The Rise of Nodroth v0.9

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NIDROTH

The rise of

A solo DURF Roll and Write dungeon crawler for


lone adventurers

Written and Illustrated by Devirish 2022


DURF by Emiel Boven Licensed under Creative Commons (CC-BY 4.0)
Foreword Index
This is a solo Roll and Write dungeon crawler as How to play - 3
an entry for the 2022 DURF jam. For now it’s an Creating a Character -3
unedited an un-tested version of the game but
things will be tweaked and improved on the Recruiting Hirelings - 3
following weeks, hopefully will be the base for a Rolling the Dice - 3
bigger and more complex game like 100D
dungeons or Advanced Hero quest.
Also an important source of inspiration are
games like Note-quest and Basilisk, the later
one gives this one that scope of raiding a single
dungeon with a single objective in mind, defeat
the last evil!
Finally while I try to add some of the quirkiness
of the original DURF but you will find this
adventure is a bit darker featuring evil cultist
and old gods from other dimensions bringing
unspeakable knowledge and doom, hope you
enjoy those themes as I do, the important thing
is to have fun and not to be so serious about
them.
Lastly you will find some rules based on DURF
by Emiel Boven in this book that will help you
have a solo adventure, but feel free to add more
players, add some house rules if things are a bit
harder or even add more tables if you wish. The
more important thing is to have fun.

How to Play
In order to play The rise of Nidroth the bare
essentials are a pencil, grid paper, a 20 sided
dice (D20) and a pair of six sided dice (D6). (Still
is suggested to print all adventure sheets, these
include a character sheet and a dungeon sheet).
Create a Lone Adventurer to delve into
Lerwisburg Castle. Reach the top floor and
defeat the Mad Sorcerer Vrilkan before he
summons Nidroth Lord of Decay into this
world. But be quick, you only have until
midnight before all hope is lost.

Written and Illustrated by Devirish


DURF by Emiel Boven licensed under creative commons (CC-BY 4.0)
Inspired by games like Advanced Hero Quest, 100D dungeons, Note-quest, Four against darkness,
Basilisk among other roll and write dungeon crawlers.
Special thanks to members of the community and CULT OF THE LIZARD KING discord for their
feedback, hopefully you will continue interested in the game and will look forward to your feedback.
Creating a Recruiting
Character Hirelings
Attributes Hirelings are considered NPCs. You can recruit
certain amount of hirelings into your party
Roll a D3 (D6 halved and rounded up) for each equal to your WIL score. To create a hireling
Player Character’s (PC) atributes. Strength follow the next steps.
(STR) Dexerity (DEX) and Willpower (WIL).
All PCs start with 1 Hit Die (HD) and 10 + STR Skill Attribute.
inventory slots. Roll a D3 (D6 halved and rounded up) for the
Archetype
hireling’s Skill (SKL) attribute.
All hirelings start with 1 Hit Die (HD) and 10
Choose or Roll a D6 following the next table. inventory slots.
D6 - Archetype Table
Cleric - Start knowing Turn Undead and a holy
Initial Weapon
symbol. While holding it: Roll a D6 once on the Equipment section inside
1 the Treasure Table (page 9). You can trade
Healing spells automatically succeed.
Turn Undead have a +2 HD bonus. items with a hireling but they won’t give up
Fighter - If an attack you started hits you may their initial equipment unless traded for a
2 take an Stress to attack again better weapon. Repeat the process until your
Magic-User - Starts knowing one random party is completed.
spell. Casting spells from magic scrolls don't
3

Rolling the
consume them. Gain a buff when learning
spells from a Magic thesis
Thief - as long the thief is not wearing heavy

