Quests - Dungeon Universalis

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1 GREAT CAMPAIGN THE RETURN OF RAAZBAL 3 Background and narrative nexus 4 M1 Free the Merchants 14 M2 Rorg's Lair 15 M3 Buried Kings 16 M4 The Mirror Room 17 M5 Rescue Daniel 19 M6 The Spider’s Nest 20 M7 Escort Plump 21 M8 Sneak into Thorzul 22 M9 Prison Escape 23 M10 Hunting the Great Creature 24 M11 The Crypt of the Accursed King 25 M12 Save the Governor 26 M13 The Magic Portal 27 M14 Temple Ruins 29 M15 Find the Gem of Courage 31 M16 Kill the Spy 33 M17 Lure the Beast 34 M18 Stealth and Determination 35 M19 Inside the Rock Tower 36 M20 It’s Time to Face Raazbal! 38 CAMPAIGN: THE SHIANG 39 M21 Horse Thieves 40 M22 Defend the Emperor 41 M23 Martial Arts 42 M24 Protect the Family 43 CAMPAIGN: THE GREENSKIN THREAT 44 M25 Reach the Bridge 45 M26 Protect the Shrine 46 M27 Sabotage the Ships 47 M28 Hunting Goblins 48 M29 Revenge 49 M30 Flee! 50 INDEPENDENT QUESTS 51 M31 Orc Den 52 M32 Explore the Barrows 53 M33 Wolf Hunting 54 M34 The Bandits Den 55 M35 The House of Riddles 56 M36 Breaking into the Tower 57 M37 The Minotaur's Labyrinth 58 M38 The Devastator’s Attack 59 M39 Cattle-Thief Trolls 60 M40 The Fighting Pit 61

