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DUNGEON ROLL ADVENTURES

Shadow of the Light


This variant of Dungeon Roll will be run through a series of adventures much like a
standard RPG. Each adventure will have specified goals that the players must strive for.
The results of the adventure will allow for different outcomes. The adventures will all be
run through the dungeon roll core game. This is a non-linear campaign, some results
based off decisions the players make, others made by the results of different quests.

One player will control the monsters, the other(s) will control the adventurers.

The adventure description and goal are the only items given to the player before the
player specifies the character choices. After character choices are given, the goal
specifics can be announced. This will make a difference throughout the game.

Treasure: Treasure will vary across the adventure. Some treasures will act as standard
treasures and be discarded at the end of an adventure. Some treasures will be kept across
adventurers, and some will actually be rewards for completing an adventure. Some
treasures will have slightly different properties depending on the adventure. Specifics
will be detailed on an adventure by adventure basis.

Examples:
Standard: 1 player makes his runs, then discards all treasures back into the chest
Continual: 1 player makes his runs, then gives those treasures to player 2 who may use
them. Player 2 discards all treasures at the end of his run.
Special: Treasures that are kept can be used at any time throughout the adventure. For
example, need that extra fighter to help win that combat to achieve a goal? Have an extra
fighter from a couple adventures ago, use it! Need that extra XP? Add in that dragon
scale - or better yet, combine it with a found dragon scale for that bonus XP.

Dragon: The dragon will be used for many different aspects of gameplay. In many
instances, the dragon will need to be avoided. There are a couple of different terms for
dragons - encountering a dragon, clearing a dragon, and killing the dragon. Encountering
a dragon means simply that - rolling 3 dragon dice. Encountering a dragon will happen
prior to using scroll and/or abilities. The dragon MAY be cleared (special abilities) prior
to rolling dice in order to avoid the dragon. You may also clear a dragon after it's been
encountered using the ring, or special abilities, or even different aspects of the adventure.
Killing a dragon is just like standard Dungeon Roll adventures.

The difficulty of Shadows of the Light is based on the Kickstarter edition of the game.
This included one extra hero die and two extra monster dice. The Kickstarter version
also included the first expansion pack of heroes. Standard versions of the game may have
a more difficult time and the goals may need to be adjusted accordingly. I have also
played this game with multiple adventurer players. It's best one on one, but a GM and a
pair of players will work as well. You will need to have players switch off on who goes
first, or who gets to run a particular quest at times.
For an easier difficulty, you may also opt to give players the goal results (For example:
for best result, you'll need minimum of 30 XP).

Some portions of text are in red. These are portions that relate to gameplay, generally at
the beginning of acts. There's no need to read these particular portions of text to the
players but players MAY need to be aware of some aspects in order to make informed
decisions.

Some of the adventures branch based on decision and/or results of an adventure. Some of
the acts are nothing but parallel adventures. To minimize confusion, a diagram of the
adventure splits is presented on the last page. Only the beginning adventure number is
listed at the beginning of the split.

**WARNING** Anything beyond this point will be a spoiler for players.


INTRODUCTION - HUMBLE BEGINNINGS
Adventure 1: Mucking stalls. That is what you do. Every day. Day after day. The only
good thing is that you end the day exhausted. Today is no different. As you prepare
yourself for bed, you note the only thing different about this day over any other day are
the murderous screams outside. You pause and think for a second.....screams? The
screams grow louder. You quickly redress and run outside. It takes only a second before
you are running for your life. The living dead have returned. Skeletal beings surrounded
by half decomposed beings are stalking the town looking for something to kill. There is
only one thing to do at this point. RUN!

Pick 2 adventurers to start your party. These will be the group that can be used
throughout the campaign. Adventurers that level will remain leveled unless notified
elsewhere.

Goal: Escape the undead horde


Goal Specifics: 1 PC, 2 runs, Gain 5 XP in 1 of those 2 runs
Treasure: Standard
Result:
Reward: If completed in 1st run, +1 random treasure to be used at any time
Failure: -1PC

***

Adventure 2: The IDEA of being chased by an undead horde seems to be much more
horrifying than the reality. When it's all said and done, half decomposed corpses don't
move all that fast and it really isn't ALL that difficult to escape. However, people can't
run forever, and an adrenaline high only lasts for so long. The townspeople, those that
decided to run rather than fight anyway, realized this as well. They all holed up and
barricaded themselves in the most secure place in the village, the church. Unfortunately,
that's where all the undead headed as well - following the light, the hammering of
barricades, cries of pain, and screams of fright. There is no way the town will live
without help. YOU are that help.

Goal: Kill skeletons, save the townspeople


Goal specifics: 2 PC, 1 run, 1 PC must kill 4 skeletons or clear level 5
Treasure: Standard
Result:
Reward: Add 3 additional PC
Failure: Add 2 additional PC

***
Adventure 3: You manage to clear away enough undead for the townspeople to escape
their inevitable demise and lead them towards the river. You figure that the survivors
will be safe enough on the river until sunup. Not that the sun will actually make them
safer - but it will at least allow them to see their demise. As you push the boat off and are
about to jump on, you hear shouts of battle close by. Turning, you see local militia
fending off a small horde of undead. Silly militia, they should have run. With a sigh,
you turn and watch the boat float out of jumping range, then turn and join the battle
against the undead.

Goal: Kill skeletons, save the militia


Goal specifics: 2 PC, 1 run, must kill 5 skeletons combined
Treasure: Standard
Result:
Reward: Add additional 1 PC
Failure: None

***

Adventure 4: The militia thank you for helping (or at least attempting to help). They
came from the castle looking for people to help fight the undead army. The castle is
besieged on all sides and they just barely made it out alive. The hope was that the army
was concentrated on the castle, but that seems not to be the case. Regardless, they need
to make it back to the castle as part of the last stand and ask you to come along. There
isn't much time.

Goal: Reach the castle before it is overrun


Goal specifics: 2 PC, 2 run, must reach combined level 22
Treasure: Continual (PC 1 runs both runs then hands off the treasures to player 2 who
makes both runs then discards all treasures as in the standard game).
Result: See below

***

Adventure 5: You always wanted to see the castle. It would be an amazing site with its
tall golden spires, flags flapping in the wind, drawbridge down with friendly soldiers
keeping traffic moving in the warm sunshine. You couldn't quite place THIS castle, with
its burning towers, cracked walls, busted front gate and endless drone from the undead
pouring into the castle. Fortunately, the militia know a secret way in. Unfortunately, you
have to fight your way to get there.

Goal: Fight your way through the undead to reach the secret entrance
Goal Specifics:
If Adventure 4 success: 2 PC, 2 runs each, gain total of 25 xp
If Adventure 4 failed: 2 PC, 2 runs each, gain total of 29 xp
Treasure: Standard
Result:
Reward: None
Failure: -1 PC

***

Adventure 6: It was a good thing you had a guide through the twisting remains of the
castle. The coordinated castle defense is reduced to a smattering of small conflicts
between the knights and foot soldiers of the castle and the seemingly endless waves of
undead invaders. Your guides are able to weave through the pitched battle towards the
center keep. Just shy of your goal, an undead wave breaks through the ranks. The guards
cry out "GO!" and you rush to the castle keep.

Just before entering the keep, the lights seem to dim, sound dulls, and time comes to a
stop. A shadow swirls around you, power emanating from its center. Feeling like your
soul is being examined in excruciating detail, you feel something speak to you. "I've been
watching you. Remember, not everything is at it seems."

And then it is gone. The torches begin to flicker, the sounds of battle return, and you
open the door. You look into the eyes of the king and his most trusted servants just as the
undead horde crushes the remnants of the resistance.

Goal: Delay the undead horde to allow the Royal family to escape
Goal Specifics: 2 PC, 2 runs, gain XP to complete the quest
Treasure: Continual
Result:
35+ XP: Save the entire royal family
31-34 XP: Save the Queen and Princess
27-30 XP: Save the Princess
Reward: +2 PC, +1 treasure, +1 treasure for every family member saved
Failure: -2 PC
ACT I - THE SEARCH
Adventure 7: The light of day brings about the horror of the night. Hundreds of soldiers
lie hacked to pieces around the castle alongside the every day civilians. The surviving
family member(s) survey the carnage with shock and rage. "This must be stopped! And
YOU are the ones to stop it!"

In a matter of moments, you are officially knighted and on your way. Around mid-day an
exhausted horseman approaches you. "They're coming! An army! Thousands of
them..."

You need a plan. You need to know where they are, and you need help. You can't do it
alone. So you break up your little band. One group will track down the undead army,
and the other will recruit help.

Setup: The player will separate the living characters into two even groups, one to track
down the undead army, and one to recruit help. One set of characters will continue with
Adventure 7. The other half will be set aside and will be used starting with Adventure
20.

With a brief farewell, you watch your counterparts head into parts unknown. But you
have an army to track. Seriously, how difficult can it possibly be to track an army of
death and destruction? Famous last words. You head off to find an undead army.

Apparently, finding an undead army is a bit more difficult than first expected. Especially
when you don't know where to search. Farmers run from south to north claiming their
farms were attacked. Militia head east to west to reinforce expected attacks. Clouds of
smoke rise from the distant south and then there's the north. It's cold in the north, nobody
wants to go there. You figure the easiest way to find this supposed undead army is to
wait for them.

You settle down for the afternoon. People pass you from all directions and pause to
gawk at the insane group who has decided to setup camp. It would be a great place to sell
beer. If you had beer. Or barmaids. Or an inn.

However, your patience is rewarded, as the sun begins to set, the ground begins to shake
and coulds of dust forms, ironically enough, from the north. You celebrate in having
found the army - only to realize, you can't actually BATTLE an undead army. You have
to hide!

Goal: Hide from the undead army


Goal Specifics: 2 PC, 1 run each, 1 PC must clear level 5 without gaining XP for killing
a dragon
Treasure: Standard
Reward: None
Failure: -1 PC

***

Adventure 8: You know, nobody ever thought about exactly what they would do when
they FOUND this army of undead marching through the wilderness. Knowing where
they are going, what they are doing, and who is leading them might be a good thing. You
decide to do just that.

Goal: Trail the undead army


Goal specifics: 2 PC, 2 runs each, 1 PC must clear level 6 without gaining XP for killing
a dragon
Treasure: Standard
Reward: None
Failure: -1 PC

***

Adventure 9: It's been days. The undead army have been doing what you'd EXPECT
they'd be doing. Killing, pillaging, and burning. Leaders of the group are a varied cast of
characters, most of them characters from fairy-tales long gone. You've seen the bony
characters you've fought already and their decomposing friends. They seem to be led by
these baldy guys chanting in some language that gives you chills. You have the hairy
were-wolf character guys and the blood sucking vampire guys. It's just a tour de crazy
over there.

You've managed to track them through a forest path when you're suddenly surrounded by
a pack of were-wolves. "You REALLY think you're good enough to track us? We
smelled your ugly hides three days ago. We just wanted to see exactly how stupid you
really were. You far surpassed our expectations on the stupidity meter. We figure you
are good enough for dinner. NOW we take you to the Dark Fortress for dinner." They
attack.

Goal: Survive the ambush


Goal specifics: Gain as much XP as possible, 3 PC, 2 runs each - track individual scores
Treasure: Standard
Results:
XP: 48+, Counter Attack - see Adventure 10 below, +2 potions to be used any time as
needed
XP: 43-47, Survive - see Adventure 10 below
XP: 36-42, Captured - see Adventure 13 below
XP: < 35, -1 PC, Captured - see Adventure 13 below

***
Adventure 10: The hair with fangs slash and attack from every direction. But hey, who
are you but seasoned adventurers! Well, maybe lucky and glorified farm hands would be
more like it, but it's amazing what a little fear can do for you. With a few lucky strikes,
and an amazing discovery that these wolves don't like silver, you manage to send the
wolves skulking back through the woods. But wait! You just lost an opportunity! A
source of information is getting away! AFTER THEM!

Goal: Track and capture a werewolf


Goal Specifics: 2 PC, 1 runs, kill total of 16 monsters combined (use XP counters to
keep track - CLEARED/discarded monsters don't count)
Treasure: Standard
Results:
Success: Adventure 11 below
Failure: Move to adventure 12

***

Adventure 11: So, you captured a werewolf. How? Not a clue, although the fact that
he'd been severely injured, lost a ton of blood, and was crawling along the forest floor
when you found him probably helped a little. Of course, he doesn't want to talk. So you
poke him with a shiny pointy things. He's not amused. And so begins the game of who
gives up first....

Goal: Interrogate the werewolf


Goal Specifics: Obtain 3 treasures (information) before waking the dragon (killing the
werewolf). Adventurers may quit after clearing any level, and a new PC may try as long
as the werewolf hasn't died. Treasures must be obtained during same run. Only 1 try per
character. If a dragon is encountered, the adventure is over. (you can't heal a monster
after he's dead...)
Treasure: Standard
Results:
Success: Get information, +2 treasures, go to Adventure 12
Failure: +1 treasure, go to Adventure 12

***

Adventure 12: The Dark Fortress. Of course the Dark Fortress. Seriously, what evil
creature WOULDN'T want to live in the Dark Fortress. It's time to regroup with your
comrades (and hopefully their allies), and head off to, you guessed it, the Dark Fortress!

Goal: Make your way back to the rendezvous point to meet up with your friends and
their allies.
Goal Specifics: 2 characters, 2 runs each, 1 character must clear level 7
Treasure: Normal
Results:
Success: None, go to Adventure 19
Failure: -1PC, go to Adventure 19

***

Adventure 13: The pack easily subdues your pathetic attempt at a defense and the group
is tied up in nice neat little packages. As the pack howls with victory, you squirm to
loosen your bindings. If you're lucky, you just might be able to sneak away before they
realize you're gone.
Goal: Escape your bindings
Goal Specifics: 3 PC, 1 run, 1 character must drink 7 potions during a single run.
Drinking a potion and choosing same class is allowed. Treasure potions do not count
toward the total, BUT can be used to bring a PC back.
Results:
Success: Sneak away, go to Adventure 19
Failure: Adventure 14

****

Adventure 14: "Stop struggling you maggots!" one calls. The others snicker until the
leader swaggers up. "You know, I think we need to bolster the ranks a bit." There is
cheering as the leader looks over the lot. "Which one of you wants to join us? Nobody?
Well then, we'll just take our chances then..."

Goal: Be the strongest


Goal Specifics: All characters, 1 ROLL each with all monster dice. The person who
rolls the MOST monsters and dragons is the 'loser'. Ties are re-rolled until there's a
'winner'.
Treasure: Normal
Result:
Success: Survival
Failure: Taken, temporarily out of the party

***

Adventure 15: Your friend looks miserable. Fighting with lycanthropy doesn't look fun.
You're glad it wasn't you. Regardless, you have to help him. Your only hope is escaping
this group of furballs and making your way to the church. That's the only chance your
friend will have.

