Heroes of Cerulea
Heroes of Cerulea
Heroes of Cerulea
Lucas Falk
CERULEA
Pixelated Dungeon Crawl RPG
Bläckfisk Publishing
1 2 3 4 5 6 7 8
MOUNT OBLIVION
C
CERULEAN CITADEL
D
QUILL VILLAGE
E CITADEL TOWN
G
RAIDER DESERT WYVERN MIRE
1 2 3 4 5 6 7 8
A
FROST PEAKS
PARAGON LAKE
E
G
GLOOMWOOD
9 10 11 12 13 14 15 16
4 Introduction
▶ BASICS
▶ One of you acts as the HERO SHEETS
MASTER. You control the game The Hero Sheet is where players
world, describe environments note down everything about
and situations, portray in their characters. It contains
habitants, and determine what information about who the hero
happens following the heroes’ is, what they can do, what they
actions and dice rolls. carry with them, and more.
▶ The rest of you are You can get printer-friendly
players. You each control Hero Sheets from the publisher's
and portray a hero in the website: blackfiskpublishing.com.
game world. You act through
your hero—freely and sponta
neously—by describing their DICE
actions and reactions. This game only uses four-sided
▶ Use the game mechanics dice, abbreviated “D”. 1D is one
only when failure could be both die, 2D is two dice, et cetera.
reasonable and interesting. "DD" means you roll two dice—
▶ The rules are a tool box. the first die represents the tens
Use them as a foundation, digit; the second represents the
and improvise rulings when ones digit. For example: if you roll
the need arises. 3 and then 1, the result is 31.
Introduction 5
RULES
RULES
▶ ACTIONS
When you want your hero to ACTIONS
accomplish something, pick an ▶ ATTACK (strike a monster,
action and describe how your destroy an object)
hero attempts it. ▶ DEFEND (dodge an
If the action is dangerous or attack, avoid a trap)
difficult, the MASTER asks you ▶ USE ITEM (apply
to make an ACTION ROLL. If not, a special item,
the MASTER just eat something)
decides the ▶ INSPECT (take a
action is closer look, try to find
successful. something hidden)
▶ ESCAPE (run away from
combat, break free)
▶ TALK (chat with a
friendly inhabitant)
▶ OTHER (any action that
doesn’t fit into the
above categories)
6 RULES
ACTION ROLLS ▶ If you have 0D or fewer, roll
Based on the action, pick the 2D and use the lowest result.
most appropriate ATTRIBUTE: ▶ Favorable or disadvantageous
circumstances can add or re
move a die before a roll. The
ATTRIBUTES MASTER has the final word.
▶ MIGHT (push, attack, ▶ For extra-successful actions,
heave, hurl, wreck) the MASTER decides an appro
▶ BRAVERY (jump, defend, priate outcome: depleting an
climb, evade, resist) extra HEART from a monster,
▶ INSIGHT (discover, saving a friend from a failed
shoot, tinker, analyze, roll, et cetera.
persuade)
COMBAT ROLLS
Only players make ACTION
Roll dice equal to your ATTRIBUTE’S ROLLS.. A single ACTION
ROLLS
value. Only the highest individual ROLL determines the out-
result counts: come for both the hero
and the monster.
In combat, a 1–2 means
ACTION OUTCOMES the hero fails and the
▶ 1–2 = Failed action, monster succeeds (the hero
1 HEART lost if the loses 1 HEART
HEART);); a 3 means
action is dangerous. they both succeed (they
▶ 3 = Successful action, both lose 1 HEART
HEART);); and a
1 HEART lost if the action 4 means the hero succeeds
is dangerous. If you just and the monster fails (the
DEFEND,, you don’t lose
DEFEND monster loses 1 HEART
HEART).).
any HEARTS
HEARTS..
▶ 4 = Successful action.
▶ Additional 4s = Extra-
successful action. COOPERATIVE ROLLS
▶ If working together is advan
tageous (for example, when
moving a large rock), everyone
DANGER makes an individual ACTION ROLL.
In melee The best roll counts for the
combat, all whole group.
actions are ▶ If working together is not
dangerous— advant ageous (for example,
unless the when sneaking past a monster),
monster is everyone makes an individual
STUNNED..
STUNNED ACTION ROLL. Players can then
gift one or more of their dice
results to other players.
Rules 7
▶ MONSTERS ▶ ROUNDS
▶ Monsters are normally ▶ When heroes aren’t fighting
aggressive and evil creatures or under time pressure,
that cannot be reasoned with you don't have to keep
and will not run from battle. track of time.
▶ Most monsters can’t chase after ▶ Under more intense circum
the heroes into other rooms. stances, time is divided
▶ If multiple heroes are nearby, into ROUNDS.
each monster attacks a ▶ Each ROUND lasts a couple
random hero. of seconds.
▶ A monster’s attack normally ▶ During a ROUND, participants
depletes 1 of a hero’s HEARTS can initiate one ACTION and
when the hero rolls a 3 or move a short distance.
lower on a combat ACTION ROLL.
Monsters move around during 1 The MASTER describes what
combat, and they can harm the monsters are doing.
heroes just by bumping 2 The players take their turns
into them. according to who speaks first.
▶ Some monsters have special The first player describes
abilities and actions. their hero’s action. The player
▶ Like heroes, monsters have makes their ACTION ROLL,
HEART ratings, which vary and the MASTER interprets
by monster. the effects.
▶ Each successful attack 3 Another player describes their
against a monster depletes hero’s action, makes their
1 of its HEARTS—when the ACTION ROLL, and so on.
monster has 0 HEARTS left, 4 When all players have made
it’s defeated. their ACTION ROLLS, start
▶ A defeated monster dis- a new ROUND.
integ rates, and its items
disinteg rate with it.
However, it might drop MULTIPLE OPPONENTS
standard loot If several monsters attack a
(p. 31). single hero during the same
ROUND, the hero can pick any
ACTION against one of them and
is forced to DEFEND against
the rest. Make one ACTION ROLL
for each action with –1D for
all the rolls.
8 Rules
▶ HEARTS & ENERGY
▶ Losing HEARTS is only RESTORATION
temporary—you can ▶ A snack restores 1
restore them. HEART and 1 ENERGY
ENERGY..
▶ If you have 0 HEARTS left, ▶ A meal restores 3
you go unconscious. HEARTS and 3 ENERGY
ENERGY..
You regain 1 HEART when ▶ A heart potion
someone wakes you up or res tores all HEARTS
HEARTS..
when the fight ends. ▶ An energy potion
▶ If all heroes are unc onscious, res tores all ENERGY
ENERGY..
the game restarts. The heroes
return to the dungeon’s
entrance; their progress
is still saved, but all the NOTATION TIP
monsters have respawned. ▶ Use a pen to outline
▶ Some items consume ENERGY your maximum HEARTS
when used. If you lack the and ENERGY
ENERGY..
required ENERGY, you cannot ▶ Use a pencil to cross
use the item. out lost HEARTS
and ENERGY
ENERGY..
Rules 9
▶ ITEMS ▶ IMPROVING
Items are tools that can open ▶ Find new items.
up new possibilities or give you ▶ Find HEART CONTAINERS and
bonus dice on certain actions. ENERGY CONTAINERS.
▶ Find TRINITY FRAGMENTS.
▶ Each item takes up one slot
on the Hero Sheet.
▶ Gems, food, keys, and TRINITY
TRINITY FRAGMENTS
FRAGMENTS don’t take up slots. Each fragment gives
▶ Items remain where you one hero the oppor-
leave them. tunity, once per
▶ Items wielded or worn by session, to reroll
monsters are cursed and any number of
cannot be used by heroes. dice during an
When a monster is defeated, ACTION ROLL.
ROLL .
its items disa ppear with it.
▶ MISCELLANEOUS RULES
▶ Heroes cannot harm ▶ If you FALL INTO A PIT, you
friendly inhabitants. lose 1 HEART. After 1 ROUND,
▶ Regular keys can open you automatically return
any regular lock, but they to where you fell from.
disa ppear when used. ▶ If you are SWALLOWED BY
Heroes can’t pick locks. QUICKSAND, you lose 1 HEART.
▶ Bombs can blow up cracked After 1 ROUND, you auto
walls and floors—not doors, matically return to where
regular walls, or regular floors. you fell from.