Transcript of Quests - Dungeon Universalis

1

GREAT CAMPAIGNTHE RETURN OF RAAZBAL 3

Background and narrative nexus 4

M1 Free the Merchants 14

M2 Rorg's Lair 15

M3 Buried Kings 16

M4 The Mirror Room 17

M5 Rescue Daniel 19

M6 The Spider’s Nest 20

M7 Escort Plump 21

M8 Sneak into Thorzul 22

M9 Prison Escape 23

M10 Hunting the Great Creature 24

M11 The Crypt of the Accursed King 25

M12 Save the Governor 26

M13 The Magic Portal 27

M14 Temple Ruins 29

M15 Find the Gem of Courage 31

M16 Kill the Spy 33

M17 Lure the Beast 34

M18 Stealth and Determination 35

M19 Inside the Rock Tower 36

M20 It’s Time to Face Raazbal! 38

CAMPAIGN: THE SHIANG 39

M21 Horse Thieves 40

M22 Defend the Emperor 41

M23 Martial Arts 42

M24 Protect the Family 43

CAMPAIGN: THE GREENSKIN THREAT 44

M25 Reach the Bridge 45

M26 Protect the Shrine 46

M27 Sabotage the Ships 47

M28 Hunting Goblins 48

M29 Revenge 49

M30 Flee! 50

INDEPENDENT QUESTS 51

M31 Orc Den 52

M32 Explore the Barrows 53

M33 Wolf Hunting 54

M34 The Bandits Den 55

M35 The House of Riddles 56

M36 Breaking into the Tower 57

M37 The Minotaur's Labyrinth 58

M38 The Devastator’s Attack 59

M39 Cattle-Thief Trolls 60

M40 The Fighting Pit 61

Quests

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EPIC EVENTS 62

The Dead Rise! 63

Ambush! 64

Swirling Sands 65

Help! 66

Lurking Predator 67

Large Creature Spotted! 68

The Witch Hut 69

Coven 70

Wolves! 71

Giant Spiders 72

Ocean Colossus 73

It´s a Fin! 74

Pirates! 75

There´s Something out There! 76

Attack in the Wastelands 77

Aquatic Predators 78

Swamp Dwellers 79

Risen out from the Swamp 80

Wild Animals 81

Huge Creatures! 82

Ambush in the Rocks 83

Ambush in the River 84

Bandit Attack! 85

Defending the Town 86

Incursion! 87

Guards! 88

Break Out 89

CAMPAIGN SHEET 90

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T6

After defeating the reawakened kings who protected the place, you search the barrow for new objects that might have gone unnoticed. After a fake tile you discover a parchment where the existence of a ring capable of dominating the most powerful of the demons is revealed. The text describes the exact place where this arcane artifact is located, very far from there, beyond the North Gate, in the Blood Kingdom, where the devastators dwell. Those that each lustrum descend to spread chaos over the human kingdoms, when the sea that covers the distance from their island to the continent freezes and allows these terrible warriors and their beasts to cross. That island of rugged coasts is home to several powerful oracles and sorcerers. One of them is Krogal, who protects his precious ring and other belongings behind a room covered with mirrors where nothing is what it seems. Do you dare to travel that far?

MISSION PENDING: M4

T7

You come out of the royal barrow battered and exhausted. Those undead creatures were truly tough and you could not achieve your purpose. You need to rest and a swamp druid guides you to Norkfall.

—These are tricky lands. Surely you can rest there and offer your services to the lord of the castle.

After listening to him, you resolve to travel to Norkfall to recover your strength.

Read narrative nexus: T5.

T8

You dared to enter Krogal's abode and that almost meant death. Luckily, you managed to get out before it was too late. Now you need some rest. During the trip you heard that your services might be needed in Norkfall, since it is a troubled region. There are barbarians and trolls to the north of the castle that dominates the region. You decide to travel there to get your strength back.

Read narrative nexus: T5.

T9

You've managed to rescue Daniel. When you arrive in Norkfall, the young man's parents come out to meet you, accompanied by the castle guards. You are greeted with gifts worth 6 coins each. In addition, you are invited to a feast that lasts for hours. During the celebration, Count Buchter asks you to escort his scribe, Plump, to a city under the domination of the barbarians of the north.

—Plump must come to parliament on trade matters ―, says Buchter―. Although he has a safeguard from the lord of the city, you know that all places can be dangerous, and I cannot trust the promises of barbarians used to living in the wilderness like beasts.

MISSION PENDING: M7

NOTE: before leaving Norkfall, you can rest at no cost in the local inn and receive free training at the combat school.

T10

Buchter looks at you with a heavy face when you inform him of the failure of the mission. He meets with you, the countess, his scribe Plump and a few guards on the upper floor of the keep. He has lost his son and, while his wife cries in anguish, he tries to stand firm despite his desire to shed tears and tear down the walls knocking them with his knuckles.

—We all knew that the mission was complicated and also that time was against us. I thank you for accepting the mission, despite your failure. You can rest here. On the other hand, Plump can surely inform you of some place where you can earn some money and be useful to us at the same time. From the nearby forests creatures emerge that plague our lands. Bears, great spiders, witches, even trolls.

NOTE: before leaving Norkfall, you can rest without cost in the inn of the place

MISSION PENDING: M6

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SPECIAL RULESEnvironment: Roll 1D6 before any character is activated. With a result of 1, it is night. The whole scenario is in darkness. In this case, take the Obstacles card "Darkness" from the Dark Player's deck and apply its effects to the entire scenario.

Time limit: heroes have 6 turns to complete the mission. 5 turns if played with .It's not a race: no hero can run during his first turn.Target Priority: characters handled by who are not engaged will at all times choose the merchants as the target of their attacks and moves (unless they have no chance of reaching them during that turn and there is a closer enemy).One-chance quest: only one attempt is allowed to accomplish this mission.

QUEST ENDMission accomplished: corpses may be searched after the mission.

Read narrative nexus T1.

Mission failed: read narrative nexus T2. A second attempt is not allowed.

Rewards:If the heroes have accomplished the mission, the merchants will give 4 coins to each hero who was not Knocked Out.+1 XP if the heroes have accomplished the mission.

GOAL: prevent at least one of the two merchants from being Knocked Out before the end of the heroes' last turn.

