TEXT: Adventuring Parties (10): Sets of 3 adventurers 
  with a backstory and tactics to tie them together so 
  you can easily bring them into the game. You can 
  add an adventurer or hireling to up the difficulty.
  Adventurers (30): All of the adventurer info 
  from the book, plus each has a light backstory, a 
  list of items you might gain from a loot roll, and 
  information they could reveal under torture.
  Hirelings (2): The hirelings in the book with an 
  example passive, offensive move, and defensive 
  move for each.
  Random Stuff (36): Each card contains a single 
  result from each random table in the book. Just pull 
  a card instead of looking up the table and rolling.
  Ben Nielson
  Writing & Layout
  Victor Costa
  Illustrations
  Ken Stine
  Writing
  Toolkit Deck
  Cards in This This Deck
  
  GOING FERAL
  POWER STRUGGLE
  1. Play stops and a discussion begins. “Okay, 
  what’s the most impulsive thing I can do 
  right now?” Replace impulsive with your dark 
  impulse. This is a brainstorming session where 
  everyone throws out one idea.
  2. Make a decision. Take in all the ideas and choose 
  one or go with your own. The player always 
  makes the final call on the action they take.
  3. Act immediately. You take the spotlight and act 
  on your impulse. You can use abilities without 
  spending stress on this action.
  4. Take a dark heart. It feels good to give in, even 
  when you fail.
  1. Start the struggle. Roleplay through the initial 
  parts of the conflict, describing how your PC 
  tries to get their way.
  2. Choose an action and roll it. When you need to 
  know who won to move forward, roll an action 
  that fits your description as a fortune roll.
  3. Compare results. If there is a clear winner, 
  move on. If it’s a tie, return to step 1 and narrate 
  further, choosing a different action.
  4. The winner narrates their win. Describe how 
  you got your way.
  5. The loser narrates their reaction. Keeping in 
  mind that you lost, you get the final word on 
  what your character does in response.
  Useful Processes
  
  you’re a monster, so act like one
  Your character is a monster. They’re evil. They 
  don’t have human hang-ups. They look at the world 
  differently than humans do. Try to get into that 
  mindset. Don’t be afraid to throw other characters
  into harm’s way, though remember that monsters 
  can have friends, too.
  Player Best Practices
  describe what’s going on
  don’t be a weasel
  After you roll, take the reins and tell everyone 
  what’s happening. Even if a consequence is coming 
  your way, narrate up to the point where the GM cuts 
  in to tell you how everything went horribly wrong. 
  The more you describe your actions, the better the 
  story comes to life for everyone. As a player, you 
  should be narrating every roll you make.
  It’s natural to want to roll the most dice or exploit 
  some powerful loophole, but Wicked Ones isn’t 
  really a game to be won. Be honest about what 
  your PC is feeling or doing in a situation and let 
  the mechanics generate drama and push the game 
  forward.
  
  don’t run from danger, embrace it
  listen to your dark impulse
  it’s up to you to tell a cool story
  cheer for your dungeon
  The fun in the game happens when the biggest 
  stakes are on the line. Monsters don’t always 
  weigh risk vs. reward, and neither should you. If 
  you think something sounds fun to try, don’t talk 
  yourself out of it. Throw caution to the wind!
  If you’re not sure what your monster would do 
  in some situation, you can lean heavily on your 
  character’s impulse and see where it takes you.
  Every person at the table is there to enjoy the 
  same game and you all have the same level of 
  responsibility. Come to the session prepared, know 
  the rules, step up and drive action, jump into other 
  players’ scenes, and help make suggestions when 
  someone hits a wall creatively.
  Your dungeon will outlive any monster character 
  you’re playing - it’s the center of the story here. 
  Don’t worry about losing a character, just promote 
  a minion from a pack to a Wicked One or bring in 
  another fun-to-play monster.
  Why not choose the greater of two evils?
  
  The Academic
  The Academic
  The Academic
  The Academic
  
  OFFENSIVE MOVES
  POSSIBLE LOOT
  A poorly designed dungeon can often be bested 
  by simply memorizing every turn, something the 
  academic loves nothing more than to do as he delves 
  in search of treasure. He has also studied everything 
  from demons to doomseekers to truly know his 
  enemy. This has also proven to be quite lucrative.
    monster knowledge
    x-ray monocle
    summoning scroll
  Depending on your luck, you might find him to 
  be carrying a detailed map to a hidden treasure, a 
  magic scroll, a magnifying glass, an artisan toolkit, 
  rare materials, a Light Tongue to Dark Tongue 
  dictionary, or an enchanted monocle.
  DEFENSIVE MOVES
    teleportation scroll
    outthink a trick
    pose a riddle
  When broken, he might spill his guts about how to 
  improve your dungeon traps, a source of powerful 
  reagents, or a dark faction’s biggest weakness.
  The Academic
  The Academic
  The Academic
  The Academic
  PASSIVE
  Excels at navigating dungeon paths.
  The academic is CLEVER, but GREEDY.
  He seeks EXPLORATION on adventures.
  
  The Alchemist
  The Alchemist
  The Alchemist
  The Alchemist
  
  The Alchemist
  The Alchemist
  The Alchemist
  The Alchemist
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The alchemist dropped out of medical school - not 
  because of a lack of ability, but because she found 
  her true calling in melting, blinding, wilting, and 
  immobilizing 
  monsters 
  with 
  her 
  concoctions. 
  Thanks to her quick thinking and quicker mixing, 
  she has a draught for every situation. 
    melt lock
    make a door
    rapid mixing
  Depending on your luck, you might find her to be 
  carrying a vile of acid, a well-stocked components 
  satchel, a corrosion-proof apron, safety goggles, 
  slipless shoes, a vapor mask, a flask of mercury, or 
  sure-grip gloves.
  DEFENSIVE MOVES
    goo grenade
    smelling salts
    grease bomb
  When broken, she might spill her guts about a 
  noble’s ailment, a cache of dangerous chemicals, 
  or the plans to a secret weapon.
  PASSIVE
  Can use any tier 1 or 2 concoction on pg. 121.
  The alchemist is CLEVER, but IMPATIENT. 
  She seeks THRILLS on adventures.
  
  The Amazon
  The Amazon
  The Amazon
  The Amazon
  
  The Amazon
  The Amazon
  The Amazon
  The Amazon
  OFFENSIVE MOVES
  POSSIBLE LOOT
  A force of nature, the amazon is as powerful as she 
  is beautiful. With the flash of a smile or glint of 
  steel, she has tested her will against all manner of 
  monsters and cleared innumerable dungeons. In the 
  rare event she finds herself in trouble, beasts of the 
  land have been known to come to her aid. 
    charming smile
    kick down a door
    cleave in half
  Depending on your luck, you might find her to 
  be carrying a well-crafted sword, rare herbs, a 
  mind-bolstering bone necklace, a gourd full of 
  strong alcohol, a ceremonial comb, a runic tablet, or 
  a sash of wilderness comfort.
  DEFENSIVE MOVES
    beast protectors
    herbal remedy
    quick catch
  The amazon’s mastery of her will transcends 
  her physical body. She will not reveal useful 
  information, however cruel the torture.
  PASSIVE
  Has a very strong mind and willpower.
  The amazon is HONEST, but STUBBORN.
  She seeks CHALLENGE on adventures.
  
  The Aristocrat
  The Aristocrat
  The Aristocrat
  The Aristocrat
  
  The Aristocrat
  The Aristocrat
  The Aristocrat
  The Aristocrat
  OFFENSIVE MOVES
  POSSIBLE LOOT
  A paragon of high society, the aristocrat spends 
  much of his time at elegant affairs and plotting his 
  next political maneuvers. When he cannot solve a 
  problem with his purse and must get his hands dirty, 
  he does so with the masterful flick of his rapier and 
  his sharpest weapon, his tongue.
    challenge to a duel
    disarm opponent
    biting remarks
  Depending on your luck, you might find him to 
  be carrying velvet boots, an arrowproof cape, a 
  dancing rapier, a charm potion, a lineage seal, keys 
  to his personal safe, a snuff box, an engraved pocket 
  watch, or a party invitation.
  DEFENSIVE MOVES
    throw rapier
    riposte
    condescending look
  When broken, he might spill his guts about royal 
  secrets, hidden city entrances, or a valuable goods 
  shipment.
  PASSIVE
  Excels at one-on-one combat.
  The aristocrat is CONFIDENT, but BRASH.
  He seeks RESPECT on adventures.
  
