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[null,"Party may move to any open space in eight directions: N, NE, E, SE, S, NW, W, NW out of a spot. Mobs (bull) will move if they see party. GM decides.",null,null,null,null,null,null,null,null,null,null,null,null,"For a D4 Silver Mana Stones :",null,null,"Scroll (one-use) allowing for the rest of this adventure, take the better of two rolls in Talent of 3-6: Bless*."]
[null,"Enter at Top in space labeled \"In,\" reach Blue Flag for Boss fight, reward and XPs to level.",null,null,null,null,null,null,null,null,null,null,null,null,"For one Golden Mana Stone:",null,null,"Jaunty Scarf of unknown origin granting +1 (or +4 if single use) in the Talent of 6-3: Virtuoso But preventing Talent 3-2: Dispel*."]
[null,"Some maps may seem impassable, impossible. Sux to be that party. Hit button  for a New Dungeon or let the party use ingenuity and the magical Mana of Glory Pips to get to Goal.",null,null,null,null,null,null,null,null,null,null,null,null,"Bonus guarentee to reach and defeat the Dungeon Boss (at Flag):",null,null,"Halberd elvish craft imparting the Talent of 1-7: Foul Blow."]
[]
["…","1-A Treasure: Find a single silver Mana stone as a start. Gay Hat bedazzled in gems imparting the Talent of 3-3: Ward* But preventing Talent 7-4: Astute."]
["…","1-E Face Traps or Obstacles w/ extra ramifications. First and Last Danger: Perform any and all Kismet or Done Deal (9-#). Failure to make even a single success and all rolls hereafter are made at minus one to dice. Once the final danger is resolved, collect one silver Mana Stone."]
["…","1-F Stairs, slope or portal into Dungeon. Seldom do you fight to backtrack over familiar spaces to get home. But you only can truly flee the entire place under danger w/ Better Valor (9-7). As you enter, buy Magic Items from the Seer. Do so now or forever miss these bargains; the next Dungeon will offer different items. By the time you depart, this Mysterious Seer will have vanished (until the next Dungeon). Dungeon exploration is not free. Quests are promised to be undertaken; did you reach the Flag? You must pay at least one Magic Item upon retiring to the surface. Didn't make it that far? Well, Grandfather will take all your Silver Mana stones. None of those? Consider yourself humiliated and try again at the next Dungeon (click). The toll assessed by the Grandfather of the Delvers is not counted as sacrifice toward level advancement. All he's asking for is one stinkin' potion, so pony-up. The GM may ask you to pay more. Refuse? You're playing the wrong game. But do as you will, young squire. Only the gods are truly watching and judging."]
["…","1-K Open door w/ any and all Cleverly Talents (7-#). Try and fail causes a point of trap damage. You have 4 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict one more Profane damage on one character of party's choice. Safeguard w/ 3-6: Bless."]
["…","2-B Clear this block, as delvers would, with one success of 7-2: Perceptive. Fail and lose 2-2: Acid Spray* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","2-D Treasure: Find a single silver Mana stone as a start. Necklace elvish craft imparting the Talent of 3-2: Dispel*. Perform one chance of 8-1: Wily to unravel a complex cord and wire ball with prize inside. You once try burning a simialr ball only to destory the contents. Don't try that again. Success and gain a golden Mana stone, but fail and item is destroyed, never recovered or never recognized for what it is. Foolish haste! Was platinum dropped in the silver pouch?"]
["…","2-F Face Traps or Obstacles w/ extra ramifications. First and Last Danger: Perform any and all Survive Onslaught (3-#). Fail and suffer D4 trap damage to the party. Once the final danger is resolved, collect one silver Mana Stone."]
["…","2-I Fight D4 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made. Collect one silver Mana Stone worth of fangs, fur, horns and assorted eldritch organs from each of the dead; Silver = one-tenth of a Golden Stone."]
["…","2-K Fight D4 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made. Collect one silver Mana Stone worth of fangs, fur, horns and assorted eldritch organs from each of the dead; Silver = one-tenth of a Golden Stone."]
["…","3-E Clear this block, as delvers would, with one success of 8-4: Nimble. Fail and lose 2-1: Telekinesis* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","3-G Fight D4 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made. Collect one silver Mana Stone worth of fangs, fur, horns and assorted eldritch organs from each of the dead; Silver = one-tenth of a Golden Stone."]
["…","3-H Secondary Quest: Reach all three sites marked with flowers and receive a reward bestowed by a goddess, a Golden Mana Stone. However, entering these sites, even to check-off the quest, causes one character to lose either half his remaining HPs or half his remaining Mana Pips (round up), following passionate love-making w/ the goddess."]
["…","4-B Activate the contraption here to lower similarly marked blocks found in the Dungeon. Attempt 6-3: Virtuoso to correct a flaw in the design. You only have one attempt; fail and contraption becomes inoperable."]
["…","4-E Clear this block, as delvers would, with one success of 8-6: Contort. Fail and suffer 2D4 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","4-F Treasure: Find a single silver Mana stone as a start. Potion (single use) imparting the Talent of 2-7: Curses*. The dwarven imps have Hobbled this magic item — Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-4: Ranged Strike."]
["…","4-H Face Traps or Obstacles w/ extra ramifications. First and Last Danger: Perform 5-1: Dilute* or suffer one trap damage to the party from contact poison or cloud toxin. Once the final danger is resolved, collect one silver Mana Stone."]
["…","4-I Tunnel Trapdoor: Move as a group under the floor; party performs one Constitution Check (5-#). Fail and return to starting place with a point of Trap damage. Success to exit. If the entrance or exit is in a dark area of stone fill, enter or exit into an open space. However, failure in these unsafe, elder passages raises the damage to a D4. Odd but true, when the tunnel starts or ends in a dark stone fill, you may have a choice of where to exit. But you may not enter the tunnel in one spot and immediately exit from the same. Go to and fro first with Constitution Check."]
["…","4-J Activate the contraption here from any adjacent open site to allow passage through the shifting wall. Attempt 7-1: Tinker to restore the mechanism free of rust and grim. You only have one attempt; fail and contraption becomes inoperable. Success and treat thereafter as a completely open spot, though Mobs (Bull icon) w/ LOS will attack."]
["…","4-K Open door w/ any and all Agility Talents (8-#). Try and fail causes nine points of trap damage. You have 4 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Bone-Breaking damage on one character of party's choice. Safeguard w/ 3-1: Block."]
["…","5-C Treasure: Find a single silver Mana stone as a start. Candel (single use) imparting the Talent of 2-4: Poison Cloud*. The dwarven imps have Hobbled this magic item — All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Constitution Check Talent that you know for the remainder of the adventure."]
["…","5-D Clear this block, as delvers would, with one success of 6-6: Intrepid. Fail and suffer one trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","5-E Clear this block, as delvers would, with one success of 5-4: Sustenance. Fail and suffer 2D4 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","5-F Clear this block, as delvers would, with one success of 8-4: Nimble. Fail and suffer one trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","5-K Face Traps or Obstacles w/ extra ramifications. First and Last Danger: Perform any and all Restoration (4-#). Fail and suffer D4 trap damage to the party. Once the final danger is resolved, collect one silver Mana Stone."]
["…","6-C Clear this block, as delvers would, with one success of 5-5: Miner. Fail and lose 2-1: Telekinesis* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","6-D Clear this block, as delvers would, with one success of 9-5: Sapper. Fail and suffer D4 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","6-E Clear this block, as delvers would, with one success of 1-1: Crushing Knockback. Fail and lose 2-2: Acid Spray* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","6-F Clear this block, as delvers would, with one success of 6-2: Engineer. Fail and lose 1-1: Crushing Knockback for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","6-G Clear this block, as delvers would, with one success of 6-6: Intrepid. Fail and suffer 2D4 trap damage. You may try again. Regardless, uncover and gather a D4 Silver Mana Stones by excavating."]
["…","6-H Entering this freezing site means one character loses half his remaining HPs or half his Mana Pips (round up). This taste of Ragnorök will only harm the party once in this Dungeon. There is no save, but the party may select the sacrificial victim. That person collects a Golden Mana stone, weregild bestowed by an imp-king to compensate for this misfortune."]
["…","6-L Face Traps or Obstacles w/ extra ramifications. First and Last Danger: Perform 6-1: Bravery or suffer one trap damage to the party from mistakes created by hallucinations. Once the final danger is resolved, collect one silver Mana Stone."]
["…","7-D Treasure: Find a single silver Mana stone as a start. Wand (D4 uses) allowing for the rest of this adventure, take the better of two rolls in Talent of 5-7: Marble Skin*. Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Human Skin to Unknown Origin. The dwarven imps have Hobbled this magic item — All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Magic Attack Talent that you know for the remainder of the adventure. Perform one chance of 7-2: Perceptive to notice a patch of the corner that is light absorbing. Success and gain a golden Mana stone, but fail and item is destroyed, never recovered or never recognized for what it is. Foolish haste! Was platinum dropped in the silver pouch?"]
["…","7-E Open door w/ Acumen 6-3: Virtuoso. Try and fail causes three points of trap damage. You have 3 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Decay damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust."]
["…","7-F Fight D4 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made. Collect one silver Mana Stone worth of fangs, fur, horns and assorted eldritch organs from each of the dead; Silver = one-tenth of a Golden Stone."]
["…","7-G Open door w/ any and all Cleverly Talents (7-#). Try and fail causes a point of trap damage. You have 4 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict one more Profane damage on one character of party's choice. Safeguard w/ 3-6: Bless."]
["…","7-H The enemy is Ever-Watchful using assorted vermin and the Dungeon's dwarven imps as spies: Attempt 6-2: Engineer to throw up a hasty breastwork or screen against undulating leeches and parasites. Complete party fail and you've sounded a general alarm that draws Mobs (nearest Bull) here. Because of this ambush combat, the Mobs inflict two more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge. If Mobs do attack though a door or gate, it is considered breached and open should you win that fight."]
["…","8-C Tunnel Trapdoor: Move as a group under the floor; party performs one Constitution Check (5-#). Fail and return to starting place with a point of Trap damage. Success to exit. If the entrance or exit is in a dark area of stone fill, enter or exit into an open space. However, failure in these unsafe, elder passages raises the damage to a D4. Odd but true, when the tunnel starts or ends in a dark stone fill, you may have a choice of where to exit. But you may not enter the tunnel in one spot and immediately exit from the same. Go to and fro first with Constitution Check."]
["…","8-D Face Traps or Obstacles w/ extra ramifications. First and Last Danger: Perform any and all Kismet or Done Deal (9-#). Failure to make even a single success and all rolls hereafter are made at minus one to dice. Once the final danger is resolved, collect one silver Mana Stone."]
["…","8-E Stone lowered by contraption (four dots) in Dungeon."]
["…","8-F Open door w/ Agility 8-7: Lockpick and Agility 8-5: Gizmo. Try and fail causes a point of trap damage. You have 2 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge."]
["…","8-I Open door w/ Agility 8-7: Lockpick. Try and fail causes three points of trap damage. You have 4 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict one more Horrible Pain damage on one character of party's choice. Safeguard w/ 3-5: Battle Cry."]
["…","8-L Secondary Quest: Reach all three sites marked with flowers and receive a reward bestowed by a goddess, a Golden Mana Stone. However, entering these sites, even to check-off the quest, causes one character to lose either half his remaining HPs or half his remaining Mana Pips (round up), following passionate love-making w/ the goddess."]
["…","9-C Stone lowered by contraption (four dots) in Dungeon."]
["…","9-D Stone lowered by contraption (four dots) in Dungeon."]
["…","9-E Fight D4 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made. After combat loot: Gay Hat made of something foul smelling allowing for the rest of this adventure, take the better of two rolls in Talent of 6-5: Genius* But causing penalty of one using Talent 6-6: Intrepid. Collect one silver Mana Stone worth of fangs, fur, horns and assorted eldritch organs from each of the dead; Silver = one-tenth of a Golden Stone."]
["…","9-G Open door w/ Acumen 6-3: Virtuoso. Try and fail causes a point of trap damage. You have 2 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Decay damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust."]
["…","9-H Open door w/ Agility 8-5: Gizmo. Try and fail causes nine points of trap damage. You have 2 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge."]
["…","9-I Way to cross safely the entire Dungeon, even to the final Goal. There is an all-powerful host, the caretaker of the Teleportation Orb. Death would like to play a game. Perform 8-3: Lucky* at a minus one penalty to dice. All characters may attempt this task. Should all fail, the opportunity vanishes. Any success allows you to move from here to anywhere in the Dungeon; then whistle anytime after to return to the site of the Book. You can even be pulled from the middle of combat. This blip to and fro may be used the once. The first to succeed gains a golden Mana Stone, a prize to help raise the character a level."]
["…","9-J Open door w/ Agility 8-5: Gizmo. Try and fail causes five points of trap damage. You have 1 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict one more Horrible Pain damage on one character of party's choice. Safeguard w/ 3-5: Battle Cry."]
["…","9-K Rejuvenation is at hand: Attempt 7-5: Thief. Success to restore personal HPs and Mana Pips to full. There is no penalty for failing; all may each try once to restore his own character. Alternatively, anyone who makes the roll may instead be rewarded w/ a Golden Mana Stone; however, that destroys the mystic pool for all others. Wait there's more – one character may fully bathe in the water, spoiling it for a generation, but  granting +1 (or +4 if single use) in the Talent of  7-7: Unflappable. Fail and all future Bone-Breaking damage you receive is doubled."]
["…","9-L By reaching here, the party has proven worthy of long-term investment. You receive a charter, also known as Grandfather's Love, allowing the group to enter up to a D4 Dungeons after this and not be penalized should they depart early. Normally, the party must pay Grandfather a magic item from looted treasure. He'll waive that fee for a short time by reaching here. GM may even require advanced parties of several players to pay extra fees every adventure. Who do you think points the way to these Dungeon treasure troves?"]
["…","10-A The enemy is Ever-Watchful using assorted vermin and the Dungeon's dwarven imps as spies: Attempt 9-3: Raconteur to tell a lullaby story and put the imp spies to sleep. Complete party fail and you've sounded a general alarm that draws Mobs (nearest Bull) here. Because of this ambush combat, the Mobs inflict one more Arcane damage on one character of party's choice. Safeguard w/ 3-3: Ward. If Mobs do attack though a door or gate, it is considered breached and open should you win that fight."]
["…","10-B Open door w/ Agility 8-7: Lockpick. Try and fail causes a point of trap damage. You have 3 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Decay damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust."]
["…","10-C Fight D4 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made. Collect one silver Mana Stone worth of fangs, fur, horns and assorted eldritch organs from each of the dead; Silver = one-tenth of a Golden Stone."]
["…","10-D Open door w/ Acumen 6-1: Bravery. Try and fail causes three points of trap damage. You have 3 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict one more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge."]
["…","10-E The enemy is Ever-Watchful using assorted vermin and the Dungeon's dwarven imps as spies: Attempt 7-4: Astute to find a hidey hole, a momentary sanctuary. Complete party fail and you've sounded a general alarm that draws Mobs (nearest Bull) here. Because of this ambush combat, the Mobs inflict two more Bone-Breaking damage on one character of party's choice. Safeguard w/ 3-1: Block. If Mobs do attack though a door or gate, it is considered breached and open should you win that fight."]
["…","10-F Secondary Quest: Reach all three sites marked with flowers and receive a reward bestowed by a goddess, a Golden Mana Stone. However, entering these sites, even to check-off the quest, causes one character to lose either half his remaining HPs or half his remaining Mana Pips (round up), following passionate love-making w/ the goddess."]
["…","10-I Open door w/ Agility 8-7: Lockpick and Acumen 6-3: Virtuoso. Try and fail causes a point of trap damage. You have 4 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge."]
["…","10-K Open door w/ Acumen 6-3: Virtuoso. Try and fail causes three points of trap damage. You have 4 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict one more Arcane damage on one character of party's choice. Safeguard w/ 3-3: Ward."]
["…","11-C Open door w/ Agility 8-3: Lucky*. Try and fail causes five points of trap damage. You have 3 attempt(s) before the door becomes impassable. Any impassable door can be battered down, breached by tools, but here that action will attract the closest monster which attacks with surprise. Because of this ambush combat, the Mobs inflict two more Bone-Breaking damage on one character of party's choice. Safeguard w/ 3-1: Block."]
["…","11-I Fight D4 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made. Collect one silver Mana Stone worth of fangs, fur, horns and assorted eldritch organs from each of the dead; Silver = one-tenth of a Golden Stone."]
["…","11-J Monster Funk: Sometimes the choice of where to trod is the lesser of two evils; yet this last footfall likely is a spot better avoided. Blame low light and dust build-up for your apparent party misstep. Attempt any Restoration Talent (4-#), to restore your natural Irish Spring freshness, applying a borax or medicinal mask. Fail and for the rest of this adventure you double any damage your character receives from Gut-Spilling Mobs. This reek is viscous, oozing, meaning the GM may require the aforementioned Talent checks for anyone who even encroaches too near (an adjacent space). The overall penalty may be erased by application of a Single Use Magic Item, applied liberally to all moistened epidermis. One dose will cure the entire party, but the magic material used is lost w/o further benefit."]
["…","11-L Behold the Forge of the Gods: Attempt 4-3: Ruminate*. Success to permanently empower a weapon of your choice, so it does an extra kill vs Bone-Breaking Mobs. No other outcome for fail, but only one player may make an attempt. Choose the weapon type wisely. Regardless, each player character does an extra kill against this Dungeon's main threat – Shifting Beast. But that boon only applies while down here."]
["…","12-J Goal and Climax of Dungeon! Dispense with & disperse some intervening minions or obstructions w/ at least one success by the party at 1-1: Crushing Knockback, before engaging the Boss monster; any delay causes the loss of a D4 HPs in general trap-type damage distributed among the party. To win, defeat the Dungeon Boss:  Fight D8 Mobs (per player) Shifting Beast immune to 1-2: Cunning Act & 1-3: Charismatic Lunge. At end of round use Survive Onslaught, to avoid one point of Mob Retaliation in each listed damage type: Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low. Attempt Preliminary Test: 4-6: Empathy*; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made.; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Horrible Pain damage. Safeguard w/ 3-5: Battle Cry. If it did not damage by this type, it does so now until the Preliminary Test is made. Win and collect Prize: Bell dwarven make imparting the Talent of 4-6: Empathy* and 3-4: Dodge. In Climax Victory, you gain 1 golden Mana Stone, a marker of sorts to advance in level. e.g., Takes seven sacrificed magical properties to advance from character level six to seven. Mana stone are one tally for those XP properties. Regardless, collect one silver Mana Stone from each dead Mob in the aftermath. After the GOAL is acheived, the adventure ends. There's no mop-up nor return to challenges skipped. You must balance initial risks and potential rewards against what you'll need at the end to succeed. Once the Dungeon Boss is defeated, the imps, now without fear, ravage the place clean and go on to the next Dungeon to start over."]
["…"]
["…","Combat By Order: 1st Preliminary Test (one or all). 2nd Party Attacks (all Physical Attacks, plus Magic as desired). 3rd Survive Onslaught (to reduce Mob retaliation). 4th Continue until Mobs or party dead. Cross-fingers."]
["…","Magic Items = Game Power! You must sacrifice a suitable enduring magic item, not limited use, for your character to advance a level. The combined properties should be greater than your current level."]
["…","Players can enhance Magic Items on the surface by paying the Seer a single Silver Mana stone. Give the wizard two similar items, not of limited substance, to combine together to make an even greater relic. e.g., You don't keep three swords in scabbards; you craft and combine properties into one blade which now has all three sets of Talents (and banes). However, the materials of all objects now become part of the final. e.g., An elvish, dwarven made blade, one bound with human skin and substances of unknown origins. That may or may not present its own problems over time."]
["…","Single use Magic Items, also known as limited use, all have one practical option. Instead of activating the magic held within (as detailed), the item can be rinsed and squeezed by local alchemy (inherent ability on successful Task Roll by any character), leeching and collecting the internal Mana as a nectar or elixir. The item is gone but the user gains a D4 Mana Pips for use in the continuing adventure. This action may only occur between encounter sites, not during any action. Decide on alchemy before you face any new challenge threat."]
["…","Single Use Magic Items heal a D4 HPs when used. That recovery occurs at any time, even in combat. But will not bring the dead back to life."]
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["…","Words to the Wise: Don't forget to cash Silver Stones for Mana Pips. Many of the Talents need a single Mana Pip to activate; don't be caught with zero, until you're ready to leave for the surface."]
["…","Final admonishment: During Combat, roll for all the Talents as allowed. Even without a single physical attack, you could be making seven attempts (without any downside) to kill Mobs. Seldom, but it happens."]
