  ADVANTAGE - ADVENTURER +2 DMG
  M
  MANTICORE
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  MEDUSA d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  GAZE BLOCK - IGNORE PETRIFY* RESULT
  MINOTAUR
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  MOUNTAIN LIONS
  
  MANOEUVRE - IGNORE LEAP* RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
  MUMMY C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  PROTECTION - IGNORE DISEASE RESULT
  N
  NECROMANCER
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  NEMEAN LIONS 
  
  CHARGE – IGNORE PACK AV BONUS
  +0
  
  MANOEUVRE - IGNORE LEAP* RESULT
  O
  OGRE
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  LARGELESS - IGNORE LARGE RESULT
  ORC
  
  FEINT - ADVENTURE +5 ATTACK
  +1
  
  ADVANTAGE - ADVENTURER +2 DMG
  ORC ARCHER
  
  WEAKNESS - MONSTER -2 DEF
  +1
  
  ALERT – IGNORE SURPRISE
  ORC CHAMPION
  
  COUNTER - MONSTER -5 ATTACK
  -2
  
  TACTICS - ADVENTURER +10 ATTACK
  ORC WARLOCK
  
  ADVANTAGE - ADVENTURER +2 DMG
  -2
  
  DISRUPTION - IGNORE DARK MAGIC RESULT
  P
  PHOENIX
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  R
  RATMAN CHAMPION
  
  FEINT - ADVENTURE +5 ATTACK
  -1
  
  PROTECTION - IGNORE DISEASE RESULT
  RATMEN
  
  PROTECTION - IGNORE DISEASE RESULT
  +2
  
  CHARGE – IGNORE PACK AV BONUS
  RED DRAGON
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  REVEN. DWARF CHAMPION C
  
  FEINT - ADVENTURE +5 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  REVENANT DWARF C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  COUNTER - MONSTER -5 ATTACK
   51 
  
  MONSTER
  LEVEL 10 EXPERIENCE TRACK
  REACTION
  MODIFIER
  LEVEL 20 EXPERIENCE TRACK
  R
  REVENANT ELF ARCHER C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  FEINT - ADVENTURE +5 ATTACK
  REVENANT ELF CHAMPION C
  
  COUNTER - MONSTER -5 ATTACK
  +0
  
  ADVANTAGE - ADVENTURER +2 DMG
  S
  SHADE C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  ADVANTAGE - ADVENTURER +2 DMG
  SIREN d
  
  TACTICS – ADVENTURER +10 ATTACK
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  SKELETON C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  +0
  
  DODGE – MONSTER -2 DMG
  SKELETON DRAGON C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  SKELETON SPIDERS C
  
  ALERT – IGNORE SURPRISE
  +0
  
  WEB DODGE - IGNORE AVOID WEB TEST
  SPHINX 
  
  WEAKNESS – MONSTER -2 DEF
  -2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  SPIDER QUEEN
  
  WEAKNESS – MONSTER -2 DEF
  -1
  
  WEB DODGE - IGNORE AVOID WEB TEST
  STONE GOLEM
  
  LARGELESS - IGNORE LARGE RESULT
  +0
  
  IMPACT - IGNORE DAZED TEST
  SUCCUBUS d
  
  LURE – IGNORE FLY PENALTY 
  -1
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT 
  T
  TITAN
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  IMPACT - IGNORE DAZED TEST
  TRICKSTERS d
  
  COUNTER - MONSTER -5 ATTACK
  +2
  
  DISRUPTION – IGNORE DARK MAGIC
  RESULT
  TROLL
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  TROLL SLAYER - ADVENTURER +2 DMG
  V
  valkyries 
  
  LURE – IGNORE FLY PENALTY 
  -1
  
  TACTICS – ADVENTURER +10 ATTACK
  VAMPIRE C
  
  DISRUPTION – IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  VAMPIRE LORD C
  
  DISRUPTION – IGNORE DARK MAGIC RESULT
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  W
  WENDIGO d
  
  COURAGE - IGNORE FEAR TEST
  -2
  
  TACTICS – ADVENTURER +10 ATTACK
  WEREWOLVES C
  
  MANOEUVRE – IGNORE LEAP* RESULT
  -1
  
  CHARGE – IGNORE PACK AV BONUS
  WHITE DRAGON
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  DRAGON SLAYER – ADVENTURER +4 DMG
  WIGHT C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  STAY DEAD – ROLL AGAIN RESURRECTION
  WRAITH C
  
  HOLY STRENGTH - IGNORE FEAR TEST
  -2
  
  TACTICS – ADVENTURER +10 ATTACK
  WYRM
  
  LARGELESS - IGNORE LARGE RESULT
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  WYVERN
  
  EVADE FIRE - IGNORE AVOID FIRE TEST
  -2
  
  NIMBLE – MONSTER -1 ATTACKS
  Z
  ZOMBIE MASTER C
  
  ADVANTAGE - ADVENTURER +2 DMG
  -1
  
  PROTECTION – IGNORE DISEASE RESULT
  ZOMBIES C
  
  PROTECTION – IGNORE DISEASE RESULT
  +0
  
  CHARGE – IGNORE PACK AV BONUS
   52 
  
  ARCANIST SPELL BOOK no background
  (INT 60+) 
  1D10
  LEVEL BONUS
  SPELLS
  INGREDIENT
  COST
  UPKEEP
  1
  60+
  +20
  2
  +15
  3
  +10
  4
  +5
  5
  +0
  6
  70+
  -0
  7
  80+
  -5
  8
  90+
  -10
  9
  100
  -15
  10
  110
  -20
  ONLY SPELLS THAT BELONG TO THE ADVENTURER’S ORDER OF MAGIC CAN BE ADDED. SPELLS
  FROM TABLE S ARE ADDED TO THE SPELL BOOK ON THE FRONT OF THE ADVENTURE SHEET
  NUMBER OF TIMES ARCANE LAW HAS BEEN BROKEN
  AT END OF ANY “BEFORE YOUR NEXT QUEST” PHASE, IF ARCANE LAW HAS
  BEEN BROKEN, ROLL 1D100+5 FOR EACH BROKEN LAW.  IF EQUAL TO OR
  LESS THAN PRIMARY INT, NOT CAUGHT (RESET NUMBER OF BROKEN LAWS
  TO 0), OTHERWISE CAUGHT AND SENTENCED TO THE ARCANE PRISM.
  INGREDIENT’S BAG (1000gp) 
  1D10
  QTY
  INGREDIENT
  GP EACH
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
   53 
  
  BAG OF SUMMONING no background
  ITEMS WITH DAMAGE TRACKS ONLY
  1D10
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  THE BAG IS LINKED TO AN ALTERNATIVE REALITY, AND PROVIDES A QUICK AND EASY WAY TO TRANSPORT
  ITEMS BACK AND FORTH BETWEEN THE TWO REALITIES. HOWEVER IT IS NOT WITHOUT RISK, AND THERE IS
  A  CHANCE  THAT  THE  ITEM  MAY  HAVE  GOT  LOST,  STOLEN  OR  DESTROYED  WHEN  RECALLED.  THE  BAG
  BEHAVES IN THE SAME WAY AS THE BACKPACK DOES ON THE BACK OF THE ADVENTURER SHEET, AND HAS
  PLACES  TO  STORE  ITEMS  WITH  AND  WITHOUT  DAMAGE  TRACKS.  ONCE  SUCCESSFULLY  CAST,  THE
  ADVENTURER IS FREE TO USE THE BAG OF SUMMONING SHEET, AND MAY PLACE ITEMS INTO IT WITHOUT
  PENALTY. HOWEVER WHEN THEY WISH TO RETRIEVE AN ITEMS THEY MUST ROLL 1D10, AND ON A RESULT
  OF 10, THE ITEM DOES NOT RETURN, AND THE PLAYER MUST REMOVE IT FROM THE SHEET. AT THE START
  OF A NEW QUEST, IF THE ADVENTURER HAS AN ACTIVE BAG OF SUMMONING IN PLAY, THEY MUST RECAST
  THE SPELL, AND IF IT FAILS THE BAG VANISHES AND ALONG WITH ANY ITEMS IT HAD STORED IN IT.
  ITEMS WITHOUT DAMAGE TRACKS ONLY
  1D6+
  1D10
  QTY
  ITEM
  GP EACH
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  QUANTITY BOX MAXIMUM OF 10 OF EACH ITEMS
   54 
  
  PROPERTY SHEET no background
  SMALL ROOM 
  CURRENT SECURITY
  BUY AND SELL VALUE: 8,000GP
  UPKEEP COST: 40GP
  BASE SECURITY VALUE: 20
  EXTRA SECURITY: 10GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-3
  
  4-6
  
  7-9
  
  10
  
  APARTMENT 
  CURRENT SECURITY
  BUY AND SELL VALUE: 10,000GP
  UPKEEP COST: 50GP
  BASE SECURITY VALUE: 30
  EXTRA SECURITY: 20GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-3
  
  4-6
  
  7-8
  
  9
  
  10
  
  SMALL HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE: 12,000GP
  UPKEEP COST: 60GP
  BASE SECURITY VALUE: 40
  EXTRA SECURITY: 30GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5-6
  
  7-8
  
  9
  
  10
  
  MEDIUM HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE: 14,000GP
  UPKEEP COST: 70GP
  BASE SECURITY VALUE: 50
  EXTRA SECURITY: 40GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5-6
  
  7
  
  8
  
  9
  
  10
  
   55 
  
  LARGE HOME 
  CURRENT SECURITY
  BUY AND SELL VALUE:  16,000GPGP
  UPKEEP COST: 80GP
  BASE SECURITY VALUE: 60
  EXTRA SECURITY: 50GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3-4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  MANOR HOUSE 
  CURRENT SECURITY
  BUY AND SELL VALUE:  18,000GPGP
  UPKEEP COST: 90GP
  BASE SECURITY VALUE: 70
  EXTRA SECURITY: 60GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1-2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
  SMALL CASTLE 
  CURRENT SECURITY
  BUY AND SELL VALUE: 20,000GP
  UPKEEP COST: 100GP
  BASE SECURITY VALUE: 80
  EXTRA SECURITY: 70GP PER 10 PTS
  1D10 QTY
   SLOT
  ITEM
  STR
  DEX
  INT
  HP
  DMG
  DEF
  GP
  FIX
  A/S
  DAMAGE
  1
  
  2
  
  3
  
  4
  
  5
  
  6
  
  7
  
  8
  
  9
  
  10
  
   56 
  
  HANDY SHEET no background
  D10
  MONSTERS REACTION
  COMBAT ROUNDS
  1.
  ROLL ON THE MONSTER REACTION CHART TO DETERMINE ITS ACTION IN
  THE FORTHCOMING ROUND, THEN CONTINUE TO STEP 2.
  2.
  THE ADVENTURER MAY BLOCK OR ATTACK AN ESCAPING MONSTER OR
  LET  IT  GO  (REMOVE  MONSTER  FROM  THE  COMBAT  TRACK),  IF  THE
  MONSTER ISN’T ESCAPING THEY MAY ATTEMPT TO ESCAPE THEMSELVES,
  ATTACK OR MAKE A COMBAT ACTION (CHANGE EQUIPPED ITEMS, CAST A
  SPELL, OR USE BELT ITEMS). 
  3.
  TO ATTACK A MONSTER, ROLL 1D100 EQUAL TO OR BELOW STR (H) OR
  DEX (R), DEPENDING ON WEAPON USED TO HIT THE MONSTER, IF TWO
  WEAPONS ARE EQUIPPED, EITHER MAY BE USED, BUT NOT BOTH, IF A
  HIT IS SCORED GO TO STEP 4 OTHERWISE GO TO STEP 5.
  4.
  ROLL THE DAMAGE DIE (1D6) AND LOCATION DIE (1D10) TOGETHER AND
  APPLY ANY DAMAGE MODIFIER FOR WEAPON AND LOCATION HIT, THEN
  DEDUCT MONSTERS DEF VALUE (IF ANY), THE REMAINING AMOUNT IS
  THE NUMBER OF HP DEALT TO THE MONSTER OR MONSTERS.
  5.
  IF THE MONSTER ATTEMPTED TO ESCAPE AND HAS REMAINED, START A
  NEW COMBAT ROUND FROM STEP 1, OTHERWISE IT WILL ATTACK, ROLL
  1D100, IF THE RESULT IS EQUAL TO OR LESS THAN MONSTERS AV ITS A HIT
  GO TO STEP 6, OTHERWISE START NEW COMBAT ROUND FROM STEP 1.
  6.
  ROLL THE DAMAGE DIE (1D6) AND LOCATION DIE (1D10) TOGETHER AND
  APPLY ANY DAMAGE MODIFIER FOR THE MONSTERS DMG VALUE AND
  LOCATION HIT, THEN DEDUCT ADVENTURERS ARMOUR VALUE (A) FOR
  ARMOUR WORN TO LOCATION HIT, THE REMAINING AMOUNT IS THE
  NUMBER  OF  HP  DEALT  TO  THE  ADVENTURER,  HOWEVER,  UP  TO  2
  POINTS MAY BE DEFLECTED TO THE DAMAGE TRACK OF ANY ARMOUR
  WORN TO THE LOCATION HIT AND UP TO 4 POINTS TO A SHIELD (IF
  CARRIED), IN ADDITION THEY MAY BE PERMITTED TO SHRUG OFF EXTRA
  DAMAGE IF THEY HAVE A DEF VALUE (SEE DEFENCE BONUS), IF THE
  MONSTER SURVIVED OR DIDN’T ESCAPE, A NEW COMBAT ROUND BEGINS.
  1
  IF MONSTER HAS LESS THAN ½ HP IT 
  GAINS AV+10 FOR THIS COMBAT ROUND
  2
  IF MONSTER HAS LESS THAN ½ ITS HP IT 
  GAINS AV+5 FOR THIS COMBAT ROUND
  3-7
  MONSTER WILL ATTACK AS NORMAL 
  FOR THIS COMBAT ROUND
  8
  IF MONSTER HAS LESS THAN HALF 
  HP IT WILL ATTEMPT TO ESCAPE
  9
  IF MONSTER WAS DAMAGED LAST 
  ROUND IT WILL ATTEMPT TO ESCAPE
  10
  MONSTER WILL ATTEMPT TO ESCAPE
  D10
  HIT LOCATION DAMAGE MOD
  1
  HEAD
  +3
  2
  BACK
  +2
  3
  TORSO
  +1
  4
  ARMS
  -
  5
  HANDS
  -
  6
  MAIN WEAPON
  -
  7
  OFF WEAPON
  -
  8
  WAIST
  BELT CHECK
  9
  LEGS
  -1
  10
  FEET
  -1
  TURNS
   (YELLOW) +0,  (RED) +10,  (GREEN) +5,  (BLUE) +20.
  AT ANYTIME DURING A TURN, EXCEPT IN COMBAT (SEE COMBAT), THE PLAYER MAY ADD AND REMOVE ITEMS TO AND FROM
  THE EQUIPMENT SLOTS AND THE BACKPACK. HOWEVER, ONCE A RESULT ON A TABLE REQUIRES A BELT CHECK, OR TARGETS
  AN ITEM, IT IS NOT PERMITTED TO ADJUST EQUIPMENT.
  1.
  TIME TRACK - SHADE 1 ON THE TIME TRACK, IF IT TRIGGERS AN EFFECT YOU MUST DEAL WITH IT IMMEDIATELY.
  2.
  EXITS – CHOOSE AN EXIT TO MOVE THROUGH, ROTATE THE DUNGEON SHEET SO THAT THE EXIT IS FURTHEST AWAY AND 
  OPEN ANY DOORS THAT BLOCK THE WAY.
  3.
  AREA – IF AREA IS ALREADY MAPPED CONSULT THE DUNGEON SHEET FOR DETAILS, IF THE AREA IS BLANK ROLL ON 
  TABLE M AND ADD IT TO THE DUNGEON SHEET.  
  4. SEARCH – (OPTIONAL) SEARCH AND ROLL ON TABLE F APPLYING THE MODIFIER FOR THE CURRENT AREA AND THEN 
  FOLLOW THE INSTRUCTIONS. ADD (S) TO DUNGEON SHEET AND THEN START A NEW TURN.
  ESCAPING COMBAT & BLOCKING ESCAPES
  WHEN AN ADVENTURER ESCAPES THEY DO NOT GET AN ATTACK ROLL OR COMBAT ACTION FOR THIS COMBAT ROUND AND MUST PASS THE
  ESCAPE COMBAT TEST BELOW-
  ESCAPE COMBAT – TEST: DEX -10 [S: REMOVE MONSTER, ADD TO AREA] [F: -2 HP, STEP 5] (ESCAPE)
  WHEN A MONSTER ESCAPES, THE PLAYER CAN ALLOW IT TO ESCAPE, OR THEY MAY PERFORM AN ATTACK, COMBAT ACTION, OR TRY AND
  BLOCK ITS ESCAPE BY PASSING THE BLOCK ESCAPE TEST BELOW- 
  BLOCK ESCAPE – TEST: STR-10 [S: MONSTER REMAINS, COMBAT STEP 4] [F: REMOVE MONSTER] (ESCAPE)
  SPELLS AND SCROLLS
  TO CAST A SPELL THE SPELL BOOK MUST BE ACTIVE, THEN THE ADVENTURER MUST PAY THE SPELL COST (EITHER LOSING HP OR STR) AND
  THEN THEY PERFORM THE SPELL TEST BELOW-
  CAST SPELL – TEST: INT (+/- SPELLS BONUS) [S: CAST] [F: ROLL ON TABLE C - CURSES] (MAGIC, LUCKY)
  TO CAST A SCROLL THE ADVENTURER PAYS THE SPELL COST CONTAINED IN THE SCROLL (EITHER LOSE HP/STR), AND THEN PERFORM THE
  SCROLL TEST BELOW. AFTER THE TEST THE SCROLL IS REMOVED FROM THE ADVENTURE SHEET.
  CAST SCROLL – TEST: INT [S: CAST] [F: ROLL ON TABLE C - CURSES] (MAGIC, LUCKY)
   57 
  
  MONSTERS ABILITIES no background
  ALLIES – THE MONSTER HAS LESSER MONSTERS THAT THEY CAN CALL UPON OR SUMMON DURING A FIGHT. AT THE START OF
  EACH COMBAT ROUND ROLL 1D6. IF A 1 IS ROLLED, AN ALLY COMES TO THE MONSTERS AID, SO ADD /X TO THE END OF ITS
  CURRENT HP VALUE, WITH X BEING EQUAL TO THE NUMBER SHOWN AFTER THE MONSTERS ALLIES ABILITY.
  EXAMPLE: A MONSTER WITH HP “16/4” WITH AN ALLIES 4, IF A 1 WAS ROLLED AT THE START OF THE COMBAT ROUND, YOU
  ADD /4 AT THE END OF ITS HP VALUE GIVING IT A NEW HP VALUE OF “16/4/4”.
  ATTACKS – THE MONSTER IS ABLE TO ATTACK MORE THAN ONCE IN A SINGLE ROUND OF COMBAT, THE NUMBER OF TIMES
  IT GETS TO MAKE AN ATTACK ROLL IS EQUAL TO ITS ATTACK RATING. FOR EACH ATTACK THAT SCORES A HIT ROLL A DAMAGE
  DIE AND ADD THEM TOGETHER FOR A TOTAL DAMAGE SCORE, THEN ROLL FOR A HIT LOCATION AND  APPLY ITS MODIFIER (IF
  ANY), FINALLY APPLY THE MONSTERS DMG MODIFIER (IF ANY).
  DARK MAGIC – SPELL CASTERS FOUND IN THE DUNGEONS HAVE ATTUNED THEMSELVES WITH DARK MAGIC, AT THE START
  OF EACH COMBAT ROUND BEFORE STEP 1 ROLL 1D10 TO SEE WHICH MAGIC SPELL THEY WILL USE FOR THE ROUND.
  1-2) DARK STRIKE: IF THE MONSTER ATTACKS THIS COMBAT ROUND IT GAINS +20 AV.
  3-4) SHADOWY CLOAK: FOR THIS COMBAT ROUND THE MONSTERS GAINS +4 DEF.
  5-6) EVIL TOUCH: FOR THIS COMBAT ROUND THE MONSTERS GAINS +2 DMG.
  7-8) DRAIN LIFE: FOR THIS COMBAT ROUND EACH HP THE ADVENTURER LOSES RESTORES AN EQUAL NUMBER TO THE MONSTER.
  9-0) DEATH BOLT: THE ADVENTURER LOSES 2 HP.
  DEATH TOUCH – WHILST ENCOUNTERING A MONSTER WITH DEATH TOUCH, THE ADVENTURER SUFFERS -2 DEF AND ALL
  EQUIPPED ARMOUR THAT IT HITS HAS A RATING OF A0, DAMAGE MAY STILL BE DEFLECTED AS NORMAL.
  DISEASE – WHEN A MONSTER SCORES A NATURAL 1 ON THEIR DAMAGE DICE, THEY INFECT THE ADVENTURER WITH DISEASE
  AND THE PLAYER SHADES IN ONE PIP ON THE DISEASE TRACK OF THE ADVENTURER SHEET, EVEN IF THE MONSTER DOES NOT
  DEAL ANY DAMAGE DURING THE COMBAT ROUND. WHEN THE TIME TRACK IS REFRESHED, THE PLAYER MUST ROLL 1D10, IF THE
  RESULT IS EQUAL TO OR LESS THAN THE NUMBER OF DISEASE PIPS SHADED THE ADVENTURER SUFFERS HP EQUAL TO THE
  NUMBER OF SHADED PIPS.
  DOPPELGÄNGER – THE MONSTER TRANSFORMS INTO AN EXACT COPY OF THE ADVENTURER AND HAS AN AV EQUAL TO
  THE ADVENTURER’S STR OR DEX, DEPENDING ON WHICH WAS LAST USED TO ATTACK THE MONSTER. THE ATTACK GAINS ANY
  BONUSES FOR THE ADVENTURER’S EQUIPMENT AND WEAPON SUCH AS TO STR, DEX OR DMG, BUT DOES NOT GAIN ANY BONUSES
  THE ADVENTURER MAY HAVE FROM THE TIME TRACK, OR ANY POTIONS OR SPELLS THE ADVENTURER HAS, OR IS USING. WHEN
  A HIT IS SCORED TO THE MONSTER, THE LOCATION IS ROLLED NORMALLY AND ANY DAMAGE BONUSES FOR LOCATION ARE
  APPLIED. NEXT, CHECK TO SEE IF THE ADVENTURER IS WEARING ANY ARMOUR IN THE LOCATION HIT. THE MONSTER WILL HAVE
  THE SAME ARMOUR TOO, EXCEPT THE MONSTER IS NOT ABLE TO DEFLECT DAMAGE LIKE THE ADVENTURER CAN. IF ANY ARMOUR
  IS PRESENT, ITS A VALUE DEDUCTS FROM THE DAMAGE SCORED. IF THE ADVENTURER HAS A SHIELD EQUIPPED, IT HAS NO
  EFFECT FOR THE MONSTER. NOTE THAT IF ANY EQUIPMENT THE ADVENTURER IS WEARING AT THE START OF THE COMBAT IS
  DESTROYED, DUE TO DEFLECTING DAMAGE, IT IS NOT DESTROYED FOR THE MONSTER, WHO MAY CONTINUE TO GAIN ITS BENEFIT.
  ETHEREAL - THE MONSTER HAS NO SUBSTANCE, NORMAL WEAPONS WILL SIMPLY PASS THROUGH THEM, ALL ATTACKS
  MADE AGAINST AN ETHEREAL MONSTER MUST BE WITH A LEGENDARY WEAPON OR A FORM OF SPELL (SCROLL) IN ORDER TO
  INFLICT ANY KIND OF DAMAGE.
  FEAR – THE MONSTER MAY STRIKE FEAR IN ANY ADVENTURER THAT IT COMES FACE TO FACE WITH, AT THE START OF EACH
  COMBAT ROUND THE ADVENTURER MUST MAKE A FEAR TEST.
  FEAR – TEST: INT -10 [S: ATTACK AS NORMAL] [F: FORFEIT NEXT ATTACK, COMBAT ACTION] (BRAVERY)
  FIRE – THE MONSTER, IN ADDITION TO ITS NORMAL ATTACK, HAS SOME SORT OF FIRE ATTACK THAT MAY STRIKE AN
  ADVENTURER, EACH TIME A NATURAL 1 IS ROLLED FOR ITS DAMAGE THE ADVENTURER MAY BE SET ON FIRE BY ITS  ATTACK
  AND MUST MAKE AN AVOID FIRE TEST.
  AVOID FIRE – TEST: DEX -5 [S: NO EFFECT] [F:-2HP] (DODGE)
  FLY - AN ADVENTURER FIGHTING A FLYING MONSTER SUFFERS -10 STR WHEN MAKING AN ATTACK ROLL, IF USING A RANGED
  WEAPON (DEX) IT HAS NO EFFECT.
  FREEZE - THE MONSTER, IN ADDITION TO ITS NORMAL ATTACK, HAS SOME SORT OF FREEZE ATTACK THAT MAY STRIKE AN
  ADVENTURER, EACH TIME A NATURAL 1 IS ROLLED FOR ITS DAMAGE THE ADVENTURER MAY BE FROZEN.
  AVOID FREEZE – TEST: DEX [S: NO EFFECT] [F: -1HP, -2 DEF IN NEXT COMBAT ROUND] (DODGE)
  FRENZY – THE MONSTER AT TIMES DURING A COMBAT MAY GO INTO A MADDENING RAGE. WHEN A NATURAL ROLL OF 1 HAS
  BEEN SCORED ON ITS DAMAGE DICE, IT GAINS ANOTHER ATTACK AND THE PLAYER REPEATS STEP 5 OF COMBAT. NOTE THAT IF
  ANOTHER 1 IS SCORED ON THE DAMAGE DIE FOR THE SECOND ATTACK, IT WILL GAIN ANOTHER FREE ATTACK AND SO ON.
   – THE MONSTER IS EXCEPTIONALLY LARGE AND WILL OFTEN DEAL MORE DAMAGE WHEN IT HITS AN ADVENTURER THAN
  SMALLER MONSTERS, THEREFORE, DAMAGE DIE RESULTS OF 1 OR 2 GAIN +2 DMG.
   58 
  
  LEAP – THE MONSTER IS VERY AGILE IN COMBAT AND WILL OFTEN POUNCE TO ATTACK. WHEN A NATURAL ROLL OF 1 HAS
  BEEN SCORED ON ITS DAMAGE DICE, THE MONSTER HAS POUNCED, CAUSING SOME EXTRA DAMAGE. THE PLAYER ROLLS THE
  DAMAGE DIE AGAIN FOR THE MONSTER, AND ADDS IT TO THE MONSTERS DAMAGE TOTAL. NOTE THAT IF ANOTHER 1 IS ROLLED,
  THE PLAYER ROLLS AGAIN FOR EXTRA DAMAGE AND SO ON.
  PACK – AT THE START OF EACH COMBAT ROUND EACH MONSTER STILL ALIVE BEYOND THE FIRST ADDS +5 TO ITS AV, FOR
  INSTANCE, IF AN ENCOUNTER HAS 4 MONSTERS STILL ALIVE THEY GET AV+15 WHEN THEY ATTACK, WHEN AN ADVENTURER
  DEALS A PACK DAMAGE, ITS HP IS DEPLETED IN THE ORDER FROM LEFT TO RIGHT AND ANY SURPLUS DAMAGE SPILLS OVER TO
  THE NEXT AND SO ON, FOR INSTANCE, IF AN ADVENTURER FACES A PACK WITH HP 3/2/2 AND HAS JUST DEALT 4 DAMAGE, THE
  LEFT MOST PACK MONSTER IS DEFEATED AND THE SECOND RECEIVES 1 POINT OF DAMAGE AND WILL HAVE THE FOLLOWING HP
  REMAINING 0/1/2. 
  PETRIFY – THE MONSTER HAS THE ABILITY TO TURN AN ADVENTURER INTO A SOLID STONE STATUE FROM WHICH THERE IS
  NO RETURN. IF THE MONSTER ROLLS A NATURAL 1 ON ITS DAMAGE DIE, THE ADVENTURER MUST MAKE AN AVOID PETRIFY TEST.
  IF THE TEST FAILS, THE ADVENTURER CAN USE A LIFE POINT OR A RESURRECTION EFFECT TO NEGATE BEING TURNED TO STONE,
  OTHERWISE THEY WILL MAKE A NICE LIFE-SIZED ORNAMENT FOR THE MONSTERS LAIR AND THEIR ADVENTURE IS NOW OVER.
  AVOID PETRIFY – TEST: INT +20 [S: NO EFFECT] [F: TURNED TO STONE] (AWARE, LUCKY)
  PHASE - THE MONSTER CAN PHASE IN AND OUT OF REALITY MAKING IT A HARD TARGET TO STRIKE, THE CHARACTER
  SUFFERS -10 TO THEIR STR OR DEX WHILST ATTACKING A MONSTER WITH THE PHASE ABILITY.
  POISON - WHEN A MONSTER SCORES A NATURAL 1 ON THEIR DAMAGE DIE, THEY INFECT THE ADVENTURER WITH POISON
  AND THE PLAYER SHADES IN ONE PIP ON THE POISON TRACK OF THE ADVENTURE SHEET, EVEN IF THE MONSTER DOES NOT
  DEAL ANY DAMAGE DURING THE COMBAT ROUND. WHEN THE TIME TRACK IS REFRESHED THE PLAYER MUST ROLL 1D10, IF THE
  RESULT IS EQUAL TO OR LESS THAN THE NUMBER OF POISON PIPS SHADED, THE ADVENTURER SUFFERS HP EQUAL TO THE
  NUMBER OF SHADED PIPS AND THE PLAYER REMOVES 1 PIP FROM THE POISON TRACK.
  RESURRECTION – WHEN THE MONSTER IS KILLED IT MAY RESURRECT AND COME BACK TO LIFE, AFTER KILLING A
  MONSTER WITH RESURRECTION AND BEFORE IT HAS BEEN LOOTED, ROLL 1D10, IF A 1 IS ROLLED IT IMMEDIATELY RETURNS TO
  LIFE WITH FULL HP AND THE ADVENTURER MUST ONCE AGAIN ATTEMPT TO KILL IT.
  REGENERATE – THE MONSTER HAS THE ABILITY TO RESTORE LOST HP, EACH TIME IT ROLL A NATURAL 1 ON THE DAMAGE
  DIE IT WILL RESTORE 2 LOST HP.
  STUN – THE MONSTERS ATTACK MAY CAUSE AN ADVENTURER TO BECOME STUNNED, EACH TIME THE MONSTER DEALS DAMAGE
  TO THE ADVENTURER, THEY MUST MAKE A DAZED TEST.
  DAZED – TEST: STR-15 [S: NO EFFECT] [F: FORFEIT NEXT ATTACK, COMBAT ACTION] (DODGE).
  SURPRISE – THE MONSTER MAY SURPRISE THE ADVENTURER WHEN IT FIRST APPEARS, BEFORE THE FIRST ROUND OF
  COMBAT BEGINS MAKE A SURPRISE TEST.
  SURPRISE – TEST INT-10 [S: NO EFFECT] [F: MONSTER FREE ATTACK] (AWARE).
  WEB – AT THE END OF EACH COMBAT ROUND IN WHICH THE MONSTER IS STILL ALIVE, THE ADVENTURER MAKES AN AVOID
  WEB TEST TO DETERMINE IF THEY WILL GET AN ATTACK, OR MAKE AN COMBAT ACTION NEXT COMBAT ROUND. 
  AVOID WEB – TEST: DEX +20 [S: ATTACK AS NORMAL] [F: FORFEIT ATTACK, COMBAT ACTION] (DODGE)
  PRE-DETERMINED SKILL TESTS
  MONSTER TEST
  CHA
   CHA VALUE
  MODIFIER
  SUB TOTAL
  SKILL/S USED
  SKILL BONUS
  TEST VALUE
  FEAR
  INT
  -10
   =
  BRAVERY
   +
   =
  AVOID FIRE
  DEX
  -5
   =
  DODGE
   +
   =
  AVOID FREEZE
  DEX
   =
  DODGE
   +
   =
  AVOID PETRIFY
  INT
  +20
   =
  AWARE
   +
   =
  LUCKY
   +
  DAZED
  STR
  -15
   =
  DODGE
   +
   =
  SURPRISE
  INT
  -10
   =
  AWARE
   +
   =
  AVOID WEB
  DEX
  20
   =
  DODGE
   +
   =
   59 
  
  BOOK MARKS 1-6
   60 
  
  BOOK MARKS 7-12
   61 
  
  BOOK MARKS 13-18
   62 
  
  A – ARMOUR
  A O
  D100
  SLOT
  ARMOUR TYPE
  ARCANISTS*
  A/S VALUE
  GOLD PIECES
  FIX COST
  1-4
  FEET
  LEATHER BOOTS
   All
  A0
  67gp
  14gp
  5-8
  LEGS
  LEATHER TASSET
   All
  A0
  68gp
  14gp
  9-12
  WAIST
  LEATHER GIRDLE
   All
  A0
  70gp
  14gp
  13-16
  OFF HAND
  BUCKLER SHIELD
  S0
  79gp
  16gp
  17-20
  HANDS
  LEATHER GAUNTLETS
   All
  A0
  73gp
  15gp
  21-24
  ARMS
  LEATHER ARM GUARDS
   All
  A0
  66gp
  14gp
  25-28
  TORSO
  LEATHER CUIRASS
   All
  A0
  78gp
  16gp
  29-32
  BACK
  LEATHER CLOAK
   All
  A0
  67gp
  14gp
  33-36
  HEAD
  LEATHER CAP all
   All
  A0
  75gp
  15gp
  37-39
  FEET
  STUDDED LEATHER SOLLERETS
    Not Esoteric
  A1
  87gp
  18gp
  40-42
  LEGS
  STUDDED LEATHER CHAUSSES
    Not Esoteric
  A1
  89gp
  18gp
  43-45
  WAIST
  STUDDED LEATHER BELT
    Not Esoteric
  A1
  94gp
  19gp
  46-48
  OFF HAND
  TARGE SHIELD
  S1
  123gp
  25gp
  49-51
  HANDS
  STUDDED LEATHER GLOVES
    Not Esoteric
  A1
  97gp
  20gp
  52-54
  ARMS
  STUDDED LEATHER BRACERS
    Not Esoteric
  A1
  83gp
  17gp
  55-56
  TORSO
  STUDDED LEATHER BRIGANDINE
    Not Esoteric
  A1
  123gp
  25gp
  57-58
  BACK
  STUDDED LEATHER CAPE
    Not Esoteric
  A1
  87gp
  18gp
  59-60
  HEAD
  STUDDED LEATHER HELMET
    Not Esoteric
  A1
  104gp
  21gp
  61-62
  FEET
  MAIL SABATONS
  A2
  143gp
  29gp
  63-64
  LEGS
  MAIL CUISSE
  A2
  146gp
  30gp
  65-66
  WAIST
  PADDED MAIL BELT
  A2
  165gp
  33gp
  67-68
  OFF HAND
  HEATER SHIELD
  S2
  189gp
  38gp
  69-70
  HANDS
  MAIL HANDWRAPS
  A2
  167gp
  34gp
  71-72
  ARMS
  MAIL SLEEVES
  A2
  134gp
  27gp
  73-74
  TORSO
  MAIL SHIRT
  A2
  187gp
  38gp
  75-76
  HEAD
  MAIL COIF
  A2
  178gp
  36gp
  77-78
  FEET
  SCALE MAIL BOOT
  A3
  190gp
  38gp
  79-80
  LEGS
  SCALE MAIL POLEYN 
  A3
  236gp
  48gp
  81-82
  WAIST
  SCALE MAIL FAULD
  A3
  243gp
  49gp
  83-84
  OFF HAND
  KITE SHIELD
  S3
  267gp
  54gp
  85-86
  HANDS
  SCALE MAIL GLOVES
  A3
  256gp
  52gp
  87-88
  ARMS
  SCALE MAIL VAMBRACE
  A3
  234gp
  47gp
  89-90
  TORSO
  SCALE MAIL HAUBERK 
  A3
  266gp
  54gp
  91-92
  HEAD
  SCALE MAIL ARMET
  A3
  265gp
  53gp
  93
  FEET
  PLATE MAIL SABATONS
  A4
  287gp
  58gp
  94
  LEGS
  PLATE MAIL GREAVES
  A4
  290gp
  58gp
  95
  WAIST
  PLATE MAIL GIRDLE
  A4
  298gp
  60gp
  96
  OFF HAND
  PAVISE SHIELD
  S4
  467gp
  94gp
  97
  HANDS
  PLATE MAIL MANIFERS
  A4
  367gp
  74gp
  98
  ARMS
  PLATE MAIL BRACERS
  A4
  278gp
  56gp
  99
  TORSO
  PLATE MAIL BREASTPLATE
  A4
  420gp
  84gp
  100
  HEAD
  PLATE MAIL GREAT HELM
  A4
  378gp
  76gp
  * Arcanists are limited on the armour they may wear, see “The Lost Tome Of Extraordinary Rules” for more details.
   63 
  
  B – BOOSTS
  B
  D100
  BOOST EFFECT
  1-5
  STRONGER: a surge of power flows through the adventurers body, add (+5 Str) to the time track.
  6-10
  FASTER: a feeling overwhelms the adventurer with vigilance, add (+5 Dex) to the time track.
  11-15
  WISDOM: thoughts become clearer, add (+5 Int) to the time track.
  16-20
  TOUGHNESS: the adventurers skin thickens and becomes more resilient, add (+1 DEF) to the time track.
  21-25
  MIGHTIER: a feeling of extreme power overwhelms the adventurer, add +1 (DMG) to the time track.
  26-30
  ITEM: lightning strikes the floor, after the smoke clears an item has appeared, roll once on table I – ITEMS.
  31-35
  DOOR OPENS: somewhere in the dungeon a door has been opened, change any door code to (O).
  36-37
  HEAL MINOR WOUNDS: some of the adventurers wounds heal magically, restore up to 3 lost HP.
  38-39
  TREAT DISEASE: remove up to 3 shaded disease pips from the disease track.
  40-41
  TREAT POISON: remove up to 3 shaded poison pips from the poison track.
  42-43
  BLESSED: the adventurer is favoured by the gods, gain 1 fate point.
  44-45
  MEND: an item is magically restored, choose a damaged item and remove 1 shaded pip from its damage track.
  46-47
  ARMOUR: lightning strikes the floor, after the smoke clears some armour has appeared, roll once on table A – ARMOUR.
  48-49
  BRAWN: shade 1 pip on the Str experience track, or 2 pips if the Str experience star is shaded.
  50-51
  NIMBLENESS: shade 1 pip on the Dex experience track, or 2 pips if the Dex experience star is shaded.
  52-53
  WIT: shade 1 pip on the Int experience track, or 2 pips if the Int experience star is shaded.
  54-55
  ADEPT: roll 1d10 for a skill, shade 2 pips on its experience track or 4 pips if its experience star is shaded.
  56-57
  TRANSPORTATION: once during the quest, at the start of any turn, the adventurer may move to any area on the dungeon sheet.
  58-59
  HEAL WOUNDS: some of the adventurers wounds heal magically, restore up to 5 lost HP.
  60
  LEVERS ACTIVATED: somewhere in the dungeon a lever has been activated, shade 1 pip on the lever track.
  61
  CLEANSE POISON: remove up to 5 shaded disease pips from the disease track.
  62
  CLEANSE DISEASE: remove up to 5 shaded poison pips from the poison track.
  63
  FAVOURED: the adventurer is favoured by the gods, gain 2 fate point.
  64
  REPAIR: an item is magically restored, choose a damaged item and remove up to 3 shaded pips from its damage track.
  65
  WEAPON: lightning strikes the floor, after the smoke clears a weapon has appeared, roll once on table W – WEAPON.
  66
  BRAWNIER: shade 2 pips on the Str experience track, or 4 pips if the Str experience star is shaded.
  67
  QUICKNESS: shade 2 pips on the Dex experience track, or 4 pips if the Dex experience star is shaded.
  68
  WISDOM: shade 2 pips on the Int experience track, or 4 pips if the Int experience star is shaded.
  69
  SKILLED: roll 1d10 for a skill, shade 3 pips on its experience track or 6 pips if its experience star is shaded.
  70
  UNDYING: the adventurer is filled with an unstoppable urge to survive, gain 1 life point.
  71
  HEAL ALL WOUNDS: all of the adventurers wounds heal magically, restore all lost HP.
  72
  DESTROY DISEASE: remove all shaded disease pips from the disease track.
  73
  DESTROY POISON: remove all shaded poison pips from the poison track.
  74
  FIXED: an item is magically restored, choose a damaged item and remove all shaded pips from its damage track.
  75
  GODLY AMBIVALENCE: the adventurer is favoured by the gods, gain 3 fate point.
  76
  RICHES: lightning strikes the floor, after the smoke clears a treasure has appeared, roll once on table TA – TREASURE A.
  77
  POWERFUL: shade 3 pips on the Str experience track, or 6 pips if the Str experience star is shaded.
  78
  AGILE: shade 3 pips on the Dex experience track, or 6 pips if the Dex experience star is shaded.
  79
  APTITUDE: shade 3 pips on the Int experience track, or 6 pips if the Int experience star is shaded.
  80
  ACCOMPLISHED: roll 1d10 for a skill, shade 4 pips on its experience track or 8 pips if its experience star is shaded.
  81
  UNFADING: the adventurer is filled with an unstoppable urge to survive, gain 2 life points.
  82
  SPELL: arcane magic etches a spell to the adventurers consciousness,  roll once on table S – SPELLS.
   64 
  
  B – BOOSTS
  B
  D100
  BOOST EFFECT
  83
  TIME REWIND: everything around stops deadly still, the next  you are asked to shade is ignored (do not shade).
  84
  RICHES: lightning strikes the floor, after the smoke clears a treasure has appeared, roll once on table TB – TREASURE B.
  85
  MIGHTY: everything seems less of a burden to the adventurer, add 2 points of primary Str.
  86
  QUICKENING: everything seems abruptly easier to the adventurer, add 2 points of primary Dex.
  87
  SAPIENCE: a sudden awareness surges through the adventurer mind,  add 2 points of primary Int.
  88
  SKILFUL: roll 1d10 and gain +5 skill bonus to the skill rolled (the maximum a skill bonus can be is +20).
  89
  ALMIGHTY BLESSING: the adventurer is favoured by the gods, gain 4 fate point.
  90
  IMMORTAL: the adventurer is filled with an unstoppable urge to survive, gain 3 life point.
  91
  HEALTHINESS: a feeling of overwhelming stamina flows deep inside, add 1 point of primary HP.
  92
  Arcane absorption: one of your equipped items reacts with some remnant magic in the area, first glowing softly in different colours and then 
  brightly red until it is too bright to look at, quickly you thrust it away before it burns your skin and stand back watching it dance with the arcane 
  energy that it is being imbued with, a quiet humming noise fills the air and for a moment you believe you can almost hear chanting, the item 
  begins to vibrate violently on the dungeon floor causing a terrible noise that you are surprised hasn't drawn any unnecessary attention, after a few 
  moments it comes to an abrupt halt and lays still, a soft white glow fades slowly away, you reach down and take up the item feeling its energy 
  ripple through your entire being. choose any item from the adventure sheet and roll once on table L – LEGENDARY to reveal its power and record
  its modifier, replace its gold and fix values with the legend result rolled. 
  93
  TIME CONTROL: everything around stops deadly still, the next 2  you are asked to shade are ignored (do not shade).
  94
  MIGHT: everything seems less of a burden to the adventurer, add 4 points of primary Str.
  95
  DEXTEROUS: everything seems abruptly easier to the adventurer, add 4 points of primary Dex.
  96
  MINDFULNESS: a sudden awareness surges through the adventurer mind, add 4 points of primary Int.
  97
  ACQUISITION: roll 1d10 and gain +10 skill bonus to the skill rolled (the maximum a skill bonus can be is +20).
  98
  ABSOLUTION: warm energy tingles throughout, add 2 points of primary HP.
  99
  RICHES: lightning strikes the floor, after the smoke clears a treasure has appeared, roll once on table TC – TREASURE C.
  100
  DIVINE BLESSING: add 2 points of primary Str, Dex, Int and HP, restore all lost HP, gain 2 fate and 2 life points.
   65 
  
  C – CURSES
  C
  D100
  CURSE EFFECT    If a Curse cannot be applied due to there not being enough of something to lose, use the “otherwise” option.
  1
  DIVINE WRATH:  lose 2 points of primary Str, Dex, Int and HP, lose all but 2 HP, lose 2 fate and 2 life points.
  2
  ARCANE DEVASTATION: shade 4 pips on the damage tracks of all items on the adventure sheet.
  3
  LASTING ILLNESS: a feeling of overwhelming sufferance flows deep inside the adventurer, lose 4 points of primary HP.
  4
  UNSKILLED: roll 1d10 and lose -10 skill bonus to the skill rolled (a skill bonus may be lowered to less than 0).
  5
  CLUELESS: a burst of stupidity surges through the adventurers mind, lose 4 points of primary Int.
  6
  AWKWARD:  the adventurer feels hindered in some way, lose 4 points of primary Dex.
  7
  POWERLESS: everything seems more of a burden, lose 4 points of primary Str.
  8
  STILLING OF TIME: the adventurer is stuck in time [+3], deal with triggered effects in the order they are triggered.
  9
  ARCANE DESTRUCTION: shade 2 pips on the damage tracks of all items on the adventure sheet.
  10
  WORSE FOR WEAR: a feeling of overwhelming sufferance flows deep within, lose 2 points of primary HP.
  11
  ENDING: deadly pain engulfs the adventurer and they scream out in pain, lose 3 life points.
  12
  CUMBERSOME: roll 1d10 and lose -5 skill bonus to the skill rolled (a skill bonus may be lowered to less than 0).
  13
  CLUELESS: a burst of stupidity surges through the adventurers mind, lose 2 points of primary Int.
  14
  AWKWARD: the adventurer feels hindered in some way, lose 2 points of primary Dex.
  15
  POWERLESS: everything seems more of a burden, lose 2 points of primary Str.
  16
  GOLD MISHAP: the adventurers gold pouch bursts and coins scatter to the floor, remove all gold or test gold mishap.
  GOLD MISHAP – test: Int -10 [S: +1 recover ½ gp] [F: +2 recover ½ gp] (Aware, Lucky)
  17
  HALT TIME: the adventurer is stuck in time [+2], deal with triggered effects in the order they are triggered.
  18
  SPELL BLAST: arcane magic muddles the mind, remove the last spell from the spell book.
  19
  DEMISE: deadly pain engulfs the adventurer and they scream out in pain, lose 2 life points.
  20
  UNAVAILING: roll 1d10 and remove 3 shaded pips from the experience track of the skill rolled, otherwise -3 HP.
  21
  MINDLESS: remove 3 shaded pips from the Int experience track, otherwise -3 HP.
  22
  CLUMSY: remove 3 shaded pips from the Dex experience track, otherwise -3 HP.
  23
  WEAKER: remove 3 shaded pips from the Str experience track, otherwise -3 HP.
  24
  MYSTIC STRIKE: a surge of arcane power strikes, make a belt check.
  25
  DIVINE STRIKE: the gods are angered, lose 3 fate points.
  26
  BROKEN: an item begins to dent and tear, roll for location until an item is rolled and shade 4 pips on its damage track.
  27
  POISONED: poison begins to run through the adventurers veins, shade 7 pips on the poison track. 
  28
  PESTILENCE: a sickness overcomes the adventurer, shade 7 pips on the disease track.
  29
  INTENSE DAMAGE: pain engulfs the adventurer and they scream out in sufferance, -4 HP.
  30
  DYING: deadly pain engulfs the adventurer and they scream out in pain, lose 1 life points.
  31
  UNAVAILING: roll 1d10 and remove 2 shaded pips from the experience track of the skill rolled, otherwise -2 HP.
  32
  MINDLESS: remove 2 shaded pips from the Int experience track, otherwise -2 HP.
  33
  CLUMSY: remove 2 shaded pips from the Dex experience track, otherwise -2 HP.
  34
  WEAKER: remove 2 shaded pips from the Int experience track, otherwise -2 HP.
  35
  WEAPON BLAST: arcane forces strike out destroying anything in the main hand weapon slot (remove weapon).
  36
  BREAK: an item begins to dent and tear, roll for location until an item is rolled and shade 3 pips on its damage track.
  37
  ANGRY GODS: the gods are angered, lose 2 fate points.
  38
  POISONED: poison begins to run through the adventurers veins, shade 5 pips on the poison track. 
  39
  PLAGUE: a sickness overcomes the adventurer, shade 5 pips on the disease track.
  40
  LEVERS REACTIVATED: somewhere a lever is reactivated, remove 1 pip on the lever track, otherwise -3 HP.
  41-42
  DAMAGE: pain engulfs the adventurer and they scream out in sufferance, -2 HP.
   66 
  
  C – CURSES
  C
  D100
  CURSE EFFECT    If a Curse cannot be applied due to there not being enough of something to lose, use the “otherwise” option.
  43-44
  TIME FREEZE: the adventurer is stuck in time [+1].
  45-46
  USELESS: roll 1d10 and remove 1 shaded pips from the experience track of the skill rolled, otherwise -1 HP.
  47-48
  WITLESS: remove 1 shaded pip from the Int experience track, otherwise -1 HP.
  49-50
  NIMBLELESS: remove 1 shaded pip from the Dex experience track, otherwise -1 HP.
  51-52
  WEAKENED: remove 1 shaded pip from the Str experience track, otherwise -1 HP.
  53-54
  ARMOUR BLAST: roll for location until armour is rolled, the armour crumbles to dust (remove armour).
  55-56
  BREAK: an item begins to dent and tear, roll for location until an item is rolled and shade 2 pips on its damage track.
  57-58
  DIVINE ANGER: the gods are angered, lose 1 fate point.
  59-60
  POISON: poison begins to run through the adventurers veins, shade 3 pips on the poison track.
  61-62
  DISEASED: a sickness overcomes the adventurer, shade 3 pips on the disease track.
  63-64
  MINOR DAMAGE: pain engulfs the adventurer and they scream out in sufferance, -1 HP.
  65-69
  DOOR SEALED: the last door you opened is magically sealed behind you, change its door code to (M).
  70-74
  DESTROYED: roll for location until an item is rolled, the item crumbles to dust (remove item).
  75-79
  FATIGUED: exhaustion overwhelms the adventurer, add (-1 DMG) to the time track.
  80-84
  VULNERABLE: the adventurer feels weaker, add (-1 DEF) to the time track.
  85-89
  DUMBNESS: thoughts become confusing, add (-5 Int) to the time track.
  90-95
  SLOWER: the adventurer feel weighed down, add (-5 Dex) to the time track.
  96-100 WEAKER: weakness flows through the body, add (-5 Str) to the time track.
   67 
  
  D – DOORS
  D
  D100
  CODE
  DOOR TYPE
  DMG*
  DETAILS
  1-29
  O
  OPEN
  -
  When the handle is turned the door opens
  30-31
  L1
  LOCKED
  14
  The door has been locked with a key (see locked doors below)
  LOCKED DOOR – test: Dex [S: open] [F: -1 pick, +1 ] (Locks)
  32-33
  TL1
  TRAP LOCKED
  13
  The door is trapped and locked tight (see trap locked doors below)
  LOCKED DOOR – test: Dex [S: open] [F: -1 pick, -1 HP, +1 ] (Locks, Traps)
  34-35
  J1
  JAMMED
  11
  The door is rusted or swollen shut and needs to be forced open
  JAMMED DOOR – test: Str [S: open] [F: -1 HP,+1] (Strong)
  36-37
  LV1
  LEVER
  15
  The door is activated by a lever (see lever doors below)
  JAMMED DOOR – test: Str [S: open] [F: -1 HP,+1] (Strong)
  38-39
  T1
  TRAPPED
  12
  The door is closed and trapped (see trapped doors below)
  TRAPPED DOOR – test: Dex [S: open] [F: -1 HP] (Traps)
  40-41
  M
  MAGIC
  40
  The door is magically sealed (see magic doors below)
  42-43
  O
  OPEN
  -
  When the handle is turned the door opens
  44-45
  L2
  LOCKED
  20
  The door has been locked with a key (see locked doors below)
  LOCKED DOOR – test: Dex -5 [S: open] [F: -1 pick, +1 ] (Locks)
  46-47
  TL2
  TRAP LOCKED
  18
  The door is trapped and locked tight (see trap locked doors below)
  LOCKED DOOR – test: Dex -5 [S: open] [F: -1 pick, -1 HP, +1 ] (Locks, Traps)
  48-49
  J2
  JAMMED
  14
  The door is rusted or swollen shut and needs to be forced open
  JAMMED DOOR – test: Str -5 [S: open] [F: -1 HP,+1 ] (Strong)
  50-51
  LV2
  LEVER
  22
  The door is activated by a lever (see lever doors below)
  JAMMED DOOR – test: Str -5 [S: open] [F: -1 HP,+1 ] (Strong)
  52-53
  T2
  TRAPPED
  16
  The door is closed and trapped (see trapped doors below)
  TRAPPED DOOR – test: Dex -5 [S: open] [F: -2 HP] (Traps)
  54-55
  M
  MAGIC
  40
  The door is magically sealed (see magic doors below)
  56-57
  O
  OPEN
  -
  When the handle is turned the door opens
  58-59
  L3
  LOCKED
  26
  The door has been locked with a key (see locked doors below)
  LOCKED DOOR – test: Dex -10 [S: open] [F: -1 pick, +1 ] (Locks)
  60-61
  TL3
  TRAP LOCKED
  23
  The door is trapped and locked tight (see trap locked doors below)
  LOCKED DOOR – test: Dex -10 [S: open] [F: -1 pick, -1 HP,+1 ] (Locks, Traps)
  62-63
  J3
  JAMMED
  17
  The door is rusted or swollen shut and needs to be forced open
  JAMMED DOOR – test: Str -10 [S: open] [F: -1 HP,+1 ] (Strong)
  64-65
  LV3
  LEVER
  29
  The door is activated by a lever (see lever doors below)
  JAMMED DOOR – test: Str -10 [S: open] [F: -1 HP,+1 ] (Strong)
  66-67
  T3
  TRAPPED
  20
  The door has been trapped (see trapped doors below)
  TRAPPED DOOR – test: Dex -10 [S: open] [F: -3 HP] (Traps)
  68-69
  M
  MAGIC
  40
  The door is magically sealed (see magic doors below)
  70-71
  O
  OPEN
  -
  When the handle is turned the door opens
  72-73
  L4
  LOCKED
  32
  The door has been locked with a key (see locked doors below)
  LOCKED DOOR – test: Dex -15 [S: open] [F: -1 pick, +1 ] (Locks)
   68 
  