  The Assassin
  The Assassin
  The Assassin
  The Assassin
  
  The Assassin
  The Assassin
  The Assassin
  The Assassin
  OFFENSIVE MOVES
  POSSIBLE LOOT
  There are plenty of noble reasons to risk life and 
  limb clearing out monster-ridden dungeons, but 
  the assassin doesn’t need any of them. Riches are 
  his only motivator and if he can get in and out 
  without ever being seen, he’s done his job well. When 
  discovered, though, he has plenty he can do about it.
    snatch item
    silent garrote
    sleeping poison
  Depending on your luck, you might find him to be 
  carrying a cowl of shadows, a color-shifting cloak, 
  a garrote, a vial of sleeping poison, a smoke bomb, 
  assorted daggers, softstep boots, a stealth totem, or 
  an undelivered love letter.   
  DEFENSIVE MOVES
    slip into shadows
    feign death
    smoke bomb
  When broken, he might spill his guts about the 
  location of his stash, a quiet way into the city, or 
  a poison even he wouldn’t use.
  PASSIVE
  Can always start a scene hidden.
  The assassin is PERSISTENT, but DISHONEST.
  He seeks RICHES on adventures.
  
  The Barbarian
  The Barbarian
  The Barbarian
  The Barbarian
  
  The Barbarian
  The Barbarian
  The Barbarian
  The Barbarian
  OFFENSIVE MOVES
  POSSIBLE LOOT
  If you can call being really angry a strategy, the 
  barbarian is a brilliant tactician. Peak physical 
  strength, seeming immunity to pain, and a 
  willingness to throw anything or anyone across the 
  battlefield to win the day makes him a formidable 
  foe.  Even death won’t slow his bottomless rage. 
    whirlwind slash
    mighty roar
    toss an ally
  Depending on your luck, you might find him to be 
  carrying a horned helm, leather armor of hoisting, 
  suregrip bracers, an ancestral totem, long jump 
  boots, an enormous great sword, or a crudely 
  painted likeness of a muscular woman.
  DEFENSIVE MOVES
    flex muscles
    break bonds
    toss an enemy
  When broken, he might spill his guts about a place 
  where the ancestors speak, a revered weapon, or 
  a gold mine.
  PASSIVE
  Keeps fighting when he should be dead.
  The barbarian is CONFIDENT, but DUMB.
  He seeks JUSTICE on adventures.
  
  The Bard
  The Bard
  The Bard
  The Bard
  
  The Bard
  The Bard
  The Bard
  The Bard
  OFFENSIVE MOVES
  POSSIBLE LOOT
  With melody and wit as weapons, the bard can both 
  amplify allies and deafen doers of evil. No slouch if 
  backed into a corner himself, he’s been known to use 
  monster heads to practice percussion. In addition to 
  the loot from dungeon delving, his purse swells from 
  filling taverns with songs of his exploits. 
    deafening strum
    musical commands
    dancing tune
  Depending on your luck, you might find him to be 
  carrying an amplifying ascot, a returning dagger, 
  a harmonic shortsword, a two-step tunic, a hat of 
  effective fibs, an unfinished composition, or a lute 
  with several goblin teeth rattling around inside.
  DEFENSIVE MOVES
    distracting song
    helpful words
    melodic lies
  When broken, he might spill his guts about a 
  ritual chant, a noble’s weakness, or a guard’s 
  childhood lullaby.
  PASSIVE
  Makes all nearby allies perform better.
  The bard is HELPFUL, but GREEDY.
  He seeks RICHES on adventures.
  
  The Buccaneer
  The Buccaneer
  The Buccaneer
  The Buccaneer
  
  The Buccaneer
  The Buccaneer
  The Buccaneer
  The Buccaneer
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The buccaneer is well-traveled and accustomed 
  to the finer things, largely thanks to goods from 
  merchant vessels frequently finding their way onto 
  her ship.  Though frequently at sea, she always keeps 
  her ear to the winds that fill her sail for rumors of 
  riches to be had on land.
    swinging entrance
    trigger trap shot
    sleeping poison bolt
  Depending on your luck, you might find her to be 
  carrying a scintillating scimitar, a hand crossbow, 
  a wayfarer’s waist belt, wavemaster boots, a vial 
  of fake blood, a self-tying rope, sleep poison, or an 
  unassembled ship in a bottle.
  DEFENSIVE MOVES
    funny line
    tuck and roll
    fake injury
  When broken, she might spill her guts about 
  buried treasure, a cove that leads deep under the 
  city, or a sea leviathan’s favorite snack.
  PASSIVE
  Is nearly impossible to pin down.
  The buccaneer is GENEROUS, but COCKY.
  She seeks RICHES on adventures.
  
  The Centurion
  The Centurion
  The Centurion
  The Centurion
  
  The Centurion
  The Centurion
  The Centurion
  The Centurion
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The centurion hails from a distant war-torn region 
  where people prove their worth through triumph 
  in combat. Even though he wanders now, he still 
  feels the need to prove his worth to himself. Several 
  times, he has stumbled out of a small dungeon 
  barely clinging to life, having cleared it alone.
    throw gladius
    teamwork
    athletic leap
  Depending on your luck, you might find him to be 
  carrying a helm of dire straits, crushing pauldrons, 
  a heavily dented breastplate, throwable vambraces, 
  herculean pteruges, greaves of great thrust, or a 
  map of an unknown region.      
  DEFENSIVE MOVES
    words of resolve
    knockback kick
    guard ally
  When broken, he might spill his guts about 
  combat maneuvers, siege engines, or a cache of 
  foreign trade goods.
  PASSIVE
  Grows more powerful when injured.
  The centurion is STEADY, but STUBBORN.
  He seeks RESPECT on adventures.
  
  The Chaos Mage
  The Chaos Mage
  The Chaos Mage
  The Chaos Mage
  
  The Chaos Mage
  The Chaos Mage
  The Chaos Mage
  The Chaos Mage
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Unsurprisingly, the chaos mage’s abilities are 
  unpredictable and nearly impossible to control. 
  Chased out of several towns for accidentally 
  summoning creatures of the abyss, he keeps to the 
  wilds where he can’t harm anyone. Stumbling upon 
  a monster pack is the one time he can really let loose.
    glittering butterflies
    eyes of madness
    unmask thyself
  Depending on your luck, you might find him to be 
  carrying a maddening mask, a dimensional knife, 
  a rift clock, robes of retaliation, a chaos bangle, a 
  scroll of phantom cage, a portal primer, or a cracked 
  mirror showing the wrong reflection.
  DEFENSIVE MOVES
    chaos rift
    time shift
    horrific protector
  When broken, he might spill his guts about a 
  planar rift deep in the forest, a reverse waterfall, 
  or a creature not of this world.
  PASSIVE
  Casts random magic when attacked.
  The chaos mage is OPTIMISTIC, but INDECISIVE.
  He seeks EXPLORATION on adventures.
  
  The Cleric
  The Cleric
  The Cleric
  The Cleric
  
  The Cleric
  The Cleric
  The Cleric
  The Cleric
  OFFENSIVE MOVES
  POSSIBLE LOOT
  If faith could buy rations, the cleric would never go 
  hungry. Sadly, it doesn’t, so he keeps his ear to the 
  ground for evil wrongdoings that he can rectify and 
  lives off of the loot and rewards. His actions tend to 
  be dictated by the deity he follows, also making him 
  a slippery opponent with help just a prayer away.
    prayer of restoration
    prayer of retribution
    prayer of divine power
  Depending on your luck, you might find him to be 
  carrying a bottomless canteen, a penitent crook, 
  worn prayer beads, a religious artifact, the scripture, 
  a tambourine, a likeness of his deity, blessed boots, 
  or a protective shawl.
  DEFENSIVE MOVES
    prayer of guidance
    prayer of shielding
    prayer of sanctuary
  When broken, he might spill his guts about his 
  place of worship, an obscene ritual, or a stash of 
  golden idols.
  PASSIVE
  Heals an ally a bit when they take a break.
  The cleric is GENEROUS, but STUBBORN.
  He seeks JUSTICE on adventures.
  
  The Death Knight
  The Death Knight
  The Death Knight
  The Death Knight
  
  The Death Knight
  The Death Knight
  The Death Knight
  The Death Knight
  OFFENSIVE MOVES
  POSSIBLE LOOT
  It’s not only monsters that make use of darker 
  magics. When paired with the martial prowess of a 
  sired knight, the result terrifies good and evil alike. 
  Little is known about the death knight except that 
  his childhood was rife with loss at the hands of 
  monsters. Now, his scythe rarely stops swinging.
    sense death
    speak to dead
    reaping strike
  DEFENSIVE MOVES
    shadow form
    accept fate
    face of death
  PASSIVE
  Heals when death occurs nearby.
  The death knight is PERSISTENT, but COCKY.
  He seeks VENGEANCE on adventures.
  Depending on your luck, you might find him to be 
  carrying a leering cowl, a spiked pauldron, plate 
  mail of the departed, an orb of death detection, a 
  culling scythe, shadowstride boots, a shallow-grave 
  sash, or a charcoal rubbing of a tombstone.
  When broken, he might spill his guts about 
  a sacred graveyard, a ritual of undeath, or the 
  location of the soul prison.
  
