UltraQuest: Gold, Ruhm! und Ehre! – Das Ogerkönigreich
UltraQuest: Gold, Ruhm! und Ehre! – Das Ogerkönigreich Rulebook
Table of Contents
Table of Contents
- Events
- 1 • Entrance Cave with Stalactite Pillars
- 2–6 • Guardroom
- 7–10 • Room of the Guard Captain
- 11–17 • Feast Hall of the Ogre King
- 18–22 ! • Crushing Ceiling
- 23–30 • Ogre Skeleton Warriors
- 31 • Silver Manikin
- 32–35 • Mechanical Javelins
- 36–37 • Ronko
- 38–40 • Zapzerap and the Half-ducks
- 41 • Half-duck Wizard Carmina
- 42–45 • Lice-infested Orc Lair
- 46–47 • Tanith, the Master Fighter
- 48–49 • Master Cleric Albertus
- 50–51 • Narrow Treasure Chamber
- 52–53 • Rats' Connecting Passage
- 54–56 • River Trolls at the Underground Lake
- 57–58 • Green Slime Dragons
- 59 • Rotating Room
- 60–61 • Ogre Armory
- 62–64 • Magic Mirror Hall
- 65–69 • Pink Tentacle Monster
- 70 • Cursed Chest
- 71 • Half-elf Fighter Niewa
- 72 ! • Crushed and Impaled
- 73 • Mushroom Plantation with Strawberry Caps
- 74–76 • Swarm of Sour Flies
- 77–80 • Bridge over the Roaring Current
- 81–83 • Deep Down
- 84–86 • Barricaded Passage
- 87–90 • Mysterious Archive
- 91 • Lucky Find
- 92–96 • Dining Hall Full of Filth
- 97–100 • Marble Corridor
- 101 • Branching Loop
- 102–105 • Stairs Up
- 106–109 • Well Shaft Up
- 110–116 • Exit with Portcullis
- 117–122 • Secret Treasure Chest
- 123–128 • Tar Golem
- 129–131 • Grieving Sabertooth Tiger
- 132–139 • Stone Basilisk
- 140 • Deadly Fork
- 141–146 • Cannibal Feast
- 147–152 • Cursed Last Room
- 153–158 • Vampire with Winged Minions
- 159–160 • Crumbling Rock Bridge
- 161–165 • Mushroom Stairs
- 166–172 • Master Fighter Gundaar
- 173–179 • The New Ogre King
- 180–197 • King Harut's Throne Room
- 198–200 • Gigantic Treasure Chamber
Events
1 • Entrance Cave with Stalactite Pillars
The ceiling of the entrance hall to King Harut's Ogre Kingdom is carried by five huge stalactite pillars. Above, hundreds of stalactites hang down, while down here a broad path leads to an impressive, locked bronze gate.
On the side there is also a heavy portcullis that only an ogre can open, or a normal-sized adventurer (that is, no halflings, half-ducks or dwarves) if he passes a STR roll. Each adventurer has only one attempt. Each time an attempt fails, a stalactite breaks loose from the ceiling and injures the D3rd adventurer, if that adventurer fails a MOV roll.
(The group opens the bronze gate:) Continue with D100+10! (The group opens the portcullis:) Continue with D10+1! (No success:) The Ogre Kingdom remains closed to the adventurers. Next turn, continue in the Hills!
2–6 • Guardroom
Behind the entrance hall is a guardroom with ancient skeletons of ogre guards. Among the bleached bones, some large, blue-striped spiked armored beetles crawl out. – ME? / (Spiked Armored Beetles: CS 6D6+16, AR 4) / 1 Fame!
Among the remains lie an ogre chain mail and (D10) Gold. Continue with D100+10!
7–10 • Room of the Guard Captain
Behind a solid wooden door the adventurers discover the room of the old captain of the ogre guards. The undead spirit sits fully armored on his bunk and stares at the intruders with hateful, glowing eyes. Then he rises and attacks with his magic two-handed axe. – ME! See the ghost rules. (Ghost of the Ogre Captain: CS 2D6+12, AR 4) / 1 Fame!
The adventurers can take his magic two-handed axe +2, +3 against dwarves and elves, and a (MT D100+10). Also a silver mirror. Continue with D100+10!