  D – DOORS
  D
  D100
  CODE
  DOOR TYPE
  DMG*
  DETAILS
  74-75
  TL4
  TRAP LOCKED
  28
  The door is trapped and locked tight (see trap locked doors below)
  LOCKED DOOR – test: Dex -15 [S: open] [F: -1 pick,-1 HP, +1 ] (Locks, Traps)
  76-77
  J4
  JAMMED
  20
  The door is rusted or swollen shut and needs to be forced open
  JAMMED DOOR – test: Str -15 [S: open] [F: -1 HP,+1 ] (Strong)
  78-79
  LV4
  LEVER
  36
  The door is activated by a lever (see lever doors below)
  JAMMED DOOR – test: Str -15 [S: open] [F: -1 HP,+1 ] (Strong)
  80-81
  T4
  TRAPPED
  24
  The door has been trapped (see trapped doors below)
  TRAPPED DOOR – test: Dex -15 [S: open] [F: -4 HP] (Traps)
  82-83
  M
  MAGIC
  40
  The door is magically sealed (see magic doors below)
  84-85
  O
  OPEN
  -
  When the handle is turned the door opens
  86-87
  L5
  LOCKED
  38
  The door has been locked with a key (see locked doors below)
  LOCKED DOOR – test: Dex -20 [S: open] [F: -1 pick, +1 ] (Locks)
  88-89
  TL5
  TRAP LOCKED
  33
  The door is trapped and locked tight (see trap locked doors below)
  LOCKED DOOR – test: Dex -20 [S: open] [F:-1 pick, -1 HP, +1 ] (Locks, Traps)
  90-91
  J5
  JAMMED
  23
  The door is rusted or swollen shut and needs to be forced open
  JAMMED DOOR – test: Str -20 [S: open] [F: -1 HP, +1 ] (Strong)
  92-93
  LV5
  LEVER
  43
  The door is activated by a lever (see lever doors below)
  JAMMED DOOR – test: Str -20 [S: open] [F: -1 HP, +1 ] (Strong)
  94-95
  T5
  TRAPPED
  28
  The door has been trapped (see trapped doors below)
  TRAPPED DOOR – test: Dex -20 [S: open] [F: -5 HP] (Traps)
  96-97
  M
  MAGIC
  40
  The door is magically sealed (see magic doors below)
  98-100
  O
  OPEN
  -
  When the handle is turned the door opens
  * Doors can be destroyed instead of being opened, see “The Dragon Armour” for more details.
  LOCKED DOORS – sometimes in a dungeon the adventurer may find a key and is instructed to shade one pip on the key track. When a locked door is 
  encountered, the player first rolls 1d10 and must score equal to or less than the number of pips shaded on the key track to have found the correct key. If this is
  the case, the door is opened and the player changes the door code to a (O) for open and removes 1 pip from the key track. If the roll is higher, then none of the
  keys fit, and the door is ticked () to show it cannot be checked again for keys. The adventurer now has no other option than to try and pick the lock, and 
  must pass a locked door test in order to open the door. The adventurer must always have at least one pick recorded to their supplies area of their adventure 
  sheet, or they cannot try and pick its lock. Note that when a new pip is shaded to the key track, all ticks from locked door codes are removed from the map.
  TRAP LOCKED DOORS – trap locked doors have been trapped and locked for a reason, and keys to this type of door are not left carelessly laying around
  the dungeon for anyone to find. The adventurer is forced to pass a test in order to pick the lock and avoid setting off the trap. They must have a pick recorded
  to their supplies area of their adventure sheet or they cannot try to pick its lock.
  JAMMED – some doors are rusted or swollen shut and require some persuasion to get them open, and the adventurer has no other choice than to use brute
  force and pass a jammed door test to open the door.
  LEVER – lever doors operate in a similar way to locked doors. Somewhere in the dungeon the adventurer may have found a lever to pull, and by doing so it
  has unlocked a door elsewhere. When a lever door is found the player rolls 1d10. If they roll equal to or less than the number of lever pips shaded on the
  adventurers lever track, the door is opened, the door code is changed to a (O) and they remove one lever pip from their lever track. However, if they roll
  higher, the correct lever to open the door has not yet been activated and the door is ticked () on the map to show it cannot be checked again. It must then be
  opened by passing a jammed door test (see above). Note that when a new pip is shaded to the lever track, all ticks from lever door codes are removed from
  the map.
  TRAPPED – some doors are trapped and will harm the adventurer if the trap is not disabled when they attempt to open the door, so the adventurer must pass
  a trapped door test in order to change its door code to a (O).
  Magic – great sorcerers and shamans sometime seal doors shut in a dungeon with powerful spells, and the only way they can be opened is through the use of
  magic. The adventurer must cast an open magic spell successfully to open these doors from either an open magic scroll or the open magic spell recorded in
  the spell book.
   69 
  
  E – ENCOUNTER
  E
  After rolling for an encounter add the quest modifier before looking up the result.
  D100
  CARD
  MONSTER ENCOUNTERED
  AV
  DEF DMG
  HP
  [K]
  MONSTER ABILITY
  1-10
  1
  GIANT RATS TAME*
  25
  0
  -2
  3/2/2
  Table P2
  Disease, Pack
  11-20
  2
  GIANT BATS TAME*
  25
  0
  -3
  2/3/3
  Table P4
  Fly, Surprise, Pack
  21-25
  3
  GIANT ANTS
  20
  2
  -2
  3/2/3/3
  Table P1
  Pack
  26-30
  4
  GIANT SPIDER TAME*
  30
  2
  -1
  6
  Table P1
  Web
  31-33
  5
  GOBLINOIDS
  25
  0
  -2
  3/3/2
  Table I/W
  Pack
  34-37
  6
  GOBLINS
  25
  1
  -1
  2/3/3
  Table A/I/W
  Pack
  38-41
  7
  GOBLIN ARCHER
  25
  1
  -1
  2/3/3
  Table A/I/W
  Pack, Surprise
  42
  8
  GOBLIN WARLOCK
  30
  1
  -1
  7
  Table I/TA
  Dark Magic
  43-44
  9
  BEAR TAME*
  40
  2
  +0
  10
  Table P2
  45-46
  10
  RATMEN
  30
  2
  +0
  3/3/4
  Table A/I/W
  Pack, Disease
  47
  11
  RATMAN CHAMPION
  40
  2
  +0
  9
  Table A/I/W
  Disease
  48-49
  12
  GOATMAN
  40
  3
  +1
  11
  Table A/I/W
  50-51
  13
  GOATMAN ARCHER
  40
  2
  +1
  9
  Table A/I/W
  Surprise
  52
  14
  GOATMAN PRIEST
  40
  1
  +1
  15
  Table I/TA
  Dark Magic
  53-55
  15
  ZOMBIES C
  35
  0
  +0
  4/4/4/5
   Nothing
  Disease, Pack
  56-57
  16
  TRICKSTERS d
  35
  1
  +0
  3/4/4
  Table I/W+5
  Pack, Surprise, Dark Magic
  58-59
  17
  IMPS d
  35
  1
  +1
  4/4/5/5
  Table P2/I/W+5
  Fire, Pack
  60-61
  18
  ORC
  45
  3
  +1
  10
  Table I/A+10/W+10
  62-65
  19
  ORC ARCHER
  45
  2
  +1
  9
  Table I/A+10/W+10
  Surprise
  66
  20
  SPIDER QUEEN
  40
  3
  +2
  14
  Table P1
  Web, Surprise, Poison
  67
  21
  SKELETON SPIDER C
  45
  4
  +2
  15
  Table P1
  Regenerate, Resurrection, Web, Surprise
  68
  22
  G. VAMPIRE BAT C
  45
  3
  +1
  10
  Table P4
  Fly, Surprise, Phase, Resurrection
  69-70
  23
  GIANT APES TAME*
  40
  2
  +2
  8/8/9
  Table P2
  Pack
  71
  24
  ZOMBIE MASTER C
  50
  1
  +1
  16
  Table TA+10
  Disease
  72
  25
  SKELETON C
  50
  4
  +1
  13
  Table A+15/W+15
  Fear, Regenerate, Resurrection
  73
  26
  GIANT SNAKE TAME*
  55
  3
  +2
  16
  1d100 GP
  Poison
  74
  27
  ORC CHAMPION
  55
  5
  +2
  16
  Table I/A+15/W +15
  75
  28
  GHOUL C
  50
  3
  +3
  18
  Table P2
  Phase, Fear
  76
  29
  WIGHT C
  55
  4
  +3
  20
  Table I/TA+15
  Fly, Fear, Resurrection
  77
  30
  ORC WARLOCK
  50
  4
  +2
  22
  Table I/TA+15
  Dark Magic
  78
  31
  DEMON d
  55
  4
  +2
  20
  Table P2/I/W+15
  Fire
  79
  32
  GHOST C
  60
  4
  +2
  24
  Table TA+15
  Death Touch, Ethereal, Fear
  80
  33
  VAMPIRE C
  65
  5
  +3
  25
  Table I/W+15/TA+15
  Dark Magic, Fly, Phase, Resurrection
  81
  34
  WRAITH C
  60
  4
  +3
  28
  Table TB
  Death Touch, Ethereal, Fear
  82
  35
  NECROMANCER
  60
  5
  +2
  25
  Table I/W+20/TB
  Dark Magic, Regenerate, Resurrection
  83
  36
  DEMON LORD d
  55
  4
  +2
  29
  Table P2/I/W+20/TB
  Fire, Large, Fear, Fly
  84
  37
  OGRE
  60
  5
  +3
  30
  Table P2/TB+5
  Fear, Large
  85
  38
  MINOTAUR
  65
  6
  +3
  33
  Table P2/TB+5
  Fear, Large
  86
  39
  GIANT
  65
  6
  +4
  35
  Table P2/TB+10
  Fear, Large, Stun
  87
  40
  TROLL
  60
  5
  +3
  36
  Table P2/TB+10
  Large, Fear, Regenerate
  88
  41
  EVIL WARLOCK
  65
  6
  +3
  34
  Table TB+15
  Dark Magic
  89
  42
  LICH LORD C
  70
  7
  +3
  35
  Table I/W+20/TB+15
  Dark Magic, Regenerate, Resurrection
   70 
  
  E – ENCOUNTER
  E
  After rolling for an encounter add the quest modifier before looking up the result.
  D100
  CARD
  MONSTER ENCOUNTERED
  AV
  DEF DMG
  HP
  [K]
  MONSTER ABILITY
  90
  43
  GARGOYLE d
  65
  7
  +3
  38
  Table P2/TB+20
  Fear, Stun
  91
  44
  WYRM
  70
  6
  +4
  40
  Table P3/TC
  Fear, Attacks 2,  Large
  92
  45
  FIRE WYRM
  75
  7
  +4
  42
  Table P3/TC
  Fire, Fear, Attacks 2,  Large
  93
  46
  FROST WYRM
  75
  7
  +4
  45
  Table P3/TC
  Freeze, Fear, Attacks 2,  Large
  94
  47
  WHITE DRAGON
  80
  7
  +5
  47
  Table P4/TC+5
  Fly, Fear, Attacks 2, Large
  95
  48
  GREEN DRAGON
  80
  8
  +5
  49
  Table P4/TC+5
  Poison, Fly, Fear, Attacks 2, Large
  96
  49
  RED DRAGON
  85
  8
  +5
  44
  Table P4/TC+10
  Fire, Fly, Fear, Attacks 2, Large
  97
  50
  BLUE DRAGON
  80
  7
  +5
  45
  Table P4/TC+10
  Freeze, Fly, Fear, Attacks 2, Large
  98
  51
  BLACK DRAGON
  85
  8
  +5
  47
  Table P4/TC+15
  Dark Magic, Fly, Fear, Attacks 2, Large
  99
  52
  SKELETON DRAGON C
  90
  9
  +6
  48
  Table P4/TC+15
  Ethereal, Fly, Fear, Attacks 2, Large
  100
  53
  GOLDEN DRAGON
  90
  9
  +6
  50
  Table P4/TC+20
  Fire, Fly, Fear, Attacks 2, Large, Stun
  * Some monsters can be tamed and help the adventurer during quests, see “The Lost Tome Of Extraordinary Rules” for more details.
  EA – ENCOUNTER A
  EA
  After rolling for an encounter add the quest modifier before looking up the result.
  D100
  CARD
  MONSTER ENCOUNTERED
  AV
  DEF DMG
  HP
  [K]
  MONSTER ABILITY
  1-10
  1
  GIANT OOZES
  20
  0
  -3
  3/3/2/2
  1d10 GP
  Pack, Web (Sticky Ooze), Regenerate
  11-20
  2
  HOBGOBLINS
  25
  1
  -2
  4/4/3
  Table I/W
  Pack
  21-25
  3
  LIZARDMAN
  25
  1
  -1
  6
  Table A/I/W
  Poison
  26-30
  4
  LIZARDMAN ROCK SLINGER
  25
  1
  -1
  6
  Table A/I/W
  Poison, Surprise
  31-33
  5
  REVENANT ELF ARCHER C
  30
  0
  +0
  5
  Table A/W
  Surprise, Fear
  34-37
  6
  REVENANT DWARF C
  30
  1
  +0
  5
  Table A/W
  Fear
  38-41
  7
  REVENANT ELF CHAMPION C
  30
  0
  +0
  6
  Table A/W
  Surprise, Fear
  42
  8
  REVEN. DWARF CHAMPION C
  30
  1
  +0
  6
  Table A/W
  Fear
  43-44
  9
  MOUNTAIN LIONS TAME*
  35
  0
  +1
  5/5/4
  Table P3
  Pack, Leap*
  45-46
  10
  BEASTMAN
  35
  1
  +1
  8
  Table A/I/W
  Frenzy*
  47
  11
  BEASTMAN ARCHER
  35
  2
  +1
  10
  Table A/I/W
  Frenzy*
  48-49
  12
  GIANT BOAR TAME*
  40
  1
  +2
  12
  Table P3
  50-51
  13
  GIANT MOTH TAME*
  40
  2
  +2
  8
  2d10 GP
  Fly
  52
  14
  CENTAUR
  45
  2
  +1
  8
  Table A/I/W
  53-55
  15
  GIANT WASPS TAME*
  40
  1
  +0
  5/5/3/3
  Table P1
  Pack, Stun, Fly
  56-57
  16
  GIANT CENTIPEDE
  45
  2
  +2
  8
  Table P1
  Poison
  58-59
  17
  SUCCUBUS d
  40
  1
  +1
  12
  Table P4/I/W
  Fly, Dark Magic
  60-61
  18
  GIANT CRAB TAME*
  45
  3
  +2
  10
  Table P1
  62-65
  19
  DIRE WOLVES TAME*
  40
  2
  +1
  6/5/5/5
  Table P3
  Pack, Leap*
  66
  20
  BEASTMAN CHAMPION
  40
  2
  +1
  16
  Table A+10/I/W+10
  Frenzy*
  67
  21
  CENTAUR CHAMPION
  45
  3
  +2
  16
  Table A+10/I/W+10
  68
  22
  VALKYRIES 
  50
  2
  +1
  12
  Table A+15/I/W+15
  Fly
  69-70
  23
  DOPPELGÄNGER
  -
  -
  -
  14
  Table TA
  Doppelgänger*
  71
  24
  WEREWOLVES C
  45
  1
  +2
  7/7/6
  Table P2/TA
  Pack, Leap*, Frenzy*
  72
  25
  BEASTMAN WITCH
  45
  2
  +1
  16
  Table A+15/I/W+15
  Frenzy*, Dark Magic
  73
  26
  GIANT SCORPION TAME*
  55
  4
  +2
  15
  Table P1
  Poison, Leap, Stun 
   71 
  
  EA – ENCOUNTER A
  EA
  After rolling for an encounter add the quest modifier before looking up the result.
  D100
  CARD
  MONSTER ENCOUNTERED
  AV
  DEF DMG
  HP
  [K]
  MONSTER ABILITY
  74
  27
  SHADE C
  60
  4
  +1
  15
  Table TA+10
  Death Touch, Ethereal, Fear
  75
  28
  HELL HOUNDS d TAME*
  55
  2
  +3
  6/6/5
  Table P3/TA+10
  Pack, Leap
  76
  29
  SIREN d
  55
  3
  +3
  18
  Table I/W/TA+10
  Dark Magic
  77
  30
  BANSHEE C
  50
  4
  +2
  24
  Table TA+15
  Death Touch, Ethereal, Fear
  78
  31
  WENDIGO d
  55
  4
  +3
  22
  Table TA+15
  Fear
  79
  32
  BASILISK
  60
  4
  +3
  24
  Table P3/TA+15
  Petrify, Poison, Fear
  80
  33
  SPHINX 
  65
  4
  +4
  25
  Table P3/TA+20
  Dark Magic
  81
  34
  GRIFFON TAME*
  60
  3
  +3
  30
  Table P4/TB
  Fly, Fear
  82
  35
  GIANT ROC
  65
  3
  +4
  28
  Table P4/TB
  Fly, Fear
  83
  36
  MUMMY C
  55
  3
  +5
  30
  Table TB
  Fear, Disease, Regenerate
  84
  37
  HARPY
  65
  5
  +4
  28
  Table P4/TB+5
  Fly, Dark Magic
  85
  38
  CYCLOPS
  65
  5
  +3
  35
  Table P2/TB+5
  Fear, Large, Stun
  86
  39
  STONE GOLEM
  60
  6
  +5
  35
  Table P2/TB+10
  Large, Stun
  87
  40
  MANTICORE
  65
  4
  +3
  37
  Table P4/TB+10
  Fear, Large, Poison
  88
  41
  CERBERUS d
  60
  5
  +4
  10/10/10
  Table P3/TB+15
  Pack (Heads), Fear
  89
  42
  COCKATRICE
  65
  6
  +3
  40
  Table P4/TB+15
  Petrify, Fear
  90
  43
  FIRE ELEMENTAL
  65
  7
  +4
  39
  Table P2/TB+20
  Fire, Large, Ethereal (Fire)
  91
  44
  CHIMERA
  70
  6
  +5
  40
  Table P4/TC
  Fly, Attacks 2, Fire, Fear
  92
  45
  ECHIDNA d
  75
  6
  +5
  38
  Table TC+5
  Petrify, Poison, Fear
  93
  46
  LAMIA d
  75
  7
  +5
  44
  Table TC+5
  Dark Magic, Poison, Fear
  94
  47
  VAMPIRE LORD C
  75
  7
  +4
  48
  Table A+20/I/W+40
  Dark Magic, Fly, Phase, Resurrection
  95
  48
  WYVERN
  80
  8
  +6
  50
  Table P4/TC+10
  Fire, Fly, Fear, Attacks 2, Large
  96
  49
  NEMEAN LIONS 
  75
  7
  +6
  22/20
  Table P3/TC+10
  Pack, Leap, Fear
  97
  50
  TITAN
  85
  7
  +7
  46
  Table P2/TC+15
  Fear, Large, Stun
  98
  51
  MEDUSA d
  90
  7
  +6
  47
  Table P2/TC+15
  Petrify, Poison, Fear
  99
  52
  HYDRA d
  70
  8
  +6
  10/9/9/8/8/8/7
  Table P3/TC+20
  Pack, Large, Fear, Fire, Allies 7
  100
  53
  PHOENIX
  95
  9
  +7
  55
  Table P4+90/TC+20
  Fire, Fly, Fear, Large, Resurrection
  * Some monsters can be tamed and help the adventurer during quests, see “The Lost Tome Of Extraordinary Rules” for more details.
   72 
  
  F – FIND
  F
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  1-5
  +2
  The adventurer moves away some junk and hears a click, a trap is triggered, roll 1d10 on table G – GEOGRAPHIC.
  6-10
  +2
  A monster is hiding and jumps out from the shadows to attack the adventurer, roll on table E – ENCOUNTER, the monster has (surprise).
  11-15
  +2
  Moving through some of the rubbish strewn about the floor a small snake lashes out and bites the adventurers hand injecting its venom
  into a vein, shade in two pips on the poison track.
  16-20
  +1
  Searching through some of the larger heaps of debris, the adventurer abruptly stops, realising the pile is made up of diseased and rotting
  corpses, shade in 2 pips on disease track.
  21-25
  +1
  Whilst searching around, a piece of equipment gets caught in a crevice of the dungeon wall, the adventurer carefully prises it free, but it
  has suffered some damage, roll 1d10 for location until an item is rolled and shade in 1 pip on its damage track.
  26-30
  +1
  Climbing over some fallen rocks the adventurer accidentally stumbles and falls landing on their side, make a belt check.
  31-35
  +1
  Searching for some considerable time the adventurer finds nothing of any real value.
  36-40
  +1
  After a lot of digging through little more than junk, the adventurer eventfully wipes away the dirt to reveal something of value, roll on
  table I – ITEMS.
  41-45
  +1
  This area is dank and foul smelling, which is no surprise when a tomb is found hidden behind some fallen rocks, the tomb can be opened
  (optional) by rolling 1d10 on the table below and adding +1  to the time track, add “Tomb F41” to the dungeon sheet and mark it with a
   if you decide to open it.
  1
  Empty apart from some strange blue beetles that are using the tomb as a nest.
  2-4
  A fresh corpse holding a bag of gold (+1d100 gp).
  5-10
  A skeleton clutching a treasure, roll on table TA – TREASURE A -15.
   
  46-50
  +1
  Hidden and wedged in part of the dungeon wall is a magic scroll (200gp),  roll once on table S – SPELLS, add “scroll of” before the spells
  name and add it to the adventure sheet.
  51-55
  +1
  Something catches the eye and the adventurer find something useful, roll on table N – NEEDED.
  56-60
  +1
  Moving away some rubble a weapon is revealed, roll on table W – WEAPONS.
  61-65
  +1
  Searching some junk a torn page from a spell book is found, it is a little crumbled but the spell is still intact, roll on table S – SPELLS and
  add the result to the spell book.
  66-70
  +1
  Behind a badly hung curtain a small lever is found, after it is pulled a far off rumble can be heard, shade 1 pip on the lever track.
  71-75
  +0
  Shifting through some debris a piece of armour is revealed, roll on table A – ARMOUR +15.
  76-80
  +0
  The adventurer has found a secret tunnel, add the tunnel to the dungeon sheet by making a thin exit through one of the rock faces from the
  adventurers current area, to the middle section of an adjacent mapped or unmapped area and mark the tunnel with an S (=S=), movement
  between the two areas is now permitted.
  81-85
  +0
  This part of the dungeon was once a library, most of the books are missing now but a quick scan reveals a spell book with two spells
  written inside, roll twice on table S – SPELLS and add the results to the spell book.
  86-90
  +0
  Behind a broken cupboard a hole is found carved into the dungeon wall, peering inside the adventurer finds a treasure, roll on table TA –
  TREASURE A.
  91-95
  +0
  Moving a large mouldy carpet from part of the dungeon floor, the adventurer finds it was covering a recessed panel, prising it away reveals
  a treasure laying in a roughly carved out hollow, roll on table TB – TREASURE B -15.
  96-100
  +0
  Shifting through the rubbish strewn about the floor the adventurer is startled to find a skeleton, it has been a good source of nourishment
  for the small insects and rats that inhabit the dungeon, a quick search reveals the poor chap had very little at the time of his death, that is all
  apart from this magnificent treasure, roll on table TC – TREASURE C -15.
   73 
  
  FA – FIND A
  FA
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  1
  +2
  The adventurer steps in to a pool of sacrificial blood by mistake, and the residual of its magic has a strange effect, roll on table C – Curses -
  15 and apply the result.
  2
  +2
  A small arcane creature is disturbed as the adventurer searches its lair. Annoyed it casts a powerful spell targeting the adventurer before
  running away and hiding in the shadows. Roll on table C – Curses -10 and apply the result.
  3
  +2
  Erroneously the adventurer steps in to a strange circle that has been etched on to the dungeon floor, and then something strange and
  untoward happens. Roll on table C – Curses -5.
  4
  +2
  The adventurer climbs on to a rock to investigate a pool of red glowing liquid. Suddenly it gives way and they tumble head first in to the pool
  and unavoidably gulp down some of its liquid. Roll on table C – Curses.
  5
  +2
  Moving some rocks, the adventurer disturbs a nest of strangle looking purple beetles. Thousands spread out across the dungeon floor and
  they scrabble away from the light, searching for darkness. They bite the adventurer and anything else that gets in their way. Roll on table C
  – Curses +5
  6
  +2
  Climbing through a small hole to another part of the dungeon area, a large rock slides down and crushes the adventurer. Roll 1d6+2 for the
  damage suffered, and 1d10 for the location struck, and apply the locations damage modifier. Any armour at the location will reduce the
  damage caused, and up to 2 points may be deflected to the items damage track.
  7
  +2
  Two monsters are waiting in the shadows and are ready to ambush the adventurer as they pass by. Roll on the encounter table and
  apply the quests modifier to determine the monsters that will attack. Then double its HP value (i.e. A monster with 7 HP has 14, or a
  pack with 2/3/3 HP’s has 4/6/6). The monster gains the abilities “Attacks 2”, and “Surprise”.
  8
  +2
  The adventurer moves away some junk and hears a click. A trap is triggered, roll 1d10 on table G – Geographic.
  9
  +2
  Turning a corner, the adventurer bumps in to a halfling, who like them are exploring the dungeon. For a while they chat about their
  discoveries and share stories of past quests. After a few hours, they bid each other farewell, and it is not long after that the adventurer
  realises they have been robbed. Number each row of the backpack on the adventure sheet that are for items with a damage track from 1 to
  10. Then roll 1d10 until an item is rolled. This is the item that has been stolen, and is removed from the adventure sheet. If the adventurer
  does not have any items in their backpack when they are robbed, 4d100 gp is missing instead, and the player removes the gold from the
  adventure sheet.
  10
  +2
  Kneeling down to investigate a small opening in the dungeon floor, the adventurers money pouch falls open and some of their gold is lost
  as it disappears out of reach through the hole. Deduct ½ of the adventurers gold rounding up.
  11
  +2
  The adventurer stumbles on some loose rocks underfoot and falls forward. They reach out for anything to break their fall, and end up
  taking hold of a rotting corpse that has been pinned to the dungeon wall by a spear trap. Its head rolls off and bounces on the floor as it is
  ripped from the spears by the adventurers weight. They both land in a heap on the dungeon floor. Shade in 4 pips on the disease track.
  12
  +2
  On top of a natural shelf that has formed in the rock-face of the dungeon wall, the adventurer spots a glint of metal and decides to
  investigate further. Jumping for the ledge, they stumble, falling backwards in to a hollow. Roll 1d6 for the damage suffered, and 1d10 for
  the location struck, and apply the locations damage modifier. Any armour at the location will reduce the damage caused, and up to 2 points
  may be deflected to the items damage track.
  13
  +2
  Hanging from the dungeon ceiling is a crows cage. Peering up, the adventurer spots a face staring back at them from behind the iron bars, and
  then a voice calls out to help them down. The adventurer winds the wooden handle and lowers the cage down to the dungeon floor and
  manages to open the lock. For a few moments the captive thanks them for their release and shakes their hand before leaving and disappearing
  in to the shadows. It is not long afterwards that the adventurer realises they have been robbed. Number each row of the backpack on the
  adventure sheet that are for items without a damage track from 2 to 16. Then roll 1d6+1d10 until an item is rolled. This is the item that has
  been stolen, and it is removed from the adventure sheet. If the adventurer does not have any items in their backpack when they are robbed,
  2d100 gp is missing instead, and the player removes the gold from the adventure sheet.
  14
  +2
  Carefully the adventurer begins their search of the area, and unavoidably sets off a trap. Skilfully they manage to avoid  harm, but a piece
  of their equipment is heavily damaged. Roll 1d10 for location until an item is rolled and shade in 3 pips on its damage track.
  15
  +2
  Searching through some of the larger heaps of debris, the adventurer abruptly stops, realising the pile is made up of diseased and rotting
  corpses. Shade 2 pips on the disease track.
  16
  +1
  A soft glowing light at the centre of the area draws the adventurer to investigate. When they step in to the light, the floor gives way and
  they tumble in to a shallow pit filled with snakes. Shade in 4 pips on the poison track.
  17
  +1
  Moving through some of the rubbish strewn about the floor a small snake lashes out and bites the adventurers hand, injecting its venom in
  to a vein. Shade in 2 pips on the poison track.
  18
  +1
  The adventurer spots a pile of rocks reflecting a sparkling vein of gold ore and heads over to take a closer look. Whilst searching the
  pile, a small scorpion is disturbed and its tail lashes out, striking the adventures hand. Shade in 1 pip on the poison track.
  19
  +1
  Bending over a ridge and stretching to reach a pile of rags, the adventurer grabs hold of a rotting skull by mistake and its diseased flesh
  infects them. Shade in 1 pips on disease track.
  20
  +1
  A monster is hiding in the shadows and jumps out attacking the adventurer. Roll on the encounter table and apply the quests modifier to
  determine the monsters that will attack; it gains the “Surprise” ability.
   74 
  
  FA – FIND A
  FA
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  21
  +1
  Whilst searching around, a piece of equipment gets caught in a crevice of the dungeon wall. The adventurer carefully prises it free,
  but it has suffered some damage. Roll 1d10 for location until an item is rolled and shade in 2 pips on its damage track.
  22
  +1
  Whilst squeezing through a narrow crevice, a piece of equipment gets stuck and is damaged when it is carefully prised free. Roll 1d10 for
  location until an item is rolled and shade in 1 pip on its damage track.
  23
  +1
  Stepping between two tall rocks, some loose stones fall from above, narrowly missing the adventures head but striking their 
  backpack. If there is any Oil recorded in the supplies area of the adventure sheet, some of the flasks have been split open and their 
  oil is spilling out onto the dungeon floor. Remove 2 oil from the adventure sheet (if you don’t have the required number, you must 
  remove all you have).
  24
  +1
  as the adventurer passes around a large boulder, an orc sentry moves out of the shadows and approaches, and the adventurer has no choice
  but to encounter the orc.
  ORC – AV:45 DEF:3 DMG:+1 HP:10 [K:Table I/A+10/W+10]
  25
  +1
  The area being searched is soon waterlogged, and the adventurer finds they are often searching up to their neck in the filthy water. Its
  murky surface could be hiding anything, and the adventurer returns back to a dryer part of the dungeon. However, after a quick check on
  their supplies, it reveals that if they have any food, some has been spoilt. Remove 2 food  from the adventure sheet (if you don’t have the
  required number, you must remove all you have).
  26
  +1
  Climbing over some fallen rocks, the adventurer accidentally stumbles and falls landing on their side. Make a belt check.
  27
  +1
  Whilst exploring a small cave entrance, the adventurer disturbs a large colony of bats, and in a blind panic they fly out in their hundreds
  knocking the adventurer over and on to their back. Cursing for not being more careful, the adventurer finds one of their flasks of oil (if
  they have one) has split open and is draining through their pack onto the dungeon floor. Remove 1 oil from the adventure sheet.
  28
  +1
  Bending down to search a crevasse, the pouch containing the adventurers lock picks pops open, and (if they have any) some fall down the
  hole they were searching. Remove 4 picks from the adventure sheet (if you don’t have the required number, you must remove all you
  have).
  29
  +1
  Stepping through a small hole, the adventurer uncovers a hidden part of the dungeon, and begins climbing up a long rocky staircase to a
  wide ledge. About halfway up a face appears from over the edge, and then an onslaught of arrows begins whistling past their head.
  Surprised and completely exposed on the staircase, the adventurer has no choice but to encounter their aggressor.
  GOATMAN ARCHER – AV:40 DEF:2 DMG:+1 HP:9 [K:Table A/I/W] (Surprise)
  30
  +1
  The adventurer stumbles upon some fresh mushrooms and picks a handful to enjoy later. After a few minutes a strange odour begins to
  emit form their pack, and they find the mushrooms have contaminated their food supplies. Remove 1 food from the adventure sheet.
  31
  +1
  After a more extensive search, the adventurer discovers something from the Geographic table. Roll on table G – Geographic to reveal what
  is found.
  32
  +1
  Stepping through in to a hidden chamber, the adventurer disturbs a very large bear. Its huge paws swipe out and the adventurer dives for
  cover. The bear roars and moves trapping the adventurer inside its den. The adventurer has no choice but to encounter the beast. 
  BEAR – AV:40 DEF:2 DMG:+0 HP:10 [K:Table P2]
  33
  +1
  Under an empty barrel, the adventurer finds a small metal hatch set in the dungeon floor that someone was trying to hide. Tugging at its
  handle, it won’t budge, and an arcane rune of protection etched in to its surface prevents it from being opened with magic. A small keyhole
  entices the adventurer with an option to try picking its lock, and they kneel down and begin. If they have any, they insert a pick, and when
  it breaks, they try again. This time the pick wedges in the mechanism before it snaps. Now unable to remove the broken pick the
  adventurer has no choice but to give up. Remove 2 picks from the adventure sheet (if you don’t have the required number, you must
  remove all you have).
  34
  +1
  Several goblin sentries are moving through the area and one spots the adventurer. It is not long before they have them completely
  surrounded and with no other option the fight begins.
  GOBLINS – AV:25 DEF:1 DMG:-1 HP:2/3/3 [K:Table A/I/W] (Pack)
   75 
  
  FA – FIND A
  FA
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  35
  +1
  Searching behind a small boulder, the adventurer finds a glass bottle containing a strange liquid that glistens in a multitude of colours as it
  swirls around inside. Add Mystical Potion (FA35) (30gp) to the adventurer sheet. 
  When the adventurer plucks up the courage to drink the liquid, the player 1d10 rolls on the table below to find out the potions effect. All of
  the potions effects will linger until they have been used up by the game or the current quest comes to an end. For instance, if an adventurer
  has drunk 3 potions, with the following effects – “Gain +3 Str to next Str test”, “Restore 4 lost HP”, and “Remove 2 shaded pips from the
  poison track”. They would be applied as follows.
  The first potion’s effect will linger until the adventurer needs to perform a test involving Str. The second potion will instantly restore 4 HP
  if it can, however if the adventurer hasn’t lost 4 or more HP at the time the potion is drunk, its effect will wait until they have. Note, all 4
  HP must be restored to the adventurer at the same time. Lastly, the third potion will react in the same way as the second potion does. It will
  either allow the adventurer to remove 2 pips shaded on their poison track immediately, or wait until the adventurer’s poison track has at
  least 2 shaded pips before its effect is triggerd and uses up its effect. 
  Potion effects also stack, and are used up together when they are triggered. For instance, if two “Gain +3 Int to next Int test” potions are
  drunk at the same time; the next time the adventurer performs a test, they will gain +6 to Int. Effects that are stacking in this way cannot be
  used up separately, and as soon as the game can trigger the potions effect it will do so, and at its full potency.
  1
  ITS POISON – SHADE 2 PIPS ON THE POISON TRACK.
  6
  GAIN +1 DEF ON MONSTERS NEXT DAMAGE ROLL.
  2
  GAIN +1 TO NEXT DAMAGE ROLL.
  7
  REMOVE 2 SHADED PIPS FROM THE POISON TRACK.
  3
  GAIN +3 STR TO NEXT STR TEST.
  8
  RESTORE 4 LOST HP.
  4
  GAIN +3 DEX TO NEXT DEX TEST.
  9
  REMOVE 2 SHADED PIPS FROM THE DISEASE TRACK.
  5
  GAIN +3 INT TO NEXT INT TEST.
  10
  GAIN +10 TO NEXT D100 ON A [K] REWARD TABLE.
    
  36
  +1
  Dangling from a long silky thread, the adventurer encounters an arachnid. Its glowing eyes penetrate the soul and then it attacks with
  lightning speed. The adventurer must encounter the Giant Spider.
  GIANT SPIDER – AV:30 DEF:2 DMG:-1 HP:6 [K: Table P1] (Web)
  37
  +1
  Searching behind a large boulder, the adventurer finds a glass bottle containing a strange liquid that glistens in a multitude of colours as it swirls
  around inside. Add Mystical Potion (FA-37) (60gp) to the adventurer sheet. See FA35 for details of how mystical potions work in the game.
  1
  ITS POISON – SHADE 4 PIPS ON THE POISON TRACK.
  6
  GAIN +2 DEF ON MONSTERS NEXT DAMAGE ROLL.
  2
  GAIN +2 TO NEXT DAMAGE ROLL.
  7
  REMOVE 4 SHADED PIPS FROM THE POISON TRACK.
  3
  GAIN +5 STR TO NEXT STR TEST.
  8
  RESTORE 8 LOST HP.
  4
  GAIN +5 DEX TO NEXT DEX TEST.
  9
  REMOVE 4 SHADED PIPS FROM THE DISEASE TRACK.
  5
  GAIN +5 INT TO NEXT INT TEST.
  10 GAIN +20 TO NEXT D100 ON A [K] REWARD TABLE.
   
  38
  +1
  Searching for some considerable time the adventurer finds nothing of any real value.
  39
  +1
  A wooden door is laying in pieces on the dungeon floor. Upon inspection it appears to have been ripped from its hinges by something very
  strong. A worn key is still in its lock but it doesn’t seem to operate the mechanism and is probably why the door was torn off.  If the
  adventurer takes the key, shade in one pip on the key track and add “Worn Key (8gp)” to the adventure sheet. 
  40
  +1
  After a lot of digging through little more than junk, the adventurer wipes away the dirt to reveal something of value, roll on table I – Items
  and add the result to the adventure sheet, if they want to keep it.
  41
  +1
  This area is dank and foul smelling, which is no surprise when a tomb is found hidden behind some fallen rocks. The tomb can be opened
  (optional) by rolling 1d10 on the table below and adding +1  to the time track. Add “Tomb FA41” to the dungeon sheet and mark it with
  a  if you decide to open it.
  1
  Empty apart from some strange blue beetles that are using the tomb as a nest.
  2-4
  A fresh corpse holding a bag of gold (+1d100 gp).
  5-10
  A Skeleton clutching a Treasure, roll on table TA – Treasure A -15.
   
  42
  +1
  Behind a large boulder the adventurer finds a small lever. However, when it is pulled nothing appears to happen. A small spider brazenly emerges
  from deep within the mechanism and looks up at the adventurer before it scurries off in to the darkness. Shade 1 pip on the lever track.
  43
  +1
  Laying in the middle of the dungeon floor is a rusty key.  If the adventurer takes the key, shade in one pip on the key track and add “Rusty
  Key (20gp)” to the adventure sheet. 
   76 
  
  FA – FIND A
  FA
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  44
  +1
  Behind a stone pillar someone has stashed a backpack. Roll on table I – Items +5 to discover what it contains, and if the adventurer keeps
  its contents add the result to the adventure sheet.
  45
  +1
  A corpse has been propped up against the dungeon wall, and been pinned in place with nails through its palms. Carefully the adventurer
  prises one free, and the corpse swings to one side revealing a hidden lever. The lever’s handle is stuck solid, but after a small amount of
  lantern oil has been applied, it slides freely. Shade 1 pip on the lever track.
  46
  +1
  Hanging high near the ceiling is a net filled with the remains of an adventurer that fell foul to this unsuspecting trap. Carefully the
  adventurer cuts the rope holding them up, and then winces from the sound as it crashes to the dungeon floor. Fearing it may have alerted
  something untoward, they hastily search the remains for anything of value. Roll on table I – Items +10, and if the adventurer decides to
  take what is found add the result to the adventure sheet.
  47
  +1
  The adventurer comes across a treasure chest that has already been looted. Peering inside they confirm it is empty, but on closer inspection
  discover a secret compartment containing an iron key.  If the adventurer takes the key, shade in one pip on the key track and add “Iron Key
  (30gp)” to the adventure sheet. 
  48
  +1
  Hidden under a loose stone in the dungeon floor, the adventurer find a small pouch of gems worth 40gp. If the adventure takes the pouch,
  add 40gp to the adventure sheet.
  49
  +1
  Against a broken pillar, the adventurer stumbles upon the corpse, a small humanoid creature. It has clearly been dead for many years and
  all its flesh has rotted away. Hanging around its neck is a bone key. At one time the key would have rested against its chest, but now it
  dangles inside its rib cage. If the adventurer takes the key shade in one pip on the key track and add “Bone Key (42gp)” to the adventure
  sheet. 
  50
  +1
  Casually the adventurer begins searching one of the walls and notices a glint of something shiny behind a small rock that has been poked
  in to a hole. Excitedly they remove the rock to reveal a silver key. If the adventurer takes the key shade in one pip on the key track and add
  “Silver Key (50gp)” to the adventure sheet. 
  51
  +1
  Tired from all the searching, the adventurer leans for a moment against a large rock, but stumbles as it slides backwards a few inches.
  Investigating further, reveals the boulder has been mounted on a small track, and with a little effort it is moved enough to reveal a hidden
  compartment below. Roll on table I – Items +15 to see what is found inside, and add the result to the adventure sheet if it is taken.
  52
  +1
  Behind a badly hung curtain a small lever, and after it is pulled a far off rumble can be heard. Shade 1 pip on the lever track.
  53
  +1
  Along a badly carved road that runs through the area, the adventurer spots a small leather pouch laying on the ground. Everything about
  the scene is alarming them that this could be an ambush, but after a few moments straining to see in to the darkness, they feel it is safe to
  approach and pick up the pouch. Furtively they head off and find a safer area to reveal its contents. It contains a golden key. If the
  adventurer takes the key shade in one pip on the key track and add “Golden Key (110 gp)” to the adventure sheet.
  54
  +1
  Hidden in a recess cut out in to the dungeon wall, the adventurer finds something useful. Roll on table N – Needed,  and add the result to
  the adventure sheet if it is taken.
  55
  +1
  Laying face down in the dirt is the skeleton of a small goblin. Its flesh has long ago been stripped clean down to its bones, probably by the
  insects and scavengers that frequent the dungeon. Searching its body reveals that it was probably once a sentry from a bygone age, and its
  only possession of interest, is a set of rusty keys hanging from an equally rusty hoop. If the adventurer takes the hoop of keys, shade in
  three pips on the key track and add “Hoop of Keys (80gp)” to the adventure sheet. 
  56
  +1
  As the adventurer turns a corner, they almost tumble to the floor, tripping over something at their feet. Kneeling down to investigate they
  find a small pack laying partly open and revealing an item that may be useful. Roll on table N – Needed +5, and add the result to the
  adventure sheet if it is taken.
  57
  +1
  The adventurer spots something glistening under a pile of rocks and bends down moving them away. Roll on table W – Weapons to
  discover what is found, and add the result to the adventure sheet if it is taken.
  58
  +1
  In a particularly dark area of the dungeon, the adventurer spots something glistening, and braving the shadows investigates to find some
  armour. Roll on table A – Armour to discover what is found, and add the result to the adventure sheet if it is taken.
  59
  +1
  On a large flat rock in the centre of a dried up river bed the adventurer spots a corpse slumped against a large backpack. Whatever it was, is
  hard to tell as it has been dead for a very long time. Maybe it is the remains of a once brave adventurer, who got trapped on the rock
  because they did not dare to swim the rapids of the river, or maybe they were trying to avoid something that lurked beneath its surface.
  Whoever they were, the backpack may provide something useful. Roll on table N – Needed +10 to see what it contains, and add the result
  to the adventure sheet if it is taken.
  60
  +1
  In an alcove the adventurer spots something glistening under a pile of rocks and bends down moving them away. Roll on table W –
  Weapons +5 to discover what is found,  and add the result to the adventure sheet if it is taken.
  61
  +1
  In this area of the dungeon it is dark and imposing, and filled with a foul odour. Bones crunch under foot revealing it to be a burial site.
  The dead are scattered all around in various states of decay. Not wishing to linger longer than is necessary, the adventurer retraces their
  steps, and on the way back spot some armour that may be of use. Roll on table A – Armour +5 to reveal what is found, and add the result to
  the adventure sheet if it is taken.
   77 
  
  FA – FIND A
  FA
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  62
  +1
  Hidden and wedged in part of the dungeon wall is a small scroll rolled up tightly and sealed with wax. As the adventurer carefully breaks
  the seal and unrolls the parchment, arcane dust glistens brightly and falls to the dungeon floor. They have found a magic scroll. Roll once
  on table S – Spells, and add “Scroll of” before the spell results name. Then add the result to the adventure sheet if it is taken. The scroll is
  worth 200gp.
  63
  +1
  An old mining track runs through this part of the dungeon, and after following its path for some time, it ends abruptly at what appears to be
  the start of an excavation site. The site looks like it was abandoned soon after the investigation work revealed the main ore vein was just
  fools gold. Part of a small camp was left behind in rather a hurry, and the adventurer searches the tents for anything of value. Roll on table
  N – Needed +15 to discover what is found, and add the result to the adventure sheet if it is taken.
  64
  +1
  Inside a huge fireplace, the adventurer spots something glistening under a pile of ash, and bends down brushing it away. Roll on table W –
  Weapons +10 to discover what is found, and add the result to the adventure sheet if it is taken.
  65
  +1
  In a recess in the dungeon wall that has been hidden behind a curtain, the adventurer finds a stand displaying a piece of armour. Roll on
  table A – Armour +10 to reveal what is found, and add the result to the adventure sheet if it is taken.
  66
  +1
  The adventurer happens upon a strange pillar. It is heavily carved, and while running their hand over its surface, they discover a small latch
  hidden amongst the ornate design. Cautiously they spring the catch, and are pleasantly surprised when nothing untoward happens. Instead
  it has revealed a hidden compartment set at the foot of the stone pillar, and inside is a weapon. Roll on table W – Weapons +15, and add the
  result to the adventure sheet if it is taken.
  67
  +1
  Hidden and wedged in part of the dungeon wall is a large scroll. It is rolled up tightly and sealed with wax. As the adventurer carefully
  breaks the seal and unrolls the parchment, they find the scroll is in fact two pages. Arcane dust glistens brightly and falls to the dungeon
  floor as they are separated. The adventurer has found two magic scrolls. Roll twice on table S – Spells, and add “Scroll of” before the spell
  results names. Then add them to the adventure sheet if either or both are taken. The scrolls are worth 200gp each.
  68
  +1
  For a while, the adventurer searches the debris scattered throughout the area, and then a piece of armour is found hidden in an
  unlocked chest. Roll on table A – Armour +15 to see what is found, and add the result to the adventure sheet if it is taken.
  69
  +1
  In this part of the dungeon, the ceiling lowers so much that the adventurer is forced to stoop to avoid banging their head. Suddenly their
  foot catches something protruding from the dungeon floor and they stumble forward, landing in a heap. Cursing, they spin around to find a
  large book poking up out of a crevasse. It looks old and worn and after several tugs the adventurer pulls it free. Excited, they discover it is
  a spell book, but sadly much of the spell text it once contained has been destroyed by the damp and mould. At some time a small critter
  must have been shredding pages for some nesting material, as one corner has been bitten and gnawed through. Luckily one page remains
  intact. Roll on table S – Spells and add the results to the Spell Book if it is taken.
  70
  +1
  Searching through some junk, a torn page from a spell book is found. It is a little crumbled but the spell is still intact. Roll on table S –
  Spells and add the result to the spell book if it is taken.
  71
  +0
  This part of the dungeon was once a library with many bookcases lining the walls, most of which are now empty. The few books that
  remain show little of interest or value. However, after a short while searching, the adventurer spots a volume entitled “Spells and Tells”.
  Peeking a look inside reveals it is a spell book containing just two spells. Roll twice on table S – Spells and add the results to the spell
  book if either or both are taken.
  72
  +0
  Stepping between two marble pillars in to a secluded part of the dungeon, the adventurer finds themselves standing in a small circular
  chamber. A broken marble door that once barred the entrance lays shattered in pieces on the floor, and resting on a font in the centre of the
  room is a weapon crafted with exquisite materials. The adventurer has found a “Finer Weapon”. Roll on table W – Weapons and add the
  word “Finer” before its name to reveal what has been found, and then add +1 Dmg to the weapons damage modifier. Add the result to the
  adventure sheet if it is taken.
  73
  +0
  Stepping between two marble pillars in to a secluded part of the dungeon, the adventurer finds themselves standing in a  circular chamber.
  A broken marble door that once barred the entrance lays shattered in pieces on the floor, and resting on a font in the centre of the room is a
  weapon crafted with exquisite materials. The adventurer has found a “Greater Weapon”. Roll on table W – Weapons and add the word
  “Greater” before its name to reveal what has been found, and then add +2 Dmg to the weapons damage modifier. Add the result to the
  adventure sheet if it is taken.
  74
  +0
  Stepping between two marble pillars in to a secluded part of the dungeon, the adventurer finds themselves standing in a large circular chamber.
  A broken marble door that once barred the entrance lays shattered in pieces on the floor, and resting on a font in the centre of the room is a
  weapon crafted with exquisite materials. The adventurer has found a “Superior Weapon”. Roll on table W – Weapons and add the word
  “Superior” before its name to reveal what has been found, and then add +3 Dmg to the weapons damage modifier. Add the result to the
  adventure sheet if it is taken.
   78 
  
  FA – FIND A
  FA
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  75
  +0
  Laying in a pool of dried blood the adventurer discovers a corpse clutching a parchment in one hand, and a quill in the other. The
  parchment has been hand written in a hurry and reads “To whom ever finds this document holds my last will and testimony. They need
  only report my passing to claim my estate. I hereby leave everything I own to the bearer of this document. Seek out Mr Tombridge of Wolf
  and Main at Blitsworth and present this document, and they will do the rest” The writing is in red ink, and is probably written with the
  victims own blood. If the document is taken add “Last Will and Testimony (FA75) to the adventurer sheet.
  During any “BEFORE YOUR NEXT QUEST” phase, providing the adventurer has at least 1000gp they may make a claim on the dead
  man’s estate. The player rolls 1d10 to discover what the victim was worth upon his time of death and follows the instructions either by
  adding or subtracting the gold from the adventurer sheet. 
  1-2
  THE VICTIM WAS PENNILESS AND IN DEBT – THE ADVENTURER PAYS 1000GP.
  3-4
  THE VICTIM WAS BROKE, BUT THE SOLICITOR FEES NEED PAYING – THE ADVENTURER PAYS 100GP.
  5-7
  THE VICTIM HAS SOME SAVINGS – THE ADVENTURER INHERITS 1,000GP.
  8-9
  THE VICTIM WAS A SUCCESSFUL TREASURE HUNTER (WELL UNTIL NOW) - THE ADVENTURER INHERITS 5,000GP.
  10
  THE VICTIM WAS A MINOR NOBLEMAN WITHOUT AN HEIR - THE ADVENTURER INHERITS 15,000GP.
   
