UltraQuest: Gold, Ruhm! und Ehre! – Lagerhaus 49
UltraQuest: Gold, Ruhm! und Ehre! – Lagerhaus 49 Rulebook
Table of Contents
Table of Contents
Reaching the Warehouse
Lagerhaus 49 is reached when the group rolls event 49 in Traumburg. Event 49 is not otherwise present there.
If a human or half-elf thief is in the group, the group can also visit the warehouse instead of the normal event when it rolls a double number in the city (11, 22, 33 and so on).
The warehouse can only be searched for one turn. In the following turn the group is back in Traumburg.
The group rolls one event on the ground floor. An additional event on the upper floor or in the cellar may follow in the same turn, if the event allows it. The second event is always voluntary: the adventurers may also leave the warehouse instead. Only if the text says they must go on is it involuntary.
If a fight was lost or the group flees, no further event may be rolled and the group must leave the warehouse at once.
Prologue
(Read the following section aloud at the first Lagerhaus event of a game session.)
It is night in Traumburg. Shady figures slink through the alleys. The adventurers are on their way home from one of the many taverns by the harbour. And suddenly they see it: the warehouse with the number 49. Something seems strange here. A watchman stands nearby. The door at the back of the house does not look like a great obstacle. Do the adventurers want to take a look?
New Rules
Rum (rare alcoholic drink)
A bottle of rum counts for a seafarer as a healing potion, but it does not heal cursed injuries. For a half-orc, rum acts as an antidote. For half-orc seafarers, both effects apply. Rum can be bought in Gomoa for 45 Gold per bottle.
Ballista (!!) (spear thrower for field battles)
200 Gold. In Traumheim and Gadûr it is available only to knights. Ranged weapon: RA +4. It can only be transported on a wagon, and only the driver of that wagon can operate it.
Sack of Coal (!) (fuel for absurd machines)
A sack of coal (!) costs 3 Gold in every settlement. In Gadûr it costs 2 Gold.
Ground Floor (3–25 Honor!)
If the adventurers have more than 25 Honor!, they still roll an event, but every event not marked XXX must be ignored. Instead, the group may decide whether to go to the upper floor or to the cellar.
1–2 • Endless Rum (XXX)
The adventurers enter the empty warehouse. Only in a dark corner stands a small wooden chest. In it are (D6+1) bottles of rum! Continue with D100 on the upper floor!
3–4 • Great Spear Thrower (XXX)
The warehouse is filled with all kinds of colourful bolts of cloth and crates of nails. Further back stands a ballista! If the group owns a wagon, the mighty spear thrower can be loaded onto it. The driver of the wagon can operate it in a fight and thereby has an RA value of DEX+D6+4. Do the adventurers load the weapon onto their wagon? / (No:) Continue with D100 in the cellar!
5 • Chest with Useful Contents (XXX)
The warehouse is empty; only a chest stands in the corner. In it is (MT D100+50). Continue with D100 in the cellar!
6–7 • Steam Wagon (XXX)
In the torchlight the adventurers see, in the middle of the hall, an iron-bound steam wagon that can drive without a horse. The steam wagon burns one sack of coal in every turn in which the group moves (event roll). Three sacks of coal are on the wagon. Steam wagon: MOV 4, ME +1, AR +2. The driver must be a dwarf or have STR 3.
8 • The Living Doll (XXX)
The warehouse is filled with parts for wooden dolls: arms, legs and heads, staring stiffly with hollow eyes. Everything lies in a jumble. Suddenly something moves between the doll parts, and finally an oak man steps out, which will join a wizard if he can be convinced by an INT roll. He gets a +1 bonus on this roll. / (Yes:) The oak man gives the wizard an AR value of +1. It dies by taking the wizard's next injury upon itself. In any case, continue with D100 on the upper floor or in the cellar!
9–12 • Illegal Fights (XXX)
The adventurers stumble into secretly held fights between armed slaves and attack dogs. An illegal betting business is run here. Do the adventurers stay? The limit is 200 Gold. How much do they wager? / (Betting:) After the stake is set, roll D6. On 1–3 the stake is lost; on 4–6 it is doubled (a talisman may be used). ... A thief with Stealing can steal D100 Gold this evening. The adventurer in position (D3), however, also has something stolen (with D10 as for bandits), but only if he is not a thief.
13–15 • Beer as Far as the Eye Can See! (XXX)
The adventurers see a lot of barrels standing in the hall. It does not take long until the labels are deciphered: Felsbräu Gâdur! Is a dwarf, half-orc or fighter in the group? They must all pass an INT roll. Has one of them failed? / (Yes:) Only one jug to taste, says one of them, and time flies! When they wake up, nobody can remember how they came to be half-naked on the market square, or who pulled their underpants over their heads. Around them stands a crowd of townspeople pointing at them and jeering. 1 Honor! deducted. The equipment lies scattered about, but fortunately everything is still there. (No:) They agree: dwarf beer can be very dangerous – another time! Continue with D100 on the upper floor or in the cellar!
16–22 • The Nine-Finger Gang
The adventurers have discovered the hideout of the notorious Nine-Finger Gang. Do they attack the 4 thieves with ME+RA, or make friends with them? / (Friendship:) The Nine-Finger Gang buys each of them a swig of rum. If a thief is in the group, they offer him masterwork lock picks for 30 Gold. If no thief is in the group and the adventurers leave the warehouse, the first of them notices, however, that the last readily accessible item has been stolen from him (not armour). (ME+RA:) (Nine-Finger Gang: CS 4D6+14, AR 2, bandits) / 1 Fame! The thieves have (NT 2D10+10) and a masterwork crossbow. Continue with D100 in the cellar!
