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ABOUT THE PARAGON SYSTEM

A copy of AGON is required to play Ruins of Doom. For more on the


PARAGON system, including how to publish your own playsets, visit
AGON-RPG.com.

LEGAL NOTES
For use with the PARAGON system, ©2020 John Harper & Sean Nittner.
AGON-RPG.COM
CREDITS

Matteo Sciutteri
Game Design, Writing, Graphic Design and Layout

Giulia Fanzaghi
English Translation

Bogdan Zhukov
Cover Art

Michael Barrett
Additional English Proofreading

Primary Playtesters
Matteo Caravatti, Cristiano Dieci, Alessandro Nasuti, Emiliano Parodi

Special Thanks
The Agon community, for the feedback and suggestions.
CONTENTS

PREMISE 1 TRAITS 11

THE STORY SO FAR 1 GEAR 11

THE GAME 2 COINS 11

SYMBOLS 2 MAGIC ITEMS 11

THE DUNGEONEERS 2 DRAINED MAGIC ITEMS


HIRELINGS WILD MAGIC 12

DOOM MASTER 2 BONDS 12

OLD SCHOOL STYLE 2 CONTESTS 14


DOOM MASTER PRINCIPLES CHOOSE THE DOMAIN

DUNGEONEERS PRINCIPLES THE DOOM MASTER ROLLS

TOUCHSTONES 4 SPEAK YOUR NAME

CLASS 7 REWARDS

LEVEL 7 HARMS AND


CONSEQUENCES 15
ATTRIBUTES 8
THREATS 15
ATTRIBUTE RESISTANCES
A DUNGEONEER’S END 16
CONDITIONS 8
DUNGEONEER’S LEGACY
SHATTERED
ADVENTURE STRUCTURE 16
DOMAINS 10
PERILOUS JOURNEY
TRAUMA 10 DUNGEON DELVING

LUCK 10 INCREASING DARKNESS

4
MAKE CAMP ANCESTOR DYNASTY

LEAVE THE DUNGEON ELDRITCH HORRORS

DOOM’S SHARD TRAPS 27


ADVENTURE REWARD CLASSES I
EXIT THE DUNGEON
DOOMSDAY I
REST 19 DOMAINS II
CAROUSE
ADVENTURE REWARD II
LONG REST
EQUIPMENT III
STASHING
GENERIC GEAR
RESUPPLYING
WARRIOR GEAR
DOOMSDAY 20
ROGUE GEAR
CREATING A DUNGEON 23 SORCERER GEAR
ORIGINAL LOCATION
WILD MAGIC EFFECT VI
SKETCH YOUR MAP
CONSEQUENCES VI
DUNGEON LOCATION

RUIN THE PLACE

MAKE THE PLACE DANGEROUS

FINAL STRIFE

BESTIARY 25
LEGIONS OF THE UNDEAD

CAVERN DWELLERS

5
The Throne of Pain

6
GAME OVERVIEW

PREMISE
Ruins of Doom is an Old-School Renaissance playset for PARAGON System -
that means you can expect a game full of brutality, with a very high mortality
rate. It’s a low-magic fantasy game with a lot of random tables, dungeon
crawling, dangerous enemies and deadly traps.
If you want to play a game like that but with narrative mechanics supporting
high players agency and modern conflict resolution… this playset is for you.
Are you and your friends brave enough to delve into the deeper ruins of the underworld?
Can the dungeoneers survive their journey? Will someone collect a Doom’s Shard?
If you dare… good luck.

THE STORY SO FAR


According to an ancient prophecy, the end of the world will be announced by
the emergence of ancient and monstrous creatures: the Eldritch Horrors. The
bowels of the Earth will begin to regurgitate crawling beings with a thousand
eyes and infinite tentacles, eager to feed on the souls of mortals.
This will be the first sign of the beginning of the end of times.
Months ago... the Eldritch Horrors have appeared. They have come out from
underground ruins of ancient civilizations and dark caves beginning their hunt
through all the lands of the kingdom, wreaking havoc in every place. The most
faithful have shut themselves up in temples to pray to the gods who, as always,
are looking elsewhere. The most desperate took their own lives to try to escape
the creeping horrors.
However, a hope, albeit faint, exists: the second scroll of the prophecy states
that those who bring enough gold and precious gems to the Heavens Door before
the time runs out will be able to access the Crimson lands, escaping the end of
the world and the Doomsday.
Throughout the kingdom, therefore, groups of adventurers have formed who

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Game Overview
are willing to risk everything, including their lives, trying to accumulate enough
gold. Since the oldest and richest treasures are found in the bowels of
underground dungeons or among abandoned ruins, these adventurers are called
dungeoneers.

THE GAME
Ruins of Doom uses the Paragon System, which is based on the AGON Role
Playing Game. Unless specified otherwise, the original rules apply. Specific
changes to the game system are detailed in this chapter.

SYMBOLS
In the book we used three different symbols: mark a dot � to spend
consumables resources, unmark a diamond � to use expendables charges, and
mark a square � to track permanent progress.

THE DUNGEONEERS
The Dungeoneers replace the Heroes.
The dungeoneers are brave adventurers willing to descend into the depths of
the earth to explore ruins and dungeons in search of treasures.
During each game’s session the dungeoneers will face incredible strife,
terrifying creatures, and deadly traps - and all of this just to put their hands on
the rich booty that awaits them at the end of the dungeon.

HIRELINGS
The dungeoneers will not explore the dungeons alone: they are always
accompanied by a group of desperate hirelings. They will carry stuff for the
dungeoneers, keep track of the progress updating the map and sometimes they
will step up and become dungeoneers, replacing those who died.