  76
  +0
  The adventurer has found a Secret Tunnel. Add the tunnel to the dungeon sheet by making a thin exit through one of the rock faces from
  the adventurers current area to the middle section of an adjacent mapped or unmapped area. Mark the tunnel with an S (=S=). Movement
  between the two areas is now permitted.
  77
  +0
  Stepping between two marble pillars in to a secluded part of the dungeon, the adventurer finds themselves standing in a small square chamber.
  A broken marble door that once barred the entrance lays shattered in pieces on the floor, and hanging neatly on a stand is a piece of armour
  crafted with exquisite materials. The adventurer has found a “Finer Armour”. Roll on table A – Armour and add the word “Finer” before its
  name to reveal what has been found, and then add +0.2 Def to the armours defence value. Add the result to the adventure sheet if it is taken.
  78
  +0
  Stepping between two marble pillars in to a secluded part of the dungeon, the adventurer finds themselves standing in a square chamber. A
  broken marble door that once barred the entrance lays shattered in pieces on the floor, and hanging neatly on a stand is a piece of armour
  crafted with exquisite materials. The adventurer has found a “Greater Armour”. Roll on table A – Armour and add the word “Greater” before
  its name to reveal what has been found, and then add +0.4 Def to the armours defence value. Add the result to the adventure sheet if it is taken.
  79
  +0
  Stepping between two marble pillars in to a secluded part of the dungeon, the adventurer finds themselves standing in a large square chamber.
  A broken marble door that once barred the entrance lays shattered in pieces on the floor, and hanging neatly on a stand is a piece of armour
  crafted with exquisite materials. The adventurer has found a “Superior Armour”. Roll on table A – Armour and add the word “Superior” before
  its name to reveal what has been found, and then add +0.6 Def to the armours defence value. Add the result to the adventure sheet if it is taken.
  80
  +0
  Inside a small opening cut deep in to the rock, the adventurer finds a large metal urn containing something of value. Roll on table TA –
  Treasure A -10 to discover what is found, and add the result to the adventure sheet if it is taken.
  81
  +0
  Opening a small hatch set in the dungeon floor, the adventurer finds a treasure. Roll on table TA – Treasure A -5 to reveal what has been
  found, and add the result to the adventure sheet if it is taken.
  82
  +0
  Behind a broken cupboard a wide hole is found carved out from the dungeon wall. Peering inside the adventurer finds a treasure. Roll on
  table TA – Treasure A, and add the result to the adventure sheet if it is taken.
  83
  +0
  Looking up the adventurer spots a stash of items bound together hanging from a rope tied to a metal hook in the ceiling. Its an old trick
  used by adventurers and miners to hide their belongings from the potential hazards of the dungeon, and is often used when they have
  become overburdened with goods. In a lot of cases, the owner forgets where they are left, or get killed before they get a chance to return. In
  recent years it has become fully acceptable for anyone who finds them to claim ownership, and so the adventurer cuts down the stash. Roll
  on table TA – Treasure A +5, to see what is discovered, and add the result to the adventure sheet if it is taken.
  84
  +0
  Moving a large mouldy carpet from part of the dungeon floor, the adventurer finds it was covering a recessed panel, and prising it away
  reveals a treasure laying in a roughly carved out hollow. Roll on table TB – Treasure B -15 to reveal what is found, and add the result to the
  adventure sheet if it is taken.
  85
  +0
  In a pile of rocks the adventurer discovers something bound in cloth. Roll on table TB – Treasure B-10 to discover what is found, and add
  the result to the adventure sheet if it is taken.
  86
  +0
  Several ornate urns have been smashed open and lay scattered throughout the area. However, after an extensive search the adventurer finds
  a large one that is still intact, and opens it to reveal a treasure. Roll on table TB – Treasure B -5 to find out what's inside, and add the result
  to the adventure sheet if it is taken.
  87
  +0
  The adventurer finds an old writing bureau rotting in a corner, and after searching through its many drawers and compartments and finding
  nothing, they pull it away from the dungeon wall to reveal a magnificent treasure hidden inside a shallow recess cut away in the dungeon
  floor. Roll on table TB – Treasure B to discover what's inside, and add the result to the adventure sheet if it is taken.
  88
  +0
  The adventurer stumbles upon a pool of water that is being illuminated by a mystical force. The whole area is lit up by the arcane water
  which has something wondrous lying at its bottom. The adventurer reaches in and grabs the item. Roll on table TB – Treasure B +5 to see
  what was is discovered, and add the result to the adventure sheet if it is taken.
   79 
  
  FA – FIND A
  FA
  Add the following modifier for the area the adventurer is currently in  (yellow) +0,  (red) +10,  (green) +5,  (blue) +20.
  D100
  TIME
  DETAILS
  89
  +0
  Shifting through the rubbish strewn about the floor, the adventurer is startled to find a skeleton. It has been a good source of nourishment
  for the small insects and rats that inhabit the dungeon. A quick search reveals the poor chap had very little at the time of his death, apart
  from a magnificent treasure. Roll on table TC – Treasure C -15, and add the result to the adventure sheet if it is taken.
  90
  +0
  Following a tunnel that opens in to a circular chantry, the adventurer finds a pedestal containing a wondrous treasure. Roll on table TC –
  Treasure C -10 to discover what is found, and add the result to the adventure sheet if it is taken.
  91
  +0
  Carefully the adventurer prises the lid from an oversized sarcophagus and peers in to discover it does not house the dead, but instead a
  magnificent treasure. Roll on table TC – Treasure C -5 to reveal what is found, and add the result to the adventure sheet if it is taken.
  92
  +0
  Cunningly, many years ago someone, or something has transformed part of the dungeon wall in to a secret doorway. To the untrained eye it
  is almost invisible, but to the skilled adventurer the tell tale signs have revealed itself, and they quickly find the release catch and peer
  inside a hidden enclosure. After a search it reveals no exits from the chamber, but they do find a wondrous treasure. Roll on table TC –
  Treasure C to discover what has been found, and add the result to the adventure sheet if it is taken.
  93
  +0
  Searching behind a huge boulder, the adventurer finds two glass bottles containing a strange liquid that glistens in a multitude of colours as
  it swirls around inside. Add 2 Mystical Potion (FA-94) (90gp each) to the adventurer sheet. See F35 for details of how mystical potions
  work in the game.
  1
  ITS POISON – SHADE 6 PIPS ON THE POISON TRACK.
  6
  GAIN +3 DEF ON MONSTERS NEXT DAMAGE ROLL.
  2
  GAIN +3 TO NEXT DAMAGE ROLL.
  7
  REMOVE 6 SHADED PIPS FROM THE POISON TRACK.
  3
  GAIN +7 STR TO NEXT STR TEST.
  8
  RESTORE 12 LOST HP.
  4
  GAIN +7 DEX TO NEXT DEX TEST.
  9
  REMOVE 6 SHADED PIPS FROM THE DISEASE TRACK.
  5
  GAIN +7 INT TO NEXT INT TEST.
  10
  GAIN +30 TO NEXT D100 ON A [K] REWARD TABLE.
    
  94
  +0
  Almost falling down a hole set in the dungeon floor, the adventurer carefully kneels down and searches. It has many nooks and crannies,
  which soon reveal a lost treasure. Roll on table TC – Treasure C +5 to reveal what is found, and add the result to the adventure sheet if it is
  taken.
  95
  +0
  This part of the dungeon was once an area of study, and has several desks and chairs laying broken across the dungeon floor. A large 
  platform at the far end suggests it could have been a stage from where an academic would have taught a class. Standing on the platform is 
  a rostrum, centrally positioned and facing the room. A large tome is open and after a few minutes reading the ancient text, the adventurer 
  learns that the book may be of some use. The adventurer has found a “Book of Skill (500gp)”. Roll 1d10 for a random skill and replace the
  word “Skill” with the name of the generated result (i.e. if a 6 is rolled, the book will become “Book of Locks”). The player may add the 
  book to the adventure sheet if it is taken, and the adventurer may read it during any “BEFORE YOUR NEXT QUEST” phase to 
  permanently gain +5 to the associated skill (observing the skill maximum of +20). The book can be sold for 500gp whether it has been read
  or not. However once a book has been read it should be ticked “” and will no longer provide an increase to the skill bonus if read again.  
  96
  +0
  The adventurer discovers a very small sanctum at one end of the dungeon area. It is little more that an old moth ridden curtain pulled
  across a rusty rail that sections off an area no more than a few yards wide. A damp and dirty hassock provides the perfect place to kneel
  and pray before a stone statue of a deity the adventurer does not recognise. The statue at one time was painted in gold, but now it peels and
  flakes and moss has grown on to its porous surface. If the adventurer wishes they may pray to the god. Roll on table B – Boosts -15 to
  discover what the god will offer in return.
  97
  +0
  The adventurer discovers a carved stone tablet set in the dungeon wall with a small red button in its centre. Strange text that the adventurer
  is unable to read is chiselled above the button and suggests some instructions. Cautiously they press the button and immediately feel a blast
  of stale musty air release from a vent in the floor, and then something marvellous happens. Roll on table B – Boosts -10 to discover what
  occurs.
  98
  +0
  As the adventurer turns a corner, they unexpectedly collide in to something and tumble to the floor. Instantly they recover and spring in to
  action with weapon drawn, and are immediately calmed by the sight of a friendly face. A wizard from the nearby town has ventured in to
  the dungeon on a mission of upmost importance. After a brief exchange of information, the wizard casts a friendly spell on the adventurer,
  and they part ways. Roll on table B – Boosts -5 to see how the spell has taken effect.
  99
  +0
  Moving through the shadows, the adventurer finds the ground underfoot uneven and difficult to cross. Its littered with fallen rocks and
  rotting excavation equipment left behind by miners from a bygone age. In a sheltered and secluded part of the dungeon, the adventurer
  finds an exposed crystal half buried in the rock face. Its surface stretches over six feet in diameter and it pulsates in a multitude of colours.
  Even at a distance the adventurer can feel its arcane power and when they reach out and touch its surface they are overwhelmed by the
  energy that surges through their body, and then something amazing happens. Roll on table B – Boosts to discover what happens.
  100
  +0
  The adventurer comes across a tiny creature singing a happy tune to itself. Its voice is high pitched, and the sound is more of a squeak than
  a melody, but strangely it is soothing and not unpleasant. The adventurer watches for a while as it collects random pieces of moss growing
  in between the rocks and places them in a basket woven from branches that hangs from its arm. Swaying and dancing in time to its song, it
  moves from place to place until suddenly it stops dead still and listens. After little more than a moment, it snaps its fingers and in a puff of
  smoke vanishes. The adventurer steps over to where it last stood and kneels down to touch a strange glowing dust covering the ground, and
  then something amazing happens. Roll on table B – Boosts +5 to see how the fairy dust will react.
   80 
  
  G – GEOGRAPHIC
  G
  D100
  DETAILS
  1
  GIANT BALL TRAP: part of the dungeon wall has been rigged to drop down into the floor and release a huge stone ball that will roll itself
  towards anyone entering the area and crush them. Test ball trap the first time the adventurer enters the area.
     
  BALL TRAP – test: Dex -5 [S: avoid] [F: belt check, -6 HP] (Traps, Aware, Lucky)
  2
  POISONOUS GAS TRAP: a vapour of green poisonous gas has been set to billow out from hidden slots in the dungeon floor. Test gas trap the
  first time the adventurer enters the area.
  GAS TRAP - test: Dex [S: avoid] [F: -3 HP, +1 ] (Traps, Aware, Lucky)
  3
  PENDULUM TRAP: several large axes have been suspended above and rigged to swing out from hidden slots in the dungeon wall. Test
  pendulum trap the first time the adventurer enters the area.
    
  PENDULUM TRAP – test: Dex -10 [S: avoid] [F: -4 HP] (Traps, Aware, Lucky)
  4
  SNAKE PIT TRAP: part of the dungeon floor has been rigged to fall away, dropping anyone foolish enough into a deep pit where a giant snake
  waits for his next meal. Test snake trap the first time the adventurer enters the area.
    
  SNAKE TRAP – test: Dex -15 [S: avoid] [F: belt check, -2 HP, enc. giant snake, +1 ] (Traps, Aware, Lucky) 
    
  GIANT SNAKE – AV:55 DEF:3 HP:16 DMG:+2 [K: 1d100gp] (Poison)
  5
  SPIKED PIT TRAP: part of the dungeon floor has been rigged to fall away, dropping anyone foolish enough into a deep pit furnished with razor
  sharp spikes. Test spike trap the first time the adventurer enters the area.
  SPIKED PIT TRAP – test: Dex [S: avoid] [F: belt check, -2 HP, roll spikes, +1 ] (Traps, Aware, Lucky) 
    
  SPIKES – roll 1d10, 1-5 missed spikes, 6-10 hit spikes -2 HP.
  6
  PIT TRAP: part of the dungeon floor has been rigged to fall away, dropping anyone foolish enough into a deep pit. Test pit trap the first time the
  adventurer enters the area.
  PIT TRAP – test: Dex -5 [S: avoid] [F: belt check, -2 HP, +1 ] (Traps, Aware, Lucky) 
  7
  CAVE IN TRAP: part of the ceiling has been rigged to collapse, showering the adventurer with rocks and debris. Test cave in the first time the
  adventurer enters the area.
  CAVE IN - test: Dex -10 [S: avoid] [F: belt check, -2 HP, +1 ] (Traps, Aware, Lucky) 
  8
  SPEAR TRAP: spears have been set to shoot out from hidden holes in the dungeon wall. Test spear trap the first time the adventurer enters the area.
  SPEAR TRAP – test: Dex -15 [S: avoid] [F: -2 HP] (Traps, Aware, Lucky) 
  9
  FIRE TRAP: a short burst of scorching hot flame has been set to shoot out from hidden slots in the dungeon wall. Test fire trap the first time the
  adventurer enters the area.
  FIRE TRAP – test: Dex -5 [S: avoid] [F: -1 HP] (Traps, Aware, Lucky)
  10
  CROSSFIRE TRAP:  arrows have been set to shoot out from hidden holes in the dungeon wall. Test crossfire trap the first time the
  adventurer enters the area.
   
  CROSSFIRE TRAP – test: Dex [S: avoid] [F: -1 HP] (Traps, Aware, Lucky) 
  11
  CAGE TRAP: a huge cage, hidden from view, has been suspended from the ceiling high above and will drop down over anyone walking by. Test
  cage trap the first time the adventurer enters the area.
     
  CAGE TRAP – test: Dex-10 [S: avoid] [F: trapped and must test lift cage until free] (Traps, Aware) 
     
  LIFT CAGE – test: Str -20 [S: freed and may continue with quest] [F: +1 ] (Strong)
  12-15
  BARRELS: the area contains a number of barrels that the adventurer can spend some time opening (optional), roll 1d10 on the table below, and
  add +1  to the time track. Add “Barrels G12” to the dungeon sheet and mark with a  if you decide to open them.
  1-3
  The last barrel opened is hiding a giant spider, it uncurls its legs and attacks (encounter giant spider).
  GIANT SPIDER – AV:30 DEF:2 HP:6 DMG:-1 [K: table P1] (web)
  4-5
  All of the barrels are empty.
  6-7
  Most of the barrels are empty, but a few have something of interest, roll on table N – NEEDED twice.
  8-9
  All but one barrel is empty, roll on table I – ITEMS.
  10
  Amongst some worthless clothes in one barrel is a weapon, roll on table W – WEAPONS.
    
   81 
  
  G – GEOGRAPHIC
  G
  D100
  DETAILS
  16
  SPIDERS WEBS: the area is covered by thick sticky strands of a giant spiders webs, it makes movement through the area time consuming and
  difficult. Add “Spiders Webs G16” on the dungeon sheet, and add +1  to the time track each time the adventurer enters this area. Casting a
  successful fire blast, or fire ball spell in the area will destroy the webs, and you can remove them from the map. 
  17
  MOSS: the dungeon floor is completely covered in a damp spongy moss roll 1d10 on the table below.
     
  1-2
  POOLS: the moss has grown across deep pools of water which break through into the dungeon floor, the edges of
  which are very sharp. Each step taken there's a danger the adventurer may fall in and cut themselves on the rock.
  Add “Moss - Pools G17” to the dungeon sheet. Each time the adventurer enters this area test moss pools.
  MOSS POOLS - test: Dex -10 [S: +1] [F: +2, -2 HP] (Agility, Lucky)
  3-4
  SLIPPERY: the moss is very slippery making movement through the section difficult. Add “Moss - Slippery G17”
  to the dungeon sheet. Each time the adventurer enters this area test moss slippery.
  MOSS SLIPPERY - test: Dex -10 [S: +1] [F: +2] (Agility, Lucky)
  5-10
  BOULDERS: the moss hides small boulders and rubble below its surface, the adventurer is constantly stumbling
  making movement through the area uncomfortable. Add “Moss - Boulders G17” to the dungeon sheet. Each time
  the adventurer enters this area test moss boulders.
  MOSS BOULDERS - test: Dex [S: no effect] [F: +1] (Agility, Lucky)
       
  18
  ROPE BRIDGE: a huge area of the dungeon floor has at one time collapsed leaving behind a deep void running from the top
  right hand corner to the bottom left hand corner of this area. At some time someone or something has erected a crude rope bridge
  that now provides the only way across this bottomless gorge. Draw the bridge and gorge on the dungeon sheet and add “Rope
  Bridge G18”. Each time the adventurer wishes to use an exit on the opposite side of the gorge to the one they have entered from,
  make a cross bridge test.
  CROSS BRIDGE - test: Dex -5 [S: may use the exit] [F: falls -10 HP, may use exits] (Agility, Lucky) 
  19-22
  TRAPPED CHEST: a large wooden chest banded with golden trims sits proudly waiting to be opened. The adventurer may try and open the chest
  (optional) by making a trapped chest test. Add “Trapped Chest G19” to the dungeon sheet and mark with a   if the chest is opened. The
  adventurer may attempt to open the chest as many times as they wish until it’s opened.
  TRAPPED CHEST – test: Dex -20 [S: roll on table TC +10] [F: -5 HP, +1] (Traps, Lucky)
  23-24
  LEVER: in a secluded part of the dungeon the adventurer finds a lever protruding from the wall. The lever can be pulled (optional) by rolling
  1d10 on the table below. Add “Lever G23” to the dungeon sheet and mark it with a  if you decide to pull it.
  1-2
  Something bad happens, roll on table C – CURSES.
  3-5
  Nothing seems to happen.
  6-10
  After it is pulled a far-off rumble can be heard, shade 1 pip on the lever track.
    
  25
  LAVA: pools of glowing hot lava gurgle and bubble all around, every few seconds pieces of rock explode into fragments sending hot lava in all
  directions. Add “Lava G25” to the dungeon sheet. Each time the adventurer leaves this area test lava path in order to find a safe way to an exit.
  LAVA PATH – test: Dex -10 [S:-1hp] [F: -3 HP] (Agility, Lucky) 
  26-29
  LOCKED CHEST: a large wooden chest banded with golden trims sits proudly waiting to be opened. Roll 1d10 equal to or less than the number
  of keys shaded on the key track to open the chest, if the chest is opened roll on table TC for what is found inside and remove 1 key from the key
  track. Otherwise, its lock will need to be picked by making a locked chest test. Add “Locked Chest G26” to the dungeon sheet and mark with a 
  if the chest is opened. The adventurer may attempt to open the chest as many times as they wish until it is opened and as long as they have a pick.
  LOCKED CHEST – test: Dex -20 [S: roll on table TC] [F: -1 pick, +1] (Locks, Lucky)
  30
  ROPE BRIDGE: a huge area of the dungeon floor has at one time collapsed leaving behind a deep void running from the top
  left hand corner to the bottom right hand corner of this area, at some time someone or something has erected a crude rope bridge
  that now provides the only way across this bottomless gorge. Draw the bridge and gorge on the dungeon sheet and add “Rope
  Bridge G30”. Each time the adventurer wishes to use an exit on the opposite side of the gorge to the one they have entered from,
  make a cross bridge test.
       
  CROSS BRIDGE - test: Dex -5 [S: may use the exit] [F: falls -10 HP, may use exits] (Agility, Lucky) 
   82 
  
  G – GEOGRAPHIC
  G
  D100
  DETAILS
  31
  BOTTOMLESS PIT: a deep pit probably once a mine shaft blocks the way to all other exits, the pit seems to go on forever, which suggests it’s a
  waste of time trying to descend. Add “Bottomless Pit G31” to the dungeon sheet. The only way to leave this area other than the way the adventurer
  came is to make a jump pit test.
    
  JUMP PIT - test: Dex -10 [S: may use the exit] [F: death, lose all HP] (Agility, Lucky) 
  32
  CAVE IN: the entire ceiling begins to cave in, luckily the adventurer manages to find a spot that is protected from the falling rock and waits it out.
  As the dust settles it is clear the entire area is buried in rock and all the exits are blocked. After some considerable time the adventurer manages to
  retrace their steps and returns to the area they were last in. Add +3  and mark on the dungeon sheet “Cave in G32”. For the rest of the game this
  area is out of bounds.
  33-35
  BARRELS: the area contains a number of barrels that the adventurer can spend some time opening (optional), roll 1d10 on the table below, and
  add +1  to the time track. Add “Barrels G33” to the dungeon sheet and mark with a  if you decide to open them.
  1-3
  The last barrel opened is hiding a giant spider, it uncurls its legs and attacks (encounter giant spider).
  GIANT SPIDER – AV:30 DEF:2 HP:6 DMG:-1 [K: table P1] (Web)
  4-5
  All of the barrels are empty.
  6-7
  Most of the barrels are empty, but a few have something of interest, roll on table N – NEEDED twice.
  8-9
  Amongst some worthless clothes in one barrel is a weapon, roll on table W – WEAPONS.
  10
  At the bottom of a large barrel is some armour, roll on table A – ARMOUR.
       
  36-40
  LEVER: in a secluded part of the dungeon the adventurer finds a lever protruding from the wall, the lever can be pulled (optional) by rolling 1d10
  on the table below, add “Lever G36” to the dungeon sheet and mark it with a  if you decide to pull it.
  1
  Something bad happens, roll on table C – CURSES.
  2-4
  Nothing seems to happen.
  5-10
  After it is pulled a far-off rumble can be heard, shade 1 pip on the lever track.
    
  41
  RIVER: a fast flowing river is running from the top left hand corner to the bottom right hand corner of this area and will need to
  be crossed to proceed through any exits on the other side. Draw the river on the dungeon sheet and add “River G41”. Each time
  the adventurer wishes to use an exit on the other side of the river, they must make a swim river test.
      
  SWIM RIVER – test: Str -10 [S: may use the exits] [F: -2 HP, +1 ] (Strong)
  42
  TRAPPED CHEST: a large wooden chest banded with silver trims sits proudly waiting to be opened, the adventurer may try and open the chest
  (optional) by making a trapped chest test, add “Trapped Chest g42” to the dungeon sheet and mark with a  if the chest is opened, the adventurer
  may attempt to open the chest as many times as they wish until it is opened.
  TRAPPED CHEST – test: Dex -15 [S: roll on table TB+10] [F: -4 HP, +1] (Traps, Lucky)
  43
  LOCKED CHEST: a large wooden chest banded with silver trims sits proudly waiting to be opened, roll 1d10 equal to or less than the number of
  keys shaded on the key track to open the chest, if the chest is opened roll on table TB for what is found inside the chest and remove 1 key from the key
  track. Otherwise its lock will need to be picked by making a locked chest test. Add “Locked Chest G43” to the dungeon sheet and mark with a  if the
  chest is opened. The adventurer may attempt to open the chest as many times as they wish until it is opened and as long as they have a pick.
      
  LOCKED CHEST – test: Dex -15 [S: roll on table TB] [F: -1 pick, +1] (Locks, Lucky)
  44
  RIVER: a fast flowing river is running from the top right hand corner to the bottom left hand corner of this area and will need to
  be crossed to proceed through any exits on the other side. Draw the river on the dungeon sheet and add “River G44”. Each time
  the adventurer wishes to use an exit on the other side of the river, they must make a swim river test.
       
   SWIM RIVER – test: Str -10 [S: may use the exits] [F: -2 HP, +1 ] (Strong)
  45-48
  TRAPPED CHEST: a large wooden chest banded with iron trims sits proudly waiting to be opened, the adventurer may try and open the chest
  (optional) by making a trapped chest test. Add “Trapped Chest G45” to the dungeon sheet and mark with a   if the chest is opened. The
  adventurer may attempt to open the chest as many times as they wish until its is opened.
  TRAPPED CHEST – test: Dex -10 [S: roll on table TA +10] [F: -3 HP, +1] (Traps, Lucky)
   83 
  
  G – GEOGRAPHIC
  G
  D100
  DETAILS
  49
  PORTCULLIS: a large iron portcullis blocks the way across the entrance to this area of the dungeon, it will need to be lifted
  and wedged open, or the adventurer will be forced to return to the area they were last in. Draw a portcullis across the entrance to
  the area on the dungeon sheet and mark it with  “Portcullis G49”. The adventurer cannot proceed into the new area until the
  portcullis has been marked with a . The adventurer may attempt to lift the portcullis as many times as they wish until it is lifted
  or they give up trying.
  LIFT PORTCULLIS – test: Str -15 [S: mark with a ] [F: -1hp, +1 ] (Strong)
  50
  BARRELS: the area contains a number of barrels that the adventurer can spend some time opening (optional), roll 1d10 on the table below, and
  add +1  to the time track. Add “Barrels G50” to the dungeon sheet and mark with a  if you decide to open them.
    
  1-3
  The last barrel opened is hiding a giant spider, it uncurls its legs and attacks (encounter giant spider).
  GIANT SPIDER – AV:30 DEF:2 HP:6 DMG:-1 [K: table P1] (Web)
  4-5
  All of the barrels are empty.
  6-7
  Amongst some worthless clothes in one barrel is a weapon, roll on table W – WEAPONS.
  8-9
  At the bottom of a large barrel is some armour, roll on table A – ARMOUR.
  10
  At the bottom of a large barrel is some treasure, roll on table TA – TREASURE A.
       
  51
  BOULDER:  a huge boulder blocks the way through this part of the dungeon and will need to be moved or the adventurer will
  be forced to return to the area they were last in. Draw a boulder blocking the entrance to the area on the dungeon sheet and mark
  it with “Boulder G51”. The adventurer cannot proceed into the new area until the boulder has been marked with a  . The
  adventurer may attempt to lift move the boulder as many times as they wish until it is moved or they give up trying.
    
  MOVE BOULDER – test: Str -10 [S: mark with a ] [F: -1 HP, +1 ] (Strong)
  52-53
  LEVER: in a secluded part of the dungeon the adventurer finds a lever protruding from the wall, the lever can be pulled (optional) by rolling 1d10
  on the table below, add “Lever G52” to the dungeon sheet and mark it with a  if you decide to pull it.
  1-3
  Nothing seems to happen.
  4-10
  After it is pulled a far-off rumble can be heard, shade 1 pip on the lever track.
           
  54
  CRYPT: the area is dank and foul smelling, all around are tombs which have been disturbed and still hold remains of the dead. One sarcophagus
  catches the eye as it is still intact and the adventurer can spend some time opening it (optional) by rolling 1d10 on the table below and adding +1
   to the time track. Add “Crypt 54” to the dungeon sheet and mark with a  if you decide to open it.
     
  1
  Inside a skeleton animates from the tomb and attacks (encounter skeleton).
  SKELETON – AV:50 DEF:4 HP:13 DMG:+1 [K: table a+15/w +15] (fear, regenerate, resurrection)
  2-4
  The tomb is empty.
  5-10
  Hidden under the bones of a long dead corpse is a treasure, roll on table TA – TREASURE A.
    
  55-58
  LOCKED CHEST: a large wooden chest banded with iron trims sits proudly waiting to be opened, roll 1d10 equal to or less than the number of keys
  shaded on the key track to open the chest, if the chest is opened roll on table TA for what is found inside the chest and remove 1 key from the key
  track. Otherwise its lock will need to be picked by making a locked chest test. Add “Locked Chest G55” to the dungeon sheet and mark with a  if the
  chest is opened. The adventurer may attempt to open the chest as many times as they wish until it is opened and as long as they have a pick.
  LOCKED CHEST – test: Dex -10 [S: roll on table TA] [F: -1 pick, +1] (Locks, Lucky)
  59
  CHASM: a vast chasm crosses from the top left hand corner to the bottom right hand corner of this area, it is so vast and
  deep it cannot be crossed and exists on the opposite side of the chasm cannot be used. Draw the chasm on the dungeon
  sheet and add “Chasm G59”.
   84 
  
  G – GEOGRAPHIC
  G
  D100
  DETAILS
  60-62
  CARVED CIRCLE: a large circle has been carved into the dungeon floor. Add “Carved Circle G60” to the dungeon sheet. If the adventurer
  stands on the circle (optional), roll 1d10 on the table below and mark it with a .
  1
  When the adventurer steps into the circle it starts to glow red, roll on table C – CURSES.
  2-3
  The circle drops and the adventurer falls into a pit, make a belt check and add +1 to the time track.
  4-5
  As the adventurer nears the circle there is a flash and a puff of smoke and a monster has appeared, roll on table E –
  ENCOUNTER and fight the monster.
  6-7
  Standing on the circle causes it to drop slightly and a distant rumble can be heard, shade in 1 pip on the lever track.
  8-10
  When the adventurer steps into the circle it starts to glow green, roll on table B – BONUS.
    
  63-64
  FORGE: this part of the dungeon was once used as a forge and workshop, everything is a little rusty now but some of the weapons and armour
  that are left maybe of some use. Add “Forge G63” to the dungeon sheet and then roll once on table A - ARMOUR and once on table W –
  WEAPONS and then mark with a .
  65
  CHASM: a vast chasm crosses from the top right hand corner to the bottom left hand corner of this area, it is so vast and deep it
  cannot be crossed and exists on the opposite side of the chasm cannot be used. Draw the chasm on the dungeon sheet and add
  “Chasm G65”.
  66-69
  FOUNTAIN: a strange coloured glowing liquid pours from holes in the walls and flows to a central fountain, and a wooden cup resting on a
  platform nearby invites all to sample its delights. Add “Fountain G66” to the dungeon sheet and if the adventurer has a drink (optional), roll 1d10
  on the table below and then mark the fountain with a .
   
  1-2
  The liquid is foul tasting and the adventurer feels ill, roll on table c – curses.
  3-6
  The liquid is refreshing but nothing else happens.
  7-10
  The liquid tastes sweet and the adventurer drinks greedily, roll on table b – boosts.
   
  70
  TREE: rooted in the centre of the dungeon floor is an enormous tree with long spreading branches and bright green leaves. Beautiful white
  flowers grow from most branches and they project a soft yellow glow that pulsates as the adventurer moves close to them. Add “Tree G70” to the
  dungeon sheet. The adventurer may pick a single flower (optional), roll 1d10 on the table below and mark the tree with a . 
   
  1
  When the flower is taken its branch turns brown and dies. Moments later the other branches die and it is not long
  before the entire tree has withered and died, leaving heaps of brown shredded leaves laying at its roots. Lose 1 fate
  point.
  2
  The adventurer recoils in pain as it burns to the touch, lose 3 HP.
  3
  After the flower is picked it turns black. Add “Black Flower (5gp)” to the adventure sheet. 
  4-6
  The flower glows brightly and emits more light than the adventurer’s lantern. For the remainder of this quest you do
  not need to spend oil when instructed to by the time track. Add “Glowing White Flower (5gp)” to the adventure
  sheet. After the current quest has ended, the flower stops glowing.
  7-10
  When the flower is taken from the tree, its petals fall away and its bud turns to crystal. This is a “crystal tree” and are
  grown by powerful wizards to provide them with a magic source to power magical artefacts. The tree grows and
  stores arcane energy, which is passed to a flower when it is picked. Every 30 days the tree manages to harness
  enough energy to create a single crystal flower when it is picked. Add “Crystal Flower (300gp)” to the adventure
  sheet.
    
  71
  MUSHROOMS: the whole area is home to some strange looking mushrooms. They are growing everywhere, and as the adventurer moves through
  them their stalks twist and turn trying to get close. The adventurer can stop and cook up a few to see how they taste (optional), add +1  to the time
  track and then roll 1d10 on the table below. Add “Mushrooms G71” to the dungeon sheet and mark with a  if any are cooked and eaten.
   
  1-2
  They taste foul and make the adventurer very ill, roll on table C – CURSES.
  3-4
  They have an unpleasant flavour, roll on table C – CURSES +20.
  5-6
  The mushrooms are pleasant but nothing else happens.
  7-8
  The mushrooms are nourishing and the adventurer gathers enough for some meals, add 2 food to supplies.
  9-10
  The mushrooms taste wonderful and the adventurer feels overwhelmed, roll on table B – BOOSTS.
    
   85 
  
  G – GEOGRAPHIC
  G
  D100
  DETAILS
  72-74
  BARRELS: the area contains a number of barrels that the adventurer can spend some time opening (optional), roll 1d10 on the table below, and
  add +1  to the time track. Add “Barrels G72” to the dungeon sheet and mark with a  if you decide to open them.
  1-3
  The last barrel opened is hiding a giant spider, it uncurls its legs and attacks (encounter giant spider).
  GIANT SPIDER – AV:30 DEF:2 HP:6 DMG:-1 [K: table P1] (Web)
  4-5
  All of the barrels are empty.
  6-7
  At the bottom of a large barrel is some armour, roll on table A – ARMOUR.
  8-9
  At the bottom of a large barrel is some treasure, roll on table TA – TREASURE A.
  10
  At the bottom of a large barrel is a treasure, roll on table TB – TREASURE B.
    
  75-77
  LEVER: in a secluded part of the dungeon the adventurer finds a lever protruding from the wall, the lever can be pulled (optional) by rolling 1d10
  on the table below, add “Lever G75” to the dungeon sheet and mark it with a  if you decide to pull it.
  1-2
  Nothing seems to happen.
  3-10
  After it is pulled a far-off rumble can be heard, shade 1 pip on the lever track.
                                   
  78
  LOCKED CHEST: a large wooden chest banded with wooden trims sits proudly waiting to be opened, roll 1d10 equal to or less than the number
  of keys shaded on the key track to open the chest, if the chest is opened roll on table TA-10 for what is found inside the chest and remove 1 key
  from the key track. Otherwise its lock will need to be picked by making a locked chest test. Add “Locked Chest G78” to the dungeon sheet and
  mark with a  if the chest is opened. The adventurer may attempt to open the chest as many times as they wish until it is opened and as long as
  they have a pick.
  LOCKED CHEST – test: Dex -5 [S: roll on table TA-10] [F: -1 pick, +1] (Locks, Lucky)
  79
  SHRINE: a magnificent shrine stands alone and offers a place of worship. The adventurer can spend some time praying to their deity (optional),
  add +1  to the time track and then roll 1d10 on the table below. Add “Shrine G79” to the dungeon sheet and mark with a  if the adventurer
  uses the shrine.
  1-2
  After some time something appears not quite right, roll on table C – CURSES.
  3-5
  Nothing seems to happen.
  6-10
  A statue of a god glows brightly, roll on table B – BOOSTS.
     
  80
  TRAPPED CHEST: a large wooden chest banded with wooden trims sits proudly waiting to be opened, the adventurer may try and open the
  chest (optional) by making a trapped chest test. Add “Trapped Chest G80” to the dungeon sheet and mark with a  if the chest is opened. The
  adventurer may attempt to open the chest as many times as they wish until its is opened.
  TRAPPED CHEST – test: Dex -5 [S: roll on table TA] [F: -2 HP, +1] (Traps, Lucky)
  81
  ALTAR: an altar has been set out for sacrificial purpose and the adventurer can spend some time praying (optional), by adding +1  to the time
  track and then rolling 1d10 on the table below. Add “Altar G81” to the dungeon sheet and mark it with a  if the adventurer uses the altar.
  1
  After some time something appears not quite right, roll on table C – CURSES.
  2-4
  Nothing seems to happen.
  5-10
  A large statue of a god attached to the shrine glows brightly, roll on table B – BOOSTS.
      
  82-83
  TREASURE HUNTER: the adventurer comes across a fellow treasure hunter who is just leaving the dungeon. After some time chatting about
  conquests, he offers to sell some of his items. Roll on table N – NEEDED 5 times to see what he is selling and if you happen to roll a duplicate
  item, you may roll again. The adventurer may by any or none of his items.
  84-87
  LEVER: in a secluded part of the dungeon the adventurer finds a lever protruding from the wall, the lever can be pulled (optional) by rolling 1d10
  on the table below. Add “Lever G84” to the dungeon sheet and mark it with a  if you decide to pull it.
  1
  Nothing seems to happen.
  2-10
  After it is pulled a far-off rumble can be heard, shade 1 pip on the lever track.
     
   86 
  
  G – GEOGRAPHIC
  G
  D100
  DETAILS
  88-90
  STAIRS: the chamber contains a large staircase leading down to another part of the dungeon. Add “Stairs G88 A” to the dungeon sheet. The
  adventurer may descend the stairs to an area below whilst in this section. Take another dungeon sheet and number its page A1, this is the lower
  dungeon sheet and where the stairs is leading down to. On the lower dungeon sheet draw an identical area as shown on the above dungeon sheet
  and at the same grid location (i.e. if you place the two sheets together the upper area and the lower area will be on top of each other), then add
  “Stairs G88 A”. These two map sheets are now linked and the adventurer can move between them during the area step of a turn, when the stairs are
  descended the player uses the lower sheet and when the stairs are ascended the player uses the upper sheet. If another stairs is found label them
  “stairs G88 B” and so on, to map multiple dungeon levels.
  91-92
  LOCKED CHEST: a large wooden chest sits proudly waiting to be opened, roll 1d10 equal to or less than the number of keys shaded on the key
  track to open the chest, if the chest is opened roll on table W for what is found inside the chest and remove 1 key from the key track. Otherwise its
  lock will need to be picked by making a locked chest test. Add “Locked Chest G91” to the dungeon sheet and mark with a  if the chest is
  opened. The adventurer may attempt to open the chest as many times as they wish until it is opened and as long as they have a pick.
  LOCKED CHEST – test: Dex [S: roll on table W] [F: -1 pick, +1] (Locks, Lucky)
  93-95
  TRAPPED CHEST: a large wooden chest sits proudly waiting to be opened, the adventurer may try and open the chest (optional) by making a
  trapped chest test. Add “Trapped Chest G93” to the dungeon sheet and mark with a  if the chest is opened. The adventurer may attempt to open
  the chest as many times as they wish until its is opened.
  TRAPPED CHEST – test: Dex [S: roll on table W+10] [F: -1 HP, +1] (Traps, Lucky)
  96-97
  GRATE: recessed in the floor is a small grate and after a quick search the adventurer finds it is covering a narrow pit filled with muck. Something
  buried in the dirt catches the eye and the adventurer may try and lift the grate (optional), by making a life grate test. Add “Grate G96” to the
  dungeon sheet and mark with a  if it is lifted. The adventurer may attempt to lift the grate as many times as they wish until its is lifted.
  LIFT GRATE – test: Str-10 [S: roll find] [F: +1 ] (Strong)
  1-4
  It was nothing of interest.
  5-8
  It’s just an item, roll on table I – ITEM.
  9-10
  It’s a treasure, roll on table TA – TREASURE A.
     
  98
  TREASURE TROVE: the adventurer stumbles into an area filled with treasures, roll 1d100 and multiply the result by 5 to discover how much
  gold is found, then roll on table TA once.
  99
  TREASURE TROVE: the adventurer stumbles into an area filled with treasures, roll 1d100 and multiply the result by 10 to discover how much
  gold is found, then roll on table TB once, or table TA twice. 
  100
  TREASURE TROVE: the adventurer stumbles into an area filled with treasures, roll 1d100 and multiply the result by 20 to discover how much
  gold is found, then roll on table TC once, or table TB twice, or table TA thrice.
   87 
  
  H - HERO PATH
  H
  Shade in all of the 
   shown for the adventurers hero path on the adventurer sheet
  
  D6
  HERO PATH
  PRIMARY MODIFIERS
  SKILL BONUS
  1-2
  Warrior
  +10 Str 
  
  -5 Dex
  -5 Int
  +5 Bravery
  
  +5 Escape
  
  3-4
  Rogue
  +10 Dex
  
  -5 Str 
  -5 Int
  +5 Locks
  
  +5 Traps
  
  5-6
  Sorcerer
  +10 Int
  
  -5 Dex
  -5 Str 
  +5 Magic
  
  +5 Lucky
  
  H - HERO PATH A
  HA
  Shade in all of the 
   shown for the adventurers hero path on the adventurer sheet
  
  D6
  HERO PATH
  PRIMARY MODIFIERS
  SKILL BONUS
  1-11
  Knight
  +5 Str
  
  +5 Dex
  -10 Int
  +5 Strong
  
  +5 Dodge
  
  12-22
  Paladin
  +5 Str
  
  +5 Int
  -10 Dex
  +5 Bravery
  
  +5 Magic
  
  23-33
  Assassin
  +5 Dex
  
  +5 Str
  -10 Int
  +5 Escape
  
  +5 Aware
  
  34-44
  Scoundrel
  +5 Dex
  
  +5 Int
  -10 Str
  +5 Agility
  
  +5 Lucky
  
  45-55
  Warlock
  +5 Int
  
  +5 Str
  -10 Dex
  +5 Magic
  
  +5 Bravery
  
  56-66
  Druid
  +5 Int
  
  +5 Dex
  -10 Str
  +5 Magic
  
  +5 Aware
  
  67-77
  Barbarian
  +10 Str
  
  -
  -10 Int
  +10 Strong
  
  +0 Bravery
  
  78-88
  Hunter
  +10 Dex
  
  -
  -10 Str
  +10 Aware
  
  +0 Agility
  
  89-100
  Arcane Wizard
  +10 Int
  
  -
  -10 Dex
  +10 Magic
  
  +0 Lucky
  
  HC - CHAMPIONS
  HC
  Shade in the  for the skill shown and then choose two other skills and shade in their , then apply a +5 bonus to each. 
  Lastly shade in the experience star  of either STR, DEX or INT, and apply all of the modifiers shown.
  HERO
  PRIMARY MODIFIERS
  SKILL BONUS
  Champion - Dwarf
  +10 Str
  +5 Dex
  +5 Strong
  +5 choose two
  Champion - Elf
  +10 Dex
  +5 Int
  +5 Dodge
  +5 choose two
  Champion - Human
  +5 Str
  +10 Int
  +5 Aware
  +5 choose two
  Champion - Halfling
  -5 Str
  +15 Dex
  +5 Int
  +5 Agility
  +5 Choose two
   88 
  
  I – ITEMS
  I
  D100
  ITEM DETAIL
  GOLD PIECES
  1-2
  PESTLE AND MORTAR: well used, but still functional.
  2gp i
  3-4
  SPICES: a small tin contains some aromatic spices used for cooking.
  3gp
  5-6
  LEATHER BAG: with a clean and a good leather polish this should sell for a few gold.
  4gp i
  7-8
  A TINY WHISTLE: very well made with some tiny initials etched into it.
  6gp i
  9-10
  WOODEN ABACUS: a little damaged in places but usable.
  7gp i
  11-12
  WORN KEY: a small worn key, shade in 1 pip on the key track and add the key to the adventure sheet.
  8gp i
  13-14
  FOOD: a sealed pouch containing some dry rations, add 1 food to the supply.
  10gp
  15-16
  TINDERBOX: a nice compact tinder box that still works.
  12gp i
  17-18
  LANTERN OIL: a glass vial filled with oil, add 1 oil to the supply.
  15gp
  19-20
  LOCK PICKS: held together by some yarn are some lock picks, add 3 picks to the supply.
  15gp
  21-22
  RUSTY KEY: a rusty key, shade in 1 pip on the key track and add the key to the adventure sheet.
  20gp i
  23-24
  FOOD: a small leather bag containing some dry rations, add 2 food to the supply.
  20gp
  25-26
  ROPE: around 20 feet of good climbing rope.
  21gp
  27-28
  BOOK OF ANCIENT HISTORY: a dusty tome probably very valuable if sold to a scholar.
  23gp
  29-30
  SILVER WALKING STICK: the walking stick is badly damaged and probably not worth much.
  29gp i
  31-32
  IRON KEY: a delicate iron key, shade in 1 pip on the key track and add the key to the adventure sheet.
  30gp i
  33-34
  LANTERN OIL: a small leather flask filled with oil, add 2 oil to the supply.
  30gp
  35-36
  SILVER PIPE: in excellent condition, it looks like it has hardly been used.
  34gp i
  37-38
  MONEY POUCH: the pouch contains some gold coins.
  35gp i
  39-40
  BREW OF LESSER DMG: drink to gain +1 dmg to your next damage roll.
  35gp
  41-42
  SILVER PLATE: finely crafted the plate looks valuable.
  38gp i
  43-44
  LOCK PICKS: a pouch contains a selection of lock picks, add 8 picks to the supply.
  40gp
  45-46
  BONE KEY: it’s carved in bone, shade in 1 pip on the key track and add the key to the adventure sheet.
  42gp i
  47-48
  LANTERN OIL: secured in a small barrel is some oil, add 3 oil to the supply.
  45gp
  49-50
  BREW OF LESSER STR: drink to gain +3 str to your next d100 dice roll.
  45gp
  51-52
  BREW OF LESSER DEX: drink to gain +3 dex to your next d100 dice roll.
  45gp
  53-54
  BREW OF LESSER INT: drink to gain +3 Int to your next d100 dice roll.
  45gp
  55-56
  SILVER CANDLESTICK: after a good clean it will fetch a decent amount of gold.
  49gp i
  57-58
  SILVER KEY: a solid silver key, shade in 1 pip on the key track and add the key to the adventure sheet.
  50gp i
  59-60
  LOCK PICKS: a tiny tin contains some lock picks, add 10 picks to the supply.
  50gp
  61-62
  BREW OF LESSER DEF: drink to gain +1 def on a monsters next damage roll.
  50gp
  63-64
  WRITING SET: a boxed writing set with paper, ink and several quills still intact.
  52gp i
  65-66
  FOOD: in a small basket is some dried meat, add 3 food to the supply.
  60gp
  67-68
  MONEY POUCH: the pouch contains some gold coins.
  70gp i
  69-70
  SILVER MIRROR: the silver frame is heavily tarnished but the mirror is still intact.
  78gp i
  71-72
  KEYS: a hoop holding 3 keys, shade in 3 pip on the key track and add the keys to the adventure sheet.
  80gp i
  73-74
  FOOD: a sack of dried food,  add 4 food to the supply.
  80gp
  75-76
  POTION of lesser remove poison: drink to remove up to 2 shaded pips on the poison track.
  80gp
  77-78
  POTION OF LESSER HEALING: drink to restore up to 4 lost hp.
  80gp
  79-80
  SILVER CRUCIFIX: the cross is very well made and will be worth a fair price.
  88gp i
  81-82
  POTION OF LESSER STR: drink to gain +3 str until you next shade a  on the time track.
  90gp
  83-84
  POTION OF LESSER DEX: drink to gain +3 dex until you next shade a  on the time track.
  90gp
  85-86
  POTION OF LESSER INT: drink to gain +3 Int until you next shade a  on the time track.
  90gp
   89 
  
  I – ITEMS
  I
  D100
  ITEM DETAIL
  GOLD PIECES
  87-88
  BOOK OF SKILL: roll 1d10 and gain +5 skill bonus to the skill rolled (maximum +20).
  -
  89-90
  GOLDEN KEY: a solid gold key, shade in 1 pip on the key track and add the key to the adventure sheet.
  110gp i
  91-92
  POTION OF LESSER CURE DISEASE: drink to remove up to 2 shaded pips on the disease track.
  130gp
  93-94
  MONEY POUCH: the pouch contains some gold coins.
  140gp i
  95-96
  BAG OF GEMS: several precious gems are found in a leather pouch.
  290gp i
  97
  SKELETON KEY: “add Skeleton Key I97” to the adventure sheet, whilst the adventurer has the key and they wish to open a door
  or chest that is locked, the skeleton key may be used by rolling 1d10 on the table below.
  1
  The skeleton key breaks in the lock, remove it from the adventure sheet.
  2-3
  The skeleton key jams the lock, the door or chest can no longer be opened.
  4-10
  The skeleton key clicks in the lock and the door or chest is opened.
    
  300gp
  98
  POTION OF LESSER FATE: drink to add +20 to a result when rolling on the next table.
  400gp
  99-100 TREASURE: a treasure is found, roll on table TA – TREASURE A.
  -
  i Some items can be scrapped by an Artisan to salvage materials for crafting, see “The Lost Tome Of Extraordinary Rules” for more details.
  IA – INGREDIENTS
  IA
  D100
  INGREDIENTS DETAIL
  GOLD PIECES
  1-2
  ABDOMEN OF A GIANT FIREFLY: Even when dead the little bugs won’t stop glowing. Get yourself a handful of the giant ones and its disco 
  time.
  3gp
  3-4
  AETHER DUST: Everything gets dusty, why should the Aether realm be any different.
  8gp
  5
  ANIMAL DUNG: Any farm in the land has this in abundance, but this stuff has been dried as hard as a stone, admittedly a poo shaped stone.
  9gp
  6
  ANTS BRAINS: Its very hard to harvest these little treats, but a gnome perfected the art by squeezing their heads with a set of his wife’s grooming 
  tweezers, and bingo! The brain just popped right out.
  10gp
  7
  ARCANE SALT: Its really just sea salt that has been dyed blue, but don’t tell those befuddled wizards, they believe its the stuff of magic. Tastes 
  really good on fish and chips.
  12gp
  8-9
  BONE DUST: Bones ground down at the mill by monks on their day off. Lets hope they wash the mill stones before they start up again on Monday
  with the grain.
  8gp
  10
  BONE GAVEL: Carved from the bone of something that is now dead. It looks nice, but will probably shatter with its first strike. 
  10gp
  11-12
  BRAIN OF A DEVIL: Very small and squidgy.
  6gp
  13
  BREATH OF A DRAGON: In a heat resistant vial, just pop the cap and point. If the halitosis doesn't kill the target, the flame that bursts out might. 
  12gp
  14
  CALENDULA FLOWER: A bunch looks really nice on the mantelpiece.
  9gp
  15
  COBALT BAR: A fantastic looking bar of blue metal that glistens in the moonlight. It is favourably mined by goblins, who often secure its deposit 
  sites with legions of the little buggers.
  11gp
  16-17
  COBALT DUST: Once the cobalt ore is refined, it is ground to dust before smelting in to bars. It is widely believed that goblins add it to their tea 
  and this could explain their blue tongues.
  8gp
  18
  COBALT INGOT: A smaller smelted denomination of the good old blue stuff.
  9gp
  19
  CONJURED BAG: Not very big at all, and is almost see through. It rustles and is crunchy, and will often tear as soon as it is used to carry anything
  that its small size can accommodate.
  10gp
  20-21
  CONJURED IRON: It looks and weighs exactly the same as the real stuff, but is impervious to heat, making it utterly useless for smelting. 
  6gp
  22-23
  CONJURED STEEL: Utterly useless just like conjured iron, however its often fun to give a piece to a smelter and watch as they try to fathom why 
  it will not melt. 
  6gp
  24-25
  CONJURED WOOD: Nothing but a useless piece of nothingness that looks like wood.
  7gp
  26
  DRIED FLESH: Tasty pieces of dried skin. A delicacy for ghouls, zombies and cannibals alike.
  11gp
  27
  DUST FROM A VANQUISHED VAMPIRE: A wooden steak through the heart, direct sunlight or beheading are the only three ways to vanquish a 
  vampire. All other proposed ways will simply annoy the creature. At the point of vanquish, the vampire will explode in to a dust very similar to ash.
  9gp
  28
  DUST FROM AN ARCANE CRYSTAL: A small arcane crystal is milled down to a fine powder. The amount of power needed to create the special 
  dust requires several mammoths to turn a series of 8 milling slabs made from the stone of a rock elemental.
  9gp
  29-30
  EMPTY VIAL: This empty vial, is empty and has a special cork stopper to prevent anything from getting in, and from anything getting out.
  1gp
   90 
  
  IA – INGREDIENTS
  IA
  D100
  INGREDIENTS DETAIL
  GOLD PIECES
  31-32
  EYE DROPPER: The eye dropper, if used correctly, will drop a drop of its contents in to an eye, or alternatively it will drop a drop that misses the 
  eye and runs down the cheek.
  6gp
  33-34
  EYE OF AN EAGLE: The eagle will often try to fly away or fight when having the eye removed from its socket, and this has lead to eagle activists
  campaigning for the eagles to at least be given a strong sedative prior to the procedure. Taking this in to consideration, now before the eye is 
  removed, the eagle is struck across the head until sedation is induced by either concussion, or in a lot of cases, death. 
  7gp
  35-36
  FEATHER FROM A GIANT PEGASUS: When the giant Pegasus numbers fell in to decline, there were a lot of bald Giant Pegasi unable to fly in the 
  skies, and for a while zoologists believed they had discovered a new species, and promptly named them the “Giant Flightless Balded Pegasus”.
  4gp
  37-38
  FINGERNAIL FROM A CYCLOPS: Its hard to get a Cyclops to hand over a fingernail, but once a year they will take a bath and trim their nails.
  4gp
  39-40
  GLOOP OF ECTOPLASM: The substance is often referred to as Ghost Poop. It is secreted every time something from the supernatural realm finds its 
  way in to the realm of the living.
  3gp
  41
  GOLDEN ARROWHEAD: They are small and yellow, what's more to say! Oh, maybe they are pointy too!
  12gp
  42-43
  HAIR FROM A GHOUL: Nearly all ghouls are bald, however, a few of the handsome ones have a strand or two that sprouts wildly. 
  8gp
  44-45
  HAIR OF A GIANT: Giant hair can easily be collected from combs, brushes or the bathroom plughole. You just need a bag of magic beans, and the
  energy to climb a very tall plant.
  8gp
  46-47
  HAIR OF A ZOMBIE: Eventually all zombies loose their hair, the trick is to get them before they become overripe. 
  4gp
  48-49
  HEAD OF A COBRA: A perfectly preserved head of a cobra collected and made by a professional licenced taxidermist. 
  6gp
  50-51
  HOLY CROSS: The cross has been placed in a font of holy water and blessed by a priest.
  5gp
  52
  ICE BRINICLE: A piece of ice from a brinicle preserved in an arcane glass tube that keeps it from melting.
  10gp
  53-54
  IGNEOUS ROCK: A piece of cooled and solidified lava from a once fiery volcano.
  5gp
  55-56
  INSCRIBED FORK: The fork has been inscribed with arcane writing and is a nice touch to any dinner table.
  7gp
  57-58
  MAGIC ROCK: A rock picked from the bed of a magic lake. When two or more are placed together they will vibrate.
  5gp
  59
  MAGIC RUNE: The rune is carved in to a small slab of magic rock by a powerful sorcerer.
  12gp
  60-61
  MAGIC STONE: A stone picked from the bed of a magic lake. When two or more are placed together they will glow.
  2gp
  62
  MINIATURE FENN TRAP: Squish and a squash, this is a trap to catch the smallest of insects. 
  10gp
  63-64
  MINIATURE KEY: The size of a thumbnail, the tiny key is nothing more than cheap tat.
  4gp
  65
  MIRROR DUST: Breaking a mirror and grinding it to dust is not a job for the superstitious.
  12gp
  66-67
  OBSIDIAN PEBBLE: A nice black shiny pebble, what's more to say!
  8gp
  68
  POLLEN FROM A TANGLED VINE: Collected and stored in tiny bottles.
  12gp
  69-70
  RAIN DROP: A rain drop preserved for all time, in a tiny bottle.
  6gp
  71
  ROCK DUST: An average rock that has been pummelled to an inch of its life (if it had a life).
  11gp
  72-73
  SCALP OF A DEVIL: The devil will often complain during the process, but who cares, its a devil.
  3gp
  74-75
  SCHISTOSTEGA: Often refereed to as Goblin’s Gold, as it grows a soft luminous green and is found in goblin nests.
  5gp
  76-77
  SHRUNKEN MONSTER HEADS: Usually shrunk in threes, tied together by the hair and hung from a belt.
  5gp
  78
  SKULL OF A DEVIL: Boiled until they turn a nice shade of off-white.
  11gp
  79-80
  SMALL HAMMER: An utterly useless hammer that is guaranteed to have no effect on nails.
  5gp
  81-82
  SOIL FROM A GIANT WORM CASTING: The soil is collected and dried to a fine powder.
  7gp
  83-84
  SPIRIT DUST: Dust that has been expelled when a creature from the after life has been vanquished.
  4gp
  85-86
  SPRING FROM A LOCK: The spring is nothing more than a spring.
  3gp
  87-88
  STRAW EFFIGY: Used by the occult for sadistic and vile curses, or given to a small child as a toy for their birthday.  
  7gp
  89
  STRAW TOTEM EFFIGY: They often look nice when displayed in pairs on the mantelpiece.
  9gp
  90-91
  SWEAT FROM A DEVIL: Its almost impossible to get a devil to sweat. Even a chilli burger in a sauna doesn't work.
  3gp
  92-93
  TAIL OF A SCORPION: Just a pair of scissors and a quick snip, and the scorpion hardly feels a thing.
  3gp
  94-95
  TONGUE OF A DEVIL: This might be how they get the ingredient “Sweat from a Devil”, the thought of having your tongue cut out, will make anyone 
  sweat.
  7gp
  96-97
  UNWRITTEN BOOK: The book is blank, whoever wrote it, didn’t even get the chance to start it.
  4gp
  98
  VENOM FROM A COBRA: By getting the cobra to bite on a small glass vessel, the toxicologists can press down the head and the venom will drip
  out.
  10gp
  99
  VOLCANIC ASH: Formed during a volcanic eruption and collected a little later after it has cooled. 
  11gp
  100
  WOODEN CROSS: A small wooden cross that would be overpriced if it wasn’t for the several hours of blessings bestowed upon it by a man of the
  cloth.
  11gp
   91 
  