Fortunately, the pack has grown complacent and your bonds aren't quite as tight. It takes
just a moment to get everyone free, but with your sick friend, it's going to take some
careful steps to make it out unnoticed.

Goal: Sneak through the sleeping camp of werewolves


Goal Specifics: 2 PC, 2 runs each, 1 must clear level 6 without waking dragon
Treasure: Standard
Results:
Reward: None
Failure: -1 PC (not werewolf - already removed from play)

****

Adventure 16: Having finally removed yourself from the fascinating company of
furballs, you must make haste to the church. Your friend could turn at any time and the
last thing you want is a rabid werewolf to fight. His morning breath was bad enough, but
toss in the wet dog smell and that's just one thing you don't want to have to deal with....
To the church - with haste!

Goal: Speed your way to the church


Goal specifics: 2 PC, 2 runs each - each PC must clear level 7
Treasure: Continual
Results:
Success: Reach church! Go to adventure 18
Failure: Not in time. Adventure 17

***

Adventure 17: Well, your worst fears have come to play. You didn't make it in time, and
this buddy of yours has officially turned. He doesn't look happy. Granted, he looks
happier than he NORMALLY is, but the snarling, drooling, and blasted wet dog smell
has you on edge. Oh, and the razor sharp teeth and claws that could be better used in a
kitchen don't make things any more cheerful. The thing finishes its turn, howls at the
moon, looks at your pathetic group, and charges.

Goal: Kill the werewolf


Goal Specifics 1: Each PC, 2 rounds each vs the werewolf - all PC must fight whether or
not previous PC wins;
Goal Specifics 2: If 1PC is able to clear level 7 and kill 2 dragons, the fight is over, the
werewolf has been knocked unconscious. No further PC need to fight.
Treasure: Standard
Results:
Goal 1: Kill the werewolf, +1 treasure, go to Adventure 19
Goal 2: Knock the werewolf out, go to Adventure 18
Failure: PCs who lost the battle are removed

***

Adventure 18: One way or another, you manage to drag your canine adventuring friend
to the church. The chaplain at the small church looks at your stricken friend and curses
out loud, a very unchurch-like thing to do, but you understand the sentiment. He
disappears in the back and returns with a large book. Looking through the book, he
determines he needs some additional herbs from the nearby forest (Of course he does...).
You are off to find them.

Goal: Find mushrooms


Goal Specifics: 2 PC, 1 run each, find 5 total treasures.
Treasure: Continual
Results:
Success: Friend is cured!
Failure: Friend is not cured and eats the priest and runs off into the forest.

***

Adventure 19: You spend time at the church resting up. This was the place where you
said you would meet up with your friends. How much longer would they be?
Undetermined, but it is a nice change of pace. A short period of time where nobody is
trying to eat your eyeballs is always a good thing. Given the circumstances, the church is
rather busy but you do what you can to find a quiet place to rest. How much longer
would you be waiting? No idea.

Goal: Rest and recuperate


Goal Specifics: 3 runs total by 1 surviving PC, have as many levels as possible where
you do not lose a single party member. There is no fighting of monsters, drinking
potions, opening chests, etc. - may use PC powers as long as you do not lose any party
dice. Fighting monsters and drinking potions to bring back to original number does not
count. You may use collected treasures as long as no party dice are lost.
Treasure: Standard
Reward: For every 2 levels, revive 1 PC in this group.
Failure: None

***

Right. So your group was tasked with finding help against the endless undead horde.
Should be easy enough right? You HAVE been knighted afterall. All you're missing
now is the armor, horse, weapons, and credentials needed to be a knight. Surely all the
people you talk to will look past all these minor details right? Regardless, you have a job
to do.

You all sit down and look over your options. After a bit of brain storming, you come up
with a list of people you could request help from.

Knights of the Square Table,


Elves from the Forbidden Forest,
Dwarves of the Rocky Mountains,
Mages from the Tower of High Sorcery,
and the Scarlet Thieves.
Each could POTENTIALLY bring additional force to mount an attack in addition to your
Kingdom's fighting force. But you don't have time to get to them all. The only way to do
this is to split up.

At this point the party MAY split up to find reinforcements. A minimum of 1 and
maximum of 3 party members may visit a location. The adventure will proceed from one
chosen location to the next until all chosen locations have been visited. Difficulties
below show how many PC may be needed to complete a location. A medium will
generally required 2 PC, but MAY be completed by a very good hero who does well. A
hard location will need at least 2 PC both of whom do very well. The rewards for each
location are based on difficulty.

Expected difficulties:
Knights: Easy
Elves: Hard
Dwarves: Medium
Mages: Hard
Thieves: Medium

***

KNIGHTS

Adventure 20: Your group decides that the Knights of the Square Table are a necessity to
fight this evil menace, so you head off towards their training grounds. As you approach,
it's obvious that something is wrong. Knights are moaning and groaning on stretchers all
around the area. It doesn't look like they are wounded, but something is obviously
wrong. A knight warily approaches you and you explain your request. While the
Knights would obviously like to help, they've been stricken with some disease. The
doctors have identified it, the alchemists have come up with a cure, but there is a sore
need for additional herbs. He also notes that since you've been in the area, you are likely
infected as well. You get a description of the herb, directions of the nearby forest, and
off you go!

Goal: Find herbs


Goal Specifics: Each PC gets 2 runs. Find 10 treasures (herbs). In this adventure,
groups of 2 chests in the same dungeon level equate to 3 herbs, and groups of 3 chests
equal 5 herbs.
Treasure: Continuous
Results:
Success: You have "found herbs" - see below
Failure: Continue

***
Adventure 21: Unfortunately, the forest from which you picked these herbs happened to
be the sacred glade of the local Dryads. They are none too happy at your intrusion, and
decide that you would be more useful as a tree. You had do your best to escape the forest
before they succeed!

Goal: Fight your way out of the forest


Goal Specifics: Earn total of 10 xp combined (2 runs each PC)
Treasure: Standard
Results:
Success: See Below
Failure: One PC is treed, -1 PC

***

Adventure 22: As you make your way back to the Knights, you see they are under
attack! Apparently, the undead army, or a section of it anyway, has identified the
Knights as a potential threat as well. In their weakened state, the Knights may be run
through. And without a thought for your own safety, ok, well...maybe a couple thoughts,
you charge into battle.

Goal: Defend the outpost


Goal Specifics: One PC clears level 5 - 2 runs each PC
Treasure: Standard
Rewards:
Find herbs, saved the Knights, +2 treasures
Don't find herbs, save Knights, +1 treasure
Find herbs, don't save Knights, nothing

<if this is the last recruitment drive, got to Adventure 36>

***

ELVES

Adventure 23: Elves don't like undead right? Oh course not! Nobody likes undead. But
elves especially. Elves are rainbows, light, and butterflies right? The living dead and
dark, creepy, and smell bad. They are total opposites, and the light always wins right?
So, let's get the elves to help! It will be EASY to get them to help right? All we need to
do is, uh....find them, convince them not to kill us, and then further convince them that
they will all die if they don't - without sounding threatening of course. So, off we go to
the Forbidden Forest!

Goal: Find the elves


Goal Specifics: Obtain XP, 3 runs each PC
Treasure: Continual
Results:
30+ XP, You find the elves, and manage to convince them not to kill you
25-29 XP, You find the elves, and only insult them once, +1 strike
20-24 XP, -2 PC, You find the elves, and can't manage to do anything right, +2 strikes
<20 XP, You find the elves, and they kill you outright. All PC lost.

***

Adventure 24: The elves escort you to a small glade deep inside the forest. The Elves
are a bit tricky. You can't tell if you're being treated as honored guests, or as prisoners of
war. With Elves, there may not be a difference? You simply don't know.

At the center of the glade stands an elf, visibly older than the others around them. From
what you know, they may be hundreds? thousands of years old? He speaks in Elvish that
is quickly translated into the Common tongue.

And while the Elvish language is a beautiful language, the message was not so much.
Basically - tell us what you want, now, or you will die.

Alrighty then....you begin your tale.

Goal: Explain your situation


Goal Specifics: Each party member, 2 runs each. Complete a dungeon level with as
many scrolls as part of the PARTY as possible. You may use existing treasure scrolls,
you may quaff potions to change party members to scrolls, or any party powers that
would allow you to change your party competition. Scrolls are counted ONLY when you
exit the dungeon - be it level 1 or level 8.
Treasure: Standard
Results:
16+ scrolls: You make a convincing argument for the elves to help you
12-16 scrolls: Your argument has holes, but convinces him, +1 strike
8-11 scrolls: Your argument is pathetic, bordering on begging, +2 strikes
<8: You sound like an idiot, +3 strikes.

Results: (total of all strikes from Elven adventures)


0 strikes: You've honored the elves, and have presented your case in a way that puts the
elves first. They agree to help: +5 treasures
1 strike: You present your case in a way that puts the elves first. Your lack of protocol is
considered to be part of the 'lesser' beings. They agree to help: +3 treasures
2 strikes: You and your comrades are considered to be barely above animal level.
However, your lack of refinement does not mean you should be destroyed. They agree to
help: +2 treasures
3+ strikes: You are all a bunch of idiots and are tossed into the pit. Adventure 25

***
Adventure 25: The Elves believe they are wise. They also realize they are not always
right, and so sometimes give the forest spirits the right to judge. This is called the Pit. If
you survive the Pit, then the Elves will deem you worthy of further consideration.
Otherwise, the beasts in the Pit feed well. The beasts have eaten very, very well of late.

Goal: Survive
Goal Specifics: Each PC, 1 run, clear level 8 to survive, all must submit even if one
clears the level
Treasure: Standard
Results:
If 1 PC survives, the forest has spoken and the party is telling the truth. They agree to
help: +2 treasures
Failure: -1PC per failed attempt

<if this is the last recruitment drive, got to Adventure 36>

***

DWARVES

Adventure 26: Dwarves are a ruly lot. They are loud, obnoxious, smelly, stubborn, and
well, short. However, the one GOOD thing about dwarves is they don't tend to travel
much. Thus, you know where to find them! All you have to do is, oh, find them in the
middle of a mountain range. Easy enough right? Surely a single mountain in the middle
of a gigantic mountain range couldn't be too difficult to find, right? Let's have at it!

Goal: Find the dwarves.


Goal Specifics: Each PC, 2 runs, obtain 10 treasures combined
Treasure: Continual
Results:
Success: See Below
Failure: -1 PC, falls several miles down the mountain - failure to read the safety manual
on those ropes

***

Adventure 27: You soon find that searching for a certain mountain in the mountain range
is needle in a haystack material. Fortunately, the dwarves find you first. Mostly because
your travel through the mountains yodeling for the dwarves is just plain irritating. You
quickly explain your mission, but they seem to have their own problem. Like all
dwarves, they like to dig - and dig deep. And like all dwarves, they seem to unleash all
kinds of demonic fiends. And like all dwarves, they run for help because they don't like
to get a little bloody. Dirty? Yes. Bloody No. So your new job? Go down and take
care of this little...problem, so the Dwarves can get back to what they are good at doing.

Goal: Go find the fiends


Goal Specifics: Each PC, 2 runs each, 24 combined levels
Treasure: Continual
Results:
Reward: See Below
Failure: -1PC, the fiends find you first

***

Adventure 28: Ok, so now you now why the Dwarves asked for help. It's big. It's dark.
It's stinky. It's spitting acid and you don't see a single part of the thing that isn't covered
in foot long spikes or claws the size of your arm. All YOU have to do is kill it.

Goal: Kill the fiend


Goal Specifics: Each PC, 2 runs each, clearing level 7
Treasure: Continual
Results:
Reward: +1 treasure every clearing of level 7
Failure: No run clearing level 7, all PC lost

<if this is the last recruitment drive, got to Adventure 36>

***

MAGES

Adventure 29: So... undead. Magic is involved. It has to be. It's not exactly...natural for
things that are dead, to suddenly be, well, undead. The Mages would have to know
what's going on - surely they would. Fortunately, you know exactly where the Mage
Guild is.

However, getting in front of the Highmaster of Mages might be a little more difficult.
First, you have to get an appointment. To get an appointment, you need to find the
registrar. The registrar is somewhere in the tower. And, you know, they don't just let
ANYONE in to go searching around things that might go boom. And while they try to
shoo you out, you manage to sneak around back and begin your search for the registrar.
You only hope it won't end up costing you - like having to walk around with a pig's tail,
or a chicken head. You really don't like chickens.

Goal: Talk to as many mages as possible to find the registrar


Goal Specifics: Each PC, 2 runs each, collect treasures - mage or scrolls
Treasures: Continual
Reward/Failure: See below

***
Adventure 30: So, through a misconception of the truth about being a pest removal
service, you're able to approximate about where the Highmaster is. He's High in the
tower of course. That only makes sense as you think about it - High master, High in the
Tower of High Sorcery. Now, all you have to do is make in there without being turned
into a toad. Or worse. A chicken.

Goal: Find the Highmaster


Goal Specifics: Each PC, 2 runs each, gain XP.
Treasures: Continual
Reward/Failure:
+1 XP for every mage you found in Adventure 29
+1 XP for every 2 scrolls found in Adventure 29
30+ XP: Manage to track down the High Mage and politely get his attention
25-29 XP: Manage to track down the high mage, but apologize profusely in tripping over
his robes, +1 strike
20-24 XP: Manage to ruin an experiment, the occupants grab you and track down the
High Mage for you. -1 PC, +2 strikes
<20 XP: Manage to find the High Mage out of pure dumb luck and make him laugh over
the situation.

***

Adventure 31: Now that you've found him, you only need to convince one of the most
powerful, knowledgeable, and busiest people in this plane of existence to help out against
the undead horde. Guess you should have actually planned this out ahead of time. You
have one chance and one chance only.

Goal: Convince the High Mage of the dire circumstances of the world!
Goal Specifics: 1 PC, 1 run, obtain highest level possible, must be able to get XP for the
level.
Treasure: Standard.
Level 7+: Make a solid argument that holds up to questioning.
Level 6: Line of reasoning slightly shaky, +1 strike
Level 5: Swiss cheese arguments. +2 strikes
Level 4 or lower: He can't believe you made it up here alive. +3 strikes
Result:
0 strikes: He lends his support, +2 treasures, +1PC
1 strike: Grudgingly lends his support, +2 treasures.
2 strikes: Thanks you for showing the lack of security in the tower. Promises to have it
reviewed. +1 treasure
3+ strikes: Idiot intruder alert. You get your choice of what to be turned into: A pig, a
chicken, or a cow. All three will somehow end up on a dinner plate somewhere... - all
PC.

<if this is the last recruitment drive, got to Adventure 36>


***

THIEVES

Adventure 32: There are plenty of weapons to fight an enemy. You need people of
course. And those people require pointy items. Nobody would ever pass on magic. But
one of the most important weapons when fighting an enemy is information. Thieves are
full of information. You just need to find them. So, you make your way down to the
prison where a thief has been jailed for 'examining in close detail' an item of value that
wasn't his. You convince the jailers to let you talk to him.