Dice
armor: gain a buff on unlock and sneak test
4 rolls, if you attack while sneaking you may
take an stress to deal double damage
Dwarf - gain a buff on all save rolls and search
5 tests.
Elf - Starts knowing one random spell. While
the elf is not wearing heavy armor: if an attack
Challenges
6 Most actions in the game requires you to pass a
you started hits you may take an stress to
attack again. Test Roll. For all Check and Saves roll a D20 +
the appropriate Attribute. A total score over 15
Belongings is a success. If you roll a 1 in the D20 is
considered a Fumble. If you roll a 20 is a
PCs Start with a Dagger (3dmg), Light Armor critical success. NPCs can’t fumble or critically
(3armor) and two supplies. Roll a D20 3 times success.
on the Treasure Table (page 9), repeat the roll if
identical results. If you obtain a Magical Thesis
you know an additional random Spell (page 8). Buffs and breaks
Sometimes a PC can gain Buffs or Breaks to

Dying
their Test Rolls. Cancel each buff for each
break and add a D6 for any remaining ones.
If you roll more than one buff or break take the
If a PC dies while exploring or in combat mark highest result. If a buff, add the result to the
their corpse position. You can create a new total score. If a break subtract it. NPCs can’t
character and/or hirelings by spending one gain buffs or breaks.
hour outside the castle.
If a PC dies before than their hirelings they will
Stress points
attempt to escape the castle. Make A SKL -3 per As long the PC have free inventory slots they
floor check taking the highest SKL value among can take Stress to gain a buff to their next
the surviving hirelings. If successful all of them Test Roll or perform Special Actions that
survive and will wait in the castle door to be requires it. A Stress instance take one free
recruited again. If a fail all hirelings die with inventory slot. NPCs can’t take stress.
the PC
3
The Ticking you already pass trough, roll a D6 for
wandering creatures. On a result of 1, roll on

Time
the Minion Table.
If you have not find any stairs and there are no
doors unchecked in the floor, the last section
You have only have Four Watches to defeat the becomes stairs leading to the next level.
Mad Sorcerer before the summoning ritual is When you reach the fifth floor, the stairs lead
completed and you lose the game. to the Nidroth’s Altar where the Vrilkan the
mad sorcerer is performing the summoning
Time ritual. Prepare for the final fight!

Exploration
10 turns = 1 Hour
4 hours = 1 watch
You have until the end of the 4th watch

You need to spend 1 turn to perform Most


Actions like searching or unlocking doors. if
not indicated the action don’t take turns to
Actions
perform. The PC can perform a variety of actions while
After each watch has ended Roll on Nidroth’s exploring like trading with hirelings or use
Manifestation Table for a permanent effect on items. The following are some that require
the castle. checks and or items to be perform.

D6 - Nidroth Manifestations Unlocking Doors


Ogzzul Ak’tar - Your character is unable to If you find a locked door only the PC can
1 even sense this manifestation, yet still exist. attempt to unlock it. Spend 1 turn and DEX
Decaying Aura - All damaging sourses deal 1 check. If you fail you can spend another turn
2 additional damage or wounds (witchever is and try again.
appropiate)
3 Maddening Wispers - All PC’s attack rolls gain
a Buff but defense rolls gain a Break Checking for Traps
A Thrut Beyond - All Spell casting checks are Before a Door check roll or A found secret roll
4 succesfull by scoring over 12 points the PC can Spend 1 turn and WIL check. If
Arcane Aberration - Spells deal 1 aditional
5 damage or wounds (witchever is appropiate) successful in case you trigger a trap you
Undiying Flesh - PCs can avoid death once. deactivate it instead.
6 STR save and loose 1 random stat point.
Checking for Secrets
Assault the
While inside a room the PC can Spend 1 turn
and WIL check to find a secret. Roll on the
Secret Table, you only can roll once in each

Castle
room. If you fail you can spend another turn
and try again.