  J – INVESTMENTS
  J
  The adventurer may have a maximum of 10 shares in each of the four investments (full shares may be purchased, but pips may not)
  TRADE
  FINANCE
  HOLDINGS
  WARS
  D100
  1 Share = 100gp     1 Pip = 20gp
  1 Share = 300gp     1 Pip = 60gp
  1 Share = 500gp     1 Pip = 100gp
  1 Share = 1000gp     1 Pip = 200gp
  1-6
  -3 pips
  - 4 pips
  -1 share
  -2 shares
  7-16
  -2 pips
  -3 pips
  - 4 pips
  -1 share
  17-30
  -1 pip
  -2 pips
  -3 pips
  - 4 pips
  31-40
  no gain
  -1 pip
  -2 pips
  -3 pips
  41-50
  +1 pip
  no gain
  -1 pip
  -2 pips
  51-60
  +2 pips
  +1 pip
  no gain
  -1 pip
  61-70
  +3 pips
  +2 pips
  +1 pip
  no gain
  71-84
  +4 pips
  +3 pips
  +2 pips
  +3 pips
  85-94
  +1 share
  +4 pips
  +3 pips
  +1 share
  95-100
  +2 shares
  +1 share
  +4 pips
  +2 shares
  JA – INVESTMENT RESULTS
   JA
  INVESTMENT
  RESULT
  NUMBER OF SHARES (S=SHARE AND P=PIP)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  -2 Shares
  -2 Shares*
  -4 Shares*
  -6 Shares*
  -8 Shares*
  -10 Shares*
  -12 Shares*
  -14 Shares*
  -16 Shares*
  -18 Shares*
  -20 Shares*
  -1 Share
  -1 Share
  -2 Shares
  -3 Shares
  -4 Shares
  -5 Shares
  -6 Shares
  -7 Shares
  -8 Shares
  -9 Shares
  -10 Shares
  - 4 Pips
  - 4 Pips
  -1 Share
  -3 Pips
  -2 Shares
  -2 Pips
  -3 Shares
  -1 Pip
  -4 Shares
  -4 Shares
  -4 Pips
  -5 Share
  -3 Pips
  -6 Share
  -2 Pips
  -7 Shares
  -1 Pip
  -8 Shares
  - 3 Pips
  - 3 Pips
  -1 Share
  - 1Pip
  -1 Share
  -4 Pips
  -2 Shares
  -2 Pips
  -3 Shares
  -3 Shares
  -3 Pips
  -4 Shares
  -1 Pip
  -4 Shares
  -4 Pips
  -5 Shares
  -2 Pips
  -6 Shares
  - 2 Pips
  - 2 Pips
  -4 Pips
  -1 Share
  - 1Pip
  -1 Share
  -3 Pips
  -2 Shares
  -2 Shares
  -2 Pips
  -2 Shares
  -4 Pips
  -3 Shares
  -1 Pip
  -3 Shares
  -3 Pips
  -4 Shares
  - 1 Pip
  - 1 Pip
  -2 Pips
  -3 Pips
  -4 Pips
  -1 Share
  -1 Share
  - 1 Pip
  -1 Share
  - 2 Pips
  -1 Share
  -3 Pips
  -1 Share
  -4 Pips
  -2 Shares
  +1 Pip
  +1 Pip
  +2 Pips
  +3 Pips
  +4 Pips
  +1 Share
  +1 Share
  +1 Pip
  +1 Share
  +2 Pips
  +1 Share
  +3 Pips
  +1 Share
  +4 Pips
  +2 Shares
  +2 Pips
  +2 Pips
  +4 Pips
  +1 Share
  +1 Pip
  +1 Share
  +3 Pips
  +2 Shares
  +2 Shares
  +2 Pips
  +2 Shares
  +4 Pips
  +3 Shares
  +1 Pip
  +3 Shares
  +3 Pips
  +4 Shares
  +3 Pips
  +3 Pips
  +1 Share
  +1 Pip
  +1 Share
  +4 Pips
  +2 Shares
  +2 Pips
  +3 Shares
  +3 Shares
  +3 Pips
  +4 Shares
  +1 Pip
  +4 Shares
  +4 Pips
  +5 Shares
  +2 Pips
  +6 Shares
  +4 Pips
  +4 Pips
  +1 Share
  +3 Pips
  +2 Shares
  +2 Pips
  +3 Shares
  +1 Pip
  +4 Shares
  +4 Shares
  +4 Pips
  +5 Shares
  +3 Pips
  +6 Shares
  +2 Pips
  +7 Shares
  +1 Pip
  8 Shares
  +1 Share
  +1 Share
  +2 Shares
  +3 Shares
  +4 Shares
  +5 Shares
  +6 Shares
  +7 Shares
  8 Shares
  +9 Shares
  +10 Shares
  +2 Shares
  +2 Shares
  +4 Shares
  +6 Shares
  +8 Shares
  +10 Shares
  +12 Shares
  +14 Shares
  +16 Shares
  +18 Shares
  +20 Shares
  *You will notice that on the first row of the new table for the result “-2 Shares” the adventurer is actually losing more shares than they 
  actually own, and they will need to find a way to raise the gold to cover this loss. The share value is recorded as a minus value, and until 
  enough shares are bought to bring it back up to a positive number, all investment rolls are ignored for all of their investments.
   92 
  
  K – DEATH KILL
  K
  LOCATION (DAMAGE)
  BONUS
  DEATH KILL DESCRIPTION FOR BIPEDS
  1 - Head (10 Damage)
  +5 to table
  The impact ruptures blood vessels in the brain, the monster slumps forward and is easily defeated.
  1 - Head (11 Damage)
  +5 to table
  One side of the monsters head caves in, causing blood to spray in all directions.
  1 - Head (12 Damage)
  +10 to table Connecting with the neck, and destroying the vertebrae, the monster falls lifelessly to the ground.
  1- Head (13 Damage)
  +10 to table The monsters jaw is torn away and flaps as it turns its head, spraying blood in all direction.
  1- Head (14 Damage)
  +15 to table The monsters skull is shattered and its brain oozes out from the impact, death is instantaneous.
  1- Head (15+ Damage)
  +15 to table The attack decimates the neck, tearing flesh and causing the head to fly off from its body. 
  2 - Back (10 Damage)
  +5 to table
  With its back exposed the impact impales and shatters its spine, bringing the monster to its knees.
   2 - Back (11 Damage)
  +5 to table
  Shattering its scapula, the monster is flung forward and is easily dealt with in a follow up attack.
  2 - Back (12 Damage)
  +10 to table Tearing through flesh, the attack penetrates a kidney and the monster falls in deadly pain.
  2 - Back (13 Damage)
  +10 to table Fragments of spine splinter and impale a major artery, ending the monster in a heap on the floor.
  2 - Back (14 Damage)
  +15 to table The attack tears open the back severing its spine, and it slumps forward, twitching in pain.
  2 - Back (15+ Damage)
  +15 to table Impacting its back, the attack ploughs through its body, and a shower of blood erupts from its chest.
  3 - Torso (10 Damage)
  +5 to table
  A direct hit to its chest sends the monster sprawling backwards onto the floor and it is quickly killed.
  3 - Torso (11 Damage)
  +5 to table
  Crunching into the monsters collar-bone, the devastating impact sends the monster to the ground.
  3 - Torso (12 Damage)
  +10 to table Smashing into the ribcage, causing a rib to penetrate a vital organ, the monster drops dead and lays still.
  3 - Torso (13 Damage)
  +10 to table The devastating attack ruptures internal organs sending the monster squealing to its death.
  3 - Torso (14 Damage)
  +15 to table The impact shatters the ribcage and a splintered bone pierces the monsters heart.
  3 - Torso (15+ Damage)
  +15 to table The force of the impact caves in the chest, rupturing organs and showering blood in every direction.
  4 - Arms (10 Damage)
  +5 to table
  Ripping through the flesh of the upper arm opens a severe wound, and the monster dies from blood loss.
  4 - Arms (11 Damage)
  +5 to table
  The elbow takes the full force of the impact and is shattered into pieces, in its agony, it is easily defeated.
  4 - Arms (12 Damage)
  +10 to table Devastating power crushes the arm and bursts an artery, and the monster dies just moments later.
  4 - Arms (13 Damage)
  +10 to table The impact rips away flesh and muscle to the upper arm, crushing the arm bone to dust.
  4 - Arms (14 Damage)
  +15 to table The attack smashes through skin and bone severing the arm from the body and leaving behind a stump.
  4 - Arms (15+ Damage)
  +15 to table Destroying the shoulder, the arm hangs limply, before it falls severed to the ground.
  5-7 – Hands (10 Damage)
  +5 to table
  Shattering the wrist, the thumb is dislocated and the monster falters enabling it to be killed.
  5-7 – Hands (11 Damage)
  +5 to table
  Smashing the monsters hand into tiny fragments, it screams out in pain, clutching it to its chest.
  5-7 – Hands (12 Damage)
  +10 to table Mangled and shredded the hand hangs limp and broken at the wrist, and the monster squeals out in pain.
  5-7 – Hands (13 Damage)
  +10 to table The attack severs flesh and bone and four tiny sprinklers spray blood from where fingers should be. 
  5-7 – Hands (14 Damage)
  +15 to table The wrist takes the brunt of the impact severing flesh, and the monster holds up its newly created stump.
  5-7 – Hands (15+ Damage)
  +15 to table Raised in defence, both hands tumble to the floor, leaving stumps flailing blood in all directions.
  8 - Waist (10 Damage)
  +5 to table
  Impacting the groin, the monster drops wincing in pain and is easily dispatched while it lays defenceless.
  8 - Waist (11 Damage)
  +5 to table
  The abdomen is dealt a powerful attack, and the monster folds over in pain, twitching momentarily before dying.
  8 - Waist (12 Damage)
  +10 to table The hip bone is shattered and sends the monster sprawling. Unable to rise, it is easily dispatched.
  8 - Waist (13 Damage)
  +10 to table Shattering the pelvis, the monster screams, dropping its defences and is easily dispatched.
  8 - Waist (14 Damage)
  +15 to table Ripping though the abdomen, the monsters entrails spill out across the dungeon floor, and death is instantaneous.
  8 - Waist (15+ Damage)
  +15 to table Decimating the abdomen the monster falls to the ground in two separate pieces.
  9 - Legs (10 Damage)
  +5 to table
  Dislocating the leg from its hip the monster stumbles and falls on its back and is easy prey.
  9 - Legs (11 Damage)
  +5 to table
  The impact crushes the thigh, severing an artery, and the monster drops, twitches momentarily and dies.
  9 - Legs (12 Damage)
  +10 to table The hip and pelvis shatter on impact, sending fragments of bone into an artery. 
  9 - Legs (13 Damage)
  +10 to table The top part of the leg explodes in a blood shower, sending the monster sprawling to the floor. 
  9 - Legs (14 Damage)
  +15 to table The impact crushes bones, and flesh is torn wrenching the lower leg from the knee socket. 
  9 - Legs (15+ Damage)
  +15 to table Flesh is torn from the hip joint and bone splinters, severing the leg and sending it across the floor.
   93 
  
  K – DEATH KILL
  K
  LOCATION (DAMAGE)
  BONUS
  DEATH KILL DESCRIPTION FOR BIPEDS
  10 - Feet (10 Damage)
  +5 to table
  Shattering the metatarsal bones across the foot, the monster falters enough for it to be dispatched.
  10 - Feet (11 Damage)
  +5 to table
  Smashing the monster’s foot into tiny fragments, it squeals out in pain and attempts to limp away. 
  10 - Feet (12 Damage)
  +10 to table The attack impacts the ankle with great force and precision, and remarkably the monster drops down dead.
  10 - Feet (13 Damage)
  +10 to table Severing toes on both feet and after a few bloody footsteps, the monster collapses to the floor in pain.
  10 - Feet (14 Damage)
  +15 to table Smashing into the top of the foot, the impact splinters bone and mangles flesh creating a cloud of blood.
  10 - Feet (15+ Damage)
  +15 to table Pinning the foot to the ground, the monster attempts to pull it free, but instead rips it away from its leg.
  L – LEGENDS
  L
  D100
  DETAILS
  replace the LEGEND with the name of the item found as a prefix
  ADJUSTMENT
  GOLD PIECES
  FIX COST 
  1-8
  LEGEND of the Crab
  +1 Def
  500gp
  100gp
  9-17
  LEGEND of the Sky
  +5 Int
  750gp
  150gp
  18-26
  LEGEND of the Bear
  +5 Str
  750gp
  150gp
  27-31
  LEGEND of the Spider
  +5 Dex
  750gp
  150gp
  32-36
  LEGEND of the Giants
  +3 Dmg 
  900gp
  180gp
  37-41
  LEGEND of the Turtle
  +2 Def
  1000gp
  200gp
  42-46
  LEGEND of the Lords
  +3 HP
  1200gp
  240gp
  47-51
  LEGEND of the Colossus 
  +4 Dmg
  1200gp
  240gp
  52-56
  LEGEND of SPELL*
  SPELL
  1200gp
  240gp
  57-60
  LEGEND of the Stars
  +10 Int
  1500gp
  300gp
  61-64
  LEGEND of the Ox
  +10 Str
  1500gp
  300gp
  65-68
  LEGEND of the Cobra
  +10 Dex
  1500gp
  300gp
  69-72
  LEGEND of the Titans
  +5 Dmg
  1500gp
  300gp
  73-76
  LEGEND of the Dragon
  +3 Def
  1500gp
  300gp
  77-80
  LEGEND of the Gorilla
  +15 Str
  2250gp
  450gp
  81-83
  LEGEND of the Scorpion
  +15 Dex
  2250gp
  450gp
  84-86
  LEGEND of the Moon
  +15 Int
  2250gp
  450gp
  87-89
  LEGEND of the Kings
  +6 HP
  2400gp
  480gp
  90-93
  LEGEND of the Cheetah
  +20 Dex
  3000gp
  600gp
  94-96
  LEGEND of the Sun
  +20 Int
  3000gp
  600gp
  97-98
  LEGEND of the Lion
  +20 Str
  3000gp
  600gp
  99-100 LEGEND of the Gods
  +9 HP
  3600gp
  720gp
  * Roll on Table S – Spells for a spell the item is imbued with and replace the LEGEND with the name of the item found as a prefix, and the SPELL with
  the name of the spell generated as a suffix (i.e. Great Sword of Fire Ball). Items imbued with spells can be used once per turn or combat and do not require a
  cast spell test, but they still cost HP or Str, and require a combat action to invoke the Spell.
   94 
  
  M – MAPPING
  M
   (yellow) nothing           (red) roll encounter           (green) roll geographic           (blue) objective area or special blue area*
  1 Yellow
  2 Red
  3 Yellow
  4 Red
  5 Yellow
  6 Green
  7 Red
  8 Yellow
  9 Green
  10 Red
  11 Green
  12 Red
  13 Yellow
  14 Green
  15 Red
  16 Red
  17 Yellow
  18 Red
  19 Yellow
  20 Green
  21 Yellow
  22 Red
  23 Yellow
  24 Yellow
  25 Red
  26 Green
  27 Yellow
  28 Yellow
  29 Yellow
  30 Red
  31 Red
  32 Yellow
  33 Red
  34 Yellow
  35 Green
  36 Red
  37 Yellow
  38 Red
  39 Green
  40 Yellow
  41 Yellow
  42 Red
  43 Yellow
  44 Green
  45 Yellow
  46 Red
  47 Yellow
  48 Red
  49 Yellow
  50 Red
  51 Green
  52 Yellow
  53 Red
  54 Green
  55 Yellow
  56 Red
  57 Green
  58 Red
  59 Yellow
  60 Red
  61 Red
  62 Yellow
  63 Green
  64 Yellow
  65 Green
  66 Yellow
  67 Yellow
  68 Green
  69 Red
  70 Yellow
  71 Green
  72 Red
  73 Yellow
  74 Red
  75 Yellow
  76 Yellow
  77 Red
  78 Yellow
  79 Red
  80 Green
  81 Red
  82 Yellow
  83 Green
  84 Red
  85 Yellow
  86 Red
  87 Yellow
  88 Green
  89 Yellow
  90 Red
  91 Blue
  92 Blue
  93 Blue
  94 Blue
  95 Blue
  96 Blue
  97 Blue
  98 Blue
  99 Blue
  100 Blue
  * Blue areas can also be special lair, puzzle or challenge areas, see “The Lost Tome Of Extraordinary Rules” for more details.
   95 
  
  MA – MAPPING ALTERNATIVE
  MA
   (yellow) nothing           (red) roll encounter           (green) roll geographic           (blue) objective area or special blue area*
  1 Yellow
  2 Red
  3 Yellow
  4 Red
  5 Yellow
  6 Green
  7 Red
  8 Yellow
  9 Green
  10 Red
  11 Green
  12 Red
  13 Yellow
  14 Green
  15 Red
  16 Red
  17 Yellow
  18 Red
  19 Yellow
  20 Green
  21 Yellow
  22 Red
  23 Yellow
  24 Yellow
  25 Red
  26 Green
  27 Yellow
  28 Yellow
  29 Yellow
  30 Red
  31 Red
  32 Yellow
  33 Red
  34 Yellow
  35 Green
  36 Red
  37 Yellow
  38 Red
  39 Green
  40 Yellow
  41 Yellow
  42 Red
  43 Yellow
  44 Green
  45 Yellow
  46 Red
  47 Yellow
  48 Red
  49 Yellow
  50 Red
  51 Green
  52 Yellow
  53 Red
  54 Green
  55 Yellow
  56 Red
  57 Green
  58 Red
  59 Yellow
  60 Red
  61 Red
  62 Yellow
  63 Green
  64 Yellow
  65 Green
  66 Yellow
  67 Yellow
  68 Green
  69 Red
  70 Yellow
  71 Green
  72 Red
  73 Yellow
  74 Red
  75 Yellow
  76 Yellow
  77 Red
  78 Yellow
  79 Red
  80 Green
  81 Red
  82 Yellow
  83 Green
  84 Red
  85 Yellow
  86 Red
  87 Yellow
  88 Green
  89 Yellow
  90 Red
  91 Blue
  92 Blue
  93 Blue
  94 Blue
  95 Blue
  96 Blue
  97 Blue
  98 Blue
  99 Blue
  100 Blue
  * Blue areas can also be special lairs, or puzzle and challenge areas, see “The Lost Tome Of Extraordinary Rules” for more details.
   96 
  
  N – NEEDED
  N
  D100
  DETAILS
  GOLD PIECES
  1-15
  LOCK PICK: Easy to break (+1 pick).
  5gp
  16-30
  FOOD: Dried rations (+1 food).
  10gp
  31-45
  OIL: Leather flask containing lantern oil (+1 oil).
  15gp
  46-50
  BREW OF LESSER DMG: Drink to gain +1 Dmg to your next damage roll.
  35gp
  51-55
  BREW OF LESSER STR: Drink to gain +3 Str to your next d100 dice roll.
  45gp
  56-60
  BREW OF LESSER DEX: Drink to gain +3 Dex to your next d100 dice roll.
  45gp
  61-65
  BREW OF LESSER INT: Drink to gain +3 Int to your next d100 dice roll.
  45gp
  66-70
  BREW OF LESSER DEF: Drink to gain +1 Def on a monsters next damage roll.
  50gp
  71-75
  POTION OF LESSER REMOVE POISON: Drink to remove up to 2 shaded pips on the poison track.
  80gp
  76-80
  POTION OF LESSER HEALING: Drink to restore up to 4 lost HP.
  80gp
  81-85
  POTION OF LESSER STR: Drink to gain +3 Str until you next shade a  on the time track.
  90gp
  86-90
  POTION OF LESSER DEX: Drink to gain +3 Dex until you next shade a  on the time track.
  90gp
  91-95
  POTION OF LESSER INT: Drink to gain +3 Int until you next shade a  on the time track.
  90gp
  96-97
  POTION OF LESSER CURE DISEASE: Drink to remove up to 2 shaded pips on the disease track.
  130gp
  98
  SCROLL OF OPEN MAGIC: Use once to make a CAST SCROLL test to attempt to open magic doors (see spells).
  200gp
  99
  POTION OF LESSER FATE: Drink to add +20 to a result when rolling on the next table.
  400gp
  100
  SCROLL OF RESURRECTION: See table S-SPELLS for the resurrection spell contained on the scroll. To buy a scroll of
  resurrection costs the adventurer 1500gp. However if one is sold it is only worth 200gp.
  see
  description
   97 
  
  O - WITCHERY
  O
  D100
  (P) POTIONS / (A) ANOINTMENTS
  MISHAP
  1-4
  STRONGER (P): +5 Strength.
  WEAKER: -5 Strength.
  5-8
  FASTER (P): +5 Dexterity.
  SLOWER: -5 Dexterity.
  9-12
  WISDOM (P): +5 Intelligence.
  DUMBNESS: -5 Intelligence.
  13-16
  TOUGHNESS (P): +0.5 Defence.
  VULNERABLE: -0.5 Defence.
  17-20
  MIGHTIER (P): +1 Damage.
  FATIGUED: -1 Damage.
  21-24
  HEALTHIER (P): +1 adjusted HP.
  SICKNESS: -1 adjusted HP.
  25-28
  WITCHES INFLUENCE (P):  the adventurer has 1 witches influence
  point that can be used at any time when rolling on a table (1-100) to add or
  deduct between 1-10 from the result (the players choice) even after rolling.
  CURSE OF THE WITCHES: each time the adventurer rolls for a
  reward after killing a monster they suffer -10 to the result.
  29-32
  STRENGTH (A):  apply to a weapon or armour, it gains +5 Strength
  bonus.
  CURSED  STRENGTH:  apply  to  a  random  equipped  weapon  or
  armour, it gains -5 Strength bonus.
  33-36
  DEXTERITY (A): apply to a weapon or armour, it gains +5 Dexterity
  bonus.
  CURSED  DEXTERITY:  apply  to  a  random  equipped  weapon  or
  armour, it gains -5 Dexterity bonus.
  37-40
  INTELLIGENCE  (A):  apply  to  a  weapon  or  armour,  it  gains  +5
  Intelligence bonus.
  CURSED INTELLIGENCE: apply to a random equipped weapon or
  armour, it gains -5 Intelligence bonus.
  41-44
  HEALTH (A): apply to a weapon or armour, it gains +1 HP bonus.
  CURSED HEALTH: apply to a random equipped weapon or armour, it
  gains -1 HP bonus.
  45-48
  DEFENCE (A):  apply  to  a  weapon  or  armour,  it  gains  +0.5  to
  Defence bonus.
  CURSED DEFENCE: apply to a random equipped weapon or armour,
  it gains -0.5 to Defence.
  49-52
  DURABILITY (A): apply to a weapon or armour, shade in ½ pip
  instead of 1 pip each time it suffers damage.
  WEAKNESS: apply to a random equipped weapon or armour, shade in
  1 additional pip each time it suffers damage.
  53-56
  REINFORCE (A): apply to armour, it gains +1 A.
  VULNERABLE: apply to a random equipped armour it gains -1A. A
  negative A rating will provide a bonus to the monsters damage when
  striking the armours location (i.e. -1a = +1 dmg, -2a = +2 dmg etc.)
  57-60
  VENOM POISON (A): apply to a weapon to give it +1 Damage.
  POWERFUL FOES: all monsters gain +1 Damage.
  61-64
  ANTI VENOM (P): shade ½ pip instead of a 1 pip each time the
  adventurer suffers poison.
  SUSCEPTIBLE: shade in 1 additional pip each time the adventurer
  suffers poison.
  65-68
  IMMUNITY (P):  shade  ½  pip  instead  of  a  1  pip  each  time  the
  adventurer suffers disease.
  PLAGUED:  shade in 1 additional pip each time the adventurer suffers
  disease.
  69-72
  ADEPT (P): roll for a random skill*, it gains +5 skill bonus.
  UNSKILFUL: roll for a random skill, it gains -5 skill bonus.
  73-76
  LEARNING  (P):  roll  for  a  random  skill*,  its  experience  star  is
  considered shaded (if the experience star is already shaded, roll again).
  FORGOTTEN LEARNING: roll for a random skill, its experience star
  is considered unshaded (if the experience star is not shaded, roll again).
  77-80
  WITCHES FATE (P): the adventurer has 1 witches fate point that can
  be used in the same way as a fate point.
  CURSED FATE: the adventurer may not use any fate points. this effect
  does not stack, roll again if this mishap is already in play.
  81-84
  WITCHES LIFE (P): the adventurer has 1 witches life point that can
  be used in the same way as a life point.
  CURSED LIFE: the adventurer may not use any life points. this effect
  does not stack, roll again if this mishap is already in play. 
  85-88
  WITCHES MAGIC (P): all spells in the adventurers spell book gain
  +5 spell bonus to their current spell bonus value.
  CURSED MAGIC: each time the adventurer attempts to cast a spell,
  roll 1d6, on a result of a 1 the spell automatically fails. This effect does
  not stack, roll again if this mishap is already in play.
  89-92
  GREED (P): all gold pieces that are added to the adventure sheet are
  doubled (this effect will not stack).
  LUCKLESS: all gold pieces that are added to the adventure sheet
  are halved. This effect does not stack, roll again if this mishap is
  already in play.
  93-96
  ABILITY (P): an ability is unlocked. roll 1d6*, 1-2 mighty blow ability
  unlocks, 3-4 perfect aim is unlocked, 5-6 spell caster unlocks.
  ABILITY CURSE: all abilities are locked and the adventurer is not
  permitted to use mighty blow, perfect aim, or spell caster. Note that, the
  witches potion of ability may counter this curse. This effect does not
  stack, roll again if this mishap is already in play.
  97-100 TIME SLIP (P): the adventurer has 1 time hex point that can be used
  instead of shading a  on the time track.
  DELAYED: each time the adventurer refreshes the time track shade in
  the first two  on the time track.
  * whichever result is rolled during the learning of this formula will always be the effect the formula will produce, and you do not roll for an effect each time
  you use the learnt formula to create the potion or anointment.
   98 
  
  P – PARTS
  P
  P1
  P2
  P3
  P4
  PART
  Add the Monsters name in front of the part rolled as a Prefix
  GOLD PIECES
  1-5
  1-6
  1-8
  EAR: used for earring display tables at markets.
  10gp
  6-10
  7-12
  9-15
  BONE: keys, fire pokers, and kebabs sticks, everything has its uses.
  11gp
  11-15
  ARM: useful to bash monsters with at least.
  11gp
  16-20
  WING: Icarus a guy met in a tavern recently said he is in need of a couple.
  11gp
  1-7
  16-20
  13-18
  21-25
  TOOTH: well they come in all shapes and sizes and are generally sharp.
  12gp
  8-15
  21-25
  19-24
  26-30
  CLAW: can be ground down and added to tea to cure headaches.
  12gp
  26-30
  25-30
  31-35
  RIB: the ribs are often fashioned in to grotesque xylophones.
  13gp
  16-23
  31-35
  31-36
  36-40
  SKIN/EXOSKELETON: used to make armour and clothing for the rich.
  13gp
  24-31
  36-40
  37-42
  41-45
  LEG: is its worth as much as they say, or are they just pulling your leg.
  14gp
  32-39
  41-45
  43-48
  46-50
  FOOT: hollowed out and lined with duck feathers, they make great slippers.
  15gp
  40-47
  46-50
  HAND/PAW: a spare hand is always helpful.
  15gp
  48-55
  51-55
  49-54
  51-55
  BLOOD: used as an aphrodisiac by the weird and witches.
  15gp
  56-63
  56-60
  55-60
  56-60
  HEAD: the skull is often hollowed out for ashtrays or trinket boxes.
  16gp
  61-65
  61-66
  61-65
  LUNG: swallowed raw its meant to aid breathing.
  16gp
  66-70
  67-72
  66-70
  KIDNEY: used by some of the occults or added to pies.
  17gp
  64-71
  71-75
  73-78
  71-75
  SALIVA/VENOM: a vial earns a fair price at the annual mystics convention.
  17gp
  72-79
  76-80
  79-84
  76-80
  EYE: preserving the eye in a jar of vinegar that you carry for just the occasion.
  18gp
  81-85
  85-87
  81-85
  HEART: highly sought after by ambitious wizards to further their studies.
  18gp
  80-90
  86-90
  88-90
  86-90
  BRAIN: many believe eating the brain will enhance intelligence, duh!
  19gp
  91-93
  91-93
  91-93
  91-93
  UNCOMMON: roll again and record your find on your adventure sheet with “Uncommon” before its
  name and add +100gp to its value, if you happen to roll uncommon on the second roll, roll again.
  +100gp
  94-99
  94-99
  94-99
  94-99
  SCARCE: roll again and record your find on your adventure sheet with “Scarce” before its name and add
  +200gp to its value, if you happen to roll uncommon or scarce on the second roll, roll again.
  +200gp
  100
  100
  100
  100
  RARE: roll again and record your find on your adventure sheet with “Rare” before its name and add
  +400gp’s to its value, if you happen to roll uncommon, scarce or rare on the second roll, roll again.
  +400gp
   99 
  
  Q – QUESTS
  Q
  D100
  QUEST DETAILS
  Mark each completed quest with a  and each failed quest with a  on the quest tracker.
  1-2
  DUNGEON TRAINING 1
  Enc mod:-40 [S:+50gp] [F:- ½gp]
  Enter the dungeon and LOOT 3 parts from the monsters there.
  3-4
  DUNGEON TRAINING 2
  Enc mod:-30 [S:+50gp] [F:- ½gp]
  Enter the dungeon and LOOT 3 weapons from the monsters there.
  5-6
  DUNGEON TRAINING 3
  Enc Mod:-30 [S:+80gp] [F:- ½gp]
  Enter the dungeon and LOOT 3 armour from the monsters there.
  7-8
  DUNGEON TRAINING 4
  Enc Mod:-30 [S:+80gp] [F:- ½gp]
  Enter the dungeon and LOOT 1 part, 1 weapon and 1 armour from the monsters there
  9-10
  DUNGEON TRAINING 5
  Enc Mod:-30 [S:+100gp] [F:- ½gp]
  Enter the dungeon and COLLECT 2 treasures from table TA – TREASURES A.
  11-12
  TRIP THROUGH THE DUNGEON
  Enc Mod:-20 [S:+150gp] [F:- ½gp]
  Enter the dungeon and EXPLORE until 2 yellow, 2 green, 2 red and 2 blue areas have been added to the
  dungeon sheet.
  13-14
  POTION HUNT
  Enc Mod:-20 [S:+180gp] [F:- ½gp]
  A young wizard has asked the adventurer to COLLECT any 4 potions from within the dungeon to further
  his research.
  15-16
  MONSTER HUNT
  Enc Mod:-20 [S:+300gp] [F:- ½gp]
  KILL any 5 monsters 34 or higher on table E – ENCOUNTER, they have been terrorising the local
  townsfolk.
  17-18
  HEAD OF THE BEAST
  Enc Mod:-20 [S:+300gp] [F:- ½gp]
  The villagers need evidence that a beast terrorising them has been killed, LOOT 1 head part from any
  monster.
  19-20
  AMULET OF HOPE
  Enc Mod:-20 [S:+300gp] [F:- ½gp]
  The “Amulet of Hope” was taken by two goblins and broken in two. It is now lost deep inside the
  dungeon, and a feeling of hopelessness has engulfed the kingdom. Its time to bring the two parts together
  again. COLLECT 2 OBJECTIVE ITEMS.
  21-22
  RESCUE THE VILLAGERS
  Enc Mod:-20 [S:+350gp] [F:- ½gp]
  Several villagers have been taken by a group of terrifying monsters and are being tortured to death. KILL
  any 3 monster 45 or higher on table E – ENCOUNTER.
  23-24
  MONSTER CULL
  Enc Mod:-20 [S:+500gp] [F:- ½gp]
  KILL any 10 monsters 34 or higher on table E – ENCOUNTER, their numbers have grown too strong.
  25-26
  STAFF OF LIGHT
  Enc Mod:-15 [S:+400gp] [F:- ½gp]
  A young wizard has pinned a notice to the fireplace at the local tavern, she asks for a brave adventurer to
  find her an Aztopaz stone so she can finish her Staff of Light. COLLECT 1 OBJECTIVE ITEM.
  27-28
  DUNGEON RESEARCH
  Enc Mod:-10 [S:+200gp] [F:- ½gp]
  Enter the dungeon and EXPLORE until 5 green and 5 red areas have been added to the dungeon sheet.
  29-30
  SURVEY MISSION
  Enc Mod:-10 [S:+200gp] [F:- ½gp]
  Enter the dungeon and EXPLORE until any 15 areas have been added to the dungeon sheet.
  31-32
  MEDICINE HUNT
  Enc Mod:-5 [S:+200gp] [F:- ½gp]
  A sickness is spreading throughout the realm. LOOT 3 parts from monsters 43 or higher on table E –
  ENCOUNTER.
  33-34
  SCOUTING MISSION
  Enc Mod:-5 [S:+300gp] [F:- ½gp]
  Enter the dungeon and EXPLORE until any 20 areas have been added to the dungeon sheet.
  35-36
  EXPLORE MISSION
  Enc Mod:-5 [S:+400gp] [F:- ½gp]
  Enter the dungeon and EXPLORE until any 25 areas have been added to the dungeon sheet.
  37-38
  DUNGEON DELVE
  Enc Mod:-5 [S:+600gp] [F:- ½gp]
  Enter the dungeon and search until a stairs is found, descend and then EXPLORE until any 10 areas have
  been added to the lower dungeon sheet (See Table G – Geographic 88-90). Stairs are found when rolling
  stairs on table G – GEOGRAPHIC, or when the first OBJECTIVE AREA is found.
  39-40
  MAGIC STUDY
  Enc Mod:+0 [S:+600gp] [F:- 5 Skill]
  A roaming wizard has asked the Adventurer to COLLECT any 1 “Brew of Finer” (or an OBJECTIVE
  ITEM) to further his research.
  41-42
  BOOK OF SHADOWS
  Enc Mod:+0 [S:+700gp] [F:- 5 Skill]
  The Council of Wizards are asking adventurers to be on the lookout for the “Book of Shadows”,
  they have sensed its presence in the area. Enter the dungeon and COLLECT 1 OBJECTIVE ITEM
  from table TB or TC.
  43-44
  CREATURES AMOK
  Enc Mod:+0 [S:+800gp] [F:- 5 Skill]
  Several creatures have been running amok in the Kingdom and have taken up refuge in a disused mine
  and the King has offered a huge reward for the problem to be brought to an end. KILL any 5 monsters 50
  or higher on table E – ENCOUNTER.
  45-46
  NIGHT TERRORS
  Enc Mod:+0 [S:+800gp] [F:- 5 Skill]
  “Hallows Night” is drawing near and many of the towns in the realm have been reporting a rising number
  of undead plaguing the streets at night. A handsome reward has been offered to rid these night terrors
  from the realm. KILL any 5 monsters marked with a C on table E – ENCOUNTER.
  47-48
  PLAGUE
  Enc Mod:+0 [S:+800gp] [F:- 5 Skill]
  A plague is spreading though the realm and a renowned healer has come forward announcing he has the
  cure, and it requires a special ingredient. LOOT any uncommon part.
   100 
  
  Q – QUESTS
  Q
  D100
  QUEST DETAILS
  Mark each completed quest with a  and each failed quest with a  on the quest tracker.
  49-50
  THE SPIDER QUEEN
  Enc Mod:+0
  [S:+800gp, +1 Rep]
  [F:- 5 Skill, -1 Rep]
  For months spiders have been accumulating in greater and greater numbers, and it is no great surprise
  when a local stumbles across the lair of a Spider Queen. When the first OBJECTIVE AREA is found, it
  is the Spider Queen’s lair and the adventurer must KILL monster 66 on table E – ENCOUNTER. During
  combat with the Spider Queen all escape reaction results are ignored and the queen has +10 HP.
  51-52
  THE BARONS WIFE
  Enc Mod:+0
  [S:+1000gp, +1 Rep]
  [F:- 5 Skill, -1 Rep]
  A local Baron has offered a fortune for the safe return of his wife, who has been carried off by a group of
  giant apes. When the first OBJECTIVE AREA is found, it is where the apes are holding the Baron’s
  wife and the adventurer must KILL monster 69-70 on table E – ENCOUNTERS. During combat with the
  giant apes all escape reaction results are ignored.
  53-54
  HAMMER OF ANTIQUITY
  Enc Mod:+0 [S:+1000gp, +1 Rep]
  [F:- 5 Skill, -1 Rep]
  The “Hammer of Antiquity” was broken into 3 pieces and hidden deep in a dungeon. Collect 3
  OBJECTIVE ITEMS (Head/Shaft/Grip) and restore the “Hammer of Antiquity”.
  55-56
  SAVING THE PRINCE
  Enc Mod:+0
  [S:+1200gp, +1 Rep]
  [F:- 5 Skill, -1 Rep]
  The Kingdom is in turmoil because the Prince and heir to the throne has been taken hostage by an evil
  demon. When the first OBJECTIVE AREA is found, it is where the Prince is being held captive, and the
  adventurer must  KILL monster 78 on table E – ENCOUNTERS. During combat with the demon all
  escape reaction results are ignored.
  57-58
  MISSING LOCALS
  Enc Mod:+5
  [S:+1000gp, +1 Rep]
  [F:- 10 Skill, -1 Rep]
  For a few weeks villagers have been going missing and finally the culprit is brought to light. When the
  first OBJECTIVE AREA is found, it is the giant snake’s lair and the adventurer must KILL monster 73
  on table E – ENCOUNTERS. During combat with the giant snake all escape reaction results are ignored
  and the giant snake has +10 HP.
  59-60
  DEMON HUNTERS
  Enc Mod:+5 [S:+1350gp] [F:- 10 Skill]
  Several demon hunters have gone missing near an old ruin. KILL any 5 monsters marked with a d on
  table E – ENCOUNTER.
  61-62
  MYSTICAL MATERIALS
  Enc Mod:+5 [S:+1400gp] [F:- 10 Skill]
  A master craftsman requires the adventurer to enter a dungeon and LOOT 3 parts from monsters that are
  58 or higher on table E – ENCOUNTER.
  63-64
  TREASURE EXPEDITION
  Enc Mod:+5 [S:+1500gp] [F:- 10 Skill]
  A local merchant has asked for a treasure that was stolen by a group of monsters to be returned to him.
  LOOT any item from table TA.
  65-66
  WRONGFUL RITUAL
  Enc Mod:+5
  [S:+1500gp, +1 Rep]
  [F:- 10 Skill, -1 Rep]
  During a festival some naive townsfolk were coerced into performing a ritual they thought would bring in
  a good harvest, instead it was a ritual to summon a demon lord. When the ritual was concluded the demon
  ate all the townsfolk and he is now terrorising the surrounding villages, when the first  OBJECTIVE
  AREA is found the adventurer encounters the demon lord’s minion and must kill monster 78 on table E –
  ENCOUNTERS. When the second  OBJECTIVE AREA is found the adventurer has encountered the
  Demon Lord and must KILL monster 83 on table E – ENCOUNTER. During combat with either the
  demon lord or its minion, all escape reaction results are ignored and the demon lord has +10 HP.
  67-68
  ARCANE STUDY
  Enc Mod:+5 [S:+1600gp] [F:- 10 Skill]
  An old wizard has asked the adventurer to collect any 1 “Potion of Greater” (or 2 OBJECTIVE ITEMS).
  69-70
  RETURN OF THE CROWN
  Enc Mod:+10
  [S:+1000gp, +1 Rep]
  [F:- 1 Rep, -1 Str]
  During a recent battle a couple of mischievous monsters knocked the Kings crown from his head and ran
  to the nearest dungeon. The King needs the crown back to avoid embarrassment. When the first
  OBJECTIVE AREA is found the adventurer encounters the monsters, roll on table E – ENCOUNTERS
  twice and KILL them one after the other. During combat with either monster, all escape reaction results
  are ignored and both monsters have +10 HP.
  71-72
  MYSTIC STUDY
  Enc Mod:+10 [S:+2000gp] [F:-1 Int]
  A Mage from the Council of Wizards has asked the adventurer to COLLECT any 1 “Elixir of Superior”
  (or 3 OBJECTIVE ITEMS).
  73-74
  WIZARDS INGREDIENTS
  Enc Mod:+10 [S:+2200gp] [F:-1 Int]
  A legendary wizard requires the adventurer to LOOT 2 parts from monsters that are 66 or higher on table
  E – ENCOUNTERS.
  75-76
  MASTER MONSTER
  Enc Mod:+10 [S:+2500gp] [F:-1 Dex]
  A master monster has been encouraging lesser monsters to the area. KILL 1 Monster that is 85 or higher
  on table E – ENCOUNTERS. 
  77-78
  ANTIQUITY OF POWER
  Enc Mod:+10 [S:+2800gp, +1 Rep]
  [F:-1 Rep, -1 Str]
  Lost for centuries, the whereabouts of the “Antiquity of Power” has finally been uncovered, and it is now
  a race to the prize. COLLECT any legendary item.
  79-80
  RELIC EXPEDITION
  Enc Mod:+10 [S:+2800gp] [F:-1 Dex]
  A nobleman from one of the 5 distinguished houses has put up a handsome reward for the safe recovery
  of an heirloom that has been lost to the family for over 3 generations. A distant relative perished in a
  dungeon with the item and now he would like it back. Successfully LOOT any item from table TB -
  TREASURE B.
  81-82
  THE LICH LORD KING
  Enc Mod:+10
  [S:+2800gp, +1 Rep]
  [F:-1 Rep, -1 Int]
  Many years ago a noble King was laid to rest and the realm mourned a great loss. A wizard secured the
  tomb casting a powerful curse to ensure it would never be opened. Many years passed and the curse was
  long forgotten, until a carefree tomb robber broke into the tomb, the curse worked its magic and the King
  rose again, but not in the land of the living, but as a Lich Lord, this vile creature must be returned to its
  grave. When the second  OBJECTIVE AREA is found, it will be the lair of the Lich King and the
  adventurer must KILL monster 89 on table E – ENCOUNTER. During combat all escape reaction results
  are ignored and the Lich Lord has +10 HP.
   101 
  
  Q – QUESTS
  Q
  D100
  QUEST DETAILS
  Mark each completed quest with a  and each failed quest with a  on the quest tracker.
  83-84
  COLD TIDINGS
  Enc Mod:+10 [S:+2900gp, +1 Rep]
  [F:-1 Rep, -1 Str]
  At this time of year it should be warm and sunny but a recent inhabitant has been effecting the weather.
  The mornings are cold and frosty and something needs to be done. When the second  OBJECTIVE
  AREA is found it will be the lair of a frost wyrm and the adventurer must KILL monster 93 on table E –
  ENCOUNTER. During combat all escape reaction results are ignored.
  85-86
  RING OF POWER
  Enc Mod:+10 [S:+3000gp, +1 Rep]
  [F:-1 Rep, -1 Dex]
  Lost for over a century, the fabled “Ring of Power” and would make a great additional to the adventurers
  gear. COLLECT any legendary ring.
  87-88
  TALISMAN OF POWER
  Enc Mod:+10 [S:+3000gp, +1 Rep]
  [F:-1 Rep, -1 Str]
  The talisman was recently lost in a dungeon not far away and now the race is on to recover the treasure.
  COLLECT any legendary necklace.
  89-90
  MONSTER ATE MY MUM!
  Enc Mod:+15 [S:+2500gp] [F:-2 Dex]
  A monster has been rampaging though the realm and has been eating the inhabitants. When the second
  OBJECTIVE AREA is found it will be the monster lair, roll 1d10+90 (do not add Enc. Mod) on table E
  – ENCOUNTER and KILL the monster. During combat all escape reaction results are ignored.
  91-92
  A NEW SPELL
  Enc Mod:+15 [S:+3400gp, +1 Rep]
  [F:-1 Rep, -2 Int]
  A powerful wizard is seeking a reagent for a new resurrection spell and needs a special part from a
  monster, LOOT any 1 part from a monster that is 83 or higher on table E – ENCOUNTER. All monsters
  83 or higher on table E – ENCOUNTER will not escape combat, and all escape reaction results are
  ignored when facing them.
  93-94
  KINGMAKER
  Enc Mod:+15 [S:+3400gp, +1 Rep]
  [F:-1 Rep, -2 Str]
  The legendary weapon “Kingmaker”, once held by the first King of men at the battle of Evermote, is
  rumoured to be in the hands of a foul monster lurking in a dungeon not far from the old battlefield.
  COLLECT any Legendary Weapon.
  95-96
  ANTIQUITY EXPEDITION
  Enc Mod:+15 [S:+3800gp] [F:-3 Int]
  An ancient artefact dating back to a time before Kings is rumoured to lay somewhere inside a trap
  infested dungeon. Each time a green area is found, roll 1d10, if the result is 1-5 the area contains a trap
  and the player rolls 1d10 on table G – GEOGRAPHIC, or if the result is 6-10 the player rolls normally on
  the table G – GEOGRAPHIC. COLLECT any item 83 or higher on table TC – TREASURE C.
  97-98
  DEFEAT THE DRAGON
  Enc Mod:+20 [S:+4500gp, +1 Rep]
  [F:-1 Rep, -3 Str]
  A mighty dragon has been terrorising the Kingdom. KILL any monster that is 94 or higher on table E –
  ENCOUNTER. All monsters 94 or higher on table E – ENCOUNTER will not escape combat, and all
  escape reaction results are ignored when facing them.
  99-100
  SPIRITMEND
  Enc Mod:+20 [S:+5000gp, +1 Rep]
  [F:-1 Rep, -3 Dex]
  The legendary armour “Spiritmend” worn by the elven Prince “Glandoran” was torn from his body after
  receiving the death blow from the dwarven King “Kanrad”, it ended a brutal and devastating war which
  had lasted hundreds of years. COLLECT any legendary armour.
  R - RACE
  R
  Shade in all of the 
   shown for the adventurers race on the adventurer sheet
  
  D6
  RACE
  PRIMARY MODIFIERS
  SKILL BONUS
  1-2
  Dwarf
  +5 Str
  -5 Int
  +5 Strong skill
  
  3-4
  Elf
  +5 Dex
  -5 Str
  +5 Dodge skill
  
  5-6
  Human
  +5 Int
  -5 Dex
  +5 Aware skill
  
  RA – RACE A
  RA
  Shade in all of the 
   shown for the adventurers race on the adventurer sheet
  
  D100
  RACE
  PRIMARY MODIFIERS
  SKILL BONUS
  1-20
  Halfling
  +10 Dex
  -10 Str
  +5 Agility skill
  
  21-40
  Half Elf
  +10 Int
  -5 Dex, -5 Str
  +5 Escape skill
  
  41-60
  Half Giant
  +10 Str
  -10 Int
  +5 Bravery skill
  
  61-80
  High Elf
  +5 Int, +5 Dex
  -10 Str
  +5 Magic skill
  
  81-100
  Mountain Dwarf
  +10 Str
  -5 Dex, -5 Int
  +5 Traps skill
  
   102 
  
  S – SPELLS
  S
  D100
  SPELLS
  Spells can be cast at anytime, however during combat the adventurer is required to perform a combat action.
  COST
  1-4
  OPEN MAGIC: opens a magically sealed door.
  -1 HP
  5-8
  RESURRECTION: add “R” to the adventurers life box, when the adventurer next dies they are resurrected instead, remove the
  “R” from the life box instead of using a life point.
  -15 Str*
  9-12
  HEALING: restores all lost health points (HP).
  -10 Str*
  13-16
  HEAL: restore up to 10 lost health points (HP).
  -5 Str*
  17-20
  FIRE BLAST: deal 2 HP of damage to a monster at the start of the next combat round, do not deduct the monsters Def from the damage.
  -1 HP
  21-24
  FIRE BALL: deal 4 HP of damage to a monster at the start of the next combat round, do not deduct the monsters Def from the damage.
  -2 HP
  25-28
  ICE STORM: deal 1d10 damage to a monster at the start of the next combat round, do not deduct the monsters DEF from the
  result. If the monster is still alive it is frozen for the next combat round and suffers -5 to its AV if it attacks, whilst the adventurer
  gains +10 to all D100 tests for the round.
  -3 HP
  29-32
  MAGIC ARMOUR: a thin magical barrier cloaks the adventurer whom gains +1 Def until the end of the encounter (may only be
  cast once per encounter).
  -2 HP
  33-36
  MIGHTY: gain +10 Str to the next d100 dice roll (may only be cast once for each dice roll).
  -1 HP
  37-40
  SKILFUL: gain +10 Dex to the next d100 dice roll (may only be cast once for each dice roll).
  -1 HP
  41-44
  KNOW: gain +10 Int to the next d100 dice roll (may only be cast once for each dice roll).
  -1 HP
  45-48
  ALMIGHTY: gain +20 Str to the next d100 dice roll (may only be cast once for each dice roll).
  -2 HP
  49-52
  SKILLED: gain +20 Dex to the next d100 dice roll (may only be cast once for each dice roll).
  -2 HP
  53-56
  KNOWLEDGE: gain +20 Int to the next d100 dice roll (may only be cast once for each dice roll).
  -2 HP
  57-60
  ALTER TIME: remove 1  from the time track.
  -3 HP
  61-64
  CLONE: at the start of the next combat round, a clone of the adventurer appears to fight the monster. The clone is an exact replica
  and gains all the benefits of the adventurer, but track its damage separately. Any damage received is now dealt to the clone, damage
  cannot be deflected, and when the clones HP is reduced to 0 it disappears. Until the clone has disappeared the adventurer is not
  permitted to attack as they are busy controlling the clone.
  -3 HP
  65-68
  CLUMSY: until the end of the encounter the monster suffers -10 to its AV (cast only once per encounter).
  -3 HP
  69-72
  CONTROL: in the next combat round do not roll for the monsters reaction, it does not have an attack.
  -4 HP
  73-76
  COUNTER: this spell is used after a monster with dark magic has rolled for a spell. The dark magic spell is cancelled and the
  adventurer forfeits their attack for this round.
  -2 HP
  77-80
  INVISIBILITY: the adventurer escapes the encounter without needing to make an escape test.
  -4 HP
  81-84
  LIGHTNING: deal 1d10 damage to a monster at the start of the next combat round, and the monster does not deduct its Def from
  the result. If the monster is still alive it is pulsating and writhing with electrical charges for the next combat round and suffers -10
  to its AV if it attacks, whilst the adventurer gains +10 to all D100 tests for the round.
  -5 HP
  85-88
  MIRROR IMAGE:  At the start of the next combat round, four illusions of the adventurer appear confusing the monster. When
  the monster scores an attack and has rolled its damage the player rolls 1d10, if the result is a 1, the monster has hit the adventurer
  and all of the illusions vanish. If the result is a 2 or more, the monster has struck one of the illusions which disappears and the
  adventurer suffers no damage. When all illusions have vanished the spell is over and combat returns to normal.
  -5 HP
  89-92
  MANIPULATE: Re-roll any die just rolled, if cast in combat it does not require a combat action to use.
  -2 HP
  93-96
  SUMMON:  At the start of the next combat round, a monster is summoned. Roll on table E – ENCOUNTER with a – 30 modifier.
  The summoned monster fights in place of the adventurer using all of its abilities against the adventurers opponent, all effects and
  damage that are directed to the adventurer are instead dealt to the summoned monster. When the summoned monster has been
  killed combat returns to normal.
  -4 HP
  97-100 DRAIN LIFE: During the next combat round, all HP lost by the monster restores an equal number of HP to the adventurer.
  -3HP
  * The loss of Str lasts until the end of the current quest, make a note how much Str will return as a reminder.
   103 
  