DOOM MASTER
The Strife Player is called Doom Master (DM); normal Strife Player rules apply.

OLD SCHOOL STYLE


Ruins of Doom is a playset that allows you to play in an Old-School style. This

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Game Overview
means that players will above all have to get by thanks to their intuition and
their ability to read the situation in the game scenes to decide which approach
they believe is best to face a challenge.
The DM has the task of proposing an adventure full of challenges and dangers
to face, to fill the life of the characters with adventure.
The story that will emerge from the game situations will be created scene after
scene, and will tell the deeds of the dungeoneers and their courage (or
madness?) in descending into the bowels of the earth in search of treasures.
We play to find out what happens to the dungeoneers during their delving, how
they will face the dangers they will encounter, and what decisions they will
make.
The game mechanics are meant to return the feeling of danger and fatigue
accumulated by the characters: unlike the heroes of Agon, the dungeoneers are
ordinary people (maybe just slightly stronger and more trained in their field)
willing to risk their lives for their goals. Adventure after adventure, they will
accumulate negative conditions, harms, and traumas that will make them more
and more fragile. Even the gear they are equipped with will wear out with use
until it becomes unusable.
In the Ruins of Doom world nothing is forever.

DOOM MASTER PRINCIPLES


• Describe the situation. Remember that you are the eyes, ears, and all the
other senses of the dungeoneers. Help them note the important details of
the situation they are in so they can make a correct decision.
• Ask questions. Ask the players what their dungeoneers do, what they think,
what their goals are. Build on their responses, leading them to a Contest.
• Judge. Establish which Domain to use in the Contest, look at the result of
the dice and judge the final results. Then the situation changes: propose a
new one.
• Don't try to tell a story. It's not your job - the story will emerge from the
challenges you present to the players and their dungeoneers actions to
overcome those challenges.
• Use logic. When you have to evaluate the outcome of a contest or the
reaction of a creature, do what is most logical.
• Give them challenges. Each room should contain one or more challenges to
be faced, with different approaches. Threaten the life of the characters, let
them make risky decisions.
• Give them tough choices. Create situations where they will have to choose
between risk and reward or between two different risks.
• Let yourself be surprised. Let their choices and ideas amaze you and answer

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Game Overview
questions left unresolved in the adventure.
• Keep the pressure up. Make time pass, turn off torches, advance the effects
of a poison.
• Embrace the chaos. Use random tables to create unexpected situations in
the game. Let the chaos change the game.

DUNGEONEERS PRINCIPLES
• Ask questions. Ask for more information and details about the situation,
or the layout of the room you are in. Use the answers to decide your actions.
• Don't try to defeat every enemy. You are in a dungeon with one purpose: to
explore its rooms and find treasures. Killing every enemy or monster is not
your goal and is often very risky too.
• Fighting as a last resort. Combat is dangerous and unpredictable: you
should only resort to it when other alternatives have failed. Talking to an
opponent or getting around an obstacle are often more effective and less
dangerous choices.
• Flee. If you are running out of resources, if the harms are too many and if
your fate hangs in the balance… don't be afraid to flee.
• Use your gear. Use the items you carry with you, exploiting them on the
right occasions: an item can be very effective in certain circumstances and
not very useful in others.
• Don't be afraid of death. Death is part of the game. If your character dies,
it's time to make a new one. Nothing is forever.

TOUCHSTONES
Ruins of Doom is inspired by:
• Darkest Dungeon, by Red Hook Studios
• Torchbearer, by Thor Olavsrud and Luke Crane
• Into the Dark, by Stras Acimovic and John W. Sheldon
• Hero Quest, by Stephen Baker
• Diablo, by Blizzard North

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Game Overview
Setting Up

To play Ruins of Doom, you’ll need 2-4 friends. One of you


will be the Doom Master (DM). Everyone else will be the
dungeoneers.
Ruins of Doom is designed for single sessions or short
campaigns.
It’s a low prep. game: the DM must create a short adventure
before playing, following the rules and the suggestions in
the last chapter of this book.
To play you need also one character sheet per each
dungeoneers (printed or online), and a copy of the
adventure sheet for the DM.
Everyone at the table will need something to write with
and special dice: four-sided, six-sided, eight-sided, ten-sided
and twelve-sided.
One of each is enough but more is better: you won’t have
to pass them around so much.

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Game Overview
A dungeon entrance

6
Game Overview
CREATING A
DUNGEONEER

CLASS
Each dungeoneer covers a class in the party. The Class replaces the Epithet. It
represents a dungeoneer’s specialization and what they were trained for: those
are the scopes where the class will definitely be used to assemble the dice pool
in a contest. However, the players can discuss on a per case basis to establish if
a class may influence a game circumstance.
Each player can choose the class for their dungeoneer (or if they prefer, they can
pick randomly using the table).
The class begins with a 1d6. If the class they are covering can be helpful in the
contest they are facing, players add the matching die to the pool.

Result Class Description

1-2 Warrior A close-quarters fighter and it’s the most physically able class

A master of ranged weapons and an expert in traps and


3-4 Rogue devices
A scholar versed in ancient languages, alchemy, and the Wild
5-6 Sorcerer Magic

LEVEL
The name of a dungeoneer is only cosmetic and the level die replaces the name
die.
Each dungeoneer level begins with a 1d6. The dungeoneers will always add their
level die to their pool, in every contest they will face.

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Creating a Dungeoneer
ATTRIBUTES
Attributes represent the dungeoneer’s basic physical and mental capabilities.
They are the sources of the Domains: to act in a domain, the dungeoneer will
use the linked attribute.
• Prowess covers the sphere of physicality.
• Resolve concentrates on relational actions.
• Insight is related to actions that require mental effort.