Goal: Convince the thief to tell you the location of the Guild
Goal Specifics: Each PC, 2 runs, obtain as many treasures as possible
Treasures: Continual
Results:
13+ treasures: You obtain enough information to obtain a contact
11-12 treasures: You obtain the information you need to obtain the contact with only
slight use of force, +1 strike
9-10 treasures: You resort to a steady diet of force to obtain the information, +2 strikes
< 9 treasures: You beat the thief to a bloody pulp. The jailers aren't amused and you're
tossed into an adjoining cell. - all PC

***

Adventure 33: Following the captured thief's instructions was easy. An informant
quickly finds you - you are easy to spot trying to act nonchalant, when in fact, you are
about as inconspicuous as that proverbial bull in the china closet. You explain your
mission and need for help. The informant simply shrugs - you haven't proven yourself
worthy of help. Well, if there's one thing you are good at doing, it's proving yourself
worthy! After much begging (you're getting good at the begging thing), he takes you to
the initiates training ground. If you can make your way through the training ground, in
one piece, they will consider the request. He shoves your group in, and locks the door.
You look into the small labyrinth. A cry of pain comes screeching from the darkness
before it is quickly silenced. You swallow nervously and begin your journey through the
chambers.

Goal: Make your way through the training grounds


Goal Specifics: Each PC, 2 runs each, clear as many levels as possible, avoid as many
traps as possible (dragons)
Treasure: Continual
Results: +1 point for every level cleared, -1 for trap triggered (dragon killed - not
cleared)
28+ points: Manage the course without being trapped, gain some thief respect.
23-27 points: Hobble to the finish but manage to make it. +1 strike
19-22 points: Captured in a cage trap and need to be rescued by the thieves. +2 strikes
<19 points: Do not make it out of the course alive - use your imagination. -all PC
***

Adventure 34: So you finally manage to make it to the man in charge - at least you
THINK it's the man in charge. He's the only one who seems to answer you, and the
others seem to bow to his will, so you think it's ok. You explain your mission quickly
and hope for the best. He begins to ponder the possibilities.

Goal: Help the man in charge realize the profit possibility


Goal Specifics: Each PC, 2 runs, reach highest level possible - you do not have to clear
the level for it to count (you die on level 9 - you get credit for level 9)
Treasure: Continual
Results:
Level 9+: He's impressed with your thinking. He takes it into serious consideration.
Level 8: There's nothing new here he wouldn't have come up with on his own eventually.
+1 strike
Level 7: And you are wasting his time because...?, +2 strikes
< Level 7: You're wasting his time. Back into the pit you go. (Adventure 35).

Rewards:
0 strikes: +4 treasures
1 strike: +3 treasures
2 strikes: +1 treasure
3+ strikes: Into the pit you go. (Adventure 35)

***

Adventure 35: Apparently, you didn't measure up, and you're tossed into the advanced
training course. With a deadly wall of spikes creeping towards you, you have to make it
through the course if you wish to have a remote chance of survival.

Goal: Survive the course - round 2!


Goal Specifics: Each PC, 1 run each, clear level 7 without waking the dragon. Each PC
must complete even if one PC makes it.
Treasure: Standard
Results:
For PC's who don't make it, -1PC
If 1 PC DOES make it, +1 PC (rescued from a cage trap), +2 treasures

<if this is the last recruitment drive, got to Adventure 36>

***

Adventure 36: You and your recruited companions make their way to the church where
everyone was supposed to meet. It seems like everyone is there already. You are the last
one to arrive. Well, despite protests to the contrary, you need a slight break. You and
your armies have been driving hard, and a quick break won't kill anyone - well, at least
nobody here at camp...

Goal: Rest and recuperate


Goal Specifics: 3 runs total by a surviving PC, have as many levels as possible where
you do not lose a single party member. There is no fighting of monsters, drinking
potions, opening chests, etc. - may use PC powers as long as you do not lose any party
dice. Fighting monsters and drinking potions to bring back to original number does not
count. You may use collected treasures as long as no party dice are lost.
Treasure: Standard
Results: For every 2 levels of rest, revive 1 PC.
ACT II - RETALIATION
After a few days rest, the leaders of the allied groups gather to determine exactly what
they want to do to return the favor against the undead hordes. There are quite a few
options. Ultimately, they will need leaders for each of these group which naturally fall to
you. Each of the groups has a different preference and each group won't split up. It's up
to you to determine exactly what you want to do.

Quest Bonus Adventure Start


Artifact of Light Mages / Elves Adventure 37
Vanquish the Vampires Knights / Elves Adventure 41
Killing the Cleric Knights Adventure 45
Werewolf Revenge Dwarves Adventure 49
Obtaining Supplies Thieves / Dwarves Adventure 53
Scouting for Scouts Thieves / Elves Adventure 57
The Art of Sabotage Thieves Adventure 61

***
Starting off this series of quests, there will be bonuses dependent on which groups were
recruited. A group is considered recruited if the team received ANY treasures from the
target group. They could fail miserably, but as long as they received a single treasure,
they are considered as having that group recruited (even if they succeeded in the 'last
chance' challenge of the Elves/Thieves).

Like recruitment, the PCs may select anywhere from 1 to 3 PCs per quest. Each quest
here will be balanced as 'medium' - 2 PC/quest for a solid chance of completion. Having
the preferred group along with you will give the PCs a bonus for that particular quest.

The players do NOT need to bring a recruited group to complete a quest. (and for best
results, will need to take one, or even two on their own) The results of all completed
quests will affect the next Act.

***

THE ARTIFACT OF LIGHT

Adventure 37: You decide that magic may help push the undead back. And of course,
the more powerful the magic, the better right? You learn of a rumor of a long lost
Artifact of the Light that is just BEGGING to be found. It's rumored to be somewhere in
a forgotten temple in the Forest of the Ancients.

Goal: Search for the location of the Lost Temple


Goal Specifics: Each PC, 2 runs, collect treasures - fighters, mages, thieves, priests
(evidence of prior civilizations)
Treasure: Continual
Results:
Mages / Elves bonus: +2 treasure credits for the above
7+: Find the Grand Entrance hall, +2 treasure
6: Find the Servants Entrance, +1 treasure
5: Find the Servants Quarters,
<5: Jungle claims a victim, but you eventually find the temple, -1 PC

***

Adventure 38: You stand at the entrance of the Temple looking in. It's an eerie feeling
looking into a temple that hasn't been entered in months? years? centuries? There's
something electric that seems to surround you. Surely something this powerful wouldn't
be heavily guarded right? Just the knowledge that it's an artifact of the Guardian of Light
would be enough to warn off potential suitors right? You hope that's truly the case as you
enter the temple proper.

Goal: Find the Inner Chamber


Goal Specifics: Each PC, 2 runs each, gain XP
Treasure: Continual
Results:
30XP+: You call this place secure? Right... +1 treasure
24-29 XP: You make it to the Inner Chamber very carefully
<24XP: Temple claims a victim, -1 PC

***

Adventure 39: Standing at the entrance to the Inner Chamber, the Sword of Light stands
upright in a pillar of light in the center of the chamber. Pillars line both sides of the
room, and you can't help but think that despite the trials to this point, it's been entirely too
easy. This isn't looking for the dead animal at the back of your closet, this is the
SWORD OF LIGHT. Where are the Angels with their wrath of destruction? The traps
of holy judgment? None of that? Really? As you walk to the center of the chamber, you
hesitate slightly, and grab the sword. You look around - nothing happens. You wait
another second, still nothing happens. As you happily sheath the thing, you hear it. The
*click* sound. Crap. You turn to run as the building begins collapsing around you.
Yeah, that's more like it!

Goal: Escape the Temple before the temple collapses


Goal Specifics: Each PC, 2 runs, clear as many levels as possible before 6 dragons are
encountered. On this adventure only - a scroll or power may be used prior to
'encountering' a dragon. Killing a dragon does not end a run.
Treasure: Standard
Results:
Elves / Mages along: Knowledge of all exits from the temple allow for a free 2 levels.
24+ levels: Seriously? That's all you got?
20-23 levels: A falling block takes the block off one of the PCs, -1PC
<20: The temple reclaims its weapon. The entire party is buried.

***

Adventure 40: You manage to escape and turn around with enough time to watch the last
of the temple collapse in on itself. You look around at your group in amazement. You
actually got it - the Sword of Light! You look towards the west and see the sun begin to
set. As the sun just meets the horizon, you feel a sense of deja vu. Time slows to a stop,
and a familiar shadow quickly surround you. "The Sword must be destroyed. Destroy
the sword, and you will be greatly rewarded. The Light is your Enemy! Follow the
Shadow...". With that, time returns and you look around, holding the sword.

As the sun sets, the darkness quickly descends upon the forest. It's also not a good sign
when the forest goes silent. You look around your clearing, and find yourself
surrounded. Many of your favorite characters are present. Furballs, blood-suckers, a few
baldy types and an assortment of blank, staring, and decomposing types.

One of the clerics move forward. "Drop the sword, and you go free. Otherwise, you join
our ranks as walking dead." He steps back and awaits your call.

Choice:
Give Sword
Results: One existing PC gets to use his power twice / run, lose sword. Gain "Dark
Servant" distinction.

Keep Sword:
Goal: Survive the undead onslaught
Goal Specifics: Each PC, 2 runs each, gain as much XP as possible
Elf / Mage Bonus: One entire run may be rerolled
With the sword before the battle, +4 treasures
Treasures: Continual
Results:
35+: Undead army - yeah, whatever. You rout the group and then head off on your way.
30-34: You manage the escape with the sword, but it was really tight. -1PC
27-29: You were getting beat to a pulp. The only way to get the undead off of you was
to toss the sword while you fled. Lose sword.
<27: You are overwhelmed. Lose all PC.

<If this is last quest, go to Act III>

***

VAQUISHING THE VAMPS

Adventure 41: There isn't much to like about vampires. It's hard to determine what is
rumor and what is true. Superhuman strength? Speed? Turn into bats? Hypnotize
people? Drink blood - well, you know that one is true. You also know that they do
disappear during the day. All that means is you need to go find the hideout and kill them
all while they are sleeping! THAT is a plan. No danger required. Sneak during the day -
kill them while they can't fight back - and sneak out. Off you go!

Goal: Find the Vampire Crypt


Goal Specifics: Each PC, 2 runs each. Kill 13 skeletons.
Treasure: Continual
Knight / Elf Bonus: Free +2 skeleton kills
Results:
13+ skeletons: Congrats! You find the crypt!
< 13 skeletons: -1 PC

***

Adventure 42: Of course, the Crypt must also be the home of a pack of wolves. Whether
that is coincidence or not, you're not quite sure. But it is rather irritating to say the least.
You will have to kill them, or find some way to sneak by them.

Goal: Make your way past the wolves


Goal Specifics: Each PC, 1 run, gain total of 22 XP OR collect a HAM, OR collect a ring
of invisibility. You MAY use treasures to simply bypass the quest.
Treasure: Continual
Knight / Elf bonus: None
Result: Completed, move on. Otherwise, -1PC.

***

Adventure 43: Luckily, you find the tomb early morning. Now, all you have to do is
enter the tomb, find all the vampires, kill them, and make it out before the sun goes
down. Hop to it! Time's a wasting!

Goal: Find and Kill the Vampires before the sun goes down.
Goal Specifics: Kill skeletons (sleeping vampires worth 1) or dragons (vampire lairs
worth 3). Each roll of the dragon dice takes 30 min (using of scrolls would take 30 min -
rerolling dice), so continue until party is exhausted (no more than 2 runs each PC), or
until the sun goes down.
Treasure: Continual
Knight / Elf Bonus: Free +2 vampire kills
Results: Keep tally of number of vampires killed - see below.

***

Adventure 44: As you turn yet another vampire into ash, you step back panting. You
know it's late and you know you should be heading out but then you feel it. It's too late
already. A presence is here - stalking you. You retreat to the middle of the room and
wait, your torch held high. There's not much more to do at the moment.

It takes but a moment before the vampire walks into the light, its eyes shining with that
unholy fire. "You have the AUDACITY to enter MY domain? You shall join us soon..."
From out of the shadows a number of other vampires rush to attack. The leader pauses
briefly then joins them.

Goal: Destroy the remainder of the Vampires


Goal Specifics: Each PC, 2 runs each, gain as much XP as possible
Knight / Elf Bonus: May reroll one dungeon level
Treasure: Continual
Results: Combine XP gained + total number of Vampires killed in Adv 43
52+ XP: You kill the leader and learn another truth. Once the leader dies, the others gain
free will. They quickly thank you for their freedom and speed off into the darkness. +2
treasures
45-51 XP: You kill the leader. The remaining gain free will and quickly speed off into
the darkness.
40-44 XP: It was a viscous battle. You manage to kill the remaining Vampire
younglings, but the leader escapes. However, without his troops, he will not be a threat
again any time soon.
< 40 XP: The Vampire makes good on his threat and you find yourself a vampire under
his control. - All PC

<If this is last quest, go to Act III>

***

KILLING THE CLERICS

Adventure 45: So. You've got to go about doing something with this endless supply of
walking corpses. Every time you kill somebody, they turn around and get back up, and
you to kill them...AGAIN. It's monotonous. How many times do you have to put a
sword through somebody's skull before you convince them that their actually, oh, think
about this for a second, oh yeah, dead?!?

While at the church resting, you had a brilliant idea. Instead of pushing forward killing
clerics, why not just go straight for the head? Upset the balance between undead forces
and the clerics? If things go right, you might do more damage than everything up to this
point. It's worth a shot!

Goal: Disguise yourself as a Cleric and make your way to the temple
Goal Specifics: Each PC, 1 run. Have a party with minimum of 5 clerics (at any time).
This may be during initial party roll-up, or by using potions and/or powers to bring /
change into clerics in the party.
Treasure: Standard
Results:
Success: Adventure 47
Failure: Adventure 46

***

Adventure 46: You ALMOST make it through with your disguise, but the fact that you
all have hair, you're traveling around suspiciously with mismatched robes, and you aren't
chanting incessantly seems to mark you as out of place. The guards to the inner sanctum
seem to catch on to your act just short of you entering. You'll have to fight your way in.

Goal: Bust your way into the temple.


Goal Specifics: Each PC, 2 runs. Gain XP
Treasure: Standard
Knights Bonus: Reroll one run if needed.
Results:
26+ XP: I SAID we were guards here. Now let us through thank you. And I'll take that.
+1 treasure
23-25 XP: Yes, my invitation is legit, so I'll be entering now thank you.
20-22 XP: They REALLY didn't want you inside, but you managed to get in. -1 PC
< 20 XP: They REALLY don't want you inside the temple. -2 PC

***

Adventure 47: So you've made it into the Temple. Now all you have to do is sneak your
way deep into the Inner Sanctum, desecrate the temple, and watch the fireworks as their
deity goes crazy! Hopefully on them!