FACTION: Bandits.

SET-UPThe Reserve Point Counter is not used. Neither is the Dark Player's card deck.Achievement points will not be taken into account in this adventure. Use the counter to count the number of remaining turns.Depending on the number of heroes who begin the adventure, place the following Dark Player’s characters in the scenario during the adventure's set up:1 hero: 1 Human bandit with a broadsword and a shield. 2 Human bandit with a short bow.

2 heroes: 3 Human bandit with an axe and a shield, in addition to the previous ones.3 heroes: 4 Warhound, in addition to the above.4 heroes: 5 Human bandit with short bow, in addition to the above.5 heroes: 6 Assassin, in addition to the above.

FURNITURE Horse cart (their occupants are considered to have elevated position

and light cover).

OTHER ELEMENTSThe two merchants are in squares 1 & 2 . Players may control them as if they were mercenaries (use the "Civil" profile from the Mercenaries deck).

Tiles:

Outdoor scenario: 01B/a, 02B/a

1

2

123

44

5

6

1 45' - 60'

Free the MerchantsIn this area of the grove the road descends to a hollow where the leaves and branches of shrubs are piled up dragged by the rains. It is a perfect place to take a false step on a hidden trap or be the victim of an ambush. The wagon of a merchant couple moves slowly. The draught horses are exhausted. They have no escort... Suddenly, the man, covered by an overcoat and a wide hat, hears a cracking sound coming from one side of the road. He tells himself it's just a bird or a squirrel climbing up a tree. He looks up and detects no movement. His wife, who travels behind him, alerts him with a shriek. Several shadows appear between the tree trunks and the first arrows whistle. The driver tries to herd the horses with the whip, but soon discovers that the road is cut by a trunk. There is no escape.

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GOAL: Knock Out Rorg.

FACTION: Bandits.

SET-UPYou will need the Achievement and Reserve Point counters.Before building the Dark Player Decks, discard the following Obstacles cards for this game: Riddle, Pit, Magic Blast, Debris, Mental Attack, Stone Wall, Fire Wall, Ice Wall, Closing Walls, Deep Crack, Rolling Rock, Terrifying Canticles Flooded Area, Fireball, Block of Stone, Rockslide. Put aside, face up, one of the Obstacles cards called "Locked Door".The Dark Player must spend 5 Reserve Points on the Leader.

FURNITURE Barrels and boxes Armory Beds Dining Room

Cupboard Fireplace Chest

OTHER ELEMENTS1 Locked Door (at no cost) 2 Stairs: when a character steps on this

square, he will immediately appear on the other square with the same numbering.

LEADER Rorg, the Leader, is a Bandit boss. He uses a broadsword, a shield

and chainmail.

QUEST ENDMission accomplished: read narrative nexus T3 when you return

to Verneck.Mission failed: read narrative nexus T4 when you return to

Verneck.Rewards:

+1 XP if the heroes have accomplished the mission on the first attempt.+1 XP if the heroes have scored more Achievement than the Dark Player.

Upper floor

Ground Floor

Tiles:02A/a, 06B/c, 07B/c, 08B/c, 12A/c, 18A/c, 20B/d, 37B/g,

107A/i, 109A/i, 113B/i

1

2

2

2 90'- 120'

Rorg's LairDeep inside the forest of Rohuan there is such a big manor that it could look like a small fort. At one end a tower has been erected with masonry ashlars and the windows of the ground floor of the building have been blinded with planks. That is said to be the den of Rorg, a veteran mercenary who abandoned his profession to carve out a career outside the law. He is followed by a group of faithful ones who glorify his strength and determination. Some were companions in the trade. Others have been chosen from among the best thieves and murderers in the region. Together they form a small clan of outlaws that often descend south to devastate the region of Verneck.

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GOAL: Knock Out the Quest's Leader.

FACTION: Creatures of the night.

SET-UPYou will need the Achievement and Reserve Point counters.Before building the Dark Player Decks, set aside, face down, one of the Obstacle cards labeled "Portcullis," "Riddle," and "Darkness".The Dark Player must spend 10 Reserve Points on the Leader.