Crawling inside Weapon and armor


Lerwisburg Castle repairs
Any arty member can Spend 1 turn and 1
You start at the castle entrance on floor 1 each supply each to repair worn weapons or 2
floor start with a corridor with 4 other doors. armor points.
Follow the Door Table when checking doors. If
an unlock door roll on the Castle Section Resting
Table, if you find a room behind another room,
it does not have any other doors. Heal 2 wounds and remove 1 stress instance
on all party members by Spending 1 hour
Only roll on the Room Type Table if you find a resting inside a cleared room. You cant rest
room. inside a hazard room or a corridor. Party
Leaving a castle section takes 1 turn, some members can spend up to 1 supply each to
hazardous rooms may take more turns. heal 1 additional wound and 1 stress while
resting.
In case you step inside a corridor or a section
4
Castle Sections D6 - Hazard Room
Spider Nest - Thick layers of spider webs hold all
sort of dead creatures and past adventurers.
D6 - Door 1 Leaving this room takes 2 turns. If you find
wondering creatures you find D6 spider
1 Trapped door - you fall in to a trap! Roll on
the Trap Table. spawns. The room contains 3 Treasures. Roll 3
Locked door - To unlock it use a key or spend times in the treasure table (page 9).
2-3 1 turn and DEX check, if you fail you can Machinist Room - once the workshop of a
spend another turn and try again. Machinist, inside is full of traps and ancient
artifacts. When you step inside DEX check or
4-6 Unlocked door - You can check the section 2
behind. Activate a trap! roll on the Trap Table. Roll for
a Magic Artifact (page 9) for any treasure found
inside instead.
D6 - Castle Sections Chasm - what seems a bottomless Pit, only way to
Corridor - Starts with 3 other doors. cross it is crawling around the edge. DEX check or
Subsequent ones have 1 less door. If no doors fall one floor bellow in a random room and
1 3
left it is a stairs leading to a corridor the next taking D6 damage, if this is in the first floor its
level instead. a pit instead, falling into it deal D3 damage, to
2 Small room - with no other doors escape it spend 1 turn and STR check
3 Small room - with 1 other door Darkest Room - Pitch black and cold, this room is
4 Wide room - with 2 other doors unnaturally dark and crossing it may prove hard.
5 Large room - with 3 other doors 4 This room have only 1 other Door. WIL check
to leave it normally or leaving take 3 turns. All
6 Stairs - leading to a corridor the next level. Search rolls automatically fail in this room
Nodroth Altar - An altar dedicated to Nodroth
holds a ritual inside. Find D6 cultist inside. The
D6 - Room Type 5 altar holds one Cursed Artifact. Roll once on
1 Empty - A plain room with no special features. the Cursed Artifact Table (Page 9).
Lair room - a room dwell by creatures and Statues guardians- Rows of statues holding all
2-3 guarding a treasure. Roll on the Minions Table sort of weapons guard this room, they oddly look
(page 6). 6 alive. Sneak pass the statues DEX check or be
attacked once by one of them. Do an opposed
4-5 Hazard room - No wandering creatures roll,
Roll on the Hazard Table Roll, SKL 3. They deal 5 damage.
6 Encounter room - Roll on the Encounter Table
D6 - Encounters