Goal: Sneak into the bottom level of the Temple without being caught
Goal Specifics: Each PC, 2 runs. Clear as many levels as possible. Clerics have the
ability to "turn" the undead and are the ONLY ones able to take out skeletons (sneaking
through those areas). If there are no clerics able to take out skeletons, the run has failed
like standard rules.
Knight bonus: +2 levels
Results:
20+ levels: You make it to the inner sanctum - very mouselike.
16-19: levels: You have aroused some suspicion on your way down. +1 strike, see
below
<16 levels: You are the bull in the china closet. The entire temple knows you're here.
+2 strikes, see below

***

Adventure 48: You make it down to the temple. It's time to take care of business. This
is the sacred of the sacred for the Clerics of Shadow. A group of clerics pray at an altar
at the far end of the room. Your thought is that if you clear the room and desecrate the
altar - the clerics will have bigger things to worry about than a war. They'll have a rather
irritated deity to placate. And so you begin.

Goal: Destroy the clerics and altar


Specific Goals: Each PC, 2 runs, Kill as many monsters as possible and kill 5 dragons
(destroying altar). Each skeleton is worth two monsters. Monsters as part of the dragon
do not count.
Treasure: Standard
Results:
Knight bonus: +5 monsters
Penalty: -5 monsters per strike in Adv 47
40+ monsters / 5+ dragons: Mission accomplished with ease. That deity is going to be
UPSET! Grab those interesting trinkets and get out of there! +2 treasures
40+ monsters / <5 dragons: You clear out the clerics, but the deity in question begins to
manifest in the room. You are forced to retreat, but not before grabbing some trinkets on
the way out! +1 treasure
35-39 monsters / 5+ dragons: Hard fought battle but you manage. Deity will be upset.
Mission accomplished. +1 treasure
35-39 monsters / <5 dragons: Hard fought battle. You manage to survive but you hear
the reinforcements coming. You don't have time to desecrate the temple and must flee.
30-34 monsters / 5+ dragons: You manage to take out the altar, but you lose a friend in
the process. You flee when you have the chance. -1 PC
30-34 monster / < 5 dragons: You are quickly overwhelmed and are forced to flee. -1PC
< 30 monster: They are waiting for you and are strengthened by the deity. You didn't
have a chance. - all PC.

NOTE*** If the party has succeeded in 'destroying the altar' they will have the
opportunity to pray at the altar as well. This will have effects down the road but the
choice is theirs.

<If this is last quest, go to Act III>

***

WEREWOLF REVENGE

Adventure 49: Not that long ago, the furballs decided they would take you to the Fortress
and be left for dead. It didn't quite happen they way they had planned and you are now
here. Now that you are more prepared, you figure you would go through and disrupt life
in the pack. You know that furballs are very pack-centric. If you were to say, oh, kill the
leader, there would be absolute pandemonium as the furballs fought through the power-
vacuum. By the time it's all said and done, they would not be in ANY condition to aid in
the attacks against your combined forces. Finding them won't be difficult. Wait until
nightfall, and listen for the howls.

Goal: Listen and track the howls


Goal Specifics: Each PC, 2 runs - need to open chests (successful listening for sounds)
Treasure: Standard
Results:
Dwarf bonus: +1 chest
15+ chests: You successfully find the pack grounds, goto Adventure 51
11-14 chests: You come close to pack grounds before being discovered. 1 strike
8-10 chests: You are somewhere in the vicinity when the pack finds you. They are not
impressed. 2 strikes.
6-7 chests: The pack finds you heading the wrong direction. Whatever. 3 strikes
<6 chests: You are breaking camp when the pack finds you. 4 strikes

***

Adventure 50: So here you are again, being attacked by the furballs with jaws and claws.
This time, you're going to send them packing. It's the only way to get their attention that
you're actually someone to be concerned with. They circle and bounce as a group.

Goal: Defeat the werewolf scouts


Goal Specifics: Gain XP. Each PC / 2 runs
Treasure: Continual
Results:
Required: 7 XP / strike
XP > Requirement: You beat the scouting party into submission and shamed, lead you
into the village center.
XP < Requirement: You are beat into submission (again?) and led defeated into the
village to learn your judgment.

***

Adventure 51: So one way or another you find yourself in the pack village center. You
are surrounded by the pack who laugh and growl, and everything in between while
waiting for the leader to appear. Soon there is silence, and you find yourself in front of
the biggest, largest were you've ever seen. Not that you've seen THAT many, but that's
beside the point.

"Why are you hear?"


"Because you are weak, and I'm here to show the pack how weak you are."
He laughs.
"Kill them."
"Oh, need to have the pack do your job for you?"

Silence reigns. You feel the pack emotions spiraling both directions, what will he do?

Goal: Provoke the leader to attack you in one on one combat


Goal Specifics: Each PC, 2 runs, Drive the point home - collect 4 fighters / thieves as
treasure.
Dwarf bonus: reroll one entire run
Treasure: Continual
Results:
4+ fighters/thieves: You convince him to take you on, one on one and the area clears out
for the fight.
< 4 fighters / thieves: You do not make a very convincing argument, but the pack will
not allow this challenge to go unheeded. He is forced to accept unwillingly. This makes
him mad. Very, VERY mad.

***

Adventure 52: Well, you're here, and you've done it. You have made your way into the
center of the werewolf camp so that you could challenge the leader in a one on one
combat. Nice job! Now all you have to do is win, and then make it out of the area alive
in the ensuing chaos.

Goal: Kill the leader


Goal specifics: One PC, 3 runs, Gain XP.
Tresaure: Standard
Dwarf Bonus: +5 XP
Results: Subtract 5 XP if leader is MAD from Adv 51
30+ XP: You behead the creature in wolf-form. The place goes nuts and you grab a
couple of trinkets on the way out. +2 treasures.
24-29 XP: In hybrid wolf form, you stab the thing through the heart putting an end to its
miserable (or maybe not so much) existence. Mission successful, you flee as fast as
possible.
20-23 XP: Bruised and bloodied, you manage to take the leader down through pure
attrition. You are separated from your friend during the ensuing chaos. One of them
never makes it back. -1 PC
< 20 XP: You are toyed with for half an hour before you are brutally destroyed. - all PC

<If this is last quest, go to Act III>

***

OBTAINING SUPPLIES

Adventure 53: How do you win a war? Many different ways. One way in particular is
to make sure you have supplies for your army. A better way is to make sure your
supplies are better than your enemies'. An even BETTER way is to take your enemies'
supplies for yourself. That is what you plan to do here. Sneak into the enemy
encampment, take their stuff, and sneak out. And you thought waging war was difficult.

Goal: Sneak into the enemy encampment


Goal Specifics: Each PC, 2 runs - must make 6 levels where NOTHING happens
THIEF bonus (only): +1 free run.
Treasure: Standard
Results:
6+ runs: You manage to sneak your way into the enemy supply depot. Go to adventure
55.
1 strike / every level below 6

***

Adventure 54: You thought you were doing fairly well. You'd made it into camp, and
were making your way through the disorderly camp before suddenly, between a row of
disorganized tents, you run into a wall of undead. You apologize profusely and turn
around only to find a wall of barbarian types. They smirk and the carnage begins.

Goal: Fight through the ambush.


Goal Specifics: Each PC, 2 runs. Make it through as many levels as possible.
Treasure: Continual
Dwarf Bonus: +1 level
Results:
24+ levels: Easily abuse the attackers and find some gold in the process. +1 treasure
20-23 levels: Another day, another dollar, time to get moving.
<20 levels: Rough day at the rodeo. You break free with most of your group, -1PC.

***

Adventure 55: You make it to the mobile supply depot. It's far more than you ever could
manage to walk away with. There is food, weapons, oil, more food, tools, wood, and an
assortment of stuff you haven't a clue what they do. You do find a section actually
LABELED torture equipment. Who does that?!? Regardless, you grab as much treasure
as possible, and toss a torch on the rest. It's going to get really ugly here.

Goal: Grab the loot before the fire burns down the depot.
Goal specifics: Each PC, 1 run. Grab as much treasure as possible before dragon (fire)
takes over.
Treasure: Treasure will be continual and will be held over into next adventure.
Thief bonus: +1 treasure
Results: See below.

***

Adventure 56: You hear the fire explode as it gets the attention of a nearby platoon. It's
actually pretty easy to blend into the place when pandemonium is happening. You make
your way to the corrals where you find some horses to get you out of here. As you begin
galloping towards the edge of camp, an alarm is raised. They seem to see you, and being
the deity fearing group they are, they come after you. Your priorities change slightly -
from getting away with everything you can to getting away with all extremities intact.
Goal: Race away
Goal Specifics: Each PC, 2 runs each, gain XP. Must stop before 3rd dragon is
encountered. (They catch you) If 3 dragon's rolled the adventure is over - failed. May
kill first two dragons.
Treasure: Standard.
Thief / Dwarf bonus: +1 treasure kept
Results:
May keep 1 treasure (player's choice) for every 10 XP earned by players.
If 3 dragon's rolled, the party is caught, lose all PC.

<If this is last quest, go to Act III>

***

SCOUTING FOR SCOUTS

Adventure 57: The undead army needs to know where they are going to attack. You
need to know where they are headed. It only makes sense that you capture their scouts
and figure out exactly where they are and where they are headed. It's basic war strategy
right?

Goal: Capture the scouts


Goal Specifics: Each PC, 2 runs, kill as many monsters as possible before the dragon is
rolled (the main force of the enemy appears). Keep track of each monster count
individually. If dragon is encountered before the adventurer retires, the run fails. Keep
track of monster kill counts separate (skel / slime / gobs)
Treasure: Standard
Results:
Thief / Elf bonus: +1 monster kill each type
For each monster type of 8+, one chance to extract information from different group:
Skeletons = Clerics, Slime = Vampire, Goblins = Werewolves
If none appeared then the adventure fails - miserably. <If this is last quest, go to Act III>

***

Adventure 58: So, you've captured a few patrols. Not all that difficult really. You
pretend to be farmers, get surrounded, fight for your lives and get really, really lucky.
Sometimes repeatedly. Now it's time to extract some information. You're still not very
good at this, but you are motivated which is a good plus. Nobody is impressed.

Goal: Interrogate the prisoner(s).


Goal Specifics: Obtain 3 treasures (information) before encountering the dragon (killing
the prisoner). Adventurers may quit after clearing any level, and a new PC may try as
long as the prisoner hasn't died. Treasures must be obtained during same run. Only 1 try
per character.
Perform this once per prisoner. Each PC may interrogate each prisoner once until he dies
or information is gained.

Treasure: Standard
Results:
Success: Get information, +1 treasure / success
Thief Bonus: Gain +1 treasure/prisoner (success or failure)
Failure: None.

***

Adventure 59: The interrogation tent is not pretty. It isn't quiet either. Apparently the
direct application of sharp objects to most beings causes a reduction in resistance. The
only real difference being material, metal, wood, or silver in this case. As you exit the
tent you are using, you suddenly realize you aren't alone.

You are surrounded by several other scouting parties. They are not amused. They look
to want to return the action that were just performed on their brethren. However, they
look like they'd actually enjoy it. You try your lost farmer act but they don't quite buy it.

Goal: Survive
Goal Specifics: All PC, 2 runs, One PC must defeat 1 dragon AND clear level 7 in same
run
Elf / Thief bonus: 1 PC may make 1 extra run
Treasure: Standard
Results:
Success: You escape immediate danger and head towards allied forces
Failure: Most of you make it out.... -1 PC, - 1/2 all treasures gained (information that
will be changed after they interrogate their new captive).

***

Adventure 60: Your forces are in the near distance. All you have to do is make it there.
The baddies are right behind you. You spur your horses on but it seems the baddies are
faster. It's going to be close.

Goal: Rush to allied forces before being caught.


Goal specifics: Each PC, 2 runs. Clear as many levels as possible before 4 dragons are
encountered. Dragons may be killed and the run continued.
Elf / Thief Bonus: +2 levels
Treasure: Continual
Results:
16+ levels: You make it well ahead of time and are rewarded for the information, +2
treasures
14-15 levels: You arrive just ahead of the scouts leading them straight to your base.
They take a quick review of your forces and then retreat. Information gain was about a
draw here but you survived.
<14 levels: You almost make it back, but are brought down. Allied forces rush to save
you, but there's nothing left to save by the time the enemy retreats into the darkness. - all
PC.

<If this is last quest, go to Act III>

***

THE ART OF SABOTAGE

Adventure 61: There's a common saying in these parts. If you slit the throat of the
enemy while they are sleeping, they can't kill you. Ok, well, it's not THAT common of a
saying, but it works pretty well in this case. If the enemy never makes it TO you, they
can't kill you. So that's the plan - to create a series of massive 'natural disasters' that can
wipe out a large number of enemy troops without having to actually do anything. That's
the plan anyway.

To start it off, a bit of a 'faulty' bridge.

Goal: Weaken the bridge without causing it to collapse.


Goal Specifics: Each PC, 2 runs, Need to transform safe monsters (dragon / chest /
potion) to monsters. (Transforming something safe, to something not quite as safe). The
level must still be cleared.
Treasure: Standard
Thief Bonus: +2 changes
Results:
5+ changes: You set it up such that if more than 10 people are on the bridge at once, the
bridge will collapse. You also setup a guard post here to prevent innocents from getting
hurt (and springing your trap).
<5 changes: You go a bit far and accidentally collapse the bridge. Oops, maybe nobody
will notice...

***

Adventure 62: The undead will have to pass through a narrow canyon area. How about a
classic rockslide? Perfect! Let's try this again here. Just weaken it enough such that a
huge noisy group of howling, shrieking, crunching monsters will bring down the walls.

Goal: Remove some strategic rocks before without bringing down the entire canyon.
Goal Specifics: Each PC, 2 runs, Gain XP without encountering ANY dragons. May
stop at any time.
Treasure: Standard. A ring of invisibility in this adventure will clear the dragon lair
prior to encountering the dragon. (Moving to another part of the canyon)
Thief Bonus: One FREE dragon clear.
Results:
20+ XP: You have successfully given the undead army a gift!
< 20 XP: Oops. That rock probably should have stayed there. The entire canyon comes
crushing down you. -1 PC

***

Adventure 63: Ok, so into the forest. How about some great big pits for lots of enemy to
fall into? That sounds like a great idea!

Goal: Dig, dig, and more digging.


Goal Specifics: Each PC, 2 runs, kill 8 dragons.
Treasure: Standard.
Thief Bonus: +2 dragons to count
Results:
8+ dragons killed: Traps are ready and waiting.
< 8 dragons killed: Pits not deep enough, not trapped, not covered, poor quality work.
What are you trying to do? Kill the enemy or irritate them?