▶ Regular walls can’t be scaled. ▶ When you FALL INTO LAVA,
▶ Heroes normally can’t attack you lose 2 HEARTS and
while swimming (aquarians can, immediately jump back to
and items might give other where you fell from.
heroes this ability). ▶ When a hero enters a boss
▶ STUNNED monsters can’t attack; room, the door seals behind
attacking them isn’t dangerous. them. Other heroes are auto
▶ When a monster attacks matically teleported inside
a STUNNED hero, it hits the boss room. It opens again
automatically. when the heroes defeat the
boss or when all heroes in the
boss room are unconscious.
10 Rules
HEROES
HEROES
▶ CHOOSE KIN
▶ Elf. Pointy-eared humanoid ▶ Aquarian. Fishlike humanoid
hailing from the plains. hailing from the lakes.
Special: You can spend 1 Special: You can spend
ENERGY ahead of an ACTION 1 ENERGY to swim long
ROLL to get +1D. distances underwater or
▶ Avian. Birdlike humanoid attack while in water.
hailing from the skies. ▶ Seedling. Treelike humanoid
Special: You can spend 1 hailing from the forest.
ENERGY to make a long jump Special: You can spend 1
and glide through the air. ENERGY to turn invisible for
▶ Geon. Rocklike humanoid hailing as long as you stay still.
from the mountains. Attributes: –1 MIGHT,
Special: You can spend +1 BRAVERY.
1 ENERGY to resist losing ▶ Missing. Abstract, glitchy
a HEART. humanoid of unknown origin.
Attributes: +1 MIGHT, Special: You can spend
–1 BRAVERY. 1 ENERGY to reroll a die.
Heroes 11
▶ NOTE STATS & GEAR
Your hero starts with: 1D SPECIAL ITEM
▶ 3 HEARTS (use a pen to outline 1 Lantern. Lights up
three HEART symbols). dark places. Can immo-
late objects.
▶ 3 ENERGY (use a pen to outline
three ENERGY symbols). 2 Bow. Ranged weapon.
▶ 15 gems (use a pencil to
Each arrow uses 1 gem.
note them). 3 Boomerang. Can retrieve
▶ A small pouch [4 slots] (use small items from a long
a pencil to mark the bullet). distance. Successful
▶ A starting weapon (use a attacks STUN monsters
pencil to note it in your (not bosses) for the
inventory): current ROUND.
Elf: sword. 4 Magic Cape. Spend
Avian: spear. 1 ENERGY to make your-
Geon: club. self invulnerable for
Aquarian: trident. the current ROUND
Seedling: dagger. and the next.
▶ A special item—choose or
roll (use a pencil to note it
in your inventory). Multiple ADDITIONAL ITEMS
heroes should not start with Groups with more than
the same item. four heroes can randomize
additional special items
on p. 30.
12 Heroes
▶ DISTRIBUTE ATTRIBUTES
Heroes have three ATTRIBUTES: ATTRIBUTES
MIGHT, BRAVERY, and INSIGHT. ▶ MIGHT (push, attack,
Distribute the following values heave, hurl, wreck)
among your ATTRIBUTES: 3, 2, 1. ▶ BRAVERY (jump, defend,
climb, evade, resist)
▶ INSIGHT (discover,
KIN MODIFIERS shoot, tinker, analyze,
▶ Geon: +1 MIGHT, –1 BRAVERY persuade)
▶ Seedling: –1 MIGHT,
+1 BRAVERY
▶ DETERMINE APPEARANCE
DD HAIR CLOTHES Roll or pick one per column,
or come up with something
11 Brown Brown on your own.
12 Red Red
13 Orange Orange
14 Yellow Yellow
21 Lime Lime
22 Green Green
23 Teal Teal
24 Cyan Cyan
31 Blue Blue
32 Indigo Indigo
33 Purple Purple
34 Magenta Magenta
41 Pink Pink
42 White White
43 Grey Grey
44 Black Black
Heroes 13
▶ BUY SOMETHING?
Spend gems to buy things. If you ▶ Snack: 5 gems (restores
do, note it on your hero sheet. 1 HEART and 1 ENERGY).
▶ Meal: 10 gems (restores
3 HEARTS and 3 ENERGY).
▶ Bomb: 5 gems (can blow
things up or deplete 2
monster HEARTS).
DD NAME
11 Iros
12 Reglo
13 Eko
14 Mila
21 Kodu ▶ HERO AGENDA
22 Onola ▶ Explore Cerulea.
23 Riya ▶ Help friendly inhabitants.
▶ Find dungeons and clear
24 Alon them of monsters.
31 Rhys ▶ Fight the Shadow King’s
14 Heroes
heroes of
CERULEA
Might
Special
ENERGY
Hair
Clothes
16 Master
MASTER
MASTER
▶ MASTER GUIDELINES
MASTER AGENDA DUNGEON MAPS
▶ Prepare dungeons full of ▶ Print out the relevant dungeon
trials and monsters. map (available for download
▶ Apply the rules when things on the publisher's website:
are clear cut; make rulings blackfiskpublishing.com).
when they aren’t. If you can’t print the map,
▶ Challenge the players draw it yourself.
and their heroes. ▶ Cut along the dotted lines
▶ Say “yes” to the players’ to form map pieces of the
creative ideas and solutions. separate rooms.
▶ Embrace the video game logic. ▶ When the heroes enter a room,
place the corresponding map
piece in sight for everyone.
▶ If the dungeon has multiple
floors, you can place the
visited map pieces in a clear
plastic sleeve for each floor.
▶ Keep “building” the map as the
heroes explore the dungeon.
Master 17
▶ CAMPAIGN PLAY
The Shadow King has split the
Trinity into three fragments and
hidden each inside a dungeon
with a boss to protect it.
Once the heroes have gathered
all three fragments, they can CAMPAIGN STYLE
enter the Cerulean Citadel This game can accommodate three
and face the Shadow King. different campaign styles:
a Dungeon Campaign. The
MODIFYING LENGTH heroes start at a dungeon’s
You can split the Trinity entrance. Whenever they want
into more or fewer frag- to, they can go straight to
ments for a longer or another dungeon, completely
shorter campaign. You might skipping Overworld play. As
have to adjust challenges the MASTER, you don’t have
and monsters. to prepare anything unless
you want to; just select a
dungeon from this book.
b Overworld Campaign. The
MODIFYING DIFFICULTY heroes start at either the
The official campaign is entrance of a dungeon or in
written for three heroes. Citadel Town. They get access
to the Overworld map with
▶ If there are fewer the main dungeons marked. To
heroes: for each get to a dungeon, they have
missing hero, reduce to travel through a number
the number of monsters of Overworld areas. As the
in each room by one MASTER, you should prepare
and the HEARTS of content for some of the areas
bosses by 2. between the dungeons.
▶ If there are more c Screen Crawl Campaign.
heroes: for each The heroes start in Citadel
extra hero, increase Town. Their Overworld map is
the number of monsters blank—they have to travel
by one and the HEARTS through areas, explore,
of bosses by 2. and ask around to find the
dungeons. As the MASTER,
you should prepare content
for most of the areas.
18 Master
▶ CREATING DUNGEONS
1 Determine the dungeon’s theme BEST PRACTICES
and architecture (see below). ▶ Create nonlinear paths
2 Combine the results to name the through the dungeon.
dungeon—Moon Cave, Temple of ▶ Anticipate at least two
Fire, Sky Ship, et cetera. possible solutions for
3 Roll 4D to determine the number challenges—but be very
of rooms in the dungeon, or just open to the players’
decide for yourself. alternative ideas as
4 Determine a challenge (p. 20) long as their solutions
for each room. make sense.
If there are at least 5 ▶ Don’t block the main
rooms, one should contain path with your hardest
a special item (p. 30). challenges; use them
If there are at least 8 for optional routes and
rooms, one should contain treasure instead.
a boss (p. 26–27). ▶ The dungeon’s special
If there are at least 10 item should help solve
rooms, one should contain some of its challenges
a shop (p. 28) or an and defeat its boss.
inhabitant (p. 25). ▶ Embrace the video
5 Write down bullet points de game logic, but also
scribing the rooms’ contents. embrace the flexibility
6 Lay out the dungeon. Add of tabletop role-
openings or doors between playing games.
the rooms as you see fit.