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["Doors","Vulnerabity","Preliminary Test","Mob","Talents","Hero Combat","Magic Combat","Grand","Garment","Story (10)",1,"Weapon","Limited","Power","Curse","Special","More Bane","High Limits","Bombs","Hobbled (20)","Odd Ball","Feature","Adjective","Teleport","Pay Fee","Coffers","Contraption","Pain","Seismic","Bell (30)","Tombs","Undead","Crit. Talent","Hazard","Names Mobs","No Save","Scrutiny","Type","Loss","Remedy (40)","Combat Tests","Ambush","Dig","Falter",null,"…","…"]
["any and all Cleverly Talents (7-#)","w/o Immunity to any Attacks.","Generic Task Roll","Dire Wolves (Bone-Break) – Prehistoric wolves of magnificent size. These canines are as grand as horses. They also instinctively coordinate their attacks to circle and snap at opponents’ backs.","1-1: Crushing Knockback","1-1: Crushing Knockback","2-1: Telekinesis*","any and all Attack Talents.","Helm"," seemingly ordinary","…","Sword","Potion (single use)"," imparting the Talent of "," But preventing Talent "," Bestows an extra Mana Pip (max 40)."," BANE — But forcing you to gain just one advancement point on your next gain of level; applies even if this magic item is discarded, destroyed or sacrificed."," UNDESIRED for claiming — You will never again wear or carry anything ordinary.","Perform any and all Attack Talents (1-#). Fail and suffer D4 trap damage to the party.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-1: Crushing Knockback."," Swallow to perform a Knock spell, which opens any single door without harm, even impassable, for cost of a Mana Pip.","Gothic Painting","Confounding ","Praise the watchman for his vigilance. Perform 9-1: Flattery*"," Before rolling, all your remaining Mana Pips are spent.","Perform one chance of 5-1: Dilute* to wash away a sticky film that would distract you from a thorough search.","6-1: Bravery to overcome the hideous nature of the device."," Fail and avoid Bone-Breaking of D4 damage w/ 3-1: Block.","any Prevail Cleverly Talent","any Kismet or Done Deal Talent","any and all Constitution Checks (5-#)","Risen Dead (Decay) – Shambling corpses which fumble into victims, spreading disease and magot-ridden filth. The smell will take a bath of tomato juice to get out of your socks.","None","If you carry a magic item made of Ordinary material, then you face a special hazard. ","Dire Wolves"," Fail and all future Bone-Breaking damage you receive is doubled.","5-1: Dilute* to keep from coughing and gagging as a stench-ridden swarm of rats passes."," does an extra kill vs Bone-Breaking Mobs.","Bone-Breaking Mobs.","any Restoration Talent (4-#), to restore your natural Irish Spring freshness, applying a borax or medicinal mask.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Bone-Breaking damage. Safeguard w/ 3-1: Block. If it did not damage by this type, it does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict one more Bone-Breaking damage on one character of party's choice. Safeguard w/ 3-1: Block."," Clear this block, as delvers would, with one success of 5-5: Miner."," Fail and suffer one trap damage. You may try again.","…","…","…"]
["any and all Agility Talents (8-#)","immune to 1-1: Crushing Knockback.","3-4: Dodge","Giant Mouth (Elemental) – Creature so large, all that can be seen is a gaping hole with rows and rows of needle-like poison fangs, dripping with the entrails of an army of victims.","1-2: Cunning Act","1-2: Cunning Act","2-2: Acid Spray*","any and all Magic Attacks.","Gay Hat"," dwarven make",0,"Spear","Scroll (one-use)"," granting +1 (or +4 if single use) in the Talent of "," But causing penalty of one using Talent "," Adds one to character HPs (max 25)."," BANE — But causing you to drop one HP; this does not come back once the item is gone."," UNDESIRED for claiming — You will never again wear or carry anything of dwarven make.","Perform any and all Constitution Checks (5-#). Fail and suffer D4 trap damage to the party.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-2: Cunning Act."," Swallow to perform a Door Walk spell, which connects any two Doors for the cost of a Mana Pip. The first door must be clear of all hazards but the potential harm from the second, selected landing spot, are ignored.","Baroque Molding","Corrupting ","Tell a story that lightens the mood. Perform 9-2: Wit*"," Before rolling, your HPs drop to one-half.","Perform one chance of 5-2: Calm* to stop the covert of magical spirits, preventing retaliating and diminishment the loot.","6-2: Engineer to surmise the network of gears involved. "," Fail and avoid Elemental of D4 damage w/ 3-2: Dispel.","7-1: Tinker","9-1: Flattery*","any and all Acumen vs Wards (6-#)","Skeletons (Bone-Break, Decay) – Bone warriors conjured by powerful magicians to battle in the underworld or at times as organized companies on the surface. Most are of greater ability than mere mortals, but all have certain flaws or limitations.","3-1: Block","If you carry a Dwarven Made magic item, then you face a special hazard. ","Giant Mouth"," Fail and all future Elemental damage you receive is doubled.","5-2: Calm* to take cover from near burst experiments w/ gunpowder."," does an extra kill vs Elemental Mobs.","Elemental Mobs.","any Constitution Check (5-#), to hold your nose and suppress the gag reflex of bathing in something even more pungent and revolting to mask the aromatic of the lure.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Elemental damage. Safeguard w/ 3-2: Dispel. If it did not damage by this type, it does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict one more Elemental damage on one character of party's choice. Safeguard w/ 3-2: Dispel."," Clear this block, as delvers would, with one success of 5-4: Sustenance."," Fail and suffer two trap damage. You may try again.","…","…","…"]
["Agility 8-7: Lockpick","immune to 1-2: Cunning Act.","8-4: Nimble","Frenzy Beast (Bone-Break, Elemental) – Creature that only exists for a short period of time, but during that time has numbers too numerous to count. The creature will be a nuisance before the climax. There, its swelling numbers lead to desperate acts. Do not corner these strange rats. Denizens of all sizes and from all sides respond to intruders; the main boss is one of many threats. The denizens should increase their DefMod dice penalty for player rolls in the final battle.","1-3: Charismatic Lunge","1-3: Charismatic Lunge","2-3: Lightning*","any and all Survive Onslaught.","Armor"," elvish craft","…","Ax","Snuff (single use)"," allowing for the rest of this adventure, take the better of two rolls in Talent of "," But forcing two rolls, take lower, using Talent "," Allows a full D8 of advancement points, if sacrificed to gain your next level (which turns item inert)."," BANE — But causing you to lose one Mana Pip; this does not come back once the item is gone."," UNDESIRED for claiming — You will never again wear or carry anything of elvish craft.","Perform any and all Acumen vs Wards (6-#). Fail and suffer D4 trap damage to the party.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-3: Charismatic Lunge."," Swallow to perform a Stone to Mud spell, which for the cost of a Mana Pip turns any dark normally impassable stone block or DIG of the map to Open.","Forge & Chimney","Festering ","Make the concierge sympathize your plight. Perform 9-3: Raconteur"," Before rolling, offer any Magic Item as payment.","Perform one chance of 5-3: Endure Hardship* to fully strain the cesspit and dissect the guts of stacked corpses for riches that might have been swallowed.","6-3: Virtuoso to correct a flaw in the design."," Fail and avoid Arcane of D4 damage w/ 3-3: Ward.","7-2: Perceptive","9-2: Wit*","any and all Prevail Cleverly (7-#)","Undead Demon (Elemental, Decay) – Creature, often once a man, that upon death did not travel to the next life (in another dimension or place). Instead, the lich remained in the campaign. Undead never willingly leave nor can just any physical blows send them to a final rest. A hero is needed.","3-2: Dispel*","If you carry an Elvish Craft magic item, then you face a special hazard. ","Frenzy Beast"," Fail and all future Arcane damage you receive is doubled.","5-3: Endure Hardship* to stay still as a swarm of bats envelopes all as it careens by."," does an extra kill vs Arcane Mobs.","Arcane Mobs.","any Agility Talent (8-#), used to avoid the skunk shower or open a route to bypass any musty pile in your path.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Arcane damage. Safeguard w/ 3-3: Ward. If it did not damage by this type, it does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict one more Arcane damage on one character of party's choice. Safeguard w/ 3-3: Ward."," Clear this block, as delvers would, with one success of 6-2: Engineer."," Fail and suffer D4 trap damage. You may try again.","…","…","…"]
["Agility 8-3: Lucky*","immune to 1-3: Charismatic Lunge.","3-2: Dispel*","Animal Cult (Arcane) – Group that worships icons of monsters; the members often change into animals or monsters by magic. Snake cults are the most prominent. Each such evil group will have a few really big constrictors or arm themselves with handheld vipers.","1-4: Ranged Strike","1-4: Ranged Strike","2-4: Poison Cloud*","any and all Restoration.","Robe"," of unknown origin",8,"Bow","Wand (D4 uses)","…",null,"…"," BANE — But turning one magic item (you own) inert; this does not return to power (ever)."," UNDESIRED for claiming — You will never again wear or carry anything of unknown origin.","Perform any and all Prevail Cleverly (7-#). Fail and suffer D4 trap damage to the party.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-4: Ranged Strike."," Swallow to perform a Detect Magic spell, which for the cost of a Mana Pip reveals all aspects of a Magic Item and discard (or pass to another) a Bane item you might otherwise have to carry (forever).","Cracked, yet Standing, Column","Malignant ","The caretaker of teleportation must test your blood for divine ancestry. Perform 9-4: Divine Protégé*"," Before rolling, offer one Magic Item of type Ordinary as payment.","Perform one chance of 5-4: Sustenance to share food and beverage with the dwarven imps, always near, and distract them form mischief (loot tampering).","6-5: Genius* to understand the mindset of the designer."," Fail and avoid Gut-Spilling of D4 damage w/ 3-4: Dodge.","7-3: Artificer*","9-3: Raconteur","3-6: Bless*","Undead Frenzy (Bone-Break, Elemental, Decay) – Creature that only returns from death for a short period of time. The clock is ticking but the urgency of the players may force them to continue a quest better attempted next week. But by then, any delay, other delvers will have picked the place clean. Deal with what you meet.","3-3: Ward*","If you carry a magic item of Unknown Origin, then you face a special hazard. ","Animal Cult"," Fail and all future Gut-Spilling damage you receive is doubled.","5-4: Sustenance to resist screaming, as spectral dark hounds bay and scour."," does an extra kill vs Gut-Spilling Mobs.","Gut-Spilling Mobs.","any Kismet-Done Deal (9-#), soliciting the aid of your ancestors.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Gut-Spilling damage. Safeguard w/ 3-4: Dodge. If it did not damage by this type, it does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict one more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge."," Clear this block, as delvers would, with one success of 6-4: Pathfinder."," Fail and suffer D8 trap damage. You may try again.","…","…","…"]
["Agility 8-5: Gizmo","immune to 1-4: Ranged Strike.","5-7: Marble Skin*","Enchanted Beast (Bone-Break, Arcane) – Creature that is only recently sent into the underworld, traveling there for a grandmaster on a task. These creatures are not as ferocious since the controlling magic spell dulls its actions. It does pose another problem when the unknown master’s plans are ruined by the players, even for self-preservation.","1-5: Uncontested Dagger Thrust","1-5: Uncontested Dagger Thrust","2-5: Invisibility*","any and all Constitution Checks.","Cape"," well-polished and gilded","Shifting Beast","Crossbow","Powdery Pigment (single use)","…",null,"…","…"," UNDESIRED for claiming — You will never again wear or carry anything that's well-polished and gilded.","Perform any and all Agility Talents (8-#). Fail and suffer D4 trap damage to the party.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-5: Uncontested Dagger Thrust."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Ordinary to Well-polished and Gilded.","Tomb's Spirit Door","Preternatural ","The teleportation orb is entirely blocked by ceiling debris and the bones of the unworthy. Perform 9-5: Sapper"," Before rolling, offer one Magic Item of type Dwarven Make as payment.","Perform one chance of 5-5: Miner to pick at a shadowy area on a hunch.","7-1: Tinker to restore the mechanism free of rust and grim."," Fail and avoid Horrible Pain of D4 damage w/ 3-5: Battle Cry.","7-4: Astute","9-4: Divine Protégé*","3-7: Monkey Dust*","Ghostly Arms (Arcane, Decay) – Fantastic warriors that appear only as swinging weapons with no apparent holders.","3-4: Dodge","If you carry a magic item that is Well-Polished and Gilded, then you face a special hazard. ","Enchanted Beast"," Fail and all future Horrible Pain damage you receive is doubled.","5-5: Miner to divert a spigot and drown the peeping eyes of spiders there."," does an extra kill vs Horrible Pain Mobs.","Horrible Pain Mobs.","two rolls of one Restoration (4-#) and one Constitution Check (5-#), to flay and shed the infected area of your skin.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Horrible Pain damage. Safeguard w/ 3-5: Battle Cry. If it did not damage by this type, it does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict one more Horrible Pain damage on one character of party's choice. Safeguard w/ 3-5: Battle Cry."," Clear this block, as delvers would, with one success of 6-6: Intrepid."," Fail and suffer 2D4 trap damage. You may try again.","…","…","…"]
["Acumen 6-1: Bravery","immune to 1-5: Uncontested Dagger Thrust.","9-7: Better Valor*","Action-Reaction Threat (Elemental, Arcane) – A regenerating creature that seems to start weak but appears stronger and smarter after each killing. Players must quickly realize they face an increasing threat and finish their quest in do-haste. The monster will eventually become too powerful to face. Only after the adventure will the species or the gods hit the reset. All of these creatures die in the light of the outside sun; otherwise, they would have ravaged the surface long ago. Is there a means of drawing it to the surface?","1-6: Heroic Slash","1-6: Heroic Slash","2-6: Fireball*","any and all Acumen vs Wards.","Jaunty Scarf"," bedazzled in gems","…","Halberd","Minty Fresh Gel (single use)","…",null,"…","…"," UNDESIRED for claiming — You will never again wear or carry anything bedazzled in gems.","Perform any and all Survive Onslaught (3-#). Fail and suffer D4 trap damage to the party.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-6: Heroic Slash."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Dwarven Make to Elvish Craft.","Façade of Theater","Puzzling ","Wait for the warrior protecting the teleportation orb to go relieve himself (in private). Perform 9-6: Stealth"," Before rolling, offer one Magic Item of type Elvish Craft as payment.","Perform one chance of 5-6: Energize Mind* to look into the past and know what here may be shrouded by enchantment.","7-3: Artificer* to fashion a replacement for a broken part."," Fail and avoid Profane of D4 damage w/ 3-6: Bless.","7-5: Thief","9-5: Sapper (together a shrine)","4-6: Empathy*","Pentacle Child (Bone-Break, Arcane, Decay) – Human or humanoid golem that was fashioned or charmed, before sending it into the underworld. The task (geas) so strong that even in death it continues. These monsters are often marked by an obvious vulnerability, like tearing off a necklace. Do so and it turns to dust. Even with that knowledge, the mechanics of play might represent how that moment is achieved.","3-5: Battle Cry","If you carry a magic item that is Bedazzled in Gems, then you face a special hazard. ","Action-Reaction Threat"," Fail and all future Profane damage you receive is doubled.","5-6: Energize Mind* to obscure the focus of an outside intelligence probing the ether."," does an extra kill vs Profane Mobs.","Profane Mobs.","two rolls of one Restoration (4-#) and one Agility Talent (8-#), to cleanse your stain, applying bicarbonate of soda.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Profane damage. Safeguard w/ 3-6: Bless. If it did not damage by this type, it does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict one more Profane damage on one character of party's choice. Safeguard w/ 3-6: Bless."," Clear this block, as delvers would, with one success of 7-2: Perceptive."," Fail and lose 1-1: Crushing Knockback for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Acumen 6-3: Virtuoso","immune to 1-6: Heroic Slash.","4-6: Empathy*","Shifting Beast (Bone-Break, Elemental, Arcane) – Creature that appears to be someplace that actually it isn’t. The classic multiple images with the players swinging at reflections or projections. The creature may be amplifying its size, so swing low.","1-7: Foul Blow","1-7: Foul Blow","2-7: Curses*","any and all Prevail Cleverly.","Broad Belt"," made of human skin","…","Zweihander","Candel (single use)","…","…","…","…"," UNDESIRED for claiming — You will never again wear or carry anything made of human skin.","Perform any and all Restoration (4-#). Fail and suffer D4 trap damage to the party.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 1-7: Foul Blow."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Elvish craft to Dwarven Make.","Foundation of an Angora","Gigantic ","Play the fool and pretend indifference; use reverse psychology. There's no way you want to randomly teleport someplace. Not you, sir, not you. Perform 9-7: Better Valor*"," Before rolling, offer one Magic Item of type of Unknown Origin as payment.","Perform one chance of 5-7: Marble Skin* to focus on deadly runes, surving th time needed to solve the cryptic.","7-5: Thief to kick the thing precisely where needed."," Fail and avoid Decay of D4 damage w/ 3-7: Monkey Dust.","7-6: Adroit","9-6: Stealth (hide your iniquity)","4-7: Vitality*","Macabre Horror (Elemental, Arcane, Decay) – Literally the dance of death, something gruesome and frightening. Not a good time to be taken alive. The minions of this denizen are Decay, raised from its victims.","3-6: Bless*","If you carry a magic item that is made of Human Skin, then you face a special hazard. ","Shifting Beast"," Fail and all future Decay damage you receive is doubled.","5-7: Marble Skin* to suffer a slippery rain of giant sweat, a rank cloudburst of unknown origin."," does an extra kill vs Decay Mobs.","Decay Mobs.","two rolls of one Restoration (4-#) and one Kismet-Done Deal (9-#), bathing in a sweeter holy water of purity.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs double Decay damage. Safeguard w/ 3-7: Monkey Dust. If it did not damage by this type, it does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict one more Decay damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust."," Clear this block, as delvers would, with one success of 7-7: Unflappable."," Fail and lose 2-1: Telekinesis* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Acumen 6-5: Genius*","immune to 1-7: Foul Blow.","9-6: Stealth","Mysterious Non-Humans (Gut-Spill) – A clan of creatures that resemble men in their desires and attitudes, but they are not as prolific or adept at controlling the world. They do not build cities, but they may have a fortified village. They do not sail in commerce over the sea but may launch small attack rafts on underground lakes.","2-1: Telekinesis*","3-1: Block","3-2: Dispel*","any and all Agility Talents.","Boots"," made of monster bone","…","Shield","Potent Perfume (single use)","…","…","…","…"," UNDESIRED for claiming — You will never again wear or carry anything made of monster bone.","Perform any and all Magic Attacks (2-#). Fail and double the number of Mobs in Bull spots.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 2-1: Telekinesis*."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Unknown Origin to Human Skin.","Fountains‎, still Working","…","The guardian here will describe in whisper what horrors lay in wait then ask if you are ready. Perform 6-1: Bravery"," Before rolling, offer one Magic Item of type Well-polished and Gilded as payment.","Perform one chance of 6-1: Bravery to hold firm and determiend to examine an object shrouded by evil.","7-6: Adroit to swap around fatigued parts in the contraption."," Fail and avoid Bone-Breaking of D4 damage w/ 3-1: Block and Elemental of D4 damage w/ 3-2: Dispel.","7-7: Unflappable","9-7: Better Valor* (plea for mercy)","5-1: Dilute*","Lingering Spawn (Bone-Break, Elemental, Arcane, Decay) – Something fantastic that should have gone bye-bye, when an object of creation was destroyed. Most of the race of monsters did vanish. Here are the last remnants that manifested as Beast of unusual abilities. Attracted by great force or a device in underworld, with that gone, it’s trapped. The player characters may need to create a facsimile to give the creature hope of escape to lure it away from a well-guarded lair. The monster must be tricked even when it knows it cannot return; it can only be killed. Many of these monsters long for that to occur but will stubbornly cling to life when the moment seems at hand.","3-7: Monkey Dust*","If you carry a magic item that is made of Monster Bone, then you face a special hazard. ","Mysterious Non-Humans","…","6-1: Bravery to wave arms and scatter a misty scry.","…","…","two rolls of one Constitution Check (5-#) and one Agility Talent (8-#), to soldier-on through the mess, perhaps keenly sidestepping the deeper portions.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Bone-Breaking damage on one character of party's choice. Safeguard w/ 3-1: Block."," Clear this block, as delvers would, with one success of 8-4: Nimble."," Fail and lose 2-2: Acid Spray* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Acumen 6-6: Intrepid","immune to 2-1: Telekinesis* & 1-1: Crushing Knockback.","5-7: Marble Skin*","Reptilians (Bone-Break, Gut-Spill) – Strange, scaled humanoids that bear arms and try to maintain a simple social structure. Reptile strongmen have been employed in some armies, but they are indifferent mercenaries; being cold blooded, they suffer greatly in changing climates, becoming listless, sleepy and inattentive in cold and hyperactive impatient and rebellious to fight when the temp turns hot.","2-2: Acid Spray*","3-4: Dodge","3-3: Ward*","any and all Kismet or Done Deal.","Buckle Shoes"," made of strange metal","…","Buckler","…","…","…","…","…"," UNDESIRED for claiming — You will never again wear or carry anything made of strange metal.","Perform any and all Kismet or Done Deal (9-#). Failure to make even a single success and all rolls hereafter are made at minus one to dice.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 2-2: Acid Spray*."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Well-polished and Gilded to Ordinary.","Anvil, no Tools","…","Sing a song of heroics; show you know of this guardian's legend. Perform 6-3: Virtuosa"," Before rolling, offer one Magic Item of type Bedazzled in Gems as payment.","Perform one chance of 6-2: Engineer to apply logic on the shape of the surroundings, as an obscure intent now becomes clear.","8-3: Lucky* to flip a coin and cut the green wire."," Fail and avoid Bone-Breaking of D4 damage w/ 3-1: Block and avoid Arcane of D4 damage w/ 3-3: Ward.","both 7-1: Tinker and 7-2: Perceptive","both 9-1: Flattery* and 9-2: Wit*","5-2: Calm*","Zombies (Gut-Spill, Decay) – Fleshy automatons that were assembled from parts of dead men. These creatures are mindless (or simpletons) obeying only basic orders for a cruel master. Do not misunderstand and think these are weaker than men. Frankenstein’s Monster falls under this category. The minions of this denizen are misguided and even stronger Undead, fighting for a lost cause.","4-1: Nurse*","If you carry a magic item that is made of Strange Metal, then you face a special hazard. ","Reptilians","…","6-2: Engineer to throw up a hasty breastwork or screen against undulating leeches and parasites.","…","…","two rolls of one Constitution Check (5-#) and one Kismet-Done Deal (9-#), to pump and preen in boastful manner, showing no hesitation following the pungent insult.