ATTRIBUTE RESISTANCES
Near each attribute there are three �: these represent the burn of the
dungeoneer's resistance. The Attribute Resistances replace the Pathos: a player
can mark one � to use a second Domains during a contest.
Also, when dungeoneers suffer they will face Consequences: most of the time
they suffer harm and they must mark an attribute resistance � (see HARMS
AND CONSEQUENCES).
If a dungeoneer should mark an attribute resistance � but they are all already
marked, they must mark a Trauma � instead.

CONDITIONS
During the adventure, dungeoneers gain Conditions like hungry, dazed, injured,
etc. Did I mention theirs is a difficult life?
Conditions are divided in three categories: short-term, long-term and
permanent.
• Short-term are: hungry, thirsty, fatigued and dazed. Dungeoneers can
remove them resting (during the make camp phase or between adventures).
When a dungeoneer has at least a short-term condition, the DM gains a d6
Advantage Die.
• Long-term are: poisoned, infected, bleeding and shattered. Dungeoneers can
remove them only between adventures or using special items (like, i.e.,
antidote or bandage).
When a dungeoneer has at least a long-term condition, the DM gains a d8
Advantage Die.
• Permanent are: crippled, corrupt, blind and deaf.
When a dungeoneer has at least a permanent condition, the DM gains a d10
Advantage Die.
If a dungeoneer should mark a Condition in a category but they are all already
marked, they must mark a Condition in the next category.

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Creating a Dungeoneer
If a dungeoneer should mark a Permanent Condition but they are all already
marked, the dungeoneer dies.
Conditions replace Divine Wrath: if dungeoneers have conditions the Doom
Master will add to their pool Advantage Dice.

About Permanent Conditions


When a dungeoneer gains a permanent condition, they change
forever. There is no coming back from a permanent condition:
until the end (dungeoneer’s death or the advent of the
Doomsday) their body or their mind are marked by this
condition.
The dungeoneer’s player should take a moment to think about
how their character copes with this change and describe
shortly in the game.

SHATTERED
Shattered is a special Condition and replaces Agony.
Dungeoneers become shattered when all attribute resistances � are marked;
when shattered they must mark a Trauma �.

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Creating a Dungeoneer
DOMAINS
A dungeoneer has a key domain, which starts with 1d8 - players can select the
key domain freely (or if they prefer, they can pick randomly using the table):
there are no rules bonding classes and key domains.
The other domains start with 1d6.

Result Domain Description

Covers all physical actions involving a violent altercation


1-2 Violence (like fighting, menacing someone, breaking something)

Covers situations in which the dungeoneers use


deception (for example trying to trick someone),
3-4 Subterfuge recurring to expedients and stratagems (hiding, taking
someone from behind, setting a trap) and furtivity
(walking silently or following a prey’s traces)

Covers all actions involving cunning and manipulation


(for example telling a lie) and all social relations based on
5-6 Relations human relationships like empathy, knowing how to
obtain information, calming a person in shock

Covers situations in which the dungeoneers use their


intellect (for example solving an enigma), academic
7-8 Knowledge erudition (for example translating a runic language or
using an ancient artifact), tactics, healing arts and
awareness (reading the situation or other people)

TRAUMA
Trauma replaces Fate.

LUCK
Luck replaces Divine Favors: the world of Ruins of Doom is a dangerous place
and no gods will help the dungeoneers during their delving. But sometimes
dungeoneers have luck: mark a luck � to add +1d4 to a contest.

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Creating a Dungeoneer
TRAITS
Traits replace Legendary Virtues. They are four qualities describing
dungeoneers actions during the adventures.
• Cleverness: intuition and cunning to overcome dangers.
• Courage: audacity shown in difficult moments.
• Strength: resistance and power to face the strife.
• Fluke: luck and fate to avoid serious consequences.

GEAR
Dungeoneers have their gear, formed by weapons, armor and tools for every
occasion. They can also find other gear such as magic scrolls, potions and special
artifacts during their delving.
Gear replaces Great Deeds: based on the circumstances, using an item can give
dungeoneers a different Advantages Die - the players can discuss together to
establish the advantage the item can add in the contest, but the final word is to
the Doom Master.
Every item belongs to one of the four gear categories: warrior gear, rogue gear,
sorcerer gear, or generic gear.
A dungeoneer can use an item from a different gear category than their class,
but it will be less effective (the Advantage Die is reduced).
Also, some items can be used on special occasions. For example, during a short
rest dungeoneers can use a � food to recover � attribute resistance.
Items in the gear can have up to three �: every time a dungeoneer will use it,
they must clear a �. If an item has zero �, it cannot be used.
During dungeoneer creation, a player can mark freely two � in their class gear
and one � in the generic gear.

COINS
Dungeoneer’s wealth is calculated in coins: an abstract currency that will allow
the dungeoneers to buy gear between their adventures. Dungeoneers gain coins
during their delving.

MAGIC ITEMS
Magic Items replace Trophies. Dungeoneers can collect magic items only as

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Creating a Dungeoneer
adventure rewards: they cannot be bought.
Every magic item belongs to one of the four gear categories and it follows the
same rules as the normal item.
A Magic Item has 1d12 Advantage Die if its gear category is the same of the
dungeoneer class; otherwise it’s less effective, and it has 1d10 Advantage Die.

DRAINED MAGIC ITEMS


When a Magic Item reaches zero � it’s drained and it becomes dust after a few
seconds.

WILD MAGIC
The magic pervading the world is chaotic and savage. It is formed by primordial
forces in opposition: light and darkness, ice and fire, life and death. This energy
manifests itself as waves of wild power, forged by ancestral elements, difficult
to control.
Sorcerers are trained to learn how to manipulate and tap into such magic, but
often pay a steep cost in doing so.
Using magic, thus, should be a resource that the dungeoneers resort to in
desperate situations or when the result of a contest needs to be certain.
Every time a dungeoneer will use magic, they must roll on the WILD MAGIC
EFFECT table.