Castle Contents
Alchemist Workshop - once the workshop of an
Alchemist, still holds some medical goods. Roll D3
1 times on the Magic Supplies section of the
Treasure Table (page 9)
D6 - Traps Barracks - Abandoned men at arms lair, with
some equipment left behind. Find D3 supplies, and
Debilitating Gas - Thick and murky gas comes 2 Roll once on the Equipment section of the
1 from the ceiling and walls around you, STR Treasure Table (page 9)
save or take a 2 Break on all rolls for 1d6 turns Healing Fountain - A fountain with a maiden
Poison Darts - hatch opens from both sides statue pouring glowing water, has a calming aura
2-3 firing darts at you. DEX save to avoid them, if 3 around it. only once. Spend 1 turn, heal all
they hit you STR save or take D3 wounds wounds and fully repair armor and weapons .
Iron Cage - An iron cage falls above you. DEX Treasure Room - An ancient and untouched
4-5 save or be trapped inside. To escape it you can 4 treasure room from the times of the Old Empire.
use a Key or spend 1 turn and DEX check to Roll D6 times on the Treasure Table (page 9)
unlock it. Observatory Room - A place dedicated to observe
Ancient Trap- You hear some clicking noises the stars, surely belonged to a mage of the Old
6 but nothing happens, looks the trap did not 5 Empire. Roll once on the Magic Treasure Table
work. (page 9)
Trader Room - Camping inside the castle you find
D6 - Secrets a traveler from distant lands, looking to trade goods
with you. Give the trader 2 objects from your
6
1 Trap! - You fall into a secret trap! Roll on the inventory in exchange of 1 item of your choice
Trap Table in the Treasure Table (page 9), Magic or cursed
2-3 No secrets - The room don’t contain any artifacts must be chosen randomly
secrets.
Secret Treasure - You find a hidden treasure
4-5 inside the room. Roll on the Treasure Table
(page 9)
Secret Passage - You find a secret passage.
6 Roll on the Castle Section Table, if a room it
doesn’t have any other doors.
5
D6 - Minions D3 - Castle’s
Table Guardian
1 - Guardian Encounter 1 - Nidroth Priest
Roll on the Castle’s Guardian Table Instead. SKL 3, HD 2, ML 7, (Flail 4dmg,+1 slot).
2 - D3 Nidroth Cultists 1st Special - cast Decaying Touch. The PC
must STR save or take 1 wound after the athey
SKL 2, HD 1, ML 7, (Flail 4dmg, +1slot). take their action during D6 rounds.
3rd Special - cast Rite of Decay. The PC must 2nd Special - if the priest have any wounds
do a WIL save or take 1 wound for each Automatically cast Healing Touch on himself,
standing cultist. All remaining cultists die after. heal 4 wounds.
3 - D3 Lerwisburg’s kidnappers 3rd Special - cast Corpse Reanimation. 2
ghouls join the priest side.
SKL 2, HD 1, ML 7, (Sword 4dmg, +1slot).
1st & 2nd Special - Net trow. a kidnapper 2 - Putrid Knigth
trows a net to a free target one zone ahead or in SKL 3, HD 2 (3 armor), ML x, (Worn Great-
their current zone. The target must do a DEX Sword 4dmg, 2H, +2 slots).
save or be trapped inside the net. Creatures
inside the net can’t make any action but to 1st & 2nd Special - Action surge. If the putrid
escape it. Other party member can use their knight deal damage he gets to act again, roll on
action to free them. the reaction table.
Undead - undead creatures don’t roll morale
4 - D3 fresh Ghouls and fight until dead.
SKL 1, HD 2, ML x, (Vicious Bite 3dmg).
3 - Artifact Guardian
3rd Special - Reanimate. One defeated goul
wakes up again, it keeps all their wounds SKL 3, HD 0 (10 armor), ML x, (Worn War-
Hammer 4 dmg, 2H, +2 slots).
Disease - when the ghoul deal wounds to a
creature it must STR save or gain -3 on STR 1st & 2nd Special - Wide sweep. The Artifact
rolls until they rest or heal. guardian makes a wide swing. Up to 2 creatures
who share zone with the Artifact Guardian
Undead - undead creatures don’t roll morale makes a DEX save or take 2 dmg.
and fight until dead.
3rd Special - Auto destruction Protocols. The
5 - D6 Vampire Bats Artifact guardian explode in fling rock and
metal pieces. All creatures in the PC’s side must
SKL 1, HD 0, ML 6, (Bite 2dmg). make a DEX save or take damage equal to half
1st Special - Backline Attack. If there are (rounded up) the Artifact Guardian’s remaining
creatures one one zone ahead the Vampire Bats armor points. The Artifact Guardian is
position up to 2 Vampire Bats melee attack destroyed after this action.
creatures in that zone. After the attack they
return to their original zone. Lair Loot
Flight - Melee rolls against a Vampire Bat take -3. If you defeat all creatures inside a lair you can
6 - D6 Giant Rats roll once in the Treasure Table (page 9).
Wandering creatures don’t hold any treasure.
SKL 1, HD 0, ML 6, (Bite 2dmg).

Opposed Rolls
3rd Special - Reinforcement. D3 new Giants
Rats join the figth
Sider Spawn
SKL 1, HD 0, ML 6, (Sting 2dmg). In combat most outcomes are decided by
Poison - when the Spider Spawn deal wounds Opposed rolls. Both characters, attacker and
STR save or take 1 additional wound. defender make an action roll (NPCs use their
SKL score). The side with the highest score
wins.