11–17 • Feast Hall of the Ogre King
The group reaches a large feast hall in which the ogre king once received his guests. Now only rubble remains here, and mildewed tapestries hang on the walls. Does the most intelligent adventurer pass an INT roll, or is there a thief? / (Yes:) In a wall niche behind one of the curtains is (NT 20+2D10). Continue with D100+20!
18–22 ! • Crushing Ceiling
The group comes to the door at the end of a corridor. Trap! Does anyone recognize the danger from above? / (No:) As the first adventurer tries to open the door, stone blocks fall from the ceiling. Everyone who fails a MOV roll takes D2 damage. Plate armor protects against one damage point on a D6 roll of 1–3. Continue with D100+30!
23–30 • Ogre Skeleton Warriors
The adventurers come through remote living quarters connected by passages. Ogres once lived here; now their bleached bones lie scattered among the rubble. But suddenly 5 ogre skeletons rise to life and attack the adventurers mercilessly. – ME! (Ogre Skeletons: CS 5D6+20, AR 1) / 1 Fame! and in a chest lie a silver key and 20 Gold. Continue with D100+30!
31 • Silver Manikin
Follower: The adventurers enter a completely wrecked study, in which numerous smashed pieces of furniture lie around. Under the table a silver manikin creeps out, which follows a wizard as a follower if he can persuade it with an INT roll. / (Yes:) The silver manikin gives the wizard +2 to all four attributes. It dies by taking the wizard's next injury upon itself. Continue with D100+40!
32–35 • Mechanical Javelins
Stone steps of a broad staircase lead down into the deeper parts of the dungeon. Trap! Did anyone notice the danger? / (No:) One step has clicked audibly, and at that moment the adventurers are already hit by several javelins from behind, which come out of holes in the wall. Each adventurer must make a DEX roll to dodge, or is impaled by a spear and injured. Halflings and dwarves get a +1 bonus on their roll. Continue with D100+40!
36–37 • Ronko
In a dark corner of a room crouches a half-starved Ronko, a giant wolfhound, which joins an ogre, or a halfling if the halfling passes an INT roll with a +1 bonus. / (Yes:) The Ronko gives its owner +1 in ME and dies by taking its owner's next injury. Continue with D100+40!
38–40 • Zapzerap and the Half-ducks
Once an ogre temple, now the throne room of the wizard Zapzerap! He sends his four half-duck guards with magic axes against the adventurers, while he throws fireballs and magic missiles around! Other wizards cannot cast spells because of the chattering, and the armor of the first adventurer is ignored because of the magic missile. – ME! (Zapzerap and Half-ducks: CS 5D6+22, AR 3) / 2 Fame!
Zapzerap possesses a Cleric spell scroll, Curse-Breaker, (a NT D100+10) and (a MT D100+50). Continue with D100+40!
41 • Half-duck Wizard Carmina
Grandmaster Carmina, the half-duck wizard, lives here and brews a strong egg tea which heals one injury of each adventurer on a 1 on a D6. For 1 Fame! and 88 Gold she teaches another wizard a spell (spell roll D10+1) to mastery.
Next turn, continue with D100+50!
42–45 • Lice-infested Orc Lair
The adventurers discover a staircase to a larger hall. There dwells a lice-infested horde of orcs, who immediately take up positions. Seven orcs are ready to defend their territory. – ME+RA? / (Orcs: CS 7D6+23, AR 2, Bandits) / 1 Fame!
The orcs have only (NT 30+D10). Continue with D100+50!
46–47 • Tanith, the Master Fighter
The adventurers have heard much about Grandmaster Tanith. Now the legendary fighter stands before them and eyes them carefully. He recognizes the adventurers and would teach a fighter Charge, Whirlwind Attack or Armor Pierce to mastery for 1 Fame! or 100 Gold.
Next turn, continue with D100+50!
48–49 • Master Cleric Albertus
"By the eyes of the All-Seeing, I know you!" calls Priest Albertus to the adventurers. The man of faith teaches a cleric Healing or Neutralize Poison to mastery for 1 Fame! or 80 Gold.
Next turn, continue with D100+50!
50–51 • Narrow Treasure Chamber
Just a dull passage. Does the first or second adventurer pass an INT roll at –2? / (Yes:) He discovers a secret door that leads into a narrow, long-forgotten chamber. There lie (NT 50+2D10) and (MT D100+20). Continue with D100+50!