23–30 • The Idlers
Three inconspicuously dressed fighters in leather armour, with swords and shields, have followed the adventurers. In the flickering light of their lantern they finally catch up with them inside the warehouse. "Halt, we are the Society for the Abolition of Heroism and Useless Legends! Hand over all your magical things!" Do the adventurers do so, or fight – ME+RA? / (Idlers' gang: CS 3D6+12, AR 2, bandits) / 1 Fame! The adventurers find 60 Gold in the gang's pockets after all. Continue with D100 on the upper floor!
31–36 • Half-Orc Smuggler Gang
The warehouse lies directly on the harbour and consists of a roofed pier with a boat. The half-orc smuggler gang standing on the pier attacks the adventurers at once – ME+RA! (Smuggler gang: 4D6+14, AR 2, bandits) / 1 Fame! The adventurers can take over the boat and from now on have their own warehouse with a mooring berth in Traumburg.
37–41 • Dogs! Dogs Everywhere!
The warehouse evidently houses a large pack of well-trained hunting dogs, which only make themselves known when the adventurers enter. Now it is time to flee! The two front adventurers must pass a MOV or STR roll, or they receive an injury! An AR roll prevents the injury.
42 • War Chariot (XXX)
In the middle of the hall, neatly covered with a tarpaulin, stands a war chariot, which can be harnessed to a mount with MOV 5 or more. The chariot slows the mount by 1, but gives the driver +1 ME in addition to the mount. If the adventurers have a suitable draught animal, one of them may take it along.
43–50 • Agents of the Dark Elves
Inside the warehouse all seems quiet. Bolts of cloth are stacked in rows. Suddenly three dark elves slip out of the shadows and attack with their poisoned scimitars – ME! If an adventurer is injured by the dark elves, he dies at the end of his next turn from the poison. If the dark elves do not win in the first combat round, they flee. (3 dark elves: CS 3D6+12, AR 3, bandits) / 1 Fame! They possess (D10x10) Gold, an antidote and a masterwork leather armour. Continue with D100 on the upper floor or in the cellar!
51–60 • Ragged Adventurer Group (XXX)
After the group has gained access to the warehouse, inside it they meet a crowd of adventurers who look much like themselves. Do they want to show them where the exit is – ME? / (Adventurer group: CS as the group +1, AR as the group's first adventurer, bandits) / 1 Fame! and a magic masterwork two-handed hammer +3 of Whirlwind Attack, as well as (NS D100). Continue with D100 on the upper floor or in the cellar!
61–65 • Is That a Stable? (XXX)
The ground floor of this warehouse is evidently being used as a stable for the time being. Straw bales lie about, and a few compartments for mounts have been built from wooden boards. In one of them stands a (D6) (1:) noble pony (MOV 5, ME +0). (2–3:) riding horse (MOV 5, ME +0). (4:) noble riding horse (MOV 6, ME +0). (5:) warhorse (MOV 5, ME +2). (6:) nag, and beside it the matching wagon (MOV 2). If the adventurers want to leave the animal standing, continue with D100 on the upper floor!
66 • The Little Casket (XXX)
In the run-down storage room inside, nobody has evidently tidied up for a long time. Boards, beams, roof tiles and other building material lie higgledy-piggledy. Behind a pile of old doors lies a dead wizard, whose face is covered all over with festering red spots. What may have killed him? In his stiff hands he holds a finely carved wooden casket. Who wants to open it? / (D6) (1–2:) The casket is a trap! / (Not disarmed:) A yellowish gas cloud envelops the adventurer. He must pass a STR roll, or he gets red spots all over and a poisoning, from which he dies at the end of the next turn. (3–4:) A small kobold hops out of the casket, laughs nastily, curses the adventurer and then disappears down the stairs. Continue with D100 in the cellar! (5:) In the casket lies a flawless diamond worth 200 Gold. (6:) From the casket a white mist rises and forms the ghost of a restless knight with a greenish glowing two-handed sword. It attacks the group at once – ME! To fight the ghost, magic weapons are needed. (Restless knight: CS 1D6+6, AR 3) / 1 Fame! The knight possesses a magic masterwork two-handed sword +2. Continue with D100 on the upper floor or in the cellar!
67–69 • Bread for Winter
Inside the warehouse the adventurers see a gigantic store of hundreds of sacks, filled to the brim with breadcrumbs. Evidently it is a secret food store of the half-ducks. Five half-ducks in dark-blue hooded cloaks leap out at once, to defend their survival rations with drawn blades – ME! Wizards cannot cast spells, because the quacking is too loud. (Half-duck guards: 5D6+11, bandits) / 1 Fame! One of the half-duck drakes carries a magic short bow +2 of Attentiveness. It may be used by dwarves, halflings and half-ducks. Continue with D100 on the upper floor!
70–76 • The Abducted Sigisberth von Breznberg
In the middle of the hall four sinister-looking rogues with clubs stand around a weeping youth bound to a chair, dressed in very expensive but torn clothes. Do they want to free the child from his plight – ME+RA? / (4 rogues: 4D6+13, AR 2, bandits) / The young Sigisberth is the only son of the Baron von Breznberg of Traumburg, who is overjoyed that his abducted son was rescued unharmed. The group has the choice between 2 Fame!, or 40 Gold, or even knighthood!