***

Adventure 64: So, the final hurrah. They have to cross a pretty good sized stream.
You're going to dam the stream, wait for them to cross, and then wash them all away.
Sounds like an awesome plan.

Goal: Dam the stream.


Goal Specifics: Each PC, 2 runs, Gain XP.
Treasure: Continuous
Thief Bonus: +5 XP
Results:
30+ XP: The trap is ready and waiting to be used.
25-29 XP: The damn leaks and begins to break. You barely get out of the way before the
entire thing rushes downstream.
< 25 XP: You are happily banging away on the middle of the dam when the entire thing
spontaneously breaks and you are washed away downstream. I guess that's why let
professionals do this work.

If all 4 traps were completed successfully: +3 treasures


If 3 traps were completed: +2 treasures
If 2 traps: +1 treasure
If < 2 traps: Nothing

<If this is last quest, go to Act III>


ACT III - RETURNING THE FAVOR
Act III begins the offensive. The offensive will take place in a variety of stages under a
timeline. The groups that have been hired and the support that has been completed will
all have an impact on the offensives (and eventually the fortress assault).

The DM will need to keep track of what groups were hired, and which activities were
completed.

Artifact of Light - Mages / Elves


Vanquish the Vampires - Knights / Elves
Killing the Cleric - Knights
Werewolf Revenge - Dwarves
Obtaining Supplies - Thieves / Dwarves
Scouting for Scouts - Thieves / Elves
The Art of Sabotage - Thieves

Act III will introduce the day counter that will be tracked through to the attack on the
Fortress.

The adventures here will be a bit different and account for the following:
 A specific goal that will need to be reached (cumulatively) over several battles
 The activity bonus and group bonus is only given once per adventure (not per
battle)
 Only a single group may be involved per adventure (may not switch between
battles) - bonuses not given to player until after they've been declared
 In general, the more battles it takes to complete a goal, the more time it takes off
the clock
 A party that runs through all its party members in a battle may use them again if
all party members have been used - BUT may not use their special power one
time. Shadow characters may use it once, but not twice. (see below)

Use the XP counters for day counters after each adventure.

Your group reconvenes, bruised, bloodies and battered at the church at the Center of the
World. Well, that's what you call it anyway. You are ready to begin. Fortunately, you
get a chance to catch your breath, and the church is well versed in healing.

Party numbers will be as follows:


If the party brought back the artifact: You radiate goodness and people want to be around
you, bring party to 8 members.
If the party did not bring back the artifact, or did not go for the artifact: The party is still
looked upon with respect. Bring the party to 6 members.
If the party gave away the artifact, or prayed at the altar, they are considered Dark
Servant characters. The party radiates power, but only a select few want to be part of that
group. Bring the party to 4 members. However, 2 members may use their singular
power twice / run rather than once. One of these heroes must be the original "Dark
Servant".

As you gather together after refreshing yourself, you come to learn that the Church has
not been sitting idly by while you've been out doing the heavy lifting. They've
determined the next course of action of the army. Through some heavy research about
the Lords of Shadow, they've come to understand that this entire attack is nothing but a
distraction. In 40 days, upon the Winter Solstice, the Lords of Shadow will be allowed to
materialize onto the Material Plane. You must make it to the castle and stop the process
at all costs. Unfortunately, the enemy army stands between you and them. Better make
haste!

With your newly found allies and recovered friends, you move to the offensive. you have
a world to save!

***

Adventure 65: It takes a few days to make it to the town of Alkeria but you've made it
safely enough. Scouts say the enemy will be here in a day. You must fortify defenses,
prepare the town to prevent destruction, and safeguard the women and children. This will
be a hard fought battle, and you are planning on some payback.

Goal: Repel the undead attack, prevent destruction of the town


Goal Specifics: 2 PC, 2 runs: Gain XP, prevent dragon attacks, 80 XP required
Treasure: Continuous - but not between battles.

Group Bonuses:
Mages: -1 day, -2 dragon attacks, -2 treasure - yes, that is a treasure penalty, apparently
mages are very efficient at mass destruction spells.
Dwarf: -1 dragon attack
Elf: +1 days, -4 dragon attacks, +1 treasure
Thief: +1 day, -1 dragon attack, +1 treasure

Activity Bonuses:
Vampires: +10 battle XP added to players total
Clerics: +10 battle XP added to players total
Weres: +10 battle XP added to players total
Supplies: +15 battle XP added to players total
Scouting: +20 battle XP added to players total

Results: 80 XP required for next mission

Dragon Attacks: Time spent in the removal of fires / saving civilians


< 6 dragon attacks, +4 treasures, +1 days
7-8 dragon attacks, +3 treasures, +2 days
9-10 attacks, +2 treasures, +3 days
11+ attacks, +1 treasure, +3 days

Any PC that does NOT kill a dragon in either run is considered a deserter and is tracked
down and killed. PC lost.

Time tracker: 1 day + 1 day/battle +/- group bonus + dragon attack days above
For example: 3 day battle, with elves, 8 dragons = 4 + 1 + 1

***

Adventure 66:

The battle for Alkeria was trying, but you officially have the enemy on the run. It's time
to take them down like the undead, blood sucking, moon howling, bald-headed beasts
they are! You're going to run them down. Honor in pursuing a fleeing enemy? Yeah,
that left when they came attacking in the middle of the night. It's time for some payback!

Goal: Pursue and take down the enemy


Goal Specifics: 2 PC / 2 runs, gain XP for clearing levels only. None for treasure or
dragons. 60 XP required.
Treasure: Continual - same battle only.

Group Bonuses:
Mages: -1 day, +4 levels, +1 treasure
Dwarf: +1 day, +4 levels
Elf: -2 days, +2 levels
Thief: +1 day, +1 treasure

Activity Bonuses:
Vampires: +2 levels added to players total
Clerics: +2 levels added to players total
Weres: +2 levels added to players total
Supplies: +1 levels added to players total
Sabotage: +6 levels added to players total

Results: 60 levels required for next mission


1 battle: 2 days (not sure this is even possible...), +3 treasures
2 battles: 3 days (difficult, but possible), +3 treasures
3 battles: 4 days, +2 treasures
4 battles: 4 days, +1 treasures
5+ battles: 5 days
Any PC that does not clear 10 levels between both runs is lost - fallen in combat.

***

Adventure 67: Things are going well, almost too well. You've managed to track down
0the undead army, taken out a solid number of their forces, and continue the attack when
over a hill you see the force has finally reorganized. Hmmm.. that's not good. What else
is not good? Well, they seem to be coming straight at you! REGROUP! DEFENSIVE
POSITIONS! GET THE ARCHERS Reeea...ARGH!!

Goal: Survive the counter attack


Goal Specifics: 2 PC, 2 runs each. Clear Level 7 multiple times (see below). The higher
the level you clear, the faster you win the adventure.
Treasure: Continual, that battle only.

Group Bonuses:
Mages: -1 day, +1 level both PC, both attempts, first battle, +1 treasure
Dwarf: -1 day, +1 level first PC, both attempts, +1 treasure
Elf: +1 level both PC, both attempts, first battle, +1 treasure
Thief: +1 level first PC, both attempts, +1 treasure

Activity Bonuses:
Artifact: +2 levels added to players level total
Vampires: -1 level requirement for points (Level 6 worth 1, level 7 worth 2, etc)
Clerics: -1 level requirement for points (Level 6 worth 1, level 7 worth 2, etc)
Weres: -1 level requirement for points (Level 6 worth 1, level 7 worth 2, etc)
Supplies: +1 levels added to players total

Results:
Magic number is 25.
With artifacts, magic number is 23, with supplies it is 24, and with both is is 22.
Each level above level 7 is worth 1 point. Level 8 = 1, level 9 = 2, etc.
With Vampires, this is reduced by 1, Level 7 = 1, level 8 = 2, etc.
With vampires and clerics above (or any 2 of the above), level 6 = 1, level 7 = 2, etc.
With all three above: Level 5 = 1, level 6 = 2, etc.
Need to obtain enough points above the magic number.

Each PC that does not clear level 6 on either attempt is lost, -1 PC.

Time tracker: 2 days + 1 day/battle (1 battle = 3 days, 3 battles = 5 days, etc.)


Treasure: Each time clear level 8+, 1 treasure, maximum of 3).

***
Adventure 68: Before you stands the craggy plains of the Dark Fortress. The remains of
the invading army stand in a broken line before you - a smattering of undead, made
mostly of their own fallen, a ragged band of werewolves whom you can almost see
panting from here. Vampires are nowhere to be seen. They look to have seen the light, so
to speak, some time ago. A few human barbarians mercenaries look to round out what is
left. They do not look happy. The Dark Fortress stands behind this strangled force,
seemingly passing judgment on the armies below.

Apparently the Lords of Shadow did not exactly open the gates with open arms against
the failing general. That almost makes you smile. Almost. You have to finish off this
invading army, take down the general, and THEN see what you can do to crack the nut
that is the Dark Fortress. One thing at a time. First things first. The remaining army.

Goal: Destroy the army!


Goal Specifics: 2 PC, 2 runs each. Destroy monsters!
Treasure: Continual, that battle only.

Group Bonuses:
Mages: +20 monsters, +1 treasure
Dwarf: -1 day, +10 monsters, +1 treasure
Elf: +20 monsters, +1 treasure
Thief: -1 day, +10 monsters

Activity Bonuses:
Artifact: +20 monsters
Supplies: +5 monsters
Scouting: +10 monsters

Results: 150 monsters required, dragons count as 5 monsters (if killed).


Treasure: +1 treasure for every 3 dragons killed (max 3)

Time tracker: 1 days +1 day/battle

***

Adventure 69: The forces of Shadow fight to the last man. They don't have a choice.
You can't allow them to surrender, and the Lords of Shadow won't accept them. You can
see the defeat in the eyes of the few survivors, with one exception, the General. He is
bald like all the other priests, but that's where the similarities stop. He is a bull of a man
towering over even the largest of your knights. He seems to have one job, to take out as
many as he can before he goes down. It's time to end this now.

Goal: Defeat the general


Goal Specifics: 2 PC, 2 runs, Defeat two dragons, same run
Treasure: Standard
Results:
If you win before level 6, +2 treasures.

If you win AND either destroyed the altar or obtained the artifact: "As you strike down
the General, the world goes white, and you find yourself in front of a figure robed in
white. As you stare, the figure speaks: 'You have proven yourself to be true of heart and
worthy of the strength you have been given. The fight is not yet finished, but to those
who serve the Light - Light shall be given.' An aura surrounds you and you find yourself
standing over the defeated general. The Dark Fortress now looms before you." 1 PC
gains the Champion status and is allowed to use their power twice per run.

If you win and either gave away the sword or prayed at the altar: "As you strike down
the General, the world goes white, and you find yourself in front of a figure robed in
white. As you star, the figure speaks: You are an enigma. You have the power of the
light within, but have aided the Shadow. I give you a chance of redemption. Fight for
the light, and prove your loyalty, and the Shadow will never have hold over you." Choice
is yes or no. If yes, remove the Shadow Servant distinction from the player as well as the
ability to use powers twice. If no, no changes at this time.

If the players do NOT win, lose both PC's to the General, and the rest of the forces
convene and eventually take him out.
ACT IV - TAKING BACK THE DARK
You look over the chasm to the Dark Fortress. Placed atop a rocky mountain, it's one of
those defense positions you really never wanted to have to attack. It's mere presence
sends a slight chill up your spine. Talking with your advisors, you have the ability to
undermine the defensive position, but it puts you and your groups at risk as well as takes
time. However, if successful, the assault on the castle will be much, much easier.

The assault on the castle will cost a few items. Time and potentially groups. Only the
final assault is mandatory, the rest are optional. The time tracker will continue on. You
do NOT need to have the specific group to push for the castle options, but they are listed
below. For clarification, the 40 day countdown includes the attack on the Dark Fortress,
and gives 40 entire days to spend.

As far as PCs go, PC's need to start this next section with 4 PC's (either get healed or
dropped accordingly).

Castle Options:
 Tunneling - Tunnel under the walls to weaken defenses, approx 2 days - Bonus
Dwarves / Elves only
 Insider Infiltration - Send men to the inside to destroy / weaken defenses, approx
2 days - Thieves only
 Siege Engine Preparation - Prepare siege engines to make the assault easier,
approx 2 days - None required
 Mage Summoning - Summon some additional help, approx 2 days - Mages only.

Mandatory: Attack on Dark Fortress: Estimated attack time without bonuses or special
groups - 14 days.

Adventure 70: The Tunnel. (Optional Quest) Tunneling is always a great way to take
down a castle - or part of one anyway. Find a nice spot free from enemy troops, dig
down a little bit, then dig over for a few days, and you have a very weak castle wall.
Nothing to it. Now, let's see this in practice...

Goal: Dig / protect the tunnel


Goal Specifics: 2 PC, 3 runs. Gain treasures for both protecting the tunnel (the four
classes) and for the actual digging (everything BUT the four classes). May use collected
treasures to bolster scores.
Treasure: Continual

Results:
Each person = 1 defense
Each other treasure = 1 earth (dragon scales do not scale together)
Each Town Portal = 1 bonus earth
Treasure: (Earth)
15+ earth: Tunnel dug successfully
11-14 earth: Tunnel unsuccessful but everyone safe
< 11 earth: Cave in / Lose 1) Special group, or 2) -2PC

Treasure: (People)
9+ people: No issues
6-8 people: Fend off attackers, but -1 PC
< 6 people: Mines are overrun, Lose groups and all PC.

Time Tracker: +1 day / every dragon defeated

***

Adventure 71: The Art of Infiltration. The thieves are always bragging about how good
they are. About how they can remove your wallet from across the room. How they can
be kissing a girl in one town, robbing a vault in another, and playing cards in a third - all
at the same time. Well, now it's time to prove it. They need to get over those walls and
become the enemy. Just, be very, very BAD at being the enemy. If they do their job
well, many of the defenses that the Fortress would normally rely on might not work quite
as well as they do today. That's the plan anyway.

Goal: Infiltrate the Fortress and cut out defenses


Goal Specifics: 2 PC / 3 runs. Each PC must reach level 7 - defenses destroyed by using
no more than 1 party die per level.
Treasure: Continual
Group Bonus:
Thieves: One PC may reroll a single run.
Elves: +4 levels add to PCs total

Results:
Both PCs reached level 7: Blended in with the enemy
One PC reached level 7: Lose Group or PC that didn't make it
Neither PC reached level 7: Both PCs lost and group

Number of levels that are completed using 1 or 0 party dice:


20+ levels: Defenses sabotaged successfully
16-19 levels: Unsuccessful, -1 PC
< 16: Lose both PC and group

Time Tracker: +1 day / every dragon defeated

***

Adventure 72: Siege Engine Prep. Any good castle invasion involves instruments of
mass destruction. Whether those be magical, physical, or even arcane, it matters not.
Since you are abiding by the laws of castle invasions, you plan on bringing the mass
destruction. It's time to assemble.