  SA1 - ORDER OF ALCHEMY SPELLS
  SA1
  All of the Alchemy spells may only be cast whilst the adventurer is on a quest. They will create various types of apothecary that can be added to the adventure sheet, and used
  at will. However, at the end of the quest in which they were created and before the “Before Your Next Quest” phase, they will all expire and the player removes all items from
  the adventure sheet that begin with the title “Alchemist’s”. 
  D100
  Spells can be cast at anytime except during combat when the adventurer
  is required to forfeit their attack and perform a combat action to cast the spell.
   INGREDIENT
  COST/
  UPKEEP
  1-10
  CONCOCTION: The alchemist mixes the ingredients in to a weak potion. Choose any one of the following
  before casting the spell. Only if it is cast successfully can the Alchemist’s Concoction be added to the adventure
  sheet.
  ALCHEMIST’S CONCOCTION OF DEF: Drink to gain +1 Def on a monsters next damage roll.
  ALCHEMIST’S CONCOCTION OF DEX: Drink to gain +10 Dex to your next d100 dice roll.
  ALCHEMIST’S CONCOCTION OF DMG: Drink to gain +2 Dmg to your next damage roll.
  ALCHEMIST’S CONCOCTION OF INT: Drink to gain +10 Int to your next d100 dice roll.
  ALCHEMIST’S CONCOCTION OF STR: Drink to gain +10 Str to your next d100 dice roll.
  Empty Vial
  Magic Stone
  -2 HP
  11-20
  POISON REMEDY: When cast successfully, the spell creates an “Alchemist’s Poison Remedy” that can be
  rubbed in to an adventures poisoned wounds. When used, the player rolls 1d6, and on a result of 1-2 the player
  may remove 1 poison pip from the poison track. On a result of 3-4 they may remove up to 2 poison pips, and on a
  result of 5-6, they may remove up to 3 poison pips.
  Empty Vial
  Tail of a
  Scorpion
  -2 HP
  21-30
  DISEASE REMEDY: When cast successfully, the spell creates an “Alchemist’s Disease Remedy” that can be
  rubbed in to an adventurers diseased wounds and heal the infected area almost instantly. When used, the player
  rolls 1d6, and on a result of 1-2 the player may remove 1 disease pip from the disease track. On a result of 3-4
  they may remove up to 2 disease pips from the disease track, and on a result of 5-6, they may remove up to 3
  disease pips from the disease track.
  Empty Vial
  Hair of a
  Zombie
  -3 HP
  31-40
  MIXTURE: The alchemist mixes the ingredients in to a strong potion. Choose any one of the following before
  casting the spell. Only if it is cast successfully can the Alchemist’s Mixture be added to the adventure sheet.
  ALCHEMIST’S MIXTURE OF DEF: Drink to gain +2 Def on a monsters next Damage roll.
  ALCHEMIST’S MIXTURE OF DEX: Drink to gain +20 Dex to your next d100 dice roll.
  ALCHEMIST’S MIXTURE OF DMG: Drink to gain +4 Dmg to your next damage roll.
  ALCHEMIST’S MIXTURE OF INT: Drink to gain +20 Int to your next d100 dice roll.
  ALCHEMIST’S MIXTURE OF STR: Drink to gain +20 Str to your next d100 dice roll.
  Empty Vial
  Magic Rock
  -3 HP
  41-50
  TEARS OF AWARENESS: When cast successfully, an “Alchemist’s Tears of Awareness” eye dropper is created,
  that when used will add “AWARENESS” to the time track. Whilst “AWARENESS” is on the time track, the player
  may re-roll any result made on the find table once per turn, and gets to add +5 to their Aware skill. The bonus may
  even take the adventurers Aware skill over the maximum limit of 20 for a skill bonus.
  Eye Dropper
  Eye of an Eagle
  -4 HP
  51-60
  POTION OF GROW: When cast successfully an “Alchemist’s Grow Potion” is created, and when consumed will cause
  the recipient to grow twice their normal size and gain +30 Str to their next d100 dice roll. If used during combat, the
  recipient also rolls 2d6 for their next damage die roll (even if they used a (R) weapon). In addition both of the damage dice
  may be re-rolled if the Mighty Blow ability is active.
  Empty Vial
  Hair of a Giant
  -4 HP
  61-70
  HEALING SALVE: When cast successfully, the spell creates an “Alchemist’s Healing Salve” that can be rubbed
  in to an adventures open wounds and will heal them slowly over the next hour. The salve, when used will restores
  1d10 HP after the next  has been shaded on the time track.
  Empty Vial
  Calendula
  Flower
  -4 HP
  71-80
  ARCANE POISON: When cast successfully, the alchemist has created “Alchemist’s Arcane Poison” that can be
  applied to a weapon. The weapon initially gains a +6 DMG modifier, but each time it is used and scores a hit on a
  monster, some of the arcane poison is transferred and its power is reduced. Therefore, after each successful hit scored, the
  damage modifier is reduced by 1 point. (i.e. the first successful attack, the weapon has +6 DMG, on the second
  successful strike it has +5, and so on).
  Empty Vial
  Venom from a
  Cobra
  -7 HP
  81-90
  RESURRECTION POTION: When cast successfully, an “Alchemist’s Resurrection Potion” is created, and when
  consumed will add “RES” to the time track. Whenever the adventurer has been killed, if “RES” is shown on the
  time track, they are resurrected just as if they had spent a Life point, and then the player removes “RES” from the
  time track.
  Empty Vial
  Wooden Cross
  -14 HP
  91-100
  VIAL OF BOOSTS: When cast successfully, the alchemist has created “Alchemist’s Vial of X”. The player rolls
  on tables B – Boosts and X becomes the name of the result scored (i.e. if the player rolled 79, the alchemist will
  have created an “Alchemist’s Vial of Aptitude (79)”, which when used, will grant the adventurer the boosts benefit
  shown on table B – Boosts (see p33 of the main rulebook). The Vial of Boosts spell may only be cast one time on
  each quest, and when the player rolls on table B for the Vial’s Boost result, they are not permitted to use fate
  potions/points or any other means to manipulate the roll.
  Empty Vial
  Magic Rune
  -15 HP
   104 
  
  SA2 - ORDER OF ELEMENTS SPELLS
  SA2
  Some of the Element spells create totems that are used to further the spells effect. A caster may only control a maximum of 4 totems at a given time. If another totem is created
  that would push over this limitation, the player must select a totem to remove from play.
  D100
  Spells can be cast at anytime except during combat when the adventurer
  is required to forfeit their attack and perform a combat action to cast the spell.
   INGREDIENT
  COST/
  UPKEEP
  1-10
  CALL OF LIGHT: At any time the adventurer is required to spend oil from the supply area, they may instead
  cast this spell, and if successful, they do not need to remove any oil from the adventure sheet. 
  Abdomen of a
  Giant Firefly
  -1 HP
  11-20
  AIR TOTEM: When cast successfully during combat, a fierce wind whips up in to a cyclone that constantly
  blasts the monster with a powerful gust of air. The monsters aim is affected as it fumbles against the wind,
  therefore the player rolls twice for the monsters location die and chooses which one will be applied for the
  monsters attack. If the monster has the Fly ability, it is also grounded and can be attacked without penalty with
  a STR attack. The totem will last until either combat ends or the monster has successfully hit the adventurer 4
  times.
  Feather from a
  Giant Pegasus 
  -2 HP
  21-30
  FIRE TOTEM: When cast successfully during combat, a flame appears from the ground a few feet from the
  adventurer and begins shooting balls of fire at the monster. The monster can do nothing to avoid this magical
  attack and suffers 2 points of damage at the start of each combat round. If the monster is killed as a result of this
  attack, combat ends immediately. The totem will last until either combat ends or it has damaged the monster 4
  times.
  Igneous Rock 
  -3 HP
  31-40
  WATER TOTEM: When cast successfully during combat, a torrent of water erupts from the ground a few feet
  from the adventurer. Each time the monster inflicts damage to the adventurer, the water washes over the
  adventurer, healing them for up to 2 points of damage. The totem will last until either combat ends or it has healed
  the adventurer 4 times.
  Rain Drop
  -3 HP
  41-50
  EARTH TOTEM: When cast successfully during combat, a pulsating rock bursts through the ground a few feet
  away and a stream of energy spirals out connecting it to the adventurer. At the start of each combat round after the
  Earth Totem is created, it begins growing in power and gains one of the following bonuses, +10 Str, +10 Dex, +10
  Int, +1 HP, +1 DMG, or +1 DEF. Each time the totem gains a bonus it is temporarily assigned to the adventurer
  until the totems power comes to an ends. The totem will last until either the end of a combat round when the 4 th
  bonus has been assigned, or combat ends. 
  Soil from a
  Giant Worm
  Casting
  -4 HP
  51-60
  RECONSTRUCT: When  cast  successfully  in  a  green  area,  the  caster  reconstructs  their  surroundings,
  manipulating the elements in to a new form. The player rolls on table G – Geographic and applies the result,
  overwriting the previously recorded green area on the dungeon sheet. Any traces of the previous geographic
  feature disappears as the new feature is formed. The spell may be cast directly after a result on table G –
  Geographic has been generated.
  Aether Dust
  -4 HP
  61-70
  TOTEM COMMAND: When cast successfully during combat, all of the caster's current and future totems during
  the current encounter will gain either +1 or +10 (where applicable) to their relevant abilities. Therefore, a Fire
  Totem will deal 3 points of damage at the start of each combat round. An Earth Totem will give +20 Str, Dex, Int
  or +2 HP, DMG, DEF. The player rolls 3 location die for an Air Totem, and will be healed for up to 3 HP of
  damage with a Water Totem. The spells lasts as long as the adventurer has an active totem in play.
  Straw Totem
  Effigy
  -5 HP
  71-80
  TORNADO: When cast successfully during combat, a fierce tornado appears between the monster and the caster.
  For 1d6 combat rounds, the tornado is under the control of the caster and will hinder the monsters attack by
  spiralling the tornado directly towards the monster. The monster suffers -10 to its AV, and -1 to its Dmg value,
  whilst the caster gains +10 to all D100 tests and +1 Dmg to any attack (spells, scrolls, melee or ranged) directed
  towards the monster whilst the tornado is in effect. The caster may control up to 3 tornados at a time, by recasting
  the spell, however, each tornados duration must be tracked separately.
  Ice Brinicle
  -5 HP
  81-90
  STONE ELEMENTAL: When cast successfully during combat, the ground cracks open, breaking in to small
  pieces, and rising up in to a stone elemental. At the start of each combat round, before the monster makes its
  reaction roll, the player makes an attack roll for the stone elemental. The elemental has an AV:60 and a Dmg:+5. If
  the monster is killed by the elemental, then combat ends immediately. The monster will never attack the elemental
  whilst it is active, preferring to attack something made of flesh or something it can eat. The elemental lasts until
  either combat ends or it has made 4 attack rolls. The caster may only create one Stone Elemental at a time.
  Rock Dust
  -5 HP
  91-100
  TANGLED VINES: When cast successfully during combat, a thick root grows rapidly from the ground and
  entangles the monster preventing it from escape. The roots appear as soon as the spell is cast and will last until
  either the end of combat or the monster has rolled 4 times on the monster reaction chart, scoring an escape result.
  The caster may elect to end the spell at anytime during the combat. Whilst the monster is entangled, the caster may
  escape combat freely without needing to make an ESCAPE COMBAT test, and the  monster suffers -10 to its AV.
  The spell has no effect on a monster with the Phase or Ethereal ability.
  Pollen from a
  Tangled Vine
  -5 HP
   105 
  
  SA3 - ORDER OF ILLUSION SPELLS
  SA3
  D100
  Spells can be cast at anytime except during combat when the adventurer
  is required to forfeit their attack and perform a combat action to cast the spell.
   INGREDIENT
  COST/
  UPKEEP
  1-10
  DEATH BECOMES ME: When cast successfully during combat, the adventurer creates the illusion that they
  have died, fooling the monster that they are no longer a threat to them or their habitat. The monster may at this
  point simply wander off, or may drag the adventurer off to  it’s lair to eat later. The spells effect happens
  immediately the spell is cast and before the monsters next attack roll. To determine the monsters reaction to the
  ruse, the player consults the monsters [K] result and notes if table A – Armour is listed as a reward or not, and then
  rolls 1d100.
  If table A is listed as a reward, and the player has rolled 80 or less, the monster wanders off, and combat ends
  immediately. The player removes the monster from the combat track (note: the monster is not added to the
  dungeon area). If the result is 81 or more, the monster tries to drag the casters body to its lair, and the adventurer is
  forced to end the ruse. The caster must continue with the encounter.
  If table A is not listed as a reward and the player has rolled 40 or less, the monster wanders off, and combat ends
  immediately. The player removes the monster from the combat track (note: the monster is not added to the
  dungeon area). If the result is 41 or more, the monster tries to drag the casters body to its lair, and the adventurer is
  forced to end the ruse. The caster must continue with the encounter.
  Gloop of
  Ectoplasm 
  -2 HP
  11-20
  LASTING MIGHT: When cast successfully, the adventurer believes they are stronger and physically more
  powerful than they actually are. The player adds +10 Str to the time track modifier, and can now decide if future
  time track modifiers will replace the +10 Str modifier, or not. At the end of the current quest, if the spell is still
  active it fades out, and the player must remove the +10 Str modifier from the time track. This spell cannon be cast
  during combat.
  Fingernail from
  a Cyclops
  -2 HP
  21-30
  FINDING BRIGHTNESS: This spell must be cast before the player is about to roll on the Find table. When it
  has been cast successfully, it creates an illusion of intense light that spreads out as a shock wave through the
  entire area, giving the adventurer a clear view of their surroundings. The abundance of light allows the player
  to make up to 4 consecutive rolls on the Find table. After each roll the player must decide if they will keep the
  result just rolled or lose it and roll again. If they haven't chosen a result by the 4 th roll, they must accept this as
  their final result.
  Schistostega
  -2 HP
  31-40
  ILLUSIONARY WEAPONS: When cast successfully during combat, the adventurer changes the appearance of
  their equipped weapon to match another from table W – Weapons. At the start of the next and subsequent combat
  rounds after the spell has been cast, the adventurer is required to pay the spells upkeep cost or it will fizzle out,
  and their weapon will revert back to normal. Whilst the spell is in effect, and just after each upkeep cost is been
  paid, the player rolls on table W – Weapons to determine which illusion their weapon will take on. When the
  adventurer successfully attacks a monster whilst they have an illusionary weapon, the player applies both the
  damage modifier for their equipped weapon and the illusionary weapon. At the end of combat the adventurers
  weapon loses its illusion and the spell comes to an end.
  Conjured Iron
  -3/1 HP
  41-50
  SILENCE: When cast successfully in combat, the caster creates an area of illusion where sound cannot penetrate.
  Any monsters with the Dark Magic ability are unable to use their Dark Magic for the duration of the encounter,
  unless they can find a way to break the spell. At the start of each combat round, instead of casting Dark Magic, the
  monster attempts to cancel out the illusion of silence. The player rolls 1d10, and on a result of 10 the Silence spell
  is broken, and the monster can once again use its Dark Magic ability, effective immediately. After the illusion of
  silence has been created, the adventurer is required to pay the spells upkeep cost or the silence will come to an
  end. Note, the adventurer is not affected by the silence, and will still be able to cast spells and scrolls.
  Tongue of a
  Devil
  -3/1 HP
  51-60
  MONSTERS MONSTER: The spell is to be cast at the very start of an encounter. If the spell fails it cannot be
  recast, and it may not be cast against a monster with the Surprise ability. When cast successfully, the adventurer
  appears to be a creature that strikes fear in the monster they are encountering, and takes on the form of its worst
  nightmare. The upkeep cost must be paid at the start of each combat round or the illusion fades, and all the
  benefits it provides fade along with it. At the start of each combat round, before the monsters reaction roll, the
  player chooses from one of the following options and applies the effect to the monster for the forthcoming combat
  round.
  +2 to the monsters reaction roll.
  -20 to the monsters AV for the round.
  -2 to the monsters Def for the round.
  -2 Dmg to the monsters Dmg for the round.
  Cancel the effect of 1 monster Ability for the round.
  Hair from a
  Ghoul
  -3/1 HP
   106 
  
  SA3 - ORDER OF ILLUSION SPELLS
  SA3
  D100
  Spells can be cast at anytime except during combat when the adventurer
  is required to forfeit their attack and perform a combat action to cast the spell.
   INGREDIENT
  COST/
  UPKEEP
  61-70
  INVISIBLENESS: When cast successfully, the caster becomes invisible until they either move to a new area or
  cast another spell or scroll. Whilst invisible, any effect that would normally trigger an encounter can be ignored,
  and the player is free to decide if they will encounter the monster or not, even after the triggered monster has been
  determined by rolling on the encounter table. In addition, if they are in combat when the spell is cast, or if they
  enter combat whilst invisible, they gain +20 to all characteristics (Str, Dex and Int) and +2 damage to their damage
  rolls for the duration of the combat. They may also choose to escape without needing to make an escape test, and
  if they do escape the player is free to either add the monster to the dungeon sheet or not. The caster will become
  visible as soon as they leave the current area.
  Dust from a
  Vanquished
  Vampire
  -5 HP
  71-80
  MONSTER DIMINISH: When cast successfully during combat, the adventurer causes the monster to appear to
  shrink in size. The monster feels the effects immediately and actually believes it has shrunk and is unable to deal
  as much damage as before. At the start of the next and subsequent combat rounds after the spell has been cast, the
  adventurer is required to pay the spells upkeep cost or it will fizzle out and the monster will return to its normal
  size. Whilst the spell is in effect (even during the round in which it was cast), when the monster rolls a 5 or 6 on
  its damage die, the player subtracts 2 from the result. 
  Ants Brains 
  -5/1 HP
  81-90
  PHANTASMIC ERUPTIONS:  When cast successfully during combat, the adventurer creates the illusion of
  several small volcanic eruptions directly around the monster. As the ground shakes and breaks open, hot fire blasts
  upwards and the monster is compelled to try and dodge the onslaught. At the start of the next and subsequent
  combat rounds, after the spell has been cast, the adventurer is required to pay the spells upkeep cost or it will
  fizzle out and the eruptions will stop. Whilst the spell is in effect, each time the monster rolls a result on the
  reaction table that results in it making an attack for the forthcoming round, the player must test the monsters
  ability to dodge the fire bursts. The player rolls 1d100, and if the result is equal to or less than the monsters AV
  value, then it easily dodges the fire for this combat round, and may attack as normal. However, if the result is
  higher than its AV value, then it is too busy trying to dodge the fire and misses its attack for this round.
  Volcanic Ash
  -6/2 HP
  91-100
  MONSTER MELT: When cast successfully during combat, the monster believes that it is on fire and begins
  thrashing around trying to stop itself from burning to death. It will begin taking effect at the start of the next
  combat round after it has been cast, and takes two full rounds of combat before it realises that it is not in any
  actual pain and that it is just an illusion. Monster Melt does not work against any monster shown on an encounter
  table with a d or C. The monster does not get a reaction roll, or attack roll, and whilst it is flailing around on the
  dungeon floor, the adventurer deducts -30 from their next two attack rolls.
  Breath of a
  Dragon
  -6 HP
   107 
  
  SA4 - ORDER OF INVOCATION SPELLS
  SA4
  D100
  Spells can be cast at anytime except during combat when the adventurer
  is required to forfeit their attack and perform a combat action to cast the spell.
   INGREDIENT
  COST/
  UPKEEP
  1-10
  HAND OF KEYS:  When cast successfully, the adventurer’s own hand is transformed in to a key that when
  inserted in to a keyhole will attempt to reshape itself to the mechanism, and open the lock. The player adds +20 to
  their Dex when they next test to open a locked door or chest. The test to open the lock must follow immediately
  after the spell has been cast, and whether the lock is opened or not, the spell soon fades after the test and the hand
  returns to its normal shape. 
  Spring from a
  Lock
  -1 HP
  11-20
  ETHEREAL DOOR: When cast successfully, any non-magical door the adventurer is trying to pass through
  becomes less substantial, and takes on a slightly ghostly and ethereal appearance. For just a few moments the
  caster is able to pass through the door as if it wasn’t there. The player consults the door code and rolls 1d6. If the
  result is equal to, or less than the number linked to the door code (i.e. L2’s linked number is 2), then the spell
  wavers just at the time they pass through, and the adventurer suffers HP of damage equal to the door codes linked
  number (i.e. if the door code is L2, they would take 2 HP of damage).
  Miniature Key
  -2 HP
  21-30
  RECONSTRUCT: Reconstruct is an intricate spell that when cast successfully, will cause a damaged item to
  begin repairing itself. Dents press out and tears knit together as arcane energy crackles and sparks across its
  surface. The player rolls 1d6 and may remove a number of damage pips from the items damage track equal to half
  of the result rolled rounded up. Once an item has been magically repaired in this way, the spell will not work on it
  again for some considerable time, and the player should mark the repaired item with an “R” at the end of its
  damaged track as a reminder. At the end of the current quest the player must remove all “R” marks from the
  adventure sheet.
  Small Hammer
  -2 HP
  31-40
  LASTING AGILITY: When cast successfully, the adventurer becomes more dextrous and agile,  as the arcane
  energy imbues them and controls their actions. The player adds +10 Dex to the time track modifier, and can now
  decide if future time track modifiers will replace the +10 Dex modifier, or not. At the end of the current quest, if
  the spell is still active, it fades out, and the player must remove the +10 Dex modifier from the time track. This
  spell cannon be cast during combat.
  Head of a Cobra
  -2 HP
  41-50
  CONJURE FOOD: When cast successfully, it creates Arcane food. Add 1d6 “Conjured Food” to the adventurer’s
  backpack. At anytime the adventurer is required to use food from their supply area, they may instead use one of
  their Conjured Foods. 
  Inscribed  Fork
  -2 HP
  51-60
  REINFORCED BELT: When cast successfully, all items stored in the belt slot become magically strengthened
  against incoming attacks, and damage sustained through adventuring. The player adds “Reinforced Belt” to the
  time track, and whilst “Reinforced Belt” is shown on the time track, all belt checks can be ignored. In addition, the
  time track may also stack with other “Reinforced” spells, such as “Reinforced Armour”, or  “Reinforced Weapon”.
  Each time a  is triggered on the time track, the adventurer must pay the upkeep cost, or “Reinforced Belt” must
  be removed from the time track.
  Cobalt Dust
  -3/1 HP
  61-70
  REINFORCED WEAPON: When cast successfully, the main and off hand items used by the adventurer become
  magically strengthened against incoming attacks, and damage sustained through adventuring. The player adds
  “Reinforced Weapon” to the time track, and whilst “Reinforced Weapon” is shown on the time track, each full pip of
  damage that is shaded on a main or off hand item’s damage track, instead shades just ½ a pip. Note, it does not have
  any effect to shields. In addition, the time track may also stack other “Reinforced” spells, such as “Reinforced
  Armour”, or “Reinforced Belt”. Each time a  is triggered on the time track, the adventurer must pay the upkeep cost,
  or “Reinforced Weapon” must be removed from the time track.
  Cobalt Ingot
  -4/1 HP
  71-80
  ARCANE TRAP: When cast successfully in combat, the monster will become entangled in a deadly trap, made
  by the twisting elements of arcane power. At the start of each combat round, before the monster rolls for its
  reaction, the player first rolls the d100, and if the result is equal to or higher than the monsters AV, it suffers 1d6
  HP modified by its own Dmg modifier. If this is enough to kill the monster then combat ends and the adventurer
  gains its [K] reward. At the start of each new combat round, the caster must pay the upkeep cost or the Arcane
  Trap fizzles out, releasing the monster from its arcane bonds. Whilst the monster is trapped, it suffers -10 to AV
  when making an attack, and all escape reaction results are ignored.
  Miniature Fenn
  Trap
  -5/3 HP
  81-90
  REINFORCED ARMOUR: When cast successfully, all pieces of armour worn by the adventurer become
  magically strengthened against incoming attacks, and damage sustained through adventuring. The player adds
  “Reinforced Armour” to the time track, and whilst “Reinforced Armour” is shown on the time track, each full pip
  of damage that is shaded on a piece of armour’s damage track, instead shades just ½ a pip. In addition, the time
  track may also stack other “Reinforced” spells, such as “Reinforced Weapon”, or “Reinforced Belt”. Each time a 
  is triggered on the time track, the adventurer must pay the upkeep cost, or “Reinforced Armour” must be removed
  from the time track.
  Cobalt Bar
  -6/2 HP
  91-100
  ARROW STORM: When cast successfully in combat, the adventurer fires a bolt of arcane energy above the
  monsters head, and as it crackles, stretching and spreading out above them, tiny arrow points begin forming and
  pointing downwards. At the start of the next combat round, just before the monster rolls for its reaction, the player
  rolls 1d6. The result is the number of arrows that fire down and hit the monster. For each arrow that hits, the
  monster suffers -1d6 HP. If the monster is killed then combat ends immediately.
  Golden
  Arrowhead
  -8 HP
   108 
  
  SA5 - ORDER OF PSYCHE SPELLS
  SA5
  D100
  Spells can be cast at anytime except during combat, when the adventurer
  is required to forfeit their attack and perform a combat action to cast the spell.
   INGREDIENT
  COST/
  UPKEEP
  1-10
  MANIPULATION: When cast successfully, during combat the adventurer takes control of the monsters mind for
  a split second and the player chooses its next reaction rather than making the reaction roll.
  Scalp of a Devil
  -1 HP
  11-20
  LASTING KNOWLEDGE: When cast successfully, the adventurer gains a wealth of knowledge and intelligence
  and finds everything mentally less challenging. The player adds +10 Int to the time track modifier, and can now
  decide if future time track modifiers will replace the +10 Int modifier, or not. At the end of the current quest, if the
  spell is still active, it fades out, and the player must remove the +10 Int modifier from the time track. This spell
  cannon be cast during combat.
   Unwritten
  Book
  -2 HP
  21-30
  TURN UNDEAD: When cast successfully during combat on a monster shown on an encounter table with a C, the
  player rolls 1d10. If the result is less than the monsters DEF value, the undead monster will turn around and flee,
  and combat ends immediately.
  Holy Cross
  -3 HP
  31-40
  MIND BLAST: When cast successfully during combat, the monster will suffer a number of HP of damage equal
  to its own Dmg modifier. The spell has less of an effect on undead creatures, therefore, if a monster is shown on
  an encounter table with a C, it will suffer ½ of its Dmg modifier rounded up. The spell is also cast just moments
  before the monster gets to make its attack, and so if it is killed due to the spell, the combat ends before the monster
  returns its attack.
  Brain of a Devil
  -3 HP
  41-50
  ARCANE  ATTUNEMENT: When  cast  successfully,  the  adventurer  becomes  more  attuned  to  the  arcane
  elements, and is able to wield its power with much greater proficiency. However, their physical strength and
  adeptness is weakened. The player may add up to +15 Int to the adventurer, in increments of +5 (i.e. either +5,
  +10, or +15) for the duration of the spell. However, each +5 increment to Int will also reduce either the
  adventurers Str or Dex, or a combination of both (i.e. with a +10 to Int, the player could assign -5 to both Str and
  Dex, or -10 to either one). Once the spell has been cast it will last until the next  is shaded on the time track,
  then for each   that is is shaded on the time track, the adventurer must pay the upkeep cost, or the Arcane
  Attunement comes to an end and all characteristics return to normal.
  Straw Effigy 
  -3/1 HP
  51-60
  CONTROL DARK MAGIC: When cast successfully during combat, the adventurer takes control of a monsters
  Dark Magic ability. At the start of each combat round after Control Dark Magic has been cast, the player rolls for
  the monsters dark magic ability, using the results below, instead of those found in the main D100 Dungeon
  rulebook. Each new combat round after Control Dark Magic has been cast, the upkeep cost must be paid, or the
  spell comes to an end.
  1-2 DARK STRIKE: The adventurer gains +20 to their attack characteristic (Str/Dex or Int)
  3-4 SHADOWY CLOAK: The monsters suffers -4 Dmg.
  5-6 EVIL TOUCH: The adventurer gains +2 Dmg.
  7-8 DRAIN LIFE: Each HP the monster loses restores an equal amount to the adventurer.
  9-0 DEATH BOLT: The monster loses -2 HP
  Obsidian Pebble
  -4/1 HP
  61-70
  MAGIC MASTERY: Whenever a CAST SPELL test is failed (except when the spell is Magic Mastery) and
  before the player has rolled on table C – CURSES, the adventurer my attempt to gain control of the errant energy,
  and rework its unruly power in to the effects of the intended spell. They can do this by casting Magic Mastery, and
  if successful, the original CAST SPELL test is switched from being a fail to a success. 
  However, attempting to gain control over unruly magic is very dangerous, and if the Magic Mastery spell test is
  failed, the player must roll twice on table C – CURSES, once for each of the spells that failed. When casting
  Magic Mastery in combat, it does not require a combat action to cast.
  Dust from an
  Arcane Crystal
  -4 HP
  71-80
  PSIONIC REVENGE: The adventurer may cast this spell after a monster has just made an attack roll, however
  by doing so they forfeit their next attack, combat action, or escape combat/block escape test in the following
  combat round. When cast successfully, all HP suffered by the adventurer from the monsters attack is also applied
  to the monster. The player induces the same pain they have suffered in to the mind of the monster.
  Bone Gavel
  -5 HP
  81-90
  MIND CONTROL: When cast successfully during combat, the adventurer attempts to take control of the
  monsters mind, and the player rolls 1d10. If the result is equal to, or less than the monsters Def value, the
  adventurer has taken control of its mind and combat comes to an end. The monster is now under the control of
  the adventurer and can be used in future encounters just as if it had been summoned by the “Summon Monster”
  spell (see table SA6 – Order of Summoning Spells). The monster will retain its current HP value at the point its
  mind was taken over, and will continue to be controlled by the player until the spell comes to an end, or until it
  is killed. Each time a  is triggered on the time track, the adventurer must pay the upkeep cost, or the monster
  breaks free from the control, and is encountered again. Note, undead monsters are immune to the effects of the
  mind control spell, and therefore it can not be cast on a monster marked with a C on the encounter table.
  Skull of a Devil
  -6/2 HP
  91-100
  PSYCHIC MIRROR: When cast successfully during combat, the adventurer places the monsters mind in a
  psychic dimension, where it believes it is trapped in a labyrinth of mirrors. It immediately begins searching for a
  way out, and is thus rendered inactive. The Psychic Mirror lasts for 1d6 combat round after the spell has been
  successfully cast, providing the adventurer pays the upkeep cost at the start of each combat round. Whilst the spell
  is in effect, the monster does not make a reaction roll, or get an attack, and the adventurer is free to escape combat
  at any time without the need of an escape test.
  Mirror Dust
  -7/2 HP
   109 
  
  SA6 - ORDER OF SUMMONING SPELLS
  SA6
  D100
  Spells can be cast at anytime except during Combat, when the adventurer
  is required to forfeit their Attack and perform a Combat Action.
   INGREDIENT
  COST/
  UPKEEP
  1-10
  BANISH DEMON: The spell may only be cast on monsters marked with a d on the encounter table. When cast
  successfully during combat, the player rolls 1d10. On a result of 10 the monster is banished for good to the demon
  realm, and combat ends immediately (remove it from the combat track). However, on a roll of 1-9 the demon is
  banished temporarily back to the demon realm for as long as the adventurer continues to pays the upkeep costs
  each time a  is triggered on the time track. Anytime the cost is not paid the demon returns from its vacation and
  attacks, and the adventurer must encounter it once again.
  Sweat from a
  Devil
  -2/1 HP
  11-20
  BANISH UNDEAD: The spell may only be cast on monsters marked with a C on the encounter table. When cast
  successfully during combat, the player rolls 1d10. On a result of 10 the monster is banished for good to the spirit
  world, and combat ends immediately (remove it from the combat track). However, on a roll of 1-9 the undead
  monster is banished temporarily back to the realm of the dead for as long as the adventurer continues to pays the
  upkeep costs each time a  is triggered on the time track. Anytime the cost is not paid the monster returns from the
  spirit world and attacks, and the adventurer must encounter it once again.
  Spirit Dust 
  -2/1 HP
  21-30
  MONSTERS MASH: When cast successfully during combat, the adventurer is able to switch the monster they
  are fighting to another one found on the same encounter table. The switch happens at the end of the current
  combat round, and its replacement is picked from a monster recorded directly above or directly below the monster
  on the encounter table (i.e. If the monster is an Orc from encounter table E, the player could select either an Orc
  Archer, or an Imp). The player removes the old monster from the combat track, and replaces its details with the
  new one. The new monster is encountered at full health, and any damage that was sustained by the old one prior to
  the switch does not transfer to the new one.
  Shrunken
  Monster Heads
  -2 HP
  31-40
  SUMMON LEGENDARY SWORD: When cast successfully during combat, the adventurer has summoned an
  arcane sword from another realm. The sword appears at the start of the next combat round and can be wielded
  immediately by the adventurer without needing to take a “Change Equipped Items” combat action. Once the
  sword has appeared the adventurer is required to pay its upkeep cost at the start of each combat round (including
  the round when it first appears), or the sword will disappear back to its own realm. Providing the upkeep cost is
  paid, the sword will only remain in the adventurers realm for 1d6 combat round from the time it first appears, or
  until combat ends. The sword has the following statistics.
  LEGENDARY SWORD () (H) (+1 Dmg) (Roll on table L for its LEGEND bonus)
  Conjured Steel
  -3/1 HP
  41-50
  SUMMON LEGENDARY BOW: When cast successfully during combat, the adventurer has summoned an
  arcane bow from another realm. The bow appears at the start of the next combat round and can be wielded
  immediately by the adventurer without needing to take a “Change Equipped Items” combat action. Once the bow
  has appeared, the adventurer is required to pay its upkeep cost at the start of each combat round (including the
  round when it first appears), or the bow will disappear back to its own realm. Providing the upkeep cost is paid,
  the bow will only remain in the adventurers realm for 1d6 combat round from the time it first appears, or until
  combat ends. The bow has the following statistics.
  LEGENDARY BOW () (R) (+1 Dmg) (Roll on table L for its LEGEND bonus)
  Conjured Wood
  -3/1 HP
  51-60
  ARMY OF THE DEAD: When cast successfully during combat, the adventurer summons between 1–5 skeleton
  warriors to fight along side them. The actual number is decided by the caster before the spell test is made.
  However, each skeleton warrior they intend to summon adds a -5 modifier to the spell test, and adds +1 HP to the
  spells casting cost. Providing the spell is cast successfully, the number of skeleton warriors chosen, climb up out
  of the dungeon floor, and stand beside the caster ready to fight in the next round of combat. However, at the end of
  each combat round after they have been summoned, 1 skeleton will crumble to dust, and the player must remove
  one from their number.
  During combat, whilst the adventurer has skeletons on their side, they get to add +5 to their Str for each one when
  making a block escape action (i.e. if they have two summoned skeletons, they would add +10); and in addition,
  each time they attack the monster, their summoned skeletons will attack too, and the player makes a separate
  attack roll for them. The skeleton warriors have an AV:50, DMG:+1, and the  Pack monster ability. When a
  monster attacks, it will always ignore the skeletons, preferring to attack the adventurer, and the summoned
  skeleton will remain until either combat ends, or they have all crumbled to dust.
  Bone Dust
  -4 HP and
  +1HP for
  each
  Skeleton
  Warrior
  61-70
  SUMMON FAMILIAR: When cast successfully, the adventurer summons a beast that will aid them during their
  quest. The player rolls on table Y – Beast Mastery for the familiar summoned and then rolls 1d6 to determine its
  level (See Beast Mastery). The familiar may be summoned even if the adventurer currently has a beast recorded
  on the adventure sheet, and in effect they will then be able to control two beasts for the duration of the spell. Each
  time a  is triggered on the time track, the adventurer must pay the upkeep cost, or the summoned familiar will
  disappear back to its own realm.  At the end of the current quest, the summoned beast vanishes and must be
  removed from the adventure sheet.
  Animal Dung
  -5/2 HP
   110 
  
  SA6 - ORDER OF SUMMONING SPELLS
  SA6
  D100
  Spells can be cast at anytime except during Combat, when the adventurer
  is required to forfeit their Attack and perform a Combat Action.
   INGREDIENT
  COST/
  UPKEEP
  71-80
  BAG OF SUMMONING: This spell unlocks a new sheet called “Bag of Summoning” which the adventurer can
  use to store items in. The bag is linked to an alternative reality, and provides a quick and easy way to transport
  items back and forth between the two realities. However it is not without risk, and there is a chance that the item
  may have got lost, stolen or destroyed when recalled.
  The bag behaves in the same way as the backpack does on the back of the adventurer sheet, and has places to store
  items with and without damage tracks. A copy of the “Bag of Summoning” sheet can be found at the end of this
  book, and permission is given for it to be copied. Alternatively, a pdf may be downloaded from www.mk-
  games.co.uk and can be printed out for your adventurers.
  Once successfully cast, the adventurer is free to use the Bag of Summoning sheet, and may place items in to it
  without penalty. However when they wish to retrieve an items they must roll 1d10, and on a result of 10, the item
  does not return, and the player must remove it from the sheet.
  At the start of a new quest, if the adventurer has an active Bag of Summoning in play, they must recast the spell,
  and if it fails the bag vanishes along with any items stored in it.
  Conjured Bag
  -5 HP
  81-90
  SUMMON MONSTER: When cast successfully during combat, the adventurer summons a monster at the
  start of the next combat round that will fight with them at their side. The player rolls on the encounter table
  they are using for the current quest, and applies the quest modifier to determine the monster that will be
  summoned. 
  After the summoned monster has appeared, it joins in the attack alongside the adventurer. The player makes
  the summoned monsters attack roll directly after the adventurer has made theirs, or after they have taken a
  combat action, and keeps track of its HP separately. The monster that adventurer and the summoned monster
  are attacking, will always prefer to target the summoned monster, and so all of its attacks will be directed
  towards the summoned monster and not the adventurer.
  The summoned monster may have some or all of the monster abilities as shown on the encounter table for its type,
  and will use them at the discretion of the player against the monster it is attacking, where they can be sensibly
  applied. The following monster abilities are not available to a summoned monster and must be ignored.
  Death Touch, Disease, Doppelgänger, Ethereal, Fear, Fire, Fly,
  Freeze, Petrify, Poison, Resurrection, Stun, Surprise, and Web
  At the start of each combat round when the monster has been summoned, the adventurer is required to pay the
  upkeep cost, or the summoned monster will disappear back to its own reality. The adventurer is only permitted to
  have one summoned monster helping them in combat. When it has been killed a new one may be summoned again
  by recasting the spell. When combat ends, if the summoned monster is still alive, it will vanish back to its own
  reality.
  Dried Flesh
  -6/2 HP
  91-100
  TELEPORTATION: The spell requires a great deal of concentration and therefore cannot be used during combat,
  and must always be used during step 2.EXITS of a turn. When cast successfully, the caster can teleport to any area
  that has been added to the dungeon sheet so far. Solid walls or doors that block the way do not prevent this
  movement. Once a successful teleportation has taken place, the caster continues their turn with step 3. AREA.
  Teleportation is far too draining on a caster and therefore it may only be cast once per quest. If Teleportation is cast
  whilst the caster is in a party, then all members of the party are transported with them.
  Arcane Salt
  -10 HP
   111 
  
  TA – TREASURE A
  TA O
  D100
  TREASURE
  GOLD PIECES
  1-3
  SILVER PIECES: a small bag filled with silver coins.
  70gp
  4-6
  BREW OF FINER DMG: drink to gain +2 Dmg to your next damage roll.
  70gp
  7-9
  BREW OF FINER STR: drink to gain +5 Str to your next d100 dice roll.
  75gp
  10-12
  BREW OF FINER DEX: drink to gain +5 Dex to your next d100 dice roll.
  75gp
  13-15
  BREW OF FINER INT: drink to gain +5 Int to your next d100 dice roll.
  75gp
  16-46
  OBJECTIVE ITEM: an Objective Item is found that may be required for a quest (check the current quests details), if it is not
  needed for the quest it is instead a valuable item and the player adds its gold piece value to the adventure sheet.
  100 GP
  47-49
  BREW OF FINER DEF: drink to gain +2 Def on a monsters next damage roll.
  100gp
  50-52
  FINER ARMOUR: roll on table A – ARMOUR, and add “Finer” before its name, it gains +0.2 Def.
  -
  53-55
  FINER WEAPON: roll on table W – WEAPON and add “Finer” before its name, add +1 to its Dmg.
  -
  56-58
  SILVER PIECES: A small bag filled with silver coins.
  140gp
  59-61
  POTION OF FINER STR: drink to gain +5 Str until you next shade a  on the time track.
  150gp
  62-64
  POTION OF FINER DEX: drink to gain +5 Dex until you next shade a  on the time track.
  150gp
  65-67
  POTION OF FINER INT: drink to gain +5 Int until you next shade a  on the time track.
  150gp
  68-70
  POTION OF FINER REMOVE POISON: drink to remove up to 4 shaded pips on the poison track.
  160gp
  71-73
  POTION OF FINER HEALING: drink to restore up to 8 lost HP.
  160gp
  74-76
  ELIXIR OF FINER FATE: drink to gain 1 fate point.
  200gp
  77-79
  SCROLL: You find a parchment that contains a spell, roll once on table S – SPELLS, and add “Scroll of” before the spells name
  before adding it to the adventure sheet.
  200gp
  80-82
  POTION OF FINER CURE DISEASE: drink to remove up to 4 shaded pips on the disease track.
  260gp
  83-85
  SILVER PIECES: A small bag filled with silver coins.
  280gp
  86-88
  ELIXIR OF FINER STR: drink to gain 1 point of primary Str.
  300gp
  89-91
  ELIXIR OF FINER DEX: drink to gain 1 point of primary Dex.
  300gp
  92-94
  ELIXIR OF FINER INT: drink to gain 1 point of primary Int.
  300gp
  95
  ELIXIR OF FINER HEALTH: drink to gain 1 point of primary HP.
  400gp
  96
  POTION OF FINER FATE: drink to add +40 to a result when rolling on the next table.
  800gp
  97
  ELIXIR OF FINER LIFE: drink to gain 1 life point.
  1000gp
  98
  GREATER TREASURE: A much greater treasure is found, roll on table TB – TREASURE B.
  -
  99
  LEGENDARY RING: roll on table L for its legend (ring slot) and value.
  -
  100
  LEGENDARY NECKLACE: roll on table L for its legend (neck slot) and value.
  -
   112 
  
  TB – TREASURE B
  TB O
  D100
  TREASURE
  GOLD PIECES
  1-3
  BREW OF GREATER DMG: drink to gain +3 Dmg to your next damage roll.
  105gp
  4-6
  GOLD PIECES: A small bag filled with gold coins.
  140gp
  7-9
  BREW OF GREATER DEF: drink to gain +3 Def on a monsters next damage roll.
  150gp
  10-12
  BREW OF GREATER STR: drink to gain +10 Str to your next d100 dice roll.
  150gp
  13-15
  BREW OF GREATER DEX: drink to gain +10 Dex to your next d100 dice roll.
  150gp
  16-46
  OBJECTIVE ITEM:  an Objective Item is found that may be required for a quest (check the current quests details), if it is not
  needed for the quest it is instead a valuable item and the player adds its gold piece value to the adventure sheet.
  150gp
  47-49
  BREW OF GREATER INT: drink to gain +10 Int to your next d100 dice roll.
  150gp
  50-52
  GREATER ARMOUR: roll on table A – ARMOUR and add “Greater” before its name, it gains +0.4 Def.
  -
  53-55
  GREATER WEAPON: roll on table W – WEAPON and add “Greater” before its name, add +2 to its Dmg.
  -
  56-58
  POTION OF GREATER REMOVE POISON: drink to remove up to 6 shaded pips on the poison track.
  240gp
  59-61
  POTION OF GREATER HEALING: drink to restore up to 12 lost HP.
  240gp
  62-64
  GOLD PIECES: A small bag filled with gold coins.
  280gp
  65-67
  POTION OF GREATER STR: drink to gain +10 Str until you next shade a  on the time track.
  300gp
  68-70
  POTION OF GREATER DEX: drink to gain +10 Dex until you next shade a  on the time track.
  300gp
  71-73
  POTION OF GREATER INT: drink to gain +10 Int until you next shade a  on the time track.
  300gp
  74-76
  POTION OF GREATER CURE DISEASE: drink to remove up to 6 shaded pips on the disease track.
  390gp
  77-79
  ELIXIR OF GREATER FATE: drink to gain 2 fate point.
  400gp
  80-82
  GOLD PIECES: A small bag filled with gold coins.
  560gp
  83-85
  ELIXIR OF GREATER HEALTH: drink to gain 2 point of primary HP.
  800gp
  86-88
  SPELL BOOK: you find a damaged book that contains a spell written inside, roll once on table S – SPELLS and add the result to
  the spell book.
  -
  89-91
  ELIXIR OF GREATER STR: drink to gain 3 points of primary Str.
  900gp
  92-93
  ELIXIR OF GREATER DEX: drink to gain 3 points of primary Dex.
  900gp
  94
  ELIXIR OF GREATER INT: drink to gain 3 points of primary Int.
  900gp
  95
  POTION OF GREATER FATE: drink to add +60 to a result when rolling on the next table.
  1200gp
  96
  ELIXIR OF GREATER LIFE: drink to gain 3 life points.
  3000gp
  97
  SUPERIOR TREASURE: a much superior treasure is found, roll on table TC – TREASURE C.
  -
  98
  LEGENDARY RING: roll on Table L for its legend (ring slot) and value.
  -
  99
  LEGENDARY NECKLACE: roll on Table L for its legend (neck slot) and value.
  -
  100
  LEGENDARY WEAPON: roll on table W for a weapon and then on table L for its legend and value.
  -
   113 
  
  TC – TREASURE C
  TC O
  D100
  TREASURE
  GOLD PIECES
  1-3
  BREW OF SUPERIOR DMG: drink to gain +4 Dmg to your next damage roll.
  140gp
  4-6
  BREW OF SUPERIOR DEF: drink to gain +4 Def on a Monsters next Damage roll.
  200gp
  7-9
  BREW OF SUPERIOR STR: drink to gain +15 Str to your next d100 dice roll.
  225gp
  10-12
  BREW OF SUPERIOR DEX: drink to gain +15 Dex to your next d100 dice roll.
  225gp
  13-15
  BREW OF SUPERIOR INT: drink to gain +15 Int to your next d100 dice roll.
  225gp
  16-46
  OBJECTIVE ITEM:  an Objective Item is found that may be required for a quest (check the current quests details), if it is not
  needed for the quest it is instead a valuable item and the player adds its gold piece value to the adventure sheet.
  250gp
  47-49
  GEMSTONES: A small bag filled with valuable gemstones.
  280gp
  50-52
  SUPERIOR ARMOUR: roll on table A – ARMOUR and add “Superior” before its name, it gains +0.6 Def.
  -
  53-55
  SUPERIOR WEAPON: roll on table W – WEAPON and add “Superior” before its name, add +3 to its Dmg.
  -
  56-58
  POTION OF SUPERIOR REMOVE POISON: drink to remove up to 8 shaded pips on the poison track.
  320gp
  59-61
  POTION OF SUPERIOR HEALING: drink to restore up to 16 lost HP.
  320gp
  62-64
  POTION OF SUPERIOR STR: drink to gain +15 Str until you next shade a  on the time track.
  450gp
  65-67
  POTION OF SUPERIOR DEX: drink to gain +15 Dex until you next shade a  on the time track.
  450gp
  68-70
  POTION OF SUPERIOR INT: drink to gain +15 Int until you next shade a  on the time track.
  450gp
  71-73
  POTION OF SUPERIOR CURE DISEASE: drink to remove up to 8 shaded pips on the disease track.
  520gp
  74-76
  GEMSTONES: a small bag filled with valuable gemstones.
  560gp
  77-79
  ELIXIR OF SUPERIOR FATE: drink to gain 3 fate point.
  600gp
  80-82
  GEMSTONES: a small bag filled with valuable gemstones.
  1120gp
  83-85
  ELIXIR OF SUPERIOR HEALTH: drink to gain 3 point of primary HP.
  1200gp
  86-88
  ELIXIR OF SUPERIOR STR: drink to gain 5 points of primary Str.
  1500gp
  89-91
  ELIXIR OF SUPERIOR DEX: drink to gain 5 points of primary Dex.
  1500gp
  92-93
  ELIXIR OF SUPERIOR INT: drink to gain 5 points of primary Int.
  1500gp
  94
  SPELL BOOK: roll twice on table S – SPELLS and add the results to the spell book.
  -
  95
  POTION OF SUPERIOR FATE: drink to add +80 to a result when rolling on the next table.
  1600gp
  96
  ELIXIR OF SUPERIOR LIFE: drink to gain 5 life points.
  5000gp
  97
  LEGENDARY RING: roll on table L for its legend (Ring Slot) and value.
  -
  98
  LEGENDARY NECKLACE: roll on table L for its legend (Neck Slot) and value.
  -
  99
  LEGENDARY WEAPON: roll on table W for a weapon and then on table L for its legend and value.
  -
  100
  LEGENDARY ARMOUR: roll on table A for armour and then on table L for its legend and value.
  -
   114 
  
  TD – TREASURE D
  TD
  D100
  TREASURE
  GOLD PIECES
  1-3
  BREW OF EXCEPTIONAL DMG: Drink to gain +5 Dmg to your next damage roll.
  175gp
  4-6
  BREW OF EXCEPTIONAL DEF: Drink to gain +5 Def on a monsters next damage roll.
  250gp
  7-9
  BREW OF EXCEPTIONAL DEX: Drink to gain +20 Dex to the next d100 dice roll.
  300gp
  10-12
  BREW OF EXCEPTIONAL INT: Drink to gain +20 Int to the next d100 dice roll.
  300gp
  13-15
  BREW OF EXCEPTIONAL STR: Drink to gain +20 Str to the next d100 dice roll.
  300gp
  16-18
  POTION OF EXCEPTIONAL HEALING: Drink to restore up to 20 lost HP.
  400gp
  19-21
  POTION OF EXCEPTIONAL REMOVE POISON: Drink to remove all shaded pips from the Poison Track.
  400gp
  22-24
  EXCEPTIONAL ARMOUR: Roll on table A – Armour and add “Exceptional” before its name, it gains +0.8 Def.
  -
  25-27
  EXCEPTIONAL WEAPON: Roll on table W – Weapon and add “Exceptional” before its name, add +4 to its Dmg.
  -
  28-30
  ELIXIR OF EXCEPTIONAL AGILITY: Drink to gain +5 to the Agility skill.
  500gp
  31-33
  ELIXIR OF EXCEPTIONAL AWARENESS: Drink to gain +5 to the Aware skill.
  500gp
  34-36
  ELIXIR OF EXCEPTIONAL BRAVERY: Drink to gain +5 to the Bravery skill.
  500gp
  37-39
  ELIXIR OF EXCEPTIONAL DODGE: Drink to gain +5 to the Dodge skill.
  500gp
  40-42
  ELIXIR OF EXCEPTIONAL ESCAPE: Drink to gain +5 to the Escape skill.
  500gp
  43-45
  ELIXIR OF EXCEPTIONAL LOCKS: Drink to gain +5 to the Locks skill.
  500gp
  46-48
  ELIXIR OF EXCEPTIONAL LUCK: Drink to gain +5 to the Lucky skill.
  500gp
  49-51
  ELIXIR OF EXCEPTIONAL MAGIC: Drink to gain +5 to the Magic skill.
  500gp
  52-54
  ELIXIR OF EXCEPTIONAL STRENGTH: Drink to gain +5 to the Strong skill.
  500gp
  55-57
  ELIXIR OF EXCEPTIONAL TRAPS: Drink to gain +5 to the Traps skill.
  500gp
  58-60
  OIL OF EXCEPTIONAL REPAIRS: Apply to any piece of equipment that has a damage track to remove all shaded pips from
  its damage track.
  500gp
  61-63
  POTION OF EXCEPTIONAL DEX: Drink to gain +20 Dex until you next shade a  on the time track.
  600gp
  64-66
  POTION OF EXCEPTIONAL INT: Drink to gain +20 Int until you next shade a  on the time track.
  600gp
  67-69
  POTION OF EXCEPTIONAL STR: Drink to gain +20 Str until you next shade a  on the time track.
  600gp
  70-72
  POTION OF EXCEPTIONAL CURE DISEASE: Drink to remove all shaded pips from the Disease track.
  650gp
  73-75
  ELIXIR OF EXCEPTIONAL FATE: Drink to gain 4 Fate Points.
  800gp
  76-78
  EXCEPTIONAL OBJECTIVE ITEM: The adventurer has discovered an “Exceptional Objective Item”. These special objective
  items can be kept from quest to quest and used towards any quest that requires 2 or more objective items to complete. This is such
  a rare find, that the adventurer is only permitted to own one at any given time. Therefore, even if it has already been assigned as
  the quests objective, if another is rolled, the player must re-roll for another result.
  1000gp
  79-81
  ELIXIR OF EXCEPTIONAL HEALTH: Drink to gain 4 points of primary HP.
  1600gp
  82-84
  POTION OF EXCEPTIONAL FATE: Drink to add +100 or -100 to a result when rolling on the next table.
  2000gp
  85-87
  ELIXIR OF EXCEPTIONAL DEX: Drink to gain 7 points of primary Dex.
  2100gp
  88-90
  ELIXIR OF EXCEPTIONAL INT: Drink to gain 7 points of primary Int.
  2100gp
  91-93
  ELIXIR OF EXCEPTIONAL STR: Drink to gain 7 points of primary Str.
  2100gp
  94-95
  SPELL BOOKS: Roll thrice (x3) on table S – Spells and add the results to the Spell Book.
  2400 gp
  96
  ELIXIR OF EXCEPTIONAL LIFE: Drink to gain 7 Life points.
  7000gp
  97
  EXCEPTIONAL LEGENDARY RING: Roll twice on table L for its Legends (Ring Slot). See the Exceptional Legendary Item
  table below for how to generate this item.
  7200gp
  98
  EXCEPTIONAL  LEGENDARY NECKLACE: Roll twice on table L for its Legends (Neck Slot). See the Exceptional
  Legendary Item table below for how to generate this item.
  7200gp
  99
  EXCEPTIONAL LEGENDARY WEAPON: Roll on table W for a Weapon, and then twice on table L for its Legends. See the
  Exceptional Legendary Item table below for how to generate this item.
  7200/
  1440gp
  100
  EXCEPTIONAL LEGENDARY ARMOUR: Roll on table A for Armour, and then twice on table L for its Legends. See the
  “Exceptional Legendary Items” table below for how to generate this item.
  7200/
  1440gp
   115 
  