77 • Grateful Raven (XXX)
Locked up in the warehouse, a half-starved raven with a broken wing flutters about on the floor. Does someone want to heal it magically? / (No:) Continue with D100 on the upper floor! (Yes:) The old raven joins the adventurer. He makes sure that the group is spared, at some point, the unpleasant consequences of one chosen event in Traumburg or Abendheim, after it has been read aloud, and then flies away. Continue with D100 on the upper floor or in the cellar!
78–80 • Unexpected Help
On the ground floor of the warehouse, dwarf Grobi introduces himself to the adventurers. "My master says I am to give you this." He hands the group a wax talisman and a healing potion and takes his leave curtly. Continue with D100 or 90+2D10 in the cellar!
81–91 • Fliegenbach's Guards
The warehouse evidently belongs to the great Fliegenbach trading empire, for here 4 guards in violet-yellow surcoats provide protection and order. They attack at once – ME+RA! (Guards: 4D6+15, AR 1) / (Loss:) If the adventurers lose, they must pay 100 Gold in fines, or spend the next round in a damp hole in the debtors' tower of the city, if they do not have the gold. (Win:) 1 Fame! and a bottle of rum! Continue with D100 or 95+D10 in the cellar!
92–93 • Gravestone Storage (XXX)
When the first adventurer enters the dimly lit hall, he sees a considerable number of gravestones lined up. Does he succeed in a MOV roll? / (No:) Trap! The first adventurer steps into a bear trap laid at the back door and receives an injury. Continue with D100 on the upper floor! (Yes:) Luckily the foremost adventurer spots the bear trap on the floor in time. Between the unmarked marble gravestones he also finds a masterwork two-handed hammer. Continue with D100 on the upper floor or in the cellar!
94–96 • Baron von Wirsingfeldt (XXX)
As the adventurers sneak into the warehouse, they are suddenly seized on both sides by guards with lanterns and dragged before Baron von Wirsingfeldt. "Here one happens to come by just to see to things, and already one finds a bunch of shady rabble! Can you at least pay your 20 Gold tax to me?" / (Yes:) "Well, at least something!" says the baron. "And now get out of my warehouse, if you please!" (No:) "You miserable creatures! Make yourselves useful and clean out the sewers!" Continue with cellar 99!
97 • Skunk (XXX)
The warehouse holds only a few empty crates. But behind an open chest the first adventurer suddenly discovers a black-and-white striped furry animal with a bushy tail. Frightened, it turns to flee and sprays the equally surprised adventurer with a stinking substance in the face. Only a successful MOV or DEX roll can save the adventurer from it. / (Yes:) Continue with D100 on the upper floor or in the cellar! (No:) The adventurer now stinks absolutely disgustingly. He must always walk last from now on. The stench only disappears when the adventurer uses a perfume, or when the group rolls 01 or 100 for an event. Perfume can be bought in Gylravar for 10 Gold. Continue with D100 on the upper floor!
98–99 • What Can Be in the Huge Chest? (XXX)
In the middle of the warehouse stands a large chest. It is so big that a wagon could well fit inside it. What might be in it? Do the adventurers want to look inside? / (No:) Continue with D100 on the upper floor! (Yes: D6) (1:) The chest is empty. Continue with D100 in the cellar! (2–3:) In the chest is a large cactus demon, which shoots the first two adventurers with its spines. If these fail a MOV test or an AR roll (whichever they choose), they receive a cursed injury. It tries to flee the warehouse; if the adventurers want to prevent this with magic weapons – ME+RA? / (Cactus demon: 2D6+8, AR 2) / 1 Fame! (4–5:) In the chest stands a life-size statue of the lizard god Ka'Tshekk, which kills instantly anyone who touches it. Its emerald eyes gleam threateningly, and each adventurer who fails an INT test receives a Curse!. Continue with D100 in the cellar! (6:) In the chest is a young green dragon, and it seems very angry. Its spiteful gaze pierces the first adventurer while it exhales its poison cloud. Everyone who fails a STR test receives –2 on every roll in this turn – ME! (Green young dragon: CS 3D6+15, AR 3) / 1 Fame! From the dragon's blood a cleric can brew up to three antidotes, if he passes a DEX roll for each.
100! • Black Powder (XXX)
Barrels everywhere, marked "Caution!". The adventurers look more closely at the contents in the torchlight. It seems to be a black powder. The clumsiest of them must make a DEX test / (Failure:) He accidentally sets the powder alight, and the warehouse spectacularly blows up. Everyone receives D3 injuries. Plate armour prevents one injury, and a successful MOV test does so as well. (Success:) The adventurers keep their distance from the explosive crates and can follow the stairs down. Continue in the cellar!
Upper Floor (15–45 Honor!)
The adventurers already notice on the stairs up how dangerous it is here. If the group has less than 15 Honor!, it can still turn back and leave the warehouse.
1–2 • In Rum Lies the Truth
The adventurers stomp up the worn wooden steps, but the upper floor is almost empty. Only (D3) bottles of rum and a sack of coal stand about.
3–5 • Old Hard Cases
In the upper storey there is a run-down room in which a few beggars have made themselves sleeping places. They ask the adventurers whether they could spare some gold for food and rum for "old hard cases." / (Nothing:) One of the beggars takes out one gold coin and gives it to the adventurers, because they are evidently so poor. (1 to 4 Gold:) The beggar thanks the adventurers heartily. (5 to 8 Gold:) A beggar gives the adventurers, in thanks, a water-breathing potion, with which one can breathe under water. (9 to 17 Gold:) The group receives an iron key as thanks. (18 or more Gold:) The adventurer receives a strength potion from the beggar. (1 bottle of rum:) The beggar's eyes well up with joy, and he gives the adventurer his (MT 80+D10).
