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Set Up (Table 1)
D6 Result Starting Tile/Location
1 Mine Entrance Map Tile
2 Mine Entrance Map Tile
3 Mine Entrance Map Tile
4 Roll D6: on 14, Mine Entrance Map Tile with TJunction Passage, on 5 or 6
Mine Entrance Map Tile with Cross Passage.
5 Random Mine Passage
● Uses special rule:
Cannot flee Table 4.2
6 Other World Entrance Map Tile
● Uses special rule:
Cannot Flee Table 4.2
Draw a random Other World card. Use the other world side of the
corresponding mine entrance tile.
Roll D6 once on Table 2 to determine the Mission Goal.
Mission Goal (Table 2) ( = Peril Die)
D6 Result Mission Goal
1 Find d3 + 1 clues
XP: 25 x number of clues 25
Upon finding the final clue, move to the mission objective.
2 Map entire mine or otherworld location
XP: 25 in mine, 50 in otherworld
● Uses the special rule: Limited Doors Table 4.5 and
Room Reentry
Spawns Threats Table 4.4
The mission objective is triggered through Limited Doors.
3 Find a specific room
XP: 10 X amount of tiles before room
● May not use special rule: Limited Doors Table 4.5
Remove all passages from the map deck (this can be mine or other world).
Make a stack of 12 random room cards. Choose one of these at random.
Take the last cards from the stack, shuffle the random room into those
cards, and place them at the bottom of the stack. This will be your map deck.
When the specific room is revealed, place it and move to the mission objective.
4 Destroy the Alpha
XP: 25
● Uses the special rule:
Lair Table 3.3
and the objective:
Brutal Threat
Table 5.5
Whenever you finish a fight with the Lair monster type, roll the 1. Add that
many wounds to monster sheet. If there are 15 or more wounds on the
monster sheet before a fight, move to the mission objective.
5 Find the Number X Tile in a Fixed Location Mine
XP: 25 + 10 per revealed number
● `Uses setup: M ine Entrance Map Tile with TJunction Passage
Table 1.4 (this overrides the previous setup roll)
At each branch of the TJunction, add a random room. Then add d3 groupings
of [random passage+random room] to each of those rooms (rolling for both
sides of the Tjunction). There is one exit in each room and passage. In the
last room, cap all exits. Choose a number for which you will search. Lay a
number token and exploration token facedown in each room. These tokens
are revealed at the same time. When you find the chosen number, ignore the
exploration token and move to the mission objective.
6 There and Back Again (Find the _______________)
XP: 50
Uses the mission objective:
Skill Test Table 5.6
Upon revealing the second clue, ignore it and move to the mission objective.
Instead of ending the mission, the posse must venture back to the entrance
using the special rule:
Room Reentry Spawns Threats Table 4.4 . The
mine entrance will have a threat one level higher than the posse threat level. To
win, one hero must be on the starting tile with no monsters on the board.
Additional Special Rules?
Roll 3 dice.
● On 1 or 2, there is no special rule for that die.
● On 3 or 4, roll once on Table 3 with that die.
● On 5 or 6, roll once on Table 4 with that die.
Special Rules (Table 3) ( )
= clue icon
D6 Result Special Rules
1 Immediate Dread
Resolve all Growing Dread cards immediately as they are drawn.
2
Clues Advance the Mine Depth Level
If an exploration token has a clue, advance the mine depth level by d3.
3 Lair
If an exploration token does not have “Attack”, it gains it in addition to everything
else on the token. Before your first fight, reveal threat cards until you get one
with a single creature type on it (for example, just Hellbats). Each “Attack” adds
this threat card.
4
Clues Add Lesser Threats
If an exploration token has a clue icon, after resolving all encounters, add a
threat that is one less than the posse threat level (in addition to any attack on
the token).
5
Clues Add Gates
If an exploration token has a clue icon, add one gate icon to the ones already
there. If there are not enough exits, it replaces one of the doors.
6 All Gates Lead to…
Draw a world card. All gates lead to this world.
Special Rules (Table 4)
D6 Result Special Rules
1 Greed
Map tiles may be scavenged twice. If there is already a scavenge marker on
the tile being scavenged, take a corruption hit for each 1 or 2 rolled on this
attempt.
2 Cannot Flee
The posse may not flee this adventure.
3
Clues Add Higher Threats
If an exploration token has a clue, after resolving all encounters, add a threat
that is one higher than the posse threat level. If the token already has “Attack”,
this effect replaces it.