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-2: Acid Spray*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Elemental damage on one character of party's choice. Safeguard w/ 3-2: Dispel."," Clear this block, as delvers would, with one success of 8-6: Contort."," Fail and lose 2-3: Lightning* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Cleverly 7-1: Tinker","immune to 2-2: Acid Spray* & 1-2: Cunning Act.","7-3: Artificer*","Malevolent Orca (Elemental, Gut-Spill) – Latin meaning killer, it’s a creature created by the Dark Lord to compete with man; however, it’s design was flawed. These near-men blister in the sun, and they quarrel too much with themselves to be anything other than a slave to stronger agents. There could be another greater evil commanding them, and their presence is just a symptom or warning.","2-3: Lightning*","3-5: Battle Cry","3-6: Bless*","…","Dainty Gloves"," made of something foul smelling","…","Hammer","…","…","…","…","…"," UNDESIRED for claiming — You will never again wear or carry anything made of something foul smelling.","Perform 5-1: Dilute* or suffer one trap damage to the party from contact poison or cloud toxin.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 2-3: Lightning*."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Bedazzled in Gems to Foul Smelling.","Masonry of a Lost Kingdom","…","Answer a complicated math question. Perform 6-5: Genius*"," Before rolling, offer one Magic Item of type of Human Skin as payment.","Perform one chance of 6-3: Virtuosa to notice value in an item masquerading as rubbish.","8-4: Nimble to wind a gear designed for a left-handed ancient race."," Fail and avoid Bone-Breaking of D4 damage w/ 3-1: Block and avoid Gut-Spilling of D4 damage w/ 3-4: Dodge.","both 7-1: Tinker and 7-3: Artificer*","both 9-1: Flattery* and 9-3: Raconteur","5-3: Endure Hardship*","Enveloping Forms (Bone-Break, Gut-Spill, Decay) – Creatures that hang from the ceiling and drop down on their victims or attack with lowering tentacles. These monsters tend to snare at first, then slowly drain vitality. The tentacles may travel quite far away from a central body. Lobbing off tentacles will only serve to delay that climactic fight.","4-2: Soothe*","If you carry a magic item that is made of something Foul Smelling, then you face a special hazard. ","Malevolent Orca","…","6-3: Virtuoso to unlock and dispel a floating mirror lens.","…","…","two rolls of one Agility (8-#) and one Kismet-Done Deal (9-#), to attract the gods by performing a dance of purification.","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-3: Lightning*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Arcane damage on one character of party's choice. Safeguard w/ 3-3: Ward."," Clear this block, as delvers would, with one success of 9-5: Sapper."," Fail and lose 5-3: Endure Hardship* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Cleverly 7-3: Artificer*","immune to 2-3: Lightning* & 1-3: Charismatic Lunge.","3-6: Bless*","Terrible Beast (Bone-Break, Elemental, Gut-Spill) – Inside an ancient hall lies a hungry creature waiting for treasure seekers or those foolish enough to wander in error. The Beast is often trapped by size or natural barriers. The isolation means it hasn’t eaten delvers in some time. The climax denizen’s lair is in a region of a Fae Burial ground; his servant slaves are Decay, both strange and magical. The denizens should increase their DefMod for player rolls that require a Mana Pip.","2-4: Poison Cloud*","…","3-7: Monkey Dust*","…","Ring","…","…","Flute","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Ordinary Magic Items.","Perform 5-2: Calm* or suffer one trap damage to the party from magical explosion.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 2-4: Poison Cloud*."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Human Skin to Unknown Origin.","Mosaic‎ of Nudes","…","Stand without speaking; win a staring contest. Perform 6-6: Intrepid"," Before rolling, offer one Magic Item of type of Monster Bone as payment.","Perform one chance of 6-4: Pathfinder to know more of this vault is hidden in crawl spaces above and below and around.","8-5: Gizmo to keep from losing a finger down to a knuckle when the device activates."," Fail and avoid Bone-Breaking of D4 damage w/ 3-1: Block and avoid Horrible Pain of D4 damage w/ 3-5: Battle Cry.","both 7-1: Tinker and 7-4: Astute","both 9-1: Flattery* and 9-4: Divine Protégé*","5-4: Sustenance","Ancients (Elemental, Gut-Spill, Decay) – Creatures that once competed for survival on the surface, but now exist only in powerful strongholds below. Many of these creatures are believed to be extinct. The denizens employ dwarven imps as servants and weak mercenaries.","4-3: Ruminate*","…","Terrible Beast","…","6-4: Pathfinder to reassemble from scatter and return without calling out to each other.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-4: Poison Cloud*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge."," Clear this block, as delvers would, with one success of 1-1: Crushing Knockback."," Fail and lose 5-4: Sustenance for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Cleverly 7-4: Astute","immune to 2-4: Poison Cloud* & 1-4: Ranged Strike.","4-4: Druid-Dew*","Mutations (Arcane, Gut-Spill) – Only the fittest survive in this place where nature is pure chaos. Combine best (or worse) features of normal animals. e.g. Porcupine spines with turtle’s ability to hide in a shell. Of course, increase their size.","2-5: Invisibility*","…","4-1: Nurse*","…","Necklace","…","…","Whip","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Dwarven Made Magic Items.","Perform 5-3: Endure Hardship* or suffer one trap damage to the party from tunnel collapse.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 2-5: Invisibility*."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Monster Bone to Strange Metal.","Ornamental Carving","…","A philosopher judges your moral philosophy. Perform 6-7: Stoic"," Before rolling, offer one Magic Item of type of Strange Metal as payment.","Perform one chance of 6-5: Genius* to see the magically vieled.","8-6: Contort to reach the bottom depths of the operation's gear case."," Fail and avoid Bone-Breaking of D4 damage w/ 3-1: Block and avoid Profane of D4 damage w/ 3-6: Bless.","both 7-1: Tinker and 7-5: Thief","both 9-1: Flattery* and 9-5: Sapper (together a shrine)","5-5: Miner","Befouled Souls (Bone-Break, Elemental, Gut-Spill, Decay) – Treasure hunters who died and did not transcend; Their greed keeps them on the hunt for a fabulous prize. That prize is often thought to be within the party.","4-4: Druid-Dew*","…","Mutations","…","6-5: Genius* to repack your nerves and gather your party.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-5: Invisibility*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Horrible Pain damage on one character of party's choice. Safeguard w/ 3-5: Battle Cry."," Clear this block, as delvers would, with one success of 2-1: Telekinesis*."," Fail and lose 5-5: Miner for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Cleverly 7-5: Thief","immune to 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust.","5-3: Endure Hardship*","Warring Beasts (Bone-Break, Arcane, Gut-Spill) – Your party is just in the way. A pair of opposite color monsters that are always clashing. The company will be caught between these two. Walls will tumble, rooms collapse from tumble and tail swipe. Would be a whole lot more deadly if the monsters decide to first remove the distraction (of the party).","2-6: Fireball*","…","4-2: Soothe*","…","Medallion","…","…","Blunderbuss","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Elvish Craft Magic Items.","Perform 5-4: Sustenance or suffer one trap damage to the party from depravity or deprivation.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 2-6: Fireball*."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Strange Metal to Monster Bone.","Plaster of Stateroom","…","Death would like to play a game. Perform 8-3: Lucky*"," Before rolling, offer one Magic Item of type made of Something Foul Smelling as payment.","Perform one chance of 6-6: Intrepid to know when your own efforts are compromised and defer to another to take over the count and search for more treasure.","8-7: Lockpick to open the control panel."," Fail and avoid Bone-Breaking of D4 damage w/ 3-1: Block and avoid Decay of D4 damage w/ 3-7: Monkey Dust.","both 7-1: Tinker and 7-6: Adroit","both 9-1: Flattery* and 9-6: Stealth (hide your iniquity)","5-6: Energize Mind* ","Hideous Voices (Arcane, Gut-Spill, Decay) – Creatures that both manically scream or softly taunt in whisper directly into the ears of anyone who violates their sanctuaries. The victim is driven insane, reacting randomly or hysterically.","4-5: Time Bend*","…","Warring Beasts","…","6-6: Intrepid to return from the dark corners and ebon places where you cowered momentarily.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-6: Fireball*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Profane damage on one character of party's choice. Safeguard w/ 3-6: Bless."," Clear this block, as delvers would, with one success of 2-2: Acid Spray*."," Fail and lose 6-2: Engineer for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Cleverly 7-6: Adroit","immune to 2-6: Fireball* & 1-6: Heroic Slash.","7-4: Astute","Pranksters (Elemental, Arcane, Gut-Spill) – Imps that delight in causing mischief and accidents. These will usually be too numerous to eliminate but might be enticed to leave (for a while). In the Dungeons these are of course dwarves, but those wee folks only come out on the surface at night.","2-7: Curses*","…","4-3: Ruminate*","…","Locket","…","…","Dagger","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Magic Items of Unknown Origin.","Perform 5-6: Energize Mind* or suffer one trap damage to the party from crossing a magical nexus.","Make one attempt of a generic Task Resolution roll. Fail and main Mob now is immune to 2-7: Curses*."," Chew-up and spit forth a vanish to change the nature of another Magic Item you carry from Foul Smelling to Bedazzled in Gems.","Free-Standing Portico","…","…"," Before rolling, offer all Magic Item of type Ordinary as payment.","Perform one chance of 6-7: Stoic to now be blined by shiny bling and honestly rate the value of cloaked finds.","9-4: Divine Protégé* to receive a hunch from the long-dead designers."," Fail and avoid Elemental of D4 damage w/ 3-2: Dispel and avoid Arcane of D4 damage w/ 3-3: Ward.","both 7-1: Tinker and 7-7: Unflappable","both 9-1: Flattery* and 9-7: Better Valor* (plea for mercy)","5-7: Marble Skin*","Dead Feud (Bone-Break, Arcane, Gut-Spill, Decay) – Cursed families that continue to fight even as all have died. The cause is forgotten, but the resentment remains. One side or the other must apologize before this can end. Or one side must fully eliminate the other beyond even death. The party is merely escaping harm and temporarily dispelling those encountered. Is there a clue for peace? Many, but who has the time for such absurdity?","4-6: Empathy*","…","Pranksters","…","6-7: Stoic to slap and cower an impudent imp who failed in his duties as torchbearer.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 2-7: Curses*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Decay damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust."," Clear this block, as delvers would, with one success of 2-3: Lightning*."," Fail and lose 6-4: Pathfinder for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Constitution 5-1: Dilute*","immune to 2-7: Curses* & 1-7: Foul Blow.","7-2: Perceptive","Evolving Fiend (Bone-Break, Elemental, Arcane, Gut-Spill) – Beast starts as one type of monster and evolves into another. Sometimes this transformation happens during combat. The change may occur as the creature is injured or others of its pack (kin) die.","3-1: Block","…","4-4: Druid-Dew*","…","…","…","…","Bell","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Well-polished and Gilded Magic Items.","Perform 5-7: Marble Skin* or suffer one trap damage to the party from ancient evil.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 3-1: Block against the Dungeon main monster (Bull icons)."," Swallow and vomit to perform a Mana Cleanse, which removes any restriction on the Magic Items you may carry. Strange conditions, of course, may evolve later. But for now you are free to use any Item as you did when your character was a virgin (level one) in the Unending Gray.","Roman Arch","…","…"," Before rolling, offer all Magic Item of type Dwarven Make as payment.","Perform one chance of 7-1: Tinker to cleverly combine two ordinary objects into something extraordinary.","…"," Fail and avoid Elemental of D4 damage w/ 3-2: Dispel and avoid Gut-Spilling of D4 damage w/ 3-4: Dodge.","both 7-2: Perceptive and 7-3: Artificer*","both 9-2: Wit* and 9-3: Raconteur","6-1: Bravery","Wraith (Elemental, Arcane, Gut-Spill, Decay) – Person of great power and evil that refused to die. It exists as a rotting visage of human form. Often convincing the wraith that in fact it has died is the key to defeating the creature.","4-7: Vitality*","…","Evolving Fiend","…","7-1: Tinker to turn back-on the Dungeon’s arcane light source, momentarily fading here.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to all Magical Attacks."," In this ambush combat, all die rolls subtract one."," Clear this block, as delvers would, with one success of 5-3: Endure Hardship*."," Fail and lose 6-5: Genius* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Constitution 5-2: Calm*","immune to 1-1: Crushing Knockback & 1-2: Cunning Act.","2-7: Curses*","Sadistic Host (Horrible Pain) – Madmen, misanthropes who hate anything living. When they are not hunting for others to flay, they are often pealing their own skin. This fellowship of insanity is short-lived. Maybe find a place to hunker-down and wait them out for say ten months or years?","3-2: Dispel*","…","4-5: Time Bend*","…","…","…","…","Talisman","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Magic Items Bedazzled in Gems.","Perform 6-1: Bravery or suffer one trap damage to the party from mistakes created by hallucinations.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 3-2: Dispel* against Retaliatory damage of the Dungeon's main monster (Bull icons)."," Swallow to perform a Detect Evil spell, which for the cost of a Mana Pip reveals the destined danger and allows your party to back away safely from an event even after rolls are failed. However, not inside of combat.","Domed Rotunda","…","…"," Before rolling, offer all Magic Item of type Elvish Craft as payment.","Perform one chance of 7-2: Perceptive to notice a patch of the corner that is light absorbing.","…"," Fail and avoid Elemental of D4 damage w/ 3-2: Dispel and avoid Horrible Pain of D4 damage w/ 3-5: Battle Cry.","both 7-2: Perceptive and 7-4: Astute","both 9-2: Wit* and 9-4: Divine Protégé*","6-2: Engineer","Transforming Beast (Bone-Break, Elemental, Arcane, Gut-Spill, Decay) – Creature that changes material form (usually solid to liquid) and is thus challenging to injure or escape. Start with a demonstration by each character on what he might do to kettle and boil the mob, as one example. Though a weaker force of Demihumans will serve the main denizen, there is a clear delineation of boundary kept between their lair and its.","5-1: Dilute*","…","Sadistic Host","…","7-2: Perceptive to see that small critters are actually the conjured eyes and ears of denizens.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 1-1: Crushing Knockback. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," Because of this ambush combat, each character loses a Talent (his choice) for the remainder of the adventure."," Clear this block, as delvers would, with one success of 5-7: Marble Skin*."," Fail and lose 6-6: Intrepid for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Kismet 9-1: Flattery*","immune to 1-1: Crushing Knockback & 1-3: Charismatic Lunge.","4-7: Vitality*","Chest Popper (Bone-Break, Horrible Pain) – Creature that must have humans to reproduce. Powerful illusions may snare the victim into casual submission. After impregnation, the human host is consumed. This might happen as the mother mob’s final action or by the slower incubating offspring.","3-3: Ward*","…","4-6: Empathy*","…","…","…","…","Staff","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Magic Items of Human Skin.","Perform 6-3: Virtuoso or suffer one trap damage to the party from a twisted test.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 3-3: Ward* against Retaliatory damage of the Dungeon's main monster (Bull icons).","…","Stately Sculpture‎, Unmolested","…","…"," Before rolling, offer all Magic Item of type of Unknown Origin as payment.","Perform one chance of 7-3: Artificer* to discoer something concealed in the ornate carvings of the walls.","…"," Fail and avoid Elemental of D4 damage w/ 3-2: Dispel and avoid Profane of D4 damage w/ 3-6: Bless.","both 7-2: Perceptive and 7-5: Thief","both 9-2: Wit* and 9-5: Sapper (together a shrine)","6-3: Virtuoso","Corpse Brides (Horrible Pain, Decay) – Phantoms that seduce and betray, these creatures adopt the images of loved-ones and the ingénues of might-have-been. The charms turn quickly to banshee screams, making the victim pray for the end of time (to arrive, so vows can be broken).","5-2: Calm*","…","Chest Popper","…","7-3: Artificer* to see a pattern in the wall that can be used for camouflage as a patrol scout passes.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 1-2: Cunning Act. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," Because of this ambush combat, double the number of Mobs."," Clear this block, as delvers would, with one success of 6-5: Genius*."," Fail and lose 7-2: Perceptive for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Kismet 9-4: Divine Protégé*","immune to 1-1: Crushing Knockback & 1-4: Ranged Strike.","1-4: Ranged Strike","Reptile Shaman (Elemental, Horrible Pain) – Magic using lizards, humanoid and muscular. These lead the tribes of saurians. Why have they assembled? Perhaps a rite of passage by a group to prove which are ready to rule.","3-4: Dodge","…","4-7: Vitality*","…","…","…","…","…","…","…","…","…","…"," UNDESIRED for claiming —  You, from here going forward, may only wear or carry Monster Bone Magic Items.","Perform 6-4: Pathfinder or suffer one trap damage to the party while wandering lost.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 3-4: Dodge against Retaliatory damage of the Dungeon's main monster (Bull icons).","…","Wood Throne","…","…"," Before rolling, offer all Magic Items of type Well-polished and Gilded as payment.","Perform one chance of 7-4: Astute to find a hidden bottom on an otehrwise well-looted chest.","…"," Fail and avoid Elemental of D4 damage w/ 3-2: Dispel and avoid Decay of D4 damage w/ 3-7: Monkey Dust.","both 7-2: Perceptive and 7-6: Adroit","both 9-2: Wit* and 9-6: Stealth (hide your iniquity)","6-4: Pathfinder","Carrion Critters (Bone-Break, Horrible Pain, Decay) – Animal that eats the remains of another creature’s kill. Depending upon the underworld, these creatures will be either well fed and docile, or it’s been a long time since they had a fresh meal. Since dwarvish imps are not typically messy when they decide to kill, there will be other denizens about. Carrion implies a pretty active ecosystem of monsters. Else, it exists in a vacuum of illogic, set up by some demon.","5-3: Endure Hardship*","…","Reptile Shaman","…","7-4: Astute to find a hidey hole, a momentary sanctuary.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 1-3: Charismatic Lunge. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 2-1: Telekinesis*."," Clear this block, as delvers would, with one success of 7-3: Artificer*."," Fail and lose 7-3: Artificer* for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Onslaught 3-1: Block","immune to 1-1: Crushing Knockback & 1-5: Uncontested Dagger Thrust.","4-2: Soothe*","Egg-layer (Bone-Break, Elemental, Horrible Pain) – Insect creature that has a short life and seeks excrement or dead bodies on which to lay its eggs, spawning the next frightful generation.","3-5: Battle Cry","…","…","…","…","…","…","…","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Magic Items of Strange Metal.","Perform 6-5: Genius* or suffer one trap damage to the party from a period of magical confusion.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 3-5: Battle Cry against Retaliatory damage of the Dungeon's main monster (Bull icons).","…","Span below Roof","…","…"," Before rolling, offer all Magic Items of type Bedazzled in Gems as payment.","Perform one chance of 7-5: Thief to rote check the pockets of discarded clothing.","…"," Fail and avoid Arcane of D4 damage w/ 3-3: Ward and avoid Gut-Spilling of D4 damage w/ 3-4: Dodge.","both 7-2: Perceptive and 7-7: Unflappable","both 9-2: Wit* and 9-7: Better Valor* (plea for mercy)","6-5: Genius*","Powerful Ward (Elemental, Horrible Pain, Decay) – Strong magic that was unleased in the Dungeon long ago to eliminate a threat. Since that time, it has continued its function of protecting. Players may suffer curses or weakness as they travel trying to discover a sign, key or word to end the ward. The ward can be germane to the area or put a face on it by describing something hideous. The mob appears as mere goblins or bandit fugitives, but the threat is altered, enhanced by the safeguarding magic.","5-4: Sustenance","…","Egg-layer","…","7-5: Thief to find the box of a camera mechanism, hidden among the stones.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 1-4: Ranged Strike. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 2-2: Acid Spray*."," Clear this block, as delvers would, with one success each of 1-1: Crushing Knockback & 5-5: Miner."," Fail and lose 7-7: Unflappable for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Onslaught 3-2: Dispel*","immune to 1-1: Crushing Knockback & 1-6: Heroic Slash.","8-1: Wily","Hostile Vegetation (Arcane, Horrible Pain) – Non-intelligent life that kills by accident (poisonous spores) or for food (Venus-Fly traps). The monster will have vines and be very pervasive. The player characters will need to go through it or start entangled in the growing plant. This is not like fighting a hedge, something you can step back away from and be safe. These things may not be fully mobile, but they do reach out and grasp. Yet it will never be completely disconnected from the soil, so in that it has a weakness. The denizen’s lair is in a region of a Fae Burial ground, both strange and magical. Could that place be sanctified and put at rest?","3-6: Bless*","…","…","…","…","…","…","…","…","…","…","…","…"," UNDESIRED for claiming — You, from here going forward, may only wear or carry Magic Items made from Something Foul Smelling.","Perform 6-6: Intrepid or suffer one trap damage to the party fleeing ghastly features.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 3-6: Bless* against Retaliatory damage of the Dungeon's main monster (Bull icons).","…","Free-Floating Structure","…","…"," Before rolling, offer all Magic Items of type of Human Skin as payment.","Perform one chance of 7-6: Adroit to repair a spring and hinge into another layer of a chest.","…"," Fail and avoid Arcane of D4 damage w/ 3-3: Ward and avoid Horrible Pain of D4 damage w/ 3-5: Battle Cry.","both 7-3: Artificer* and 7-4: Astute","both 9-3: Raconteur and 9-4: Divine Protégé*","6-6: Intrepid","Stalking Beast (Bone-Break, Elemental, Horrible Pain, Decay) – Creature that hides and waits for victims to suffer mishap, before attacking from the shadows. This creature may also fight solo by feigning injury, before others of its kind will suddenly appear.","5-5: Miner","…","Hostile Vegetation","…","7-6: Adroit to grease the gears and re-string the pullies on a drawbridge.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 1-5: Uncontested Dagger Thrust. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 2-3: Lightning*."," Clear this block, as delvers would, with one success each of 5-4: Sustenance & 5-5: Miner."," Fail and lose 8-4: Nimble for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Onslaught 3-3: Ward*","immune to 1-1: Crushing Knockback & 1-7: Foul Blow.","5-1: Dilute*","Bane of Steel (Bone-Break, Arcane, Horrible Pain) – Creature that destroys metal that it contacts. These creatures often excrete a strong acid that will also damage flesh, after first dissolving a good suit of chain. If the party collectively has too many magic items, feel free to dissolve a few. Otherwise, after the first encounter, the party has experimented with counters to reduce the harm caused by the monster. e.g., Wrap hammer in cheese-cloth soaked in vinegar (as any party of true delvers has on hand).","3-7: Monkey Dust*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 6-7: Stoic or suffer one trap damage to the party caused by the deceit and trickery of dwarven imps.