Goal: Assemble the siege equipment


Goal Specifics: 2 PC, 1 run each. Complete the siege equipment by finding 8
DIFFERENT types of the treasures. Scrolls (instructions) are "wild" and are worth 2
different treasure types.
Group Bonus: None
Results:
If completed - congrats!
If not, too bad, you may try again starting from scratch.

Time Tracker: +1 days/attempt

***

Adventure 73: The Summons. What good is having magic if you can't make things do
your bidding. You know, dragons, and demons (ok, maybe not demons), and golems,
and spirits of fire and ice roaming around destroying everything in their path. They may
not like it, but you COMMAND them to do your bidding. See? Who needs magic!
SOOoooo overrated...

Goal: Summon help


Goal specifics: 2 PC / 2 rounds each. First PC must summon and defeat minimum of 3
"dragons". The more "dragons", the more powerful the summons. The second PC must
keep control of the creature summoned - 5XP / dragon.

Results:
3 dragons: Earth Elemental
4 dragons: Fire Elemental
5+ dragons: Intelligent spell casting fire breathing dragon

If they lose control:


Earth Elemental: Lose Group
Fire Elemental: Lose Group and -1 PC
Dragon: Lose 2 Groups and -2 PC
Time Tracker: 2 days

***

Adventure 74: It is time. Swords are sharpened, armor polished, arrows are replenished,
thieves notified, mages ready, dwarves signaled, elves placated, and they are all waiting
on one thing. You. You have brought the campaign to this point, and it's up to you to
finish it up. The ghastly looking Dark Fortress stands before you, up a craggy road,
across a small bridge and into the depths of night across a lightning flashed sky. Ok, so
you're getting a little melodramatic, but it's still an imposing fortress. You give the
signal, and the troops head into the jaws of war.

Goal: Gain entrance into the castle


Goal Specifics: 2 PC, 3 runs. Gain 700 XP. Must switch back and forth between groups.
Any PC making less than 25 XP/battle is lost.
Treasure: Standard
Group Bonus:
Mages: +100 XP
Elf: +100 XP
Dwarf: +50 XP
Thief: +50 XP

Activity Bonus:
Tunneling: +150 XP
Infiltration: +150 XP
Siege Engine: +100 XP
Summoning
 Earth Elemental: +100 XP
 Fire Elemental: +150 XP
 Dragon: +300 XP

Time Tracker: 1 day/battle

Results: This is the culmination of a number of choices made to this point as follows:

Neutral - Are not currently carrying the Champion or Servant distinction (variety of
cases): Adventure 75
Light Champion: Adventure 76
Dark Servant: Adventure 77

From this point on, the player is reduced to a SINGLE PC that will not change through
the finishing of the campaign. Also, from this point forward, there are very few
'acceptable' failures. For PCs that are Champion / Servant, they must be one of the
characters that have already been identified. You may not change that distinction to
another PC at this time.

***

Adventure 75: You watch as forces pour into the enemy castle. Your memory stirs a bit,
like you had seen this before. Oh, you had actually, only it was the undead pouring in,
and not allied forces. You smirk as you make your way in. It was time to finish this.
You might have started a stable hand, but when this was all said and done, you were gong
to retire. You figure someone, SOMEWHERE owed you something for the trouble here.
It was just a matter of finding out who that was.
As you step into the keep, following a crowd of screaming battlemen, you pass a small
almost hidden passageway that leads down a narrow staircase. It opens up to a serene
pool that seems almost out of place with the fire, chaos, and noise that you know is just
above you. Small candles burn at the four corners of the pool giving the room no more
than a faint glow.

Two figures stand at opposite ends of the small pool, one in near midnight black shadows
that seemed to shimmer and shift as you watch, the other in almost blinding white robes.
Both have similar swords drawn in their matching colors. Neither moves as the being in
white addresses you:

"Champion - it is TIME. TIME to take down this being of chaos."

"Do not listen to this witch. She claims the light, but it is nothing but lies. The light
blinds you from seeing the truth. The truth is that she will use you to do her work for the
rest of your days. Join me - and we will return this land to justice!"

"The light allows you to see! See this being of deception and shadow before you. How
can you trust what can't be seen! We have waited centuries for this moment! NOW is
the time to strike! Make your choice champion, I grow tired of your indifference!"

Both figures wait for your response: Choices - Light, Shadow, Neither
For Light: Go to Adventure 76
For Shadow: Go to Adventure 77

Enough is enough. These ghosts and ghouls can go fight their own battles. "I choose
neither! I will be master of my OWN domain thank you very much!" You draw your
sword and wait. The words sounded good on your lips for about two seconds before both
the Shadow Lord and the Lady in White come at you. At this point, you realize you may
not be simply fighting for your life, but the afterlife as well....

Goal: Defeat the Shadow Lord and Lady in White simultaneously


Goal Specifics: 1 PC, 2 runs - defeat level 10 twice back to back. If you defeat the first
one, you may use your special power twice in the second battle. If you are attacking after
Day 40, the Dragon may NOT be avoided. Any dragon encountered MUST be fought.
Treasure: Standard

Results:

Defeat neither: The two do not even pause as you are tossed aside like a rag doll. You
can barely move as the two continue their fight. The Shadow Lord looks to you during a
pause and sees your barely moving eyes. You hear him whisper in your mind... "You
had such promise. I would have enjoyed having you as a fellow Lord. You can't escape
the Shadow this time...." And your world slowly fades to black.

This is end game for this adventure.


Defeat one: You feel your power growing as you battle. Parry, dodge, strike, parry,
strike, strike, strike.... The Shadow Lord is at a loss at your sudden offensive when
suddenly the Lady in White begins fighting him as well. The two of you push the
Shadow Lord back, back and then suddenly there is an opening. With a power you didn't
know you had, you sink your sword deep into the Shadow of his chest. He looks
surprised. Apparently you weren't actually supposed to be able to hurt him. It surprises
you too. He howls out in rage as he begins to fade under the Lady's light.

You pause, taking a breath when suddenly you feel a quick and then massive shock in
your chest. You don't have to look far to see the sword protruding from where your ribs
should be. This is likely not a good thing.

You are breathing rapidly as you hear the Lady's words in your ears: "You would have
made a magnificent Champion. Unfortunately for you, ignorance is NOT bliss. Farewell
my Champion." You feel her presence on your back as she gives you a kiss on the cheek,
and then yanks. The pain recedes as your world goes black.
This is end game for this adventure.

Defeat both: You were born for battle. And if this was going to be your last battle, well
blast - you were going to take everyone down with you! The two thought you were going
to be an easy mark - that you would go down with little to no trouble. The fact that you
went from humble beginnings as a farm hand to single handedly leading an army to take
down the Dark Fortress seems to have escape both of them.

When the fact that you could hold your own against them when you probably should not
have finally dawned on them, the melee become a bit more interesting. Instead of a two
on one against you, it became a fluid two on one that changed moment to moment.
Whenever someone would feel they could get past defenses - ANYONE'S defenses, they
took it.

The battle dragged on for what seemed like hours. It was more likely a few minutes, but
it sure FELT like hours. A punishing strike against the Shadow Lord from the Lady
caused the Lord to stumble slightly. That was all it took as you performed a circular
reverse backhand to strike his neck. Unlike a shadow, his head dropped to the floor,
where, like a shadow, it quickly dissolved under the Lady's light. There was no scream,
no opening of the earth to consume the darkness, no deitonic retribution for killing the
Lord. Nope, just a silent disappearance.

You had no time to dwell on the matter though as the Lady took the opportunity to renew
her attack on you hoping to catch you by surprise. Parry, dodge, parry, dodge. As you
continue your defense, you find you actually feel better. Is it adrenaline? No that
couldn't be. You've been in the fight too long. You can almost see her attacks coming
now, and attack back with almost ease. For the first time since the attack began, she
looks troubled.
That was all you need to know. You begin your grand retribution for all the Lords and
Ladys screwing around with people's lives. Nobody was going to be their pawn ever
again! Strike after strike drives the Lady back step by step.

"Champion!" *strike*
"Please!" *strike*
"I beg..." *strike*

Before she can get the rest of the words out, you end it. A quick thrust to her heart and
then you see it, the recognition that she realizes she has lost. As unlikely as it seems, a
mortal has won the chance for humanity to decide their own fate...for a time anyway.

As the light of the Lady disappears, a single candle barely shines in a far corner where it
had been kicked during the fight. You flex your muscles. You feel even stronger now.
Nobody would tell you what you had to do. Ever again.

Adventure end.

***

Adventure 76: "I choose the Light!" Instantly, you feel as though someone had dumped
a bucket of POWER on you. No idea what a power feels like? Well, if you take some
power, imbue it with power, superheat it with some more power, allow it to cool, then
dump it over your head - That is what it feels like.

Regardless, the Shadow Lord is not amused. He comes in at you with a deadly stroke
only to be blocked by the Lady in White. With a mighty shove, she tosses the Lord into
the pond, "This is MY realm!" The Lord gets up, sopping wet looking at the two of you
with disgust. You watch as water drips from his form and have never thought about
shadow dripping before. Your thoughts are brought back to the here and now as he
rushes at you with deadly intent. It's time to flex the new muscles you have.

Going forward, the PC may use his special power twice per run.

Goal: Survive the Lord's attack


Goal Specifics: Clear level 7 in 3 runs. If it is after day 40, clear level 9 in 3 runs.
Treasure: Standard
Results:

Success: The Power runs throws your veins. It's nothing you've ever felt before and the
assault you throw at the Shadow of Lord is almost more than he can take. He fights back
against you until he holds his own, then the Lady attacks as well. He is quickly tossed
back against the far wall of the small room. He looks at the two of you, and grimaces.
"This is not the last of me. The night is young and you have yet to feel my full power."
With that he disintegrates into thin air leaving you face to face with the Lady in White.
"Well fought Champion. My faith has been justified. The Lord was correct though, the
night is young and time favors him. Only together will we have a chance against him.
Hurry and find him, I will join the fight shortly."

With that, there's a blinding flash and she disappears.

Go to Adventure 78.

Fail: The power is too much. You can't handle your own movements and find yourself
making clumsy strikes trying to compensate for your extra strength and speed. The
Shadow Lord easily slips inside your defenses and smirks as he quickly disarms you.
"And here I thought you were worthy of my attention." You hear yourself scream as his
sword comes down towards you enveloping you in his eternal darkness.

This is end game for this adventure.

***

Adventure 77: You look at the Lord of Shadow and back at the Lady. Nothing is truly
that pure and perfect. You look back at the Lord and nod slightly, "My Lord..."

The Lady jumps at you immediately, sword in hand with a lightning strike. Before you
know it, you are face to face with the Lady in White. She doesn't quite look so pure
when she's trying to remove your head from your shoulders.

"This decision of yours was....unwise."

You barely have time to pull up your sword again to block the next strike before she is on
you again. It's time to get to work...

You gain (or regain) the title of Dark Servant and may use your special power twice per
run.

Goal: Defeat the Lady in White


Goal Specifics: Clear level 8 in 3 runs. .
Treasure: Standard
Results:
Success: The Lady in White poses no threat to your newly gained powers. Her attacks
are quick, and her strength potent, but your new abilities enhance your already competent
fighting prowess into an almost impenetrable defense. After watching for a few minutes,
the Shadow Lord moves forward and the Lady retreats. Even she can see that two on one
odds were against her.

"This is not over."


The Lord of Shadows look at her briefly, "Indeed. It is not." And she disappears in a
flash of light. "Come my servant, there is much to do. She retreats to a sacred garden
deep beneath the castle. Destroy this garden, and she will not bother us for some time..."
He chuckles in delight. "Finish this, and you will be greatly rewarded."

You nod. "Yes Lord." And he disappears into the shadows, leaving you alone in the
room, a single candle giving the room's only light where it had been knocked over into
the corner... But it's enough for you to find the stairway, and head on down into the
depths.

Go to Adventure 81.
ACT V - END OF ALL TIMES
At this point, any PC will either be Dark Servant, or Champion. At this point, the PC has
a choice - they are granted a power from another PC that they may use once per
ADVENTURE (not run). So heading into the finale, they may use their special power
twice/run, and a secondary power from another PC once/adventure. Selection needs to be
made prior to continuing.

Adventure 78: You climb the narrow staircase back towards the main keep. The taking
of the keep is nearly over. The sounds of battle are slim as the last groups of resistance
are brought to justice. An occasional streak of fire passes overhead as a few shadow
beings are returned to their plane. None of this bothers you. You have a single goal.
And as you march through the courtyard a silence grows and activity stops save the
scraping and shuffling of people getting out of your way.

They can feel the power. They can feel the justice. Everyone has something to hide, and
nobody wants any part of what you are granting. You pick your way through the
shattered door and start climbing the tower. It's a long way up.

As you pick your way up, you feel the shadows growing thicker. It's an unnatural
feeling. Something is trying to creep its way into your thoughts. It's not going to work.

You hold your sword which shines with the power of the Light, and the shadows shrink
slightly. "Back with you to whence you came!" And with that, you begin to slash.

Goal: Make your way through the shadow demons.


Goal Specifics: 1 PC, 3 runs. Clear 23 levels. Dragons encountered will reduce the level
count by 1 each. (shadows reducing your resistance).
Treasure: Standard. Each dragon SCALE will illuminate the area eliminating the penalty
by 2 each. A scroll will add 1 level to the count. Each potion or ring returned will act as
a random treasure to be carried on for the next adventure.

Results:
23+ levels: The shadows flee from the light and you continue on, unabated.
21-22 levels: The shadows bleed into your subconscious and bring about doubts. Lose
your extra character special ability.
19-20 levels: Shadows invade your conscious through bringing about doubts. Lose your
second special ability.
17-18 levels: Shadows force you doubt your ability to keep going. Lose ALL special
abilities.
<17 levels: Shadows engulf you. You want nothing more than to lay down and die. And
you do.

***
Level 79: The tower was a bit higher than expected. Even with your new found powers,
climbing a seemingly endless staircase is still a pain in the... Just as you are about to
finish that thought, the stairs open up into a circular room. A ladder on the far side leads
up to presumably a hatch to the roof of the tower. In front of the ladder stands a familiar
figure.

"So, you've made it here." He doesn't look threatening, and leans forward walking
towards you, hands behind his back in a business-like manner. "It isn't too late you
know. You DO realize that the Lady will simply use you for her own personal nefarious
purposes. As much as she doesn't like to admit it, she and I are not all that different. We
both value highly skilled talent, and you-my friend, have that talent." He disappears from
your side and appears on the other side of the room, back near the door.

"It would be a shame to have to destroy you, but it will be a mercy compared to what the
Lady will do to you. So I'll give you one last chance. Join me. Destroy the Garden that
is her source of power here and you'll get everything that is coming to you. The choice is
yours."