  The Defender
  The Defender
  The Defender
  The Defender
  
  The Defender
  The Defender
  The Defender
  The Defender
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Anyone who says the “best defense is a good offense” 
  has never stood behind this guy. Those looking to get 
  past him will have to get near him, often leading to 
  them ending up as a new stain on his shield. It takes 
  a bit for him to get moving, but when he does, you 
  don’t want to be what helps him stop.
    shield bash
    bull rush
    step on trap
  DEFENSIVE MOVES
    bodyguard
    stand ground
    watchful eyes
  PASSIVE
  Extends strong defense to nearby allies.
  The defender is STEADY, but INDECISIVE.
  He seeks CHALLENGE on adventures.
  Depending on your luck, you might find him to 
  be carrying reinforced greaves, a tireless tunic, 
  pierceless plate mail, a tower shield, a helm of 
  awareness, charging pauldrons, confidential orders, 
  or an ornate dwarven mess kit.
  When broken, he might spill his guts about city 
  defenses, military installments, or another major 
  threat to the region. 
  
  The Druid
  The Druid
  The Druid
  The Druid
  
  The Druid
  The Druid
  The Druid
  The Druid
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Monsters wreak havoc wherever they go and it’s 
  no different when they hole up in the wilderness. 
  Thankfully, the keen eyes of the local fauna alert 
  the druid to their plight. You can imagine that the 
  helpless orcs, entangled in vines, are quite surprised 
  to see a bear-sized badger suddenly appear.
    healing shift
    woodland friends
    poison berries
  DEFENSIVE MOVES
    entanglement
    treeskin
    thistled whiskers
  PASSIVE
  Can shapeshift into any animal.
  The druid is HONEST, but IMPATIENT.
  He seeks VENGEANCE on adventures.
  Depending on your luck, you might find him to be 
  carrying a cowl of feathers, an iron-wood club, a vial 
  of blinding sap, retching berries, thick grubs, a seed 
  pouch, panacea petals, a pair of broken glasses, or a 
  phoenix feather.
  When broken, he might spill his guts about a 
  cavern that leads under town, a reverse waterfall, 
  or a guardian spirit animal.
  
  The Eldritch Warrior
  The Eldritch Warrior
  The Eldritch Warrior
  The Eldritch Warrior
  
  The Eldritch Warrior
  The Eldritch Warrior
  The Eldritch Warrior
  The Eldritch Warrior
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Eldritch training can only be bought with monster 
  ears, so the eldritch warrior throws himself against 
  the toughest of them to earn training in his art. 
  Arcane practice lends him enhanced movement and 
  the ability to summon magic blades, so although he 
  wears no weapons, he is always carrying many.
    floating daggers
    blinding flash
    magical leap
  DEFENSIVE MOVES
    blurred visage
    blink step
    blade shield
  PASSIVE
  Can summon a powerful magic sword at-will.
  The eldritch warrior is OPTIMISTIC, but COCKY.
  He seeks CHALLENGE on adventures.
  Depending on your luck, you might find him to be 
  carrying an intimidating mask, a magefiber tunic, 
  blinkstep boots, a bag of monster ears, a scroll of 
  phantom blade, a luck relic, or a locket containing 
  an image of an ugly young elf.
  When broken, he might spill his guts about other 
  powerful monsters, an arcane armory, or an 
  ancient ritual.
  
  The Illusionist
  The Illusionist
  The Illusionist
  The Illusionist
  
  The Illusionist
  The Illusionist
  The Illusionist
  The Illusionist
  OFFENSIVE MOVES
  POSSIBLE LOOT
  After years of arcane study, the illusionist was 
  eager to show off her talent in the field. Since that 
  first foray, she has found as much reward from 
  the excitement as the coin. By manipulating her 
  enemy’s perception, she renders them useless as 
  they start to question reality itself.
    nightmarish creature
    show greatest desire
    wild goose chase
  DEFENSIVE MOVES
    illusory wall
    invisibility
    dancing duplicates
  PASSIVE
  Reacts to attacks and surprise with illusions.
  The illusionist is HELPFUL, but INDECISIVE.
  She seeks THRILLS on adventures.
  Depending on your luck, you might find her to 
  be carrying a wand of false walls, magic tomes, a 
  thought-stealing brooch, a cloak of horrific visage,  a 
  notebook full of sketches and ideas for illusions, or a 
  map to a location where magic is amplified.
  When broken, she might spill her guts about a 
  famous land feature that is actually an illusion 
  or secrets about another powerful mage.
  
  The Inquisitor
  The Inquisitor
  The Inquisitor
  The Inquisitor
  
  The Inquisitor
  The Inquisitor
  The Inquisitor
  The Inquisitor
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Orphaned at a young age, the inquisitor was 
  fortunate to be taken in by a monastery. Life there 
  saved her from hunger, but even the most innocent 
  of deceptions was met with brutal flagellation. This 
  cultivated a profound spiritual strength, as well as a 
  total intolerance of lies.
    terrifying lashes
    barking command
    ignore a trick
  DEFENSIVE MOVES
    scolding eyes
    accept punishment
    hissing defiance
  PASSIVE
  Excels at seeing through lies and tricks.
  The inquisitor is PERSISTENT, but STUBBORN.
  She seeks JUSTICE on adventures.
  Depending on your luck, you might find her to be 
  carrying a talisman of penance, a lacerating whip, 
  a tarnished censor, pious boots, a sacred shroud, 
  a cracked ceramic doll head, sanctified salt, or 
  undelivered love letters,.
  When broken, she might spill her guts about how 
  to brew a truth serum, a powerful follower of a 
  dark god, or a bishop’s secret.
  
  The Knight
  The Knight
  The Knight
  The Knight
  
  The Knight
  The Knight
  The Knight
  The Knight
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Being of noble birth and nobler intention, the knight 
  loyally serves his kingdom to the death. After years 
  of elite training, he is surprisingly agile and can 
  continue brandishing his lance despite the added 
  weight of several skewered foes. It’s been ages since 
  his armor has gotten more than a scratch on it.
    unbreakable wall
    skewer
    unstoppable march
  DEFENSIVE MOVES
    swap places
    bulwark
    code of honor
  PASSIVE
  Is nearly impervious to physical damage.
  The knight is HONEST, but COCKY.
  He seeks RESPECT on adventures.
  Depending on your luck, you might find him to 
  be carrying an impressive plume, a maiden’s 
  favor, proud plate armor, a kinetic kite shield, an 
  unbluntable lance, joint lubrication, a military map, 
  or a hay-stuffed toy bear.
  When broken, he might spill his guts about the 
  princess’s hiding spot, a weak point in the city 
  walls, or the tomb of valor.
  
  The Lancer
  The Lancer
  The Lancer
  The Lancer
  
  The Lancer
  The Lancer
  The Lancer
  The Lancer
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The lancer picked up her skills during her service in 
  the Elven military. She retired early and with honors, 
  but never found the truly worthy opponent she 
  longed for. To satisfy that longing, her retirement 
  consists of finding dungeons and spearing her way 
  to the center, where she hopes able warriors await.
    spear flurry
    impressive display
    precision throw
  DEFENSIVE MOVES
    leg sweep
    warning slash
    pin enemy
  PASSIVE
  Excels at keeping enemies at a distance.
  The lancer is CONFIDENT, but IMPATIENT.
  She seeks CHALLENGE on adventures.
  Depending on your luck, you might find her to 
  be carrying a helm of precision, a dashing cape, 
  a thrusting pauldron, a vorpal glaive, barbed 
  short spears, a light sash, no-slip boots, launching 
  gauntlets, or an ornate lighter.
  When broken, she might spill her guts about 
  military operations, an elven treasure, or a magic 
  weaponsmith.
  
  The Mage Hunter
  The Mage Hunter
  The Mage Hunter
  The Mage Hunter
  
  The Mage Hunter
  The Mage Hunter
  The Mage Hunter
  The Mage Hunter
  OFFENSIVE MOVES
  POSSIBLE LOOT
  After seeing his parents stab each other to death 
  because a zealot of the false god Melawa influenced 
  their minds, the mage hunter dedicated his life to 
  training to negate such blasphemies. Now, not only 
  can he nullify magic, he can absorb it, redirect it, 
  and even smell it when it’s cast nearby.
    anti-magic zone
    smell magic
    crushing hammer
  DEFENSIVE MOVES
    swallow magic
    redirect spell
    snatch magic focus
  PASSIVE
  Is nearly immune to magic.
  The mage hunter is PERSISTENT, but BRASH.
  He seeks VENGEANCE on adventures.
  Depending on your luck, you might find him to be 
  carrying magic focus trophies, a safe-thought helm, 
  a null-weave tunic, spellgrab gauntlets, firecrackers, 
  a poison of speechlessness, or a stellar alloy hammer 
  with rites carved into it.
  When broken, he might spill his guts about a 
  place where magic naturally wanes, a magic 
  resistant mineral, or a powerful monster mage.
  