52–53 • Rats' Connecting Passage
The adventurer group discovers a dug side passage that looks completely different from the rest of the complex. A horde of ratmen suddenly jumps out and attacks. – ME! (Ratmen: CS 6D6+18, AR 2, Bandits) / 1 Fame!
The rats possess a Ring of Strength +1 and a magic masterwork field crossbow +3. – Either continue with D100+60, or the adventurers can follow the rat passage toward the Wasteland and next turn explore the Skitheischen tunnel systems (Öd95!).
54–56 • River Trolls at the Underground Lake
Deep below there is an underground, crystal-clear lake bordered by a man-high, brown-violet cactus forest. As the group wants to take some water, a river troll suddenly bursts out from behind the spiky growth. Another surfaces right next to the adventurers out of the water. – ME! The first and the last adventurer must each pass a DEX or MOV roll, or at the start of the fight they are hit by the feared troll vomit, are injured, and cannot join the fight. (Two Trolls: CS 4D6+14, AR 1, Bandits) / 1 Fame!
A cleric can brew 3 Strength Potions from the mushrooms with a successful DEX roll. These must be drunk immediately, and they take effect this turn and the next. Continue with D100+60!
57–58 • Green Slime Dragons
The adventurers discover a nest of 5 green slime dragons. These are man-sized lizards that spit poisonous acid slime. The beasts sit on a heap of gold and are curious, but do not attack. – ME+RA? / The first (D3–1) adventurers are spat on by the lizards. If they fail an AR roll, they receive an injury. If they pass, their armor is corroded on a 1 on a D6. (7 Slime Dragons: CS 5D6+15, AR 2) / 1 Fame!
The nest contains (NT 70+2D10). Also a piece of a map of the dungeon lies around. Continue with D100+60 or 2D10+60!
59 • Rotating Room
The group enters a room whose exit can be turned in any direction with the help of a large wooden gear wheel, provided one is strong enough. What is the combined STR of all the adventurers? / (14 or less:) Continue at 60+2D10! (15 to 19:) Continue at 60+2D10 or 70+2D10! (20 or more:) Continue at 60+2D10, 70+2D10 or 80+2D10!
60–61 • Ogre Armory
A large armory with wooden stands full of rusty two-handed weapons spreads out before the adventurers. But wasn't there a whisper? Behind it hides another adventuring group, which is just resting. They need healing and poison neutralization, and a Silver Key, and would each give 100 Gold, an Iron Talisman or 2 Potions of Intelligence in return. Continue with D100+60!
62–64 • Magic Mirror Hall
The group enters a magic mirror hall. As soon as everyone is inside, their reflections double and stand in bodily form before them. – ME+RA? / If the group fights, the mirror images act exactly as the adventurers do, but make their own rolls instead. The winning group may plunder the other normally (D10 for each injured opponent). When the adventurers leave the room, the doubles dissolve into thin air. Continue with D100+70!
65–69 • Pink Tentacle Monster
The group comes to a cave descent from which an unappetizing smacking can be heard. Do they want to go down? / (Yes:) In the cave lives a huge, kraken-like, pink monster from which countless fleshy, twitching tentacles protrude. It attacks immediately. – ME! (Tentacle Monster: CS 7D6+17) / 1 Fame!
In the monster's cave lies (NT D100–20), (MT D100+20), as well as (MT 12+2D6). Continue with D100+70!
70 • Cursed Chest
The group finds a large iron chest in a dusty chamber, when suddenly a rune on the lid lights up. Trap! / (No:) The first adventurer is cursed if he fails an INT roll. Can the adventurers open the iron chest? / (Yes:) The chest contains a Healing Potion, (MT 50) and a magic bearskin tabard, AR 2, of Jungle Survival. Continue with D100+70!
71 • Half-elf Fighter Niewa
Grandmaster Niewa, the half-elf fighter, teaches a fighter the skill Dual Wielding to mastery for 2 Fame! or 200 Gold. She also has a Gold Key, which she would sell for only 50 Gold.
Next turn, continue with D100+80!
72 ! • Crushed and Impaled
The adventurers come into a round room with a thick pillar in the middle. There is no other exit. Trap! Can they recognize the danger early? / (No:) Suddenly the door slams shut behind them. The ceiling sinks down, and metal spikes shoot out of holes in the floor. Everyone must make a DEX roll and a STR roll. Each roll not passed causes an injury. / When the ceiling lifts again, they discover behind the pillar a torn backpack with (MT D10+1) and (D100+10 Gold), as well as a Cleric scroll (miracle D10). Continue with D100+80!