BONDS
Each dungeoneer begins the game with 2 bonds with each other dungeoneer.
Unlike Agon, bonds with deities don’t exist.

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Creating a Dungeoneer
A Warrior
13
Creating a Dungeoneer
GAME RULES

CONTESTS
CHOOSE THE DOMAIN
Facing a strife, dungeoneers must choose the Domain they want to use. The
player may discuss shortly what’s the best approach based on the situation, but
the last word belongs to the Leader.

THE DOOM MASTER ROLLS


The Doom Level replaces the Strife Level.
At the start of the contest, the Doom Master assembles their dice pool,
grabbing dice for the opponents in the contest, plus a die for each dungeoneer’s
condition - whether or not they participate in the contest.
The target number is calculated as in Agon, adding the darkness level to the
single highest die from the Doom Master’s pool.

SPEAK YOUR NAME


• The Doom Master will ask “Who among you has the courage to face the danger
of this room?”. Starting with the Leader, the players who wish to enter the
contest will answer with the name and the class of their dungeoneer
(“Brenor the Warrior will prove his courage.”). In this moment, players will
assemble their dice pool and decide which bonus dice to use, if any.
• They can mark an attribute resistance � to include the die from a second
Domain in their dice pool.
• They can mark a luck � to add a +1d4 die.
• They can spend one or more gear item � to add Advantage Dice.
• They can spend a bond to be bolstered by a companion.
• They can use other Advantage Die, if they have any.

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Game Rules
REWARDS
The rewards at the end of a contest are assigned differently compared to Agon:
the heroes who participated gain Coins and Experience. Experience replaces
Glory.
• The best dungeoneer obtains an amount of Coins and Experience equal to
the target number.
• Other prevailing dungeoneers obtain an amount of Coins and Experience
half of the target number.
• Suffering dungeoneers obtain 1 Coin and 1 Experience and they must roll
on the CONSEQUENCES table (see HARMS AND CONSEQUENCES).

HARMS AND CONSEQUENCES


When dungeoneers suffer, they must roll on the CONSEQUENCES table, in
the generic section. They must use their class die and level die, and then apply
the results in the game.
If a consequence is a harm, they must mark an attribute resistance � linked to
one of the Domains used during the contest.
If a consequence is a condition, they must mark a condition from the right
category: the player’s dungeoneer chooses which one, describing what causes
the condition and how their character suffers it.

THREATS
If the dungeoneers face special threats, they also must roll on the
CONSEQUENCES table in specific sections, according to the rules:
• Bloodsucker: to enter a contest against an bloodsucker menace roll on the
CONSEQUENCES table in the specific section.
• Eldritch: to enter a contest against an eldritch menace roll on the
CONSEQUENCES table in the specific section.
• Beast: if you suffer in a contest against a beast menace, follow the HARM
AND CONSEQUENCES rules, then roll also on the CONSEQUENCES
table in the specific section.
• Unholy: if you suffer in a contest against an unholy menace, follow the
HARM AND CONSEQUENCES rules, then roll also on the
CONSEQUENCES table in the specific section.

15
Game Rules
A DUNGEONEER’S END
Unlike heroes from Agon, dungeoneers have a higher mortality rate: dungeon-
delving is a dangerous activity.
When a dungeoneer dies, proceed with the standard rules explained in the “A
Hero’s End” chapter on page 50 of the Agon rulebook ignoring the Vault of
Heaven paragraph.

DUNGEONEER’S LEGACY
As an optional rule, if every player agrees, the new dungeoneer who replaces the
one who has just died can keep half of the previous dungeoneer’s stashes.
This rule serves to mitigate the penalties caused by the death of a dungeoneer.

ADVENTURE STRUCTURE
An adventure is divided in three phases: perilous journey phase, dungeon delving
phase and rest phase.

PERILOUS JOURNEY
In this phase, dungeoneers are traveling from the town to the place where the
dungeon is. During this perilous journey, they will face a first contest in the
overworld.
Perilous Journey replaces Leadership - normal Leadership rules apply.

DUNGEON DELVING
Reaching the dungeon entrance, the adventure main phase starts. Every room
has different strife: creatures, traps, and puzzles.
Based on how dangerous the dungeon is, at the start of this phase the Doom
Master sets the Doom Level from 3 to 5 - this value will change during the
adventure but the Doom Level can never go below 3 or above 9.
When dungeoneers enter a new room, the Doom Master presents the situation,
then starts to ask questions and build on the answers to drive the game forward
to the contest.
After the contest, the Doom Master resolves the outcomes into new situations
which lead dungeoneers to a new room, until they find the final dungeon room.
Solving the final dungeon room strife, the dungeoneers collect a fragment of
Heart of Darkness and complete the dungeon-delving phase.

INCREASING DARKNESS
Every time dungeoneers change rooms, the time passes and the torches wear

16
Game Rules
out: the Doom Master increases the Doom Level by one - the strife is more
powerful in the darkness.

MAKE CAMP
Once for each dungeon, when the dungeoneers want, after a contest where at
least one of them prevail and before moving to the next room, they can make
camp.
They can do it only if one dungeoneer in the group can spend � for firewood.

SHORT REST
First, every dungeoneer removes all short-term Conditions and one � from an
attribute resistance. If a dungeoneer has � for food, they can spend them: for
each � spent the dungeoneer will remove an additional � from an attribute
resistance.