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 3-7: Monkey Dust* against Retaliatory damage of the Dungeon's main monster (Bull icons).","…","Useless Truss","…","…"," Before rolling, offer all Magic Items of type of Monster Bone as payment.","Perform one chance of 7-7: Unflappable to methodically try all combinations of a dial lock.","…"," Fail and avoid Arcane of D4 damage w/ 3-3: Ward and avoid Profane of D4 damage w/ 3-6: Bless.","both 7-3: Artificer* and 7-5: Thief","both 9-3: Raconteur and 9-5: Sapper (together a shrine)","6-7: Stoic","Face of Insanity (Arcane, Horrible Pain, Decay) – Creature that causes others to go insane. Anyone viewing the creatures as they make their enchanted pleas for mercy will react randomly, often attacking his companions.","5-6: Energize Mind* ","…","Bane of Steel","…","7-7: Unflappable to navigate a deceptive series of right turns, which could be while you were reduced to the size of a pin.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 1-6: Heroic Slash. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 2-4: Poison Cloud*."," Clear this block, as delvers would, with one success each of 5-5: Miner & 6-2: Engineer."," Fail and lose 8-6: Contort for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Onslaught 3-4: Dodge","immune to 1-2: Cunning Act & 1-3: Charismatic Lunge.","6-5: Genius*","Mankind Possessed (Elemental, Arcane, Horrible Pain) – Demon has entered the body of a man (or child) and from its new sanctuary it seeks to spread misery on the world. It must first be exorcised then cast back into the dark dimension from whence it came. Preliminary battles may be minor beasts the denizen magically commands. In this way the victim may appear as a dark cultist. Will party even care to free the noble (for greater reward).","4-1: Nurse*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-1: Tinker or suffer one trap damage to the party from an arcane apparatus.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 4-1: Nurse* after fighting the Dungeon main monster (Bull icons).","…","Turret of No Value","…","…"," Before rolling, offer all Magic Items of type of Strange Metal as payment.","Perform one chance of 8-1: Wily to unravel a complex cord and wire ball with prize inside. You once try burning a simialr ball only to destory the contents. Don't try that again.","…"," Fail and avoid Arcane of D4 damage w/ 3-3: Ward and avoid Decay of D4 damage w/ 3-7: Monkey Dust.","both 7-3: Artificer* and 7-6: Adroit","both 9-3: Raconteur and 9-6: Stealth (hide your iniquity)","7-1: Tinker","Mending Beast (Bone-Break, Arcane, Horrible Pain, Decay) – Creature that once killed will heal quickly and recover to fight again. This will come as a complete surprise. The creature needs to be slain repeatedly. The regeneration may be stopped with the company searching for a method of permanent destruction. Yes, you tied the cliché dousing it with flaming oil after chopping it to ribbons. The Star Book, for once, will have no advice. Start a chapter because this is something new. Fight the combat as usual, knowing the monster may never go away while the party remains in the Dungeon. Any chance to play catch-up and gather gold skipped or mop-up easy prey later will be denied as the monster is relentless.","5-7: Marble Skin*","…","Mankind Possessed","…","8-1: Wily to avoid a pitfall or slide.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), the Mobs gain additional immunity to 1-7: Foul Blow. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 2-5: Invisibility*."," Clear this block, as delvers would, with one success each of 5-5: Miner & 6-4: Pathfinder."," Fail and lose 9-5: Sapper for the remainder of the adventure. No Talent, suffer D8 trap damage. You may try again.","…","…","…"]
["Onslaught 3-5: Battle Cry","immune to 1-2: Cunning Act & 1-4: Ranged Strike.","6-4: Pathfinder","Mating Ritual (Bone-Break, Elemental, Arcane, Horrible Pain) – Two or more creatures are meeting to copulate. If allowed, they will produce the next generation of some fiend.","4-2: Soothe*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-2: Perceptive or suffer one trap damage to the party from a feature disguised in the surroundings.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 4-2: Soothe* after fighting the Dungeon main monster (Bull icons).","…","Frozen, Shuttered Window","…","…"," Before rolling, offer all Magic Items of type made of Something Foul Smelling as payment.","Perform one chance of 8-2: Bounding* to grab something well-camoflaged on the ceiling.","…"," Fail and avoid Gut-Spilling of D4 damage w/ 3-4: Dodge and avoid Horrible Pain of D4 damage w/ 3-5: Battle Cry.","both 7-3: Artificer* and 7-7: Unflappable","both 9-3: Raconteur and 9-7: Better Valor* (plea for mercy)","7-2: Perceptive","Illusions (Elemental, Arcane, Horrible Pain, Decay) – Phantasm and hideous images, else decoys that lead the party to attack one another. Nothing is as it appears, but the danger seems to inflict more harm and terror on morale of group. Some of these could be real monsters appearing and operating as a projection before the climax end.","6-1: Bravery","…","Mating Ritual","…","8-2: Bounding* to be the vanguard watch as the remaining party methodically transverses a chasm.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), all die rolls subtract one."," In this ambush combat, the Mobs gain additional immunity to 2-6: Fireball*."," Clear this block, as delvers would, with one success each of 5-5: Miner & 6-6: Intrepid."," Fail and lose a Mana Pip. No Pips, suffer D8 trap damage. You may try again.","…","…","…"]
["Onslaught 3-6: Bless*","immune to 1-2: Cunning Act & 1-5: Uncontested Dagger Thrust.","4-5: Time Bend*","Wasps (Gut-Spill, Horrible Pain) – Creature that must have living bodies in order to feed their young. Worse still, the larva hatch and take hours (or days) to kill a victim as they munchie-wounchie on the victim’s soft belly.","4-3: Ruminate*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-3: Artificer* or suffer one trap damage to the party from something ancient draining your life force.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 4-3: Ruminate* after fighting the Dungeon main monster (Bull icons).","…","…","…","…","…","Perform one chance of 8-3: Lucky* to stumble and find more covered by dirt or tile.","…"," Fail and avoid Gut-Spilling of D4 damage w/ 3-4: Dodge and avoid Profane of D4 damage w/ 3-6: Bless.","both 7-4: Astute and 7-5: Thief","both 9-4: Divine Protégé* and 9-5: Sapper (together a shrine)","7-3: Artificer*","Blood-Sucker (Bone-Break, Elemental, Arcane, Horrible Pain, Decay) – Creature that needs human blood to survive. These creatures usually do not feed constantly, nor do they pass-on this bad habit to victims. These are the type that rip victims to pieces for complete exsanguination.","6-2: Engineer","…","Wasps","…","8-3: Lucky* to avoid a trap, sounding bells and claxton.","…","…","…","; until the Preliminary Test is made successfully (by someone, anyone), no magic items of the party may be used."," In this ambush combat, the Mobs gain additional immunity to 2-7: Curses*."," Clear this block, as delvers would, with one success each of 5-5: Miner & 7-2: Perceptive."," Fail and minus one on dice for remainder of the adventure. You may try again.","…","…","…"]
["Onslaught 3-7: Monkey Dust*","immune to 1-2: Cunning Act & 1-6: Heroic Slash.","5-3: Endure Hardship*","Suffocating Beast (Bone-Break, Gut-Spill, Horrible Pain) – Creature that kills not by crushing jaw, but by strangling or constricting its victims. The very air around the creature could be tainted. The victims pass-out, one-by-one knocked unconscious. Establish an order of victims among the player characters and have each exhibit a defense or resistance.","4-4: Druid-Dew*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-4: Astute or suffer one trap damage to the party from a magically altered wall section.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 4-4: Druid-Dew* after fighting the Dungeon main monster (Bull icons).","…","…","…","…","…","Perform one chance of 8-4: Nimble to reach a hidden attic in the roof.","…"," Fail and avoid Gut-Spilling of D4 damage w/ 3-4: Dodge and avoid Decay of D4 damage w/ 3-7: Monkey Dust.","both 7-4: Astute and 7-6: Adroit","both 9-4: Divine Protégé* and 9-6: Stealth (hide your iniquity)","7-4: Astute","Wisps (Gut-Spill, Horrible Pain, Decay) – Aery creatures that live on the dying breaths of others. These temptress and phantoms, lure the unsuspecting to dangerous traps and conditions, there to feed on the anguish.","6-3: Virtuosa","…","Suffocating Beast","…","8-4: Nimble to take a higher catwalk over a pit of snakes.","…","…","…","; until the Preliminary Test is made by each player, the Mobs double Bone-Breaking damage (on his character). Safeguard w/ 3-1: Block. If it did not damage by this type, it also does so now until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to all Magical Attacks."," Clear this block, as delvers would, with one success each of 5-5: Miner & 7-7: Unflappable."," Fail and lose one Single Use Magic Item. None left, suffer 2D8 trap damage. You may try again.","…","…","…"]
["...","immune to 1-2: Cunning Act & 1-7: Foul Blow.","7-5: Thief","Scavengers (Elemental, Gut-Spill, Horrible Pain) – Basically, a predator that will eat anything (dead or alive). Often there’s other secondary monstrous threats existing in the Dungeon with this monster, maintaining a smoldering truce.","4-5: Time Bend*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-5: Thief or suffer one trap damage to the party from something creepy-crawly surprising you out of a secret compartment.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 4-5: Time Bend* to remove trap damage for the remainder of the adventure.","…","…","…","…","…","Perform one chance of 8-5: Gizmo to open a disguised Chinese Box among the treasure.","…"," Fail and avoid Horrible Pain of D4 damage w/ 3-5: Battle Cry and avoid Profane of D4 damage w/ 3-6: Bless.","both 7-4: Astute and 7-7: Unflappable","both 9-4: Divine Protégé* and 9-7: Better Valor* (plea for mercy)","7-5: Thief","Dire Warning (Bone-Break, Gut-Spill, Horrible Pain, Decay) – Dragon that originally haunted these labyrinths may have died (perhaps recently); all signs will indicate a grand beast lived here, but it might never be found. The anticipation slowly saps morale and fear clouds the focus. The offspring or minions of the monster will still be encountered and fought. Whatever slew the dragon may still be lurking about. Finding the beastly corpse and penultimate killer will be worse than meeting the original monster. Pray the challenger was weakened by the conquest.","6-4: Pathfinder","…","Scavengers","…","8-5: Gizmo to return the safety pin and render useless a noise trap.","…","…","…","; until the Preliminary Test is made by each player, the Mobs double Elemental damage (on his character). Safeguard w/ 3-2: Dispel. If it did not damage by this type, it also does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Bone-Breaking damage on one character of party's choice. Safeguard w/ 3-1: Block."," Clear this block, as delvers would, with one success each of 5-5: Miner & 8-4: Nimble."," Fail and the stone is too solid, impassable.","…","…","…"]
["...","immune to 1-3: Charismatic Lunge & 1-4: Ranged Strike.","5-4: Sustenance","Scourging Beast (Bone-Break, Elemental, Gut-Spill, Horrible Pain) – Creature that leaves the underworld by night and preys on the surrounding area. The creature may have an identity that allows it to act civilized, like a victim or lost soul. That role is not illusionary; it would have been cultivated over time and is not as malleable as say another creature that uses magic to seduce or be dismissed as childlike. The denizen employs Demihumans as mercenaries.","4-6: Empathy*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-6: Adroit or suffer one trap damage to the party trying to use a broken mechanical mechanism of conveyance.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 4-6: Empathy* to remove damage for the remainder of the adventure.","…","…","…","…","…","Perform one chance of 8-6: Contort to wriggle a finger into a crevice and throw a switch.","…"," Fail and avoid Horrible Pain of D4 damage w/ 3-5: Battle Cry and avoid Decay of D4 damage w/ 3-7: Monkey Dust.","both 7-5: Thief and 7-6: Adroit","both 9-5: Sapper (together a shrine) and 9-6: Stealth (hide your iniquity)","7-6: Adroit","Dream Scavengers (Elemental, Gut-Spill, Horrible Pain, Decay) – Predators that seek souls or memories from the living. They read minds and with that knowledge reduce the attacks made against them.","6-5: Genius*","…","Scourging Beast","…","8-6: Contort to squeak past a nest of scorpions, the eyes of the enemy. more easily blinded one-by-one from another side.","…","…","…","; until the Preliminary Test is made by each player, the Mobs double Arcane damage (on his character). Safeguard w/ 3-3: Ward. If it did not damage by this type, it also does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Elemental damage on one character of party's choice. Safeguard w/ 3-2: Dispel."," Clear this block, as delvers would, with one success each of 5-5: Miner & 8-6: Contort."," Fail and suffer one trap damage; the stone is too solid, impassable.","…","…","…"]
["...","immune to 1-3: Charismatic Lunge & 1-5: Uncontested Dagger Thrust.","8-2: Bounding*","Fake Giant (Arcane, Gut-Spill, Horrible Pain) – Something that is creating the illusion or fabricating the presence of a giant for personal gain; non-humans have been known to dress as giants (several standing on each other’s shoulders) to scare away adversaries or unwelcome guests. Others appear bigger but have none of the strength of a true giant. The denizen attracts Twisted Goblin oxpeckers, not true minions but mutually coexisting.","4-7: Vitality*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-7: Unflappable or suffer one trap damage to the party from navigating a maze.","Make one attempt of a generic Task Resolution roll. Fail and you may not use 4-7: Vitality* to heal yourself for the remainder of the adventure.","…","…","…","…","…","Perform one chance of 8-7: Lockpick to open a locked coffer without brute-force smashing the contents.","…"," Fail and avoid Profane of D4 damage w/ 3-6: Bless and avoid Decay of D4 damage w/ 3-7: Monkey Dust.","both 7-5: Thief and 7-7: Unflappable","both 9-5: Sapper (together a shrine) and 9-7: Better Valor* (plea for mercy)","7-7: Unflappable","Formerly Scourged (Bone-Break, Elemental, Gut-Spill, Horrible Pain, Decay) – Convicts and the unrepentant who refuse to die under the lash. These once dead criminals, claw themselves out of graves to seek revenge. Quite many are delvers, fallen from harsh companies.","6-6: Intrepid","…","Fake Giant","…","8-7: Lockpick to open a side corridor away from a patrol route.","…","…","…","; until the Preliminary Test is made by each player, the Mobs double Gut-Spilling damage (on his character). Safeguard w/ 3-4: Dodge. If it did not damage by this type, it also does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Arcane damage on one character of party's choice. Safeguard w/ 3-3: Ward."," Clear this block, as delvers would, with one success each of 5-5: Miner & 9-5: Sapper."," Fail and suffer two trap damage; the stone is too solid, impassable.","…","…","…"]
["...","immune to 1-3: Charismatic Lunge & 1-6: Heroic Slash.","5-1: Dilute*","Evil Plant Creatures (Bone-Break, Arcane, Gut-Spill, Horrible Pain) – Non-intelligent life that kills by accident (poisonous spores) or for food (Venus-Fly traps). These can move by slithering or stepping on feet made of roots. They are poisoned by toxic minerals, including being over fertilized by blood.","5-1: Dilute*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-1: Wily or suffer one trap damage to the party from escaping from a cage, pitfall, tar bog or binding envelopment.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Attack Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","both 7-6: Adroit and 7-7: Unflappable","both 9-6: Stealth (hide your iniquity) and 9-7: Better Valor* (plea for mercy)","8-2: Bounding*","Imperato to Steel (Arcane, Gut-Spill, Horrible Pain, Decay) – Creature that cannot be harmed by metal weapons, yet earthy weapons of wood and stone can bring it down. Though a weaker force of Demihumans will serve the main denizen, there is a clear delineation of boundary kept between their lair and its.","6-7: Stoic","…","Evil Plant Creatures","…","9-1: Flattery* to convince an imp to show you a safe path past this.","…","…","…","; until the Preliminary Test is made by each player, the Mobs double Horrible Pain damage (on his character). Safeguard w/ 3-5: Battle Cry. If it did not damage by this type, it also does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge."," Clear this block, as delvers would, with one success each of 2-1: Telekinesis* & 5-5: Miner."," Fail and suffer D4 trap damage; the stone is too solid, impassable.","…","…","…"]
["...","immune to 1-3: Charismatic Lunge & 1-7: Foul Blow.","9-5: Sapper","Carrion Men (Elemental, Arcane, Gut-Spill, Horrible Pain) – Human warriors or cult that kill and eat the dead. Strike that; these folks have no reason to be, so end them!","5-2: Calm*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-2: Bounding* or suffer one trap damage to the party crossing an inconceivable span or underground river rapids.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Magic Attack Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","8-4: Nimble ","False Beast Realm (Bone-Break, Arcane, Gut-Spill, Horrible Pain, Decay) – Creature that is not so fierce or terrible as the legends or local rumors have claimed. Wait, what? That is to say a creature that during encounters is quite easy to slay. Before a true meeting, in a designated place or room, the party has already slain dozens, hundreds. But at a marked area, this denizen transforms; the others were mere scouts or deformed children. Now face the fully-grown foe.","7-1: Tinker","…","Carrion Men","…","9-2: Wit* to make spying imps laugh and lose focus, soon brawl as they often do.","…","…","…","; until the Preliminary Test is made by each player, the Mobs double Profane damage (on his character). Safeguard w/ 3-6: Bless. If it did not damage by this type, it also does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Horrible Pain damage on one character of party's choice. Safeguard w/ 3-5: Battle Cry."," Clear this block, as delvers would, with one success each of 5-5: Miner & 7-3: Artificer*."," Fail and suffer D8 trap damage; the stone is too solid, impassable.","…","…","…"]
["...","immune to 1-4: Ranged Strike & 1-5: Uncontested Dagger Thrust.","7-6: Adroit","Spiders (Bone-Break, Elemental, Arcane, Gut-Spill, Horrible Pain) – Creatures that ensnare victims in webs and slowly suck out their innards. These spiders may be massive in size.","5-3: Endure Hardship*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-3: Lucky* or suffer one trap damage to the party from a tripwire trap as it activates.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Survive Onslaught Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","8-6: Contort","Ronin Guardian (Elemental, Arcane, Gut-Spill, Horrible Pain, Decay) – Creature enchanted or created specifically to protect something or someone; often merely riches. Long ago it failed in its task; the treasure is gone. Frustrated, it hungers for purpose and fills its pangs with murder. The denizen fights in a sprawling tomb of horrors, secondary traps both sprung and broken, some functioning.","7-2: Perceptive","…","Spiders","…","9-3: Raconteur to tell a lullaby story and put the imp spies to sleep.","…","…","…","; until the Preliminary Test is made by each player, the Mobs double Decay damage (on his character). Safeguard w/ 3-7: Monkey Dust. If it did not damage by this type, it also does so now until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Profane damage on one character of party's choice. Safeguard w/ 3-6: Bless."," Clear this block, as delvers would, with one success each of 2-2: Acid Spray* & 5-5: Miner."," Fail and suffer 2D4 trap damage; the stone is too solid, impassable.","…","…","…"]
["...","immune to 1-4: Ranged Strike & 1-6: Heroic Slash.","1-6: Heroic Slash","Arachnids (Profane) – Spiders without the webs, these often strike the victim's posterior, entering the insides of a host in a gawd-awful manner.","5-4: Sustenance","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-4: Nimble or suffer one trap damage to the party from climbing a wall or ledge.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Restoration Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","9-5: Sapper","Demonic Bug (Bone-Break, Elemental, Arcane, Gut-Spill, Horrible Pain, Decay) – Hideous large spider mouths, bity with fangs and mandibles. Spiders aren’t truly insects, but neither are these. Demon-Centipede seems to work as a visual. It's a strange head or face on a chitin body. Large abdomen with stinger is nice addition. Spell-casting of course. Unworldly Insect what else needs to be said.","7-3: Artificer*","…","Arachnids","…","9-4: Divine Protégé* to threaten the imp spies not to mess with a demigod.","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 2-1: Telekinesis*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict two more Decay damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust."," Clear this block, as delvers would, with one success each of 2-3: Lightning* & 5-5: Miner."," Fail and lose 1-1: Crushing Knockback for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 1-4: Ranged Strike & 1-7: Foul Blow.","9-2: Wit*","Regal Beast (Bone-Break, Profane) – Creature of bearing, think upright lion with a vest, that can sometimes be enticed to answer questions about the past or the world in general. The company leaders normally are invited for tea. Narcotic, hallucinogenic, poison…hardly. Not often seeking riches, the price of helpfulness will stretch into the unspeakable and bizarre. Offers a goal choice to try and slay the denizen for the immediate objectives or deal with the Beast to have a powerful advantage of knowledge and potential gain in the next adventure. The denizen employs Dwarven Imps as mercenaries and valets.","5-5: Miner","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-5: Gizmo or suffer one trap damage to the party trying to disarm a mechanical trap.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Constitution Check Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","5-1: Dilute* and any Acumen Talent","Mortiferum (Profane, Decay) – Latin meaning deadly, it’s a creature once created by the Dark Lord to compete with man but since raised as undead to serve other unkind hosts. But these have no master and think anything breathing has come to enslave them (once again).","7-4: Astute","…","Regal Beast","…","9-5: Sapper to block and stuff the ratholes or entrances to snake dens from which spies peep.","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 2-2: Acid Spray*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," In this ambush combat, all die rolls subtract two."," Clear this block, as delvers would, with one success each of 5-3: Endure Hardship* & 5-5: Miner."," Fail and lose 2-1: Telekinesis* for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 1-5: Uncontested Dagger Thrust & 1-6: Heroic Slash.","5-5: Miner","Sect of Death (Elemental, Profane) – Life and death are primal and powerful unknowns; many a religion justifies itself by explaining the meaning of life or using necromantic forces to lengthen the time souls stay on earth. A renegade priest raises the dead and marshals them into an army of shambling followers. The minions of this denizen are Decay and strange Profanes. Isolating a subgroup and entering by unexpected means is necessary. The numbers alone imply a defensive penalty to the player rolls.","5-6: Energize Mind*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-6: Contort or suffer one trap damage to the party trying to flex yourself into an impossible place or through bars or past a spiked palisade barrier.