DD THEME ARCHITECTURE
11 Fire/Flame/Volcano Dungeon
12 Water/Ocean/Lake Belly
13 Shadow/Darkness/Black Castle/Palace
14 Air/Sky/Cloud Temple/Shrine
21 Spirit/Ghost Tower
22 Forest/Jungle Crypt/Grave/Tomb
23 Swamp/Mire Well/Sewer
24 Ice/Snow/Frost Chateau/Manor
31 Earth/Stone/Rock Fortress/Keep
32 Light/Sun/Moon Tree
33 Death/Skull Lair/Den
34 Sand/Desert/Dune Maze/Labyrinth
41 Time/Past Ruins
42 Dream/Illusion Cave/Cavern/Grotto
43 Curse/Doom Mine/Quarry
Master
44 Storm/Wind Ship 19
▶ CHALLENGES
Challenges are HIDDEN DOORS
problems the Don’t automatically mention
heroes must cracked walls and the like
solve to pro- to the players—see if
ceed through they check out the wall
the dungeon or get in question. If they don’t,
their hands on treasure. you might ask them for an
INSIGHT roll to discover it.
DD CHALLENGE
11 Miniboss. See page 27.
12–14 Monsters. See the facing page.
21 Switch puzzle. Find a hidden button and press it;
hold a floor switch down to keep the door open;
pull a lever from a distance.
22 Push puzzle. Push a particular block; rotate a
statue in a particular direction; rearrange blocks
in a particular pattern.
23 Brazier puzzle. Light all the braziers; extinguish all the
braziers; light braziers in a particular order or pattern.
24 Teleport puzzle. Activate the teleporters in the correct
order; find the correct path or get teleported back
to the beginning.
31 Hidden door. Bomb a cracked wall; cut through an
overgrown opening; move a bookcase; melt a block
of ice; pull down a tapestry.
32 Key in a chest. There is a locked door, and the chest
is in a different room.
33 Key on a monster. There is a locked door, and the
monster is in a different room.
34 Key from a puzzle. There is a locked door, and the
puzzle is in a different room.
41 Elevation obstacle. Traverse a pit; push a block and
climb up; pull down a ladder; raise the ground level.
42 Wall obstacle. Bomb stone blocks; melt ice walls; put out fire.
43 Liquid obstacle. Drain the water; lower the lava level.
Usually accomplished by solving a puzzle, perhaps in
a different room.
44 Darkness obstacle. Avoid pits in the dark; fight monsters
20 in darkness; find the light switch. Master
▶ MONSTERS
▶ Roll DD on the list of monsters 01 RAT
to randomize an encounter. ▶ Large vermin.
▶ Roll quantity to determine ▶ Can hide in pots and
how many appear. other narrow spaces.
▶ Roll on the Monster Reaction ▶ HEARTS: 1
table to determine how they ▶ Quantity: 2D
react to the heroes.
04 JELLYFISH
▶ Hovering, tentacled blob.
▶ Turns electric every other
ROUND, which makes all melee
attack rolls toward it
count as a 1.
▶ HEARTS: 1
▶ Quantity: 2D
Master 21
14 CHOMPER
▶ A large plant with a long
stem and a big maw.
▶ Rooted in one spot.
▶ HEARTS: 2
▶ Quantity: 2D
11 SLIME
▶ Gelatinous blob.
▶ Can drop from the ceiling
or slip through cracks in
the floor.
▶ HEARTS: 1
▶ Special: Roll 1D: 1 Regular
slime; 2 Fire slime; 3 Ice slime;
4 Electric slime.
▶ Quantity: 2D
12 STRIDER
▶ Large, four-limbed insect.
▶ Leaps into the air and
attacks from above.
▶ Can walk on water.
▶ HEARTS: 1 21 GOBLIN
▶ Quantity: 2D ▶ Small humanoid with
long arms.
▶ Wields weapons.
▶ HEARTS: 2
▶ Quantity: 2D
13 OCTOPUS
▶ Eight-limbed mollusc.
▶ Hides underwater; jumps up
and squirts ink projectiles.
At the end of the ROUND,
it hides again for the
next 1D/2 ROUNDS.
▶ HEARTS: 1
▶ Quantity: 2D
22 Master
24 SPIDER
▶ Large, silk-spinning arachnid.
▶ Climbs walls and ceilings, then
it descends on its prey.
▶ HEARTS: 3
▶ Quantity: 1D+1
22 SKELETON
▶ Reanimated bones.
▶ When defeated, it 31 LIZARDKIN
turns into a skull; ▶ Humanoid reptile.
unless destroyed, ▶ Wields weapons.
it reanimates into ▶ HEARTS: 3
a skeleton after ▶ Quantity:
2 ROUNDS. 1D+1
▶ HEARTS: 2
▶ Quantity: 2D
23 WARLOCK
▶ Undead wizard.
▶ Attacks with ranged
blasts of magic.
▶ Can teleport once
per ROUND.
▶ HEARTS: 2
▶ Special: Roll 1D: 32 SENTINEL
1 Regular warlock; ▶ Animated armor.
2 Fire warlock; ▶ Appears to be a statue;
3 Ice warlock; comes to life.
4 Electric warlock. ▶ HEARTS: 3
▶ Quantity: ▶ Quantity: 1D+1
2D
33 CENTIPEDE
▶ Large, wormlike
arthropod with
elongated mandibles.
▶ Hides underground;
attacks when prey is
nearby. At the end of the
ROUND, it burrows under-
ground again for the
next 1D/2 ROUNDS.
▶ HEARTS: 3
▶ Quantity: 1D+1
Master 23
42 ZOMBIE
▶ Reanimated corpse.
▶ When it depletes a HEART,
it also grabs the hero.
The hero can perform no
actions other than
trying to escape.
▶ HEARTS: 4
▶ Quantity: 1D
43 TURRET
▶ Mechanical pillar
with a large eye
on top.
34 GHOST ▶ Scouts the room
▶ Vengeful spirit. through circular
▶ Depletes 1 HEART and 1 ENERGY. sweeps—shoots
▶ HEARTS: 3 laser beams when
▶ Quantity: 1D+1 a hero is detected.
▶ Depletes 2 HEARTS.
▶ HEARTS: 2
41 TROLL ▶ Quantity: 1D
▶ Large humanoid with long arms.
▶ Wields weapons.
▶ HEARTS: 4 44 GLUTTON
▶ Quantity: 1D ▶ Tubelike blob.
▶ When it depletes
a HEART, it also
swallows a random
item. Once de-
feated, heroes
can retrieve
those items.
▶ HEARTS: 4
▶ Quantity: 1D
51 KNIGHT
▶ Undead warrior
in plate armor.
▶ Wields weapons.
▶ HEARTS: 5
▶ Quantity: 1D/2
24 Master
52 CENTAUR 53 GRABBER
▶ Beast with a humanoid upper ▶ Massive hand.
body and equine lower body. ▶ Descends from above and
▶ Wields weapons. attempts to grab a hero.
▶ HEARTS: 6 The hero can avoid it through
▶ Quantity: 1D/2 their ACTION ROLL. If caught,
the hero can perform no actions
other than trying to escape.
▶ The ROUND after a missed grab
or a hero escapes, it jumps
back up onto the ceiling and
runs away only to return later.
▶ HEARTS: 5 ▶ Quantity: 1D/2
54 DINO
▶ Monstrous, crawling lizard with
thick scales and a huge maw.
▶ Sucks in air for one ROUND;
the next ROUND, it breathes
fire that depletes 2 HEARTS.
▶ Invulnerable to regular attacks;
must be damaged from within.
▶ HEARTS: 6 ▶ Quantity: 1D/2
▶ INHABITANTS
Inhabitants focus on one single ▶ Elves. Pointy-eared humanoids
thing and prefer to talk only living on the plains.
about that. They generally know ▶ Avians. Birdlike humanoids
very little about anything else living among the clouds.
and try to steer the conver ▶ Geon. Rocklike humano ids
sation toward their focus. living in the mountains.
Five different kin inhabit ▶ Aquarians. Fishlike humano ids
the lands of Cerulea: living in the lakes.
▶ Seedlings. Treelike humano ids
living in the forests.