73 • Mushroom Plantation with Strawberry Caps
The group discovers a small, remote cave in which someone has laid out a bed of strawberry caps. The thick-stemmed mushrooms are overripe. A cleric can brew two Healing Potions from them, which only work for ogres and female adventurers. Continue with D100+80!
74–76 • Swarm of Sour Flies
The group is enveloped by a swarm of sour flies. They are suddenly everywhere, bite onto noses and eyes, and rust large metal objects. – ME! Each adventurer who suffers an injury must make a D6 roll for his metal armor and for his largest weapon. On a 1, the items are rusted. (Sour Flies: CS 8D6+16) / 0 Fame!
Continue with D100+80!
77–80 • Bridge over the Roaring Current
The adventurers come to the bank of a broad underground current. A stone bridge leads to the other side of the grotto. The roar is deafening, and suddenly three flying sharks shoot out of the water and try with their terrible jaws to bite off the adventurers' arms and heads. – ME+RA! (Flying Sharks: 3D6+30, AR 1) / 1 Fame! If the sharks have taken at least 4 damage, a cleric can brew a Potion of Flight from their fins. Continue with D100+80!
81–83 • Deep Down
The group wanders through a tangled system of stairs ever further down, where the stones on the walls steam with heat. There they come upon a nest of three recently hatched fire dragons. Gold glitters in the nest. The red creatures look cute and are very curious what the adventurers want from them. One of the dragons approaches with its mouth open. – ME+RA? / The hot breath of the red dragons hits the adventurers. The first three without a shield must each pass a STR or MOV roll, or receive an injury from the dragon's breath. (Young Red Dragons: CS 3D6+24, AR 3, Bandits) / 1 Fame!
In the dragons' nest is an Iron Talisman and (NT D100+20) and (MT 40+2D10). Continue with D100+90!
84–86 • Barricaded Passage
The passage is blocked with broken cupboards and other furniture. Behind it wait five grim-looking dark elves in richly decorated chain mail, with greenish shimmering blades. – ME? / Injuries are fatally poisonous at the end of the turn. (Dark Elves: CS 5D6+27, AR 5, Bandits) / 2 Fame!
There is a magic masterwork sword +3, a magic elven masterwork chain mail +4 and (NT D100). Continue with D100+90!
87–90 • Mysterious Archive
The group comes into a completely dusty room with shelves full of thick folios, in which the history of the Ogre Kingdom has been archived. However, most of the books are in very poor condition. Does the wizard pass an INT roll, or does another adventurer pass a trap lore roll? / (Yes:) Behind one of the shelves is a secret passage, which leads down a staircase into a secret archive. There lie three large diaries of past ogre kings. They are heavy, but in Gadûr surely worth a good 600 Gold. / (Someone takes:) Whoever takes the books is cursed immediately. Continue with D100+90!
91 • Lucky Find
A Potion of Intelligence lies on the ground. Continue with 91+D10.
92–96 • Dining Hall Full of Filth
The adventurers enter a hall full of filth and blood-smeared wooden blocks. It seems to be a former dining hall, for in the middle stands a befouled table, at which five ogres are arguing over who may eat the half-elf bound in the corner. The rough fellows look very bewildered and are visibly surprised by the arrival of the adventurers. – ME/RA? / (5 Ogres: CS 5D6+25, AR 1, Bandits) / 1 Fame!
The ogres have a normal treasure (NT 70+D10). The half-elf cleric in the corner is the only survivor of another group. He would heal one adventurer (on a DEX roll of 4 or less) or join the group. Continue with D100+100!
97–100 • Marble Corridor
The adventurers come to a fork. To the left a staircase leads up, and to the right a broad corridor lined with ogre statues continues. / (Staircase:) Continue with D100+2D10! (Corridor:) The group continues along the corridor and eventually reaches a wide hall with a very impressive stone statue of King Harut, reaching up to the ceiling. All around it a whole goblin colony has built dozens of wretched wooden huts. Do the adventurers want to clean up here? – ME+RA? / To defeat the goblins, all three combat rounds must be won, otherwise it is at best a tie. (Goblins: CS 4D6+24, AR 1) / 1 Fame!
The goblins possess (NT D100+30), (MT D100) and a masterwork ogre chain armor, AR 4. Continue with D100+100!