  TDa - EXCEPTIONAL LEGENDARY ITEMS
  TDa
  To generate an “Exceptional Legendary” item, the player rolls twice for the items legend, and is required to re-roll the second result if it
  duplicates the same characteristic adjustment (i.e. if both results add to Int, the second result is re-rolled until a different characteristic is
  scored). The player then records both of the legend adjustments to the item on the adventure sheet.
  Then the item is named by using the table below. The player cross references the 1st result from table L – Legends with the 2nd result that they rolled.
  Example: if the player rolled +5 Int adjustment first, and +3 HP second for a Heater Shield, it would be named “Heater Shield of Psychic Health”.
  When naming an item which contains a spell, the player replaces the word “SPELL” with the name of the spell they generated on the spell table (i.e. a Targe
  Shield imbued with the spell “Magic Armour” and the title “of Titanic SPELL”, would be named “Targe Shield of Titanic Magic Armour”.
  All Exceptional Legendary items are give a value of 7200gp, and where applicable a fixed cost of 1400gp. When using table V – Values to determine a
  damaged items true value, the player may simply double the values shown for 3600gp.
  2nd result (+Def)
  DEFENCE
  2nd result (+Int)
  WISDOM
  2nd result (+Str)
  FORCE
  2nd result (+Dex)
  SKILL
  2nd result (+Dmg)
  SLAYING
  2nd result (+HP)
  HEALTH
  2nd result (Spell)
  SPELL
  1st result (+Def)
  DEFENDING
  -
  of Defending
  Wisdom
  of Defending
  Force
  of Defending
  Skill
  of Defending
  Slaying
  of Defending
  Health
  of Defending
  SPELL
  1st result (+Int)
  PSYCHIC
  of Psychic
  Defence 
  -
  of Psychic
  Force
  of Psychic
  Skill
  of Psychic
  Slaying
  of Psychic Health
  of Psychic
  SPELL
  1st result (+Str)
  TITANIC
  of Titanic
  Defence
  of Titanic
  Wisdom
  -
  of Titanic
  Skill
  of Titanic
  Slaying
  of Titanic
  Health
  of Titanic
  SPELL
  1st result (+Dex)
  EXPERT
  of Expert
  Defence
  of Expert
  Wisdom
  of Expert
  Force
  -
  of Expert
  Slaying
  of Expert
  Health
  of Expert
  SPELL
  1st result (+Dmg)
  DEVASTATING
  of Devastating
  Defence
  of Devastating
  Wisdom
  of Devastating
  Force
  of Devastating
  Skill
  -
  of Devastating
  Health
  of Devastating
  SPELL
  1st result (+HP)
  CALMING
  of Calming
  Defence
  of Calming
  Wisdom
  of Calming
  Force
  of Calming
  Skill
  of Calming
  Slaying
  -
  of Calming
  SPELL
  1st result (Spell)
  SPELL
  of SPELL
  Defence
  of SPELL
  Wisdom
  of SPELL
  Force
  of SPELL
  Skill
  of SPELL
  Slaying
  of SPELL
  Health
  -
   116 
  
  U – QUICK ADVENTURER
  U
  DWARF
  ELF
  HUMAN
  HALFLING
  HALF ELF
  HALF GIANT
  HIGH ELF
  M. DWARF
  +5 Strong
  +5 Dodge
  +5 Aware
  +5 Agility
  +5 Escape 
  +5 Bravery
  +5 Magic
  +5 Traps
  D100
   RACE
  1
  2
  3
  4
  5
  6
  WARRIOR HERO PATH
   Str, +5 Bravery, +5 Escape
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  1
  Dwarf
  65
  35
  20
  65
  25
  30
  55
  45
  20
  45
  45
  30
  55
  25
  40
  45
  35
  40
  2
  Elf 
  55
  40
  25
  55
  30
  35
  45
  50
  25
  35
  50
  35
  45
  30
  45
  35
  40
  45
  3
  Human
  60
  30
  30
  60
  20
  40
  50
  40
  30
  40
  40
  40
  50
  20
  50
  40
  30
  50
  4
  Halfling
  50
  45
  25
  50
  35
  35
  40
  55
  25
  30
  55
  35
  40
  35
  45
  30
  45
  45
  5
  Half Elf
  55
  30
  35
  55
  20
  45
  45
  40
  35
  35
  40
  45
  45
  20
  55
  35
  30
  55
  6
  Half Giant
  70
  35
  15
  70
  25
  25
  60
  45
  15
  50
  45
  25
  60
  25
  35
  50
  35
  35
  7
  High Elf
  50
  40
  30
  50
  30
  40
  40
  50
  30
  30
  50
  40
  40
  30
  50
  30
  40
  50
  8
  Mountain Dwarf
  70
  30
  20
  70
  20
  30
  60
  40
  20
  50
  40
  30
  60
  20
  40
  50
  30
  40
  KNIGHT HERO PATH
   Str, +5 Strong, +5 Dodge
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  9
  Dwarf
  60
  45
  15
  60
  35
  25
  50
  55
  15
  40
  55
  25
  50
  35
  35
  40
  45
  35
  10
  Elf 
  50
  50
  20
  50
  40
  30
  40
  60
  20
  30
  60
  30
  40
  40
  40
  30
  50
  40
  11
  Human
  55
  40
  25
  55
  30
  35
  45
  50
  25
  35
  50
  35
  45
  30
  45
  35
  40
  45
  12
  Halfling
  45
  55
  20
  45
  45
  30
  35
  65
  20
  25
  65
  30
  35
  45
  40
  25
  55
  40
  13
  Half Elf
  50
  40
  30
  50
  30
  40
  40
  50
  30
  30
  50
  40
  40
  30
  50
  30
  40
  50
  14
  Half Giant
  65
  45
  10
  65
  35
  20
  55
  55
  10
  45
  55
  20
  55
  35
  30
  45
  45
  30
  15
  High Elf
  45
  50
  25
  45
  40
  35
  35
  60
  25
  25
  60
  35
  35
  40
  45
  25
  50
  45
  16
  Mountain Dwarf
  65
  40
  15
  65
  30
  25
  55
  50
  15
  45
  50
  25
  55
  30
  35
  45
  40
  35
  PALADIN HERO PATH
   Str, +5 Bravery, +5 Magic
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  17
  Dwarf
  60
  30
  30
  60
  20
  40
  50
  40
  30
  40
  40
  40
  50
  20
  50
  40
  30
  50
  18
  Elf 
  50
  35
  35
  50
  25
  45
  40
  45
  35
  30
  45
  45
  40
  25
  55
  30
  35
  55
  19
  Human
  55
  25
  40
  55
  15
  50
  45
  35
  40
  35
  35
  50
  45
  15
  60
  35
  25
  60
  20
  Halfling
  45
  40
  35
  45
  30
  45
  35
  50
  35
  25
  50
  45
  35
  30
  55
  25
  40
  55
  21
  Half Elf
  50
  25
  45
  50
  15
  55
  40
  35
  45
  30
  35
  55
  40
  15
  65
  30
  25
  65
  22
  Half Giant
  65
  30
  25
  65
  20
  35
  55
  40
  25
  45
  40
  35
  55
  20
  45
  45
  30
  45
  23
  High Elf
  45
  35
  40
  45
  25
  50
  35
  45
  40
  25
  45
  50
  35
  25
  60
  25
  35
  60
  24
  Mountain Dwarf
  65
  25
  30
  65
  15
  40
  55
  35
  30
  45
  35
  40
  55
  15
  50
  45
  25
  50
   117 
  
  U – QUICK ADVENTURER
  U
  DWARF
  ELF
  HUMAN
  HALFLING
  HALF ELF
  HALF GIANT
  HIGH ELF
  M. DWARF
  +5 Strong
  +5 Dodge
  +5 Aware
  +5 Agility
  +5 Escape 
  +5 Bravery
  +5 Magic
  +5 Traps
  D100
   RACE
  1
  2
  3
  4
  5
  6
  BARBARIAN HERO PATH
   Str, +10 Strong, +0  Bravery
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  25
  Dwarf
  65
  40
  15
  65
  30
  25
  55
  50
  15
  45
  50
  25
  55
  30
  35
  45
  40
  35
  26
  Elf 
  55
  45
  20
  55
  35
  30
  45
  55
  20
  35
  55
  30
  45
  35
  40
  35
  45
  40
  27
  Human
  60
  35
  25
  60
  25
  35
  50
  45
  25
  40
  45
  35
  50
  25
  45
  40
  35
  45
  28
  Halfling
  50
  50
  20
  50
  40
  30
  40
  60
  20
  30
  60
  30
  40
  40
  40
  30
  50
  40
  29
  Half Elf
  55
  35
  30
  55
  25
  40
  45
  45
  30
  35
  45
  40
  45
  25
  50
  35
  35
  50
  30
  Half Giant
  70
  40
  10
  70
  30
  20
  60
  50
  10
  50
  50
  20
  60
  30
  30
  50
  40
  30
  31
  High Elf
  50
  45
  25
  50
  35
  35
  40
  55
  25
  30
  55
  35
  40
  35
  45
  30
  45
  45
  32
  Mountain Dwarf
  70
  35
  15
  70
  25
  25
  60
  45
  15
  50
  45
  25
  60
  25
  35
  50
  35
  35
  ROGUE HERO PATH
   Dex, +5 Locks, +5 Traps
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  33
  Dwarf
  50
  50
  20
  50
  40
  30
  40
  60
  20
  30
  60
  30
  40
  40
  40
  30
  50
  40
  34
  Elf 
  40
  55
  25
  40
  45
  35
  30
  65
  25
  20
  65
  35
  30
  45
  45
  20
  55
  45
  35
  Human
  45
  45
  30
  45
  35
  40
  35
  55
  30
  25
  55
  40
  35
  35
  50
  25
  45
  50
  36
  Halfling
  35
  60
  25
  35
  50
  35
  25
  70
  25
  15
  70
  35
  25
  50
  45
  15
  60
  45
  37
  Half Elf
  40
  45
  35
  40
  35
  45
  30
  55
  35
  20
  55
  45
  30
  35
  55
  20
  45
  55
  38
  Half Giant
  55
  50
  15
  55
  40
  25
  45
  60
  15
  35
  60
  25
  45
  40
  35
  35
  50
  35
  39
  High Elf
  35
  55
  30
  35
  45
  40
  25
  65
  30
  15
  65
  40
  25
  45
  50
  15
  55
  50
  40
  Mountain Dwarf
  55
  45
  20
  55
  35
  30
  45
  55
  20
  35
  55
  30
  45
  35
  40
  35
  45
  40
  ASSASSIN HERO PATH
   Dex, +5 Escape, +5 Aware
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  41
  Dwarf
  60
  45
  15
  60
  35
  25
  50
  55
  15
  40
  55
  25
  50
  35
  35
  40
  45
  35
  42
  Elf 
  50
  50
  20
  50
  40
  30
  40
  60
  20
  30
  60
  30
  40
  40
  40
  30
  50
  40
  43
  Human
  55
  40
  25
  55
  30
  35
  45
  50
  25
  35
  50
  35
  45
  30
  45
  35
  40
  45
  44
  Halfling
  45
  55
  20
  45
  45
  30
  35
  65
  20
  25
  65
  30
  35
  45
  40
  25
  55
  40
  45
  Half Elf
  50
  40
  30
  50
  30
  40
  40
  50
  30
  30
  50
  40
  40
  30
  50
  30
  40
  50
  46
  Half Giant
  65
  45
  10
  65
  35
  20
  55
  55
  10
  45
  55
  20
  55
  35
  30
  45
  45
  30
  47
  High Elf
  45
  50
  25
  45
  40
  35
  35
  60
  25
  25
  60
  35
  35
  40
  45
  25
  50
  45
  48
  Mountain Dwarf
  65
  40
  15
  65
  30
  25
  55
  50
  15
  45
  50
  25
  55
  30
  35
  45
  40
  35
   118 
  
  U – QUICK ADVENTURER
  U
  DWARF
  ELF
  HUMAN
  HALFLING
  HALF ELF
  HALF GIANT
  HIGH ELF
  M. DWARF
  +5 Strong
  +5 Dodge
  +5 Aware
  +5 Agility
  +5 Escape 
  +5 Bravery
  +5 Magic
  +5 Traps
  D100
   RACE
  1
  2
  3
  4
  5
  6
   
  SCOUNDREL HERO PATH
   Dex, +5 Agility, +5 Lucky
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  49
  Dwarf
  45
  45
  30
  45
  35
  40
  35
  55
  30
  25
  55
  40
  35
  35
  50
  25
  45
  50
  50
  Elf 
  35
  50
  35
  35
  40
  45
  25
  60
  35
  15
  60
  45
  25
  40
  55
  15
  50
  55
  51
  Human
  40
  40
  40
  40
  30
  50
  30
  50
  40
  20
  50
  50
  30
  30
  60
  20
  40
  60
  52
  Halfling
  30
  55
  35
  30
  45
  45
  20
  65
  35
  10
  65
  45
  20
  45
  55
  10
  55
  55
  53
  Half Elf
  35
  40
  45
  35
  30
  55
  25
  50
  45
  15
  50
  55
  25
  30
  65
  15
  40
  65
  54
  Half Giant
  50
  45
  25
  50
  35
  35
  40
  55
  25
  30
  55
  35
  40
  35
  45
  30
  45
  45
  55
  High Elf
  30
  50
  40
  30
  40
  50
  20
  60
  40
  10
  60
  50
  20
  40
  60
  10
  50
  60
  56
  Mountain Dwarf
  50
  40
  30
  50
  30
  40
  40
  50
  30
  30
  50
  40
  40
  30
  50
  30
  40
  50
  HUNTER HERO PATH
   Dex, +10 Aware, +5 Agility
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  57
  Dwarf
  45
  50
  25
  45
  40
  35
  35
  60
  25
  25
  60
  35
  35
  40
  45
  25
  50
  45
  58
  Elf 
  35
  55
  30
  35
  45
  40
  25
  65
  30
  15
  65
  40
  25
  45
  50
  15
  55
  50
  59
  Human
  40
  45
  35
  40
  35
  45
  30
  55
  35
  20
  55
  45
  30
  35
  55
  20
  45
  55
  60
  Halfling
  30
  60
  30
  30
  50
  40
  20
  70
  30
  10
  70
  40
  20
  50
  50
  10
  60
  50
  61
  Half Elf
  35
  45
  40
  35
  35
  50
  25
  55
  40
  15
  55
  50
  25
  35
  60
  15
  45
  60
  62
  Half Giant
  50
  50
  20
  50
  40
  30
  40
  60
  20
  30
  60
  30
  40
  40
  40
  30
  50
  40
  63
  High Elf
  30
  55
  35
  30
  45
  45
  20
  65
  35
  10
  65
  45
  20
  45
  55
  10
  55
  55
  64
  Mountain Dwarf
  50
  45
  25
  50
  35
  35
  40
  55
  25
  30
  55
  35
  40
  35
  45
  30
  45
  45
  SORCERER HERO PATH
   Int, +5 Magic, +5 Lucky
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  65
  Dwarf
  50
  35
  35
  50
  25
  45
  40
  45
  35
  30
  45
  45
  40
  25
  55
  30
  35
  55
  66
  Elf 
  40
  40
  40
  40
  30
  50
  30
  50
  40
  20
  50
  50
  30
  30
  60
  20
  40
  60
  67
  Human
  45
  30
  45
  45
  20
  55
  35
  40
  45
  25
  40
  55
  35
  20
  65
  25
  30
  65
  68
  Halfling
  35
  45
  40
  35
  35
  50
  25
  55
  40
  15
  55
  50
  25
  35
  60
  15
  45
  60
  69
  Half Elf
  40
  30
  50
  40
  20
  60
  30
  40
  50
  20
  40
  60
  30
  20
  70
  20
  30
  70
  70
  Half Giant
  55
  35
  30
  55
  25
  40
  45
  45
  30
  35
  45
  40
  45
  25
  50
  35
  35
  50
  71
  High Elf
  35
  40
  45
  35
  30
  55
  25
  50
  45
  15
  50
  55
  25
  30
  65
  15
  40
  65
  72
  Mountain Dwarf
  55
  30
  35
  55
  20
  45
  45
  40
  35
  35
  40
  45
  45
  20
  55
  35
  30
  55
   119 
  
  U – QUICK ADVENTURER
  U
  DWARF
  ELF
  HUMAN
  HALFLING
  HALF ELF
  HALF GIANT
  HIGH ELF
  M. DWARF
  +5 Strong
  +5 Dodge
  +5 Aware
  +5 Agility
  +5 Escape 
  +5 Bravery
  +5 Magic
  +5 Traps
  D100
   RACE
  1
  2
  3
  4
  5
  6
  WARLOCK HERO PATH
   Int, +5 Magic, +5 Bravery
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  73
  Dwarf
  60
  30
  30
  60
  20
  40
  50
  40
  30
  40
  40
  40
  50
  20
  50
  40
  30
  50
  74
  Elf 
  50
  35
  35
  50
  25
  45
  40
  45
  35
  30
  45
  45
  40
  25
  55
  30
  35
  55
  75
  Human
  55
  25
  40
  55
  15
  50
  45
  35
  40
  35
  35
  50
  45
  15
  60
  35
  25
  60
  76
  Halfling
  45
  40
  35
  45
  30
  45
  35
  50
  35
  25
  50
  45
  35
  30
  55
  25
  40
  55
  77
  Half Elf
  50
  25
  45
  50
  15
  55
  40
  35
  45
  30
  35
  55
  40
  15
  65
  30
  25
  65
  78
  Half Giant
  65
  30
  25
  65
  20
  35
  55
  40
  25
  45
  40
  35
  55
  20
  45
  45
  30
  45
  79
  High Elf
  45
  35
  40
  45
  25
  50
  35
  45
  40
  25
  45
  50
  35
  25
  60
  25
  35
  60
  80
  Mountain Dwarf
  65
  25
  30
  65
  15
  40
  55
  35
  30
  45
  35
  40
  55
  15
  50
  45
  25
  50
  DRUID HERO PATH
   Int, +5 Magic, +5 Aware
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  81
  Dwarf
  45
  45
  30
  45
  35
  40
  35
  55
  30
  25
  55
  40
  35
  35
  50
  25
  45
  50
  82
  Elf 
  35
  50
  35
  35
  40
  45
  25
  60
  35
  15
  60
  45
  25
  40
  55
  15
  50
  55
  83
  Human
  40
  40
  40
  40
  30
  50
  30
  50
  40
  20
  50
  50
  30
  30
  60
  20
  40
  60
  84
  Halfling
  30
  55
  35
  30
  45
  45
  20
  65
  35
  10
  65
  45
  20
  45
  55
  10
  55
  55
  85
  Half Elf
  35
  40
  45
  35
  30
  55
  25
  50
  45
  15
  50
  55
  25
  30
  65
  15
  40
  65
  86
  Half Giant
  50
  45
  25
  50
  35
  35
  40
  55
  25
  30
  55
  35
  40
  35
  45
  30
  45
  45
  87
  High Elf
  30
  50
  40
  30
  40
  50
  20
  60
  40
  10
  60
  50
  20
  40
  60
  10
  50
  60
  88
  Mountain Dwarf
  50
  40
  30
  50
  30
  40
  40
  50
  30
  30
  50
  40
  40
  30
  50
  30
  40
  50
  ARCANE WIZARD HERO PATH
   Int, +10 Magic, +0 Lucky
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  89
  Dwarf
  55
  30
  35
  55
  20
  45
  45
  40
  35
  35
  40
  45
  45
  20
  55
  35
  30
  55
  90
  Elf 
  45
  35
  40
  45
  25
  50
  35
  45
  40
  25
  45
  50
  35
  25
  60
  25
  35
  60
  91
  Human
  50
  25
  45
  50
  15
  55
  40
  35
  45
  30
  35
  55
  40
  15
  65
  30
  25
  65
  92
  Halfling
  40
  40
  40
  40
  30
  50
  30
  50
  40
  20
  50
  50
  30
  30
  60
  20
  40
  60
  93
  Half Elf
  45
  25
  50
  45
  15
  60
  35
  35
  50
  25
  35
  60
  35
  15
  70
  25
  25
  70
  94
  Half Giant
  60
  30
  30
  60
  20
  40
  50
  40
  30
  40
  40
  40
  50
  20
  50
  40
  30
  50
  95
  High Elf
  40
  35
  45
  40
  25
  55
  30
  45
  45
  20
  45
  55
  30
  25
  65
  20
  35
  65
  96
  Mountain Dwarf
  60
  25
  35
  60
  15
  45
  50
  35
  35
  40
  35
  45
  50
  15
  55
  40
  25
  55
  CHAMPION HERO PATH
   Str /  Dex /  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  Str
  Dex
  Int
  97
  Dwarf
  60
  45
  30
  60
  35
  40
  50
  55
  30
  40
  55
  40
  50
  35
  50
  40
  45
  50
  98
  Elf 
  50
  50
  35
  50
  40
  45
  40
  60
  35
  30
  60
  45
  40
  40
  55
  30
  50
  55
  99
  Human
  55
  40
  40
  55
  30
  50
  45
  50
  40
  35
  50
  50
  45
  30
  60
  35
  40
  60
  100
  Halfling
  45
  55
  35
  45
  45
  45
  35
  65
  35
  25
  65
  45
  35
  45
  55
  25
  55
  55
   120 
  
  UA – QUICK EQUIPMENT
  UA
  D100
  HAND WEAPONS (STR)
  RANGED WEAPONS (DEX)
  1-3
  BATON
  Plate Mail Greaves, Buckler Shield, Leather Gauntlets
  SLING
  Plate Mail Girdle, Targe Shield,Leather Arm Guards
  4-6
  STAVE
  Plate Mail Great Helm, Leather Cloak, Leather Tasset
  CATAPULT
  Plate Mail Sabatons, Studded Leather Cape, Leather Girdle
  7-9
  KNIFE
  Plate Mail Girdle, Targe Shield, Leather Arm Guards
  SLING
  Plate Mail Great Helm, Leather Cloak, Leather Tasset
  10-12
  CLUB
  Plate Mail Manifers, Heater Shield, Leather Cuirass
  THROWING KNIFE
  Plate Mail Greaves, Buckler Shield, Leather Gauntlets
  13-15
  QUARTERSTAFF
  Plate Mail Sabatons, Studded Leather Cape, Leather Girdle
  THROWING KNIFE
  Plate Mail Breastplate, Pavise Shield, Leather Boots
  16-18
  DAGGER
  Plate Mail Bracers, Kite Shield, Leather Cap
  THROWING KNIFE
  Plate Mail Manifers, Heater Shield*, Leather Cuirass
  19-21
  SPIKED CLUB
  Scale Mail Boot, Plate Mail Greaves, Buckler Shield
  THROWING SPEAR
  Scale Mail Fauld, Plate Mail Manifers, Heater Shield
  22-24
  HAMMER
  Scale Mail Fauld, Plate Mail Manifers, Heater Shield
  SHORT BOW
  Scale Mail Hauberk, Plate Mail Great Helm, Leather Cloak
  25-27
  WAR PICK
  Scale Mail Vambrace, Plate Mail Breastplate, Pavise Shield
  THROWING AXE
  Scale Mail Boot, Plate Mail Greaves, Buckler Shield
  28-30
  SHORT SWORD
  Scale Mail Poleyn, Plate Mail Girdle, Targe Shield
  THROWING AXE
  Scale Mail Gloves, Plate Mail Bracers, Kite Shield
  31-33
  SCIMITAR
  Scale Mail Armet, Plate Mail Sabatons, Studded Leather Cape
  CHAKRAM
  Scale Mail Vambrace, Plate Mail Breastplate, Pavise Shield
  34-36
  RAPIER
  Scale Mail Gloves, Plate Mail Bracers, Kite Shield
  CHAKRAM
  Scale Mail Poleyn, Plate Mail Girdle, Targe Shield
  37-39
  SCYTHE
  Mail Sleeves, Scale Mail Hauberk, Plate Mail Great Helm
  REPEATING CROSSBOW
  Mail Cuisse, Scale Mail Fauld, Plate Mail Manifers
  40-42
  MACE
  Mail Coif, Scale Mail Boot, Plate Mail Greaves
  REPEATING CROSSBOW
  Mail Shirt, Scale Mail Armet, Plate Mail Sabatons
  43-45
  LANCE
  Padded Mail Belt, Scale Mail Gloves, Plate Mail Bracers
  SPEAR
  Mail Sleeves, Scale Mail Hauberk, Plate Mail Great Helm
  46-48
  MAUL
  Mail Shirt, Scale Mail Armet, Plate Mail Sabatons
  SPEAR
  Mail Handwraps, Scale Mail Vambrace, Plate Mail Breastplate
  49-51
  FALCHION
  Mail Cuisse, Scale Mail Fauld, Plate Mail Manifers
  SPEAR
  Padded Mail Belt, Scale Mail Gloves, Plate Mail Bracers
  52-54
  AXE
  Mail Sabatons, Scale Mail Poleyn, Plate Mail Girdle
  SPEAR
  Mail Coif, Scale Mail Boot, Plate Mail Greaves
  55-57
  MORNING STAR
  Studded Leather Brigandine, Mail Coif, Scale Mail Boot
  SPEAR
  Studded Leather Helmet, Mail Sabatons, Scale Mail Poleyn
  58-60
  BROADSWORD
  Studded Leather Bracers, Mail Shirt, Scale Mail Armet
  BOW
  Studded Leather Belt, Mail Handwraps, Scale Mail Vambrace
  61-63
  PERNACH
  Studded Leather Chausses, Padded Mail Belt, Scale Mail Gloves
  BOW
  Studded Leather Brigandine, Mail Coif, Scale Mail Boot
  64-66
  MILITARY FORK
  Studded Leather Helmet, Mail Sabatons, Scale Mail Poleyn
  BOW
  Studded Leather Bracers, Mail Shirt, Scale Mail Armet
  67-69
  PARTISAN
  Studded Leather Belt, Mail Handwraps, Scale Mail Vambrace
  BOW
  Studded Leather Gloves, Mail Sleeves, Scale Mail Hauberk
  70-72
  GLAIVE
  Studded Leather Gloves, Mail Sleeves, Scale Mail Hauberk
  BOW
  Studded Leather Sollerets, Mail Cuisse, Scale Mail Fauld
  73-75
  HALBERD
  Mail Sleeves, Leather Cuirass, Studded Leather Helmet
  RECURVE BOW
  Padded Mail Belt, Leather Gauntlets, Studded Leather Bracers
  76-78
  BILL
  Mail Handwraps, Leather Arm Guards, Studded Leather Brigandine
  RECURVE BOW
  Studded Leather Cape, Leather Girdle, Studded Leather Gloves
   121 
  
  UA – QUICK EQUIPMENT
  UA
  D100
  HAND WEAPONS (STR)
  RANGED WEAPONS (DEX)
  79-81
  TWO HANDED FLAIL
  Mail Coif, Leather Boots, Studded Leather Chausses
  RECURVE BOW
  Mail Shirt,  Leather Cap, Studded Leather Sollerets
  82-84
  HALF MAUL
  Padded Mail Belt, Leather Gauntlets, Studded Leather Bracers
  RECURVE BOW
  Mail Handwraps, Leather Arm Guards, Studded Leather Brigandine
  85-87
  WAR SCYTHE
  Leather Cloak, Leather Tasset, Studded Leather Belt
  CROSSBOW
  Mail Sleeves, Leather Cuirass, Studded Leather Helmet
  88-89
  BARDICHE
  Mail Shirt,  Leather Cap, Studded Leather Sollerets
  CROSSBOW
  Mail Coif, Leather Boots, Studded Leather Chausses
  90-91
  LONG SWORD
  Leather Gauntlets, Studded Leather Bracers, Mail Shirt
  CROSSBOW
  Leather Girdle, Studded Leather Gloves, Mail Sleeves
  92-93
  BATTLE AXE
  Leather Cuirass, Studded Leather Helmet, Mail Sabatons
  CROSSBOW
  Leather Tasset, Studded Leather Belt, Mail Handwraps
  94-95
  CLAYMORE
  Leather Arm Guards, Studded Leather Brigandine, Mail Coif
  CROSSBOW
  Leather Gauntlets, Studded Leather Bracers, Mail Shirt
  96-97
  WAR HAMMER
  Leather Girdle, Studded Leather Gloves, Mail Sleeves
  ARBALEST
  Leather Cuirass, Studded Leather Helmet, Mail Sabatons
  98
  BASTARD SWORD
  Leather Boots, Studded Leather Chausses, Padded Mail Belt
  ARBALEST
   Leather Cap, Studded Leather Sollerets, Mail Cuisse
  99
  GREAT SWORD
  Leather Tasset, Studded Leather Belt, Mail Handwraps
  LONG BOW
  Leather Boots, Studded Leather Chausses, Padded Mail Belt
  100
  MIGHTY CLAYMORE
   Leather Cap, Studded Leather Sollerets, Mail Cuisse
  LONG BOW
  Leather Arm Guards, Studded Leather Brigandine, Mail Coif
   122 
  
  V – VALUES
  V
  An Items fix cost is 1/5 of its value rounded up, damaged items sell for its value minus its fix cost for each damage pip it has
  VALUE
  
  
  
  
  
  VALUE
  
  
  
  
  
  12gp
  9gp
  6gp
  3gp
  0gp
  0gp
  167gp
  133gp
  99gp
  65gp
  31gp
  0gp
  15gp
  12gp
  9gp
  6gp
  3gp
  0gp
  178gp
  142gp
  106gp
  70gp
  34gp
  0gp
  23gp
  18gp
  13gp
  8gp
  3gp
  0gp
  187gp
  149gp
  111gp
  73gp
  35gp
  0gp
  32gp
  25gp
  18gp
  11gp
  4gp
  0gp
  189gp
  151gp
  113gp
  75gp
  37gp
  0gp
  44gp
  35gp
  26gp
  17gp
  8gp
  0gp
  190gp
  152gp
  114gp
  76gp
  38gp
  0gp
  50gp
  40gp
  30gp
  20gp
  10gp
  0gp
  234gp
  187gp
  140gp
  93gp
  46gp
  0gp
  51gp
  40gp
  29gp
  18gp
  7gp
  0gp
  236gp
  188gp
  140gp
  92gp
  44gp
  0gp
  54gp
  43gp
  32gp
  21gp
  10gp
  0gp
  243gp
  194gp
  145gp
  96gp
  47gp
  0gp
  57gp
  45gp
  33gp
  21gp
  9gp
  0gp
  256gp
  204gp
  152gp
  100gp
  48gp
  0gp
  60gp
  48gp
  36gp
  24gp
  12gp
  0gp
  265gp
  212gp
  159gp
  106gp
  53gp
  0gp
  66gp
  52gp
  38gp
  24gp
  10gp
  0gp
  266gp
  212gp
  158gp
  104gp
  50gp
  0gp
  67gp
  53gp
  39gp
  25gp
  11gp
  0gp
  267gp
  213gp
  159gp
  105gp
  51gp
  0gp
  68gp
  54gp
  40gp
  26gp
  12gp
  0gp
  278gp
  222gp
  166gp
  110gp
  54gp
  0gp
  70gp
  56gp
  42gp
  28gp
  14gp
  0gp
  287gp
  229gp
  171gp
  113gp
  55gp
  0gp
  73gp
  58gp
  43gp
  28gp
  13gp
  0gp
  290gp
  232gp
  174gp
  116gp
  58gp
  0gp
  75gp
  60gp
  45gp
  30gp
  15gp
  0gp
  298gp
  238gp
  178gp
  118gp
  58gp
  0gp
  78gp
  62gp
  46gp
  30gp
  14gp
  0gp
  367gp
  293gp
  219gp
  145gp
  71gp
  0gp
  79gp
  63gp
  47gp
  31gp
  15gp
  0gp
  378gp
  302gp
  226gp
  150gp
  74gp
  0gp
  83gp
  66gp
  49gp
  32gp
  15gp
  0gp
  420gp
  336gp
  252gp
  168gp
  84gp
  0gp
  87gp
  69gp
  51gp
  33gp
  15gp
  0gp
  467gp
  373gp
  279gp
  185gp
  91gp
  0gp
  89gp
  71gp
  53gp
  35gp
  17gp
  0gp
  500gp
  400gp
  300gp
  200gp
  100gp
  0gp
  94gp
  75gp
  56gp
  37gp
  18gp
  0gp
  750gp
  600gp
  450gp
  300gp
  150gp
  0gp
  97gp
  77gp
  57gp
  37gp
  17gp
  0gp
  900gp
  720gp
  540gp
  360gp
  180gp
  0gp
  104gp
  83gp
  62gp
  41gp
  20gp
  0gp
  1000gp
  800gp
  600gp
  400gp
  200gp
  0gp
  123gp
  98gp
  73gp
  48gp
  23gp
  0gp
  1200gp
  960gp
  720gp
  480gp
  240gp
  0gp
  132gp
  105gp
  78gp
  51gp
  24gp
  0gp
  1500gp
  1200gp
  900gp
  600gp
  300gp
  0gp
  134gp
  107gp
  80gp
  53gp
  26gp
  0gp
  2250gp
  1800gp
  1350gp
  900gp
  450gp
  0gp
  143gp
  114gp
  85gp
  56gp
  27gp
  0gp
  2400gp
  1920gp
  1440gp
  960gp
  480gp
  0gp
  146gp
  116gp
  86gp
  56gp
  26gp
  0gp
  3000gp
  2400gp
  1800gp
  1200gp
  600gp
  0gp
  165gp
  132gp
  99gp
  66gp
  33gp
  0gp
  3600gp
  2880gp
  2160gp
  1440gp
  720gp
  0gp
  The following values are for exceptional legendary items found on table TD
  – Treasure D, see “The Lost Tome Of Extraordinary Rules” for more details.
  7200gp
  5760gp
  4320gp
  2880gp
  1440gp
  0gp
   123 
  
  W – WEAPON
  W O
  D100
  HANDS
  TYPE
  WEAPON
  ARCANISTS*
  DAMAGE
  GOLD PIECES
  FIX COST
  1-2
  
  (R)
  SLING
   All
  -2 Dmg
  12gp
  3gp
  3-4
  
  (R)
  CATAPULT
   All
  -2 Dmg
  15gp
  3gp
  5-6
  
  (H)
  BATON
   All
  -2 Dmg
  23gp
  5gp
  7-8
  
  (H)
  STAVE (When used by Arcanists the Dmg value is +1 and not -2)
   All
  -2 Dmg
  32gp
  7gp
  9-10
  
  (H)
  KNIFE
   All
  -2 Dmg
  44gp
  9gp
  11-12
  
  (H)
  CLUB
   All
  -1 Dmg
  50gp
  10gp
  13-14
  
  (H)
  QUARTERSTAFF (When used by Arcanists the Dmg value is +2 and not -1)
   All
  -1 Dmg
  51gp
  11gp
  15-16
  
  (H,R)
  THROWING KNIFE
   All
  -1 Dmg
  54gp
  11gp
  17-18
  
  (H)
  DAGGER
   All
  -1 Dmg
  54gp
  11gp
  19-20
  
  (H)
  SPIKED CLUB
   All
  +0 Dmg
  57gp
  12gp
  21-22
  
  (H)
  HAMMER
   All
  +0 Dmg
  60gp
  12gp
  23-24
  
  (H,R)
  THROWING SPEAR
   All
  +0 Dmg
  66gp
  14gp
  25-26
  
  (R)
  SHORT BOW
   All
  +0 Dmg
  67gp
  14gp
  27-28
  
  (H)
  WAR PICK
   All
  +0 Dmg
  68gp
  14gp
  29-30
  
  (H)
  SHORT SWORD
   All
  +0 Dmg
  70gp
  14gp
  31-32
  
  (H)
  SCIMITAR
   All
  +0 Dmg
  73gp
  15gp
  33-34
  
  (H)
  RAPIER
   All
  +0 Dmg
  75gp
  15gp
  35-36
  
  (H)
  SCYTHE
   All
  +0 Dmg
  75gp
  15gp
  37-38
  
  (H)
  MACE
   All
  +0 Dmg
  78gp
  16gp
  39-40
  
  (H,R)
  THROWING AXE
   All
  +0 Dmg
  87gp
  18gp
  41-42
  
  (H,R)
  CHAKRAM
   All
  +0 Dmg
  89gp
  18gp
  43-44
  
  (R)
  REPEATING CROSSBOW
   All
  +0 Dmg
  94gp
  19gp
  45-46
  
  (H)
  LANCE
    Not Esoteric
  +1 Dmg
  123gp
  25gp
  47-48
  
  (H,R)
  SPEAR
    Not Esoteric
  +1 Dmg
  132gp
  27gp
  49-50
  
  (H)
  MAUL
    Not Esoteric
  +1 Dmg
  134gp
  27gp
  51-52
  
  (H)
  FALCHION
    Not Esoteric
  +1 Dmg
  143gp
  29gp
  53-54
  
  (R)
  BOW
    Not Esoteric
  +1 Dmg
  146gp
  30gp
  55-56
  
  (H)
  AXE
    Not Esoteric
  +1 Dmg
  165gp
  33gp
  57-58
  
  (H)
  MORNING STAR
    Not Esoteric
  +1 Dmg
  167gp
  34gp
  59-60
  
  (H)
  BROADSWORD
    Not Esoteric
  +1 Dmg
  178gp
  36gp
  61-62
  
  (H)
  PERNACH
    Not Esoteric
  +1 Dmg
  178gp
  36gp
  63-64
  
  (H)
  MILITARY FORK 
    Not Esoteric
  +1 Dmg
  187gp
  38gp
  65-66
  
  (H)
  PARTISAN
    Not Esoteric
  +1 Dmg
  189gp
  38gp
  67-68
  
  (H)
  GLAIVE
    Not Esoteric
  +1 Dmg
  190gp
  38gp
  69-70
  
  (H)
  HALBERD
  +2 Dmg
  234gp
  47gp
  71-72
  
  (H)
  BILL
  +2 Dmg
  236gp
  48gp
  73-74
  
  (H)
  TWO HANDED FLAIL
  +2 Dmg
  243gp
  49gp
  75-76
  
  (R)
  RECURVE BOW
  +2 Dmg
  256gp
  52gp
  77-78
  
  (H)
  HALF MAUL
  +2 Dmg
  265gp
  53gp
  79-80
  
  (H)
  WAR SCYTHE
  +2 Dmg
  266gp
  54gp
  81-82
  
  (H)
  BARDICHE
  +2 Dmg
  267gp
  54gp
  83-84
  
  (H)
  LONG SWORD
  +2 Dmg
  278gp
  56gp
   124 
  
  W – WEAPON
  W O
  D100
  HANDS
  TYPE
  WEAPON
  ARCANISTS*
  DAMAGE
  GOLD PIECES
  FIX COST
  85-86
  
  (H)
  BATTLE AXE
  +2 Dmg
  287gp
  58gp
  87-88
  
  (H)
  CLAYMORE
  +2 Dmg
  290gp
  58gp
  89-90
  
  (R)
  CROSSBOW
  +2 Dmg
  298gp
  60gp
  91-92
  
  (H)
  WAR HAMMER
  +3 Dmg
  367gp
  74gp
  93-94
  
  (R)
  ARBALEST
  +3 Dmg
  367gp
  74gp
  95-96
  
  (R)
  LONG BOW
  +3 Dmg
  378gp
  76gp
  97-98
  
  (H)
  BASTARD SWORD
  +3 Dmg
  378gp
  76gp
  99
  
  (H)
  GREAT SWORD
  +4 Dmg
  420gp
  84gp
  100
  
  (H)
  MIGHTY CLAYMORE
  +4 Dmg
  467gp
  94gp
  * Arcanists get a bonus when using staves or quarterstaffs. In addition they are limited when
  using other weapons, see “The Lost Tome Of Extraordinary Rules” for more details. 
   125 
  
  X – SALVAGE - ARMOUR
  X
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  FROM TABLE A - ARMOUR
  WOOD/BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  BUCKLER SHIELD
  4
  1
  1
  1
  1
  1
  1
  HEATER SHIELD
  13
  1
  2
  2
  2
  2
  2
  KITE SHIELD
  19
  1
  3
  2
  2
  2
  2
  LEATHER ARM GUARDS
  1
  3
  2
  2
  2
  2
  LEATHER BOOTS
  3
  2
  1
  1
  1
  1
  LEATHER CAP
  4
  2
  1
  1
  1
  1
  LEATHER CLOAK
  4
  3
  3
  3
  3
  LEATHER CUIRASS
  4
  3
  3
  3
  3
  LEATHER GAUNTLETS
  4
  2
  1
  1
  1
  1
  LEATHER GIRDLE
  2
  3
  2
  2
  2
  2
  LEATHER TASSET
  4
  3
  3
  3
  3
  MAIL COIF
  2
  6
  3
  1
  1
  1
  1
  MAIL CUISSE
  1
  2
  5
  3
  3
  3
  3
  MAIL HANDWRAPS
  2
  5
  3
  1
  1
  1
  1
  MAIL SABATONS
  5
  3
  1
  1
  1
  1
  MAIL SHIRT
  2
  4
  5
  3
  3
  3
  3
  MAIL SLEEVES
  3
  4
  2
  2
  2
  2
  PADDED MAIL BELT
  2
  4
  4
  2
  2
  2
  2
  PAVISE SHIELD
  11
  2
  16
  3
  3
  3
  3
  PLATE MAIL BRACERS
  1
  4
  10
  2
  2
  2
  2
  PLATE MAIL BREASTPLATE
  3
  9
  12
  3
  3
  3
  3
  PLATE MAIL GIRDLE
  6
  10
  2
  2
  2
  2
  PLATE MAIL GREAT HELM
  1
  13
  8
  1
  1
  1
  1
  PLATE MAIL GREAVES
  3
  12
  3
  3
  3
  3
  PLATE MAIL MANIFERS
  3
  11
  8
  1
  1
  1
  1
  PLATE MAIL SABATONS
  1
  7
  8
  1
  1
  1
  1
  SCALE MAIL ARMET
  2
  9
  5
  1
  1
  1
  1
  SCALE MAIL BOOT
  1
  5
  5
  1
  1
  1
  1
  SCALE MAIL FAULD
  2
  5
  7
  2
  2
  2
  2
  SCALE MAIL GLOVES
  4
  7
  5
  1
  1
  1
  1
  SCALE MAIL HAUBERK 
  2
  4
  9
  3
  3
  3
  3
  SCALE MAIL POLEYN 
  3
  9
  3
  3
  3
  3
  SCALE MAIL VAMBRACE
  1
  5
  7
  2
  2
  2
  2
  STUDDED LEATHER BELT
  2
  2
  2
  2
  2
  2
  2
  STUDDED LEATHER BRACERS
  1
  2
  2
  2
  2
  2
  2
  STUDDED LEATHER BRIGANDINE
  1
  3
  3
  3
  3
  3
  3
  STUDDED LEATHER CAPE
  1
  3
  1
  3
  3
  3
  3
  STUDDED LEATHER CHAUSSES 
  3
  2
  3
  3
  3
  3
  STUDDED LEATHER GLOVES
  2
  1
  3
  1
  1
  1
  1
  STUDDED LEATHER HELMET
  2
  1
  3
  1
  1
  1
  1
  STUDDED LEATHER SOLLERETS
  3
  1
  2
  1
  1
  1
  1
  TARGE SHIELD
  8
  1
  1
  1
  1
  1
  1
   126 
  
  X – SALVAGE - WEAPONS
  X
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  FROM TABLE W - WEAPON
  WOOD/BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  ARBALEST
  11
  11
  4
  3
  3
  3
  3
  AXE
  2
  7
  2
  2
  2
  2
  BARDICHE
  5
  2
  9
  3
  3
  3
  3
  BASTARD SWORD
  2
  17
  3
  3
  3
  3
  BATON
  2
  1
  1
  1
  1
  BATTLE AXE
  3
  2
  11
  3
  3
  3
  3
  BILL
  3
  1
  9
  3
  3
  3
  3
  BOW
  6
  5
  2
  2
  2
  2
  BROADSWORD
  1
  8
  2
  2
  2
  2
  CATAPULT
  1
  1
  1
  1
  1
  CHAKRAM
  4
  1
  1
  1
  1
  CLAYMORE
  3
  12
  3
  3
  3
  3
  CLUB
  3
  1
  1
  1
  1
  1
  CROSSBOW
  9
  9
  3
  3
  3
  3
  3
  DAGGER
  1
  1
  1
  1
  1
  1
  1
  FALCHION
  1
  2
  5
  2
  2
  2
  2
  GLAIVE
  3
  1
  7
  2
  2
  2
  2
  GREAT SWORD
  2
  19
  3
  3
  3
  3
  HALBERD
  3
  1
  9
  3
  3
  3
  3
  HALF MAUL
  3
  5
  2
  2
  2
  2
  HAMMER
  2
  2
  1
  1
  1
  1
  KNIFE
  1
  1
  1
  1
  1
  1
  LANCE
  4
  4
  2
  2
  2
  2
  LONG BOW
  15
  14
  3
  3
  3
  3
  LONG SWORD
  3
  11
  3
  3
  3
  3
  MACE
  2
  1
  2
  1
  1
  1
  1
  MAUL
  3
  2
  10
  3
  3
  3
  3
  MIGHTY CLAYMORE
  3
  21
  3
  3
  3
  3
  MILITARY FORK 
  3
  1
  7
  2
  2
  2
  2
  MORNING STAR
  2
  7
  2
  2
  2
  2
  PARTISAN
  3
  1
  7
  2
  2
  2
  2
  PERNACH
  4
  1
  6
  2
  2
  2
  2
  QUARTERSTAFF
  5
  1
  1
  1
  1
  RAPIER
  2
  2
  1
  1
  1
  1
  RECURVE BOW
  9
  9
  1
  3
  3
  3
  3
  REPEATING CROSSBOW
  2
  2
  2
  1
  1
  1
  1
  SCIMITAR
  2
  2
  1
  1
  1
  1
  SCYTHE
  3
  2
  1
  1
  1
  1
  SHORT BOW
  3
  2
  1
  1
  1
  1
  SHORT SWORD
  1
  3
  1
  1
  1
  1
  SLING
  1
  1
  1
  1
  1
  SPEAR
  5
  4
  2
  2
  2
  2
  SPIKED CLUB
  2
  1
  1
  1
  1
  1
  1
   127 
  
  X – SALVAGE - WEAPONS
  X
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  FROM TABLE W - WEAPON
  WOOD/BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  STAVE
  3
  1
  1
  1
  1
  THROWING AXE
  2
  3
  1
  1
  1
  1
  THROWING KNIFE
  1
  1
  1
  1
  1
  1
  1
  THROWING SPEAR
  2
  2
  1
  1
  1
  1
  TWO HANDED FLAIL
  3
  2
  9
  3
  3
  3
  3
  WAR HAMMER
  3
  2
  15
  3
  3
  3
  3
  WAR PICK
  2
  2
  1
  1
  1
  1
  WAR SCYTHE
  5
  2
  9
  3
  3
  3
  3
  X – SALVAGE - ITEMS
  X
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  FROM TABLE I - ITEMS
  WOOD/BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  BAG OF GEMS (gems removed)
  1
  BONE KEY
  1 Splinter
  GOLDEN KEY
  1 Ingot
  IRON KEY
  1 Ingot
  KEYS (Hoop holding 3 keys)
  3 Ingots
  LEATHER BAG
  1
  MONEY POUCH (gold removed)
  5 scrapes
  PESTLE AND MORTAR
  2 Splinters
  RUSTY KEY
  1 Ingot
  SILVER CANDLESTICK
  2 Ingots
  SILVER CRUCIFIX
  1 Ingot
  SILVER KEY
  1 Ingot
  SILVER MIRROR
  1 Ingot
  SILVER PIPE
  1 Ingot
  SILVER PLATE
  2 Ingots
  SILVER WALKING STICK
  2 Ingots
  TINDERBOX
  1 Ingot
  TINY WHISTLE
  1 Splinter
  WOODEN ABACUS
  2 Splinters
  WORN KEY
  1 Ingot
  WRITING SET
  1 Splinter
  X – SALVAGE – LEGENDARY RING/NECK
  X
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  LEGENDARY RING/NECKLACE
  WOOD/BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  LEGENDARY RING
  1
  LEGENDARY NECKLACE
  2
   128 
  
  XA – AZTOPAZ SALVAGE
  XA
  UPGRADED SALVAGED MATERIALS AZTOPAZ CRYSTALS
  ITEMS LEGEND
  COLOUR
  1-40
  41-65
  66-90
  91-100
  LEGEND of the Bear
  Yellow
  -
  1
  2
  3
  LEGEND of the Cheetah
  Blue
  3
  4
  5
  6
  LEGEND of the Cobra
  Blue
  1
  2
  3
  4
  LEGEND of the Colossus 
  Red
  1
  2
  3
  4
  LEGEND of the Crab
  Indigo
  -
  1
  2
  3
  LEGEND of the Dragon
  Indigo
  2
  3
  4
  5
  LEGEND of the Giants
  Red
  -
  1
  2
  3
  LEGEND of the Gods
  Green
  2
  3
  4
  5
  LEGEND of the Gorilla
  Yellow
  2
  3
  4
  5
  LEGEND of the Kings
  Green
  1
  2
  3
  4
  LEGEND of the Lion
  Yellow
  3
  4
  5
  6
  LEGEND of the Lords
  Green
  -
  1
  2
  3
  LEGEND of the Moon
  Orange
  2
  3
  4
  5
  LEGEND of the Ox
  Yellow
  1
  2
  3
  4
  LEGEND of the Scorpion
  Blue
  2
  3
  4
  5
  LEGEND of the Sky
  Orange
  -
  1
  2
  3
  LEGEND of the SPELL NAME
  Violet
  2
  3
  4
  5
  LEGEND of the Spider
  Blue
  -
  1
  2
  3
  LEGEND of the Stars
  Orange
  1
  2
  3
  4
  LEGEND of the Sun
  Orange
  3
  4
  5
  6
  LEGEND of the Titans
  Red
  2
  3
  4
  5
  LEGEND of the Turtle
  Indigo
  1
  2
  3
  4
  XB – CRAFTING - WEAPONS
  XB
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  CRAFTED WEAPONS
  WOOD/
  BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  ARBALEST
  22
  22
  8
  6
  6
  6
  6
  AXE
  4
  0
  14
  4
  4
  4
  4
  BARDICHE
  10
  4
  18
  6
  6
  6
  6
  BASTARD SWORD
  0
  4
  34
  6
  6
  6
  6
  BATON
  4
  0
  0
  2
  2
  2
  2
  BATTLE AXE
  6
  4
  22
  6
  6
  6
  6
  BILL
  6
  2
  18
  6
  6
  6
  6
  BOW
  12
  10
  0
  4
  4
  4
  4
  BROADSWORD
  0
  2
  16
  4
  4
  4
  4
  CATAPULT
  0
  2
  0
  2
  2
  2
  2
  CHAKRAM
  0
  0
  8
  2
  2
  2
  2
  CLAYMORE
  0
  6
  24
  6
  6
  6
  6
  CLUB
  6
  2
  0
  2
  2
  2
  2
  CROSSBOW
  18
  18
  6
  6
  6
  6
  6
  DAGGER
  2
  2
  2
  2
  2
  2
  2
   129 
  
  XB – CRAFTING - WEAPONS
  XB
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  CRAFTED WEAPONS
  WOOD/
  BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  FALCHION
  2
  4
  10
  4
  4
  4
  4
  GLAIVE
  6
  2
  14
  4
  4
  4
  4
  GREAT SWORD
  0
  4
  38
  6
  6
  6
  6
  HALBERD
  6
  2
  18
  6
  6
  6
  6
  HALF MAUL
  6
  0
  10
  4
  4
  4
  4
  HAMMER
  4
  0
  4
  2
  2
  2
  2
  KNIFE
  0
  2
  2
  2
  2
  2
  2
  LANCE
  8
  0
  8
  4
  4
  4
  4
  LONG BOW
  30
  28
  0
  6
  6
  6
  6
  LONG SWORD
  0
  6
  22
  6
  6
  6
  6
  MACE
  4
  2
  4
  2
  2
  2
  2
  MAUL
  6
  4
  20
  6
  6
  6
  6
  MIGHTY CLAYMORE
  0
  6
  42
  6
  6
  6
  6
  MILITARY FORK 
  6
  2
  14
  4
  4
  4
  4
  MORNING STAR
  4
  0
  14
  4
  4
  4
  4
  PARTISAN
  6
  2
  14
  4
  4
  4
  4
  PERNACH
  8
  2
  12
  4
  4
  4
  4
  QUARTERSTAFF
  10
  0
  0
  2
  2
  2
  2
  RAPIER
  0
  4
  4
  2
  2
  2
  2
  RECURVE BOW
  18
  18
  2
  6
  6
  6
  6
  REPEATING CROSSBOW
  4
  4
  4
  2
  2
  2
  2
  SCIMITAR
  0
  4
  4
  2
  2
  2
  2
  SCYTHE
  6
  0
  4
  2
  2
  2
  2
  SHORT BOW
  6
  4
  0
  2
  2
  2
  2
  SHORT SWORD
  2
  0
  6
  2
  2
  2
  2
  SLING
  0
  2
  0
  2
  2
  2
  2
  SPEAR
  10
  0
  8
  4
  4
  4
  4
  SPIKED CLUB
  4
  2
  2
  2
  2
  2
  2
  STAVE
  6
  0
  0
  2
  2
  2
  2
  THROWING AXE
  4
  0
  6
  2
  2
  2
  2
  THROWING KNIFE
  2
  2
  2
  2
  2
  2
  2
  THROWING SPEAR
  4
  0
  4
  2
  2
  2
  2
  TWO HANDED FLAIL
  6
  4
  18
  6
  6
  6
  6
  WAR HAMMER
  6
  4
  30
  6
  6
  6
  6
  WAR PICK
  4
  0
  4
  2
  2
  2
  2
  WAR SCYTHE
  10
  4
  18
  6
  6
  6
  6
  XB – CRAFTING LEGENDARY RING/NECKLACE
  XB
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  LEGENDARY RING/NECKLACE
  WOOD/BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  LEGENDARY RING
  2
  LEGENDARY NECKLACE
  4
   130 
  