DD FEATURE TYPE
11 Fire/Flame Beast
12 Electric/Lightning Slime
13 Mighty/Strong Octopus
14 Cursed/Mystical Plant
21 Phantom/Spirit Spider
22 Stone/Rock Skeleton
23 Giant/Big/Great Eye
24 Frost/Ice Spirit
31 King/Queen Centipede
32 Iron/Armored Scorpion
33 Ancient/Primordial Warlock
34 Nightmare/Grim Snake
41 Dark/Shadow Knight
42 Death/Undead/Fossil Cyclops
43 Mechanical/Clockwork Golem
44 Twins/Brothers/Sisters Dragon
26 Master
DD WEAKNESS 1D ACTION MOVESET
11 Make it fall over. 1 Special Attack.
12 Make it swallow bombs. A particularly powerful
attack, usually related
13 Reflect its projectiles to the boss’s feature
back at it. or its type.
14 Remove its armor. 2 Attack. A regular attack.
21 Trap it in place. 3 Displacement. An action
22 Drop something on it that moves the boss or
from above. heroes—for example, a
sweep or a teleportation.
23 Power up a weapon. 4 Defense. A defensive
24 Defeat its minions. action that makes the boss
31 Play a sedating song. impervious to attacks for
the entirety of the ROUND.
32 Climb on top of it.
33 Identify the real one. MINIBOSSES
34 Draw it within reach. ▶ Some dungeons might have
41 Wait for the right moment. a miniboss guarding the
treasure or a special key.
42 Activate all the switches. ▶ Minibosses are typically special
43 Make it hurt itself. versions of monsters.
▶ They can have a special
44 Nothing—just duke it out feature and a certain
(+5 HEARTS). action moveset, but
they usually have no
particular weakness.
▶ They normally have
3–6 HEARTS (1D+2).
Master 27
▶ ITEMS
SHOPS
▶ Roll 1D+1 to decide how many ▶ Shop items can be sold
items the shop has. Then roll for half their listed price
on the table below to determine rounded down.
which items are in stock. ▶ General items and special
▶ Stealing makes you a thief— items can be sold for their
known by every inhabitant. DD value ×5.
28 Master
GENERAL ITEMS
Heroes can find general items in treasure chests inside dungeons,
purchase them in shops (for their DD value ×10), or receive them
as a reward for helping friendly inhabitants.
DD GENERAL ITEM
11 Particular key. Only opens a particular lock. Doesn’t have
to be an actual key or an actual lock.
12 Bottle. Can hold a potion, wasp, or pixie.
13 Power Bracelet. +1D for noncombat strength rolls.
14 Hero’s Shield. +1D for DEFEND rolls.
21 Dowsing Rod. Vibrates in rooms where something is hidden.
22 Magic Flute. The user can summon a portal to the closest
town. The portal stays open until heroes travel back through
it. If a new portal opens, the previous portal closes.
23 Large Pouch. Grants a total of 8 inventory slots.
Replaces a small pouch.
24 Hero’s Tunic. +1D for noncombat acrobatic rolls.
31 Shock Ring. Grants immunity to electricity.
32 Frost Ring. Grants immunity to cold.
33 Flame Ring. Grants immunity to fire.
34 Hero’s Bow. +1D for ranged ATTACK rolls. Unlimited arrows.
41 Hero’s Sword. +1D for melee ATTACK rolls.
42 Hero’s Armor. Any time the wearer would lose a HEART,
they lose half a HEART instead. (Use a pen to draw lines
down the middle of your HEART symbols).
43 Big Sword. Successful attacks deplete 2 monster HEARTS.
44 Monster Mask. Monsters (but not bosses) ignore the
wearer as long as the wearer doesn’t attack.
Master 29
SPECIAL ITEMS
Heroes can find special items in treasure chests inside dungeons.
DD SPECIAL ITEM
11 Lantern. Lights up dark places. Can immolate objects.
12 Bow. Ranged weapon. Each arrow uses 1 gem.
13 Boomerang. Can retrieve small items from a long distance.
Successful attacks STUN monsters (not bosses) for the
current ROUND.
14 Magic Cape. Spend 1 ENERGY to make yourself invulnerable
for the current ROUND and the next.
21 Big Hammer. Can smash things. Successful attacks
against stone monsters deplete 2 HEARTS.
22 Grappling Hook. Can grab things from a distance and
carry the user across gaps.
23 Feather Boots. The wearer can jump very high and far.
24 Magic Fan. Can create strong gusts of wind.
31 Control Staff. Spend 1 ENERGY to control a monster’s
(not boss’s) actions for the upcoming ROUND. Controlling the
monster demands the user’s full attention and requires an
INSIGHT roll for every action.
32 Truth Lens. The user can see through illusions.
33 Lightning Staff. Spend 1 ENERGY to shoot an electricity
projectile. Successful attacks STUN monsters (not bosses)
for the current ROUND. Can also activate technology
from a distance.
34 Ice Staff. Spend 1 ENERGY to shoot an ice projectile.
Successful attacks STUN monsters (not bosses) for
the current ROUND. Can also freeze water.
41 Fire Staff. Spend 1 ENERGY to shoot a fire projectile.
Successful attacks deplete 1 monster HEART. Can also
immolate objects or melt ice from a distance.
42 Mirror Shield. +1D for DEFEND rolls. Can reflect light
and magic.
43 Shrink Hat. Spend 1 ENERGY to turn tiny. You may return
to regular size at any time.
44 Hover Disc. Spend 1 ENERGY to levitate and glide
through the air for one ROUND.
30 Master
▶ LOOT
STANDARD LOOT CHEST LOOT
▶ Roll when heroes smash a pot. Roll when heroes search a
▶ Roll when heroes defeat regular chest or the like.
a monster.
DD CHEST LOOT
DD STANDARD LOOT 11–22 Gems. 1D×25 pieces.
11–14 Monster. (Pots only; 23–24 Bombs. Can blow
otherwise, “Nothing”.) things up or deplete
Roll 1D: 1 Rat; 2 Skull; 2 monster HEARTS.
3 Bat; 4 Slime. 1D pieces.
21–24 Nothing.
31 Gems. 1D×2 pieces. 31–32 Pixie. Restores all
HEARTS. If stored in
32 Energy. Restores 1 a bottle (roll BRAVERY
ENERGY when picked up. to catch it), it acti-
33–34 Heart. Restores 1 vates automatic ally
HEART when picked up. when the hero goes
unconscious.
41 Snack. Restores 1 33–34 Bottle. Can store a
HEART and 1 ENERGY potion, wasp, or pixie.
when consumed.
42 Meal. Restores 3 41–42 Energy Container.
HEARTS and 3 ENERGY Increases one hero’s
when consumed. maximum ENERGY by
1 and restores all
43 Bomb. Can blow their ENERGY.
things up or deplete
2 monster HEARTS. 43–44 Heart Container.
44 Pixie. Restores all Increases one hero’s
HEARTS. If stored in maximum HEARTS by
a bottle (roll BRAVERY 1 and restores all
to catch it), it acti- their HEARTS.
vates autom atic ally
when the hero goes
unconscious.
Master 31
▶ OVERWORLD
LOCATIONS ▶ Raider Desert. A scorching,
▶ Cerulean Citadel. The once arid wasteland in the south-
magnificent castle of the west, surrounded by mountains.
royal family. Now surrounded Rumors say the dunes hide
by an impenetrable barrier legendary ruins.
and corrupted by the ▶ Wyvern Mire. Dense, misty wet
Shadow King’s evil. lands in the south. Something
▶ Citadel Town. The capital of has poisoned the water, turning
Cerulea. Largely abandoned the area into a putrid swamp.
since the Shadow King arrived. ▶ Frost Peaks. A chilly, snow-
The remaining inhabitants capped mountain range in the
huddle fearfully inside northeast. Lately, avalanches
their homes. and rockslides have plagued
▶ Paragon Lake. A large, the area.
clear lake in the east, dotted
with small islands. Recently
infested by monsters. AREA CONTENT
▶ Quill Village. A small and You can use the map at the very
cozy hamlet—idyllic despite beginning of the book as a base
the Shadow King’s campaign for creating your own Overworld.
of chaos. Ducks roam free. It contains terrain types for the
▶ Gloomwood. A vast and dense different areas as well as some
forest in the southeast, general terrain for inspiration.
shrouded in a mysterious You can roll on the table on
mist. Cursed by a male- the next page for something
ficent presence. to make an area interesting
▶ Mount Oblivion. An imposing, and challenging. It’s up to you
rocky mountain in the north- to develop the concept into
west, its peak circled by a full-fledged area, or you
clouds. Recently, a fiery could just keep it simple.
volcano has afflicted
the area.