4 Room Reentry Spawns Threats
The first time any hero enters a room that has already had a resolved
exploration token, draw one threat card.
5
Limited Doors
Exploration tokens with clue icons have one less door/gate than indicated
(Heroes’ Choice).
Roll D6 for each door/gate on other exploration tokens. On a 4+, ignore that
icon during first stage of depth track. For second stage, ignore on 3+. Final
Stage, ignore all icons.
If all paths lead to a dead room and you are in the mission, M ap entire mine
or otherworld location , move to the mission objective. Otherwise, add one
random door to the room in which the exploration token is being revealed.
6 Evil Presence
Heroes take 1 hit and 1 horror hit whenever the darkness marker moves to a
darkness space. If this results in a hero taking a wound and sanity damage,
that hero also takes a corruption hit.
Roll D6 Once on Table 5 to determine the Mission Objective.
Objective (Table 5)
D6 Result Objective
1 Epic Threat
Draw an epic threat card. When there are no monsters remaining on the
board, the heroes win. Go to reward.
2 Epic Threat
Draw an epic threat card. When there are no monsters remaining on the
board, the heroes win. Go to reward.
3 Epic Threat
Draw an epic threat card. When there are no monsters remaining on the
board, the heroes win. Go to reward.
4 Epic Threat
Draw an epic threat card. When there are no monsters remaining on the
board, the heroes win. Go to reward.
5 Brutal Threat
Draw a normal threat, use the brutal side for all monsters spawned from this
threat card (including additional cards added by that threat card). When there
are no monsters remaining on the board, the heroes win. Go to reward.
6 Skill Test
Determine the check to be made
once
by rolling in each section of the following chart:
Who Takes Test? Skill Tested? Target Number
Roll a D6 : Roll D6 : Roll D6 :
1 Each Hero 1 Agility 1 4+
2 to 3 A Random Hero 2 Cunning 2 to 5 5+
4 to 6 One Hero 3 Lore 6 6+
4 Spirit
5 Luck
6 Strength
1. Draw a threat card one higher than the normal posse threat level.
2. If there are no monsters on the board, this skill test may be attempted
once per game turn.
3. If successful, the heroes win! Go to reward. If failed, roll a special “hold
back the darkness” roll. If failed go back to step 1. Otherwise, go to
step 2.
Reward?
Roll D3 1. Then roll that many times on table 6 to determine the reward.
Reward (Table 6)
D8 Result Reward Type for Successful Mission (after the reward is determined,
each hero rolls for the given reward type)
1 D3 Darkstone
2 D3+1 Darkstone
3 D6x$50
4 D6x$50
5 Peril Die X $50
6 Roll D6: On a 1 5, gain +1 permanent Health. On a 6, gain D3 permanent
Health.
7 Roll D6: On a 1 5, gain +1 permanent Sanity. On a 6, gain D3 permanent
Sanity.
8 Roll D6: On a 13, nothing. On 4 or 5, draw a gear card. On a 6, draw a world
card. Draw an artifact card from that world.
Failure?
Roll D3 to determine the amount of failure consequences.
For each failure consequence, roll D6:
● On 13, roll on Table 7.
● On 46, roll on Table 8.
Consequence of Failure (Table 7)
D6 Result Consequences of Mission Failure
1 Each hero rolls on the Madness table.
2 Each hero rolls on the Injury table.
3 Each hero takes D3 corruption hits, ignoring willpower. Roll separately for each
hero.
4 Roll D6. On 15, each hero permanently loses 1 health. On 6, each hero rolls
D3 and permanently loses that much health.
5 Roll D6. On 15, each hero permanently loses 1 sanity. On 6, each hero rolls
D3 and permanently loses that much sanity.
6 Destroy D3 random buildings at the nearest town.
Consequence of Failure (Table 8)
D6 Result Consequences of Mission Failure
1 Each hero must discard 1 gear card.
2 Each hero loses D3 darkstone.
3 Each hero loses D6 X $50.
4 Heroes get no grit for travel and start their next mission with no grit.
5 Until their next adventure, the heroes roll twice for travel hazards/encounters.
6 Roll D6: on a roll of 14, heroes take D3 wounds and D3 sanity that carries over
to the next adventure. On a roll of 5 or 6, heroes take D6 wounds and D6 sanity
that carries over to the next adventure
BONUS SECTION!!!
Roll for each column of Table 9 to name your adventure!
Name Your Adventure (Table 9)
D6 Roll Column 1 Column 2 Column 3