  The Monk
  The Monk
  The Monk
  The Monk
  
  The Monk
  The Monk
  The Monk
  The Monk
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Through the most intense physical and mental 
  training, the monk has removed all traces of 
  weakness from his body. Determined to push 
  himself to even greater limits, he has been known 
  to clear entire dungeons with just blinding fast 
  punches and devastating, acrobatic kicks.
    relentless flurry
    leaping strike
    meditation
  DEFENSIVE MOVES
    intense focus
    impressive dodge
    bear the pain
  PASSIVE
  Can run on walls and across water.
  The monk is STEADY, but STUBBORN.
  He seeks CHALLENGE on adventures.
  Depending on your luck, you might find him to be 
  carrying a conical hat of focus, chakra tassels, speed 
  wraps, a sash of balance, chi-bolstering green tea, 
  beads of contemplation, monastic texts, or an erhu 
  worn from use.
  When broken, he might spill his guts about a 
  mountain temple, a scroll of spiritual awakening, 
  or an entombed army.
  
  The Occult Slayer
  The Occult Slayer
  The Occult Slayer
  The Occult Slayer
  
  The Occult Slayer
  The Occult Slayer
  The Occult Slayer
  The Occult Slayer
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The occult slayer is a member of a small, elite sect of 
  priests whose faiths have been honed into a weapon 
  against that which goes bump in the night. Their 
  esoteric monster knowledge, god-given sense for 
  danger, and knack for always having the right gear 
  help the occult slayers make the night safe again.
    know weakness
    heartseeker
    sense evil
  DEFENSIVE MOVES
    outwit
    wards and charms
    last stand
  PASSIVE
  Has a sixth sense for danger.
  The occult slayer is PERSISTENT, but DISHONEST.
  He seeks JUSTICE on adventures.
  Depending on your luck, you might find him to be 
  carrying a nightsight fedora, a pure silver emblem, 
  an armless crossbow, holy water, a smudge stick, a 
  sanctified trench coat, hallowing boots, or a child’s 
  drawing of a demon.
  When broken, he might spill his guts about his 
  church’s secret weapon, plans against a monster 
  faction, or a newly arrived demonic cult.
  
  The Ranger
  The Ranger
  The Ranger
  The Ranger
  
  The Ranger
  The Ranger
  The Ranger
  The Ranger
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The ranger grew up in a nomadic forest tribe that 
  bred and trained ferocious bears to be dangerous 
  mounts. His people often encountered monsters, 
  who also sought the cover of the dense forest, and 
  became quite adept at combating evil. If his bolts 
  don’t end things, the bear’s maulings surely will.
    bear charge
    knockback shot
    follow tracks
  DEFENSIVE MOVES
    prepared trap
    outrun
    bear shield
  PASSIVE
  Has a loyal bear companion.
  The ranger is CLEVER, but IMPATIENT.
  He seeks EXPLORATION on adventures.
  Depending on your luck, you might find him to be 
  carrying an enchanted crossbow, robes of shelter, a 
  bear saddle, an easy-deploy foot snare, battle fever 
  mushrooms, dried salmon bear snacks, or a solid 
  gold tribal pendant.
  When broken, he might spill his guts about where 
  the guardian bear spirit roams, a magic tree, or a 
  stream ripe with gold.
  
  The Scout
  The Scout
  The Scout
  The Scout
  
  The Scout
  The Scout
  The Scout
  The Scout
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The scout can be found pressing at the borders 
  between the known and unknown. Such places are 
  rife with danger, but with his uncanny sense of 
  direction, keen eye for peril, and unerring precision, 
  he invariably returns, eagerly awaited by those 
  looking for tales from the frontiers of civilization. 
    know the way
    suppressive fire
    trick shot
  DEFENSIVE MOVES
    warning shot
    spot an exit
    shoot terrain
  PASSIVE
  Excels at spotting traps and hazards.
  The scout is HELPFUL, but STUBBORN.
  He seeks EXPLORATION on adventures.
  Depending on your luck, you might find him to be 
  carrying a masterwork bow, an enchanted quiver, 
  a ghillie suit, a clearsight helm, gloves of steady 
  hand, an acid arrow, an explosive arrow, a grappling 
  arrow, or softstep boots.
  When broken, he might spill his guts about a hard 
  to reach treasure, hidden routes of travel, or a 
  noble’s plans for expansion.
  
  The Shadowdancer
  The Shadowdancer
  The Shadowdancer
  The Shadowdancer
  
  The Shadowdancer
  The Shadowdancer
  The Shadowdancer
  The Shadowdancer
  OFFENSIVE MOVES
  POSSIBLE LOOT
  No two dungeons are alike, yet they all have one thing 
  in common - a plethora of shadowy recesses. Those 
  recesses are a playground for the shadowdancer, 
  who is able to teleport between shadows. The brief 
  glimpses to be had of her in combat reveal a graceful 
  dance that leaves her opponents dying for more.
    dance of death
    shadowstrike
    deeper shadows
  DEFENSIVE MOVES
    shadowform
    dance away
    shadowstep
  PASSIVE
  Can teleport between shadows.
  The shadowdancer is CLEVER, but IMPATIENT.
  She seeks THRILLS on adventures.
  Depending on your luck, you might find her to be 
  carrying rhythmic daggers, a light-banishing cape, a 
  muffling mask, a shadow bomb, lenses of day-sight, 
  gloves of umbral grasp, sonata sandals, or tattered 
  children’s ballet slippers.
  When broken, she might spill her guts about a 
  place where shadows lead deeper or when the 
  princess has dance practice.
  
  The Slinger
  The Slinger
  The Slinger
  The Slinger
  
  The Slinger
  The Slinger
  The Slinger
  The Slinger
  OFFENSIVE MOVES
  POSSIBLE LOOT
  As a halfling, the slinger has heard every joke 
  about stature there is, but has always found that a 
  well-aimed rock quickly stops any laughter at his 
  expense. In truth, his compact size is perfect for 
  navigating small dungeon passages and slipping 
  through the legs of the monsters calling them home.
    stunning stone
    hail of stones
    staredown
  DEFENSIVE MOVES
    run through legs
    sucker punch
    reposition
  PASSIVE
  Excels against anyone bigger than him.
  The slinger is OPTIMISTIC, but INDECISIVE.
  He seeks JUSTICE on adventures.
  Depending on your luck, you might find him to be 
  carrying halfling golden mead, an ammo pouch, 
  a stunstone, elusive slacks, a speedy sling, a power 
  sling, a touchless tunic, a hood of harrowing gaze, 
  blessed fruit pies, or a letter from his proud father.
  When broken, he might spill his guts about a 
  wealthy village, a hidden mead stockpile, or an 
  owlbear den.
  
  The Spellbow
  The Spellbow
  The Spellbow
  The Spellbow
  
  The Spellbow
  The Spellbow
  The Spellbow
  The Spellbow
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Arcane archery is an extremely effective discipline, 
  though few have the necessary talents to master 
  it. The spellbow has perfected every shot, going 
  so far as to invent a few of her own. Even when 
  fired around a corner or into a different room, her 
  fletchings always find their mark. 
    massive volley
    corrosive arrow
    homing arrow
  DEFENSIVE MOVES
    illusion arrow
    grease arrow
    teleportation arrow
  PASSIVE
  Imbues each arrow with an elemental effect.
  The spellbow is CLEVER, but GREEDY.
  She seeks THRILLS on adventures.
  Depending on your luck, you might find her to 
  be carrying string wax, a braided unicorn-tail 
  bowstring, a components satchel, an endless quiver, 
  an iron-stitched tunic, sure-release gloves, trackless 
  boots, or a small carved horse.
  When broken, she might spill her guts about their 
  arcane teacher, rumors about a mythical bow, or 
  a monster prison.
  
  The Templar
  The Templar
  The Templar
  The Templar
  
  The Templar
  The Templar
  The Templar
  The Templar
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Little is known about the templar and even less about 
  the strange religious order to which he belongs. He 
  has a tendency to appear wherever there has been 
  intense strife, especially when said strife is caused 
  by monsters. No one remembers seeing him draw 
  his mace, as his holy commands have yet to fail.
    holy word: seek
    holy word: pain
    holy word: confuse
  DEFENSIVE MOVES
    holy word: stop
    holy word: truth
    holy word: blind
  PASSIVE
  Cannot be turned from his path.
  The templar is STEADY, but STUBBORN.
  He seeks JUSTICE on adventures.
  Depending on your luck, you might find him to be 
  carrying a helm of sanctified vision, a boundless 
  faith collar, unwavering robes, pious gloves, a mace 
  of righteous fury, a hallowed holy symbol, or an 
  unsent letter of confession.
  When broken, he might spill his guts about the 
  details of his order, an obscene weapon sealed 
  away, or a forgotten holy site.
  