SPECIAL ELEMENTS Crypt Great Treasure

FURNITURE Amphoras Cupboard Columns Trapdoor (connects

to the other trapdoor with the same numbering)

Throne Statues Chest

OTHER ELEMENTS1 Portcullis (at no cost) 2 Riddle (at no cost) 3 Secret Door

LEADER The Leader is an Undead Champion. He uses a broadsword, a shield,

and chainmail. He has the extra skill "Aura" .

SPECIAL RULESDarkness: all sections of the scenario will be affected by the "Darkness"" card (at no cost), including the Main Room.

QUEST ENDMission accomplished: read the narrative nexus T6.Mission failed: read narrative nexus T7.Rewards:

+1 XP if the heroes have achieved the mission on the first attempt.+1 XP if the heroes have scored more Achievement points than the Dark Player.+1 XP for those heroes who survived and weren't Knocked Out at any time, as long as the group has discovered at least twice as many sections of the scenario as the number of heroes that started the adventure.

Tiles:01A/a, 04A/e, 05A/c, 06A/c,

07A/c, 12A/c, 13A/c, 14A/c, 15A/c, 19A/d, 21A/e, 22A/e, 33A/e, 37A/g, 38A/g, 38B/g, 39B/g, 112B/i, 113B/i

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2

3

3 90'- 150'

Buried Kings

The field of barrows rises above the surrounding swamps. Twisted roots underwater make you stumble as you feel the bites of mosquito clouds. When you reach the dry terrain of the elevations you feel you have left behind an almost endless obstacle. Small hills plagued with barrows stand before you. Most of them hide no treasures. They are only excavations that deep a few meters underground and house the already desecrated tomb of a noble family. But you detect a Real burial mound whose lintels, carved with rich filigree, are in a perfect state, as if the continuous rains hadn't made a dent in those rocks. You get a little closer and soon discover that no one has dared to go in there. The corridor is flanked by wooden faces disfigured by pain. You are intimidated by a multitude of warnings and curses written in several languages. However, you feel the need to continue exploring. You are the fly entering the spider's lair.

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Tiles:01B/a, 25B/b, 26B/b, 32A/a,

41B/h

27 60'- 75'

Sabotage the ShipsYou leave the temple of Arishar with hardly any time to bandage your wounds. The orcs have not bothered to erase their tracks and it is not difficult to follow them. An elf warrior named Arlantas, appointed by the captain, accompanies you.—We will follow them walking parallel, at a sufficient distance so that they cannot detect us —says Arlantas—. This way, I think we'll be able to seize one of their ships and sabotage the others. We'll cut off their escape.

GOAL: sabotage one ship and take hold of the other one.FACTION: Great Orc Tribes.

SET-UPThe Reserve Point Counter and the Dark Player's card deck are not used. Achievement points are not taken into account in this quest, but you may use the counter to count the number of turns remaining.1 Characters in the group of heroes must be placed in any of the yel-

low shaded squares. They will be activated in the usual way. The group will have, at no cost, and for this adventure only, 2 flasks of “Greek fire” (take the cards from the Special Objects deck). This will apply even if the group had more such items among their equipment.Arlantas' help: The elf accompanies the group of heroes. He has the profile "Elf Mercenary" (take the card from the Mercenaries deck), but with 5.Depending on the number of heroes starting the adventure, place the following Dark Player's characters in the corresponding squares.1 hero: 1 Warrior with an axe and improvised shield. Orc shooter with a short bow.2 heroes: 3 Warrior with a spear and improvised shield, in addition to the above.3 heroes: 4 Black orc with a battleaxe, in addition to the previous ones.4 heroes: 5 Shooter with a short bow, in addition to the previous ones.5 heroes: 6 Orc boss with a battleaxe, in addition to the previous ones.

OTHER ELEMENTS2 Ship.3 The river is considered impassable. The footbridges are difficult

terrain (they cannot be destroyed).