6–8 • Map to Archaea
Sir Knight Alexandrius lies dying of a terrible, cursed injury in the attic of the warehouse. Can someone heal him? / (Yes:) If the adventurers want to, they receive 1 Fame! "Many thanks, you dear people!" The knight gives the adventurers an iron key as thanks, but deducts 10 Gold in tax from them. (No:) "Free my brother from the citadel of the evil Dragan!" the knight breathes as he dies, and hands the adventurers a sea chart to the island of Archaea. If they sail the sea by boat, they can switch to the Archaea game board.
9–12 • Chest in the Rubble
On the upper floor of the warehouse the adventurers see nothing but a heap of rubble. After a brief search, however, they find a silver chest beneath it. Can they open the chest? / (Yes: D6) (1:) The chest holds a golden key and 30 gold coins. (2:) The chest holds (NT D100–20). (3:) The chest holds a potion, namely (MT D10). (4:) The chest holds a map fragment with a secret access to the Underground Arcades of Traumburg. The adventurers can visit the Arcades at any time and immediately start with event UA 13. Quest: UA 13! (5:) The chest yields a magic silver mask. A thief gets +1 on Assassinate and Ducking rolls with it, but only if he wears it from now on at all times. If he takes it off, it loses its magic and is worth only 5 Gold. (6:) It contains a magic masterwork surcoat AR 2 and a spell scroll (spell D6+1).
13–15 • Master Vintrello
The group meets the thief Vintrello on the upper floor of the warehouse, who has quartered himself here unnoticed for a short time. For 20 Gold or 1 Fame! he teaches an adventurer of his profession the skill Stealing, Ducking or Alertness.
16–22 • Poisoned Love Letters
The group finds an iron chest upstairs in the warehouse, chained to the wall. Can someone open the chest? / Trap! Whoever tries to open the chest without a key is struck by a poisoned needle. Each adventurer who has learned Trap Disarming may try to prevent this. The one struck dies at once unless he passes a STR roll with –2. ... Besides several bundles of old love letters, the chest holds a small casket with a pearl necklace worth 50 Gold and a magic masterwork dagger +1 of Water Breathing.
23–29 • Wild Giant Wasps
The group unexpectedly comes upon a nest of aggressive giant wasps on the upper floor. They are suddenly everywhere – ME! The worst-armoured adventurers are injured first. (Giant wasps: CS 6D6+15) / 1 Fame! A cleric can brew an antidote from the wasps' stings.
30–35 • The Ghost of the Countess
In a room hung with countless black cloths stands a closed silver coffin with burnt-down candles on it. It stinks almost unbearably of decay. Do the adventurers want to enter, or rather search elsewhere? / (Search elsewhere:) Make another roll with 50+2D10. (Enter:) Before the adventurers can do anything, the ghost of a noble lady with a glittering dagger floats through the closed coffin lid, and from behind the cloths two ghost servants step out with two-handed clubs and attack. The ghosts can only be fought with magic weapons. (Baroness with servants: CS 3D6+12, AR 1) / 1 Fame! The silver coffin can be opened like a silver chest. / (Open:) Inside, beside the decayed corpse, are a small bottle of expensive perfume, a gilded, gem-set magic masterwork dagger worth 180 Gold, and (NT D100–20).
36–41 • Old Neck-Pincher
The upper floor seems empty. But then the last adventurer is attacked from behind by an old neck-pincher (Halszwicker). The three-metre-long insect tries to bite him – ME! Damage goes first to the last adventurer. The frontmost adventurer cannot take part in the fight in the first combat round. (Neck-pincher: CS 3D6+12, AR 2) / 1 Fame!
42 • Dead Thief under Boards
Evidently a corpse was hidden badly here. A boot sticks out from under a heap of boards, and a dead thief comes to light beneath them. Under his black cloak is found (D6): (1:) (D100) Gold. (2:) a Potion of Flight. (3:) a healing potion. (4:) a silver magic masterwork sword +2. (5:) a set of masterwork lock picks +1 for opening locks. (6:) a blue Mask of Trap Detection. An adventurer who has learned Trap Disarming gets +1 on his roll; anyone else can disarm traps on a roll of 6 on D6. The mask is magic and loses its magic as soon as it is taken off. Only from a dead person can it be removed without losing its magic. The mask can be noted in the skill line, or behind Trap Disarming.
43–49 • Harpies
A large part of the roof has collapsed. Moonlight falls through the hole, and the adventurers can see several harpies in the night sky. The dreadful bird-women are armed with bows and circle above their heads. Do they want to shoot at them – ME? / (Printed code: NK, i.e. ME, although the text says "shoot". Transcribed as printed.) (5 harpies: CS 5D6+15) / 1 Fame! One of the harpies drops a (talisman D10+1).
50–55 • The Gnawing of the Rats
A scratching, gnawing, scraping sound comes from above as the adventurers climb the creaking steps. Suddenly four ratmen with short spears attack them – ME! Only the front three adventurers can fight. (Four ratmen: 4D6+11, AR 1, bandits) / 1 Fame! The ratmen own nothing of value, but a sack of herbs lies about, from which a cleric can brew a Break Curse potion, or which can be sold for 10 Gold.