KINDLE THE FIRE


Then, they can kindle the fire, lowering the Doom Level.
This is a Knowledge contest: if the dungeoneers decide to try, the Leader must
participate (while it’s optional for the other dungeoneers).
The Doom Master rolls 2d6 and keeps the highest die (there is no Doom Level).
If the dungeoneers prevail, the fire is kindled and the Doom Level is reduced by
2 (the Doom Level can never go below 3).

FELLOWSHIP
Finally, there is the Fellowship, played as explained in Agon.

17
Game Rules
LEAVE THE DUNGEON
In any time, the dungeoneers, after completing a room, can leave the dungeon,
aborting the adventure.
If they do it, the game will proceed with the EXIT THE DUNGEON section.
Leaving a dungeon before reaching the final rooms means losing the Doom’s
Shard - but sometimes it’s a necessary choice: the dungeoneers’ resources are
limited and they must understand when they can keep going and when it’s
better to leave.
Anyhow, they cannot come back to a dungeon previously explored: if they leave,
another group will find the dungeon, taking the loot.

DOOM’S SHARD
Doom’s Shard replaces the Vault of Heaven.
If the dungeoneers reach the dungeon’s final room, they must face the final
battle. This usually is the hardest strife in the adventure and its main goal.
The final room is the deepest and the most dangerous one: here is where there
is a Doom’s Shard, manifested every time in a different shape (a creature to
defeat, an ancient mechanism to stop, a mortal disease to be treated, a puzzle
to solve, etc.) and in a different color.
A shard is the most valuable reward the dungeoneers can find in a dungeon:
overcoming the final room means getting one step closer to their goal.
Every time dungeoneers collect a shard, they must mark it on their character
sheet near the right color. When a color is completed, each dungeoneer earns
an advance.
If a color is already completed, the dungeoneer gains 10 coins instead of the
shard.

ADVENTURE REWARD
Adventure Reward partially replaces Greed Deeds. After the Finale of the
battle, depending on the adventure outcome, dungeoneers can obtain special
rewards.
• The heroes lose the Finale: no special rewards.
• The heroes win the Finale but lose the Seize contest: dungeoneers obtain
only one Magic Item (roll one time on the ADVENTURE REWARD table).
The item belongs to the Leader, but they can give it to another dungeoneer
if they want. Also, each dungeoneer obtains a Doom’s Shard.
• The heroes win the Finale and win the Seize contest: each dungeoneer
obtains a Magic Item (roll on the ADVENTURE REWARD table per each
dungeoneer). Also, each dungeoneer obtains a Doom’s Shard.

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Game Rules
EXIT THE DUNGEON
During the adventure, time has passed. When the dungeoneers exit the dungeon
- whether they have completed the last room or have fled - the DM must
advance the Doom Clock.
First, the DM marks a segment. Then, the DM rolls 1d6 per each player.
For a short-campaign, the DM marks 1 segment for each 4+ on the dice. For a
long-campaign, the DM marks 1 segment for each 5+ on the dice.
If the last clock’s segment is marked, the end is nigh and the campaign ends.

REST
Coming back to the town, the dungeoneers can take a break, resupplying their
gear and celebrate their adventures. The Rest phase replaces the Exodus and the
Voyage, and it is divided in sub-phases.

CAROUSE
Back to the town, the surviving dungeoneers celebrate. All together in the
tavern, the dungeoneers drink and chat and make merry.
During carouse, starting from the Leader, every dungeoneer makes a toast,
asking the other dungeoneers which Trait they did show most during the
adventure.
Carouse replaces the Virtues.

LONG REST
After celebrating, the dungeoneers need some rest. They spend a couple of days
off, relaxing around the town, reading, playing and doing everything but
delving.
Every dungeoneer removes all attribute resistance � and all short-term and
long-term Conditions.
Finally, each dungeoneer flips a coin for every � luck marked. If heads, the �
luck is refreshed.

STASHING
The final goal of every dungeoneer is to have as many as possible coins and gems
stashed when the Doomsday comes: that’s the only chance to reach the Crimson
lands.
Each dungeoneer in this phase should decide how many coins to put in their
stash. They should balance the stash and the coins kept for resupplying,
deciding their strategy and taking risk.

19
Adventure Structure
Every 5 coins they put away, they can mark a stash.
If in the last dungeon they collected a Doom’s Shard, they add 2 stash.

RESUPPLYING
When the dungeoneers are ready to come back to explore a new dungeon, they
need to resupply their gear, using their coins to buy � items.
To establish the costs, dungeoneers can check the EQUIPMENT tables.
A dungeoneer can decide to not buy anything, if they want, keeping their coins
for the future.
Resupplying partially replaces Greet Deeds.

DOOMSDAY
When the last doom’s clock segment is marked, Doomsday comes and the
campaign ends.

Starting with the Leader, each dungeoneer checks their stash and determines if,
knocking on the Heaven Doors, the doors will open and if they can reach the
Crimson lands or not.
They must roll 1d6 every eight stashes and keep the highest result.

Result Event

1-3 No one will answer and the dungeoneer is doomed

The doors will open and the dungeoneer’s soul will reincarnate in an
4-5 Eldritch Horror
The doors will open but the dungeoneer’s soul will be sent to the Fields
6 of Nowhere
The doors will open and the dungeoneer’s soul will be sent to the
6s Crimson lands

Then, dungeoneers take turns to tell a short last scene, narrating their end.