6
Combat spell. WIL check or give an opponent creature
sharing the caster zone an opportunity attack
against them.
Battlefield Hold - a character can decide to hold, and gain
a buff against one opponent attack.
At the start of combat the battlefield is divided
in 2 opposed zones, one for the PC’s side and
one for the opponents side. Reaction Roll
Before the an opponent NPC side acts, roll 2D6
Round on the reaction table to determine their
actions.
Combat is played in rounds. A round usually
begins with the PCs side actions were the PC If the opponent side has more than 1 creature
and their hirelings get to make 1 action each and you roll any special action, usually just one
one in any order follow by the opponent side of them perform it, all remaining ones do an
actions. once all creatures have acted once the charge / melee attack.
round ends and a new one starts. If any opponent creature don’t have the
resulted special action they charge / melee
Actions attack instead.
Charge - if there are no oponents in the acting
creature current position they can Move one 2D6 - Opponent Reactions
2-3 Third
zone ahead and make a melee attack. Special - the opponent perform their
third special action.
Melee Attack - only if a creature share the 4-5 Second Special - the opponent perform their
same zone that an opponet they may attack second special action.
them by making an opposed STR roll an Charge / Melee Attack - if the opponent
compare the results. 6-8 share a zone with any character they attack it,
else they charge and attack.
9-10 First
critical hit! Deal double damage. A 20 Special - the opponent perform their
Natural 20 first special action.
is always an attacker hit
11-12 Morale
More than roll - Do a morale, if the opponents
you hit, deal damage don’t flee they charge or melee attack instead.
target score
Equal score
Less than
Both creatures deal damage
Counter attack. target creature deal
Opponent Acting Order
target score damage
attacker’s weapon is worn. -1
and Attacks
Natural 1 If an opponent side have more than 1 creature
weapon damage until fixed
always begin those with higher HD and less
NPCs can’t score critical hits or fumbles damage taken. When an NPC attacks you can
Ranged Attack - a creature can attack an choose any appropriate target among your
opponent target one zone ahead by making an party members.
opposed DEX roll. compare the results.
Morale
Equal or More
than target you hit, deal damage Opponents you are facing will flee combat if
score only half of the initial number remain or after
Less than scoring a critical hit in case is just one
target score You miss your shot opponent. Roll 2d6, if the roll is higher than
the opponent morale score they will flee
If a creature tries to attack an opponent in the leaving any treasure they are guarding behind.
same zone with a ranged weapon, that
opponent gains an opportunity attack against
the attacking creature.
Fleeing Combat
When the PC side tries to flee combat make a
Step Back - a creature can move one zone back. DEX check -3 for each opponent creature
Use or trade items - a creature can either use past the second one, if you fail skip the PC side
an item in their inventory or trade it to another actions.
party member that share the same zone. If the opponent flee, you can make a one last
Change weapons - a creature can equip any ranged attack for each character equipped
weapons or shields in their inventory. with a ranged weapon and can perform a
ranged attack.
Cast a Spell - a creature can attempt to cast a
7
Opportunity Attacks
An opportunity attack is an additional action
Spellcasting
gained in certain conditions and any creature To cast a spell a PC know they need a free
can perform it even if they already acted. inventory slot and roll a WIL check, if a
Doesn’t consume a creature action. success the PC cast the spell and take 1 stress.
The creature gets to melee attack a creature In a fail no stress is taken, if a fumble (natural
without being counter attacked in case it rolls 1) a horrible magic aberration occurs. Roll on
equal or less in the opposed roll. the Magic Fumble Table bellow.