56–57 • Secret Meeting of Wizards
The adventurers come to a door behind which several people are quietly talking in a foreign language. Do they want to enter? / (Yes:) A candle burns on a round table, around which sit 7 men and women in long robes and colourful hats. The group has evidently burst into a meeting of wizards. These are very displeased and cast dark looks at the adventurers. At once two magic missiles whiz around the first adventurer's ears and inflict (D2) injuries on him. The wizard, or the adventurer in position (D3+1), receives a Curse! The group flees headlong out of the warehouse.
58–59 • The Wrong Group in the Right Place
The adventurers come to a door behind which several people are quietly talking in a foreign language. Do they want to enter? / (Yes:) A candle burns on a table in the middle, around which sit five servants of a nobleman, dressed in violet-yellow. "So there you are already!" says one of them to the adventurers. Does the most intelligent of them pass an INT test? / (Yes:) The answer was evidently evasive enough, for the fellow goes on: "Very well, here are, as agreed, your 50 Gold in advance and the map that leads you to the Grotto of Merciful Death." Quest Kl96. The group grabs it and hurries away before the mix-up is discovered. (No:) The answer was evidently wrong, for the five reach for their halberds and demand that the adventurers leave – ME? / (Servants of Fliegenbach: CS 5D6+22, AR 1, bandits) / 1 Fame! The fellows possess a magic masterwork halberd +3, (50+2D10) Gold and a map to the Grotto of Merciful Death – Quest Kl96.
60–65 • Rotten Floorboards
Creaking steps lead upward. On the upper floor the adventurers come upon large cobwebs. A giant cross spider has taken up residence in one room, and its many small eyes glitter maliciously in the torchlight. Do the adventurers want to attack it – ME+RA? / All adventurers with metal armour or heavy objects break through the rotten floor and cannot take part in the fight. (Giant Araneida: CS 2D6+8) / 1 Fame! In the spider's web the adventurers find (2D10+30) Gold and a magic halberd +2.
66 • Cursed Trap!
As the adventurers carefully climb the stairs toward a door, a blue flash suddenly shoots out of the lock. Trap! / (No:) A curse! strikes the adventurer in position (D2), and in addition he receives a cursed injury! (Yes:) The bluish discolouration at the keyhole was discovered just in time, and the evil magic fizzles out without hitting anyone. Immediately roll an event with 70+2D10!
67–72 • Bolt Trap
As the adventurers carefully walk along a passage toward a door, something goes "click" quietly under the floorboards. Trap! / (No:) Crossbow bolts shoot out of both walls. Each adventurer who fails his MOV test takes D6 damage points. The group retreats from the warehouse. (Yes:) The bolt trap was discovered in time, and the bolts whistle into empty space. Behind the door the group finds a silver chest. Can they open the chest? / (Yes:) Inside are 50 Gold and (MT D100+11). (The printed text gives no branch for the group declining to open the chest.)
73–76 • The Knocking Barrel
On the upper floor stands a sealed barrel from which an urgent knocking can be heard. Do the adventurers want to open the lid? / (D6) (1:) Inexplicably, the barrel is completely empty. A hallucination? (2–3:) A magic flying mace +2 floats out. If the last adventurer passes a DEX roll, he can catch it. (4–5:) A three-legged goblin appears and hurries away as fast as it can. The adventurers can follow it immediately down into the warehouse cellar, if they are brave enough. (6:) A kobold springs out of the barrel and accompanies the group in thanks for as long as it stays in the city. The kobold has an INT of 4 and has mastered Trading!
77 • Little Angel
The group meets a small flying angel with a golden lyre. It joins the group's cleric if the cleric passes an INT roll. / (Yes:) On a roll of 1 on D6, the angel gives the cleric an additional miracle in every turn. The angel disappears by preventing the cleric's next injury.
78–83 • Band of Half-Elf Thieves
A band of four half-elves has set up camp here. Is a thief or a half-elf in the group? / (Yes:) The adventurers join them and for 5 Gold receive from the band a map showing how to find the demon city in the gorge, where magic treasures lie about in abundance. Quest Sh66! (No:) The half-elf thieves threaten the adventurers and suggest they leave their territory at once – ME+RA? / (Half-elf gang: CS 4D6+24, AR 3, bandits) / 1 Fame! The gang possesses 1 bottle of rum, 1 water talisman and 30 Gold, and also a map to the demon city. Quest Sh66.
84–89 • Band of Outlaws
An eight-strong band of ragged outlaws has made itself comfortable in the warehouse. They circle the adventurers and ask them for a small gift. What do the adventurers give the outlaws? / (Something worth more than 15 Gold:) The adventurers are invited to a drink of rum. The adventurer in position (D3+1), however, has something stolen that evening, and nobody admits to it. (Something worth 15 Gold or less:) The outlaws rob each adventurer of one item, or a fight follows – ME! / (Outlaws: CS 8D6+12, bandits) / 1 Fame! The outlaws have (D3 bottles of) rum, 20 Gold and a map to an entrance to the Arcades under the city. Quest St100.
90–99 • Privy Councillor Dr. Oldenburg
The group stumbles upon an ajar office door, on which "Privy Councillor Dr. Oldenburg" is written, and from which candlelight shines. The man inside, dressed in black, looks up in surprise and, with a drawn dagger, orders the adventurers to leave at once. Do they follow his instruction? / (No:) The agent throws his dagger at the first adventurer, jumps out of the window and flies away. The one hit must pass a MOV or AR roll, otherwise he receives an injury and a poisoning, which inflicts another injury on him at the start of the next turn. ... In the office are (10+2D10) Gold and a (MT D100).