20
Adventure Structure
Undead Champion
21
Adventure Structure
CREATING AN
ADVENTURE

As Doom Master you have the task to create the adventure for the dungeoneers.
Creating an adventure means having to prepare in advance: writing stuff,
taking notes, sketching maps.
You will do that between sessions, following the next chapter if you need advice.
An important rule for the DM is to stay sticky to the preparation. Don’t change
a room or a trap just to create more fun, or because you think it’s more
interesting to add a different creature.
Remember your principles: it’s not your job to tell a story - neither during the
preparation nor during the session.
When you create an adventure you must leave suspended questions and blanks
to fill.
You must write notes and ideas about what kind of strife the dungeoneers will
face, but per each idea put near it a couple of questions. And, even more
important, don’t decide in advance how the dungeoneers should overcome a
strife: let their ideas surprise you.
But what's in your notebook becomes set in the stone after the dungeoneers
enter in the dungeon.
EXAMPLE
You want to show as the final boss of the adventure a Vampire
Baron. It’s hidden in a dark cave, surrounded by corpses. Cool.
You will write in your notebook three or four details about the
cave and a bunch of adjectives to describe the Vampire to the
dungeoneers.
Then, near to it, you can put some questions like: what is its
weakness? Can it be deceived or tricked?

22
Creating an adventure
Note of the Author
This chapter is inspired by the Building an Adventure chapter
from Torchbearer (by Thor Olavsrud and Luke Crane) and the
rules it teached me. Without it I would never have learned to
write a good dungeon crawler adventure.

CREATING A DUNGEON
A dungeon is a dangerous place, full of creatures and traps and gold. To create
one, you can use the guide in this chapter.

ORIGINAL LOCATION
The first step is to think about the past of the place: before becoming a
dungeon, the place was something else.
• What’s the place? A forgotten cave? The ruins of a temple? An abandoned
keep or fortress? A cursed mine? A tomb? A haunted manor? Something
else?
• What was the original purpose of the location? A place of learning? A
prison? A place of power? A place of rest? Something else?
• Who inhabited the location originally? Nobles? Regular people? A
sorcerer? Unknown? Something else?

Write the answers in your notebook, then move to the next step.

SKETCH YOUR MAP


Now it’s time to draw something on paper. First you need to decide the Doom
Level of the dungeon: choose between 3 (easy), 4 (normal), and 5 (hard). Then,
add +2 to the Doom Level: that’s the number of rooms you must sketch to create
your dungeon. Keep in mind the answers you wrote before and be sure
everything you’re sketching is pertinent. Give to every room a purpose and a
name. Remember: you’re still sketching the original full functional place, not
yet the dungeon.
When the sketch is done, move to the next step.

DUNGEON LOCATION
The time has passed, something happened and the place has become a dungeon.

23
Creating an adventure
Imagine the dungeon location: close your eyes and try to see the place with
your mind. The mold on the walls, or the slow trickle of water falling from the
ceiling... try to answer the questions below and then live a couple of minutes
inside the place.
• What are you seeing approaching the place? Is there something strange in
the entrance? Is it a man-made tunnel? Or is it a wide natural sinkhole? Are
there symbols or runes? Something else?
• What’s the smell? Putrid? Salty and wet? Smoky? Stale and fetid? Metallic?
Acrid? Maybe urine from some creature? Something else?
• How is the air? Clear? Foggy? Cold? Still? Windy? Breezy? Something else?
• Is there a noise? Screams? Coughing? Chiming? Clanking? Groaning?
Howling? Moaning? Irreal silence? Something else?

Write the answers in your notebook, then move to the next step.

RUIN THE PLACE


Now you must ruin the place: take again your sketch and change it, reflecting
the answers you just wrote.
Dig new tunnels, collapse some areas, cover the place with dust, break a wall,
destroy a hallway.
When the sketch is done, move to the next step.

MAKE THE PLACE DANGEROUS


Finally, you must fill the dungeon.
• What terrain features make navigating the place hard? Chasms? Pit traps?
Spear traps? Flooded tunnels? Something else?
• What kind of treasure is hidden in the place? A magical artifact? A stolen
gem? A pile of gold? A lost spell or a forbidden ritual? A miraculous cure?
Something else?

Per each room you must write a strife: a single creature or a group of creatures,
a trap, a strange artifact, etc.
You can choose between two different strife: passive or active.
Passive Strife is the most common: it is something that leaves the initiative to
the dungeoneers - as DM, when the dungeoneers enter the room, you will
describe the situation, and ask questions and build on the answers.
Active Strife is a little bit more unusual: it is something that takes the initiative
- as DM, when the dungeoneers enter the room, you will describe the situation
but the situation is acting against the dungeoneers! They must decide how to

24
Creating an adventure
react, driving the action to a Contest.
Pay attention: you should not abuse with the active strife: most of the time you
should give the dungeoneers the opportunity to study the situation, choosing
different approaches and then face the strife in a contest.

FINAL STRIFE
For the final room you must write the final strife of the dungeon. It should be
something related to the location’s nature - check your notes!
Most of the time it will be a strong and dangerous creature, like a boss fight, but
sometimes you want to create something else. A magic artifact close to the
collapse. An extra-dimensional door opening. A sleeping god waking up.
When you create the final strife, you must also choose its color: that’s the color
of the Doom’s Shard the dungeoneers can collect defeating the strife.
• Red - if the strife craves blood
• Green - if the strife craves knowledge
• Blue - if the strife craves power
• Yellow - if the strife craves wealth

BESTIARY
Creatures are one of the most dangerous strife in the dungeon. Here is a partial
list of monsters and Eldritch Horror the dungeoneers can face during their
delving.
A creature can be both an active or passive strife - sometimes a creature is not
ready to fight the dungeoneers: maybe they can try to talk, or offer an item to
appease the monster's anger.