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Acumen vs Wards Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","5-2: Calm* and any Acumen Talent","Undying Twist of Love (Bone-Break, Profane, Decay) – Monster that was too furious to die. It is all but slain, now bloodless, yet continues undefeated, running on adrenaline, magic and divine curiosity. Most are mothers that lost cubs.","7-5: Thief","…","Sect of Death","…","9-6: Stealth to avoid scrutiny and then ambush a lone scout.","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 2-3: Lightning*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," During this ambush combat, the players ignore the character talents. All rolls are made at minus four penalty."," Clear this block, as delvers would, with one success each of 5-5: Miner & 6-5: Genius*."," Fail and lose 2-2: Acid Spray* for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow.","6-7: Stoic","Supreme Beast (Bone-Break, Elemental, Profane) – Terrible monster that drove out the imps and took control of their territory. The aggrieved minions will warn of the danger and hope the player characters will help them regain their lost domain.","5-7: Marble Skin*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-7: Lockpick to utilize a gate set to bypass a hazard; else suffer one trap damage to the party crossing a decayed bridge or traversing an uneven side tunnel.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Prevail Cleverly Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","5-3: Endure Hardship* and any Acumen Talent","Mechanical Marvels (Elemental, Profane, Decay) – All manner, shape and size, of trick and obstacle exists in the underworld, but nothing is as direct or more effective as a pit with spikes. There is usually a group of artificers associated with these devices, a cannibalistic or just insane set of Profanes who keep the traps set and make new ones for their own perverse pleasures or competitions. The minions of this group are Decay or golems crafted with odd-sized or positioned body parts.","7-6: Adroit","…","Supreme Beast","…","9-7: Better Valor* to avoid the lighted and advance along the darker road.","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 2-4: Poison Cloud*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 1-1: Crushing Knockback."," Clear this block, as delvers would, with one success each of 1-1: Crushing Knockback & 6-2: Engineer."," Fail and lose 2-3: Lightning* for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 1-6: Heroic Slash & 1-7: Foul Blow.","6-5: Genius*","Hoax-changer (Arcane, Profane) – Creature that changes form from one creature to another. It may even assume the identity of a specific party member. The form is there, but not the substance. These are tricksters, not transformers. e.g., The dragon they mimic is meant to frighten, not deliver a sulfurous breath. The minions of this denizen are probably dwarven imps drawn to the spectacle.","6-1: Bravery","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 5-1: Dilute* or suffer D4 trap damage to the party from contact poison or cloud toxin.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Agility Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","5-4: Sustenance and any Acumen Talent","Realm Destructor (Bone-Break, Elemental, Profane, Decay) – The Beast that legends failed to describe, since seldom does anyone survive to tell the tale; creature that seems to have no needs except an insatiable desire to slay. Such creatures exist from the dawn of time; there is no limit to what powers such a creature can have. Technological androids and robots are very good choices, iron titans of lore.","7-7: Unflappable","…","Hoax-changer","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 2-5: Invisibility*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 1-2: Cunning Act."," Clear this block, as delvers would, with one success each of 5-4: Sustenance & 6-2: Engineer."," Fail and lose 5-3: Endure Hardship* for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","w/o Immunity to any Attacks. But only if the players guess to aim for Legs (limbs).","1-6: Heroic Slash","Fierce Beast (Bone-Break, Arcane, Profane) – Monster that has many dangerous methods of attacking and rending flesh.","6-2: Engineer","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 5-2: Calm* or suffer D4 trap damage to the party from magical explosion.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you temporarily lose one Kismet-Done Deal Talent that you know for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","5-5: Miner and any Acumen Talent","Unholy Priest (Arcane, Profane, Decay) – The remnants of a previous colony that tried to live below ground. The survivors have changed in an ugly way. Usually, the whole are a devotee to a corrupting force, like lust, greed or vanity. The sin they venerate will compel the player characters as well.","8-1: Wily ","…","Fierce Beast","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 2-6: Fireball*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 1-3: Charismatic Lunge."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 6-4: Pathfinder."," Fail and lose 5-4: Sustenance for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","w/o Immunity to any Attacks. But only if the players guess to aim for Eyes.","3-3: Ward*","Amplification Master (Elemental, Arcane, Profane) – Creature that seems to grow in power depending upon the opponent it faces. Often one that mimics attacks or reflects them back as a mirror. Anything it suffers, so does the monster’s adversary. No, you can’t kill the thing with kindness. Instead, show that you can deliver damage and be ready to defend before the counterstrike.","6-3: Virtuoso","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 5-3: Endure Hardship* or suffer D4 trap damage to the party from tunnel collapse.","All attempt a generic Task Resolution roll. Fail and godly marked in such a way that you may not use Silver Stones to restore Mana Pips for the remainder of the adventure.","…","…","…","…","…","…","…","…","…","…","5-6: Energize Mind* and any Acumen Talent","Honor Bound in Death (Bone-Break, Arcane, Profane, Decay) – Knights of bearing, swearing oaths so sacred and profound that even in death they must continue the service of the quest. Most will never, ever be able to complete their task. Most have forgotten their mission and are frustrated in the hunt for memories and faint clues.","8-2: Bounding*","…","Amplification Master","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 2-7: Curses*. If it already has this immunity, it may not be hurt by any Magical Attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 1-4: Ranged Strike."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 6-6: Intrepid."," Fail and lose 5-5: Miner for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","w/o Immunity to any Attacks. But only if the players guess to aim for Mouth/Jaw.","4-3: Ruminate*","Mutations of Mind (Bone-Break, Elemental, Arcane, Profane) – Regular animals of superior mental or magical ability. These usually have enslaved weaker minds, even human thralls, to give them the hands, arms and legs they lack. The person met will be the grinning cat, not the expressionless holder, even as the words are also spoken by the human.","6-4: Pathfinder","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 5-4: Sustenance or suffer D4 trap damage to the party from depravity or deprivation.","All attempt a generic Task Resolution roll. Fail and lose a magic item.","…","…","…","…","…","…","…","…","…","…","5-7: Marble Skin* and any Acumen Talent","Trapped Soul (Elemental, Arcane, Profane, Decay) – Someone (or something) that entered the Unending Gray and found he was unable to leave. Over time the danger of the Dungeon has led to the warped man killing all he meets, rather than risking the danger of negotiation. The player characters can help if they can engender some trust.","8-3: Lucky*","…","Mutations of Mind","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from all his Magical Attacks."," In this ambush combat, the Mobs gain additional immunity to 1-5: Uncontested Dagger Thrust."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 7-2: Perceptive."," Fail and lose 6-2: Engineer for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","w/o Immunity to any Attacks. But only if the players guess to aim for Spine.","5-2: Calm*","Remnants of Dark Lord’s Cult (Gut-Spill, Profane) – Perverted men that have given their souls and allegiance in exchange for gifts, all too minor (like lustful passion or quick revenge). Dangerous when they plot to spread their terror to the surface. None have the power to bring back the Dark Lord. All pretend, convincingly, that they can. You often catch them in an act that will prove worthless for goal yet deadly to the conjurer and area.","6-5: Genius*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 5-6: Energize Mind* or suffer D4 trap damage to the party from crossing a magical nexus.","…","…","…","…","…","…","…","…","…","…","…","5-1: Dilute* and any Prevail Cleverly Talent","Magical Monstrosity (Bone-Break, Elemental, Arcane, Profane, Decay) – Creature that can summon the forces of magic and control the perceptions of man through illusion, incantation and charm. The charms here will slowly command obedience. The minions of this denizen are Twisted Goblins.","8-4: Nimble ","…","Remnants of Dark Lord’s Cult","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 1-1: Crushing Knockback. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 1-6: Heroic Slash."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 7-7: Unflappable."," Fail and lose 6-4: Pathfinder for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","w/o Immunity to any Attacks. But only if the players guess to aim for Torso/Belly.","4-6: Empathy*","Gentle Giant (Bone-Break, Gut-Spill, Profane) – Creature that does not want to do harm but doesn’t know any better. These monsters also exude magic, like frost, but cannot comprehend that such would cause anyone harm. Often driven by simple needs. e.g., Hungry, eat man. But once situated, the monster might become agreeable even tame. Except, many have a vile imp inside an ear offering baneful advice.","6-6: Intrepid","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 5-7: Marble Skin* or suffer D4 trap damage to the party from ancient evil.","…","…","…","…","…","…","…","…","…","…","…","5-2: Calm* and any Prevail Cleverly Talent","Powerful Protector (Gut-Spill, Profane, Decay) – Guardian shaped like a classic hero that served a purpose long ago, but now only poses an obstacle for the players. Many of these are statues that come to life. Protectors usually were created to destroy an evil force, but after doing so each is lost without purpose in the Dungeon. The evil they destroyed creeped into them, perhaps. The cycle of an underworld's pain-filled life.","8-5: Gizmo ","…","Gentle Giant","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 1-2: Cunning Act. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," In this ambush combat, the Mobs gain additional immunity to 1-7: Foul Blow."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 8-4: Nimble."," Fail and lose 6-5: Genius* for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","w/o Immunity to any Attacks. But only if the players guess to aim for Throat.","7-1: Tinker","Fantastic Ones (Elemental, Gut-Spill, Profane) – Dungeon contains a great device or power that attracted a greater force and its offspring. The device is critical; the monster generically awful. Destroy the source of the evil, a gate or relic, and the threat ends. Each group encountered might carry a staff which allows them to wander in the realms of man. Breaking that talisman will send the mobs back to the hell they came from.","6-7: Stoic","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 6-1: Bravery or suffer D4 trap damage to the party from mistakes created by hallucinations.","…","…","…","…","…","…","…","…","…","…","…","5-3: Endure Hardship* and any Prevail Cleverly Talent","Metal Spiders (Bone-Break, Gut-Spill, Profane, Decay) – Creatures that ensnare victims in spun nets and harvest the insides for raw materials. These spiders will be massive in size, attended by smaller drones. A factory, in a way, come to life. Raw materials (humans) in one door; exit out back as nicknacks for the wicked gods.","8-6: Contort","…","Fantastic Ones","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 1-3: Charismatic Lunge. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict three more Bone-Breaking damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust. Plus, the Mobs are immune to 1-1: Crushing Knockback."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 8-6: Contort."," Fail and lose 6-6: Intrepid for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","w/o Immunity to any Attacks. But only if the players guess to aim for Ears/Skull.","5-5: Miner","Ginormous Beast (Bone-Break, Elemental, Gut-Spill, Profane) – Most dangerous of all monsters; this is a Beast so large that it no longer can leave its lair, room or domain. A creature like this either has magic of its own or is supported by a cult that feeds and worships the thing. Still, it may have been a long time since the creature tasted warm flesh. The very tunnels and caverns of the expedition journey might be the bowels of the monster. The delvers may be battling the underworld as a sentinel force.","7-1: Tinker","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 6-3: Virtuoso or suffer D4 trap damage to the party from a twisted test.","…","…","…","…","…","…","…","…","…","…","…","5-4: Sustenance and any Prevail Cleverly Talent","Inhuman Conjurers (Elemental, Gut-Spill, Profane, Decay) – Demon brought from another dimension into the world and bound to a spot; an extremely powerful guardian, hopefully attached to an extremely valuable item or reward. The players fight these creatures in both our realm and the unworldly place.","8-7: Lockpick","…","Ginormous Beast","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 1-4: Ranged Strike. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict three more Elemental damage on one character of party's choice. Safeguard w/ 3-2: Dispel. Plus, the Mobs are immune to 1-2: Cunning Act."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 9-5: Sapper."," Fail and lose 7-2: Perceptive for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 2-1: Telekinesis*, 1-1: Crushing Knockback, 2-2: Acid Spray* & 1-2: Cunning Act.","7-3: Artificer*","Fae Alchemist (Arcane, Gut-Spill, Profane) – Face an inhuman scholar that has forsaken his colleagues and tries to uncover the dark forces of magic and mixology. Also face that dark force he manufactured or attracted to his experiments.","7-2: Perceptive","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 6-4: Pathfinder or suffer D4 trap damage to the party while wandering lost.","…","…","…","…","…","…","…","…","…","…","…","5-5: Miner and any Prevail Cleverly Talent","Ravenous Beast (Bone-Break, Elemental, Gut-Spill, Profane, Decay) – A creature that ate itself to death. Still unsatiated, it continues to consume, organic and inorganic. The stomach acids of the monster melt stone. Is it purple? Might also ask can it fly. Only thing certain is that it has one horn and eats people. Thousands of eyes means it’s never surprised. You expected it to be cyclops, right?","9-1: Flattery*","…","Fae Alchemist","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 1-5: Uncontested Dagger Thrust. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict three more Arcane damage on one character of party's choice. Safeguard w/ 3-3: Ward. Plus, the Mobs are immune to 1-3: Charismatic Lunge."," Clear this block, as delvers would, with one success each of 2-1: Telekinesis* & 6-2: Engineer."," Fail and lose 7-3: Artificer* for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 2-1: Telekinesis*, 1-1: Crushing Knockback, 2-3: Lightning* & 1-3: Charismatic Lunge.","4-4: Druid-Dew*","Beastly Experiment (Bone-Break, Arcane, Gut-Spill, Profane) – Creature that originally was an animal, but a twisted user of magic turned the innocent deadly; such can be an experiment out of control or a conjured guardian whose purpose expired before its lifespan. The creature may also be more ferocious against what it perceives as an aggressor or evil entity.","7-3: Artificer*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 6-5: Genius* or suffer D4 trap damage to the party from a period of magical confusion.","…","…","…","…","…","…","…","…","…","…","…","5-6: Energize Mind* and any Prevail Cleverly Talent","Dreaming Giant (Arcane, Gut-Spill, Profane, Decay) – Creature that is worshiped and served by a human cult. Only the bones of the monster may remain. Or a mountain range sized enemy sleeps. It will not wake and rise; more to the point, if it did so, a Zaire would intervene (and scold the group responsible). The followers are the significant threat. Yet projections of various sizes of the giant will also appear and must be dispelled. The monster may also be distracted by puzzles and maps to exotic places that it once knew or thought it has visited.","9-2: Wit*","…","Beastly Experiment","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 1-6: Heroic Slash. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict three more Gut-Spilling damage on one character of party's choice. Safeguard w/ 3-4: Dodge. Plus, the Mobs are immune to 1-4: Ranged Strike"," Clear this block, as delvers would, with one success each of 6-2: Engineer & 7-3: Artificer*."," Fail and lose 7-7: Unflappable for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 2-1: Telekinesis*, 1-1: Crushing Knockback, 2-4: Poison Cloud* & 1-4: Ranged Strike.","3-5: Battle Cry","Sect of Mysteries (Elemental, Arcane, Gut-Spill, Profane) – A cult here is devoted to the care and worship of a device or relic. Mystic pools are good choices, that way the effect is potable yet limited. These groups seldom use the true magic, or at least not the full power, of the item they enshrine. The pool’s energy may be caused by the basin, or an item buried beneath? The cult may not even know the existence or original intent of the object. One of the side effects of the unknown relic or the Dungeon location will be euphoria. Some player characters will be struck dizzy with ecstasy.","7-4: Astute","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 6-6: Intrepid or suffer D4 trap damage to the party fleeing ghastly features.","…","…","…","…","…","…","…","…","…","…","…","5-7: Marble Skin* and any Prevail Cleverly Talent","Experimental Biohazard (Bone-Break, Arcane, Gut-Spill, Profane, Decay) – Creature that originally was an animal herd, but a twisted user of magic turned the innocent deadly. There’s more. The parts of the thing died, test by test; the discarded, hundreds, now forms into an inchoate of terror, a tube of horrors.","9-3: Raconteur","…","Sect of Mysteries","…","…","…","…","…","; until the Preliminary Test is made by each player, the Mobs gain additional immunity from his 1-7: Foul Blow. If it already has this immunity, it may not be hurt by any physical attack until the Preliminary Test is made."," Because of this ambush combat, the Mobs inflict three more Horrible Pain damage on one character of party's choice. Safeguard w/ 3-5: Battle Cry. Plus, the Mobs are immune to 1-5: Uncontested Dagger Thrust."," Clear this block, as delvers would, with one success each of 2-2: Acid Spray* & 6-2: Engineer."," Fail and lose 8-4: Nimble for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 2-1: Telekinesis*, 1-1: Crushing Knockback, 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust.","8-3: Lucky*","Extraordinary Beast (Bone-Break, Elemental, Arcane, Gut-Spill, Profane) – Referee’s card blanche to create a splendidly wicked and unique monster, usually with special powers and few vulnerabilities.","7-5: Thief","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 6-7: Stoic or suffer D4 trap damage to the party caused by the deceit and trickery of dwarven imps.","…","…","…","…","…","…","…","…","…","…","…","6-1: Bravery and any Constitution Talent","Invulnerable Host (Elemental, Arcane, Gut-Spill, Profane, Decay) – Creature that cannot be killed by force of arms. Magic seems only to slow it down. Monster in true sense of the word; players usually must settle for driving away the creature with natural herbs, fire or a special amulet or power word. Monster loses its invulnerability on the surface or far away from a certain alter or ancient device. The denizen may or may not have an Achilles Heel. Yet being so powered, the monster may not be in a rush to slay the party and instead might coerce tribute.","9-4: Divine Protégé*","…","Extraordinary Beast","…","…","…","…","…","; until the Preliminary Test is made by each player, his die rolls subtract one."," Because of this ambush combat, the Mobs inflict three more Profane damage on one character of party's choice. Safeguard w/ 3-6: Bless. Plus, the Mobs are immune to 1-6: Heroic Slash."," Clear this block, as delvers would, with one success each of 2-3: Lightning* & 6-2: Engineer."," Fail and lose 8-6: Contort for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…","…","…"]
["...","immune to 2-1: Telekinesis*, 1-1: Crushing Knockback, 2-6: Fireball* & 1-6: Heroic Slash.","4-1: Nurse*","Innocuous Ones (Horrible Pain, Profane) – Seemingly innocent creature, a bunny let’s say, that turns out to be an unholy horror. Dolls are also a good choice. Denizens of all sizes and clans respond to intruders; the main denizen and minions are combined from many threats.","7-6: Adroit","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-1: Tinker or suffer D4 trap damage to the party from an arcane apparatus.","…","…","…","…","…","…","…","…","…","…","…","6-2: Engineer and any Constitution Talent","Elemental Trickster (Bone-Break, Elemental, Arcane, Gut-Spill, Profane, Decay) – Monster that attacks with flame as well as burning fists and bulk mass. Still, too easy. The monster sits in a brass throne, a chessboard floor, a chamber of mischief. Each step might bring devilish delight, another impaled trespasser. The reward for reaching the knave? Flame-on.","9-5: Sapper","…","Innocuous Ones","…","…","…","…","…","; until the Preliminary Test is made by each player, no magic items of his may be used."," Because of this ambush combat, the Mobs inflict three more Decay damage on one character of party's choice. Safeguard w/ 3-7: Monkey Dust. Plus, the Mobs are immune to 1-7: Foul Blow."," Clear this block, as delvers would, with one success each of 5-3: Endure Hardship* & 6-2: Engineer."," Fail and lose 9-5: Sapper for the remainder of the adventure; the stone is too solid, impassable. No Talent, suffer D8 trap damage.","…"]
["...","immune to 2-1: Telekinesis*, 1-1: Crushing Knockback, 2-7: Curses* & 1-7: Foul Blow.","3-1: Block","Foul Worm (Bone-Break, Horrible Pain, Profane) – An earthworm the size of a commuter bus, usually having the same impact damage to anything in its way or falling underneath.","7-7: Unflappable","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-2: Perceptive or suffer D4 trap damage to the party from a feature disguised in the surroundings.","…","…","…","…","…","…","…","…","…","…","…","6-3: Virtuoso and any Constitution Talent","Vampyre (Horrible Pain, Profane, Decay) – Creature cursed to survive only on human blood. Vampires have generated a host of source material for description, but the GM should take a moment and decide what he wants this monster to be. Weird aspects add excitement.","9-6: Stealth","…","Foul Worm","…","…","…","…","…","…"," In this ambush combat, all die rolls subtract three."," Clear this block, as delvers would, with one success each of 6-2: Engineer & 6-5: Genius*."," Fail and lose a Mana Pip; the stone is too solid, impassable. No Talent, suffer D8 trap damage","…"]
["...","immune to 2-2: Acid Spray*, 1-2: Cunning Act, 2-3: Lightning* & 1-3: Charismatic Lunge.","5-2: Calm*","Exiled Sinful (Elemental, Horrible Pain, Profane) – A former noble son whose felonies, recent or long ago, deserved death; he was pardoned by his father and told to disappear. For an age he has plotted his return and his revenge. His sanctuary underground will house his current warped minions and store his next set of dangerous creations.","8-1: Wily","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-3: Artificer* or suffer D4 trap damage to the party from something ancient draining your life force.","…","…","…","…","…","…","…","…","…","…","…","6-4: Pathfinder and any Constitution Talent","Skeletal Dragon (Bone-Break, Horrible Pain, Profane, Decay) – The bones of a dragon that resurrected long-after its death. The beats might be armored by embedded  jewels and the weapons which killed the thing. Can it breath fire? No, it is not Elemental. Console yourself that that means it's easier to slay (again).","9-7: Better Valor*","…","Exiled Sinful","…","…","…","…","…","…"," In this ambush combat, attacking to slay or defending from Mob damage requires Talents be known by the character. "," Clear this block, as delvers would, with one success each of 5-4: Sustenance & 9-5: Sapper."," Fail and lose one Single Use Magic Item; the stone is too solid, impassable. No Talent, suffer 2D8 trap damage.","…"]