100 • Rotten Roof Beam
The adventurer in position (D3) is struck by a falling rotten beam if he fails a MOV test. (D2) injuries!
Cellar (from 25 Honor!)
The adventurers climb down the damp stone steps of a spiral staircase into the cellar. On the steps, however, they already notice that great danger threatens here. Adventurers with less than 25 Honor! can still turn back here.
(The printed table has no entry numbered 33 in the cellar; the entries run 26–32 and then 34–41, as printed.)
(Events 34–41 and 42 refer to "special rules Uran" (uranium stone and uranium key). Those rules do not appear anywhere in this 8-page document, so none are transcribed here; the references are kept as printed.)
1–2 • Demon Skin
The group discovers, in the vault beneath the warehouse, the bleeding corpse of the royal paladin Roland von Oranien. His gold talisman and the two-handed sword "Dämonenhäuter" lie beside him. It is a magic masterwork two-handed sword +5 of Charge.
3–6 • The Merchant's Retirement
The group finds a remote cellar room in which a silver chest is chained. Can someone open the chest? / (Yes:) Inside the chest are a mouldy, barely legible testament of a merchant and (MT 60+2D10).
7–9 • Debt Kobold
The adventurers come to a heavy, iron-bound door. In the room behind it, a kobold with a hideously coloured ribbon round its neck sits at a desk. It is evidently a branch of the Wizards' Bank. Each wizard here receives 200 Gold at once. As soon as the group at some point owns enough gold and gems, however, 400 Gold is collected by teleport by a debt kobold. If the wizard fails his INT roll, he is even forced to take out the loan. He receives a –400 Gold Wizards' Bank memento coin with the magic eye on it, so that he does not forget his debts and the Wizards' Bank is informed of the group's balance at all times.
10–11 • Pirate Grauselda
The notorious pirate Grauselda is chained up in a cold cellar hole. Rats disappear into their holes as the adventurers enter. Do they want to free the seafarer who has fallen out of favour? / (Yes:) As thanks, Grauselda teaches one adventurer any seafarer skill, or Whirlwind Attack to mastery, for only 1 Fame! ... After she has left the group, however, the money of the richest adventurer leaves with her as well.
12–13 • Witch Grimalda
In an iron cage on the damp floor, a coughing witch is imprisoned. She begs to be let out. Do and can the adventurers open the iron lock? / (Yes: D6) (1:) Grimalda teaches a wizard Ice Storm to mastery for 1 Fame! (2:) The witch curses the adventurer in position (D3) and flees. (3:) As thanks, Grimalda gives the adventurers a wax talisman. (4:) The witch thanks them with 1 Gold. / Whoever takes it receives a poisoning and dies, unless he passes a STR roll. (5:) Grimalda thanks them with 1 Gold. (6:) Grimalda teaches a cleric Curse-Breaker free of charge, or Curse-Breaker to mastery for 1 Fame! and 50 Gold.
14–20 • The Great Crawling
The group comes upon, in the cellar, a room full of old crates that has been spun over by a giant spider. In the threads a motionless human-like being seems to be wrapped. Do the adventurers want to go in? A dead elf thief hangs in the web, and beside it lies the dead giant spider, from whose body a masterwork silver dagger protrudes. Suddenly the adventurers see a man-sized cocoon split open behind the crates. A hundred hungry giant spiderlings are suddenly everywhere – ME! (Giant spiderlings: CS 5D6+20) / 1 Fame! In the dead elf's pouch are (MT 50+D100) and 50 Gold.
21–25 • The Great Black Widow
The group comes upon, in the cellar, a room full of old sacks that has been spun over by a giant spider. In the threads a dead, human-like being seems to be wrapped. Do the adventurers want to go in? Behind the sacks an impressively large specimen of the black giant widow suddenly leaps out. It has only one thing in mind: to lay in more supplies from adventurers – ME! The first adventurer who receives an injury from the giant widow must pass a STR roll with –1, or he dies at once from its poison. (Great giant widow: CS 6D6+12) / 1 Fame! In the spider's web hangs a dwarven seafarer, who has wrapped a leather loop around his wrist. Hanging from it is a magic two-handed axe +4 of Survival, Urwald.
26–32 • Spear Pit
The group advances carefully through a vaulted passage when suddenly the floor under the first two adventurers gives way. Trap! / (No:) Both adventurers must pass a MOV test with –1 to avoid falling into the spear-studded pit below. Whoever falls in receives (D2) injuries. (Yes:) The group may push on further into the cellar. Immediately roll an event with 50+2D10!
34–41 • Rat-Ogre
The cellar room, which the adventurers enter through a heavy wooden door, seems to have another, dug-out entrance as well. Inside wait four ratmen, accompanied by a gigantic rat-ogre. The shaman among them envelops the group's wizard at once in a red-glowing poison cloud, which inflicts one injury on him immediately and another at the end of the turn. If there is no wizard, the foremost adventurer takes the poisonous vapour. Then they attack – ME+RA! (Ratmen and rat-ogre: CS 5D6+18, AR 2, bandits) / 1 Fame! The ratmen's shaman carries a red-glowing uranium stone. A wizard who carries it can cast one additional spell per turn. See special rules Uran!
42 • Uranium Key
The cellar is empty and makes a dull impression. Does a thief pass an INT roll? Trap Disarming gives a bonus of +1. / (Yes:) In a crack in the floor something seems to glow reddish. As he lifts the loose floor slab, a uranium key comes to light in a cavity beneath it. See special rules Uran!