SPECIAL RULES Time limit: heroes have 12 turns to reach

the goal (subtract one turn for each hero who started the adventure). Subtract 1 turn for each Fortune point used by the heroes. Subtract 2 turns if played with a , and 1 extra turn for each Fortune point used by the group of heroes.Sabotage the ship: heroes on a ship (not flying) who have at least one flask of “Greek Fire”, may use an Action to set the ship on fire. Then the ship will be considered sabotaged.Take control of a ship: in order to take control of a ship the number of heroes on it must be greater than the number of enemies for two consecutive turns.

4 Accessing ships: squares with the yellow dot give access to the ships. Heroes must perform a great jump to get to the square connected by the yellow line (these squares cannot be occupied by any of the Dark Player's characters). This is the only way to access ships as long as there are enemies in the scenario. If all enemies have been Knocked Out, that great jump will always be successful. If any character falls into the water, because of being pushed or failing the great jump, his turn will end and he will be regarded as swimming from then on. Heroes can't get on ships while swimming, but they can get to the land tiles, as long as they are empty.Priority target: all the creatures on the ship will preferably target heroes with a “Greek fire” flask. They will never leave the ships where they started the quest.

QUEST ENDMission accomplished: you managed to sabotage some of the

ships that the orc invaders were going to use to escape. Moreover, you have the command of one of them, which allows you to chase more of your enemies. Not far away you spot a ship which has managed to escape. Arlantas urges you to follow his instructions. He is a good sailor and believes that you can reach that enemy vessel with a goblin flag waving on its mast.Mission pending: M28 (you must play it immediately, without the heroes being able to rest. However all of them will recover their ).

Mission failed: you haven't achieved your goal. The orcs manage to escape to the open sea while you complain and watch them move away on the blue horizon.

Rewards:+1 XP if the heroes have achieved the goal.

13

4

5

655

1 122

4

1

2

4

2

3

68

Tiles:

Outdoor scenario: 01B/a, 27A/b, 28A/b

30'- 45'

Large Creature Spotted!

GOAL: all the members of the group must reach one of the goal squares before finishing their last turn.

SET-UPThe Reserve Point Counter is not used. Neither is the Dark Player's card deck. Achievement points will not be taken into account in this adventure, but you may use the counter to count the number of turns remaining.1 Characters in the group of heroes must be placed in any of the

yellow shaded squares.According to the VP of the group of heroes who started the adventure, place in square 1 the creature determined by the chart, facing the heroes' starting squares.

SPECIAL RULES Time limit: heroes have 7 turns to complete the mission. Subtract 1

turn if playing with an .Heroes automatically win the Initiative die roll, activating first, but the "Caught by Surprise!" rule will not be applied.Go unnoticed: each time the creature is activated, it must make a roll against all the characters it has Line of Sight with and also against those who ran during their last activation. If the creature gets the lowest result, it will not be activated that turn because it will be understood that it has not spotted them. This rule will cease to apply as soon as the heroes attack the creature or the creature wins one of the opposed rolls against a character.No searching: no corpses can be searched in this quest.

QUEST ENDRewards if the mission is accomplished:

+1 XP for all heroes.If they also managed to Knock Out the creature they will get as many coins as their VP divided by 5 (rounded up).

VP of the group of heroes

EnemiesRoll 1D6 to determine the creature according to the VP of the heroes and check its profile in the Bestiary.

1 2 3 4 5 60-30 Common Troll Stone troll Cyclops Cyclops Golem Giant Lizard

31-50 Common Troll Ettin CyclopsElemental (of a random type)

Cyclops Stone Giant

51-80 Cyclops Ettin Giant Spider Thousand-Eyes Manticore Minor Dragon

81-120 Cyclops Giant Spider Giant Spider Armored Bull Giant Hydra

121 or higher Giant Spider Giant Scorpion Griffon Stone Giant Giant Fire Dragon

11

As you walk through the thicket of the forest you come across a huge creature. You consider going unnoticed to avoid any problems.