TRAVELING
Traveling between Overworld
areas doesn’t require any ACTION
ROLLS, doesn’t deplete any re
sources, and you don’t have
to keep track of time.
If the heroes return to an
explored area, they are free
to travel past it without having
to enter it again.
32 Master
DD FEATURE OBSTACLE
11 An old graveyard. A miniboss.
12 The ruins of a village. Monsters.
13 A mysterious statue. Monsters.
14 An abandoned house. Monsters.
21 An inhabitant. Requires a particular key.
22 A small village. Requires a specific ritual
(offering a fish; singing a
song; waiting until midnight).
23 A shop. Requires a specific item.
24 A witch’s hut. Roll 1D: Out of reach (high up on a
1–2 Sells potions; 3 Lifts steep ledge; on the other
curses; 4 Tells fortunes. side of a wide ravine).
31 A gambling house. Pay 5 gems, Hidden (underground; behind
roll INSIGHT: 1–2 You lose; vegetation; a cracked wall;
3 You get your 5 gems back; an illusion).
4 You win 10 gems.
32 A particular key. Somewhere within a maze.
33 A stone monument engraved Blockage (boulders;
with text that reveals broken bridge; large,
a secret. sleeping animal).
34 A portal to another area. A guardian requests a toll.
41 A cave with 1D rooms. Hard to reach (on the other
Roll challenges and de- side of water; high up on a
termine a chest’s contents: ledge; on the other side of
1–2 One hundred gems; a ravine).
3 An Energy Container;
4 A Heart Container.
42 A small dungeon with 1D+1 Hidden danger, trapped,
rooms. Roll challenges or cursed.
and a general item.
43 A pixie fountain with 1D pixies. A stubborn inhabitant.
Bathing restores all HEARTS
and ENERGY.
44 Roll twice on this column. No obstacle.
Master 33
Restless spirits haunt the
Gloomwood, and skeletal monsters
terrorize nearby farms.
Inhabitants say an ancient crypt
stands somewhere deep within the woods.
Can the heroes break the curse and lay
the spirits to rest once more?
34 WOODLAND TOMB
WOODLAND
TOMBTOMB
WOODLAND
DUNGEON LOCATION
Place the Woodland Tomb somewhere in
the Gloomwood (for example, G15).
▶ EXTERIOR ▶ INTERIOR
▶ In the middle of a forest. ▶ Mossy blocks of stone.
▶ An overgrown stone crypt ▶ Roots on the floor,
among the roots of an vines on the walls
enormous tree. and ceiling.
▶ A knight statue stands ▶ Earthy smell.
on each side of the ▶ Eerily silent.
open entrance.
Woodland Tomb 35
H
I
D
G
C F
B A
E
▶ ENTRANCE (A)
▶ Four knight statues pointing ▶ East: Open passage.
counterclockwise toward Leads to Trap Corridor.
each other. (Moving them ▶ South: Open passage.
does nothing.) Leads outside.
▶ North: Locked, mossy door. ▶ West: Open passage.
Leads to Pit Room. Leads to Skeleton Room.
36 Woodland Tomb
▶ SKELETON ROOM (B)
▶ Four stone pillars. SKELETON
▶ Four sneaky skeletons wielding ▶ Reanimated
swords. They hide bones.
behind the pillars, ▶ When de
ready to ambush feated, it
the heroes. turns into
▶ North: Open passage. a skull
Leads to Statue Room. (1 HEART
HEART););
▶ East: Open passage. unless de
Leads to Entrance. stroyed, it
reanimates
into a
KEY skeleton
When the heroes defeat after 2
the last skeleton, it drops ROUNDS..
ROUNDS
a key.
key . ▶ HEARTS: 2
Woodland Tomb 37
▶ FOREST GLADE (D)
▶ Outside, surrounded by trees. WANDERER
▶ Many birds chirping and singing. An old man who loves to listen to
▶ A large tree stump in the birds singing. Ignores the heroes,
middle of the glade. mesmerized by birdsong.
▶ A wanderer sitting on
the tree stump, listening
to the birdsong. WANDERER PUZZLE
▶ A chest barely visible through If the heroes touch the
the trees (only reachable wanderer or make a very
through Platform Room). loud sound, he suddenly
Contains 50 gems. pays attention to them.
▶ East: Cracked wall. Leads He realizes he’s been
to Platform Room. sitting here for way
▶ South: Open passage. too long. He gives the
Leads to Statue Room. heroes a bottle and
▶ Northwest: Forest trail hurries home.
leading back to Entrance (A).
38 Woodland Tomb
▶ TREASURE ROOM (F)
▶ Platform with a large GRAPPLING HOOK
Can grab things from a distance
chest containing the
Grappling Hook. and carry the user across gaps.
▶ Two knight statues.
▶ Two pots.
▶ South: Open passage.
Leads to Trap Corridor.
STATUE TRAP
If a hero opens the chest
or attacks one of the
statues, both statues
come to life as sentinels
sentinels..
They attack immediately.
SENTINEL
▶ Animated armor.
▶ Appears to be a statue;
comes to life.
▶ HEARTS: 3
Woodland Tomb 39
▶ PLATFORM ROOM (H)
▶ Five platforms above LEVER TRAP
a deep pit. If a walkway or platform
▶ Two walkways far below. is lowered while a hero is
▶ South platform: walled, standing on it, the hero
two unlit braziers. FALLS INTO THE PIT.
PIT .
▶ West platform: a lever
(lowers north–south walkway,
raises east–west walkway,
raises northwest platform). BAT
▶ Northwest platform: ▶ Flying rodent.
an unlit brazier. ▶ Swoops down from above
▶ North platform: a lever when prey comes close.
(raises north-south walkway, ▶ HEARTS: 1
lowers northwest platform).
▶ East platform: a lit brazier.
▶ Three hidden bats—one over
the northern platform, one BRAZIER PUZZLE
over the northwestern, one If the heroes light all
over the western. They ambush the braziers, a chest
when a hero comes close. appears in the southwest
▶ East: Large, locked door. corner. The chest holds
Leads to Boss Room. a Heart Container.
▶ South: Open passage.
Leads to Pit Room.
CRACKED WALL
LEVER PUZZLE The western wall has a
Pulling a lever again re- crack in it. Heroes can
verses its effects. open a passage to
Forest Glade.
Glade.
40 Woodland Tomb
UNDEAD KNIGHT
▶ A large, imposing
skeleton in
worn armor.
▶ Wields a rusty
and heavy two-
handed axe.
▶ Armored, –4D for
normal attacks
against it.
▶ HEARTS: 5
BOSS WEAKNESS
Removing pieces of armor exposes a big, evil eye inside
the Undead Knight’s
Knight’s ribcage.
To remove a piece, heroes make an appropriate ACTION
ROLL.. Successful bomb attacks remove two pieces of armor.
ROLL
Each piece removed reduces the negative modifier for
attacks by 1 die.
1D BOSS ACTIONS
1 Spins around like a whirlwind, attacking all heroes.
2 Swings the axe toward a random hero.
3 Picks up a random hero and throws them. The hero’s ACTION
ROLL determines the outcome: 1–2 Miss and FALL INTO
THE PIT; 3 Attack successfully but FALL INTO THE PIT;
4 Attack successfully and avoid getting picked up.
4 Reattaches a lost piece of armor.
Woodland Tomb 41
In Paragon Lake, sea monsters
are attacking boats and scaring
away fishermen.
The monsters’ lair lies inside
a mysterious building that recently
rose from the depths. Can the heroes
cleanse the lake of evil?
42 LAKE TOWER
LAKE TOWER
LAKE TOWER
DUNGEON LOCATION
Place the Lake Tower somewhere
in Paragon Lake (for example, E11).
▶ EXTERIOR ▶ INTERIOR
▶ Octagonal stone building at ▶ Wet and slick blocks of stone
the center of the lake. covered in algae.
▶ One story high. ▶ Three inches of water
▶ An open platform with a on the floor.
broken stone railing. ▶ Damp air; musty smell.
▶ Sounds of dripping water.
Lake Tower 43
▶ BALCONY (3A)
▶ A platform just below CRACKED WALL
water level. The western wall has a
▶ Broken stone railing. crack in it. Heroes can
▶ Open but covered by a ceiling. open a passage to
▶ Four stone pillars. Chest Room.
Room.
▶ North: Open passage. Leads
to Upper Center Room.
▶ East: Rotten door. Leads to
Pool Room.