43–49 • Disguised Dark Elves
Five soldiers of the king seem to be present in the cellar. The adventurers quickly realise, however, that they are disguised female dark elves, who at once attack with poisoned silver swords and crossbows – ME+RA! Adventurers who are injured die at once from the poison. (5 female dark elves: CS 5D6+22, AR 2, bandits) / 1 Fame! The evil she-elves possess 60 Gold, a magic masterwork silver sword +3 of Armour-Piercing and a magic masterwork crossbow +2.
50–54 • Fighting Dogs
One hears only a faint scratching of paws on stone. Then suddenly five evil, snarling, leather-armoured fighting dogs with spiked collars fall upon the adventurers out of the darkness – ME! (5 fighting dogs: CS 5D6+20, AR 2) / 1 Fame! The fighting dogs own nothing of value, but the adventurers can push on further into the cellar. Immediately roll an event with 60+2D10!
55–57 • Secret Passage to the Harbour
A secret passage leads from the cellar straight to the harbour of Traumburg. At the exit door stands a locked iron chest. Can someone open it? / (Yes:) In the chest (D6) (1–2:) lies a considerable sum of (50+D100) Gold. (3–4:) are five of Dr. Kugelschreiber's air bottles. Description: see St20 (a reference that this expansion does not reproduce). (5:) lies (MT D100+20). (6:) lie a gold key and a fairly good map leading to the deadly pyramid of the lizard king. Quest: Ds95!
58–64 • Dark Cult Site
The cellar consists of a large pillared hall, dimly lit by fish-oil candles. The room is filled with the murmuring of countless believers wrapped in cowls. The adventurers are noticed by four guards, who attack at once – ME+RA! If the adventurers win the first combat round, they can flee. Otherwise further guards rushing in overwhelm, injure and rob them. (Cult site guards: CS 4D6+16, AR 3) / 1 Fame! One of the guards has a masterwork shield. The group flees quickly from the large guard troop that comes running up.
65! • The Sacrifice Ritual
The adventurers come to a spacious hall in the cellar, from which gloomy chants resound. Seven figures in dark-red hooded cloaks, carrying silver daggers, stand around a circle of blood-soaked sand sprinkled on the floor. In the middle lies a naked woman, who is breathing her last in convulsive movements. Do the adventurers want to put an end to the dark deeds – ME+RA? / (7 cultists: CS 7D6+15) / (Flight or loss:) The adventurers are not strong enough to face the many cultists and are driven back, while in the middle a fiery portal to hell opens and a legion of demons appears behind it. The surprised cultists and the adventurers flee, while cruel fiends take possession of the entire city. Traumburg is now a Demonic Traumburg!!! (Victory:) Because the ritual was disturbed, the demonic portal opens only briefly and draws the panic-stricken hooded bearers into the burning hell that opens up behind it. Traumburg is saved! 2 Fame! and on the floor there still lie a masterwork silver dagger and a gold key.
66! • The Open Gate
The adventurers come to a spacious hall in the cellar, from which screams can be heard. A severed leg flies past them as they look in. In the middle is a large magic gate of swirling fire, from which a fire-red demon with black horns and a jagged obsidian sword is just climbing. It laughs so evilly that even the half-ducks are struck speechless. Many more can be seen behind it. Do the adventurers want to attack the demon – ME+RA – or flee? / (ME+RA:) The fire-red demon is immune to fire. (Fire demon: CS 2D6+22, AR 3, bandits) / 3 Fame! Once the adventurers have defeated the demon, they can destroy the gate with a Curse-Breaker or a Holy Ray, or on a roll of 6 on D6 by pelting it with a talisman. Otherwise they must flee after all (see below: Flight). (Flight:) More and more demons of every kind come through the gate and finally flood the whole city. Most of the inhabitants flee their houses in terror into the countryside. Traumburg is from now on a Demonic Traumburg!!!
67–70 • Rats Everywhere
In the cellar of the warehouse there are rat-men swarming everywhere. Six of them attack the adventurers – ME! (Rat-men: CS 6D6+12, bandits) / 1 Fame! The rats possess a masterwork sling and (2D10) Gold.
71–80 • The Gladius Group
Beneath the warehouse the adventurers come upon a conspiratorial meeting of three black-clad assassins. They are in a bad mood that their underground hideout has been discovered, and they attack at once with their swords – ME! (Assassins: 3D6+20, AR 3, bandits) / 1 Fame! One of the sinister members of the Gladius group possesses a Fireball spell scroll. Also, a sack holds no less than 170 Gold and a bronze key.
81–84 • Necromancers' Laboratory
Countless steps lead the group through winding passages directly into the laboratory of the seven mad magicians. Here unholy fiends are brought to life in bubbling vats. One of the evil necromancers has spotted the adventurers and mutters something into his beard. Do the adventurers attack – ME+RA? / (No:) The adventurers withdraw instead, but the last of them is still hit by an evil curse! (Fight:) (Necromancers: 7D6+7, AR 1, Curse!) / 1 Fame! In the laboratory are Ered's alchemy pot (MT 70.1) and 15 Gold. (Printed as "MS 70.1"; the value is transcribed as printed.)