  The Weaponsmith
  The Weaponsmith
  The Weaponsmith
  The Weaponsmith
  
  The Weaponsmith
  The Weaponsmith
  The Weaponsmith
  The Weaponsmith
  OFFENSIVE MOVES
  POSSIBLE LOOT
  Some weapons go on to be greater legends than 
  those who wielded them and the weaponsmith is 
  determined to create the next such weapon. To craft 
  such fine armaments, one must also know how to 
  brandish them, so the few breaks he takes from his 
  forge are used to hone his skill with his creations.
    confident laugh
    snatch weapon
    break weapon
  DEFENSIVE MOVES
    exploit flaw
    block strike
    drop weapon
  PASSIVE
  Always has the right weapon for the job.
  The weaponsmith is HONEST, but COCKY.
  He seeks CHALLENGE on adventures.
  Depending on your luck, you might find him to be 
  carrying a warpick, a quick-study helm, a keen 
  short sword, twin short spears, a smith’s apron, 
  a wounding rapier, a pauldron of heft, greaves of 
  spurious talent, or a notebook of creation notes.
  When broken, he might spill his guts about the 
  pieces of a mythical weapon, a spirit forge, or a 
  weakness in the army’s armor.
  
  The Wildling
  The Wildling
  The Wildling
  The Wildling
  
  The Wildling
  The Wildling
  The Wildling
  The Wildling
  OFFENSIVE MOVES
  POSSIBLE LOOT
  The wildling has survived the last twenty years by 
  himself deep in the wilderness. More feral than most 
  monsters, he can run through dense forest like it’s 
  a paved road and sniff out anything that doesn’t 
  belong in his domain. Should he happen to find a 
  dungeon, he jumps in head first for a little fun.
    pounce
    stalk
    lick wounds
  DEFENSIVE MOVES
    ignore pain
    warning growl
    keen senses
  PASSIVE
  Can run through difficult terrain.
  The wildling is GENEROUS, but DUMB.
  He seeks THRILLS on adventures.
  Depending on your luck, you might find him to be 
  carrying dire wolf fur, carved antler daggers, a gnoll 
  tooth necklace, a throwing hatchet, otter skin boots, 
  twelve-leaf ointment, moonshine, numbing bark, or 
  ironwood vines.
  When broken, he might spill his guts about an 
  overgrown crater, the fruit of a talking tree, or an 
  abandoned druid grove.
  
  Brains and Brawn
  Brains and Brawn
  Brains and Brawn
  Brains and Brawn
  Wriba Sambo
  The Amazon
  Miraya Dunn
  The Illusionist
  Lem Razar
  The Academic
  
  A Fateful Rescue
  Mapping the Caverns
  Smash in Case of Emergency
  Lem and Miraya met in the course of their 
  studies and became fast friends over their 
  enthusiasm for understanding and exploiting 
  the psyche of monsters, as well as exploring 
  dangerous depths. During their very first 
  adventure together, they rescued Wriba from 
  an orc warband’s fruitless torture. She quickly 
  became the brawn to their brains.
  Tasked with mapping out an entire cave 
  system, they instead opted to cleave off a 
  kobold chieftain’s head and force his tribe to 
  map it for them. Now that’s using your head.
  Too often for Wriba’s liking, Brains and Brawn 
  can get by on brains alone. Lem and Miraya 
  work together well, with Lem pointing out a 
  monster’s weaknesses and Miraya using her 
  illusions to exploit it. This strong teamwork 
  often leaves Wriba wondering what to do.
  At the slightest hint of things going awry, 
  or when boredom happens to kick in, Wriba 
  jumps in and takes the lead. Kicking and 
  cleaving her way to the sanctum, the others 
  follow her in. They try to keep as much 
  danger off Wriba as possible, and take 
  care of anything that makes it through her 
  whirlwind of destruction.
  Brains and Brawn
  Brains and Brawn
  Brains and Brawn
  Brains and Brawn
  recent adventure
  origin story
  tactics
  
  The Slayers Guild
  The Slayers Guild
  The Slayers Guild
  The Slayers Guild
  Ty Rondin
  The Scout
  Daerik Podayr
  The Eldritch Warrior
  Tetra Nabin
  The Alchemist
  
  A Strange Invitation
  Spinning Blades
  Track, Bomb, Rush
  Having heard of their effectiveness, Daerik 
  offered Ty and Tetra gold and treasure in 
  exchange for helping him gather monster 
  ears. Bewildered by the mission, but always 
  up for some gold, they joined him on a hunt. It 
  quickly became apparent that this would be a 
  gainful relationship for all - they get their gold 
  and Daerik gets the ears he needs to pay for 
  further Eldritch training.
  While helping defend a hamlet against orc 
  raids, Ty and Tetra got pinned down. Heavily 
  outnumbered, Daerik still managed to cleave 
  through and drive off the orc band.
  When approaching a monster’s domain, Ty 
  takes his time to find the best way in. Staying 
  quiet ensures that Tetra can make the most 
  out of whatever nasty conction she decides 
  to lob at the unsuspecting beasts. As soon as 
  the plan is underway, the two fall back and 
  lay down cover as Daerik springs into action.
  With the monsters stunned or stuck in place, 
  Daerik is free to walk in and unleash his 
  arcane arsenal with brutal effectiveness. 
  Should he get backed into a corner, he 
  leans on his abilities to teleport away or 
  blur himself to regain a strong, aggressive 
  position while his allies harass the enemies.
  The Slayers Guild
  The Slayers Guild
  The Slayers Guild
  The Slayers Guild
  recent adventure
  origin story
  tactics
  
  Magicbane
  Magicbane
  Magicbane
  Magicbane
  Cal Lynch
  The Assassin
  Corin Cimmer
  The Barbarian
  Grok Matrim
  The Mage Hunter
  
  Goblin Matchmaker
  Molten Hot Rage
  A goblin mage had racked up quite the 
  bounty attacking trade caravans, drawing 
  adventurers to the area. Cal showed up for 
  the riches, Corin to bring peace back to his 
  land, and Grok was there to get even. Their 
  combined efforts made easy work of the 
  goblin and soon they were raising its head on a 
  pike and discussing their next adventure.
  A kobold shaman put a city’s fate into peril 
  as she forged a strong magic ritual to ignite a 
  volcanic eruption. Fortunately for the citizens, 
  Magicbane arrived just in time to ruin the 
  ritual and put an end to the shaman.
  Magicbane
  Magicbane
  Magicbane
  Magicbane
  recent adventure
  origin story
  Convenient Distraction
  Cal and Grok quickly realized that once Corin 
  gets going, only exhaustion will stop him. His 
  savage, mindless aggression is the perfect 
  thing to draw attention away from them. 
  Able to stand free of the direct melee after 
  Corin goes in, they wait for their moment. 
  Grok keeps his nose in the air, sniffing out 
  monster magic, while Cal is content to stay 
  concealed until treasure or an exposed 
  opponent catches his eye. But with Magicbane, 
  one thing always holds true - once Grok 
  identifies a mage, they all drop everything 
  and converge on that poor bastard.
  tactics
  
  The Holy Redeemers
  The Holy Redeemers
  The Holy Redeemers
  The Holy Redeemers
  Guy Vayne
  The Occult Slayer
  Petra Peylon
  The Cleric
  Hilda Gruul
  The Inquisitor
  
  Reliquary Requisitions
  Justice is Blinding
  Throughout his career, Guy would quite often 
  visit both Hilda and Petra to resupply. When 
  he found himself finally in need of some help 
  against a syndicate of powerful demons he 
  had been tracking, he convinced them to come 
  along. Once the syndicate was eradicated, they 
  realized that by working together, they could 
  do a great deal to bring justice to the world.
  The Holy Redeemers recently chased down a 
  troublesome band of goblins that had stolen a 
  relic from the local clergy. As punishment for 
  their crime, the Redeemers turned the relic’s 
  power on the thieves, blinding them.
  The Holy Redeemers
  The Holy Redeemers
  The Holy Redeemers
  The Holy Redeemers
  recent adventure
  origin story
  Careful Eyes
  Guy’s sense for danger means he usually 
  takes the lead, watching  out for traps or 
  other hidden threats. Hilda is only ever a 
  step behind so that she might see through 
  any tricks or other deceptions that would 
  lead them away from their quarry. Her flail 
  punishes anything able to get past his bolts.    
  Petra stays in the back to ensure that nothing 
  interrupts his prayers and incantations, 
  which he uses to protect or empower his 
  allies. If a monster does get a lucky shot in on 
  one of them, he can patch them up while the 
  party takes a quick breather. 
  tactics
  
  Eonan Machida
  The Druid
  Wrath of the Wild
  Wrath of the Wild
  Wrath of the Wild
  Wrath of the Wild
  Hamish Burr
  The Wildling
  Marty Stauffer
  The Ranger
  