▶ South: Open to the outside.
44 Lake Tower
3G 3C
3B 3D
3F
3E 3A
Lake Tower 45
▶ CHEST ROOM (3E) ▶ SECRET ROOM (3F)
▶ A small chest. ▶ A small chest.
▶ East: Cracked wall. ▶ Four pots.
Leads to Balcony. ▶ A deep pool of water.
Leads to Lower Walk-
way Room (2E).
▶ A switch on the floor.
Opens the sealed stone
door to the east.
▶ East: Sealed stone
door. Leads to Upper
Center Room.
46 Lake Tower
2F 2G
2D
2E 2A 2C
2B
Lake Tower 47
▶ MINIBOSS ROOM (2C)
▶ Water along the walls; a large MIGHTY LIZARDKIN
platform in the center. ▶ A particularly large lizardkin.
▶ North: Sealed stone door. ▶ Wields a trident.
Leads to Treasure Room. ▶ HEARTS: 4
▶ South: Rotten door; a gate
closes when heroes enter.
Leads to Water Room. 1D MINIBOSS ACTIONS
1 Swings the trident in
a big circle, attacking
MONSTER TRAP all heroes.
The Mighty Lizardkin 2 Stabs the trident toward
and two regular lizard- a random hero.
kin wielding spears are 3 Dives into the water and
hiding in the water. reappears in a different
When the heroes enter, spot the next ROUND.
the monsters attack
and the doors seal. 4 Spins the trident around
wildly, making it impossible
to get close.
MONSTER PUZZLE
When the heroes defeat
the last lizardkin, the
gate and the sealed
stone door open.
LIZARDKIN
▶ Humanoid reptile.
▶ Wields weapons.
▶ HEARTS: 3
48 Lake Tower
▶ TREASURE ROOM (2D)
▶ A big chest containing RUSTY SWITCH
the Big Hammer. Activating a rusty switch
▶ A rusty switch. Opens the requires a hit from the
sealed stone door between Big Hammer, a bomb
Lower Center Room (2A) explosion, or
and Shop Room (2G). something else
▶ South: Sealed stone door. with enough
Leads to Miniboss Room. force.
BIG HAMMER
Can smash things (like rusty
switches). A successful
attack against a stone monster
depletes 2 HEARTS.
Lake Tower 49
▶ SHOP ROOM (2G)
▶ Platform with a walkway. ▶ Friendly lizardkin
▶ Pools of water, 12 feet deep. shopkeeper.
▶ South: Sealed stone Snack. 5 gems.
door. Leads to Lower Meal. 10 gems.
Center Room. Bomb. 5 gems.
50 Lake Tower
GREAT OCTOPUS
▶ Huge octopus monster with one big, evil eye.
▶ Has countless tentacles.
▶ Hides its body in the water, out of reach.
▶ HEARTS: 6—damaging tentacles doesn’t deplete its HEARTS.
1D BOSS ACTIONS
1 Creates a huge wave. All heroes must make an extra BRAVERY
(DEFEND) roll to avoid falling into the water.
2 Slams down a tentacle on a random hero.
3 Picks up a random hero and pulls them into the water.
The hero’s ACTION ROLL determines the outcome: 1–2 Miss
and get pulled into the water; 3 Attack successfully but
get pulled into the water; 4 Attack successfully and avoid
getting pulled into the water. If pulled into the water,
the hero must spend their next action to make a MIGHT
or BRAVERY roll to escape or they lose 1 HEART; unless
they escape or the water is drained, they must try
again the next ROUND.
4 Just lurks underwater, out of reach.
Lake Tower 51
The volcano of Mount Oblivion
has awoken! It’s spewing burning rocks,
molten magma, and black ash into the air.
Something must have disturbed
its slumber. Do the heroes dare to
venture into the fiery mountain
to find out what’s going on?
52 CAVERN OF FLAME
CAVERN
CAVERN OF FLAME
OF FLAME
DUNGEON LOCATION
Place the Cavern of Flame somewhere
on Mount Oblivion (for example, B2).
▶ EXTERIOR ▶ INTERIOR
▶ On the side of an imposing, ▶ Excavated tunnels;
active volcano. uneven cave walls and
▶ Ashes and flaming rocks wooden supports.
rain down from above. ▶ Hot air; sulfur smell.
▶ The entrance is an ▶ Constant rumbling
old mine shaft. and tremors.
Cavern of Flame 53
1G
1F
1D
1E
1A
1B 1C
54 Cavern of Flame
▶ UPPER STAIRS ROOM (1B)
▶ Staircase: Leads down to ▶ East: Open passage.
Lower Stairs Room (0G). Leads to Statue Room.
ELEVATOR PUZZLE
Placing a sphere in the statue’s hands activates the platform,
which becomes an elevator. It moves down and up between
Upper Elevator Room and Lower Elevator Room (0H). (0H).
KEY
When the heroes defeat the troll, it drops a key.
key .
Cavern of Flame 55
▶ BRAZIER ROOM (1E)
▶ Three dancing goblins ▶ North: Sealed stone
wielding clubs. They attack door. Leads to Upper
when a hero comes close. Sphere Room.
▶ Four unlit braziers. ▶ West: Locked, burnt door.
Leads to Statue Room.
BRAZIER PUZZLE
Lighting all four braziers GOBLIN
in the correct order (top ▶ Small humanoid with
right, bottom left, bottom long arms.
right, top left) opens ▶ Wields weapons.
the sealed stone door ▶ HEARTS: 2
to the north.
56 Cavern of Flame
FIRE GOLEM
▶ Large humanoid
golem made of
burning volcanic
rocks.
▶ Heroes can’t attack
it—it’s burning hot.
▶ HEARTS: 7
1D BOSS ACTIONS
1 Slams the ground and makes stones fall from the ceiling—
can hit all heroes.
2 Smashes a random hero with its giant fist. Depletes 2 HEARTS.
3 Blows steam at a random hero, which might push them
onto the surrounding hot rocks. The hero’s ACTION ROLL
determines the outcome: 1–2 Miss and get pushed onto the
hot rocks; 3 Attack successfully but get pushed onto the
hot rocks; 4 Attack successfully and avoid the hot rocks.
4 Emits a blazing fire that negates wind and water attacks
during this ROUND.
Cavern of Flame 57
0A 0B OC
OD
0F
0E
0G 0H
58 Cavern of Flame
▶ TREASURE ROOM (0B)
▶ A walkway across a pool
of lava.
▶ Platform with a large chest
containing the Magic Fan.
▶ A stone pillar with a wind-
mill apparatus, standing
in the lava.
▶ East: Sealed stone door. Leads
to Smoldering Tunnel.
▶ West: Open passage. MAGIC FAN
Leads to Steam Room. Can create strong gusts of wind
that put out fires, spin windmill
apparatuses, and cool down
LAVA hot rocks.
▶ Heroes who FALL INTO LAVA
lose 2 HEARTS and immediately
jump back to where they WINDMILL PUZZLE
fell from. Spinning the windmill
▶ Monsters who FALL INTO LAVA apparatus using a gust
are instantly defeated. of wind opens the sealed
▶ A sphere that FALLS INTO stone door to the east.
LAVA reappears at the pedestal
where it was found.
Cavern of Flame 59
▶ CHEST ROOM (0D)
▶ Three territorial goblins ▶ Northeast: Open passage.
wielding spears. They Leads to Smoldering Tunnel.
attack immediately. ▶ West: Open passage. Leads
▶ A small chest containing a key. to Lava Room.
60 Cavern of Flame
▶ LOWER SPHERE ROOM (0F)
▶ A hungry troll wielding a
big club. Will hand over the
sphere in exchange for
a meal or two snacks. Attacks
if a hero tries to grab the
sphere; will chase after them
into other rooms.
▶ A platform with a sphere
on a pedestal.
▶ East: Burnt door. Leads
to Lava Room.
▶ South: Locked, burnt
door. Leads to Lower
Stairs Room.
TROLL
▶ Large humanoid
with long arms.
▶ Wields weapons.
▶ HEARTS: 4
Cavern of Flame 61
The Shadow King has overtaken the
Cerulean royal castle. An impenetrable
barrier of dark energy shrouds
the citadel.