Result:
Yes: Go to Adventure 82

"So be it." He disappears and where once stood the Lord of Shadows now stands a
towering Shadow Giant. He towers nearly to the ceiling, and wields a club nearly a big
as your body. But you are a Champion. THE Champion, and this is little more than
smoke and mirrors. He is YOURS!

Goal: Defeat the Giant


Goal Specifics: 3 runs, 40 XP required
Treasure: Any treasure gained may be KEPT.
Results:
40+ XP: It's nothing more than shadow. Lead on!
35-39 XP: Apparently that club was actually more than shadow... Lose second
character ability.
30-34 XP: The shadow giant beats you well before you're able to bring it down. Lose
your second special ability.
25-29 XP: The giant forces you doubt your ability to keep going. Lose ALL special
abilities.
<25 XP: The giant hits with such force you are knocked through the tower wall.
Legends are created over your death and nobody knows whether the fall killed you or the
giant's hit. It's a source of debate for eons to come.

If day is 40+, go to Adventure 80


If day is up to 40, go to Adventure 81
Adventure 80: You climb the ladder and open up the hatch. You push it open and it falls
backwards, hitting the stone behind it. You climb up warily and find your adversary
standing idly, watching you. Flashes of lightning light the horizon in the distance.

With a smirk, he smiles and draws his jet black sword.

"You realize you've already lost don't you? The time has passed when you would be able
to take me. I am invincible to you. There's nothing you can do that can POSSIBLY hurt
me."

From out of the night, a flash of light pierces the darkness and strikes his chest causing
him to stumble.

"But what about me my Lord?" the Lady in White asks innocently. The Lord growls and
the two begin to circle each other. And then the dance begins. The Lady and Lord fight
with a speed, grace, and lethality you've never seen. All concentration is on each other,
as if you didn't exist. Well, that wasn't going to last for long. You watch his form and
timing, and manage to pierce his defenses giving him a scratch in his offhand.

He pauses and the Lady takes the opportunity to catch her breath. You didn't realize until
now how hard she had been fighting. The Lord doesn't look winded. With a smile and a
gesture, a wave of shadow quickly envelops the Lady and she screams - trying to fight off
the unexpected shadows.

"Champion. You wanted my attention, you now have my FULL attention. Be warned,
the cosmos have already determined the winner - and I am that winner." He looks to the
sky, into the darkness of the night. "The Lady NEEDED you to help her, I only wanted
you to help me. But even with your help, the game is over." He gives a mocking bow,
and then you once again find yourself fending for your life.

Goal: Defeat the Shadow Lord


Goal Specifics: Must complete the following in the following order in separate runs.
1) Clear Level 7
2) Clear Level 8
3) Clear Level 9
4) Clear Level 10
 Dragons that are defeated (you may still clear them with no issues) do not count
as a level clear, and the PC will need to redo that level. This would be considered
a power attack by the Lord that weakens you.
 PC is allowed 3 failures
 Each failure will strip one power away from PC
o The secondary character power given beginning of Act
o The double use power given as becoming Champion
o The standard power given for reaching 5 XP
 Stripping away a power that has already been stripped from a previous adventure
has no effect.
 A level where you use Town Portal to escape will act as a clear level in this
adventure.

Treasure: Treasures are returned after each run with the exception of dragon scales and
treasures that have been obtained from previous adventures. Dragon scales - Upon
collecting 3 dragon scales, the Lady in white clears out the Shadows and assists in battle.
She will clear any one level for you one time. She will also clear any one level upon the
trade-in of 3 additional treasures after she has freed herself. This can be used multiple
times/run.

For Definition: Clear = remove all dice from board. May not attack, open chests, drink
potions, scrolls, etc, etc. Must be played at beginning of level. May not open / use the
good stuff, and then clear dragon for example.

Results:

Success: As powerful as you are, the Lord really IS more powerful than you. You
understand the desperation the Lady felt during the fight, and you see that smirking smile
slowly creep across his face. He knows he has you. It's just a matter of time. But you
REFUSE to lose. You summon everything you have, all the power left at your disposal
and go at him with one last overhead swing.

He holds up his sword lazily to block the incoming attack but he is unprepared for the
force. You are a Champion of the Light. You have the ability to transfer your energy.
And in this case, you unknowingly transferred nearly your entire life force into that single
blow. The impact obliterated his sword and caused a force impact that sends both of you
to opposite sides of the tower. You both stumble to your feet just in time to see the Lady
in White. Her glowing light is a beacon amidst the blackness around her. With a ruthless
finality to it, she executes the Lord of Shadows - his head slumps to the ground where it
quickly disintegrates. His body melts nearly immediately thereafter.

The deed done, she turns slowly to you. You barely hold your knees in what you hope is
a sign of respect.

"My Champion. You have done it. Without you, the world would have fallen into his
hands - into the hands of darkness and shadow and night. The world owes you a debt of
gratitude, as do I. Do not think I don't recognize that your near sacrifice saved me -
saved all of us. So, in front of the Light - I pronounce you Eternal Champion."

With a quick wave of her hand, you feel transformed. Looking at yourself, you find
yourself in a blinding white suit of armor. Your weapon is magnificent - perfect white
with the ability to cut through any material without resistance. You test it out and you
can think more clearly, react more quickly, and of course you are stronger than any
mortal man many times over.
"You shall serve the light for all eternity as my Champion. Together, we will make sure
the Shadow never performs this treachery ever again."

You watch as the Lady hops over the side and glides to the grounds below. You stand at
the edge and look down at yourself. You have the power you always wanted. Actually
you have power beyond what you could ever imagine. But as all things, it comes with a
price. The price in this case, is an eternity of hunting down the darkness and serving the
light. Could there be worse things? You have an eternity to find out.

Adventure end.

Failure: As powerful as you are, the Lord really IS more powerful than you. You
understand the desperation the Lady felt during the fight, and you see that smirking smile
slowly creep across his face. He knows he has you. It's just a matter of time. But you
REFUSE to lose. You summon everything you have, all the power left at your disposal
and go at him with one last overhead swing.

He holds up his sword lazily to block the incoming attack but he is unprepared for the
force. You are a Champion of the Light. You have the ability to transfer your energy.
And in this case, you unknowingly transferred nearly your entire life force into that single
blow.

The blow obliterates your sword and you are tossed across the tower landing on your
back. You have next to nothing left and look up to see him striding over to the Lady in
White, still struggling with the writhing shadows.

"Enough of this." With a quick thrust, the sword pierces the Lady's heart and her
struggling ceases. He nonchalantly kicks her over the side of the tower and turns to you.
Your magnificent armor vanishes. Your sword sitting beside you melts and the power
within you seems to go out almost instantly.

"You would have been an excellent servant. But you will still serve me." A dark as night
collar materializes around your neck and cuffs appear on your hands and ankles.

"You have caused me quite a bit of trouble. But you are going to help me rectify the
situation before I dispose of you." He pauses then looks back to you. "Well, shall we
begin?"

Adventure end.

***

Adventure 81: You climb the ladder and open up the hatch. You push it open and it
falls backwards, hitting the stone behind it. You climb up warily and find your adversary
standing idly, watching you. Flashes of lightning light the horizon in the distance.
With a smirk, he smiles and draws his jet black sword.

"You realize you've already lost don't you? In mere moments, the night itself will bow to
me, and give me my just do. There is nothing you can do about it, oh mighty 'champion'.
If you surrender now, I just might make your end quick."

Sword at the ready, you move in to finish this job.

Goal: Defeat the Shadow Lord before the Solstice


Goal Specifics: Clear level 8 as many times as possible before 8 dragons are
encountered.
Treasure: Continuous
Results: (number of times level 8 was cleared)
4+: Success, see below
3: Draw, see below
<3: Failure, see below

Success: Your attack against the Dark Lord is savage, but he manages to push back just
as ferociously. It's a back and forth affair with both of you giving just enough to make
you both think you have it won. All the while, you can feel time ticking away. At any
point now, he will have gained his power, and it will be over.

You both pause for breath, and during the pause, you see that smirking smile slowly
creep across his face. He knows he has you. His power is coming. You can almost
FEEL the darkness being called to him. But you REFUSE to lose. You summon
everything you have, all the power left at your disposal and go at him with one last
overhead swing.

He holds up his sword lazily to block the incoming attack but he is unprepared for the
force. You are a Champion of the Light. You have the ability to transfer your energy.
And in this case, you unknowingly transferred nearly your entire life force into that single
blow.

The blow obliterates both of your swords and you are tossed across the tower landing on
your back. You look up to see the Lord struggling to regain his feet and failing. You
clear you head and regain yours and limp over to the struggling Shadow. As you watch
him struggle, you feel a familiar presence next to you. "Excellent work my Chapmpion.
Now finish him." She hands you her sword and without a second thought you pierce the
Shadow and his struggling ceases, and then he fades away.

"You have more than proven yourself Champion. Go in peace, and let the Light guide
you."

With one blinding flash, she disappears and you are left alone on the tower.

Adventure end.
Failure: As powerful as you are, the Lord really IS more powerful than you - and he's
about to become even more so. You begin to press the attack recklessly, and you see that
smirking smile slowly creep across his face. He knows he has you. It's just a matter of
time. But you REFUSE to lose. You summon everything you have, all the power left at
your disposal and go at him with one last overhead swing.

He holds up his sword lazily to block the incoming attack but he is unprepared for the
force. You are a Champion of the Light. You have the ability to transfer your energy.
And in this case, you unknowingly transferred nearly your entire life force into that single
blow.

The blow obliterates your sword and you are tossed across the tower landing on your
back. You have next to nothing left and look up to see him striding over to you. "Is that
all you have left? Well, I'll give you a few seconds more to think about your failure. But
don't feel bad, the Lady shall be joining you soon." With that, he gives a quick heave
and you feel yourself slipping off the top of the tower toward the ground below....

Adventure end.

Draw: Your attack against the Dark Lord is savage, but he manages to push back just as
ferociously. It's a back and forth affair with both of you giving just enough to make you
both think you have it won. All the while, you can feel time ticking away. At any point
now, he will have gained his power, and it will be over.

You both pause for breath, and during the pause, you see that smirking smile slowly
creep across his face. He knows he has you. His power is coming. You can almost
FEEL the darkness being called to him. But you REFUSE to lose. You summon
everything you have, all the power left at your disposal and go at him with one last
overhead swing.

He holds up his sword lazily to block the incoming attack but he is unprepared for the
force. You are a Champion of the Light. You have the ability to transfer your energy.
And in this case, you unknowingly transferred nearly your entire life force into that single
blow.

The blow tosses you across the tower landing on your back. You look up to see the
Shadow Lord brushing himself off. He actually looks bigger, and he's coming towards
you.

"You realize you've already lost don't you? The time has passed when you would be able
to take me. I am invincible to you. There's nothing you can do that can POSSIBLY hurt
me."

From out of the night, a flash of light pierces the darkness and strikes his chest causing
him to stumble.
"But what about me my Lord?" the Lady in White asks innocently. The Lord growls and
the two begin to circle each other. And then the dance begins. The Lady and Lord fight
with a speed, grace, and lethality you've never seen. All concentration is on each other,
as if you didn't exist. Well, that wasn't going to last for long. You watch his form and
timing, and manage to pierce his defenses giving him a scratch in his offhand.

He pauses and the Lady takes the opportunity to catch her breath. You didn't realize until
now how hard she had been fighting. The Lord doesn't look winded. With a smile and a
gesture, a wave of shadow quickly envelops the Lady and she screams - trying to fight off
the unexpected shadows.

"Champion. You wanted my attention, you now have my FULL attention. Be warned,
the cosmos have already determined the winner - and I am that winner." He looks to the
sky, into the darkness of the night. "The Lady NEEDED you to help her, I only wanted
you to help me. But even with your help, the game is over." He gives a mocking bow,
and then you once again find yourself fending for your life.

1) Clear Level 8
2) Clear Level 9
3) Clear Level 10
 Dragons that are defeated (you may still clear them with no issues) do not count
as a level clear, and the PC will need to redo that level. This would be considered
a power attack by the Lord that weakens you.
 PC is allowed 3 failures
 Each failure will strip one power away from PC
o The secondary character power given beginning of Act
o The double use power given as becoming Champion
o The standard power given for reaching 5 XP
 Stripping away a power that has already been stripped from a previous adventure
has no effect.
 A level where you use Town Portal to escape will act as a clear level in this
adventure.

Treasure: Treasures are returned after each run with the exception of dragon scales and
treasures that have been obtained from previous adventures. Dragon scales - Upon
collecting 3 dragon scales, the Lady in white clears out the Shadows and assists in battle.
She will clear any one level for you one time. She will also clear any one level upon the
trade-in of 3 additional treasures after she has freed herself. This can be used multiple
times/run.

Success: Despite the minor setback, you ARE a Champion of the Light. If you are going
down, you are going down with the glory, honor, and tenacity of someone who holds the
weight of the world in their hands.
You fight with everything you have left, and it's not enough. The Lord has made it his
job to make sure you literally never see the light of day again. For every step you attack,
you are forced back two. Each blow pushes you back and down. After a minute of
beating, your arm is no numb, it finally drops. The Lord pauses and prepares the final
blow.

But there is one slight problem. You see the brightness behind him, and before he
recognizes the fact, a blinding white sword protrudes from his chest. There is just a
second of shock, before the Lord literally disappears.

The deed done, she turns slowly to you. You barely hold your knees in what you hope is
a sign of respect.

"My Champion. You have done it. Without you, the world would have fallen into his
hands - into the hands of darkness and shadow and night. The world owes you a debt of
gratitude, as do I. Do not think I don't recognize that your near sacrifice saved me -
saved all of us. So, in front of the Light - I pronounce you Eternal Champion."

With a quick wave of her hand, you feel transformed. Looking at yourself, you find
yourself in a blinding white suit of armor. Your weapon is magnificent - perfect white
with the ability to cut through any material without resistance. You test it out and you
can think more clearly, react more quickly, and of course you are stronger than any
mortal man many times over.

"You shall serve the light for all eternity as my Champion. Together, we will make sure
the Shadow never performs this treachery ever again."

Adventure End.

Failure: Despite the minor setback, you ARE a Champion of the Light. If you are going
down, you are going down with the glory, honor, and tenacity of someone who holds the
weight of the world in their hands.

You fight with everything you have left, and it's not enough. The Lord has made it his
job to make sure you literally never see the light of day again. For every step you attack,
you are forced back two. Each blow pushes you back and down. After a minute of
beating, your arm is no numb, it finally drops. The Lord pauses and prepares the final
blow.

But there is one slight problem. You see the brightness behind him. You see him react
as well. It's quick. "Enough of this."