85–88 • Three Undead Knights
In the cellar the group meets the three fully armoured knights Darius, Martin and Torben, who are spending the evening here with books and theatre. They invite the adventurers to watch. Does the cleric or half-elf of the group pass an INT roll? / (Yes:) These are evidently vampires. The adventurers must fight to escape a worse fate – ME! (3 vampires: CS 4D6+18, AR 5, bandits) / 1 Fame! The knights have a magic masterwork shield and a magic masterwork two-handed sword +5 of Berserker. In addition (D100) Gold. (No:) The group notices too late that the three knights are cursed vampires. They are drained by them and receive an injury. On top of that, everyone is robbed as well.
89–96 • Blood Feast
The stairs lead down through an iron door. In the vaulted cellar behind it, dozens of candles burn. To the monotonous beat of drums, scantily clad half-elves, half-orcs and humans of both sexes writhe about. It seems to be a feast of a special kind. Does the cleric or half-elf of the group pass an INT roll? / (Yes:) This seems to be a gathering of vampires, at which everyone who is not invited is the food! The group slips away quickly before the hosts notice them. A thief can, however, rob one of the vampires if he has mastered Stealing. / (Yes:) He seizes (MT 46+D10). (No:) The adventurers are completely lulled by the music and enchanted into dancing. Suddenly they realise that they have landed at a feast of vampires, but by then it is too late. Each adventurer is drained and receives an injury.
97–98 • Corrosive Slime
It was not a good idea to go into the cellar. A pungent smell suddenly hangs in the air, and there the adventurers are surrounded by a green slime that seems to flow from the walls and ceiling everywhere. Whoever fails a MOV roll is struck by the slime and receives an injury from corrosion. ... If injured adventurers then fail an AR roll, they receive a further injury. On an AR test roll of 1, the armour dissolves and is destroyed.
99 • Sewer System beneath the City
In the cellar there is ankle-high water all over the floor. One wall seems to have collapsed. The masonry is completely crumbly and waterlogged. The gap that has formed leads directly into one of the tunnels of the sewer system under the city. It is certainly a dangerous dungeon!
100 • Underground Arcades
If the most intelligent adventurer or the thief (both may roll) passes a DEX roll, they find in the cellar of the warehouse a secret door that leads much further down. It does not look as though this passage has been used in recent years. It is undoubtedly a very dangerous dungeon!!
101–102 • Thorn's Study
A chill runs down the adventurers' bones as they discover in the cellar the icy study of the dwarven wizard Thorn and his five ice wolves. "Your curiosity will cost you dear, you would-be heroes!" he calls out, and at once conjures an Ice Storm. Then he sets his bloodthirsty beasts on the adventurers – ME! The penniless adventurers must re-roll, once each, every 6 rolled for the fight during the ice storm. (Thorn and his 5 ice wolves: CS 6D6+14, AR 3) / 1 Fame! Thorn possesses a magic dragonskin surcoat with AR 3 and (D100) Gold.
103–104 • Fliegenbach, the Arch-Villain!
The group goes down into a lit cellar room. There is an empty bronze cage there and four guards, who attack at once – ME! (Guards: 4D6+16, AR 2, bandits) / 1 Fame! Does the thief succeed in a Trap Disarming roll, or the most intelligent adventurer in an INT roll (both test)? / (Yes:) The adventurers discover a secret door, which leads into a candle-lit, spacious pillared hall. There, seven figures in dark-red hooded cloaks have gathered around a bound fairy lying on the floor, and they are chanting threatening demonic songs. One of the cultists pushes back his hood, and the adventurers recognise the immensely rich merchant baron Fliegenbach. "Seize them!" he shouts, and the six hooded figures and two guards throw themselves at the group without hesitation – ME+RA! (Cultists and guards: CS 8D6+21, AR 2) (Loss:) All injured adventurers are bound and, in the following ritual by Fliegenbach, sacrificed together with the fairy by a dagger thrust. The dying must watch as a demonic gate to hell opens and a legion of demons floods the city. Traumburg is from now on a Demonic Traumburg!!! (Victory:) The adventurers beat the cultists and take them all prisoner. In addition they find (NT 100+D100). Fliegenbach is handed over to the city watch and locked in the debtors' tower of Traumburg until the king passes judgement on him. The group receives 3 Fame! The fairy, however, happily returns to her homeland in the primeval forest, unless at least 3 adventurers pass an INT roll and can persuade her to join the group.
105–106 • The Sacrifice
In the cellar of the warehouse a fairy is imprisoned in a bronze cage. "Please free me! They want to sacrifice me in a ritual!" she begs the adventurers. Can they open the bronze door? / (Yes:) The fairy Liara knows the spell Strength and is incredibly glad to be able to join the group. (Read on immediately at "No:".) (No:) Suddenly three dark-red hooded cultists come into the prison room with daggers, accompanied by two guards with halberds. They attack at once – ME! (Cultists and guards: CS 5D6+16, AR 2, bandits) / 1 Fame! One of the cultists has a bronze key. Also (2D10) Gold.
107–108 • The Grey Giant
In the rear cellar room the adventurers find a chamber with a glass coffin. In it lies an unknown grey-skinned man of superhuman size. He seems outwardly unharmed, but is nonetheless dead. All attempts to open the glass lid fail without result. Beside the coffin the adventurers find a map of a secret labyrinth in the Underground Arcades. Quest: UA 42!
109–110 • Wellenborg's Treasury
The adventurers go down the stairs, but after a few metres they suddenly stand before a locked silver portal with beautiful wave and fish ornaments. Can one of them open the lock? / (Yes:) The portal finally swings open, and behind it the astonished group sees the treasury of the Wellenborgs. It holds (NT 100+D100).