  XB – CRAFTING - ARMOUR
  XB
  STANDARD SALVAGED MATERIALS
  UPGRADED SALVAGED MATERIALS
  CRAFTED ARMOUR
  WOOD/
  BONE
  LEATHER/
  HIDE
  IRON
  FINER
  BRONZE
  GREATER
  SILVER
  SUPERIOR
  GOLD
  LEGEND
  AZURE
  BUCKLER SHIELD
  8
  2
  2
  2
  2
  2
  2
  HEATER SHIELD
  26
  2
  4
  4
  4
  4
  4
  KITE SHIELD
  38
  2
  6
  4
  4
  4
  4
  LEATHER ARM GUARDS
  2
  6
  0
  4
  4
  4
  4
  LEATHER BOOTS
  6
  4
  0
  2
  2
  2
  2
  LEATHER CAP
  8
  4
  0
  2
  2
  2
  2
  LEATHER CLOAK
  0
  8
  0
  6
  6
  6
  6
  LEATHER CUIRASS
  0
  8
  0
  6
  6
  6
  6
  LEATHER GAUNTLETS
  8
  4
  0
  2
  2
  2
  2
  LEATHER GIRDLE
  4
  6
  0
  4
  4
  4
  4
  LEATHER TASSET
  0
  8
  0
  6
  6
  6
  6
  MAIL COIF
  4
  12
  6
  2
  2
  2
  2
  MAIL CUISSE
  2
  4
  10
  6
  6
  6
  6
  MAIL HANDWRAPS
  4
  10
  6
  2
  2
  2
  2
  MAIL SABATONS
  0
  10
  6
  2
  2
  2
  2
  MAIL SHIRT
  4
  8
  10
  6
  6
  6
  6
  MAIL SLEEVES
  0
  6
  8
  4
  4
  4
  4
  PADDED MAIL BELT
  4
  8
  8
  4
  4
  4
  4
  PAVISE SHIELD
  22
  4
  32
  6
  6
  6
  6
  PLATE MAIL BRACERS
  2
  8
  20
  4
  4
  4
  4
  PLATE MAIL BREASTPLATE
  6
  18
  24
  6
  6
  6
  6
  PLATE MAIL GIRDLE
  0
  12
  20
  4
  4
  4
  4
  PLATE MAIL GREAT HELM
  2
  26
  16
  2
  2
  2
  2
  PLATE MAIL GREAVES
  0
  6
  24
  6
  6
  6
  6
  PLATE MAIL MANIFERS
  6
  22
  16
  2
  2
  2
  2
  PLATE MAIL SABATONS
  2
  14
  16
  2
  2
  2
  2
  SCALE MAIL ARMET
  4
  18
  10
  2
  2
  2
  2
  SCALE MAIL BOOT
  2
  10
  10
  2
  2
  2
  2
  SCALE MAIL FAULD
  4
  10
  14
  4
  4
  4
  4
  SCALE MAIL GLOVES
  8
  14
  10
  2
  2
  2
  2
  SCALE MAIL HAUBERK 
  4
  8
  18
  6
  6
  6
  6
  SCALE MAIL POLEYN 
  0
  6
  18
  6
  6
  6
  6
  SCALE MAIL VAMBRACE
  2
  10
  14
  4
  4
  4
  4
  STUDDED LEATHER BELT
  4
  4
  4
  4
  4
  4
  4
  STUDDED LEATHER BRACERS
  2
  4
  4
  4
  4
  4
  4
  STUDDED LEATHER BRIGANDINE
  2
  6
  6
  6
  6
  6
  6
  STUDDED LEATHER CAPE
  2
  6
  2
  6
  6
  6
  6
  STUDDED LEATHER CHAUSSES 
  0
  6
  4
  6
  6
  6
  6
  STUDDED LEATHER GLOVES
  4
  2
  6
  2
  2
  2
  2
  STUDDED LEATHER HELMET
  4
  2
  6
  2
  2
  2
  2
  STUDDED LEATHER SOLLERETS
  6
  2
  4
  2
  2
  2
  2
  TARGE SHIELD
  16
  2
  2
  2
  2
  2
  2
   131 
  
  XC – CRAFTING WITH CRYSTALS
  XC
  ITEMS LEGEND
   ITEM WILL GAIN ADJUSTMENT
  CRYSTALS  COLOUR
  QTY
  LEGEND of the Bear
  +5 Str
  Yellow
  4
  LEGEND of the Cheetah
  +20 Dex
  Blue
  10
  LEGEND of the Cobra
  +10 Dex
  Blue
  6
  LEGEND of the Colossus 
  +4 Dmg
  Red
  6
  LEGEND of the Crab
  +1 Def
  Indigo
  4
  LEGEND of the Dragon
  +3 Def
  Indigo
  8
  LEGEND of the Giants
  +3 Dmg
  Red
  4
  LEGEND of the Gods
  +9 HP
  Green
  8
  LEGEND of the Gorilla
  +15 Str
  Yellow
  8
  LEGEND of the Kings
  +6 HP
  Green
  6
  LEGEND of the Lion
  +20 Str
  Yellow
  10
  LEGEND of the Lords
  +3 HP
  Green
  4
  LEGEND of the Moon
  +15 Int
  Orange
  8
  LEGEND of the Ox
  +10 Str
  Yellow
  6
  LEGEND of the Scorpion
  +15 Dex
  Blue
  8
  LEGEND of the Sky
  +5 Int
  Orange
  4
  LEGEND of the SPELL NAME
  Roll on table S – Spells for a spell
  Violet
  8
  LEGEND of the Spider
  +5 Dex
  Blue
  4
  LEGEND of the Stars
  +10 Int
  Orange
  6
  LEGEND of the Sun
  +20 Dex
  Orange
  10
  LEGEND of the Titans
  +5 Dmg
  Red
  8
  LEGEND of the Turtle
  +2 Def
  Indigo
  6
  XD – CONTACTS
  XD
  D100
  CONTACT OFFERS
  GOLD PIECES
  1-14
  2 Wood/Bone Splinters
  1gp
  15-23
  1 Iron Ingot
  1gp
  24-25
  1 Bronze Ingot 
  2gp
  26-27
  1 Silver Ingot
  3gp
  28-36
  5 Leather/Hide Scraps
  4gp
  37-38
  1 Gold Ingot
  4gp
  39-47
  1 Wood/Bone
  5gp
  48-49
  1 Azure Ingot
  6gp
  50-58
  1 Leather/Hide 
  8gp
  59
  1 Blue Aztopaz Shard
  8gp
  60
  1 Green Aztopaz Shard
  8gp
  61
  1 Indigo Aztopaz Shard
  8gp
  62
  1 Orange Aztopaz Shard
  8gp
  63
  1 Red Aztopaz Shard
  8gp
  64
  1 Violet Aztopaz Shard
  8gp
  65
  1 Yellow Aztopaz Shard
  8gp
   132 
  
  XD – CONTACTS
  XD
  D100
  CONTACT OFFERS
  GOLD PIECES
  66-74
  1 Iron
  10gp
  75-76
  1 Bronze
  20gp
  77-78
  1 Silver
  30gp
  79-80
  1 Gold
  40gp
  81-82
  1 Azure
  60gp
  83
  1 Blue Aztopaz Crystal
  80gp
  84
  1 Green Aztopaz Crystal
  80gp
  85
  1 Indigo Aztopaz Crystal
  80gp
  86
  1 Orange Aztopaz Crystal
  80gp
  87
  1 Red Aztopaz Crystal
  80gp
  88
  1 Violet Aztopaz Crystal
  80gp
  89
  1 Yellow Aztopaz Crystal
  80gp
  90-100 Schematic (Roll on table XE for which Schematic is being offered) 
  -
  XE – SCHEMATICS
  XE
  D100
  SCHEMATIC NAME
  SCH. MODIFIER
  ROLL ON TABLES
  ITEM GAINS
  VALUE
  1-18
  FINER ARMOUR*
  -5
  A
  +0.2 Def
  1000gp
  19-34
  FINER WEAPON*
  -5
  W
  +1 DMG
  1000gp
  35-49
  GREATER ARMOUR*
  -10
  A
  +0.4 Def
  1200gp
  50-65
  GREATER WEAPON*
  -10
  W
  +2DMG
  1200gp
  66-75
  SUPERIOR ARMOUR*
  -15
  A
  +0.6 Def
  1400gp
  76-85
  SUPERIOR WEAPON*
  -15
  W
  +3 Dmg
  1400gp
  86-90
  LEGENDARY ARMOUR*
  -20
  A and L
  LEGEND1
  1600gp
  91-95
  LEGENDARY WEAPON*
  -20
  W and L
  LEGEND1
  1600gp
  96-97
  LEGENDARY NECKLACE*
  -25
  L
  LEGEND1
  1800gp
  98-99
  LEGENDARY RING*
  -25
  L
  LEGEND1
  1800gp
  100
  Roll Again
  *Roll on the table/s shown and replace the word ARMOUR/ WEAPON where applicable with the result rolled (i.e. if you are creating the name of a FINER
  ARMOUR schematic, and you roll 1 on table A, you replace ARMOUR with the result “Leather Boots” and the schematics name is “Finer Leather Boots”).
  For Legendary Weapons/Armour, first generate the item and then follow the instructions on table L for naming the schematic. 
   133 
  
  Y – BEAST MASTERY
  Y O
  D100
  BEAST
  ABILITIES
  HP
  BEAST BONUS
  GOLD PIECES
  1-10
  GIANT RAT (found on table E)
  Confuse, Guide
  8
  +0
  300
  11-20
  HUNTING DOG
  Guard, Guide
  8
  +0
  300
  21-30
  GIANT BAT (found on table E)
  Confuse, Lure
  8
  +0
  300
  31-35
  EAGLE
  Lure, Strike
  8
  +0
  300
  36-40
  GIANT SPIDER (found on table E)
  Poison, Webbing
  8
  +0
  300
  41-45
  WOLF
  Guard, Trick
  8
  +0
  300
  46-50
  MOUNTAIN LION (found on table EA)
  Guard, Roar
  8
  +0
  300
  51-55
  BEAR (found on table E)
  Guide, Mighty, Roar
  10
  -5
  600
  56-60
  TIGER
  Confuse, Roar, Trick
  10
  -5
  600
  61-65
  GIANT BOAR (found on table EA)
  Attack, Mighty, Stun
  10
  -5
  600
  66-70
  GIANT WASP (found on table EA)
  Lure, Poison, Stun
  10
  -5
  600
  71-75
  GIANT MOTH (found on table EA)
  Lure, Trick, Webbing
  10
  -5
  600
  76-80
  GIANT CRAB (found on table EA)
  Attack, Guard, Mighty
  10
  -5
  600
  81-85
  DIRE WOLF (found on table EA)
  Confuse, Guide, Strike
  12
  -10
  900
  86-90
  GIANT APE (found on table E)
  Mighty, Roar, Strike, Stun
  12
  -10
  1200
  91-93
  GIANT SNAKE (found on table E)
  Attack, Poison, Stun, Trick
  12
  -10
  1200
  94-95
  GIANT SCORPION (found on table EA)
  Confuse, Poison, Strike, Stun
  12
  -10
  1200
  96-97
  HELL HOUND (found on table EA)
  Attack, Guard, Roar, Trick
  12
  -10
  1200
  98-99
  GRIFFON (found on table EA)
  Attack, Lure, Mighty, Stun
  14
  -15
  2400
  100
  DRAGON HATCHLING*
  * Each time the adventurer encounters a dragon (except a Skeleton Dragon),
  there is a chance that somewhere in its lair it has some dragon Eggs. The
  dragon will protect its eggs with its life, and only after one has been
  defeated may the adventurer look for its eggs. Each time a dragon has been
  killed, roll 1d10 and on a roll of 1 the adventurer finds 1d6 dragon eggs,
  which they may take with them. At the start of each “BEFORE YOUR
  NEXT QUEST” phase when an adventurer has some dragon eggs, they may
  attempt to hatch them. The player rolls 1d10 for each egg, and on a result of
  1 the egg has hatched and becomes a Dragon Hatchling. Until the dragon
  eggs have hatched, they have a value of 1,000 gp’s. 
  At level 1 has Lure
  At level 2 gains Guard
  At level 3 gains Trick
  At level 4 gains Guide
  At level 5 gains Attack
  At level 6 gains Roar
  At level 7 gains Strike
  At level 8 gains Mighty
  At level 9 gains Confuse
  At level 10 gains Resurrection 
  16
  -20
  5000
  BEAST ABILITIES
  Confuse – The monsters Attacks ability is reduced by 1 point for the next combat round.
  Attack – At the start of a combat round, deal 4 HP of damage to the monster.
  Guard – The adventurer gains +10 to their Dodge skill for their next test.
  Guide – The adventurer gains +10 to their Aware skill for their next test.
  Lure – The adventurer ignores a monsters Fly ability for the next combat round.
  Mighty - The adventurer gains +10 to their Strong skill for their next test.
  Poison – The monster is poisoned and suffers -2 Dmg penalty for the rest of this combat.  
  Resurrection – Whenever the adventurer has been killed, the dragon may sacrifice one of its hearts to bring them back to life, just as if they had spent a
  life point. The dragon has two hearts, but can survive perfectly well with just one. However, each time it revives the dead adventurer, it has to use a heart
  to power its ability, and when its last heart has been sacrificed, the dragon will unfortunately die. Therefore, after the first resurrection has been
  performed, the player adds “(R)” after its name as a reminder, and the next time it resurrects the adventurer it will die. Nothing can prevent the dragon’s
  death, and the player must remove it from the adventure sheet.
  Roar – The adventurer gains +10 to their Bravery skill for their next test.
  Strike – The adventurer gains +X Dmg on their next damage roll, where x is equal to the beasts level.
  Stun – The monster does not get to escape or attack during the next combat round.
  Trick - The adventurer gains +10 to their Escape skill for their next test.
  Webbing – The monster suffers -10 AV and the adventurer gains +10 to their next attack roll.
   134 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  1-2
  Add “The Goblin Ritual Z1” to the dungeon sheet.
  Even before entering the area the adventurer can hear chanting. From a concealed vantage point they peer down in to what appears to be a ritual
  chamber, and can see a goblin warlock standing at the head of an altar. He is chanting a spell in the vile tongue of dark magic. Several other goblins
  stand at the edge of the stone slab, and are dancing rhythmically to his words. A young woman is chained to the slab and is struggling to break free.
  Behind the dancers, several goblin warriors and archers stand waiting. They face inwards, observing the ritual, and appear poised and ready for
  something to happen. Suddenly the warlock raises a large dagger high above his head, and plunges it downwards in to the victims chest. She
  screams out, and instinctively the adventurer springs from the shadows, and charges the warlock, hoping to save the young woman. Caught in a hail
  of arrows they manage to avoid getting impaled, but are now surrounded by goblins. As the creatures advance, the adventurer spares a glance at the
  woman, and realises they are to late. Blood is pouring from her wound. The adventurer must encounter the Goblin Horde.
  GOBLIN HORDE – AV:30 DEF:1 DMG:-1 HP:2/2/3/3/3/3/7 [K: x2 A/I/W] [K: x1 TA] (Pack, Dark Magic)
  The goblins will never escape combat, and will protect the ritual site at all costs. Therefore, all escape reaction results they make are ignored. The
  adventurer is free to escape combat, but if they manage to KILL all the goblins, they may search the ritual site for treasure. Roll on table TD –
  Treasure D to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat, the goblin horde remains on the combat track, and are not removed as they would be for a normal
  encounter. If on a later turn, the adventurer returns to the area, they will automatically encounter the goblin horde, and the fight will continue from
  where it left off.
  3-4
  Add “Hot Slabs Z3” to the dungeon sheet.
  This area is far smaller in comparison to the other areas explored so far in the dungeon. Against one wall the adventurer spots a stone pedestal
  crowned with a soft red cushion and gold trims. Its hard to tell from the distance, but it appears to have something valuable resting on top. The floor
  area surrounding the pedestal stands out, as it is made up of a hundred square slabs in a ten by ten grid. Each slab has been etched with a strange
  symbol, and upon closer inspection the adventurer realises that the symbols are duplicated. A quick count reveals that there are 10 symbols in all
  that have been each etched onto ten different slabs. Just then a rat runs across one of the slabs and is almost burnt to a crisp by a flame that shoots
  out of a tiny hole in the centre of the slab. As is scurries off at lightning speed, several more flames burst up from the slabs. When it reaches the
  edge, another flame burst in to life, catching the rat full on and sending it high in the air. It squeaks, and the smell of burnt  fur fills the chamber.
  The adventurer can only reach the gemstone if they cross the slabs.
  To reach the pedestal, the adventure must try and work out the correct path to use across the slabs, or they may suffer the same fate as the rat. The
  symbols are the key to the puzzle, but trying to decipher which ones to use, and in which order is going to take some figuring out. In addition, once
  the adventurer has begun crossing the slabs, if they have not been successful in working out the logic of the symbols, they may be forced to turn
  back empty handed. Whenever the adventurer attempts to cross the grid, the player must perform the test below 10 times and keep a running total
  of a Puzzle number that is generated.
  THE FIRE CHAMBER – Test Int +10 [S:+3 Puzzle] [F:-2 Puzzle, -2 HP] (Aware)
  The adventurer may decide at any time to abandon their attempt, and the player may continue with the turn. After all 10 tests have been made, if the
  Puzzle value is 10 or more, the adventurer has made it to the treasure, and the player rolls on table TD – Treasure D to discover what is found, and
  then marks the special area as completed with a .
  5-6
  Add “The Boulder Game Z5” to the dungeon sheet.
  The adventurer arrives at a section of the dungeon that has a large boulder nesting in a slot set in the dungeon floor. The slot has been carved deep
  in to the rock, and winds across the ground creating a maze pattern. It appears the boulder has been designed to roll on the slot, and at various
  stages throughout the maze, copper spouts protrude high enough to be seen, but low enough to avoid being struck when the boulder is rolled over
  them. At the far end of the maze is a prize resting in the hands of a mechanical statue. The adventurer steps up to the boulder and finds a scorched
  diagram etched in to it’s surface. It depicts the boulder being moved along the slot, and flames erupting from all the copper spouts at once. The
  diagram indicates that if a correct path is found, and the boulder reaches the end of the maze, the statue’s hands will release the treasure.
  The adventurer may play the boulder game by spending some time (+1 ) working out the correct path the boulder must be rolled along the maze,
  and then by performing the test below. The adventurer may perform the test as many times as they wish, and will have rolled the boulder to the end
  of the maze when they have a total of 6 successes. Each time the test fails, they are taking to long and the flames erupt burning them for -2 HP. The
  adventurer may decide at any time to abandon their attempt, and the player may continue with the turn. Note that each time the boulder game is
  played, the adventure must spend time (+1 ) working out the boulders correct path, even if they have played the game before.
  THE BOULDER GAME – Test Str +10 [S:+1 success] [F: -2 HP] (Strong)
  When the boulder has been successfully rolled to the other side of the maze, there is a hiss of escaping air and the mechanical hands open. Roll on
  table TD – Treasure D to discover what the statue is holding, and then mark the special area as completed with a .
   135 
  
  Z - SPECIAL BLUES
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  SPECIAL BLUE AREAS
  7-8
  Add “Spear Climb Z7” to the dungeon sheet.
  The adventurer notices an array of spears protruding through metals tubes set in the dungeon wall. They have been arranged in such a way
  that they could be used to swing from one to the other, and because they have been set at three different heights, with each having a ladder
  arrangement of spears up to the next, it could be possible for a skilled adventurer to swing along a row of spears and climb up to the next
  row. If the adventurer could perform this along all three rows, they could use the last spear ladder to reach a ledge, that may have something
  of value.
  Climbing the spears is the easy part, but swinging from them is very dangerous, and therefore the adventurer must pass the test below three times
  (once for each row of spears) in succession, or they will miss a spear and fall. In addition, If the adventurer falls, the higher up they are the more
  damage they will sustain. Therefore, if the adventurer fails the first test, they will suffer -1 HP of damage. If they fail the second test, they will
  suffer -2 HP of damage, and if they fail the third test they will suffer -3 HP of damage.
  SPEAR CLIMB – Test Dex +10 [S:+1 success] [F: 1st test -1 HP / 2nd test -2 HP / 3rd test -3 HP, then -all successes] (Agility)
  When the adventurer has scored 3 successes they have reached the top, and are pleased to find an open chest, containing a magnificent treasure. Roll on
  table TD – Treasure D to discover what is found, and then mark the special area as completed with a .
  9-10
  Add “Ratmen’s Lair Z9” to the dungeon sheet.
  The area is dark and a foul odour fills the air reminding the adventurer of plague. The light flickers as they raise it higher to see deeper in to the
  cavern. Several sets of yellowing eyes glow through the darkness, each sporting a row of long pointy teeth. Their jaws open and close, and saliva
  drips hungrily from their mouths. From behind a figure emerges. It stands over six feet tall and is wearing leather armour. A huge sword is held
  effortlessly above its head, and as it advances, others step in to the light and reveal they are ratmen. Their heads are long and thin, and rodent-like.
  Long whiskers sprout from their cheeks, and they are covered by a pelt of short shiny fur. A long thin tail hangs down and tapers to a point as it
  curls up on the floor. The smaller rats are no more than 5 foot, and are dwarfed by their leader, who is still advancing and yelling “Attack Ugly
  Thing”. The adventurer must encounter the Ratmen Swarm.
  RATMEN SWARM– AV:40 DEF:2 DMG:0 HP:4/5/5/9 [K: x3 from tables A/I/W] (Disease, Pack)
  The ratmen will never escape combat, and will protect their lair at all costs. Therefore, all escape reaction results they make are ignored. The
  adventurer is free to escape combat, but if they manage to KILL all the ratmen they may search the their lair for treasure. Roll on table TD –
  Treasure D to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat, the ratmen swarm remains on the combat track, and are not removed as they would be for a normal
  encounter. If, on a later turn, the adventurer returns to the area, they will automatically encounter the ratmen swarm, and the fight will continue
  from where it left off.
  11-12
  Add “The Goblet Game Z11” to the dungeon sheet.
  In a corner of the dungeon, the adventurer discovers a table has been set out with hundreds of goblets. At first they appear quite normal, but upon
  closer inspection they all bear crude etchings of animals. A lengthy inscription has been written on a scroll in fading ink, and hangs from a rusty
  nail above the table. The language is unrecognisable. The adventurer picks up a goblet, and hears a far off rumble followed by the sound of a small
  door being slammed shut. Quickly they place it back and the noise is heard again, but this time in reverse. For a moment the adventurer stares at the
  goblet, trying to fathom what it is all about, and then notices a large jug resting beside a spring. The natural water source is a great asset for anyone
  dwelling in this part of the dungeon, and it would appear whoever created the table arrangement has incorporated its mechanism in such a way that
  it will open and close hidden doors as goblets are filled with water.
  Excitedly, they fill a few cups, and after some rumbling, a hatch at the base of the table opens. Peering in, they see a network of tunnels, and they
  squeeze through. After a few routes have been explored that lead only to dead ends, they are forced to crawl out and back to the table to try again.
  This time they discover water lines etched inside some of the goblets, and it becomes clear that the inscription is the key to the puzzle, and is
  instructing which animals need to be watered, and by how much. If the adventurer is able to fathom which goblets to fill with the right amount of
  water, they are sure the tunnels will unlock a path to something of great value.
  The adventurer may play the goblet game by spending some time (+1 ) trying to work out the inscription, and then the player performs the test
  below 10 times and keep a running total of a Puzzle number that is generated.
  THE GOBLET GAME – Test Int +10 [S:+3 Puzzle] [F:-2 Puzzle] (Aware)
  The adventurer may decide at any time to abandon their attempt and the player may continue with the turn. After all 10 tests have been made, if the
  Puzzle value is 10 or more, the adventurer has filled the correct goblets with water, and this time the tunnels lead to a wondrous treasure. The player
  rolls on table TD – Treasure D to discover what is found, and then marks the special area as completed with a .
   136 
  
  Z - SPECIAL BLUES
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  D100
  SPECIAL BLUE AREAS
  13-14
  Add “Chain Pull (0 chains) Z13” to the dungeon sheet.
  In the centre of the dungeon, is a large metal hoop chained to the floor, which is very heavy to lift, and on first impressions appears to be utterly
  useless. However, after a little while the adventurer finds a heavy chain with a clasp attached on its end protruding through a slot in the dungeon
  wall. The clasp would perhaps link on to the hoop, and so the adventurer begins pulling on the chain. Slowly it starts to squeak and rattle, resisting
  against an ageing rust, and gradually it pulls free. With each tug something from above creaks and rumbles, and the adventurer looks up to see a
  circular platform lowering. With half the chain exposed, they are not only pulling the weight of the links, but also lifting a large counter weight that
  is holding the platform. Also, because the chain is so full of rust, it grinds against the hidden pulleys behind the dungeon wall, With each agonising
  step they continue to head for the hoop struggling against the weight. Now covered in sweat, and at arms length to the hoop, they try to lift the
  clasp, but the strain is all too much, and they have to let go. There is a loud crash as the counter weight drops to the floor, and the chain shoots back
  in to the slot. Utterly exhausted and in a heap on the floor, they pant for air, and then notice more chains protruding from the other three dungeon
  walls.  
  If the adventurer wants to find out if something is on the platform, they will need to connect all four chains to the hoop. This will completely lower
  the platform, and grant them access. For each chain that they try to connect, the player must perform the test below, and if successful can add 1
  chain to the area note (i.e. if one chain has been connected it would read “Chain Pull (1 chains) Z13”. The adventurer is free to connect as many
  chains as they wish, and are not obliged to connect all four before leaving the area, and if they happen to return on a later turn they will find all the
  chains exactly as they left them.
  CHAIN PULL – Test Str +10 [S: +1 Chain] [F: -2 HP] (Strong)
  Once the adventurer has passed the test four times, and the area note reads “Chain Pull (4 chains) Z13”, the platform has been lowered to the
  dungeon floor, and the adventurer finds it contains a gibbet (a man cage). Locked inside are the remains of its last victim, a human skeleton still
  holding its only possession. A swift blow opens the lock, and the adventurer reaches inside to grab the item. Roll on table TD – Treasure D to
  discover what is found, and then mark the special area as completed with a .
  15-16
  Add “Pit Jump Z15” to the dungeon sheet.
  In this part of the dungeon the adventurer uncovers a long dark tunnel. The tunnel is straight and fairly wide in places, and appears to lead to a dead
  end. The walls glisten with moisture, whilst the floor has been divided in to segments by several deep pits. Peering down in to one, the adventurer
  can barely see its bottom, and its wet walls would make it far to slippery and dangerous to climb down. They are approximately seven to eight feet
  wide and could easily be jumped, with a good run up, however the spaces between the pits are only a few feet across and once the first pit has been
  jumped, the others will prove more difficult. At the far end of the tunnel sits an open chest, probably containing a marvellous treasure for anyone
  who can reach it.
  The adventurer may attempt to jump the pits and reach the treasure, by performing the test below, until they have accumulated 5 successes or given
  up trying. Jumping the first pit is automatic and the adventurer automatically gains the 1st success for free,  then the player must perform the test 4
  times. The adventurer may abandon their attempt to reach the chest at anytime, but they will need to jump back across the pits they have crossed so
  far. Therefore, the player must make a number of tests equal to the total number of recorded successes to continue with their turn the adventurer has
  made so far, and once the last test has been made, the player may continue with the turn. 
  PIT JUMP – Test Dex +10 [S:+1 success] [F: +1 success, -1 HP] (Agility)
  When the adventurer has scored 5 successes, they have reached the other side, and peer in to the open chest for their reward, Roll on table TD –
  Treasure D to discover what is found. Now they must get back across the pits, and need to make another five tests. When the fifth test has been
  made, the player marks the special area as completed with a .
  17-18
  Add “Axe Attack Z17” to the dungeon sheet.
  In this part of the dungeon the adventurer uncovers a long straight tunnel, that appears to lead to a dead end. The moment the adventurer steps in to
  the tunnel they hear a mechanical groaning, and then from between columns set in the dungeon wall, four very 4 large double bladed axes swing
  down from an axis in the ceiling. They swing back and forth, creaking and wailing as rust and dirt is being forced to loosen after an age long rest.
  The axes have been set 8 feet apart, and moving past each one is going to require some accurate dodging, otherwise the adventurer could be sliced
  in two. Squinting in to the darkness, the adventurer can barely see a large chest at the end of the tunnel. It sits proudly open enticing the foolhardy
  along the tunnel, and a curiosity to find out what it contains draws the adventurer in to investigating further.
  The adventurer may enter the tunnel whenever they are in the area, but will need to dodge pass each of the bladed axes to get to the treasure. They
  must perform the test below until they have accumulated 4 successes or given up trying. If the adventurer abandons the attempt before they reach
  the end of the tunnel, they will still need to dodge the axes that they have passed so far in order to return back to safety. Therefore, the player must
  make a number of tests equal to the total number of recorded successes the adventurer has made so far, and once the last test has been made the
  player may continue with the turn. 
  PENDULUM DODGE – Test Dex +5 [S:+1 success] [F: +1 success, -2 HP] (Agility)
  When the adventurer has scored 4 successes they have reach the end of the tunnel and peer in to the open chest for their reward. R oll on table TD –
  Treasure D+5 to discover what is found, and then mark the special area as completed with a . Now they must get back past the axes, and need to
  make another four tests. When the fourth test has been made, the player marks the special area as completed with a .
   137 
  
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  SPECIAL BLUE AREAS
  19-20
  Add “Goatmen Hideout Z19” to the dungeon sheet. 
  As the adventurer delves deeper in the this region of the dungeon, they begin to notice that strange demonic symbols have been scrawled on the
  walls, and spears decorated with human skulls adorn the passageways. Every so often they hear the ground being stomped, and at one point they
  stop and listen to screams that bounce off the walls in every direction. After a short while, the direction of the lamentation is clear and they set off
  cautiously trying to find out what’s going on. The torturous screams grow louder with each step, and its not long before the dungeon walls are
  glistening with a dark red liquid slowly trickling from vents near the ceiling. It’s warm and sticky to the touch, and rubbing it between the fingers
  confirms it is blood. Nervously the adventurer reaches a large opening and kneels down to peer through. The sight that greats them is both
  disturbing and sickening, and they have to swallow hard to avoid vomiting. 
  Several goatmen are torturing a group of townsfolk to the brink of death, and just before they are about to die from their wounds, the vile creatures
  slice open an artery and collect the blood in large buckets. Its not long until the victims heart collapses, and whilst guards drag the corpses away,
  replacing them with fresh subjects, the torturers empty the buckets in to a pool, set in the dungeon floor. Judging by a neatly stacked pile of bodies,
  the process has been going on for some considerable time now, maybe even days. Just then, a goatman much larger than the others, slowly emerges
  from the pool of blood and roars. Sticky red blood drips from its fur and a deep cut across its chest, stretching from shoulder to its waist, is closing
  up and healing itself. The wound is deep enough that it should have killed the beast, and it probably did, but a priest standing at the edge of the pool
  is chanting dark magic and has brought the creature back to life. For a moment the goatmen all stop and roar back, its clear that the blood soaked
  beast is their leader. The priest remains chanting, unable to break the incantations that are binding the new life. Sickened by the death of the
  innocent townsfolk, the adventurer springs from their hiding place in a wild rage. The adventurer must encounter the Band of Goatmen.
  BAND OF GOATMEN – AV:40 DEF:2 DMG:+1 HP:4/4/5/5/5/15 [K: x6 A/I/W] [K: x1 TA] (Dark Magic, Pack)
  The goatmen will never escape combat, and will protect their hideout at all costs. Therefore, all escape reaction results they make are ignored. The
  adventurer is free to escape combat, but if they manage to KILL all the goatmen, they find that sadly none of the townsfolk have survived the
  ordeal. However, they may search their hideout for treasure. Roll on table TD – Treasure D+5 to discover what is found, and then mark the special
  area as completed with a .
  Note that if the adventurer, escapes combat, the band of goatmen remain on the combat track, and are not removed as they would be for a normal
  encounter. If on a later turn, the adventurer returns to the area, they will automatically encounter the band of goatmen, and the fight will continue
  from where it left off.
  21-22
  Add “Deadly Chess Z21” to the dungeon sheet.
  As the adventurer turns a corner, they discover a very large chess board has been set out on the dungeon floor. Several life size pieces have been
  moved from both sides showing that a game is currently being played. One side is represented by human pieces, whilst the other by devils. The
  devil king is over 7 feet tall and has a golden crown resting on its horns. They all appear to be mechanical and able to move of their own accord. So
  far neither side has captured any pieces and a large lectern rests to one side. It holds a book explaining the rules of chess and is currently open at a
  page that reads:
  To play a game of deadly chess. First you must battle through the mess.
  Choose the knight and take a ride. Then let the rules be your guide.
  But be careful where you tread. One wrong move and you could be dead.
  Only when the King is killed. Will your pockets be fully filled.
  One of the knight pieces has no rider and is where the adventurer must begin if they intend to play the game of deadly chess. The adventurer
  mounts the knight and discovers a small control panel with these buttons wyzx`. After a little experimentation the knight piece moves,
  marching to its new position on mechanical legs. Then one of the devil pieces whirls in to action and moves. The groaning of seized up cogs and
  pulleys breaks the deafening silence and the piece moves forwards towards a footman piece (a pawn), all the while its weapon slices the air back
  and forth. When it strikes the pawn, the whole chess board erupts in to bursting flames, and a bolt of lightning strikes down from above hitting the
  adventurer’s head (the adventurer suffer -2 HP). Shocked they quickly hit the `button and dismount.
  Each time the adventurer decides to play a game of Deadly Chess, the player adds +1  to the time track, and begins performing the test below, all
  the while keeping a running total of the puzzle number that is generated. Each time the test is passed successfully, the knight piece has moved to a
  position that prevents a devil attack. However, if the test is failed, the devil player moves one of its pieces and attacks a human piece, causing the
  adventurer to be burnt and struck by lightning. The adventurer may decide at any time during the game to abandon the match, and the player may
  continue with the turn. However, after a game has been abandoned the chess board must be reset. 
  DEADLY CHESS – Test Int +5 [S:+3 Puzzle] [F: -2 Puzzle, -2  HP] (Aware)
  During a game, if the Puzzle value is ever 10 or more, the knight has moved and attacks the devil king and wins the game. The devil kings body begins
  to glow red and its chest mechanically opens, revealing a wondrous treasure inside. Roll on table TD – Treasure D+5 to discover what is found, and
  then mark the special area as completed with a .
   138 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  23-24
  Add “The Titan Stack (0 toppled) Z23” to the dungeon sheet.
  High up in the dungeon wall, the adventurer spots a large opening that may lead to something of interest. The walls are so sheer that they are
  unscalable, and would require specialist climbing equipment to even stand a slim chance of reaching the top. Even with rope and a grapple there is
  nothing to hook on to at the top. Disheartened, the adventure continues exploring, and discovers four titanic statues that may aid them in the ascent.
  The statues have been positioned in such a way that if they are toppled in the right order, they could end up stacking on top of each other and create
  a long sloping ramp that would provide the perfect access to reach the opening.
  For each statue that they try to topple, the player must perform the test below, and if successful can add 1 toppled to the area note (i.e. if one statue
  is toppled it would read “The Titan Stack (1 toppled) Z23”). The adventurer is free to topple as many statues as they wish, and are not obliged to
  topple all four before leaving the area, and if they happen to return on a later turn they will find all of the statues exactly as they left them.
  TITAN TOPPLE – Test Str +5 [S: +1 Toppled, +2 Noise, Test Noise] [F: +1 Noise, Test Noise] (Strong)
  Each time the titan topple test is made, whether successful or not, there is a chance that a wandering monster may show up, and the more often the
  test is made in succession, the more likely that the noise may draw unwanted attention to the adventurer. Therefore, the player is required to record
  a running total of a noise value. The noise value begins at zero and is adjusted by the test results. After each test has been made and after the noise
  adjustment for the last test has been applied, the player rolls 1d10, and if the result is equal to or less than the current noise value, a wandering
  monster has been alerted to the adventurer and shows up to investigate. The player rolls 1d100 and applies the quest modifier before looking up the
  monster on the encounter table that has come to investigate. The adventurer must now encounter the monster. Only when it has either escaped
  combat or been defeated, can the adventurer once again continue with their task. 
  If the adventurer escapes the encounter, the monster is added to the dungeon sheet (in the normal way), but they are no longer permitted to try and
  topple any more statues or investigate the opening (if all four statues have been toppled), because the monster is still lingering in the area. In
  addition, if the adventurer returns to the area on a later turn, they will encounter the monster again, and are not permitted to continue toppling the
  statues, or investigate the opening, until the monster has been defeated, or it has escaped combat. Each time a wandering monster is encountered in
  this way, or when the adventurer leaves the area, the noise value is reset to zero.
  Once the adventurer has passed the test four times, and the area note reads “The Titan Stack (4 toppled) Z23”, the adventurer walks up the statues,
  and climbs through the opening in to a chamber, which is empty apart from a chest containing a magnificent treasure. Roll on table TD – Treasure
  D+5 to discover what is found, and then mark the special area as completed with a .
  25-26
  Add “Weight Lifting (0 weights) Z25” to the dungeon sheet.
  A large circular platform suspended from the ceiling is hanging out of reach of the adventurer by a thick chain, and directly below it is a large copper dish
  almost as wide. It rests on a stone plinth, and the adventurer climbs up to peer inside. Several large blocks similar to others scattered around the floor have
  been placed inside, and are acting as weights. Each time the adventurer steps on the plinth its sinks slightly, and when they step off it raises back up. In
  addition, the platform suspended above reacts in the same way, up and down as the platform is laden with weight. The blocks are very heavy and will
  require a lot of effort lifting them in to the dish, but by doing so it will lower the platform, which may contains something of value.
  If the adventurer wants to find out if something is on the platform, they will need to lift four blocks in to the dish. This will completely lower the platform,
  and grant them access. For each weight they try to lift, the player must perform the test below, and if successful can add 1 weight to the area note (i.e. if one
  weight has been added it would read “Weight Lifting (1 weights) Z25”. The adventurer is free to lift as many weights as they wish, and are not obliged to
  add all four to the dish before leaving the area, and if they happen to return on a later turn they will find everything exactly as they left it.
  WEIGHT LIFTING – Test Str +5 [S: +1 weight] [F: -2 HP, +1 ] (Strong)
  Once the adventurer has passed the test four times, and the area note reads “Weight Lifting (4 weights) Z25”, the platform has been lowered, and
  rests just above the dish. On top is an open treasure chest containing a wondrous treasure. Roll on table TD – Treasure D+5 to discover what is
  found, and then mark the special area as completed with a .
  27-28
  Add “The Demon Den Z27” to the dungeon sheet.
  The further the adventurer explores, the warmer they become, and its not long before they are dodging pools of bubbling hot lava as they walk
  across a once molten stream of magma, now solidified in to uneven rock. As they approach a large outcrop, they stop at the sound of voices. A
  chanting in a dark tongue raises the hairs on the back of the neck, and they cautiously peer around to see a handful of small demons busy dancing
  and chanting. They gleefully watch as one is bashing a terrified rat to death across an altar. Suddenly they all stop and stare in a trance at the
  adventurer, then one yells “Yippee fresh blood for the sacrifice” and they attack. The adventurer must encounter demons.
  DEMONS – AV:35 DEF:1 DMG:+1 HP:3/4/4/4/4/5/5 [K: Imps x7 P2/I/W+5] (Surprise, Fire, Pack)
  The demons will never escape combat, and are determined to kill the adventurer. Therefore, all escape reaction results they make are ignored. The
  adventurer is free to escape combat, but if they manage to KILL all the demons, they discover a wondrous treasure when they search the den.  Roll
  on table TD – Treasure D+5 to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat the demons remain on the combat track, and are not removed as they would be for a normal encounter. If
  on a later turn the adventurer returns to the area, they will automatically encounter the demons, and the fight will continue from where it left off.
   139 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  29-30
  Add “The Magic Door Z29” to the dungeon sheet.
  Passing a section of wall, the adventurer almost misses a hidden door. The edges are barley visible, and if it hadn't been for some scratch marks at
  the side, the adventurer would have probably walked on by. Searching all around for a hidden catch, or latch reveals nothing, but they do find a
  worn inscription etched in the floor at the foot of the door, that reveals the following message. 
  The secret that you seek, that will grant you a peek. 
  Can easily be found, if the spell is unbound.
  Speak out the magic word, and make sure that you are heard.
  The path will open wide, and no longer be denied.
  The adventurer may spend some time trying to work out the riddle, and find the magic word to open the door. All other types of open spells will not
  work on the door, and they must find the correct word or give up trying. Each time an attempt is made the player adds +2  to the time track, and
  then performs the test below 10 times, keeping a running total of the puzzle number that is generated. If the test is passed, they make some
  progress. However, if they fail the test, they speak out the wrong word, and the area fills with poison. 
  MAGIC DOOR – Test Int +5 [S:+3 Puzzle] [F:-2 Puzzle, shade 1 poison pip] (Aware)
  The adventurer may decide at any time to abandon their attempt and the player may continue with the turn. After all 10 tests have been made, if the
  Puzzle value is 10 or more, the adventurer speaks out loud and clear the correct word, and the door springs open. Peering in they discover a
  chamber with no exits containing a wonderful treasure. Roll on table TD – Treasure D+5 to discover what is found, and then mark the special area as
  completed with a .
  31-32
  Add “Leaping Stones Z31” to the dungeon sheet.
  Far ahead in a secluded part of the dungeon area, the adventurer finds a circular chamber. It is around 300 feet in diameter and has several tall
  stones set in a circle around the room. At the centre of the stone circle is a monolith. From below, it appears that something is resting on the top, but
  in the darkness it is impossible to tell what it could be. All  the rocks and the monolith have level tops, and judging by the way they have been
  arranged, from the shortest to the highest around the circle, it could be possible to climb the smaller of the rocks, and leap from one to the other
  around the circle. When the highest one is reached, the adventurer could jump across to the monolith and find out what is on the top.
  Climbing the first stone is the easy part, but leaping from one to the other is very dangerous, and therefore the adventurer must perform the test
  below 7 times as they leap from stone to stone, and then finally to the monolith. If they happen to fail a test, the leap has not gone to plan and whilst
  they still reach the intended stone, they have slammed in to its side and hurt themselves, but manage to haul themselves up.
  LEAPING STONES – Test Dex +5 [S: leap successful] [F: -2 HP] (Agility)
  The adventurer can abandon their attempt to reach the monolith at anytime by carefully lowering themselves down the stone they have reached so
  far, and the player can continue with the turn. However, if they try again on a later turn, the whole test must be repeated from the beginning, and all
  seven tests must be performed.
  When the seventh tests has been made, the adventurer has reached the top of the monolith, and finds that the item they saw from the bottom is a
  wondrous treasure. Roll on table TD – Treasure D+5 to discover what is found, and then mark the special area as completed with a .
  33-34
  Add “Hit the Goblin Head Z33” to the dungeon sheet.
  In a secluded part of the dungeon, the adventurer finds a strange, but intriguing contraption consisting of a small and badly made crossbow hanging
  from a chain that disappears through a slot in the dungeon wall, and a bucket of blunt crossbow bolts nailed above rusting in the damp dungeon air.
  Beside the bucket and the crossbow is a long narrow tunnel, too small for the adventurer to walk down, and at its end is a crudely fashioned target
  made to look like a goblins head pinned to a track. A chest sits on the dungeon floor below the crossbow with a carved inscription in its lid. The text
  is written in goblin, and roughly translates to read “HIT THE HEAD TO WIN A PRIZE, MISS THE HEAD FOR A BIG SURPRISE”. The
  chest has no clasps or locks and has no obvious way of being opened. After a few attempts to prise the lid, and failing, the adventurer takes a bolt
  from the bucket, and grabs the crossbow, however it wont pull free from the slot. Giving it a hard tug, a sign springs up from behind the chest and
  reads “STAND ON THE STEP YOU DUMMY”. Looking down, the adventurer sees a badly painted cross on a metal step at the start of the
  tunnel, and when they step on it. it sinks slightly, allowing the crossbow to slide freely from the slot.
  If the adventurer plays the game, they must stand on the metal step and then the player performs the test below until they have scored 4 hits. When
  the test is passed, it strikes the goblins head with enough force to push it back along the track. However, each time the test is failed, a flame bursts
  up from beneath the metal plate burning the adventurer for -3 HP of damage. If the adventurer has unlocked the perfect aim ability, they gain +10
  Dex when testing. The adventurer may decide at any time to give up shooting at the head and the player may continue with the turn. 
  HIT THE HEAD – Test Dex +0 [S: +1 Hit] [F: Miss -3 HP]
  After the adventurer has scored 4 hits on the head, it is pushed to the end of the track, and a small flame lights up igniting a tiny fuse connected to
  the target. Diving for cover, the adventurer avoids the exploding bomb hidden in the goblin head, and is surprised when the chest springs open to
  reveal a magnificent treasure. Roll on table TD – Treasure D+10 to discover what is found, and then mark the special area as completed with a .
   140 
  
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  D100
  SPECIAL BLUE AREAS
  35-36
  Add “Spell Battle Z35” to the dungeon sheet.
  In a secluded part of the dungeon the adventurer finds a large circular arena. Its floor glows many different colours due to a strange arcane mist that
  rises up through the dirt, and a cloudy transparent barrier domes over its perimeter. Reaching out, the adventurer presses a finger through the dome,
  and is surprised when it passes through. At the same instance, a ghostly figure appears standing behind a rostrum, his hat and long flowing robes
  clearly marks him as a wizard. A large book rests open on the stand which he looks up from. On the opposite side of the arena is another rostrum. It
  lacks a ghostly apparition, but also contains a large book. Suddenly the figure begins to talk, and as it does the voice is muffled and echoed. 
  “Hello friend. I don’t believe I have see you at the spell arena before. Never mind, newcomers are always welcome. Let me introduce myself. I am
  a memory of Farquin the All-Knowing, and I will be your instructor in the arcane arts. The spell arena will train you in many things, but as a
  novice, your first lesson will be to master battle spells. When you are ready, step up to the rostrum and learn the spell from the tome. Its not that
  hard and it will be the first spell in the book. Once you have the battle spell firmly in your mind, step in front of the podium and the battle will
  begin. Good Luck”
  If the adventurer wishes, they may follow the mages instructions, and as soon as they step in front of the podium, Farquin moves in front of his
  podium and begins casting spells. The player then perform the spell test below, and must keep a running total of wins and losses scored. The
  adventurer may decide at any time to abort the battle by stepping outside of the arena, and if they do, Farquin and the rostrums disappear. 
  SPELL BATTLE – Test Int +0 [S:+1 Win] [F: + 1 loses, -3 HP] (Magic)
  If the adventurer reaches a total of 5 losses first, then Farquin speaks out “Oh my, what a shame, oh well you are welcome to try again.” and he
  returns back his rostrum. However, if the adventurer reaches a total of 5 wins first, hundreds of apparitions appear all around the arena, and are
  clapping and cheering the adventurer. Farquin waves a hand, and in the centre of the arena a wondrous item appears. Roll on table TD – Treasure
  D+10 to discover what is found, and then mark the special area as completed with a .
  37-38
  Add “Tomb Robbing (0 block) Z37” to the dungeon sheet.
  The adventurer is drawn to a set of steps that lead up to what appears to be a crypt. The whole structure is around 10 feet tall and has been built
  directly in to the rock face. Two sconces that once held torches are mounted on each side of a large opening, but at one time it has been completely
  sealed up with large stone blocks. At head height, one has fallen through and the adventurer takes a peek inside. Its dark and musty and difficult to
  see anything of value, but by removing more blocks they could possibly climb inside for a better look. The blocks each weigh as much as the
  adventurer, and have been set with a strong mortar. It will take a lot of effort to expose a hole large enough.
  Whenever the adventurer wants to remove a block from the tomb, the player must perform the test below, and if successful can add 1 block to the
  area note (i.e. if one block is removed it would read “Tomb Robbing (1 block) Z37”. The adventurer is free to remove as many blocks as they wish
  from the tomb, and is not obliged to remove all four before leaving the area, and if they happen to return on a later turn they will discover the
  entrance in the same condition as they left it.
  BREAKING THE TOMB – Test Str +0 [S: +1 block] [F: -3 HP] (Strong)
  Once the adventurer has passed the test four times, and the area note reads “Tomb Robbing (4 blocks) Z37”, the opening is large enough for the
  adventurer to crawl through, and in the gloom they find an open sarcophagus with a corpse holding a wondrous treasure. Roll on table TD –
  Treasure D+10 to discover what is found, and then mark the special area as completed with a .
  39-40
  Add “Lair of the Spider Queen Z39” to the dungeon sheet.
  The ground underfoot becomes more dirt than stone the further the adventurer explores. At first a few small cobwebs can be seen in nooks and
  crannies, and then larger ones appear between boulders and rocks. For a while the adventurer is brushing them aside, but the further they go the
  more it becomes impossible to continue without getting covered in the sticky silk. Suddenly, from behind, a clicking sound is heard and the
  adventurer turns to see several giant spiders rubbing their pedipalps together. The clicking drowns the unnerving silence, and yellow venom drips
  from the chelicerae. Taking a step back, the adventurer watches in horror as another spider drops down from the ceiling unwrapping her legs. She
  spreads them out on the dungeon floor, standing tall over the others, and looks down at the adventurer. Her eight yellow eyes stare down appearing
  as a golden crown. She is a spider queen and the spiders she dwarfs are her spiderlings. Four of her massive legs rear up, and she hisses the
  command to attack. The adventurer must encounter the spiders.
  THE SPIDER QUEEN AND HER SPIDERLINGS 
  AV:35 DEF:3 DMG:+2 HP:6/6/6/5/4/5/14 [K: Giant Spiders x6 P1] [Spider Queen P1] (Pack, Web, Surprise, Poison)
  The spiders will never escape combat, and are determined to kill the adventurer to protect the lair. Therefore, all escape reaction results they make are
  ignored. The adventurer is free to escape combat, but if they manage to KILL all of the spiders, they discover a wondrous treasure has been cocooned in
  a silky web. Roll on table TD – Treasure D+10 to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat, the spiders remain on the combat track, and are not removed as they would be for a normal encounter. If
  on a later turn, the adventurer returns to the area, they will automatically encounter the spiders, and the fight will continue from where it left off.
   141 
  