["...","immune to 2-2: Acid Spray*, 1-2: Cunning Act, 2-4: Poison Cloud* & 1-4: Ranged Strike.","9-1: Flattery*","Chimera (Bone-Break, Elemental, Horrible Pain, Profane) – Beast that combines the attributes of two other monsters to create a truly horrifying result. The right half will be one creature, the left the other. Else, the front is one and back the other; else, the upper part is one and legs-bottom is the other. The minions of this denizen are Profanes crafting fresh fiends. Were the minions responsible for creating the Chimera itself?","8-2: Bounding*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-4: Astute or suffer D4 trap damage to the party from a magically altered wall section.","…","…","…","…","…","…","…","…","…","…","…","6-5: Genius* and any Constitution Talent","Exiled King (Elemental, Horrible Pain, Profane, Decay) – A former monarch, deposed, recent or long ago, deserving of death; he was banished by his followers and bricked-up in the underworld to die. Even after that death, he plots his return and his revenge. His sanctuary underground will house his current warped minions and store his preparations for his dangerous return.","3-1: Block","…","Chimera","…","…","…","…","…","…"," In this ambush combat, the monster doubles its retalitory damage. "," Clear this block, as delvers would, with one success each of 6-4: Pathfinder & 9-5: Sapper.","…","…"]
["...","immune to 2-2: Acid Spray*, 1-2: Cunning Act, 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust.","3-7: Monkey Dust*","Demigod (Arcane, Horrible Pain, Profane) – An angry djinni that frets and lashes out with pestilence and putrefaction. They have become trapped too far north, and seek any means to return to warmer, drier climes. So why don’t they just walk (or fly) home? The player characters must supply both the answer to that riddle and a means of solving the puzzle. Since the creature is innately magical, the player characters’ own magical wizardry will be erratic. Not as simple as connecting two places and pushing the oaf through. But often the creature can be coached (trapped) into a metal container, e.g. lamp, for its own protection and to transport, release comes at the end. See where this is heading? The monster will hesitate or refuse, if the last time this happened, he stayed imprisoned by a betrayer. He can still taste the man’s heart, a feast earned, once he gained freedom.","8-3: Lucky*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-5: Thief or suffer D4 trap damage to the party from something creepy-crawly surprising you out of a secret compartment.","…","…","…","…","…","…","…","…","…","…","…","6-6: Intrepid and any Constitution Talent","Cockatrice (Bone-Break, Elemental, Horrible Pain, Profane, Decay) – Certain monsters where never meant to be cross-bred or crafted from parts. This beast did not survive the ritual or birth canal. Instead, it exists as a beast that combines the attributes of two other monsters, both dying or near death. Aren't the players lucky to be the ones to see a dragon in its death throes, a dance which consumes the audience. The very gods take pity and hide this mistake; no witnesses.","3-2: Dispel*","…","Demigod","…","…","…","…","…","…"," During the first round of ambush combat, the monster cannot be harmed; skip players initial attacks."," Clear this block, as delvers would, with one success each of 6-6: Intrepid & 9-5: Sapper.","…","…"]
["...","immune to 2-2: Acid Spray*, 1-2: Cunning Act, 2-6: Fireball* & 1-6: Heroic Slash.","5-6: Energize Mind*","Hypnotic Beast (Bone-Break, Arcane, Horrible Pain, Profane) – Creature that can quell fury and cause attackers to surrender placidly. The victim will fall limp and wait to be torn into dinner pieces. The creature does not commonly have thought control to turn a player character against his group. There may be a restriction that only one character at a time can be mesmerized. The denizens should have a DefMod penalty for player combat rolls.","8-4: Nimble","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-6: Adroit or suffer D4 trap damage to the party trying to use a broken mechanical mechanism of conveyance.","…","…","…","…","…","…","…","…","…","…","…","6-7: Stoic and any Constitution Talent","Shapeless Creature (Arcane, Horrible Pain, Profane, Decay) – Spirit that causes physical changes, but itself has no form. Many times, these creatures are thundering voices, operating a variety of telekinetic attacks.","3-3: Ward*","…","Hypnotic Beast","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 7-2: Perceptive & 9-5: Sapper.","…","…"]
["...","immune to 2-2: Acid Spray*, 1-2: Cunning Act, 2-7: Curses* & 1-7: Foul Blow.","4-7: Vitality*","Realm and Oath to Chaos (Elemental, Arcane, Horrible Pain, Profane) – Organization that is not allowed to assemble on the surface; these groups plot violent acts or unlawful activities against every ruler. Their forms are humanoid, but you cannot call them men. Magical cancers and psychosis have taken hold. Denizens tend to add more Mobs in total if the combat takes too many rounds, maybe add one more in any round in which party fails to kill even as single Mob.","8-5: Gizmo","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 7-7: Unflappable or suffer D4 trap damage to the party from navigating a maze.","…","…","…","…","…","…","…","…","…","…","…","6-1: Bravery and any Prevail Cleverly Talent","Forgotten Mistakes (Bone-Break, Arcane, Horrible Pain, Profane, Decay) – Creatures that combine the distortions caused by magic and perversion caused by mortals attempting to create life. These denizens live in pain and find joy in both killing and being killed. Sad.  Some are inorganic, wooden puppets that long to be real and never will.","3-4: Dodge","…","Realm and Oath to Chaos","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 7-7: Unflappable & 9-5: Sapper.","…","…"]
["...","immune to 2-3: Lightning*, 1-3: Charismatic Lunge, 2-4: Poison Cloud* & 1-4: Ranged Strike.","9-2: Wit*","Parasite Host (Bone-Break, Elemental, Arcane, Horrible Pain, Profane) – These are similar to mimics, but the creature attaches itself to a victim. The monster is then using the human for locomotion and deception. Seldom as obvious as a large leech on an exposed brain, juggle the horror of this could happen to us with the surprise of get that lump under your armpit checked? Most parasites pose as another party of adventurers, asking to join forces toward separate goals.","8-6: Contort","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-1: Wily or suffer D4 trap damage to the party from escaping from a cage, pitfall, tar bog or binding envelopment.","…","…","…","…","…","…","…","…","…","…","…","6-2: Engineer and any Prevail Cleverly Talent","Realm and Oath to Void (Elemental, Arcane, Horrible Pain, Profane, Decay) – When worshiping chaos fails to fulfill, some of the penultimate twisted start to lionize entropy, the randomness and pain of existence. These are the magical cancers and psychosis that personify the terror which is the underworld.","3-5: Battle Cry","…","Parasite Host","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 8-4: Nimble & 9-5: Sapper.","…","…"]
["...","immune to 2-3: Lightning*, 1-3: Charismatic Lunge, 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust.","8-7: Lockpick","Warlike Demihumans (Gut-Spill, Horrible Pain, Profane) – Creatures that may have been once men, but now are brutish and without honor. For Demihumans think ogres and trolls, yet also bull-headed minotaur. Wiki “mythic humanoids” if you need several hundred examples. These are quick to take captives and chain them. The deliberations that follow may never end, as the captives are forgotten.","8-7: Lockpick","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-2: Bounding* or suffer D4 trap damage to the party crossing an inconceivable span or underground river rapids.","…","…","…","…","…","…","…","…","…","…","…","6-3: Virtuoso and any Prevail Cleverly Talent","Puppet Masters (Bone-Break, Elemental, Arcane, Horrible Pain, Profane, Decay) – These are strange creatures that live inside the brain cases of dead monsters. The hosts they inhabit retain all their former powers and are enhanced by the intellect of the alien brains. Let the players think they face one monster, familiar, only to learn after defeating the first group that something is amiss.","3-6: Bless*","…","Warlike Demihumans","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 8-6: Contort & 9-5: Sapper.","…","…"]
["...","immune to 2-3: Lightning*, 1-3: Charismatic Lunge, 2-6: Fireball* & 1-6: Heroic Slash.","6-2: Engineer","Beastly Children (Bone-Break, Gut-Spill, Horrible Pain, Profane) – The dame matron no longer exists, but a generation of its foul offspring survives. These creatures need not be miniature versions of the mother. Instead generate strange cross breeds of a variety of mobs and powers.","9-1: Flattery*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-3: Lucky* or suffer D4 trap damage to the party from a tripwire trap as it activates.","…","…","…","…","…","…","…","…","…","…","…","6-4: Pathfinder and any Prevail Cleverly Talent","Undead Demihumans (Gut-Spill, Horrible Pain, Profane, Decay) – Undead take many shapes, and these are some of the weirdest. These are undead ogres and trolls, brought back by wizardly experiments or their own shamans. The worse simply refused to die and lived-on for an age as rotting visages of their former monstrous selves.","3-7: Monkey Dust*","…","Beastly Children","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 1-1: Crushing Knockback & 9-5: Sapper.","…","…"]
["...","immune to 2-3: Lightning*, 1-3: Charismatic Lunge, 2-7: Curses* & 1-7: Foul Blow.","8-5: Gizmo","Demonic Cult (Elemental, Gut-Spill, Horrible Pain, Profane) – Group that gains favors and powers through the summoning of fiends from other dimensions; most demons do not like the fact they are drawn into this world. The earth is uncomfortable, and they surely don’t like being compelled by an inferior master. Demons have godlike powers in their own dimensions; here they have less ability to change reality by fiat (no wishcraft).","9-2: Wit*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-4: Nimble or suffer D4 trap damage to the party from climbing a wall or ledge.","…","…","…","…","…","…","…","…","…","…","…","6-5: Genius* and any Prevail Cleverly Talent","Creature of Darkness (Bone-Break, Gut-Spill, Horrible Pain, Profane, Decay) – Another creature that brings death without hesitation, a good catch-all. The creature watches first, evaluates and plots turning the company on itself. The creature will be elusive, seeming to stay always in the periphery and never in direct clash. Time will pass; party supplies will wane. Once the denizen grows bored of teasing the mouse, it strikes.","4-1: Nurse*","…","Demonic Cult","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 2-1: Telekinesis* & 9-5: Sapper.","…","…"]
["...","immune to 2-4: Poison Cloud*, 1-4: Ranged Strike, 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust.","3-3: Ward*","Fierce Giant (Bone-Break, Elemental, Gut-Spill, Horrible Pain, Profane) – A giant with intelligence, one that fashions weapons of great size, one that hunts using animals as servants. An uninjured stout foe. Since giants might be the size of mountains, the players may be just battling a huge groping hand, a mouth and tongue lashing about to gnash and swallow prey. The enemy may become distracted or distraught if its own accoutrement are disturbed. You may not be able to slay it but try snipping off a button to leave it in stunned consternation.","9-3: Raconteur","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-5: Gizmo or suffer D4 trap damage to the party trying to disarm a mechanical trap.","…","…","…","…","…","…","…","…","…","…","…","6-6: Intrepid and any Prevail Cleverly Talent","Inhuman Thieves (Elemental, Gut-Spill, Horrible Pain, Profane, Decay) – An odd guild of creatures that profit from dealing in stolen goods; this place will be a sanctuary, stronghold or vault for treasures. Their motives are the closest to mankind; they steal out of a desire to have, but their enrichment will be a childlike copy of human society above. Traps galore, any fight will be stamina and a dance of avoiding snares.","4-2: Soothe*","…","Fierce Giant","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 2-2: Acid Spray* & 9-5: Sapper.","…","…"]
["...","immune to 2-4: Poison Cloud*, 1-4: Ranged Strike, 2-6: Fireball* & 1-6: Heroic Slash.","8-1: Wily","Many and Twisted Forms of Goblin (Arcane, Gut-Spill, Horrible Pain, Profane) – Minor nasties that make up for their lack of size and strength by almost always attacking in numbers; you might only have to slay a few before the rest flee. The monster will undoubtedly be different cosmetically each time it is met. It may even adopt actions of those it fights. Be careful what magical wizardry you use on the things.","9-4: Divine Protégé*","…","…","…","…","…","…","…","…","…","…","…","…","…","Perform 8-6: Contort or suffer D4 trap damage to the party trying to flex yourself into an impossible place or through bars or past a spiked palisade barrier.","…","…","…","…","…","…","…","…","…","…","…","6-7: Stoic and any Prevail Cleverly Talent","Manifest Destiny (Bone-Break, Elemental, Gut-Spill, Horrible Pain, Profane, Decay) – Creature immune to most magical attacks but can be slain by a person who wields the right configuration of weapon. The solution to slaying the monster will be found by trial and error or by deciphering runic clues left from ancient times. The solution may need a language key that has yet to be found. Until the solution is known, treat dispatch as the monster retreats (for now); it will never surrender. It will return again and again, until truly defeated. Classically it regenerates or coalesces later until truly dispelled.","4-3: Ruminate*","…","Many and Twisted Forms of Goblin","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 2-3: Lightning* & 9-5: Sapper.","…","…"]
["...","immune to 2-4: Poison Cloud*, 1-4: Ranged Strike, 2-7: Curses* & 1-7: Foul Blow.","4-1: Nurse*","Stout Military Giant (Bone-Break, Arcane, Gut-Spill, Horrible Pain, Profane) – Manlike, but to the extreme in size; often charmed by servants of the Grey One to add muscle to a surface army or greater excursion below. This giant will be confused or was left behind by his evil master; he could be injured or otherwise more vulnerable than he might otherwise be if prepared, militant and vengeful.","9-5: Sapper","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 8-7: Lockpick to utilize a gate set to bypass a hazard; else suffer D4 trap damage to the party crossing a decayed bridge or traversing an uneven side tunnel.","…","…","…","…","…","…","…","…","…","…","…","7-1: Tinker and any Acumen Talent","Indescribable Thing (Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – Creature so terrifying or ugly that any who look upon it surely die (or turn to stone); definitely hard to combat with averted eyes or a fight in pitch black. Characters might demonstrate how they will fight-on. The minions of this denizen are Decay, raised from its victims.","4-4: Druid-Dew*","…","Stout Military Giant","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 5-3: Endure Hardship* & 9-5: Sapper.","…","…"]
["...","immune to 2-5: Invisibility*, 1-5: Uncontested Dagger Thrust, 2-6: Fireball* & 1-6: Heroic Slash.","9-4: Divine Protégé*","Demon from Broken Pentacle (Elemental, Arcane, Gut-Spill, Horrible Pain, Profane) – Signs that a ritual went awry, and conclusive evidence reveals that a demon survives in the world. Often the summoning man is taken prisoner (tortured for an eternity) by the demon. The demon wishes to return, but it lacks the ability, trusting no mortal action. The original summoner, if he can be found or tracked to his place of torment, may be key to dispelling the demon.","9-6: Stealth","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 9-1: Flattery* or fail to mollify something magnificent (often godly); rolls hereafter are made at minus one to dice.","…","…","…","…","…","…","…","…","…","…","…","7-2: Perceptive and any Acumen Talent","Fallen Jötnar (Bone-Break, Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – One of a race of giants who battled the gods. So heinous that even in death it lives-on to fight, a vile and dangerous contradiction.","4-5: Time Bend*","…","Demon from Broken Pentacle","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 5-7: Marble Skin* & 9-5: Sapper.","…","…"]
["...","immune to 2-5: Invisibility*, 1-5: Uncontested Dagger Thrust, 2-7: Curses* & 1-7: Foul Blow.","9-1: Flattery*","Godlike Figure (Bone-Break, Elemental, Arcane, Gut-Spill, Horrible Pain, Profane) – A beastly entity of so many powers and special attributes that it’s practically immortal. Yet that also makes it overconfident and boastful. The monster will demand tribute. A player character may decide pragmatically to toss the monster a few coins in exchange for safe passage. But the monster wants whole lives sacrificed.","9-7: Better Valor*","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 9-2: Wit* or anger a mysterious sentinel or harbinger, failing to gain an honest clue; rolls hereafter are made at minus one to dice.","…","…","…","…","…","…","…","…","…","…","…","7-3: Artificer* and any Acumen Talent","Malevolent Aura (Elemental, Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – A demon was summoned and tormented for unspeakable knowledge. Eventually it escaped, killed it's unkind master and returned from whence it came. But the humiliation of that period lingers. The demon may even return through this nexus and extract continued vengeance on the kin of the original misanthrope wizard. Kin? Sure, anything that looks vaguely human.","4-6: Empathy*","…","Godlike Figure","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 6-5: Genius* & 9-5: Sapper.","…","…"]
["...","immune to 2-6: Fireball*, 1-6: Heroic Slash, 2-7: Curses* & 1-7: Foul Blow.","3-5: Battle Cry","Risen Dead (Decay) – Shambling corpses which fumble into victims, spreading disease and magot-ridden filth. The smell will take a bath of tomato juice to get out of your socks.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 9-3: Raconteur or fail to heed and understand a warning from your quest patron or neutral surface pathfinder encountered; rolls hereafter are made at minus one to dice.","…","…","…","…","…","…","…","…","…","…","…","7-4: Astute and any Acumen Talent","Omega (Bone-Break, Elemental, Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – Creature that should only form at the end of days. It exists in most legends as a caution to live a just life. Why do the players face this? Often they see their own demise and elevate something sinister to god-like importance. Is it truly the Omega, the start of the end of all?","4-7: Vitality*","…","Risen Dead","…","…","…","…","…","…","…"," Clear this block, as delvers would, with one success each of 7-3: Artificer* & 9-5: Sapper.","…","…"]
["...","immune to 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash.","1-1: Crushing Knockback","Skeletons (Bone-Break, Decay) – Bone warriors conjured by powerful magicians to battle in the underworld or at times as organized companies on the surface. Most are of greater ability than mere mortals, but all have certain flaws or limitations.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 9-4: Divine Protégé* to avoid primeval curse, where each player risks one magic item turn inert. If no one rolls success, the heartless gods take those magic items, one per player.","…","…","…","…","…","…","…","…","…","…","…","7-5: Thief and any Acumen Talent","…","5-1: Dilute*","…","Skeletons","…","…","…","…","…","…","…","…","…","…"]
["...","immune to 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow.","6-6: Intrepid","Undead Demon (Elemental, Decay) – Creature, often once a man, that upon death did not travel to the next life (in another dimension or place). Instead, the lich remained in the campaign. Undead never willingly leave nor can just any physical blows send them to a final rest. A hero is needed.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 9-5: Sapper or fail to barricade a passage, flood an area, create a rock collapse designed to delay enemy reinforcements or strategy. Failure to make even a single success and all rolls hereafter are made at minus one to dice. Plus, double the number of Mobs in Bull spots.","…","…","…","…","…","…","…","…","…","…","…","7-6: Adroit and any Acumen Talent","…","5-2: Calm*","…","Undead Demon","…","…","…","…","…","…","…","…","…","…"]
["...","of which the last D8 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback.","1-4: Ranged Strike","Undead Frenzy (Bone-Break, Elemental, Decay) – Creature that only returns from death for a short period of time. The clock is ticking but the urgency of the players may force them to continue a quest better attempted next week. But by then, any delay, other delvers will have picked the place clean. Deal with what you meet.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 9-6: Stealth to avoid the sound of alarm, which doubles the number of Mobs in Bull spots.","…","…","…","…","…","…","…","…","…","…","…","7-7: Unflappable and any Acumen Talent","…","5-3: Endure Hardship*","…","Undead Frenzy","…","…","…","…","…","…","…","…","…","…"]
["...","of which the last D8 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act.","3-1: Block","Ghostly Arms (Arcane, Decay) – Fantastic warriors that appear only as swinging weapons with no apparent holders.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Perform 9-7: Better Valor* to avoid wandering monsters. Do not fight this combat for even in ambush there's little profit and serious depletion of own accoutrement. Instead, complete party failure means one magic items being carried by each player turns inert.","…","…","…","…","…","…","…","…","…","…","…","7-1: Tinker and any Constitution Talent","…","5-4: Sustenance","…","Ghostly Arms","…","…","…","…","…","…","…","…","…","…"]
["...","of which the last D8 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge.","2-5: Invisibility*","Pentacle Child (Bone-Break, Arcane, Decay) – Human or humanoid golem that was fashioned or charmed, before sending it into the underworld. The task (geas) so strong that even in death it continues. These monsters are often marked by an obvious vulnerability, like tearing off a necklace. Do so and it turns to dust. Even with that knowledge, the mechanics of play might represent how that moment is achieved.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 5-1: Dilute* or he suffers D4 trap damage from contact poison or cloud toxin.","…","…","…","…","…","…","…","…","…","…","…","7-2: Perceptive and any Constitution Talent","…","5-5: Miner","…","Pentacle Child","…","…","…","…","…","…","…","…","…","…"]
["...","of which the last D8 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike.","3-7: Monkey Dust*","Macabre Horror (Elemental, Arcane, Decay) – Literally the dance of death, something gruesome and frightening. Not a good time to be taken alive. The minions of this denizen are Decay, raised from its victims.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 5-2: Calm* or he suffers D4 trap damage from magical explosion.","…","…","…","…","…","…","…","…","…","…","…","7-3: Artificer* and any Constitution Talent","…","5-6: Energize Mind* ","…","Macabre Horror","…","…","…","…","…","…","…","…","…","…"]
["...","of which the last D8 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust.","7-1: Tinker","Lingering Spawn (Bone-Break, Elemental, Arcane, Decay) – Something fantastic that should have gone bye-bye, when an object of creation was destroyed. Most of the race of monsters did vanish. Here are the last remnants that manifested as Beast of unusual abilities. Attracted by great force or a device in underworld, with that gone, it’s trapped. The player characters may need to create a facsimile to give the creature hope of escape to lure it away from a well-guarded lair. The monster must be tricked even when it knows it cannot return; it can only be killed. Many of these monsters long for that to occur but will stubbornly cling to life when the moment seems at hand.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 5-3: Endure Hardship* or he suffers D4 trap damage from tunnel collapse.","…","…","…","…","…","…","…","…","…","…","…","7-4: Astute and any Constitution Talent","…","5-7: Marble Skin*","…","Lingering Spawn","…","…"]