Unarmed Attacks D6 - Magic Fumble


The caster is weakened for an improper use of their
If a PC or hireling attacks without a weapon it 1 arcane soul - the PC gain a break on all rolls for
deals 2 dmg, if a PC rolls a fumble in an D6 turns.
unarmed attack they take 1 damage. A screaming Mandrake pop from the caster pocket
2 stunning them with the sound - WIL save or the

Sneaking
PC can’t take their action for D6 rounds
The caster gains a strong smell like roses, though
3 pleasant is really hard to miss - gain a break on
sneak roll for D20 turns
Caster is blinded by a dazzling magic effect.- Gain a
PCs and/or Hireling can attempt to sneak to 4 break on all search rolls for D20 turns.
avoid combat or make a surprise attack. For A weird gravitational aberration cause the caster to
each character who attempts to sneak Make a levitate and fall to the ground - DEX save or the
DEX check -3 per each opposite creature past 5 PC become prone, a PC can’t take actions while
the second one inside the room. If you fail the prone and gain a break on all opposed rolls,
opposed party notice you and combat starts standing up takes an action.
Though you don’t know the infraction, the Counsel
skipping the PC’s side actions. of Numbers have sent their judgment preventing
6
Sneak Attacks
you from performing any arcane art - the PC can’t
cast any spell for D6 turns.
to sneak attack a creature must be sneaking NPCs like hirelings and opponents only can cast
before combat. Then they can make a melee or a spell they know once, they can’t fumble in the
range attack, do an opposed action roll, after spellcasting attempt.
the attack is resolved combat starts as normal.

Spells List
Damage Spells have an X value in their description, this
is equivalent to half the caster WIL rounded up.
Worn weapons
If a PC roll a fumble (natural 1) in melee D6 - Spells
combat, their weapon is worn an lose 1 point 1 Healing Hand - Heal X + 2 wounds.
of damage, if the weapon reach 0 damage Turn Undead - Undead creatures with a
points this way it brakes and can’t be 2 combined amount of HD equal to the caster’s
WIL flee in terror.
repaired. Arcane Bolt - Summon and fire X+1 arcane

Damage and Armor


3 bolts, each one deal 3 damage, you can allocate
their targets as you wish.
Magic Gate - Open a gate leading to outside
If a creature takes damage while they’re 4 the castle crossing it takes 1 turn. As soon you
wearing armor, the damage first reduces their return trough the magic gate it closes.
armor points. If no armor points remain they Fairy Fire - opposing rolls against opponent
take the remaining damage as Wounds. 5 creatures in the room gain +3, this effect last X
+ 2 rounds.
Each time a creature take Wounds, roll their Sleep - Creatures with a combined amount of
Hit Dices (a d6 per HD), to determine if the HD equal X + 2 fall asleep for 6 turns, attaching
wounds are fatal. if the result is a number 6 a sleeping creature wakes it up and all others
equal or bellow the amount of wounds they around it. It is consider a sneak attack.
have accumulated the creature dies.

8
Equipment Magic thesis - Spend 1 hour and learn 1
19(6) random spell from the Spell Table (page 8).
You only can learn 1 spell from this book.
20 Magic Artifact - Roll on the magic artifact
Most Items from the treasure tables takes one table
slot form a character inventory to carry but
others like weapons and armor may take more.
D6 - Magic Artifacts
Supplies 1
Void Ring - Take a stress to activate. For 1 turn
or until the end of combat Negate all magical
A supply item represent a basic gear a effects. No creature around can cast a spell. 1
character brings to the adventure, this can be use
traded wile resting to heal additional wounds Sentinel’s Equipment - Roll a D6 on the
or used to repair weapons and armor. 2 Equipment section. It gains +1, the wearer gain
+1 HD
Ammo 3
Equipment of the Stars - Roll a D6 on the
Equipment section. It gains +1 and +1 to spell
casting checks
Ammo represents the ammunition of the Duelist’s Equipment - Roll a D6 on the
ranged weapons a PC have in their inventory, 4 Equipment Section. It gains +2 and the wearer
players don't track individual arrows in their gain +1 to opposed rolls.
inventory. Instead when combat ends roll a D6, Equipment of the Void - Roll a D6 on the
if the result is 1 they only have enough to fire 1 5 Equipment section. It gains +2 and the wearer
more time after which the ammo is consumed. gain +3 to saves against spell effects.
Arcanist Ring - Take a stress to activate. For 1
Magic Equipment 6 turn or until the end of combat all spell casting
done by the wearer succeed automatically. 1
Magic equipment grants bonuses from +1 up to use
+3 and some additional magical effects. If a
weapon this bonus is added to the attack roll D6 - Cursed Artifacts
and the weapon damage. If armor the bonus is Nidroth Blessed Offering - Roll on the
added to the armor points. 1 Nidroth Manifestation Table (page 4). As long
your character is carrying this item the
manifestation is active.