101 • Branching Loop
The group turns left and right a few times and, after some time, suddenly stands again at the entrance of the underground complex. A rare herb grows between a few floor tiles. A cleric can brew an Antidote from it.
Next turn, continue with D100!
Exits:
102–105 • Stairs Up
The adventurers follow a staircase upward and, turning a corner, suddenly stand in the open, glad to be able to leave the dungeon behind. Is there a thief or ranger in the group? / (Yes:) A pouch with (2D10) Gold and an Antidote lies between a few large stones.
106–109 • Well Shaft Up
The adventurers discover a moss-covered well shaft leading up, with climbing irons set into it. When they reach the top, they stand in the open. But a warty hill troll vomits over the last one unexpectedly. He receives an injury and cannot take part in the fight. – ME! (Hill Troll: 4D6+10, Bandits) / 1 Fame!
The troll possesses a goblin doll and (2D10+20) Gold.
110–116 • Exit with Portcullis
The group follows a staircase up and finally comes to a round room with a rotted adventurer leaning against a portcullis. The portcullis leads outside, but the unfortunate one was evidently too weak to lift it. The dead adventurer carries a (MT D100+10) and 15 Gold. If all the combat-capable adventurers of the group have a combined STR of 12 or more, they can lift the portcullis and return to freedom. / (No:) If the adventurers do not have enough strength, they must return into the dungeon. Next turn, continue with D100!
117–122 • Secret Treasure Chest
The group finally reaches a treasure chamber that has evidently already been emptied by others. Only (D6) Gold still lies in a corner. Further back, the exit of the dungeon is already in sight. Does a thief or ranger pass an INT roll? / (Yes:) He finds, behind a camouflaged side door, a secret chamber with a silver chest. Can the adventurers open it? / (Yes:) In the chest are (NT D100+30) and (MT D100+40).
123–128 • Tar Golem
The group enters a pillarless, round hall, in whose middle stands a pitch-black statue. Suddenly it moves. It is a tar golem, which leaves black sticky footprints. – ME+RA! In every combat round not won, all melee fighters must pass a STR roll, or their weapon sticks in the tar and they must fight on with another weapon. Heat and fire deal double damage. (Tar Golem: CS 3D6+30, AR 5) / 1 Fame!
In the golem's tar the adventurers find their own weapons, which may have become stuck, and a magic masterwork two-handed hammer +3, Vulkan of Survival.
129–131 • Grieving Sabertooth Tiger
The adventurers climb a narrow staircase and finally come back out into the open. There lies a dead half-ogre ranger on the ground, apparently poisoned. Beside him sits his mount, a grieving sabertooth tiger. If a male ranger with Alertness, or a half-orc, passes an INT roll, he can make the tiger his mount. In the dead man's backpack are a Healing Potion, a Bone Talisman and 20 Gold! Nothing else.
132–139 • Stone Basilisk
The group has made it! They can leave the dungeon through a crumbling archway. But at the exit crouches a dangerous stone basilisk, whose magic gaze turns living beings to stone. The sporadically standing stone statues bear witness to unlucky predecessors of the group. Do the adventurers want to flee back into the dungeon or fight it? – ME+RA? / (Back:) Next turn, continue with D100! (Fight:) After every combat round in which the stone basilisk does not die, each adventurer must pass an INT roll, or be turned to stone together with his possessions. If an adventurer carries a mirror, the basilisk dies in any case after the first combat round, before the INT rolls are made, even if the adventurers lose that combat round. (Stone Basilisk: CS 4D6+25, AR 3) / 2 Fame!
A sack with (NT D100+10) lies next to a petrified elf.
140 • Deadly Fork
The group already senses the exit, but in a side room a half-collapsed staircase leads down. From there it smells of death and decay. Do they want to take the stairs down, or head for the exit? / (Exit:) Continue with 160+2D10! (Stairs:) The stairs lead into a deadly dungeon!!! Next turn, continue there with D100+20!
141–146 • Cannibal Feast
The adventurers find an exit and, in the light of the full moon, land right in the middle of a cannibal feast of more than twenty ogres. If the group has no ogre, the cleverest adventurer must pass an INT roll. / (No:) Oh dear! The ogres grab the weakest adventurer. He ends up in the cooking pot and is eaten! Afterward they can still join the celebration if they wish. See "Yes." (Yes:) The adventurers can join the celebration and do the following. An ogre can become pregnant if it passes a STR roll. They can hire an ogre if the strongest adventurer passes a STR roll. Injured adventurers can rest and heal one injury if they pass a STR roll.