["...","of which the last D8 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash.","3-6: Bless*","Zombies (Gut-Spill, Decay) – Fleshy automatons that were assembled from parts of dead men. These creatures are mindless (or simpletons) obeying only basic orders for a cruel master. Do not misunderstand and think these are weaker than men. Frankenstein’s Monster falls under this category. The minions of this denizen are misguided and even stronger Undead, fighting for a lost cause.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 5-4: Sustenance or he suffers D4 trap damage from depravity or deprivation.","…","…","…","…","…","…","…","…","…","…","…","7-5: Thief and any Constitution Talent","…","6-1: Bravery","…","Zombies","…","…"]
["...","of which the last D8 can only be harmed by 2-7: Curses* & 1-7: Foul Blow.","4-3: Ruminate*","Enveloping Forms (Bone-Break, Gut-Spill, Decay) – Creatures that hang from the ceiling and drop down on their victims or attack with lowering tentacles. These monsters tend to snare at first, then slowly drain vitality. The tentacles may travel quite far away from a central body. Lobbing off tentacles will only serve to delay that climactic fight.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 5-6: Energize Mind* or he suffers D4 trap damage from crossing a magical nexus.","…","…","…","…","…","…","…","…","…","…","…","7-6: Adroit and any Constitution Talent","…","6-2: Engineer","…","Enveloping Forms","…","…"]
["...","of which the last D8 are only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash. Yet only if the players guess to aim for Legs (limbs).","9-5: Sapper","Ancients (Elemental, Gut-Spill, Decay) – Creatures that once competed for survival on the surface, but now exist only in powerful strongholds below. Many of these creatures are believed to be extinct. The denizens employ dwarven imps as servants and weak mercenaries.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 5-7: Marble Skin* or he suffers D4 trap damage from ancient evil.","…","…","…","…","…","…","…","…","…","…","…","7-7: Unflappable and any Constitution Talent","…","6-3: Virtuosa","…","Ancients","…","…"]
["...","of which the last D8 are only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash. Yet only if the players guess to aim for Eyes.","2-2: Acid Spray*","Befouled Souls (Bone-Break, Elemental, Gut-Spill, Decay) – Treasure hunters who died and did not transcend; Their greed keeps them on the hunt for a fabulous prize. That prize is often thought to be within the party.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 6-1: Bravery or he suffers D4 trap damage from mistakes created by hallucinations.","…",null,null,null,null,null,null,null,null,null,null,null,null,"6-4: Pathfinder","…","Befouled Souls","…","…"]
["...","of which the last D8 are only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash. Yet only if the players guess to aim for Mouth/Jaw.","6-6: Intrepid","Hideous Voices (Arcane, Gut-Spill, Decay) – Creatures that both manically scream or softly taunt in whisper directly into the ears of anyone who violates their sanctuaries. The victim is driven insane, reacting randomly or hysterically.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 6-3: Virtuoso or he suffers D4 trap damage from a twisted test.","…",null,null,null,null,null,null,null,null,null,null,null,null,"6-5: Genius*","…","Hideous Voices","…","…"]
["...","of which the last D8 are only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash. Yet only if the players guess to aim for Spine.","2-7: Curses*","Dead Feud (Bone-Break, Arcane, Gut-Spill, Decay) – Cursed families that continue to fight even as all have died. The cause is forgotten, but the resentment remains. One side or the other must apologize before this can end. Or one side must fully eliminate the other beyond even death. The party is merely escaping harm and temporarily dispelling those encountered. Is there a clue for peace? Many, but who has the time for such absurdity?","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 6-4: Pathfinder or he suffers D4 trap damage while wandering lost.","…",null,null,null,null,null,null,null,null,null,null,null,null,"6-6: Intrepid","…","Dead Feud","…","…"]
["...","of which the last D8 are only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash. Yet only if the players guess to aim for Torso/Belly.","9-3: Raconteur","Wraith (Elemental, Arcane, Gut-Spill, Decay) – Person of great power and evil that refused to die. It exists as a rotting visage of human form. Often convincing the wraith that in fact it has died is the key to defeating the creature.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 6-5: Genius* or he suffers D4 trap damage from a period of magical confusion.","…",null,null,null,null,null,null,null,null,null,null,null,null,"6-7: Stoic","…","Wraith","…","…"]
["...","of which the last D8 are only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash. Yet only if the players guess to aim for Throat.","6-3: Virtuoso","Transforming Beast (Bone-Break, Elemental, Arcane, Gut-Spill, Decay) – Creature that changes material form (usually solid to liquid) and is thus challenging to injure or escape. Start with a demonstration by each character on what he might do to kettle and boil the mob, as one example. Though a weaker force of Demihumans will serve the main denizen, there is a clear delineation of boundary kept between their lair and its.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 6-6: Intrepid or he suffers D4 trap damage fleeing ghastly features.","…",null,null,null,null,null,null,null,null,null,null,null,null,"7-1: Tinker","…","Transforming Beast","…","…"]
["...","of which the last D8 are only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge & 1-6: Heroic Slash. Yet only if the players guess to aim for Ears/Skull.","1-5: Uncontested Dagger Thrust","Corpse Brides (Horrible Pain, Decay) – Phantoms that seduce and betray, these creatures adopt the images of loved-ones and the ingénues of might-have-been. The charms turn quickly to banshee screams, making the victim pray for the end of time (to arrive, so vows can be broken).","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 6-7: Stoic or he suffers D4 trap damage caused by the deceit and trickery of dwarven imps.","…",null,null,null,null,null,null,null,null,null,null,null,null,"7-2: Perceptive","…","Corpse Brides","…","…"]
["...","of which the last D8 are only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow. Yet only if the players guess to aim for Legs (limbs).","8-4: Nimble","Carrion Critters (Bone-Break, Horrible Pain, Decay) – Animal that eats the remains of another creature’s kill. Depending upon the underworld, these creatures will be either well fed and docile, or it’s been a long time since they had a fresh meal. Since dwarvish imps are not typically messy when they decide to kill, there will be other denizens about. Carrion implies a pretty active ecosystem of monsters. Else, it exists in a vacuum of illogic, set up by some demon.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 7-1: Tinker or he suffers D4 trap damage from an arcane apparatus.","…",null,null,null,null,null,null,null,null,null,null,null,null,"7-3: Artificer*","…","Carrion Critters","…","…"]
["...","of which the last D8 are only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow. Yet only if the players guess to aim for Eyes.","9-6: Stealth","Powerful Ward (Elemental, Horrible Pain, Decay) – Strong magic that was unleased in the Dungeon long ago to eliminate a threat. Since that time, it has continued its function of protecting. Players may suffer curses or weakness as they travel trying to discover a sign, key or word to end the ward. The ward can be germane to the area or put a face on it by describing something hideous. The mob appears as mere goblins or bandit fugitives, but the threat is altered, enhanced by the safeguarding magic.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 7-2: Perceptive or he suffers D4 trap damage from a feature disguised in the surroundings.","…",null,null,null,null,null,null,null,null,null,null,null,null,"7-4: Astute","…","Powerful Ward","…","…"]
["...","of which the last D8 are only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow. Yet only if the players guess to aim for Mouth/Jaw.","6-7: Stoic","Stalking Beast (Bone-Break, Elemental, Horrible Pain, Decay) – Creature that hides and waits for victims to suffer mishap, before attacking from the shadows. This creature may also fight solo by feigning injury, before others of its kind will suddenly appear.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 7-3: Artificer* or he suffers D4 trap damage from something ancient draining your life force.","…",null,null,null,null,null,null,null,null,null,null,null,null,"7-5: Thief","…","Stalking Beast","…","…"]
["...","of which the last D8 are only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow. Yet only if the players guess to aim for Spine.","7-7: Unflappable","Face of Insanity (Arcane, Horrible Pain, Decay) – Creature that causes others to go insane. Anyone viewing the creatures as they make their enchanted pleas for mercy will react randomly, often attacking his companions.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 7-4: Astute or he suffers D4 trap damage from a magically altered wall section.","…",null,null,null,null,null,null,null,null,null,null,null,null,"7-6: Adroit","…","Face of Insanity","…","…"]
["…","of which the last D8 are only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow. Yet only if the players guess to aim for Torso/Belly.","9-7: Better Valor*","Mending Beast (Bone-Break, Arcane, Horrible Pain, Decay) – Creature that once killed will heal quickly and recover to fight again. This will come as a complete surprise. The creature needs to be slain repeatedly. The regeneration may be stopped with the company searching for a method of permanent destruction. Yes, you tied the cliché dousing it with flaming oil after chopping it to ribbons. The Star Book, for once, will have no advice. Start a chapter because this is something new. Fight the combat as usual, knowing the monster may never go away while the party remains in the Dungeon. Any chance to play catch-up and gather gold skipped or mop-up easy prey later will be denied as the monster is relentless.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 7-5: Thief or he suffers D4 trap damage from something creepy-crawly surprising you out of a secret compartment.","…",null,null,null,null,null,null,null,null,null,null,null,null,"7-7: Unflappable","…","Mending Beast","…","…"]
["…","of which the last D8 are only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow. Yet only if the players guess to aim for Throat.","3-2: Dispel*","Illusions (Elemental, Arcane, Horrible Pain, Decay) – Phantasm and hideous images, else decoys that lead the party to attack one another. Nothing is as it appears, but the danger seems to inflict more harm and terror on morale of group. Some of these could be real monsters appearing and operating as a projection before the climax end.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 7-6: Adroit or he suffers D4 trap damage trying to use a broken mechanical mechanism of conveyance.","…",null,null,null,null,null,null,null,null,null,null,null,null,"8-1: Wily ","…","Illusions","…","…"]
["…","of which the last D8 are only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust & 1-7: Foul Blow. Yet only if the players guess to aim for Ears/Skull.","8-6: Contort","Blood-Sucker (Bone-Break, Elemental, Arcane, Horrible Pain, Decay) – Creature that needs human blood to survive. These creatures usually do not feed constantly, nor do they pass-on this bad habit to victims. These are the type that rip victims to pieces for complete exsanguination.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 7-7: Unflappable or he suffers D4 trap damage from navigating a mind maze.","…",null,null,null,null,null,null,null,null,null,null,null,null,"8-2: Bounding*","…","Blood-Sucker","…","…"]
["…","of which the last D8 can only be harmed by 2-1: Telekinesis* not physical attacks.","2-1: Telekinesis*","Wisps (Gut-Spill, Horrible Pain, Decay) – Aery creatures that live on the dying breaths of others. These temptress and phantoms, lure the unsuspecting to dangerous traps and conditions, there to feed on the anguish.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 8-1: Wily or he suffers D4 trap damage from escaping from a cage, pitfall, tar bog or binding envelopment.","…",null,null,null,null,null,null,null,null,null,null,null,null,"8-3: Lucky*","…","Wisps","…","…"]
["…","of which the last D8 can only be harmed by 2-2: Acid Spray* not physical attacks.","7-7: Unflappable","Dire Warning (Bone-Break, Gut-Spill, Horrible Pain, Decay) – Dragon that originally haunted these labyrinths may have died (perhaps recently); all signs will indicate a grand beast lived here, but it might never be found. The anticipation slowly saps morale and fear clouds the focus. The offspring or minions of the monster will still be encountered and fought. Whatever slew the dragon may still be lurking about. Finding the beastly corpse and penultimate killer will be worse than meeting the original monster. Pray the challenger was weakened by the conquest.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 8-2: Bounding* or he suffers D4 trap damage crossing an inconceivable span or underground river rapids.","…",null,null,null,null,null,null,null,null,null,null,null,null,"8-4: Nimble ","…","Dire Warning","…","…"]
["…","of which the last D8 can only be harmed by 2-3: Lightning* not physical attacks.","1-3: Charismatic Lunge","Dream Scavengers (Elemental, Gut-Spill, Horrible Pain, Decay) – Predators that seek souls or memories from the living. They read minds and with that knowledge reduce the attacks made against them.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 8-3: Lucky* or he suffers D4 trap damage from a tripwire trap as it activates.","…",null,null,null,null,null,null,null,null,null,null,null,null,"8-5: Gizmo ","…","Dream Scavengers","…","…"]
["…","of which the last D8 can only be harmed by 2-4: Poison Cloud* not physical attacks.","2-6: Fireball*","Formerly Scourged (Bone-Break, Elemental, Gut-Spill, Horrible Pain, Decay) – Convicts and the unrepentant who refuse to die under the lash. These once dead criminals, claw themselves out of graves to seek revenge. Quite many are delvers, fallen from harsh companies.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 8-4: Nimble or he suffers D4 trap damage from climbing a wall or ledge.","…",null,null,null,null,null,null,null,null,null,null,null,null,"8-6: Contort","…","Formerly Scourged","…","…"]
["…","of which the last D8 can only be harmed by 2-5: Invisibility* not physical attacks.","5-6: Energize Mind*","Imperato to Steel (Arcane, Gut-Spill, Horrible Pain, Decay) – Creature that cannot be harmed by metal weapons, yet earthy weapons of wood and stone can bring it down. Though a weaker force of Demihumans will serve the main denizen, there is a clear delineation of boundary kept between their lair and its.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 8-5: Gizmo or he suffers D4 trap damage trying to disarm a conjured circle of mechanical traps.","…",null,null,null,null,null,null,null,null,null,null,null,null,"8-7: Lockpick","…","Imperato to Steel","…","…"]
["…","of which the last D8 can only be harmed by 2-6: Fireball* not physical attacks.","8-2: Bounding*","False Beast Realm (Bone-Break, Arcane, Gut-Spill, Horrible Pain, Decay) – Creature that is not so fierce or terrible as the legends or local rumors have claimed. Wait, what? That is to say a creature that during encounters is quite easy to slay. Before a true meeting, in a designated place or room, the party has already slain dozens, hundreds. But at a marked area, this denizen transforms; the others were mere scouts or deformed children. Now face the fully-grown foe.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 8-6: Contort or he suffers D4 trap damage trying to flex yourself into an impossible place or through bars or past a spiked palisade barrier.","…",null,null,null,null,null,null,null,null,null,null,null,null,"9-1: Flattery*","…","False Beast Realm","…","…"]
["…","of which the last D8 can only be harmed by 2-7: Curses* not physical attacks.","8-3: Lucky*","Ronin Guardian (Elemental, Arcane, Gut-Spill, Horrible Pain, Decay) – Creature enchanted or created specifically to protect something or someone; often merely riches. Long ago it failed in its task; the treasure is gone. Frustrated, it hungers for purpose and fills its pangs with murder. The denizen fights in a sprawling tomb of horrors, secondary traps both sprung and broken, some functioning.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 8-7: Lockpick to utilize a gate set to bypass a hazard; else he suffers D4 trap damage crossing a decayed bridge or traversing an uneven side tunnel.","…",null,null,null,null,null,null,null,null,null,null,null,null,"9-2: Wit*","…","Ronin Guardian","…","…"]
["…","of which the last D4 seem immune to magic and can only be harmed by 1-1: Crushing Knockback. ","2-4: Poison Cloud*","Demonic Bug (Bone-Break, Elemental, Arcane, Gut-Spill, Horrible Pain, Decay) – Hideous large spider mouths, bity with fangs and mandibles. Spiders aren’t truly insects, but neither are these. Demon-Centipede seems to work as a visual. It's a strange head or face on a chitin body. Large abdomen with stinger is nice addition. Spell-casting of course. Unworldly Insect what else needs to be said.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 9-1: Flattery* or fail to mollify something magnificent (often godly). All rolls hereafter for him are made at minus one to dice.","…",null,null,null,null,null,null,null,null,null,null,null,null,"9-3: Raconteur","…","Demonic Bug","…","…"]
["…","of which the last D4 seem immune to magic and can only be harmed by 1-2: Cunning Act. ","2-3: Lightning*","Mortiferum (Profane, Decay) – Latin meaning deadly, it’s a creature once created by the Dark Lord to compete with man but since raised as undead to serve other unkind hosts. But these have no master and think anything breathing has come to enslave them (once again).","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 9-2: Wit* or anger a mysterious sentinel or harbinger, failing to gain an honest clue. All rolls hereafter for him are made at minus one to dice.","…",null,null,null,null,null,null,null,null,null,null,null,null,"9-4: Divine Protégé*","…","Mortiferum","…","…"]
["…","of which the last D4 seem immune to magic and can only be harmed by 1-3: Charismatic Lunge. ","1-7: Foul Blow","Undying Twist of Love (Bone-Break, Profane, Decay) – Monster that was too furious to die. It is all but slain, now bloodless, yet continues undefeated, running on adrenaline, magic and divine curiosity. Most are mothers that lost cubs.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 9-3: Raconteur or fail to heed and understand a warning from your quest patron or neutral surface pathfinder encountered. All rolls hereafter for him are made at minus one to dice.","…",null,null,null,null,null,null,null,null,null,null,null,null,"9-5: Sapper","…","Undying Twist of Love","…","…"]
["…","of which the last D4 seem immune to magic and can only be harmed by 1-4: Ranged Strike. ","6-2: Engineer","Mechanical Marvels (Elemental, Profane, Decay) – All manner, shape and size, of trick and obstacle exists in the underworld, but nothing is as direct or more effective as a pit with spikes. There is usually a group of artificers associated with these devices, a cannibalistic or just insane set of Profanes who keep the traps set and make new ones for their own perverse pleasures or competitions. The minions of this group are Decay or golems crafted with odd-sized or positioned body parts.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 9-4: Divine Protégé* to avoid primeval curse, leaving a D4 magic items being carried turn inert.","…",null,null,null,null,null,null,null,null,null,null,null,null,"9-6: Stealth","…","Mechanical Marvels","…","…"]
["…","of which the last D4 seem immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. ","6-3: Virtuoso","Realm Destructor (Bone-Break, Elemental, Profane, Decay) – The Beast that legends failed to describe, since seldom does anyone survive to tell the tale; creature that seems to have no needs except an insatiable desire to slay. Such creatures exist from the dawn of time; there is no limit to what powers such a creature can have. Technological androids and robots are very good choices, iron titans of lore.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 9-5: Sapper or fail to barricade a passage, flood an area, create a rock collapse designed to delay enemy reinforcements or strategy. With fail, rolls hereafter for him are made at minus one to dice. If majority fail, then double the number of Mobs in Bull spots.","…",null,null,null,null,null,null,null,null,null,null,null,null,"9-7: Better Valor*","…","Realm Destructor","…","…"]
["…","of which the last D4 seem immune to magic and can only be harmed by 1-6: Heroic Slash. ","6-1: Bravery","Unholy Priest (Arcane, Profane, Decay) – The remnants of a previous colony that tried to live below ground. The survivors have changed in an ugly way. Usually, the whole are a devotee to a corrupting force, like lust, greed or vanity. The sin they venerate will compel the player characters as well.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 9-6: Stealth to avoid the sound of alarm, which doubles the number of Mobs in Bull spots.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Unholy Priest","…","…"]
["…","of which the last D4 seem immune to magic and can only be harmed by 1-7: Foul Blow. ","1-2: Cunning Act","Honor Bound in Death (Bone-Break, Arcane, Profane, Decay) – Knights of bearing, swearing oaths so sacred and profound that even in death they must continue the service of the quest. Most will never, ever be able to complete their task. Most have forgotten their mission and are frustrated in the hunt for memories and faint clues.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,"Each player perform 9-7: Better Valor* and avoid wandering monsters. Do not fight this combat for even in ambush there's little profit and serious depletion of own accoutrement. Instead, each player that fails has half a D8 magic items being carried turn inert.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Honor Bound in Death","…","…"]
["…","of which the last D4 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback. Further, the players must guess to aim for Legs (limbs).","9-3: Raconteur","Trapped Soul (Elemental, Arcane, Profane, Decay) – Someone (or something) that entered the Unending Gray and found he was unable to leave. Over time the danger of the Dungeon has led to the warped man killing all he meets, rather than risking the danger of negotiation. The player characters can help if they can engender some trust.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Trapped Soul","…","…"]
["…","of which the last D4 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback. Further, the players must guess to aim for Eyes.","9-4: Divine Protégé*","Magical Monstrosity (Bone-Break, Elemental, Arcane, Profane, Decay) – Creature that can summon the forces of magic and control the perceptions of man through illusion, incantation and charm. The charms here will slowly command obedience. The minions of this denizen are Twisted Goblins.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Magical Monstrosity","…","…"]
["…","of which the last D4 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback. Further, the players must guess to aim for Mouth/Jaw.","8-7: Lockpick","Powerful Protector (Gut-Spill, Profane, Decay) – Guardian shaped like a classic hero that served a purpose long ago, but now only poses an obstacle for the players. Many of these are statues that come to life. Protectors usually were created to destroy an evil force, but after doing so each is lost without purpose in the Dungeon. The evil they destroyed creeped into them, perhaps. The cycle of an underworld's pain-filled life.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Powerful Protector","…"]