  Isolated Together
  The Forest Heart
  It may be strange that living alone in the 
  wilds is what brought these men together, 
  but when you’re as determined to know every 
  inch of the forest as they are, it starts to make 
  sense. Eonan has ensured that they can stay in 
  touch with each other magically so that when 
  a serious enough threat to nature’s balance 
  arises, they can convene to stamp it down.  
  A bugbear shaman rallied his tribe to destroy 
  the heart of the forest, a large willow tree in its 
  center. Three weeks of brutal guerilla fighting 
  finally saw the tribe expelled from the woods 
  and balance restored. 
  Wrath of the Wild
  Wrath of the Wild
  Wrath of the Wild
  Wrath of the Wild
  recent adventure
  origin story
  Strike Swiftly, Fade Away
  Marty’s bear Griz isn’t the sneakiest and 
  Hamish has trouble showing restraint, so 
  Eonan often takes the form of an owl and 
  scouts from the air. Once he has enough 
  information, he unleashes his nearly feral 
  companions on it. 
  Knowing what’s coming, the forest goes 
  silent. Then suddenly, a raging bear is lunging 
  out of the treeline with a rider firing bolts at 
  anything that moves. The wildling and druid 
  have their opening and become veritable 
  forces of nature, hacking and chewing away 
  at their foes. Then, before the enemy can 
  organize, they disappear into the forest.
  tactics
  
  The Wayfaring Disciples
  The Wayfaring Disciples
  The Wayfaring Disciples
  The Wayfaring Disciples
  Elanor Tara
  The Lancer
  Selena Hammond
  The Spellbow
  Herman Leng
  The Monk
  
  Monger Slayers
  Snakes on a Ferry
  Years ago, the kingdom’s worst nightmare 
  came true - a goldmonger had dug itself a 
  dungeon near the kingdom’s border.  Wanting 
  to neutralize the threat before the beast grew, 
  the crown offered a small fortune to bring 
  it down. Selena, Elanor, and Herman each 
  refused the coin, saying that the chance to test 
  themselves was reward enough. 
  A local baron called upon the Wayfaring 
  Disciples to help out with a slither of slissiks 
  that had taken control of a ferry crossing. 
  Always up for encoutering new foes, they 
  jumped at the opportunity.
  The Wayfaring Disciples
  The Wayfaring Disciples
  The Wayfaring Disciples
  The Wayfaring Disciples
  recent adventure
  origin story
  Practiced Unison
  Elanor and Herman jump into the fray in 
  practiced unison. Back to back, one twists 
  to allow the other to face the enemy with a 
  flurry. As the enemy’s defense is exhausted, 
  the other comes in to finish the job. Inevitably,  
  the reach of Elanor’s spear and Herman’s 
  insane mobility have enemies struggling to 
  close in on them.
  While the others keep enemies preoccupied, 
  Selena hangs back from a vantage point, 
  piercing anything that moves away from the 
  melee. If they manage to force the enemies 
  to a further distance, Selena brings out the 
  heavy hitters in her arsenal.
  tactics
  
  The Umbral Union
  The Umbral Union
  The Umbral Union
  The Umbral Union
  Tasha Culdrom
  The Shadowdancer
  Madras Walker
  The Death Knight
  Caleb Bannog
  The Chaos Mage
  
  An Impressive Performance
  Hello Darkness
  As a noble, Madras is expected to entertain 
  guests and Tasha’s unique talents brought her 
  into his employ. During her quite impressive 
  performance, he quickly recognized abilities 
  beyond mere dancing. At a private dinner 
  afterwards, Madras and his advisor Caleb got 
  her to open up about her skillset, then offered 
  her a spot in their secretive Umbral Union.
  The ratfolk under the city quickly learned that 
  the darkness was no longer a refuge for them. 
  Once again, the Umbral Union took down one 
  of the city’s foes without reward of any kind.
  The Umbral Union
  The Umbral Union
  The Umbral Union
  The Umbral Union
  recent adventure
  origin story
  Let Chaos Reign
  Caleb’s abilities are highly unpredictable, 
  making formal tactics a bit of a challenge. 
  Knowing this, they usually let Caleb open up 
  a fray with a spell, then Madras and Tasha 
  follow up based on Caleb’s opening.
  Madras dashes into position, fooling the 
  monsters to think they face a lone foe. He 
  then suddenly shifts into his shadow form 
  allowing Tasha to burst forth from it, blades 
  rhythmically carving through awestruck 
  monsters. Madras then feeds on the death 
  she deals and steps in to cull with his scythe. 
  Their flexibility is their power, though they 
  will do anything to protect their identities.
  tactics
  
  The Salty Dogs
  The Salty Dogs
  The Salty Dogs
  The Salty Dogs
  Roran Aybara
  The Weaponsmith
  Vance LeTrelle
  The Bard
  Ivanka Blithe
  The Buccaneer
  
  A New Blade, A New Ballad
  Fodder Cannons
  After commandeering a ripe merchant vessel, 
  Ivanka wanted to commission a new sword 
  and a ballad to celebrate. Only settling for the 
  best, she invited Roran and Vance to meet at 
  a posh tavern. The three became fast friends 
  while sharing expensive wine, attempting to 
  one-up each other’s tales of past exploits, and 
  brawling with the other tavern patrons.
  The Salty Dogs ran down an orc pirate ship 
  fat with booty, cornering it in a cove. Clearly 
  out of munitions, the orcs fired loads of dead 
  seagulls at their ship. Beaks still dot the hull, 
  but the orcs met their end.
  The Salty Dogs
  The Salty Dogs
  The Salty Dogs
  The Salty Dogs
  recent adventure
  origin story
  Dashing and Daring
  As much to oblige her as for any strategic 
  gain, combat usually begins with Ivanka 
  swinging into action in true pirate form, 
  throwing caution to the wind. Lending to such 
  theatrics, Vance strums up an inspirational 
  tune to light a fire in his allies.  
  As the swashbuckling surprise fades, it’s 
  Roran’s turn to get to work. He cycles through 
  his personal armory of weapons, grabbing 
  the perfect tool for the job at hand. He sets 
  to on their foes with steady effectiveness, 
  picking up the slack from Ivanka’s antics. 
  Throughout, Vance keeps a watchful eye, 
  switching up his tune to deal with any threats.
  tactics
  
  The Valiant Crusaders
  The Valiant Crusaders
  The Valiant Crusaders
  The Valiant Crusaders
  Patrelius
  The Centurion
  Mathias Stowe
  The Templar
  Herb Lidol
  The Slinger
  
  Sending ‘Em Back to Hell
  Proving His Worth
  Herb had tracked the demons that killed his 
  brother back to their lair and steeled himself 
  to head in alone. Suddenly, he heard a sound 
  behind him and turned to see Mathias there. 
  “Herb Lidol? The goddess has sent me. You’ll 
  not be standing alone today, my friend.” Just 
  behind him stood Patrelius, “I’m just here to 
  kill some demons. Let’s get to it.”
  Mathias followed his goddess’s signs, leading 
  them to a bluff overlooking the bandit camp, 
  a dozen bandits strong. Mathias turned to 
  Patrelius, “The goddess says you walk alone 
  here.” Patrelius grinned, pulling his gladius.
  The Valiant Crusaders
  The Valiant Crusaders
  The Valiant Crusaders
  The Valiant Crusaders
  recent adventure
  origin story
  Faith, Stone, and Steel
  Being the only one in the party effective 
  at range, Herb finds a good vantage from 
  which he can cover the approach of his allies. 
  Amongst a hail of stones, Patrelius escorts 
  Mathias to the center of the action where his 
  power words will have the greatest effect.  
  To ensure Mathias can pray unhindered, 
  Herb then slips into the fray directly, ready 
  to sucker punch anything that gets too close. 
  They work to draw attention, bringing their 
  foes within Mathias’s range. As he finishes 
  his prayers, the holy power of his goddess is 
  unleashed on their enemies and Herb and 
  Patrelius enjoy cleaning up what’s left.
  tactics
  
  The Kingsmen
  The Kingsmen
  The Kingsmen
  The Kingsmen
  Marius Prim
  The Aristocrat
  Jeriko Gruval
  The Defender
  Sir Edvard Lanks
  The Knight
  
  For King and Country
  The First Dent
  Sir Edvard and Jeriko are sworn to serve 
  and protect the interests of the kingdom 
  with their lives. Marius, on the other hand, 
  puts enough gold in the right purses to help 
  determine exactly what those interests are. To 
  that end, he’s had Edvard and Jeriko assigned 
  to accompany him by the king, so wherever 
  Marius points, they go.
  Some bugbears had set up high above a valley 
  town, rigging up a cannon to bombard the 
  village. The Kingsmen sprung into action. 
  While successful, Jeriko did have to tank a 
  direct shot, earning the first dent on his shield. 
  The Kingsmen
  The Kingsmen
  The Kingsmen
  The Kingsmen
  recent adventure
  origin story
  Dashed Upon Steel
  Jeriko used to insist on being the first into the 
  fray, though more recently he and Sir Edvard 
  swap turns taking the lead. Their approach 
  to dungeon defenses is simple enough. They 
  know they’re not likely to see it coming, so 
  they just trudge forward and tank trap after 
  trap, relying on their armor to take the brunt 
  of the damage.
  No matter who goes in first, Marius is always 
  well behind the pair. He waits for the right 
  timing and opponent, goading the most 
  challenging foes into a one on one combat, 
  which he has trained in his entire life and has 
  yet to lose. 
  tactics
  
  Archer
   
   Passive: Has great range with a bow.
   