Only someone carrying all fragments
of the Trinity can dispel the barrier
and enter the castle. But who knows
what dangers await inside…
62 CERULEAN CITADEL
CERULEAN
CERULEAN
CITADEL
CITADEL
▶ EXTERIOR ▶ INTERIOR
▶ Huge, imposing castle. ▶ Walls, floors, and high ceilings
▶ Surrounded by a moat of stone and marble.
with a drawbridge. ▶ Once majestic and luxurious,
▶ A barrier of dark energy but now in complete disarray—
around the entire castle, twisted by the Shadow King’s
impossible to pass through. dark presence.
Only the complete Trinity can
dispel it; doing so drains the
Trinity of power (but players HIDDEN ENTRANCE
can still use its rerolls). In a bush east of the
castle, a hidden trap door
leads down to Northern
DUNGEON LOCATION Sewers (0E).
(0E).
The Cerulean Citadel
is located in D7.
Cerulean Citadel 63
1F
1C 1G 1H 1J
1D 1B 1I
1A
1E
▶ COURTYARD (1A)
▶ Big, browning lawn with MONSTER PUZZLE
withered bushes. When the heroes defeat
▶ Stone-paved path. the Fierce Centaur,
Centaur,
▶ A large, murky fountain. the gate opens.
▶ The Fierce Centaur.
▶ North: Large, fine door;
a gate closes when heroes
enter. Leads to Entrance. FOUNTAIN PUZZLE
▶ South: Stone-paved path. The fountain’s center-
Leads outside of the castle. piece has a keyhole with
a crown symbol. Unlocking
it with the Fountain Key
KEY reveals a narrow staircase
When the heroes defeat leading down to Fountain
the Fierce Centaur,
Centaur, Room (0G).
(0G).
it drops a key.
key .
64 Cerulean Citadel
FIERCE CENTAUR
▶ A mighty, six-limbed
beast with a humanoid
upper body and an
equine lower body.
▶ Shoots a bow
and swings
a halberd.
▶ HEARTS: 6
1D MINIBOSS ACTIONS
1 Spins around with the halberd, attacking all heroes.
2 Fires an arrow at a random hero.
3 Charges a random hero. The hero’s ACTION ROLL determines
the outcome: 1–2 Miss, get flung across the courtyard,
and lose 1 HEART; 3 Attack successfully, get flung across
the courtyard, and lose 1 HEART; 4 Attack successfully
and avoid the charge.
4 Quickly gallops away, avoiding all attacks.
▶ ENTRANCE (1B)
▶ Wide room. ▶ South: Large, fine door.
▶ Four knight statues with Leads to Courtyard.
swords. (Moving them ▶ Northwest: Fine door.
does nothing.) Leads to Dining Hall.
▶ Two patrolling knights
wielding swords. They attack
when a hero comes close. KNIGHT
▶ East staircase: Leads to ▶ Undead warrior in
Eastern Stairs (2C). plate armor.
▶ West staircase: Leads to ▶ Wields weapons.
Western Stairs (2A). ▶ HEARTS: 5
▶ East: Fine door. Leads
to Barracks.
Cerulean Citadel 65
▶ DINING HALL (1C)
▶ Tables and chairs in disa rray;
some tipped over, some broken.
▶ Large, lit fireplace.
▶ Four goblins wielding knives
and two trolls wielding big
clubs, eating. They attack
if disturbed.
▶ Two pots.
GOBLIN
▶ Northeast: Mossy door. ▶ Small humanoid with
Leads to Garden. long arms.
▶ Southeast: Fine door. ▶ Wields weapons.
Leads to Entrance. ▶ HEARTS: 2
▶ Southwest: Burnt door.
Leads to Kitchen.
TROLL
KEY ▶ Large humanoid with
When the heroes defeat long arms.
the last monster, it drops ▶ Wields weapons.
a key.
key . ▶ HEARTS: 4
▶ KITCHEN (1D)
▶ The room is engulfed FIRE PUZZLE
in impassable flames. Gusts of wind, bottles
▶ Burning counters of water, or projectiles
and cupboards. of ice can extinguish
▶ North: Burnt door. the flames.
Leads to Dining Hall.
▶ South: Burnt door. Leads to
Upper Basement Stairs.
66 Cerulean Citadel
▶ GARDEN (1F)
▶ Four shambling skeletons:
two with swords, two with
bows. They attack when
a hero comes close.
▶ Seven knight statues
with mirror shields, spread LIGHT PUZZLE
out in the garden. Heroes can rotate four of
▶ The southeastern wall the knight statues; the
is covered with vines. other three are traps
▶ Northeast: A large well. Leads (see below). If the heroes
to Well (0F). If heroes jump activate the telescope
down, they land safely in water. in Balcony
Balcony,, then turn
▶ Southeast: Climbing the vines the statues to point in a
leads to Balcony (2F). seque nce that ends with
▶ South: Sealed stone door one pointing at the sun
with a sun symbol on it. symbol on the southern
Leads to Plant Room. door, the door opens.
▶ Southwest: Mossy door. Alternatively, the heroes
Leads to Dining Hall. can reflect the beam of
light using the Mirror
Shield,, or shoot the
Shield
SKELETON sun symbol with the
▶ Reanimated bones. Light Staff.
Staff.
▶ When defeated, it turns
into a skull (1 HEART
HEART););
unless destroyed, it
reanimates into a skele STATUE TRAP
ton after 2 ROUNDS
ROUNDS.. If a hero touches one of
▶ HEARTS: 2 the three westernmost
knight statues, it comes
to life as a sentinel
sentinel..
Attacks immediately.
HIDDEN DOOR
Destroying the vines
on the southeastern
wall opens a path to SENTINEL
Secret Shop.
Shop. ▶ Animated armor.
▶ Appears to be a statue;
comes to life.
▶ HEARTS: 3
Cerulean Citadel 67
▶ PLANT ROOM (1G)
▶ When heroes enter, MASSIVE CHOMPER
the Massive Chomper ▶ A huge plant with a long,
sprouts from the ground; thick stem and a big,
the door seals. fanged maw.
▶ North: Sealed stone door. ▶ Numerous vine tentacles.
Leads to Garden. ▶ Rooted to the ground but can
reach everywhere in the room.
▶ HEARTS: 5
MONSTER PUZZLE
When the heroes defeat
the Massive Chomper,
Chomper, 1D MINIBOSS ACTIONS
the northern door opens 1 Breathes a poisonous gas,
permanently. attacking all heroes.
2 Slams down its head on
a random hero.
KEY 3 A vine picks up and
When the heroes defeat squeezes a random hero.
the Massive Chomper,
Chomper, The hero must spend their
it drops a key.
key . action to make a MIGHT or
BRAVERY roll to escape, or
they lose 1 HEART. Unless
they escape, they must try
again the next ROUND.
4 Hides its head and stem
underground for 1D/2
ROUNDS—only attacks
with tentacles.
68 Cerulean Citadel
▶ SECRET SHOP (1H)
▶ A mysterious, hooded, and Heart Potion. Restores
compl etely silent shopkeeper. all HEARTS. Must be consumed
Snack. Restores 1 HEART immediately or stored in
and 1 ENERGY when a bottle. 30 gems.
consumed. 5 gems. Vitality Potion. Restores
Meal. Restores all HEARTS and ENERGY. Must
3 HEARTS and be consumed immediately or
3 ENERGY when stored in a bottle. 50 gems.
consumed. 10 gems. ▶ North: Vine-covered wall with
Key. 110 GEMS. an opening. Leads to Garden.
▶ BARRACKS (1I)
▶ Bunk beds. KNIGHT
▶ Two vigilant knights ▶ Undead warrior in
wielding spears. They plate armor.
attack immediately. ▶ Wields weapons.
▶ Four pots. ▶ HEARTS: 5
▶ North: Locked, fine door.
Leads to Treasure Room.
▶ Northwest: Fine door.
Leads to Entrance.
MIRROR SHIELD
+1D for DEFEND rolls. Can
reflect light and magic.
Cerulean Citadel 69
▶ LOWER BASEMENT STAIRS (0A)
▶ Two lit braziers. ▶ North: Wooden door. Leads
▶ Staircase: Leads up to Upper to Jailor Room.
Basement Stairs (1E).
JAILOR KNIGHT
▶ A towering undead warrior
clad in plate armor.
▶ Swings a big, spiked
ball on a chain.
▶ HEARTS: 6
MONSTER PUZZLE
KEY When the heroes defeat
When the heroes defeat the Jailor Knight,
Knight ,
the Jailor Knight,
Knight , the eastern door opens
it drops a key.
key . permanently.