LEGIONS OF THE UNDEAD


• Undead Soldier (d6). Cutthroat (d8).
• Undead Champion (d8). Brawler (d6), Veteran (d6).
• Undead Cupbearer (d6). Royalty (d8), Noble (d6).
• Ghoul (d6, Unholy). Devious (d6), Insatiable (d10).
• Lost Soul (d6, Unholy). Grim (d8), Unquiet (d10). Ghostly (Normal
weapons and Tools have no effect).
• Necromancer (d10, Unholy). Summoner (d8), Occultist (d6), Rising Deads
(Can summon 1d6 Undead Soldiers)

25
Creating an adventure
CAVERN DWELLERS
• Fungal (d6). Necrotic (d6), Small (d8).
• Maggot (d6). Bulbous (d8), Fast (d6).
• Giant Spider (d6, Beast). Spitter (d8). Venomous (d8). Perilous
(Dungeoneers must mark a � luck before a contest of Violence).
• Giant Snake (d6, Beast). Enraged (d6), Creeping (d6). Deadly Hold (If a
dungeoneer suffers they must mark 1d6 � luck).
• Hog Lord (d8, Beast). Wretch (d8), Eater (d6). Huge cleaver (If a
dungeoneer suffers they must mark the Permanent Condition crippled; if
this condition is already marked, the Dungeoneer is dead).

ANCESTOR DYNASTY
• Sycophant (d8). Bleeding (d6), Flying (d8).
• Vampire (d6, Bloodsucker). Younger (d6), Spawn (d8), Hungry (d6).
• Vampire Baron (d8, Bloodsucker). Cursed (d8), Feral (d10), Shapechanger
(d8). Misty Form (Dungeoneers cannot support each other in conflicts).
• Vampire Countess (d10, Bloodsucker). Ancient (d10), Sinister (d8), Cain’s
Son (d12). Immortal (Cannot be killed, only temporarily banished). Charm
(Relations has no effect). Embrace (At the start of the contest, each
dungeoneer gains 2 bonds with the Vampire Countess. They can spend them
before rolling the dice. For each bond spent, the Vampire Countess gains a
d10 Advantage die. If a dungeoneer suffers in the contest, for each bond not
spent they must mark a Trauma �).

ELDRITCH HORRORS
• Cultist (d6). Heretic (d8). Horde (d10 Advantage die while in the same
room as other Cultists).
• Tentacles (d6). Viscous (d6), Unnatural (d8). Photosensitive (It retracts in
the presence of light).
• Abomination (d8). Haunted (d10), Restless (d8). Worshiper (d12
Advantage die while in the same room as an Eldritch). Fanatic (Relations has
no effect).
• Ascendant (d12, Eldritch). Colossal (d10), Ancient (d10). Eldritch Sign (If a
dungeoneer suffers they lose their class die forever).
• Elder One (2d12, Eldritch). Primordial (d10), Cosmic (d10). Manifestation of
Chaos and Destruction (If a dungeoneer suffers is devoured). Immortal
(Cannot be killed, only temporarily banished). Unique (There is only one).

26
Creating an adventure
TRAPS
Traps are another kind of strife the dungeoneers can face during their delving.
Usually a trap is an active strife: the dungeoneers enter a room and the trap is
triggered (how will they avoid it?). But sometimes a trap is waiting for their
mistakes: you can put an interesting spot (a treasure chest? An ancient statue?)
defended by a mechanism (how will they try to disable it?).

The first thing you must do, as DM, is to decide how the trap works when you
create a dungeon.
• What kind of trap is it? A deadly ramp? A dart trap? A pit trap? A sleeping
gas panel? A shrinking room? Something else?
• What’s the trigger? A clock / timer? A lever? A pressure plate? A pull chain?
A temperature gauge? A tilt trigger? A tripwire? Something else?
• Is the trigger hidden? If yes, how? Inside a statue? A torch sconce? Under
the floor? Inside a wall? Linked to the door? Inside a mirror? Under some
furniture? Something else?
• What’s the trap purpose? Defending an item? Defending a place? An alarm?
Something else?
• How dangerous is the trap? Setback (2d8)? Dangerous (1d8 + 1d10)? Deadly
(2d10)? Legendary (2d12)?
• Has the trap a supernatural origin? Maybe it was created by a necromancer
(add Unholy tag). Or maybe it is from another dimension (add Eldritch tag).

The second thing is to take note of how you can describe the trap’s elements
without describing the trap directly. For each trap you create, write three
different elements you can describe when the dungeoneers will explore the
room.

27
Creating an adventure
TABLES

CLASSES
If you need to pick randomly, roll 1d6.

Result Class Description

1-2 Warrior A close-quarters fighter and it’s the most physically able class

A master of ranged weapons and an expert in traps and


3-4 Rogue devices
A scholar versed in ancient languages, alchemy, and the Wild
5-6 Sorcerer Magic

DOOMSDAY
Roll 1d6 every eight stashes and keep the highest result.

Result Event

1-3 No one will answer and the dungeoneer is doomed

The doors will open and the dungeoneer’s soul will reincarnate in an
4-5 Eldritch Horror
The doors will open but the dungeoneer’s soul will be sent to the Fields
6 of Nowhere
The doors will open and the dungeoneer’s soul will be sent to the
6s Crimson lands

I
Tables
DOMAINS
If you need to pick randomly, roll 1d8.

Result Domain Description

Covers all physical actions involving a violent altercation


1-2 Violence (like fighting, menacing someone, breaking something)

Covers situations in which the dungeoneers use


deception (for example trying to trick someone),
3-4 Subterfuge recurring to expedients and stratagems (hiding, taking
someone from behind, setting a trap) and furtivity
(walking silently or following a prey’s traces)

Covers all actions involving cunning and manipulation


(for example telling a lie) and all social relations based on
5-6 Relations human relationships like empathy, knowing how to
obtain information, calming a person in shock
Covers situations in which the dungeoneers use their
intellect (for example solving an enigma), academic
7-8 Knowledge erudition (for example translating a runic language or
using an ancient artifact), tactics, healing arts and
awareness (reading the situation or other people)

ADVENTURE REWARD
Roll d6s based on the dungeon difficulty level: roll 1d6 if easy, roll 2d6 if normal,
roll 3d6 if hard.