   Moves: precise shot - warning shot
  Boatman
   
   Passive: Understands flowing water well.
   
   Moves: ramming speed - evasive maneuvers
  Burglar
   
   Passive: Is fantastic at picking locks.
   
   Moves: distraction - keen eyes
  Carpenter
   
   Passive: Understands wooden structures well.
   
   Moves: build obstruction - collapse structure
  Cook
   
   Passive: Allies begin any fight in great spirits.
   
   Moves: frying pan smash - pepper toss
  Butcher
   
   Passive: All creatures take -1d.
   
   Moves: tendon slice - take the hit
  Chronicler
   
   Passive: Can recall obscure, but relevant info.
   
   Moves: grand story - splash ink
  Cartographer
   
   Passive: Starting location rolls take -1d.
   
   Moves: shortcut - toss papers in the air
  Driver
   
   Passive: Is great at controlling animals.
   
   Moves: run them over - outrun pursuit
  Hirelings
  
  Farmhand
   
   Passive: Understands farm animals well.
   
   Moves: calm an animal - animal call
  Fisherman
   
   Passive: Understands aquatic animals well.
   
   Moves: place bait - throw a net
  Footman
   
   Passive: Fights very well with nearby allies.
   
   Moves: charge - absorb blow
  Forester
   
   Passive: Can move quickly through forests.
   
   Moves: axe throw - duck into bushes
  Inventor
   
   Passive: Has three contraptions.
   
   Moves: rig a trap - spring boots
  Footpad
   
   Passive: Has a good eye for sneaky monsters.
   
   Moves: ambush - disappear into foliage
  Guide
   
   Passive: Excels at pathfinding.
   
   Moves: double back - detect trick
  Guard
   
   Passive: Can take the hits for those nearby.
   
   Moves: threats - shield block
  Linguist
   
   Passive: Can speak the Dark Tongue.
   
   Moves: surprising insult - confusing riddle
  They have 1 heart and have a passive or can make a move.
  
  Locksmith
   
   Passive: All locks take -1d.
   
   Moves: jam a lock - try a different tool
  Lumberjack
   
   Passive: Can cleave through armor.
   
   Moves: fell a tree - climb a tree
  Mercenary
   
   Passive: Has a knack for always surviving.
   
   Moves: break a weapon - kick dirt
  Miner
   
   Passive: Can find alternate dungeon entrances.
   
   Moves: break through wall - collapse tunnel
  Rat Catcher
   
   Passive: Understands pests and vermin well.
   
   Moves: deploy trap - keen ears
  Messenger
   
   Passive: Excels at getting away.
   
   Moves: running leap - back away
  Priest
   
   Passive: Nearby allies are immune to fear.
   
   Moves: bolster allies - sanctuary spell
  Pathfinder
   
   Passive: Pathfinding rolls take -1d.
   
   Moves: confuse pursuers - duck under cover
  Rider
   
   Passive: Highly dangerous while mounted.
   
   Moves: trample - horse jump
  Hirelings
  
  Sailor
   
   Passive: Can read the winds effectively.
   
   Moves: rope swing - keep balance
  Sawbones
   
   Passive: Can point out enemy weaknesses.
   
   Moves: cut tendon - stem bleeding
  Scholar
   
   Passive: Knows a wide array of esoteric info.
   
   Moves: know a weakness - confusing fact
  Singer
   
   Passive: Can bolster allies with a song.
   
   Moves: soothe beast - shrill shriek
  Trader
   
   Passive: Allies heal a full heart from tier 3 rooms.
   
   Moves: bribe minions - toss coins
  Scribe
   
   Passive: Takes notes on everything.
   
   Moves: demanding letter - remember details
  Swordsman
   
   Passive: Very skilled with a sword.
   
   Moves: disarm - parry
  Spelunker
   
   Passive: All hazards take -1d.
   
   Moves: find a tunnel - confusing echoes
  Trapfinder
   
   Passive: All traps take -1d.
   