  Z - SPECIAL BLUES
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  D100
  SPECIAL BLUE AREAS
  41-42
  Add “Zombie Stampede Z41” to the dungeon sheet.
  After walking the entire area, the adventurer draws the conclusion that this part of the dungeon has been used as a place to store rubbish. They are
  forced to scramble over rubble, broken furniture and piles and piles of bones. Everything that has little or no value has managed to find its way here
  at some time or another, and just when they are about to give up and move on, they become aware that the rubbish piles are moving. All around
  rubble and furniture is being tossed aside as several rotting figures emerge. The zombies have the adventurer completely by surprise, and
  surrounded, and the stench of decay fills their nostrils forcing them to fold over and vomit. One zombie much larger than the others roars, and in a
  hunger driven frenzy for the taste of fresh meat, they all stagger forward with clawed hands flailing to reach their next meal. The adventurer has no
  choice and must encounter the Zombies. 
  ZOMBIES - AV:45 DEF:0 DMG:+1 HP:4/4/4/5/16 [K: x1 TA+10] (Pack, Disease, Surprise)
  The zombies will never escape combat, and are determined to eat the adventurer. Therefore, all escape reaction results they make are ignored. The
  adventurer is free to escape combat, but if they manage to KILL all the zombies, they discover a wondrous treasure amongst the debris. Roll on table
  TD – Treasure D+10 to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat, the  zombies remain on the combat track, and are not removed as they would be for a normal
  encounter. If on a later turn the adventurer returns to the area, they will automatically encounter the zombies, and the fight will continue from
  where it left off.
  43-44
  Add “Battle Dome Z43” to the dungeon sheet.
  In this part of the dungeon, the adventurer comes across a large stone table covered by an intricate model landscape. A glass dome protects the
  work, and the adventurer wipes away years of dust to get a better look. The model is a piece of art, and is covered with trees, shrubs, rivers and
  lakes that have been built to such a high standard they could actually be real. Peering closer reveals that the trees are blowing in the wind and the
  rivers are flowing. Tiny people can be seen going about the daily lives, and several armies are marching towards each other. Perhaps this is not a
  model at all, but a projection of a real place. A strange copper helmet is connected to the table by a long flexible pipe, and hovering just under the
  dome is a cloud covered with writing, that reads.
  Welcome to the BATTLE DOME, here you will not only train in
  the skill of command, but you will partake in the battle as a general
  and feel the suffering of your troops as they are killed. However,
  if you can command the battle well and return the victor, you will
  be well rewarded. To begin, just place the BATTLE HELM on your
  head and you will be transported in to the dome. Good Luck.
  Whenever the adventurer wishes, they may place the helm on their head. When it is in place their mind goes completely blank. They can think of
  nothing other than what is happening to them right now. Instantly they are unable to see and they are unsure if they have become blind, or if it is so
  dark all they can see is darkness. They are unable to move, although nothing restrains them, but they have no control over their muscles. Blind and
  motionless they stand still and do nothing but breathe. The air tastes good and of fresh morning dew, and then they see the sun, large at first and
  then small, sitting in the sky above. Somehow they feel a breeze on their face, and as their eyes return in to focus from the sun blindness, they
  realise they are standing in a camp. Men and woman are running here and there, busy with duties. The clank of armour is annoying at first, too
  loud, but a table in front draws their attention and they study it for a moment. It is obviously a war table, laden with a map and crude models to
  represent armies. Large orc and goblin heads represent one side, and dwarf, elf and human heads mark the other. Several men at arms flank the
  table, and one speaks up “What are your orders General?” The adventurer looks around at the faces and are surprised they are staring back at them
  waiting for an answer. 
  Each time the adventurer puts on the helm, their mind is transported in to the dome, and must take control of a large battle. The player adds +2  to
  the time track, and then performs the test below 10 times and keeps a running total of a tactics number that is generated. Each time the test is passed,
  the adventurer has made the correct tactical decision and scores a small victory by defeating one of their enemy armies. However, each time the test is
  failed, one of the adventurers armies is defeated, and as a consequence the helm delivers a painful shock of energy that causes -3 HP of damage. The
  adventurer may abort at anytime, by removing the helm and their mind will return back to the dungeon.
  BATTLE TACTICS – Test Int +0 [S:+3 Tactics] [F:-2 Tactics, -3 HP] (Aware)
  After the final test has been made, the adventurer’s mind is transported back, and they remove the helm feeling utterly exhausted from the whole
  ordeal. Then, if the Tactics value is 9 or less, the scene below the dome is of devastation, and the shows the landscape burning and in ruins.
  However, if the Tactics value is 10 or more, the adventurer hears a fanfare from under the dome, and the tiny armies celebrate their victory. The
  dome and the projection vanishes in a flash of light, and in its place is a wondrous treasure. Roll on table TD – Treasure D+10 to reveal what is
  found, and then mark the special area as completed with a .
   142 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  45-46
  Add “The Titans Well Z45” to the dungeon sheet.
  Walking pass a rocky outcrop, the adventurer comes across a very large brick well. Its handle is over five feet long and winds a 3 inch thick rope
  that dangle in its depths. The structure is so large it takes all their effort to climb to the top of its wall. The bottom is lost in darkness, but after
  dropping a rock, it splashes in to something wet. By trying the handle, it is clear a bucket is attached at the end of the rope. It is very heavy, and
  maybe it is just filled with water, or could be something of value?
  Whenever the adventurer wishes, they may try to wind the rope to see if it does have a bucket attached, or not. The player performs the test below, and must
  keep a running total of the number of successes they have scored. Each time the test is passed, the rope is wound nearer to the top and the player gains +1
  success. However, each time the test is failed, the adventurer has struggled with the weight, and lost their grip. The handle spins out of control, and the
  adventurer wrestles to stop the rope unravelling, causing -3HP of damage. The adventurer may abort at anytime and the player may continue with the turn.
  WINDING THE HANDLE – Test Str +0 [S:+1 success] [F:-1 success, -3 HP] (Strong)
  When 5 successes have been recorded, the rope has been wound high enough to reveal it does have a bucket attached, and inside is a magnificent
  treasure. Roll on table TD – Treasure D+10 to reveal what is found, and then mark the special area as completed with a .
  47-48
  Add “Boulder Dash Z47” to the dungeon sheet.
  In this secluded part of the dungeon, the adventurer spots a window high up in the dungeon wall. Rusty iron bars cross the opening preventing a
  way in. However, a narrow staircase off to the left may lead up to the room. A wooden sign hangs down from the ceiling above the first step which
  reads “The Shop of Wonders”. It is very old and the paint is worn, but it might be a clue as to what can be found inside. The adventurer, to satisfy
  their curiosity begins climbing the stairs. However, the moment their foot is on the first step it activates a trap, and from the top they hear rumbling
  and then crashing as large boulders begin tumbling down. Each boulder is over four feet in diameter and will cause them serious injury if struck.
  Anytime they head up the stairs, the player must make the test below and keep a record of the number of steps they have managed to get up. Each
  time the test is passed they make it to the next step, however each time the test is failed they have been hit by a boulder and suffer -3HP of damage
  and are knocked down one step. The adventurer may abort the ascent at anytime and the player can continue with the turn.
  BOULDER DASH – Test Dex +0 [S: +1 Step] [F: -1 Step, -3 HP] (Dodge)
  When 5 steps have been recorded, they have reached the top and hit a lever to deactivate the trap. The shop contains a lot of useless items and junk,
  but one does catch the eye. Roll on table TD – Treasure D+10 to reveal what is found, and then mark the special area as completed with a .
  49-50
  Add “Orc’s Treasure Z49” to the dungeon sheet.
  After a long climb up a rocky part of the dungeon, the adventurer reaches an area that overlooks an encampment. A large fire is ablaze in the centre of a
  plateau, and crude tents have been erected at the edge of the surrounding void. The flat rock peak is illuminated by the flames and several orcs can be
  seen sitting and eating pieces of a giant rat that has been spit roasted over the open fire. A rocky bridge crossing the void is the only way across. Just
  then a powerful orc emerges from a tent, and stares a moment at the orcs eating, he looks angry and growls at them his displeasure. “PIGS! RAT FOR
  MASTER, YOU BE PUNISHED” His arm swings out, striking one of the orcs across the face. The powerful blow knocks the orc on its side, and it
  receives a kick. Standing over him, he places a heavy boot on its neck, and even from the distance the adventurer hears bones breaking. “NOW
  SCUM, BACK TO ARTEFACT, PREPARE FOR MASTER”. He storms back to the tent and the others scrabble to their fee, and rush over to a
  large iron chest and begins cleaning it with dirty rags. From behind the adventurer hears footsteps and they spin around to see more orcs heading
  their way. They have no choice but to cross the bridge and encounter the orcs in the open.
  ORC WARBAND - 
  AV:50 DEF:4 DMG:+2 HP:10/9/10/28 [K: x2 I/A+10/W+10] [K: x1 I/A+15/W+15] [K: x1 I/TA+15] (Pack, Dark Magic, Surprise)
  The orcs will never escape combat, and are determined to defend the artefact and kill the adventurer. Therefore, all escape reaction results they
  make are ignored. The adventurer is free to escape combat, but if they manage to KILL all the orcs, they discover that inside the chest is a
  wondrous treasure. Roll on table TD – Treasure D+15 to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat the orcs remain on the combat track, and are not removed as they would be for a normal encounter. If on
  a later turn the adventurer returns to the area, they will automatically encounter the orcs, and the fight will continue from where it left off.
  51-52
  Add “Never-ending Tunnel Z51” to the dungeon sheet.
  After some time exploring (+1 ), the adventurer discovers a strange narrow tunnel. A soft blue fog hangs in the air, and at its end is an open chest
  that is not shrouded in the expected darkness. If the adventurer wishes, they may head through the fog to the chest. Getting to the chest is not a
  problem, and when they peer in they find a wondrous treasure. Roll on table TD – Treasure D+15 to discover what is found. However, when they
  turn back and try to leave, no matter how far they travel, the end is never reached. By taking the treasure, the adventurer has inadvertently activated
  a magical trap. The player must now perform the test below, and keep a running total of the number of successes scored.
  BREAKING THE MAGIC – Test Int -5 [S:+1 success] [F:-1 success, +1 ] (Magic)
  When the total number of successes has reached 5 the adventurer has finally managed to leave the tunnel, and the player marks the special area as
  completed with a , and can continue with the turn. Whilst in the tunnel, if a wandering monster is encountered, neither the monster nor the
  adventurer are permitted to escape (ignore all escape reaction rolls are ignored), and the adventurer is not permitted to fail their quest.
   143 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  53-54
  Add “Sunken Treasure (0 Broken) Z53” to the dungeon sheet.
  In the centre of the dungeon area, the adventurer finds a lake of clear liquid. Bending down and touching its surface causes no harm, and a
  quick taste confirms it is just water. The pool is a few hundred feet long and almost the same distance wide. Peering in to its its depths it is very
  deep, and chained to its bottom is a chest. The chest appears to be lined with golden trims and jewels, and even through the water it glistens and
  catches the eye. A blue fish swims over to investigate when the adventurer enter the lake, and bites at their ankles. Its teeth are sharp, and its
  bite would probably be rather painful if it bit down on exposed flesh.  
  If the adventurer wants, they may swim down and try to break a chain holding the chest at the bottom. The player perform the test below, and if
  successful adds 1 broken to the area note (i.e. if one chain is broken it would read “Sunken Treasure (1 Broken) Z53”. However, if the test fails,
  they have spent too long in the water and a school of the blue fish swim over and attack, causing -4HP of damage, before they swim off. The
  adventurer is free to break as many chains holding the chest as they wish, and are not obliged to break all before leaving the area, and if they
  happen to return on a later turn they will discover the chest is in the same condition as they left it.
  BREAKING CHAINS – Test Str -5 [S:+1 Broken] [F:-4 HP] (Strong)
  Once the adventurer has passed the test four times, and the area note reads “Sunken Treasure (4 Broken) Z53”, all the chains are broken and the
  adventurer is able to pull the chest to the bank. Inside they discover a wondrous treasure. Roll on table TD – Treasure D+15 to discover what is
  found, and then mark the special area as completed with a .
  55-56
  Add “Treasure Run Z55” to the dungeon sheet.
  In the dungeon wall, the adventurer finds an opening, and sparing a moment they peer through to discover it is a room with a single exit. The
  chamber is roughly 100 yards square, with smooth walls and is littered with broken bones, but otherwise empty. On the opposite side through the
  exit, something is glistening on its floor and curiosity calls them to investigate.
  If the adventurer wishes, they may step through in to the chamber, and head to the exit to get a better look at what is glistering. However, as soon as
  they do, the whole floor sinks under their weight and a stone slab slams down behind, closing off the way they came. Opposite a similar slab is
  trying to close off the exit, but it is stuck and is inching its way down. From above, the ceiling groans in to action and rumbles as it too starts
  lowering. Inadvertently they have activated a trap by stepping on to the floor inside the chamber. If the adventurer doesn't make it through the exit
  before the ceiling hits the floor, their bones are going to be added to the many others strewed about the floor.
  With no other option they must sprint as fast as they can for the exit. The player must now perform the test below and keep a record of the number
  of yards travelled, and the number of feet the slab is falling that will seal them in.
  SPRINT – Test Dex -5 [S: travelled +20 yards, slab +1 feet] [F: travelled +10 yards, slab +1 feet] (Agility)
  If at anytime after a test has been made the slab has fallen 8 feet, the ceiling has come down and crushed the adventurer for 16 HP of damage.
  Lucky for them it was stopped by all the bones that have been collected from previous victims over the years. After a few minutes, the stone
  slab sealing them in lifts, and they manage to crawl out to safety. The chamber after a short while resets itself as the procedure may be repeated
  again. Otherwise, if after a test has been made the slab has fallen 7 feet or less and the distance travelled is equal to or more than 100 yards, the
  adventurer has reached the exit and managed to escape the room. Exhausted they spend a moment to recover and are pleased to find the
  glistening was made by a wondrous treasure. Roll on table TD – Treasure D+15 to discover what is found, and then mark the special area as
  completed with a .
  57-58
  Add “Water Chamber Z57” to the dungeon sheet.
  After some time exploring, the adventurer stumbles upon a strange circular chamber. Stepping inside they notice the door is hinged on the inside
  and is made of a strong iron. No matter how hard they tug, it will not budge and is firmly stuck open. Built in to the wall is an iron console with
  over 20 levers of various sizes. Each one is clearly marked with a strange symbol, but one is labelled “OPEN”. None of the symbols make any
  sense or seem to follow a pattern, and without any clear instructions, who knows what they will do, or operate if pulled. In the centre of the
  chamber is a hatch marked “KEEP CLOSED DURING TESTING” and this may be the only clue as to what the open lever may do if pulled. The
  rest of the chamber is empty and has no other obvious features.
  Anytime the adventurer wishes, they may pull the lever marked “OPEN” to see if it releases the hatch. However, when it is pulled, there is a clank
  and the iron door to the chamber slams shut. The whole room begins to vibrate and a loud gurgle followed by the release of pressure is heard from
  above. Water is now pouring in at an alarming rate from several large spouts set in the ceiling. Frantically the adventurer begins pulling levers,
  trying to open the hatch in the floor, which may be the only way to escape the chamber. 
  The player must now perform the test below until the adventurer has either worked out the correct combination of levers to pull that will open the hatch,
  or the entire chamber is filled with water. The player must keep a running total of the number of correct lever results they score and current water level.
  LEVERS – Test Int -5 [S: +1 correct lever, +1 water level] [F: +1 water level] (Aware)
  If at anytime after a test has been made the water level has reached 8, the chamber has filled completely with water and the adventurer begins to
  drown, and suffers 16 HP of damage. Lucky for them, a safety feature activates, and after a few minutes the water begins to drain through vents in
  the walls. When the last of it has drained away the chamber door springs open, and the procedure may be repeated again. Otherwise, if after a test
  has been made the water level is 7 or less, and the correct lever value is 4, the water stops pouring from the spouts, and drains out through the
  hatch. When it has drained away, the chamber door springs open, and the adventurer searches inside the hatch to reveal a wondrous treasure. Roll
  on table TD – Treasure D+15 to discover what is found, and then mark the special area as completed with a .
   144 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  59-60
  Add “Crypt of the Necromancer Z59” to the dungeon sheet.
  The adventurer walks through the area and notices the dungeon wall change from rough cut rock to a smooth rendered finish. In one part they
  uncover a wide corridor and head on down to take a look. The cobbled floor is uneven, and despite every effort to walk along quietly, their
  footsteps echo out of the enclosed space. The walls are made of small bricks that curve up in to the ceiling, and at the end of the passage they find
  an ornate gate that screams on its hinges when opened. Stepping through in to a large space, they see grave stones being swallowed up in a thick
  mist, and a crypt rising out of a dark soiled ground. Its walls are made of white marble, and two gargoyles stand guarding its entrance at the top of a
  staircase. Heading to the crypt, the adventurer is swept along by an unseen force, and they move faster than normal. Their legs struggle to match
  their speed, and when they reach the entrance they are glad to stop. The unwanted momentum causes them to jerk, and as they right themselves a
  tall woman floats out of the crypt and places a hand on each of the gargoyles heads. Her skin is pale and her lips are blood red. They curl at the
  sides smiling cruelly, and a long satin cloak with a high collar flows around her. Dramatically, she raises her hands and shouts out in a bored yet
  commanding voice “RISE”. From behind, the sound of sliding stones is heard, and the adventurer spins to see skeletons climbing from disturbed
  graves. Raising her head, and in the same overstated way she lowers her hands and shouts “ATTACK”. In perfect synchronization the skeletons
  form a line and advance. The adventurer has no choice and must encounter the necromancer and her skeletons.
  NECROMANCER AND SKELETONS
  AV:55 DEF:4 DMG:+2 HP:5/5/5/25 [K: x3 A+15/W+15] [K: I/W+20/TB] (Fear, Dark Magic, Pack)
  At the end of each combat round, the necromancer will attempt to resurrect any of her fallen skeletons. Therefore, if any of the packs HP values that
  are underlined are reduced to 0, the player rolls 1d10 for each one and on a result of 1 the player replaces the 0 HP with 5 HP.
  Example: At the end of a combat round, the monsters HP is “0/0/4/25”. Because 2 of the monsters HP that are underlined have been reduced to 0,
  the player must roll 1d10 for each, they roll a 1, and a 6. The necromancer resurrects one of the fallen skeletons, and the player changes the
  monsters HP to “5/0/4/25”.
  The necromancer and skeletons will never escape combat, and are determined to kill the adventurer. Therefore, all escape reaction results they
  make are ignored. The adventurer is free to escape combat, but if they manage to KILL all of the necromancer and skeletons, they discover a
  magnificent treasure hidden in the crypt. Roll on table TD – Treasure D+15 to discover what is found, and then mark the special area as completed
  with a .
  Note that if the adventurer escapes combat, the necromancer and skeletons remain on the combat track, and are not removed as they would be for a
  normal encounter. If on a later turn the adventurer returns to the area, they will automatically encounter the necromancer and skeletons, and the
  fight will continue from where it left off.
  61-62
  Add “Sword and the Throne Z61” to the dungeon sheet.
  In a hidden chamber, the adventurer finds a stack of old swords. They appear to be swords made for the giants, as each one is twice the size of the
  adventurer. None are of any use, as they are to big and heavy to wield, and it takes all the adventurers effort just to lift them. In the centre of the
  room is a large stone. It stands around six feet tall and on its top is an inscription carved in to its surface, which reads. 
  thy hand upon ye sword
  thy reach upon ye reward
  thy blade upon ye stone
  thy claim upon ye throne
  Above the inscription in the centre of the stone is a deep crack which could be where a sword should be placed. All the swords look old and rusty,
  and none stands out from the others. If one of the swords is meant to be placed in the stone, it is unclear which one, and the adventurer will have to
  try them one at a time to find the correct sword.
  If the adventurer wishes, they may begin trying swords in the slot. They are very heavy, and lifting them to the top, takes a great deal of strength
  and effort. Therefore, each time the adventurer attempts to lift a sword, the player must perform the test below and keep a record of the number of
  swords they have tried so far. Each time the test fails, a bolt of charged energy crackles up from the slot and in to the sword causing the adventurer -
  4 HP of damage. The adventurer may give up finding the correct sword at any time. However if they attempt the task again, the test resets to 0
  swords tried.
  SWORD LIFTING – Test Str -5 [S:+1 sword] [F: +1 sword, -4 HP] (Strong)
   
  After each successful test the player rolls 1d10, and if the result is equal to or less than the recorded number of swords they have tried so far, the
  last sword slides deep in to the stone, and a spectrum of light spreads out from the slot, filling the chamber with colourful illumination. The old
  rusty blade is transformed in to a gleaming weapon of gold and silver. Its handle becomes encrusted with gems and crystals that reflect the array of
  light even further in to the room, and a rumbling is heard from below. The adventurer jumps down just in time as the stone is transformed in to a
  golden throne. The sword lays across the glimmering seat, and whilst inviting, has become too heavy to lift. However resting beside it is something
  else. Roll on table TD – Treasure D+15 to discover what is found, and then mark the special area as completed with a .
   145 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  63-64
  Add “A Mazing Z63” to the dungeon sheet.
  A large stone statue stands overlooking a square table laid out with a maze. The statue has its arms held up tight to its chest, and its mouth is wide
  open as if it is roaring. The table has pairs of handles on each of its four sides, and is mounted on a pivot mechanism. When the adventurer grabs a
  handle to see what it will do, the table creaks and rusted surfaces break apart. At first the table will hardly move, but after a few attempts it is
  rocking up and down and left and right with ease, and can even be rotated 360°. The maze is covered with an impenetrable arcane barrier that glows
  softly, and as the table spins it crackles with energy. The base of the maze has been painted to show the four elements, and rolling around inside are
  four perfectly round crystal balls. Each one is a different colour and matches one of the four elements. Green for earth, white for air, red for fire,
  and blue for water. They glow brightly, but deep within their centre is an arcane force that swirls clouding their surface. The maze has been divided
  in to 4 sections, one for each of the elements, and at each corner is a hole, not large enough for a crystal to drop through, but offers a resting place
  for it to be held whilst the others are navigated to rest at their elemental sphere. The task is clear. Whoever uses the table must get each crystal to
  rest in one of the holes that matches their element.
  Each time the adventurer uses the table maze to try and place a crystal in the resting place matching its element, the player performs the test below
  and then rolls on the crystal table (below) using the column depending whether the test was successful or failed. The player is required to keep a
  record of which crystals they have placed with their element, and which ones are still rolling around the maze. Each time the test is failed, as well
  as one of the crystals being displaced, the statue roars and a surge of arcane energy blasts from the handles and causes -4 HP of damage to the
  adventurer. Anytime a crystal is to be placed or displaced, and it has already been placed or displaced, the player must choose another crystal to
  place, or be displaced (i.e. if the red crystal has previously been placed and the player rolls a 1 after a successful test, they are free to choose any
  other crystal to place instead). The adventurer may abort the challenge at anytime. However, once the handles are released, all the crystals roll from
  their resting places, and will need to be placed again in order to complete the challenge.
  MAZE – Test Dex -5 [S: roll crystal table success column] [F: -4 HP, roll crystal table failure column] (Agility)
  CRYSTAL TABLE
  D10
  TEST SUCCESS
  TEST FAILED
  1-2
  Red crystal is placed.
  Blue crystal is displaced.
  3-4
  Blue crystal is placed.
  Red crystal is displaced.
  5-6
  Green crystal is placed.
  White crystal is displaced.
  7-8
  White crystal is placed.
  Green crystal is displaced.
  9-10
  Choose any crystal to be placed.
  Choose any crystal to be displaced.
   
  If after a test, all four crystals have been placed, the statues arms begin to move downwards revealing a large hole, and a magnificent object rolls out in
  to the waiting hands of the statue. Roll on table TD – Treasure D+15 to discover what is found, and then mark the special area as completed with a .
  65-66
  Add “Lair of the Demon Lord Z65” to the dungeon sheet.
  In a cavern off the beaten track, the adventurer stumbles upon a terrifying sight. Several demons have set up home and are slowly torturing a man to
  death. The victim is tied to an iron rack, and the demons are taking it in turns scorching him with their fire. A winged demon over 12 feet tall is
  laughing and encouraging the others to prolong the ordeal and not kill him. In a commanding voice he enforces his wrath by stating that if the man
  dies, one of them will be his next meal. He is obviously their leader. When an imp engulf the man in flames, and he slumps forward, they all back
  away slowly. On cloven feet the demon lord stomps over, and in anger scoops one up, and impales it on his horn. The imp struggles on the bony
  barb and eventually dies, and the others beg for mercy. Their grovelling leads to forgiveness and the demon lord pushes them aside and faces the
  dying man. Raising a clawed finger, he caresses the cheek and slices it open. Blood oozes from the wound and wakens the man and he yelps. The
  adventurer must encounter the demon lord and his minions to end the torture and save the man.
  DEMON LORD AND HIS MINIONS
  AV:50 DEF:3 DMG:+2 HP:4/4/4/9/8/29
  [K: Imps x3 P2/I/W+5] [K: Demon x2 P2/I/W+15] [K: Demon Lord x1 x2 P2/I/W+20/TB]
  (Fire, Fear, Large, Pack)
  At the end of each combat round the Demon Lord will attempt to summon an imp to replace one that has fallen. Therefore, if any of the packs HP
  values that are underlined are reduced to 0, the player rolls 1d10 for each one and on a result of 1 the player replaces the 0 HP with 4 HP.
  Example: At the end of a combat round the monsters HP is “0/0/0/0/5/29”. Because 3 of the monsters HP that are underlined have been reduced to
  0, the player must roll 1d10 for each, they roll a 1, 1 and a 6. The demon summons two imps to replace ones that have fallen, and the player
  changes the monsters HP to “4/4/0/0/5/29”.
  The demon lord and his minions will never escape combat, and are determined to kill the intruder. Therefore, all escape reaction results they make
  are ignored. The adventurer is free to escape combat, but if they manage to KILL all of the demon lord and his minions, they discover that it is all too
  late for the man, and he is dead when they cut him free from the rack. However in a backpack by his body they discover a magnificent treasure. Roll on
  table TD – Treasure D+20 to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat, the demon lord and his minions remain on the combat track, and are not removed as they would be for a
  normal encounter. If on a later turn the adventurer returns to the area, they will automatically encounter the demon lord and his minions, and the
  fight will continue from where it left off.
   146 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  67-68
  Add “Eye On the Treasure Z67” to the dungeon sheet.
  The air is damp and cold, and the adventurer can hear the sound of running water. The further they explore, the wetter they feel, and it is not long
  before they come across a large lake, being fed by fast flowing water. It gushes from high up in the dungeon wall, creating a waterfall. It is hard to
  be sure, but it appears something large and motionless is standing behind the bubbling frothing water as it falls some 50 feet. A large iron wheel sits
  next to the lake and is connected to a bank of cogs. Guessing it will probably have something to do with the water, the adventurer spins the wheel.
  At first it grinds, resisting years of rust, but eventually loosens enough to spin. When the wheel is locked tight, the waterfall stops and reveals a
  statue of a Cyclops. The sight is magnificent and the stone sculpture stands as high as the waterfall. Its huge hands are clenched in to fists and its
  face is filled with anger. Two huge feet stand firmly on an ornate plinth, and on a panel the adventurer notices some writing.
  I am the guardIan of the lake,
  and protector of Its rIches.
  my eye Is all seeIng and wIll
  watch over Its treasures.
  Peering up at the eye, it sparkles and could in fact be a ruby worth thousands of gold pieces. In those few seconds of contemplation, it is clear the
  lake is draining, and by the time the adventurer has decided their next course of action, it has been reduced to a boggy wet sludge laying in a
  shallow pit at the foot of the Cyclops. No treasure is visible, and so whatever the inscription is referring to has either long gone or was never hidden
  in the lake in the first place.
  If the adventurer wishes, they may try to climb the statue and see if they can prise out the eye. However, climbing the Cyclops is no easy task. The
  damp air has caused a slimy moss to form and it is very slippery. Therefore, the adventurer must pass the test below three times in succession to
  reach the eye, or they will slip and fall to the ground. In addition, If the adventure falls, the higher up they are the more damage they will sustain.
  Therefore, if the adventurer fails the first test, they will suffer -3 HP of damage, if they fail the second test, they will suffer -4 HP of damage, and if
  they fail the third test they will suffer -5 HP of damage.
  CYCLOPS CLIMB – Test Dex -10 [S:+1 success] [F: 1st test -3 HP / 2nd test -4 HP / 3rd – test 5 HP] (Agility)
  When the adventurer has scored 3 successes they have reached the top, and begin trying to prise out its eye. However, during the removal they
  inadvertently press it further in to its socket. The whole statue begins to shake and a loud rumble is heard from below. The adventurer climbs down,
  and finds a platform in the centre of the lake has risen out of the ground, and resting on top is a magnificent treasure. Roll on table TD – Treasure
  D+20 to discover what is found, and then mark the special area as completed with a .
  69-70
  Add “Mystic Forest Z69” to the dungeon sheet.
  After some time exploring (+1 ), the adventurer discovers a strange looking portal. It is oval in shape and around 6 feet tall. A soft blue fog hangs around
  its edges, and a transparent film of energy covers its surface. A forest is framed by the blue mist and could be what lies on the other side. The sky is visible,
  peeking through the trees, and every now and then a bird flies from a branch searching for food. A ray of sun beams down at the base of an old oak,
  illuminating a sturdy looking chest. The scene is tranquil and the chest is inviting, maybe a quick step though could reveal something of interest. 
  If the adventurer wishes, they may step through the portal, however when they do it closes up behind them. The chest is unlocked and they find a
  wondrous treasure inside and a note. Roll on table TD – Treasure D+20 to discover what is found and the note reads -
  Now you have my treasure, have fun finding your way home. 
  The portal to your world could be anywhere in the mystic forest,
  but you will need to be quick, it won’t be around for long. 
  Merlin Ambrosius,
  p.s. this note is the clue to finding the portal.
  The adventurer must now search the forest for the portal, and all the while trying to work out the clue that is hidden in the note. The player must
  now perform the test below and keep a running total of the number of successes scored.
  BREAKING THE MAGIC – Test Int -10 [S:+1 success] [F:-1 success, +1 ] (Magic)
  Whilst in the forest, if the adventurer encounters a wandering monster, it is encountered immediately, however neither the monster or the
  adventurer are permitted to escape the combat as they are now both trapped in the forest; all escape reaction rolls made by the monster are therefore
  ignored. In addition, the adventurer may not fail the current quest until they have exited the forest.
  When the total number of successes has reached 5 the adventurer has finally managed to decipher the clue from the note. They recount the story of
  Merlin Ambrosius and search for his tower hidden in the forest. A portal held in the hands of two stone dragons is found on the top floor of the
  tower and the adventurer steps through and is returned back to the dungeon safely. The player then marks the special area as completed with a ,
  and can continue with the turn.
  THE STORY OF MERLIN 
   
   AMBROSIUS
   
   
  King Vortigern wished to erect a tower, but each time he did, it collapsed. A prophet instructed the tower to be build over ground that had been
  sprinkled with the blood of a child born without a father. This would prevent the destruction. Merlin Ambrosius being such a child, was brought
  before the King. Merlin convinced Vortigern that the tower would not support itself whilst two dragons fought and lived beneath, and that if he was
  made master over the fighting dragons, the tower would stand strong. The King gave merlin the tower, and he tamed the dragons.
   147 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  71-72
  Add “Tugging the Rapids Z71” to the dungeon sheet.
  The adventurer comes across a small wooden raft moored to the bank of a river. The river is fierce and constantly jostling the platform back and
  forth. Despite the torrent of water, the raft has held up well against the onslaught, and its rope bindings still look capable of withstanding more. A
  thick rope has been secured at one end of the raft and hangs loosely in the water. The rope disappears in to a dark tunnel upstream of the river. A
  few tugs and it lifts out of the water and appears to well secured at the other end.
  If the adventurer wishes, they may board the raft and pull themselves upstream and in to the tunnel to see where it may lead. Once the raft has been
  untied from its mooring, it is washed downstream until the thick rope is pulled taunt, and now it is up to the adventurer to pull the raft along using
  the rope to guide them in to the tunnel. The player must now perform the test below and keep a running total of how far the raft has moved. Each
  time the test is successful, the raft is pulled 4 yards, however each time the test is failed, the raft is overturned by the force of the rapid water, and
  the adventurer hurts themselves on rocks below the surface. Note, the recorded number of yards may never drop below 0.
  RAFT ROPING – Test Str -10 [S: +4 yards] [F: -2 yards, -5 HP] (Strong)
  When the raft has travelled 20 yards, it has been pulled through the tunnel, in to an underground cavern. The cavern marks the end of the journey
  for the raft, and the adventurer finds that the rope has been tied to the handle of a very heavy chest. They open the chest to reveal a magnificent
  treasure. Roll on table TD – Treasure D+20 to discover what is found, and then mark the special area as completed with a .
  73-74
  Add “Moving Stone (0” moved) Z73” to the dungeon sheet.
  A large stone statue over 20 feet high and several feet wide dominates a small hall found in the dungeon. It depicts a brutal barbarian warrior
  fighting a manticore. The creatures jaws are biting in to the barbarians neck, and its barbed tail is stinging his muscled leg. The warrior is fighting
  with a small knife, and it is plunged in to the side of the beast. It has torn open a deep wound and the creatures entrails are partly exposed. The
  statue is portraying a well versed gladiatorial fight from a bygone age showing the bout of “Malcolm and the Manticore”. In the fight Malcolm,
  slayed the beast with just a small knife made from the jawbone of a donkey, but later died from toxins and a severe neck wound.      
  A hole beneath the statue has been partly exposed, and peering through reveals an opening to who knows where. If the adventurer has any hope of
  finding out what lies beneath the statue, they must move it at least 12” clear of the hole. The statue is really heavy and will take a great deal of
  strength to move it just a few inches. 
  Any time the adventurer wishes to move the statue, the player must perform the test below. Each time it is passed successfully the player adds 3” to
  the area note (i.e. if it has been moved for the first time it would read “Moving Stone (3” moved) Z73”). The adventurer is free to try and move the
  statue as many times as they wish and are not obliged to move it all 12” before leaving the area, and if they return on a later turn they discover it in
  the same position as they left it. If the test is failed something has gone horribly wrong with the move, and the adventurer is injured for -5HP of
  damage.
  MOVING STATUE – Test Str -10 [S: +3” moved] [F: +2” moved, -5 HP] (Strong)
  Once the statue has been moved 12” or more, they are able to climb through the hole and find it leads to a secret tunnel that ends at an open treasure
  chest, and inside is a wondrous treasure. Roll on table TD – Treasure D+20 to discover what is found, and then mark the special area as completed
  with a .
  75-76
  Add “Words of Wisdom Z75” to the dungeon sheet.
  In a darkened area of the dungeon floor, the adventurer finds it has been laid out with a number of stone slabs etched with strange letters. Each is
  roughly a square foot in size, and has a shallow round notch at its centre. Resting in four of the notches are large round boulders. They are perfectly
  circular and appear to have been sanded smooth. Where the balls sit, the stone slabs have sunk in to the floor and it soon becomes obvious from an
  inscription carved on the wall, that the stones must be placed on certain letters to spell out a trigger word. When the correct word has been spelt, it
  will unlock a small door at the edge of the stone slabs. The inscription reads -
  use the letters on the floor and you can unlock and open the door
  spell the word well and get It rIght and you can step though and In to the lIght
  but spell the word wrong and you wIll suffer but not for long 
  The door is bolted and can only be opened when the correct word has been spelt using 4 balls of spelling. To spell the correct word, the adventurer must
  try and work out the puzzle, and each time they make an attempt the player performs the test below, and keeps a record of a Puzzle number that is
  generated. Each time the test fails, one of the balls has been placed on the wrong letter, and the stone slab sinks, activating a flame trap that scorches the
  adventurer for -5HP of damage. The adventurer may decide at any time to abandon their attempt and the player may continue with the turn. 
  SOLVING THE WORD – Test Int -10 [S:+3 Puzzle] [F: -5 HP] (Aware)
  If the Puzzle value reaches 12, the adventurer has placed all four balls to spell the word “WELL”, and the small door springs open to reveal a
  narrow corridor. Inside, a torch mounted to the wall ignites in to life, and the adventurer follows its light inside. After a few steps the tunnel turns in
  to a dead end, but on a stone slab is a wondrous treasure just waiting to be claimed. Roll on table TD – Treasure D+20 to discover what is found,
  and then mark the special area as completed with a .
   148 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  77-78
  Add “Leaping Lilies Z77” to the dungeon sheet.
  Whilst exploring the area, the adventurer happens upon a large lake of yellow turbid liquid. It is very deep and spreads out over a wide area. The
  colour is almost luminous and doesn't appear natural, however, every so often a large bubble floats to the surface and pops, thus revealing that
  something is alive in its murky depths. Floating on the surface are an abundance of giant lily pads. They vary in size but some are well over 10 feet
  across. They are scattered everywhere, and one in the middle is of particular interest as it is supporting a large chest. It may be possible if the
  adventurer is careful, to jump across to it using the larger lily pads, and find out what the chest may hold. 
  The shortest route will involve making 4 jumps. On the fourth jump they will have reached the centre pad and may open the chest. Each time the
  adventurer decides to try,  the player performs the test below and keeps a record of the number of pads they have jumped. Each time the test is
  failed, the adventurer falls in to the luminous water and suffers -4 HP of damage and 1 poison pip is shaded on the poison track. However, they still
  make it to the intended lily pad and manage to climb up, ready to jump again. Anytime the adventurer wishes to give up reaching the lily pad with
  the treasure chest, they may do so. However, they must still make it back to the bank of the lake, and the player must perform a number of tests
  equal to the number of lily pads they have recorded so far.
  LEAPING – Test Dex -10 [S: +1 Pad] [F: +1 Pad, -5 HP, +1 poison pip] (Agility)
  When the 4th pad has been recorded, the adventurer has reached the chest and opens it to revel a wondrous treasure. Roll on table TD – Treasure
  D+20 to discover what is found. Now they must get back, and need to make another four tests. When the fourth test has been made, the player
  marks the special area as completed with a .
  79-80
  Add “Trollnails Z79” to the dungeon sheet.
  Whilst exploring the adventurer begins to smell meat being cooked. They cautiously head for the source and as they draw nearer they become
  aware of loud echoing voices. The language spoken is definitely a form of common tongue, but very hard to understand. Approaching as silently as
  they can, they peer around a large boulder, and see two trolls sitting in front of a blazing fire. A large leg of something is being spit roasted on the
  open fire, and a pan of something is gurgling away underneath. For a moment the adventurers listen in to what they are saying.
  “Earrr yow couda removs t’ bloomin toesnails, I ate eatin toesnails. Theys flakes offs ans spoils t’ broths”
  “Dun bes sucha babby, thems ad to t’ flavoars an giv it sum body”
  “Wel Isa fink ole Bash wood wan us t’ remov is toesnails.”
  “Dun spose he’ll care much nah”
  The adventurer looks around and studies the cavern. Three straw beds lay in the corner behind the fire, and one is still being used by a troll. It
  appear to be asleep but is laying in a strange position. The adventurer moves around to get a better look and is horrified at the sight. The trolls head
  has been severed and is resting on its pillow, and one of its legs is missing. The adventurer glances at the fire and notices that the spit roasting leg
  would fit perfectly on the dead trolls stump. Unable to control a gasp they alert the talkative trolls to their presence. The adventurer has no choice
  but to encounter the troll cannibals.
  TROLLS AV:60 DEF:5 DMG:+3 HP:36/36 [K: x2 P/TB+10] (Regeneration (see below), Fear, Large, Pack)
  Regeneration – The trolls have the ability to restore lost HP. Each time they roll a natural 1 on their damage die their HP values shown in bold
  will restore 2 lost HP.
  Example: The trolls HP is currently “23/36” and the trolls roll 1 on the damage die. The player adjusts the trolls HP to “25/36”. On another
  combat round the trolls have HP of “0/34” and the troll rolls 1 on the damage die. The player adds 2 HP to 34 and 2 HP to the 0. The trolls HP are
  now “2/36”. Note, when both of the trolls HP have been reduced to “0/0” the trolls still get the opportunity to attack back and may even
  regenerate itself before the combat round is over. 
  The trolls will never escape combat, and are determined to kill the intruder. Therefore, all escape reaction results they make are ignored. The
  adventurer is free to escape combat, but if they manage to KILL all  the trolls, they discover in their nest a magnificent treasure. Roll on table TD –
  Treasure D+20 to discover what is found, and then mark the special area as completed with a .
  Note that if the adventurer escapes combat, the trolls remain on the combat track, and are not removed as they would be for a normal encounter. If
  on a later turn the adventurer returns to the area, they will automatically encounter the trolls, and the fight will continue from where it left off.
   149 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  81-82
  Add “Trial of Death Z81” to the dungeon sheet.
  Walking along a wide corridor, the adventurer uncovers a strange arrangement of chambers that mimic its route. The corridor runs alongside a
  series of four separate chambers that can all be viewed through observation points. These large openings in the rock are barred to prevent climbing
  though, but each one shows a clear view of the chamber beyond, and to further explain, a sign has been nailed to the wall on each side of the
  window detailing the chamber and what happens inside it. A small exit at each end of the chambers links one to the other, and from the signs and
  the arrangement of the chambers, it is clear that this entire area forms some kind of trial and a place for spectators to watch.
  The adventurer spends some time observing the individual chambers to discover the trials. The first is called the “Blades of Death”, where several
  large axes swing down like pendulums, whist the competitor must run to the end of a corridor dodging their blades. The second trial is to cross the
  “Pit of Screams”, where stepping stones have been arranged across a wide pit of hot bubbling lava. The challenger must jump from one to the other
  to reach the end. However, not all the stones are real, and if the competitor jumps onto an illusionary one, they will fall through and in to the molten
  pit. The shock and the burning lava is guaranteed to make them scream. The third trial is to climb the “Wall of Spears”, where they must climb a
  wall pitted with holes, and at anytime moment a spear could shoot out and stab them. The fourth and final trial is a “Race for Life”, where they
  must run up a sloping corridor, whilst boulders of all sizes are hurled down at them. Only if they reach the peak will the race and the trial be over.  A
  golden treasure chest sits at the top of the slope, and will surly hold a magnificence treasure. 
  A small path leads off from the main corridor, and a sign nailed above its opening reads “START THE TRIAL OF DEATH”. If the adventurer
  wishes, they may follow the path and attempt the trial for themselves. The player then performs the test below 4 times, once for each test. Once
  they have begun the trial there is no turning back and all 4 tests must be completed. 
  TRIAL OF DEATH – Test Dex -15 [S: +1 Trial completed] [F: +1 Trial completed, -6 HP] (Agility)
  If they are still alive after the forth trial, they will have reached the top of the slope, and will be standing in front of the chest. Inside they find a wondrous
  treasure. Roll on table TD – Treasure D+20 to discover what is found, and then mark the special area as completed with a .
  83-84
  Add “The Tomb of the Lich Lord Z83” to the dungeon sheet.
  It is unbearably quiet in an abandoned part of the dungeon, and the adventurer feels more exposed than ever. Each footstep claps out on the stone floor
  and echoes back at them. All around, the walls feel damp and a mist hangs in the air and tastes musty. Twisting through a series of roofless corridors,
  the adventurer finds themselves in a great hall. Five stone caskets arranged in a circle sit open, with broken lids on the floor. One cask is almost twice
  the size of the others, and its ornate stonework is flamboyant and depicts a figure raising an undead army from the ground. The adventurer stops to
  listen, and hears a scratching from one of the caskets. Peering in they see a small rat scrabbling around within the bones of a skeleton. It looks up and
  sniffs before charging off through the rib cage and disappearing through a hole at the bottom. Sighing with relief the adventurer moves to the middle
  and steps forward to take a look inside the large cask. Suddenly, to the left, a skeleton sits upright and looks down at the adventurer. Its eyes glow red
  and as it begins climbing out, another pops up on the right. From behind the adventurer hears more scratching, and chancing a glance over the shoulder,
  sees two zombies emerging. Now completely surrounded, the adventurer springs forward, hoping the final cask lays empty and they can make their
  escape. However, another skeleton rises up from inside, and is twice the size of the others. A huge sword held in clawed bony fingers points effortless
  towards them and then it hisses. Their heart sinks at the sight of a Lich Lord, and they step backwards with mounting despair. They are now completely
  surrounded and must encounter the Lich Lord and his Minions.  
  LICH LORD AND MINIONS
  AV:70 DEF:6 DMG:+3 HP:9/9/9/9/35 [K: x2 A+15/W+15] [K: I/W+20/TB+15]  (Regeneration (see below), Fear, Dark Magic, Pack)
  Regeneration – The skeletons and the Lich Lord have the ability to restore lost HP. Each time the Lich Lord and his Minions roll a natural 1 on
  their damage die, the HP values shown in bold will restore 2 lost HP.
  Example: The Lich Lord and his Minions HP is currently “0/0/4/9/35” and they roll 1 on the damage die. The player searches the bold HP and can
  see that the HP value of “4” is eligible to regenerate 2 lost HP. The player adjusts the Lich Lord and his Minions HP to “0/0/6/9/35”. Note, when
  the Lich Lord and his Minions HP are “0/0/0/0/0” they still get the opportunity to attack and may even regenerate themselves if they happen to roll
  1 one their damage die.
  At the end of each combat round, the Lich Lord will attempt to resurrect his fallen skeletons and zombies. Therefore, if any of the packs HP values
  that are underlined are reduced to 0, the player rolls 1d10 for each one and on a result of 1 the player replaces the 0 HP with 9 HP.
  Example: At the end of a combat round the monsters HP is “0/0/6/9/35”. Because 2 of the monsters HP that are underlined have been reduced to
  0, the player must roll 1d10 for each, they roll a 1, and a 6. The Lich Lord resurrects one of the fallen skeletons, and the player changes the
  monsters HP to “9/0/6/9/35”.
  The Lich Lord and his Minions will never escape combat, and are determined to kill the adventurer. Therefore, all escape reaction results they make
  are ignored. The adventurer is free to escape combat, but if they manage to KILL all  the Lich Lord and his Minions, they discover a magnificent
  treasure in the lich lords casket. Roll on table TD – Treasure D+25 to discover what is found, and then mark the special area as completed with a
  .
  Note that if the adventurer escapes combat the Lich Lord and his Minions remain on the combat track, and are not removed as they would be for a
  normal encounter. If on a later turn the adventurer returns to the area, they will automatically encounter the Lich Lord and his Minions, and the
  fight will continue from where it left off.
   150 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  85-86
  Add “Making a Connection Z85” to the dungeon sheet.
  In a large chamber the adventurer happens upon a curious creation. Painted on the dungeon wall is a mural depicting a desert landscape and a bright
  blue sky. Completing the picture is a burning sun that looks down over an actual model town. The tiny buildings spread out over a large platform, made
  up of several stone slabs. One of the slabs has a panel set in to its side with a tiny keyhole. Between the tiny buildings are roads and paths, and even tiny
  people, carts and horses. For a moment the adventurer just stands marvelling at the intricate work that has gone in to the miniature town, and then
  notices small holes in the roads and on the rooftops of the buildings. At first they believe it to be a fault, but on closer inspection they realise they are in
  fact tiny spouts. Wondering what they are for only heightens their curiosity and they begin searching the chamber for clues. It is not long after, they
  discover a bag full of pipes. A few are flexible and can be bent, whilst others are just straight. Also in the bag is a message that reads.
  The town is in drought and needs water to survive. The rain from the sky will keep it alive.
  Connect the pipes wisely to water the mud. Connect the pipes foolishly and they’ll be in for a flood.
  When the ground is just sodden the sun will not shine. Instead, in its place will be a treasure of mine. 
  Looking at the end of the pipes, they appear to be able to connect in to each other and onto the spouts on the model. The adventurer also notices
  some more spouts in the mural and in the ceiling above. Taking a closer look at the sun, they find that it can be spun, and after a few turns water
  begins pouring out from all the spouts at once. Quickly they turn it backwards and the liquid stops. Now it seems obvious that if they can connect
  the pipes in such a way that it rains from the ceiling above and does not flood the town, they will receive some kind of reward.
  To connect the pipes correctly, the adventurer must work out which pipe connect to the spouts, and with so many of all different sizes it is going to
  take some time. The player must perform the test below 10 times and keep a record of a Puzzle number and a Time number that is generated. The
  adventurer may decide at any time to abandon their attempt, and the player may continue with the turn. However, whether all 10 tests are completed
  or not, the player is required to add +1 to the time track for each 2 full points of time that has accumulated during the tests. They then deal with
  any time effects one at a time in the order they are triggered.
  MAKING A CONNECTION – Test Int -15 [S:+3 Puzzle, +1 Time] [F:-2 Puzzle, +2 Time] (Aware)
  After all 10 tests have been made, if the Puzzle value is 12 or more, the adventurer has solved the puzzle and connected all the pipes together, so
  that when they turn the sun, water sprinkles out over the town from the spouts in the ceiling. As the ground gets wetter, water trickles through the
  streets and is guided towards a small pond, where it collects. When the pond is almost about to overflow, the adventurer hears a click and the rain
  above stops. The water has washed away years of dust and revealed that the buildings and roads have been painted. The whole town looks alive and
  vibrant. The adventurer steps back a few paces, and from their new position they could easily mistake the town for a real settlement being observed
  from a hilltop. A distant rumble breaks their trance, and the mural begins to move. Sinking slowly in to the ground, it is replaced with another
  showing green landscapes filled with farms and forests. A river runs through the centre and fresh water begins to pour from a tiny spout on to the
  model, creating a never-ending stream to the pond. After another click, the sun begins to move across the new mural on a track and when it stops
  the front falls open to reveal a small key hidden inside. Grabbing it, the adventurer opens the panel on the platform, and inside they find a
  magnificence treasure. Roll on table TD – Treasure D+25 to discover what is found, and then mark the special area as completed with a .
  87-88
  Add “Wrestling Clay Z87” to the dungeon sheet.
  Whilst exploring the many nooks of the dungeon, the adventurer stumbles upon a magnificent sight. Standing around a large oval arena are two
  dozen life sized clay warriors, and in the centre stands another waiting to be challenged. On its chest is etched an inscription which reads -
  wrestle me the champIon, and wIn the bout
   your reward Is my treasure, come seek It out. 
  The clay golem stands a foot taller than the adventurer, and almost a foot broader too. It has no weapon, but each of its mighty hands could easily crush
  the average sized head. Even in a ready stance, it is imposing. Two white lines on the arena floor mark the starting position for combatants. The golem
  is standing behind one, and when the adventurer steps behind the other, a apparition of a man in a striped black and white top appears and begins
  announcing a fight. “Welcome to another WWCGGM, the “Weekly Wrestling Clay Golem Grudge Match”. This weeks challenger faces off the
  magnificent, undefeated, WWCGGM champion for the 3282011th consecutive match, the one and only master of the arena Robbyous the annihilator
  Orenous”. Okay fellas, I want a clean fight, the first to score 5 points is champion. After the count of three I want you to step forward and begin. Okay
  on my count 1..2..” Before the count of 3 the clay golem is already stirring, its legs are beginning to move and its arms have risen ready to make a grab.
  The adventurer quickly steps back from the mark and is relieved to see the ghostly figure disappear and the golem return to a ready stance.
  If the adventurer wishes they may return to the mark and wrestle the clay golem. The player then performs the test below and keep a running total
  of how many points the adventurer and the golem have scored. Each time the adventurer fails a test, the golem has hurt them in some way and they
  suffer -6 HP of damage. They may abort the match at anytime by making a successful escape test.
  WRESTLING MATCH – Test Str -15 [S: +1 point to the adventurer] [F: +1 point to the golem, -6 HP] (Strong)
  If the golem scores 4 points before the adventurer, or if the adventurer successfully escapes, the golem stomps back to its line and returns to a ready
  stance, and the apparition vanishes. Otherwise, if the adventurer scores 4 points before the golem does, the apparition announces the newcomer as
  the winner and vanishes. The golem returns back to its marker with its head hung low and it begins to crumble. Fragments break off and smash in
  to pieces on the floor, and when its chest caves in it reveals something interesting. Roll on table TD – Treasure D+25 to discover what is found,
  and then mark the special area as completed with a .
   151 
  
  Z - SPECIAL BLUES
  Z
  D100
  SPECIAL BLUE AREAS
  89-90
  Add “The Dragon Eggs Z89” to the dungeon sheet.
  After a long walk through a strangely quiet part of the dungeon, the adventurer notices an abnormal number of animal remains. Bones of all
  sizes, and often entire carcasses, are found scattered here and there amongst the rubble and debris. Even an entire skeleton of a cow is found,
  which is very odd, as cows are not known to graze inside a dungeon. Another oddity is the size of the chambers. They are much wider than
  anywhere else the adventurer has explored so far, and appear to have been excavated with huge cuts, rather than those made by small picks.
  Throughout, the largest chambers are clawed foot prints that have been pressed deep in the ground. They are over 6 feet long, and the
  adventurer realises that they are possibly heading towards a troubling encounter. From behind, they hear powerful wings flapping, and then a
  roar. It is some way off, but the sound is deafening, and for a moment they are stopped in their tracks whilst every bone in their body shakes.
  With wide eyes, the adventurer chances a peek over their shoulder, and spots a huge dragon stomping towards them. It doesn't appear to have
  noticed them, and perhaps the giant bear hanging limply from its mouth is masking their scent. Quickly they dive into a cavern to hide.
  After just a few hurried steps, the adventurer trips over a boulder, and falls head first in to a stack of large white rocks. Landing in a heap, they look
  around, and are amazed at how smooth and egg-like they are. Shaking their head to clear their mind, they stand and watch through blurry eyes as
  one rock begins to crack open. They have stumbled in to a dragons nest and one of its eggs is hatching.
  Cursing and backing away slowly, they see a baby dragon emerge from the broken shell and shake out its wings. It begins scampering around
  loosening its stiff limbs, stumbling and falling at first, until finally its stands upright. Then an eye pops open, and blinks. Then its other eye pops
  opens, and as both eyes blink to gain focus, they are drawn to the adventurer’s blurry shape. A moment later the dragon hatchling is staring fondly
  at the adventurer, thinking they are it’s mum.
  In a soft, yet firm voice the adventurer tells the hatchling “No way, I’m not your mummy”, and as the sentence trails to its end, the large dragon
  stomps in. It looks down first at the hatchling, then at the adventurer, and then again at the hatchling. Her eyes narrow and she drops the bear
  lifelessly to the ground. It lands with a thud, just before the mother dragon roars with anger. The outrage is clearly heard in her scream, and the
  adventurer feels something wet trickle down their leg. She is very upset and is now blocking the only means of escape. The adventurer has no
  choice but to encounter the mother dragon. Roll 1d6 on the table below to discover which type of dragon is encountered and then combat begins
  immediately.
  D6
  DRAGON ENCOUNTERED
  1
  WHITE DRAGON AND ITS HATCHLINGS
  AV:80 DEF:7 DMG:+5 HP:7/47 [K: P4/TC+5] (Fly, Fear, Large, Pack, Attacks 2)
  2
  GREEN DRAGON AND ITS HATCHLINGS
  AV:80 DEF:8 DMG:+5 HP:7/49 [K: P4/TC+5] (Fly, Fear, Large, Pack, Attacks 2, Poison)
  3
  RED DRAGON AND ITS HATCHLINGS
  AV:85 DEF:8 DMG:+5 HP:7/44 [K: P4/TC+10] (Fly, Fear, Large, Pack, Attacks 2, Fire)
  4
  BLUE DRAGON AND ITS HATCHLINGS
  AV:80 DEF:7 DMG:+5 HP:7/45 [K: P4/TC+10] (Fly, Fear, Large, Pack, Attacks 2, Freeze)
  5
  BLACK DRAGON AND ITS HATCHLINGS
  AV:85 DEF:8 DMG:+5 HP:7/47 [K: P4/TC+15] (Fly, Fear, Large, Pack, Attacks 2, Dark Magic)
  6
  GOLDEN DRAGON AND ITS HATCHLINGS
  AV:90 DEF:9 DMG:+6 HP:7/50 [K: P4/TC+20] (Fly, Fear, Large, Pack, Attacks 2, Fire, Stun)
  Once in each combat round there is a chance that a dragon hatchling will hatch from an egg and join the fight. The dragon had 6 eggs in total, one
  of which has already hatched, and so that leaves 5. At the end of each combat round, the player rolls 1d6 and compares the number to the number of
  unhatched eggs. If the result is equal to, or less than that number, one of the eggs hatches and a baby dragon joins the fight, and the player must
  add 7 to the start of the dragons HP line. 
  Example: At the end of a combat round the dragons has 5 unhatched eggs, its current HP line is “7/49”. The player rolls 1d6 and scores a 2. As
  this is equal to or less than 5, one of the eggs hatches and the player changes the dragons HP line to “7/7/49”. On a later combat round the
  dragons HP line is “0/6/7/7/49”, and has just 2 unhatched eggs remaining. The player rolls 1d6 and scores 2. As this is equal to, or less than the
  number of unhatched eggs, the player changes the dragons HP line to “7/0/6/7/7/49”.
  The dragon and its hatchlings will never escape combat, and are determined to kill the adventurer. Therefore, all escape reaction results they make
  are ignored. The adventurer is free to escape combat, but if they manage to KILL the dragon and its hatchlings, they discover a magnificent treasure
  amongst its horde. Roll on table TD – Treasure D+30 to discover what is found, and then mark the special area as completed with a . In addition
  any unhatched eggs may be taken and are worth 1000gp. They may also be used by an adventurer using the Beast Mastery rules.
  Note that if the adventurer escapes combat, the  dragon and its hatchlings remain on the combat track, and are not removed as they would be for a
  normal encounter. If on a later turn the adventurer returns to the area, they will automatically encounter the dragon and its hatchlings, and the fight
  will continue from where it left off.
  91-100 There is nothing special about this area of the dungeon, and so it retains all of the usual rules as explained in the main D100 Dungeon rulebook for
  a blue area.
   152 
  
   153
  
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SOURCE: textdata/thevault/D100 Dungeon/D100 Dungeon - Tables And Game Sheets.pdf