Treasures
Necromancer’s Blood Vial - gain +1 HD, STR
2 save or take 2 wounds, 1 use
Priest’s enchanted Vial - gain +1 Stat of your
3 choice, STR save or take 2 wounds, 1 use
D20 - Treasures A Beyond’s Equipment - Roll on the
Cursed Artifact - Roll on the cursed artifact Equipment section. It gains +3, After combat
1 4 ends the wearer must WIL save or lose 1
table.
permanent WIL point. If the PC reach 0 WIL it
(D6) - Basic Supplies becomes insane, you must create a new PC.
2(1) Drakesang Herb - consume and heal D3 Nodroths Equipment - Roll on the Equipment
wounds. 1 use. 5 section. It gains +3, The wearer Automatically
3-4 Supply - Heal wounds and repair equipment. 1 fails WIL saves.
(3-4) use Nodroth Idol - A gold idol oozing a black and
5-6 6 thick liquid, who knows their real purpose. +1 slots
(4-5) Castle’s Key - Open a lock door or trap. 1 use
7(6) Ammo - Ammunition for your current ranged

Traders
weapon.
(D6) - Equipment
8(1) Sword or Morningstar - 4 dmg. +1 slots.
9(2) Greatsword or Warhammer - 5 dmg. 2H. +2
slots. Outside as well as inside the castle your PC will
10(3) Bow + Ammo - 3 dmg. Ranged 2H. +1 slots. find item traders, you can give 2 items in the PC
11(4) Shield - reduces incoming damage by 1 inventory in exchange for 1. Doing so takes 1
12(5) Medium Armor - 5 armor. + 1 slot. turn.
13(6) Heavy Armor - 7 armor. +2 slots.
(D6) - Magic supplies The trader Outside the castle only have items
Tonic of mind - Remove 1 stress instance. 1 from the Basic Supplies section. While the ones
14(1) use inside have from all the Treasures table, but if
15-16 Tonic of healing - Heal D6 wounds and any you trade for a cursed or magic artifact roll
(2-3) affliction. 1 use once on their respective tables.
17-18 Magic Scroll - Contains a random Spell from
(4-5) the Spell Table (page 8). Successfully Cast it
without taking stress. 1 use.
9
The Mad
Sorcerer -
Vrilkan
You have finally reached the last floor of the
castle where a massive altar dedicated to
Nodroth rises. Above all a black void cover the
sky showing an inexplicable horror in the other
side. WIL save or visions will start to consume
your mind, you only have D6 rounds before
you loose your mind and become another
follower of Nodroth.
Your presence is quickly acknowledge, Vrilkan
without giving a single word reach his
Warscythe ready to harvest your soul for his
master.

The Mad Sorcerer Vrilkan


SKL 4, HD 3, (5 armor) ML 12, (Warscythe
5dmg, 2H, +2 slots).
1st Special: cast Amueth visions - the PC must
WIL save or gain 2 break dices for all rolls, it
last D6 rounds
2nd Special: cast Roul’ath dream - the PC
must WIL save or fall asleep, to wake up
consume the PC action and win an opposed WIL
roll. While sleeping the PC takes 1 wound at the
end of each round.
3rd Special: cast Soghruth Song - the PC must
WIL save or take 4 damage and Vrilkan heals 4
wounds

Binding Chains
If the PC have a Nidroth Idol in their inventory
they can take an Stress to activate a Binding
chain against Vrilkan, if you do Roll on the
Binding Chain table, as long the item is in your
inventory it remains active, you can take
another stress to roll again an change the idol
effect.

D3 - Cursed Artifacts
Chain of flesh - Vrilkan looses a HD and you
1 gain one
Chain of pain - Vrilkan looses a SKL point and
2 you gain one attribute point of your choice
Chain of madness - Vrilkan forgets a random
3 spell from the Heretic Arcane Table and you
learn that spell

10

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