1D MINIBOSS ACTIONS
1 Swings the spiked ball in a big circle, attacking all heroes.
2 Slams the spiked ball down on a random hero.
3 Swings the spiked ball low in a big circle. All heroes must
make an extra BRAVERY (DEFEND) roll to avoid getting tripped.
Standing up again uses the hero’s action for the ROUND.
4 Spins the spiked ball overhead, preventing heroes
from attacking.
70 Cerulean Citadel
FOUNTAIN KEY
▶ A large, silver key with
a blue gemstone inset. 0F
▶ Can open the entrance to
a secret room beneath
the eastern fountain
in Courtyard. 0E
0B 0C 0D
0G
0A
▶ CELLS (0C)
▶ Three locked cells. ▶ A lit brazier.
The northern cell holds ▶ West: Wooden door. Leads
the king of Cerulea. to Jailor Room.
The southwestern cell holds
the queen of Cerulea.
The southeastern cell ROYAL ESCAPE
holds the young princess The prisoners are re-
of Cerulea. lieved to be saved, but
▶ Three wooden crates they refuse to leave
(standard loot). until all three of them
can escape.
After they all have been
SWITCH PUZZLE led outside of the castle,
Under one of the crates they give the heroes the
is a switch that opens a Fountain Key.
Key.
hidden door to the east,
to Southern Sewers..
Cerulean Citadel 71
▶ SOUTHERN SEWERS (0D)
▶ One large platform with OCTOPUS
two lit braziers. ▶ Eight-limbed mollusc.
▶ L-shaped pool of water. ▶ Hides underwater; jumps
▶ Three smaller platforms, up and squirts ink
a rusty switch on projectiles. At the end
two of them. of the round, it hides
▶ Four lurking octopuses. again for the next
They attack when a hero 1D/2 rounds.
comes close. ▶ HEARTS
HEARTS:: 1
▶ North: Rotten door. Leads
to Northern Sewers.
SWITCH PUZZLE
WATER Activating both rusty
Heroes can swim freely across switches using the Big
water. While swimming, they cannot Hammer,, a bomb explo-
Hammer
attack or use items—they can sion, or something else
only DEFEND, and they fail on 1–3. with enough force raises
They can dive underneath the a bridge between the
surface for a short while, but if platforms and opens the
they stay too long, they start hidden door to the west,
losing HEARTS. to Cells..
72 Cerulean Citadel
▶ NORTHERN SEWERS (0E)
▶ T-shaped platform. LIZARDKIN
▶ Pools of water on both sides. ▶ Humanoid reptile.
▶ Two lit braziers. ▶ Wields weapons.
▶ Four resting lizardkin ▶ HEARTS: 3
wielding spears. They
attack if disturbed.
▶ East: Stairs leading up
to a hidden trap door CRACKED WALL
in a bush east The northern wall has a
of the castle. crack in it. Heroes can
▶ South: Rotten door. Leads open a passage to Well
Well..
to Southern Sewers.
▶ WELL (0F)
▶ L-shaped walkway. CRACKED WALL
▶ Triangular pool of water. The southern wall has
▶ Circular area of light on a crack in it. Heroes
the floor, from above. can open a passage to
▶ Ceiling: Circular hole leading up Northern Sewers.
Sewers.
to Garden (1F). Can be climbed
using the Grappling Hook.
LIGHT STAFF
Spend 1 ENERGY to shoot a light
projectile. Successful attacks
STUN monsters (not bosses)
for the current ROUND.
Cerulean Citadel 73
2F
2B 2G 2E 2D
2A 2C
▶ LIBRARY (2B)
▶ Disorganized bookshelves WARLOCK
and books. ▶ Undead wizard.
▶ Four skulking warlocks — ▶ Attacks with ranged
one regular, one fire, one ice, blasts of magic.
one electric. Invisible until ▶ Can teleport once
they ambush the heroes. per ROUND
ROUND..
▶ Southeast: Fine ▶ HEARTS: 2
door. Leads to
Western
Stairs.
▶ Southwest:
KEY
Fine door. When the heroes defeat
Leads to the last warlock, it drops
Western a key.
key .
Stairs.
74 Cerulean Citadel
▶ EASTERN STAIRS (2C)
▶ Stairs leading down to Entrance.
▶ Northeast: Locked, fine door. Leads to Royal Bedroom.
▶ Northwest: Sealed, fine door. Leads to Princess’s Room.
▶ West: Large, locked door with a skull-shaped, golden lock.
Leads to Throne Room.
Cerulean Citadel 75
▶ BALCONY (2F)
▶ Stone railing. TELESCOPE PUZZLE
▶ Open air, overlooking Garden. Activating the telescope
▶ A telescope on the makes it point down-
eastern railing. wards, focusing a beam of
▶ Southwest: Vine-covered sunlight onto the mir-
wall. Climbing down leads ror shield of the knight
to Garden (1F). statue in the southeast
▶ South: Open passage. Leads corner of Garden
Garden..
to Princess’s Room.
76 Cerulean Citadel
“Foolish mortals,
you are no match
for the Shadow
King. Prepare
to die!”
1D BOSS ACTIONS
1 Calls forth lightning from his hand, attacking all heroes.
2 Conjures a bolt of dark energy in his hand and shoots
it toward a random hero.
3 Conjures a bolt of dark energy in his hand and shoots
it toward the hero with the Mirror Shield.
4 Summons 1D illusions (1 HEART) of himself. They all act
identically to the original, they don’t deplete HEARTS,
and they disintegrate if hit by an attack. To identify
the original, a hero can spend their action to make
an INSIGHT roll.
Cerulean Citadel 77
3A
78 Cerulean Citadel
1D BOSS ACTIONS
1 Swings its huge fist at a random hero.
Bullrushes a random hero. The hero’s ACTION ROLL
determines the outcome: 1–2 Miss, FALL INTO THE HOLE
2 and lose a total of 3 HEARTS; 3 Attack successfully
but FALL INTO THE HOLE and lose a total of 3 HEARTS;
4 Attack successfully and avoid the attack.
If a hero is using a cannon: Bullrushes the tower.
The hero’s ACTION ROLL determines the outcome: 1–2 Miss,
3 fall down the tower, and lose 1 HEART; 3 Hit successfully
but fall down the tower and lose 1 HEART; 4 Hit successfully
and avoid falling. Otherwise: Same as Action 2.
Roars furiously, sending out a wave of dark energy.
4 All heroes must make an extra BRAVERY (DEFEND) roll
to avoid getting STUNNED for the current ROUND.
The Shadow King has been
banished. Peace returns to
the kingdom once more.
You are the heroes of Cerulea!
Your brave deeds will become legend.
Should the shadow be reborn,
you will inspire new heroes
to face the darkness.
▶MASTER SUMMARY
BASICS MASTER AGENDA
▶ You are the MASTER. ▶ Prepare dungeons full of
You control the game world, trials and monsters.
describe environments and ▶ Apply the rules when things
ACTIONS
▶ ATTACK (strike a ▶ Only players make ACTION
monster, destroy ROLLS. A single ACTION ROLL
an object) determines the outcome for
▶ DEFEND (block an both the hero and the monster.
attack, avoid a trap) ▶ In melee combat, all actions
any HEARTS
HEARTS.. advant ageous, everyone
▶ 4 = Successful action. makes an individual ACTION
▶ Additional 4s = Extra- ROLL. Players can then gift
successful action. one or more of their dice
results to other players.
ROUNDS MONSTERS
▶ During a ROUND, participants ▶ Each monster attacks a random,
can initiate one ACTION and nearby hero.
move a short distance. ▶ Each successful attack against
▶ If several monsters attack a a monster depletes 1 of its
single hero at the same time, HEARTS—when the monster has
the hero can pick any ACTION 0 HEARTS left, it’s defeated.
against one of them and is ▶ A defeated monster might
each action with –1D for all ▶ Most monsters can’t chase after
their hero’s action. The player regular lock, but they dis
makes their ACTION ROLL, appear when used. Heroes
and the MASTER interprets can’t pick locks.
the effects. ▶ Bombs can blow up cracked
the game restarts. The heroes SAND, you lose 1 HEART. After 1
return to the dungeon’s ROUND, you automatically return
entrance; their progress to where you fell from.
is still saved, but all the ▶ If you FALL INTO LAVA,
ISBN 978-91-519-3749-6