147–152 • Cursed Last Room
The group has found the exit. But one last, interesting-looking side passage seems to await exploration. Do the adventurers want to take a short look inside? / (Yes:) The passage is magically cursed. Each adventurer who fails an INT roll receives a curse! But in the end the adventurers come to a small room with a silver chest. Can they open the chest? / (Yes:) In the chest are (MT D100), (MT D100+50) and a Healing Potion.
153–158 • Vampire with Winged Minions
The adventurers come to a dug side exit of the dungeon, which is blocked by the undead elf vampire Gylarhad. He swings an impressive two-handed sword and is surrounded by a swarm of bats. The grim fighter lets the group pass without a fight only if they give him a magic item and one adventurer gives him some blood (injury). Otherwise he attacks immediately with his winged minions. – ME! He can only be fought with silver and magic weapons. (Vampire: CS 5D6+12, AR 5, Bandits) / 1 Fame!
Gylarhad possesses (NT D100+20), (MT D100+30) and (MT 23).
159–160 • Crumbling Rock Bridge
A horde of more than 20 orcs lies in the hall. At its other end a narrow stone bridge leads outside. With a successful DEX roll, an adventurer with the Stealing skill can steal a magic treasure (D100+50) from the orcs. But the group will definitely be discovered! The orcs pursue the adventurers. But they can already see the exit. Only a narrow rock bridge separates them from the warming sunshine. Quick: the two weakest adventurers must pass a STR roll, or the rock arch collapses. / (Made it:) Made it! The orcs remain behind in the cave. (Failed:) Everyone falls into the depths. Each adventurer who fails a STR or AR roll receives an injury. The group finds itself again further down in the dungeon. Next turn, continue with D100+50!
161–165 • Mushroom Stairs
The group climbs up a mushroom-overgrown spiral staircase. If a ranger passes an INT roll, he recognizes the danger from the mushrooms and the adventurers are safe. If not, all worn metal armor decomposes on a D6 roll of 1–3. Continue with 170+D10!
166–172 • Master Fighter Gundaar
The group finally reaches the outside. There sits the heavily armored dwarf fighter Gundaar. For 200 Gold he teaches each fighter any one fighter skill to mastery. He also has a field crossbow left over, which can be bought from him for 40 Gold, or talked out of him for 20 Gold and a successful INT roll.
173–179 • The New Ogre King
The group comes into a large throne hall, in which a horde of well-armed ogres and their self-satisfied leader Ambor live. They do not want to talk and immediately throw boulders. – RA! (Ambor with Subjects: CS 6D6+25, AR 3, Bandits) / 2 Fame!
The adventurers inherit a masterwork ogre chain mail, AR 4, and a magic two-handed hammer +4. If a thief passes an INT roll with a –2 penalty? / (Yes:) He finds a hidden secret passage to the treasure chamber. Continue with 200! (No:) Out of the dungeon!
180–197 • King Harut's Throne Room
After the adventurers have crossed the entire dungeon, they reach a large feast hall, at whose end a mighty throne stands on a dais. On it sits a powerful undead skeleton ogre, surrounded by his heavily armed undead ogre bodyguard. It is King Harut, or rather what is left of him. With a wave of his hand he orders his men to attack immediately. – ME/RA! King Harut and his bodyguard are protected against cleric miracles. (King Haruth and 4 Bodyguards: CS 5D6+28, AR 4) / 3 Fame!
If the adventurers lose, they can flee out of the cave to the outside. If they have defeated the king, continue with 200!
198–200 • Gigantic Treasure Chamber
The group reaches a large, double-winged silver gate. Can the adventurers open it? / (No:) The group finds a room with an exit to the outside. In the corner lies a dead half-orc, who wears a Bracelet of Dexterity +2. In his gold sack there are also (2D10) Gold. (Yes:) Silver gate: As the mighty portal opens before the astonished adventurers, they stand in a gigantic treasure chamber at the edge of an absurdly large heap of treasure. It comprises (D100x10) Gold, three magic treasures (each D100+50) and a legendary treasure!!! The adventurers stow the treasures in their backpacks and, after a short search, find a way back up. The sun is just rising and makes the horrors of the dungeon suddenly seem very far away.