Result Event
1-3 You find an uncommon Magic Item with � in the generic gear category

4-6 You find an uncommon Magic Item with � in your class gear category

7-9 You find an uncommon Magic Item with � in any class gear category

10-12 You find a rare Magic Item with �� in the generic gear category

13-15 You find a rare Magic Item with �� in your class gear category

16-17 You find a rare Magic Item with �� in any class gear category

18 You find a legendary Magic Item with ��� in your class gear category

II
Tables
EQUIPMENT
GENERIC GEAR
If you need to pick randomly, roll 2d8.

Result Item Description Cost

2 Antidote Can remove Poisoned condition 10

3 Bandage Can remove Bleeding condition 10

4 Bottle An empty pewter container 5

5 Climbing Kit Rope, grapples, pitons 5

6 Compass Helps find the way in the dungeon 5

7 Firewood It’s used to make camp 10

Can remove Hungry condition; also can be


8 Food consumed during short rest 5

9 Repair Kit Hammers, files, nails and pins 5

10 Medicine Can remove Infected condition 10

11 Mirror A small metallic mirror 5

12 Oil A flask of flammable oil 10

13 Pole A 3m wooden pole 5

A piece of wood with the head covered with an


14 Torch inflammable substance 5

15 Water Can remove Thirsty condition 5

16 Wrecking Tool Mallet and spikes. Drills. Shovel. 5

III
Tables
WARRIOR GEAR
If you need to pick randomly, roll 1d6.

Result Item Description Cost

1 Armor Kit During a short rest it can refresh � Armor 5

2 Hand Weapon Axe. Club. Mace. Spear. Sword. One-handed 15

3 Heavy Armor Can prevent Harm and all Conditions type 40

Can prevent Harm, Short-term and Long-term


4 Medium Armor Conditions 25

5 2H Weapon Battle Axe. Long-sword. Warhammer. 20

6 Shield Can prevent Harm 15

ROGUE GEAR
If you need to pick randomly, roll 1d8.

Result Item Description Cost

1 Short Weapon Dagger. Knife. Short sword. 10

2 Throwing Weapon Throwing Knife. Throwing Axe. Darts. 10

3 Ranged Weapon Bow. Crossbow. 20

4 Light Armor Can prevent Harm and Short-term Conditions 20

5 Cloak A black cloak, perfect to hide in the shadow 10

A large number of sharp iron nails - a lethal


6 Caltrops trap. 10

A typical set includes various lockpicks, fine


7 Thieve's tools wire, etc. 5

8 Grappling hook A large iron hook, tied to a long rope 5

IV
Tables
SORCERER GEAR
If you need to pick randomly, roll 2d6.

Result Item Description Cost

2 Staff A simple long staff with a stone at the end 10

3 Holy Water Water consecrated to the gods 5

A collection of books and scrolls full of


4 Books knowledge 5

5 Talisman Refresh � luck of any dungeoneer in the group 20

Magic Scroll*: Shape the Wild Magic to block, banish or


6 Abjuration protect 15

Magic Scroll*: Shape the Wild Magic to summon creatures


7 Conjuration and objects 15

Magic Scroll*: Shape the Wild Magic to seek clear


8 Divination understanding of the past, present and future 15

Magic Scroll*: Shape the Wild Magic to beguile people or


9 Enchantment creatures 15

10 Magic Scroll*: Shape the Wild Magic to create powerful


15
Evocation elemental effect
Magic Scroll*: Shape the Wild Magic to dazzle the senses,
11 Illusion befuddle the mind, and trick the perception 15

12 Magic Scroll*: Shape the Wild Magic to modify energy and


15
Transmutation matter

* MAGIC SCROLL
Magic scrolls allow dungeoneers to shape the Wild Magic. Each
Magic Scroll is bound to a different power source.
Before using a Magic Scroll, dungeoneers must decide how much
power they want to draw - that is how many � they spend. More
power means more powerful and massive effects.
But, per each � spent, they must roll one time on the WILD
MAGIC EFFECT table.

V
Tables
WILD MAGIC EFFECT
Roll level die, adding 1d6 Advantage Die if the class is Sorcerer.

Result Effect
1-3 Chaotic Wind: Doom Level +1

4-5 Magic Explosion: unmark �� in your gear

6-7 Shocked: mark a short-term Condition

8-10 Drained: mark a � attribute resistance

11-15 No additional effect

16 Regeneration: remove � attribute resistance

17 Lucky touch: refresh � luck

18 Rebirth: remove a short-term or long-term Condition

CONSEQUENCES
Roll class die and level die.

Result Generic Unholy Beast Bloodsucker Eldritch


Short-term Long-term Permanent
2-4 Condition Condition Condition Mark � Trauma Death

Mark � Short-term Long-term Permanent Mark �


5-7 luck Condition Condition Condition Trauma
Mark � Short-term Long-term Permanent
8-10 Harm luck Condition Condition Condition
Mark � Short-term Long-term
11-13 Harm Harm luck Condition Condition
Short-term
14-16 No Harm Harm Harm Mark � luck Condition
Mark �
17-19 No Harm No Harm Harm Harm luck

20 No Harm No Harm No Harm Harm Harm

VI
Tables
Something dark has awakened from the depths.

And it craves blood and souls...

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