["…","of which the last D4 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback. Further, the players must guess to aim for Spine.","3-4: Dodge","Metal Spiders (Bone-Break, Gut-Spill, Profane, Decay) – Creatures that ensnare victims in spun nets and harvest the insides for raw materials. These spiders will be massive in size, attended by smaller drones. A factory, in a way, come to life. Raw materials (humans) in one door; exit out back as nicknacks for the wicked gods.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Metal Spiders","…"]
["…","of which the last D4 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback. Further, the players must guess to aim for Torso/Belly.","6-4: Pathfinder","Inhuman Conjurers (Elemental, Gut-Spill, Profane, Decay) – Demon brought from another dimension into the world and bound to a spot; an extremely powerful guardian, hopefully attached to an extremely valuable item or reward. The players fight these creatures in both our realm and the unworldly place.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Inhuman Conjurers","…"]
["…","of which the last D4 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback. Further, the players must guess to aim for Throat.","2-1: Telekinesis*","Ravenous Beast (Bone-Break, Elemental, Gut-Spill, Profane, Decay) – A creature that ate itself to death. Still unsatiated, it continues to consume, organic and inorganic. The stomach acids of the monster melt stone. Is it purple? Might also ask can it fly. Only thing certain is that it has one horn and eats people. Thousands of eyes means it’s never surprised. You expected it to be cyclops, right?","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Ravenous Beast","…"]
["…","of which the last D4 can only be harmed by 2-1: Telekinesis* & 1-1: Crushing Knockback. Further, the players must guess to aim for Ears/Skull.","6-1: Bravery","Dreaming Giant (Arcane, Gut-Spill, Profane, Decay) – Creature that is worshiped and served by a human cult. Only the bones of the monster may remain. Or a mountain range sized enemy sleeps. It will not wake and rise; more to the point, if it did so, a Zaire would intervene (and scold the group responsible). The followers are the significant threat. Yet projections of various sizes of the giant will also appear and must be dispelled. The monster may also be distracted by puzzles and maps to exotic places that it once knew or thought it has visited.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Dreaming Giant","…"]
["…","of which the last D4 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act. Further, the players must guess to concentrate on the Legs (limbs).","2-6: Fireball*","Experimental Biohazard (Bone-Break, Arcane, Gut-Spill, Profane, Decay) – Creature that originally was an animal herd, but a twisted user of magic turned the innocent deadly. There’s more. The parts of the thing died, test by test; the discarded, hundreds, now forms into an inchoate of terror, a tube of horrors.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Experimental Biohazard","…"]
["…","of which the last D4 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act. Further, the players must guess to concentrate on the Eyes.","7-5: Thief","Invulnerable Host (Elemental, Arcane, Gut-Spill, Profane, Decay) – Creature that cannot be killed by force of arms. Magic seems only to slow it down. Monster in true sense of the word; players usually must settle for driving away the creature with natural herbs, fire or a special amulet or power word. Monster loses its invulnerability on the surface or far away from a certain alter or ancient device. The denizen may or may not have an Achilles Heel. Yet being so powered, the monster may not be in a rush to slay the party and instead might coerce tribute.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Invulnerable Host","…"]
["…","of which the last D4 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act. Further, the players must guess to concentrate on the Mouth/Jaw.","8-5: Gizmo","Elemental Trickster (Bone-Break, Elemental, Arcane, Gut-Spill, Profane, Decay) – Monster that attacks with flame as well as burning fists and bulk mass. Still, too easy. The monster sits in a brass throne, a chessboard floor, a chamber of mischief. Each step might bring devilish delight, another impaled trespasser. The reward for reaching the knave? Flame-on.","…","…","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null," Trickster","…"]
[null,"of which the last D4 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act. Further, the players must guess to concentrate on the Spine.","7-2: Perceptive","Vampyre (Horrible Pain, Profane, Decay) – Creature cursed to survive only on human blood. Vampires have generated a host of source material for description, but the GM should take a moment and decide what he wants this monster to be. Weird aspects add excitement.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Vampyre","…"]
[null,"of which the last D4 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act. Further, the players must guess to concentrate on the Torso/Belly.","1-1: Crushing Knockback","Skeletal Dragon (Bone-Break, Horrible Pain, Profane, Decay) – The bones of a dragon that resurrected long-after its death. The beast might be armored by embedded  jewels and the weapons which killed the thing. Can it breath fire? No, it is not Elemental. Console yourself that that means it's easier to slay (again).","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Skeletal Dragon","…"]
[null,"of which the last D4 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act. Further, the players must guess to concentrate on the Throat.","1-7: Foul Blow","Exiled King (Elemental, Horrible Pain, Profane, Decay) – A former monarch, deposed, recent or long ago, deserving of death; he was banished by his followers and bricked-up in the underworld to die. Even after that death, he plots his return and his revenge. His sanctuary underground will house his current warped minions and store his preparations for his dangerous return.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Exiled King","…"]
[null,"of which the last D4 can only be harmed by 2-2: Acid Spray* & 1-2: Cunning Act. Further, the players must guess to concentrate on the Ears/Skull.","1-3: Charismatic Lunge","Cockatrice (Bone-Break, Elemental, Horrible Pain, Profane, Decay) – Certain monsters where never meant to be cross-bred or crafted from parts. This beast did not survive the ritual or birth canal. Instead, it exists as a beast that combines the attributes of two other monsters, both dying or near death. Aren't the players lucky to be the ones to see a dragon in its death throes, a dance which consumes the audience. The very gods take pity and hide this mistake; no witnesses.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Cockatrice","…"]
[null,"of which the last D4 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge. Further, the players must guess to aim for Legs (limbs).","4-5: Time Bend*","Shapeless Creature (Arcane, Horrible Pain, Profane, Decay) – Spirit that causes physical changes, but itself has no form. Many times, these creatures are thundering voices, operating a variety of telekinetic attacks.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Shapeless Creature","…"]
[null,"of which the last D4 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge. Further, the players must guess to aim for Eyes.","4-2: Soothe*","Forgotten Mistakes (Bone-Break, Arcane, Horrible Pain, Profane, Decay) – Creatures that combine the distortions caused by magic and perversion caused by mortals attempting to create life. These denizens live in pain and find joy in both killing and being killed. Sad.  Some are inorganic, wooden puppets that long to be real and never will.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Forgotten Mistakes","…"]
[null,"of which the last D4 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge. Further, the players must guess to aim for Mouth/Jaw.","2-4: Poison Cloud*","Realm and Oath to Void (Elemental, Arcane, Horrible Pain, Profane, Decay) – When worshiping chaos fails to fulfill, some of the penultimate twisted start to lionize entropy, the randomness and pain of existence. These are the magical cancers and psychosis that personify the terror which is the underworld.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Realm and Oath to Void","…"]
[null,"of which the last D4 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge. Further, the players must guess to aim for Spine.","1-2: Cunning Act","Puppet Masters (Bone-Break, Elemental, Arcane, Horrible Pain, Profane, Decay) – These are strange creatures that live inside the brain cases of dead monsters. The hosts they inhabit retain all their former powers and are enhanced by the intellect of the alien brains. Let the players think they face one monster, familiar, only to learn after defeating the first group that something is amiss.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Puppet Masters","…"]
[null,"of which the last D4 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge. Further, the players must guess to aim for Torso/Belly.","2-3: Lightning*","Undead Demihumans (Gut-Spill, Horrible Pain, Profane, Decay) – Undead take many shapes, and these are some of the weirdest. These are undead ogres and trolls, brought back by wizardly experiments or their own shamans. The worse simply refused to die and lived-on for an age as rotting visages of their former monstrous selves.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Undead Demihumans","…"]
[null,"of which the last D4 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge. Further, the players must guess to aim for Throat.","5-4: Sustenance","Creature of Darkness (Bone-Break, Gut-Spill, Horrible Pain, Profane, Decay) – Another creature that brings death without hesitation, a good catch-all. The creature watches first, evaluates and plots turning the company on itself. The creature will be elusive, seeming to stay always in the periphery and never in direct clash. Time will pass; party supplies will wane. Once the denizen grows bored of teasing the mouse, it strikes.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Creature of Darkness","…"]
[null,"of which the last D4 can only be harmed by 2-3: Lightning* & 1-3: Charismatic Lunge. Further, the players must guess to aim for Ears/Skull.","8-6: Contort","Inhuman Thieves (Elemental, Gut-Spill, Horrible Pain, Profane, Decay) – An odd guild of creatures that profit from dealing in stolen goods; this place will be a sanctuary, stronghold or vault for treasures. Their motives are the closest to mankind; they steal out of a desire to have, but their enrichment will be a childlike copy of human society above. Traps galore, any fight will be stamina and a dance of avoiding snares.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Inhuman Thieves","…"]
[null,"of which the last D4 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike. Further, the players must guess to concentrate on the Legs (limbs).","7-4: Astute","Manifest Destiny (Bone-Break, Elemental, Gut-Spill, Horrible Pain, Profane, Decay) – Creature immune to most magical attacks but can be slain by a person who wields the right configuration of weapon. The solution to slaying the monster will be found by trial and error or by deciphering runic clues left from ancient times. The solution may need a language key that has yet to be found. Until the solution is known, treat dispatch as the monster retreats (for now); it will never surrender. It will return again and again, until truly defeated. Classically it regenerates or coalesces later until truly dispelled.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Manifest Destiny","…"]
[null,"of which the last D4 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike. Further, the players must guess to focus on the Eyes.","7-6: Adroit","Indescribable Thing (Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – Creature so terrifying or ugly that any who look upon it surely die (or turn to stone); definitely hard to combat with averted eyes or a fight in pitch black. Characters might demonstrate how they will fight-on. The minions of this denizen are Decay, raised from its victims.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Indescribable Thing","…"]
[null,"of which the last D4 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike. Further, the players must guess to focus on the Mouth/Jaw.","2-5: Invisibility*","Fallen Jötnar (Bone-Break, Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – One of a race of giants who battled the gods. So heinous that even in death it lives-on to fight, a vile and dangerous contradiction.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Fallen Jötnar","…"]
[null,"of which the last D4 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike. Further, the players must guess to focus on the Spine.","2-2: Acid Spray*","Malevolent Aura (Elemental, Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – A demon was summoned and tormented for unspeakable knowledge. Eventually it escaped, killed it's unkind master and returned from whence it came. But the humiliation of that period lingers. The demon may even return through this nexus and extract continued vengeance on the kin of the original misanthrope wizard. Kin? Sure, anything that looks vaguely human.","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Malevolent Aura","…"]
[null,"of which the last D4 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike. Further, the players must guess to focus on the Torso/Belly.","1-5: Uncontested Dagger Thrust","Omega (Bone-Break, Elemental, Arcane, Gut-Spill, Horrible Pain, Profane, Decay) – Creature that should only form at the end of days. It exists in most legends as a caution to live a just life. Why do the players face this? Often they see their own demise and elevate something sinister to god-like importance. Is it truly the Omega, the start of the end of all?","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Omega","…"]
[null,"of which the last D4 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike. Further, the players must guess to focus on the Throat.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-4: Poison Cloud* & 1-4: Ranged Strike. Further, the players must guess to focus on the Ears/Skull.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Legs (limbs).","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Eyes.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Mouth/Jaw.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Spine.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Torso/Belly.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Throat.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-5: Invisibility* & 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Ears/Skull.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash. Further, the players must guess to aim for Legs (limbs).","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash. Further, the players must guess to aim for Eyes.","…","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash. Further, the players must guess to aim for Mouth/Jaw.","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash. Further, the players must guess to aim for Spine.","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash. Further, the players must guess to aim for Torso/Belly.","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash. Further, the players must guess to aim for Throat.","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-6: Fireball* & 1-6: Heroic Slash. Further, the players must guess to aim for Ears/Skull.","…","…",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,"…"]
[null,"of which the last D4 can only be harmed by 2-7: Curses* & 1-7: Foul Blow. Further, the players must guess to harm the Legs (limbs).","…","…"]
[null,"of which the last D4 can only be harmed by 2-7: Curses* & 1-7: Foul Blow. Further, the players must guess to harm the Eyes.","…","…"]
[null,"of which the last D4 can only be harmed by 2-7: Curses* & 1-7: Foul Blow. Further, the players must guess to harm the Mouth/Jaw.","…","…"]
[null,"of which the last D4 can only be harmed by 2-7: Curses* & 1-7: Foul Blow. Further, the players must guess to harm the Spine.","…","…"]
[null,"of which the last D4 can only be harmed by 2-7: Curses* & 1-7: Foul Blow. Further, the players must guess to harm the Torso/Belly.","…","…"]
[null,"of which the last D4 can only be harmed by 2-7: Curses* & 1-7: Foul Blow. Further, the players must guess to harm the Throat.","…","…"]
[null,"of which the last D4 can only be harmed by 2-7: Curses* & 1-7: Foul Blow. Further, the players must guess to harm the Ears/Skull.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-1: Crushing Knockback. Further, the players must guess to aim for Legs (limbs).","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-1: Crushing Knockback. Further, the players must guess to aim for Eyes.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-1: Crushing Knockback. Further, the players must guess to aim for Mouth/Jaw.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-1: Crushing Knockback. Further, the players must guess to aim for Spine.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-1: Crushing Knockback. Further, the players must guess to aim for Torso/Belly.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-1: Crushing Knockback. Further, the players must guess to aim for Throat.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-1: Crushing Knockback. Further, the players must guess to aim for Ears/Skull.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-2: Cunning Act. Further, the players must guess to aim for Legs (limbs).","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-2: Cunning Act. Further, the players must guess to aim for Eyes.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-2: Cunning Act. Further, the players must guess to aim for Mouth/Jaw.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-2: Cunning Act. Further, the players must guess to aim for Spine.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-2: Cunning Act. Further, the players must guess to aim for Torso/Belly.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-2: Cunning Act. Further, the players must guess to aim for Throat.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-2: Cunning Act. Further, the players must guess to aim for Ears/Skull.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-3: Charismatic Lunge. Further, the players must guess to aim for Legs (limbs).","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-3: Charismatic Lunge. Further, the players must guess to aim for Eyes.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-3: Charismatic Lunge. Further, the players must guess to aim for Mouth/Jaw.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-3: Charismatic Lunge. Further, the players must guess to aim for Spine.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-3: Charismatic Lunge. Further, the players must guess to aim for Torso/Belly.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-3: Charismatic Lunge. Further, the players must guess to aim for Throat.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-3: Charismatic Lunge. Further, the players must guess to aim for Ears/Skull.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-4: Ranged Strike. Further, the players must guess to aim for Legs (limbs).","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-4: Ranged Strike. Further, the players must guess to aim for Eyes.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-4: Ranged Strike. Further, the players must guess to aim for Mouth/Jaw.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-4: Ranged Strike. Further, the players must guess to aim for Spine.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-4: Ranged Strike. Further, the players must guess to aim for Torso/Belly.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-4: Ranged Strike. Further, the players must guess to aim for Throat.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-4: Ranged Strike. Further, the players must guess to aim for Ears/Skull.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Legs (limbs).","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Eyes.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Mouth/Jaw.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Spine.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Torso/Belly.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Throat.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-5: Uncontested Dagger Thrust. Further, the players must guess to aim for Ears/Skull.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-6: Heroic Slash. Further, the players must guess to aim for Legs (limbs).","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-6: Heroic Slash. Further, the players must guess to aim for Eyes.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-6: Heroic Slash. Further, the players must guess to aim for Mouth/Jaw.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-6: Heroic Slash. Further, the players must guess to aim for Spine.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-6: Heroic Slash. Further, the players must guess to aim for Torso/Belly.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-6: Heroic Slash. Further, the players must guess to aim for Throat.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-6: Heroic Slash. Further, the players must guess to aim for Ears/Skull.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-7: Foul Blow. Further, the players must guess to aim for Legs (limbs).","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-7: Foul Blow. Further, the players must guess to aim for Eyes.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-7: Foul Blow. Further, the players must guess to aim for Mouth/Jaw.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-7: Foul Blow. Further, the players must guess to aim for Spine.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-7: Foul Blow. Further, the players must guess to aim for Torso/Belly.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-7: Foul Blow. Further, the players must guess to aim for Throat.","…","…"]
[null,"of which the last D4 seems immune to magic and can only be harmed by 1-7: Foul Blow. Further, the players must guess to aim for Ears/Skull.","…","…"]
[null,"immune to 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*, 2-3: Lightning* & 2-6: Fireball*","…","…"]
[null,"immune to 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses*","…","…"]
[null,"only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*, 2-3: Lightning* & 2-6: Fireball* and then once the players guess to aim for Legs (limbs).","…","…"]
[null,"only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*, 2-3: Lightning* & 2-6: Fireball* and then once the players guess to aim for Eyes.","…","…"]
[null,"only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*, 2-3: Lightning* & 2-6: Fireball* and then once the players guess to aim for Mouth/Jaw.","…","…"]
[null,"only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*, 2-3: Lightning* & 2-6: Fireball* and then once the players guess to aim for Spine.","…","…"]
[null,"only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*, 2-3: Lightning* & 2-6: Fireball* and then once the players guess to aim for Torso/Belly.","…","…"]
[null,"only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*, 2-3: Lightning* & 2-6: Fireball* and then once the players guess to aim for Throat.","…","…"]
[null,"only injured by 1-1: Crushing Knockback, 1-3: Charismatic Lunge, 1-6: Heroic Slash, 2-1: Telekinesis*2-3: Lightning* & 2-6: Fireball* and then once the players guess to aim for Ears/Skull.","…","…"]
[null,"only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses* and then once the players guess to aim for Legs (limbs).","…","…"]
[null,"only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses* and then once the players guess to aim for Eyes.","…","…"]
[null,"only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses* and then once the players guess to aim for Mouth/Jaw.","…","…"]
[null,"only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses* and then once the players guess to aim for Spine.","…","…"]
[null,"only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses* and then once the players guess to aim for Torso/Belly.","…","…"]
[null,"only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses* and then once the players guess to aim for Throat.","…","…"]
[null,"only injured by 1-2: Cunning Act, 1-5: Uncontested Dagger Thrust, 1-7: Foul Blow, 2-2: Acid Spray*, 2-5: Invisibility* & 2-7: Curses* and then once the players guess to aim for Ears/Skull.","…","…"]
[null,null,"…","…"]