Quicker then the eye can comprehend. He turns and pierces the Lady's heart. The lack of
comprehension ceases as he removes his sword. He nonchalantly kicks her over the side
of the tower and turns to you. Your magnificent armor vanishes. Your sword sitting
beside you melts and the power within you seems to go out almost instantly.
"You would have been an excellent servant. But you will still serve me." A dark as night
collar materializes around your neck and cuffs appear on your hands and ankles.

"You have caused me quite a bit of trouble. You are going to help me rectify the
situation before I dispose of you." He pauses then looks back to you. "Well, shall we
begin?"

Adventure End.

***

Adventure 82: It takes awhile, but you become adjusted to using your senses in the maze
below the castle. You become even more sensible to what feels uncomfortable. And that
is the direction you take. You've been traveling for what feels like hours when you begin
feeling it. The almost painful pressure of the Light emanating from the area ahead. You
haven't traveled all this way only to turn around now, so you press forward.

It doesn't take a genius to figure out you've found it. The Garden.

It would be beautiful if you were here to admire, or even worship it. But you are not. In
the center of the Garden stands a tree. It's actually a pretty amazing feat to have this tree
so deep below the earth, in a cavern high enough to accommodate it, with enough food
and water to nourish it. And more importantly, a light seems to be pulsing within it. By
a standard statement, that means you need to kill it.

With nothing to stop you, you press forward. You sense it before you actually hear or see
it. The sword strike meant to remove your head from your shoulders. Fortunately, your
new found power allows you to duck, dodge, and roll out of the way into a defensive
position. Apparently surprise attacks in the back were appropriate for members of the
Light.

Sure enough, it is the Lady. She doesn't say a word. She merely grunts slightly and then
she is swinging at you again. And so begins the dance.

Goal: Destroy the tree while fending off the Lady in White
Goal Specifics: Complete enough runs to gain 10 hacks against the tree. A run is
successful if you clear level 8. The battle will continue until the PC has been defeated 4
times, or the tree is killed.
 Each failure will strip one power away from PC in this order
o The secondary character power given beginning of Act
o The double use power given as becoming Champion
o The standard power given for reaching 5 XP
 A Town Portal may be used to 'clear' a level
 Each dragon requires one extra hero to defeat, but acts as 1 'hack' if defeated.
 Each dragon defeated will provide one additional treasure.
 Each scroll acts as 1 hack against the tree

Results:

Success: The Lady in White weakens every time you hit the tree, which only pushes you
harder. The more you delay her, the weaker she becomes. The tree is huge, and even
with her lightning reflexes and immense strength, she isn't able to protect the entire tree,
and you are powerful enough to dodge the worst of her attacks.

Another stroke, and you note the pulsing within the tree quicken. The Lady notes this as
well and screams - this one is much different. Instead of her standard battle screams, she
is screaming all kinds of obscenities. It is very unladylike but you take the desperation as
a sign of weakness and fully thrust your sword into the center of the tree.

There's a silence, and the Garden turns to black. Only through the faint light of the Lady
herself can you see the garden dying and decaying before your eyes. The Lady loses all
fight and drops to her knees, weeping. Without her Garden, she is of no more threat to
you.

Your mission completed, you turn to find your Lord.

Go to Adventure 83.

Failure: The Lady in White weakens every time you hit the tree, which only pushes you
harder. The more you delay her, the weaker she becomes. The tree is huge, and even
with her lightning reflexes and immense strength, she isn't able to protect the entire tree,
and you are powerful enough to dodge the worst of her attacks.

Another stroke, and you note the pulsing within the tree quicken. The Lady notes this as
well and screams. This scream is different. Instead of her standard battle screams, she is
screaming all kinds of obscenities. Very unladylike but you take the desperation as a sign
of weakness. As you begin your swing to finally destroy the tree, you feel your arm
grabbed and your sword thuds into the dirt. Looking up, you find your arm entangled in
the branches of the tree.

That isn't right. The tree pulses again, almost louder and brighter and the pulse thuds
inside your chest. When you open your eyes again, you note your other hands is
entangled. You struggle, but watch in horror as you are lifted little by little into the
branches of the tree. Periodically, the tree emits another white pulse which reverberates
painfully throughout your body.

You were expecting to fight the Lady, not the Garden itself, and as much as you struggle,
the tree has you firmly within its grasp. Each pulse pulls more out of you and you
weaken.
The Lady weeps over the damage you have done to her tree and does not even give you a
second look. Now you think you know why the Lord himself never attempted this little
venture....

Adventure End.

***

Adventure 83:

It was much easier to find your way to the tower. With the destruction of the Tree, you
were better able to see through the shadows. It was nothing more than looking at
daylight. However, you were also able to see what lived in the shadows. And what
might have frightened you some time ago was nothing more than a spectacle now.
However, those that told you long ago that there was nothing to be afraid of in the night -
oh, they were very, very wrong.

At the very top of the tower, you found your Lord, looking out upon his new found
holdings. You stand, waiting patiently.

At last, he turns to you, triumph in his eyes. But as you watch him approach, you see,
just for a second, a hint of hesitation. Could it be? The fight in the Garden should have
drained you, but at the moment, you feel better than you have ever felt. Could he feel
threatened by you? You defeated that which he could not.

"You are worthy of the Shadow. You have passed all the tests without fail. Do you
accept your place at my side as my personal Dark Servant?"

You have a choice to make: To accept or challenge

Accept: You slowly drop to one knee. "As you would have me my Lord." As you kneel,
the Shadow Lord waves his hand, an intricate series of shadow races and burns itself into
your cheek. It's an intense pain and you grunt slightly, but it passes quickly. You don't
need to feel it, you know what it is. He looks at you and grins slightly. "It's time to begin
our campaign anew. Without the Light to help them, I am expecting a much different
outcome this time around. Come, we have work to do." He jumps off the tower, and you
do not hesitate to jump right after him, traveling the shadow into the night below.

Adventure End.

Challenge: If THIS PC was the 'loser' in Adventure 14 and was then cured in Adventure
18, go to Adventure 84. All other Adventure 85.

***
Adventure 84: "I don't think so." You pull your sword and he looks up in shock. This
wasn't to plan, but he would do the best he could. He quickly thrusts, but you block him
away. Each moment, you feel yourself getting stronger. His attacks keep coming, but
you see them ahead of time and easily avoid any potential damage.

His next attack came and you simply grabbed his sword hand, wringing away his sword
and kicking it off the tower. You then toss him to the other side as you bask in the
Shadow. And then it hits, the pain that begins in your stomach. You double over at the
pain. It spreads outwards, down your legs, through your arms, up your neck to your head
to give you a splitting headache.

When it all clears. You open your eyes. Your Lord looks at you in horror. You look
down at your hands. They are not flesh and blood any more - they are shadow. And
that's not the scary part. What used to be hands now end in nasty looking claws. You
look over the rest of your body and it looks rather familiar. It looks like the furballs you
met earlier left you a present afterall. You decide to walk, no POUNCE over to the now
cowering Shadow Lord. Picking him up, (you pause momentarily to note you've gained a
few feet in height) you shred him. He does not even put up a fight.

In the back of your mind, you feel your Shadow Wolf vying for control. He begs to be
unleashed, to ravish this world as only he could do. You fight the urge but the wolf is
insistent. This must stop, and it must stop now!

Goal: Tame the inner beast


Goal Specifics: Kill dragon 6 times in 3 runs.
Treasure: Standard, but no previously obtained treasures may be used. Dragon scales
may be used to antagonize the dragon acting as a dragon die to be played as needed.
Results:
6+: Success, see below
< 6: Failure, see below

Success: You've never had to battle a wolf before, especially not one that is located
inside your head. The wolf jumps at you, you step back and crack it in the head with a
stick? A stick? Yes, a stick. Where did you get a stick? You don't know, it's inside your
head remember? Regardless, the wolf growls and jumps at you again, raking your arm
before you're able to crack it over the head again. It whines once again, then begins
circling you.

"We can do this all night Wolf."

The wolf growls again and jumps at you. Ok, enough is enough. You take your stick and
crack it over his head again. The wolf drops, growls, and tries to get up again. You hit it
again. It growls and looks at you, but doesn't try to get up.

"Submit."
The wolf growls.

You show it the stick. "I said SUBMIT!"

The wolf whines and rolls over.

The world flashes back into being. You stand up straight and in your shadow werewolf
form, you howl into the night in a screeching unearthly howl. Rock towards the edge of
the tower actually cracks.

A moment later, a Shadow form materializes in front of you, and then another, and
another until you are surrounded by a dozen or so Shadow Lords - all nearly identical to
the one that had met earlier. In unison, they all take a knee.

You look around. They are motionless and soundless. You take that as their allegiance
as well. You finally break the spell.

"Come. We have much work to do." And with that, you disappear, the Lord's
disappearing instantly afterwards leaving a silence upon the top of the tower.

Adventure End.

Failure: You've never had to battle a wolf before, especially not one that is located inside
your head. The wolf jumps at you, you step back and crack it in the head with a stick? A
stick? Yes, a stick. Where did you get a stick? You don't know, it's inside your head
remember? Regardless, the wolf growls and jumps at you again, raking your arm before
you're able to crack it over the head again. It whines once again, then begins circling
you.

You try searching for something better than a stick. A dagger, sword, axe,
shield...SOMETHING, but miss the wolf leaping at you again. It makes quick work of
you.

Atop the tower, a large shadow wolf growls at the unfamiliar scents this high off the
ground. With a huff, it quickly jumps off the tower and into the night below.

For years afterwards, rumors abound about a pitch black wolf that roams the dark places
of the world, destroying those foolish enough to venture there. Rumors become legend
and legend become fairy tale. But make no mistake. He's still out there. Waiting for
those brave or foolish enough to come searching.

Adventure End.

***
Adventure 85: You look at your Lord, visualizing what you've seen about his strengths,
weaknesses, fighting style, and arrogance. You do some mental calculations as to what it
would take to fight against your Lord, and be victorious. There are simply too many
variables so you wing it.

"I refuse."

You pull out your sword and watch him warily.

"You honestly believe you have the ability to fight me...and WIN?" He chuckles. "So be
it." And the fight commences.

Goal: Obtain 75 XP. If Day > 40, obtain 110 XP.


Goal Specifics: Continue to push for XP until you gain required XP or fail 4 times.
Failure will be NOT getting XP for level 8.
 Each failure will strip one power away from PC in this order
o The secondary character power given beginning of Act
o The double use power given as becoming Champion
o The standard power given for reaching 5 XP
 Encountering a dragon will force you to redo a level.
Treasure: Continual
Results:

Success: It's amazing how much you've learned in the short time you've been on the
road. And that knowledge is put to good use. It doesn't hurt that the Shadow Lord
himself gave you power that you are now using against him. You know, that extra speed,
strength, and reaction time NEVER hurt when you're attacking the person who gave them
TO you...

Regardless, it put you two on nearly even terms. Actually, as the battle rages on, you
realize you are pressing him more and more. Whereas he has relied on stealth and his
shadow powers, you've actually had to rely on form, strength, positioning, and discipline.
Without that training, the Lord is at a disadvantage. You press harder and harder and he
starts falling back.

Trying to end it, you give everything you've got into one attack. It sends the Lord to his
knees, one hand planted on the ground. You move forward to finish it off, and he throws
a handful of shadow at you. You quickly disperse the attack with a viscous swing and
with the followup, remove his hand. You both watch and stare as his hand falls to the
ground. As you go for the finishing strike you hear a deep voice behind you.

"ENOUGH!"

With the tip of your sword at the Lord's throat, you turn to see a number of Shadow Lords
lined up on the other side of the tower.
Only the wind whistles as the apparent spokesperson turns to his fellows. "This Servant
has defeated the Lord, thus earning his right to be a Lord." The spokesperson scans the
group. "Are there any here who dispute this right?" You hear only the wind again.
"With the power given to me by the Shadow herself, I hereby declare you a Lord of
Shadow." All the Shadows, including your nearly vanquished master bow to you at
once. "Welcome to the Shadowhood."

And so your life begins anew.

Adventure End.

Failure if the Day 40+: It's amazing how much you've learned in the short time you've
been on the road. And that knowledge is put to good use. It doesn't hurt that the Shadow
Lord himself gave you power that you are now using against him. You know, that extra
speed, strength, and reaction time NEVER hurt when you're attacking the person who
gave them TO you...

Regardless, it put you two on nearly even terms. Actually, as the battle rages on, you
realize you are pressing him more and more. Whereas he has relied on stealth and his
shadow powers, you've actually had to rely on form, strength, positioning, and discipline.
Without that training, the Lord is at a disadvantage. You press harder and harder and he
starts pushing back.

Trying to end it, you give everything you've got into one attack. It sends the Lord to his
knees, one hand planted on the ground. You move forward to finish it off, and he throws
a handful of shadow at you. You are totally unprepared for the assault and are engulfed
by the darkness. It takes a moment to clear it out, but then you feel a blow to your head
and you are sent sprawling to the ground. Everything is moving sideways and
disoriented.

"You need to learn to USE more than your physical abilities to defeat the Lords. But
don't worry, you'll have a LONG time to learn the error of your ways. Your cheek burns
with some kind of pattern. You feel cuffs bind themselves to your arms and legs. Now,
you shall be my servant whether you like it or not. For as long as I wish. Now get up,
we have your mess to clean up." When you don't move a lancing pain storms through
your entire body. "I can do this all night, I doubt you can, now let's go." He jumps off
the tower and into the night. You have no real choice but to follow.

Failure if the Day < 40:


It's amazing how much you've learned in the short time you've been on the road. And
that knowledge is put to good use. It doesn't hurt that the Shadow Lord himself gave you
power that you are now using against him. You konw, that extra speed, strength, and
reaction time NEVER hurt when you're attacking the person who gave them TO you...

Regardless, it put you two on nearly even terms. Actually, as the battle rages on, you
realize you are pressing him more and more. Whereas he has relied on stealth and his
shadow powers, you've actually had to rely on form, strength, positioning, and discipline.
Without that training, the Lord is at a disadvantage. You press harder and harder and he
starts pushing back.

Trying to end it, you give everything you've got into one attack. It sends the Lord to his
knees, one hand planted on the ground. You move forward to finish it off, and he throws
a mound of shadow at you. You are totally unprepared for the assault and are engulfed
by the darkness. It takes a moment to clear it out, but then you feel a blow to your head
and you are sent sprawling to the ground. Everything is moving sideways and
disoriented. You look up to see the Lord about to end it. He pauses just long enough for
you to hear him, "Maybe next time, you'll get it right." The sword comes down.

You wake up suddenly in a cold sweat. Something isn't right. You are in your bed, at the
farm, and you hear screaming outside. You quickly put on some clothes, and with the
dread of knowing what's coming, open the door to see what's going on....

Go to Adventure 1

********

Few Quick Legalities

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If you do happen to use this elsewhere, please give credit where credit is due.

(c)2014 Trey Van Dyke aka Brackard

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