   Moves: break trap - avoid trap
  They have 1 heart and have a passive or can make a move.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Glowstick: Lights up an area like a torch, but the 
  light is a random color.
  Lighter: Easily ignites flammable materials, but 
  breaks easily.
  Blowfish: Makes you buoyant in water, but you can 
  only move with the current.
  Bag of Luck: Lets you reach your hand in and pull 
  out a mundane item, but likes to play tricks on you.
  A chicken coop, but there’s a large, pissed off 
  rooster inside.
  A piece of your gear or supply is 
  lost or broken, like your shield 
  breaking or dropping your whip.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You find an altar to a fallen deity. A PC has touched 
  it and the others are compelled to also do so.
  You’re cornered in a gully by some riders with 
  dogs. There’s no clear way out.
  Townsfolk with pitchforks show up to dispatch 
  you. They’re woefully unprepared.
  The spider queen and her hatchlings pour through 
  a new hole in the wall. Can she be negotiated with?
  The remnants of an old dungeon’s sanctum, with a 
  small hoard. Everyone makes a 3d loot roll.
  Delicious glowing mushrooms line the walls of this 
  tunnel, giving you a steady supply.
  Aggressive mold rapidly attacks any food carried 
  through this room.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Stink Bomb: Fills an area with a horrible smell and 
  causes retching, but has a leaky container.
  Gas Mask: Ignores the effects of gases, but you can 
  barely see while wearing it.
  Sticky: Adheres any two things together, but is very 
  difficult to apply.
  Driftcloak: Lets you slowly descend from a high 
  spot, but you can’t control your descent at all.
  A cart full of ale, but how will you pull it home?
  An ally loses something 
  important to them, such as their 
  magic focus or a vile friend.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You see a dead deer with an arrow in it. The wound 
  is fresh and you hear the hunters coming.
  A dark faction is sick of you in their territory and 
  decides to attack you during your next raid.
  A single adventurer leading a few hirelings explore 
  your dungeon.
  An enormous grizzly bear enters the dungeon 
  looking for a new home.
  A room that belonged to a desecrated temple to the 
  god of stoneworking. (random tier 3 Temple room)
  A lake of bubbling acid fills the air in this cavern 
  with noxious fumes.
  A small, circular cavern with a hole in the top that 
  leads straight to the surface.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Sneezing Powder: Makes someone who inhales it 
  have a sneezing fit, but is extremely tricky to apply.
  Monocle Spyglass: Sees objects far away as if they 
  were up close, but disorients you.
  Firefly: Makes your abdomen blink, but also 
  attracts bugs.
  Ember Ring: Emits embers, igniting anything 
  flammable, but burns you when you use it.
  Holy vestments and incense, but several priests 
  stand in your way.
  You make a ridiculous amount 
  of noise, like jumping and 
  landing on a metal roof.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You hear a rumbling, then suddenly you’re all 
  caught up in the middle of an animal stampede.
  A charming bard and a large number of hirelings 
  that he’s convinced to join him invade you.
  A room or two gets flooded in waist deep water. 
  You lose the bonus from these rooms for a cycle.
  A powerful wizard and his golem protector teleport 
  randomly into the first level of your dungeon.
  A perfectly spherical room, in the center of which 
  floats a rapidly spinning anti-gravity contraption.
  A swift river crashes into large, jagged rocks that 
  form a less-than-reliable bridge.
  Small tunnels with cave pixies in holes scattered 
  along their walls, who will steal from evil beings.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Itching Dust: Causes extreme itchiness when 
  contacting skin, but is easily spread by the wind.
  Rapid-Reload Crossbow: Never requires pausing to 
  reload, but sometimes misfires.
  Lies: Makes you unable to tell the truth, but you 
  can’t tell when others are lying.
  Marionette: Can perform a simple command that 
  you give it, but wanders off afterwards.
  A beautiful stained glass window, but it seems 
  impossible to dislodge without breaking.
  You see something that makes 
  you question reality, like the 
  ghost of a dead PC.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  An adventurer silently stalks you, waiting for the 
  right time to pounce.
  A priest leads an angry mob into your dungeon, 
  intent on ridding the world of your evil.
  An aggressive wolf wanders into your dungeon 
  looking for a place to sleep.
  Your imps and minions grab weapons and head for 
  the sanctum. It’s a revolt!
  A long tunnel leading off the map to a neighboring 
  dungeon, which seems willing to work together.
  A buried cache left by bandits, giving you a shared 
  supply of liquor and tobacco.
  A wide river with a current too strong to swim 
  across limits your dungeon’s expansion.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Firedancer: Shoots a trail of sparks in a random line 
  then pops, but sometimes flies like a boomerang.
  Candlehelm: Lights the way in front of you, but 
  drips wax onto your face.
  Mixed Visions: Shows you one true and two false  
  visions of the future, but gives a massive headache.
  Waterstep Boots: Lets you walk across water, but 
  you have to keep moving so you don’t sink.
  A wardrobe of extremely fine clothes, but it’s 
  magically locked.
  One of your enemies gets away 
  and is likely to move against 
  you later.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  The ground gives way and one or more PCs fall 
  down into a cave.
  The factions in a certain area of the sandbox stand 
  together, giving you -1d on blowback rolls there.
  The imps break one of the most important items in 
  the dungeon as they transport it.
  Flammable gas seeps into your dungeon, its smell 
  giving it away. Start a 6-segment clock: KABOOM.
  A large bat colony, a creature that also gives you a 
  steady supply of guano. (creature)
  A small creek of pure blood winding its way out of 
  a wall, down a tunnel, and into another wall.
  The storage room of an ancient gnomish inventor 
  which houses a large, hostile automoton.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Wide-Eye Tablets: Keeps you wide-awake for a 
  night, but causes hallucinations.
  Rope Launcher: Sends a rope flying a great distance, 
  but requires time to wind it up.
  Cowardice: Forces whoever it hits to run away, but 
  they’re emboldened when they return.
  Spidersilk Lute: Draws in spiders in your area when 
  played, but the spiders are hostile to you as well.
  Tapestries hanging from the ceiling, but how can 
  you get up there?
  Your imps unearth something 
  within the dungeon. Make a 1d 
  discovery roll.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You see a human prisoner being chased by several 
  guards through the forest towards the dungeon.
  A squad of soldiers, about ten to twenty hirelings, 
  show up to clear out your dungeon.
  An very foul smell wafts through your dungeon, 
  decreasing productivity until you find the source.
  Imps inform you that a couple of minion packs just 
  left the dungeon with 1 tier worth of your hoard.
  An enormous cache of old weapony that gives you 
  a shared supply of weapons, plus one large ballista.
  This cavern is full of sentient fungi which devour 
  magic, causing it to be severely weakened here.
  An ancient sanctuary, once belonging to a 
  cathedral, which nobody of evil heart can enter.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Blistermaker: Causes blisters to erupt on contact 
  with skin, but is extremely foul smelling.
  Snorkel: Lets you breathe underwater, but is easily 
  spotted.
  Illusory Form: Gives you the appearance of another 
  member of your race, but only from the front.
  Bouncy Boots: Lets you always bounce safely when 
  falling, but you bounce in a random direction.
  A massive flag at the top of a flagpole, but it’s in 
  plain view of the archers.
  The ground gives way under you 
  or you lose your footing, putting 
  you in a terrible spot.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  While climbing up a rough embankment, one or 
  two PCs lose a piece of gear.
  One of you has been caught by local rangers on the 
  way home and is about to be hanged.
  One of your dungeon rooms becomes volatile, 
  requiring you to pay cost to use it.
  Tremors open up a second entrance into your 
  dungeon, bypassing many of your defenses.
  The remnants of a centipede rodeo, with several 
  giant centipedes still living here. (creature)
  A meandering underground river full of large, 
  aggressive salamanders.
  In the center of this room is a large block of rapidly 
  melting ice which imprisons a heroic sorceress.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Fire Oil: Catches fire when hit with a spark, but 
  takes a few tries before it lights.
  Spring-loaded hidden dagger: Puts a dagger 
  instantly into your hand, but can randomly activate.
  Slipperiness: Makes an area incredibly slippery, but 
  the bottle itself is also very slippery.
  Grasping Shield: Can reach out and entangle 
  enemies, but is terrified of axes.
  Mage robes and a wand, but the mage’s 
  pseudodragon watches over the room.
  Your body changes temporarily 
  or permanently, like losing a 
  finger or growing a tail.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You see the remnants of a battle with corpses lying 
  around. It’s a clever necromancer’s trap.
  A paladin steps into your path and draws their 
  sword. Their rogue friend waits in the bushes.
  The entrance has become overgrown with poison 
  ivy, a fact you won’t realize until you raid.
  Traitorous minions make away with a large part of 
  your hoard, enough to drop you a tier.
  A room that belonged to an old gnomish inventor. 
  (random tier 3 Forge room)
  A cavern with a very high ceiling that creates 
  enormous echoing effects, shaking your dungeon.
  A bubbling tar pit that spews awful smells 
  inconveniently situationed within your dungeon.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Darkwater: Fills a body of water with dark ink, but 
  your hands get covered in the same ink.
  Concoction Launcher: Shoots a concoction a great 
  distance, but is really cumbersome to carry.
  Blinding: Removes the target’s sight, but is very 
  difficult to apply without affecting yourself.
  Vision Helm: Vastly enhances your sight, but you 
  can’t hear very well when wearing it.
  Jewelry hanging off the neck of the prince as he 
  walks through the streets, but he’s with his guards.
  You miscommunicate with your 
  allies, like sending them in the 
  wrong direction.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  The roads in this area now have riders with dogs 
  patrolling them.
  A small army has set up an encampment around 
  your dungeon entrance, but hasn’t noticed it yet.
  A dark faction arrives at the dungeon demanding 
  an immediate audience.
  A hungry creature lashes out at a PC, leaving them 
  bloodied. Now they move to finish their meal.
  A long tunnel leading off the map, the entrance to 
  a dark elf conclave. They deal in magic secrets.
  A lake with a moving whirlpool which teleports 
  anyone sucked in to a random spot in the dungeon.
  A large hole in the wall, from which spews a lot of 
  smoke that drift through your dungeon.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Painkiller: Can ignore the effects of MUSCLES 
  shock, but doesn’t clear the shock when rolled.
  Bear Trap: Latches onto the foot of whoever steps in 
  it, but is really dangerous to pick back up.
  Giantvoice: Allows you to project your voice over 
  great distances, but you lose your voice after.
  Snake Lock: Can be placed on a door to instantly 
  lock it, but bites you when you take it off.
  A coin purse hanging heavily off the belt of a 
  merchant, but the merchant is a retired adventurer.
  The real threat isn’t what you 
  think it is, like a goblin tribe also 
  raiding your target.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  An NPC from a dark faction leaves a note. They 
  demand gold or will reveal your dungeon location.
  There are a large number of scouts around your 
  dungeon. You take -1d on raid engagement rolls.
  The noise of beetles mating keeps you from 
  sleeping. Everyone takes shock to BRAINS.
  Grub worms push through your dungeon walls as 
  they begin their transformation into scarabs!
  A pool of pitch black water, home to dark faeries, 
  which heals the bloodied condition once per cycle.
  The ruins of an ancient shipwreck with zombie 
  pirates inside. They can’t leave the wreck.
  A natural tunnel that connects two or three 
  vulnerable areas to each other.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Beastlure: Brings in a specific type of animal if it’s 
  in the area, but the scent sticks on you.
  Corner Mirror: Lets you see around corners, but is 
  easily broken.
  Strength: Makes you as strong as a bear, but you’re 
  completely exhausted afterwards.
  Tracking Jewel: Always makes you aware of its 
  location, but bloodies you if broken.
  Artworks lining the walls, but there’s far too many 
  and it’s difficult to tell which are valuable.
  An adventurer or two enters the 
  scene, like a drunk barbarian 
  and bard stumbling out an inn.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You get stuck while moving through a marsh and 
  see gators slowly moving towards you.
  One or two of you are taken and imprisoned in a 
  small border garrison. You’re the bait.
  Voracious plants sprout from the ceiling of a 
  well-traveled hallway, looking for a meal.
  Sentient toxic mold seeps into your dungeon, 
  causing severe hallucinations. It must be fed.
  A room with an entrance and three exits. Each exit 
  teleports you to a different spot in the dungeon.
  A cavern filled with crystals that send dazzling 
  lights everywhere.
  A river with a massive cave gator in it that 
  randomly snatches anyone that wanders too close.
  
  CONCOCTION (tier 1)
  CONTRAPTION (tier 1)
  POTION (tier 1)
  MAGIC ITEM (tier 1)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Shrieker: Emits a loud shriek when it comes into 
  contact with light, but also randomly shrieks.
  High Pitch Whistle: Can only be heard by dogs and 
  similar beasts, but gives you a headache.
  Speed: Makes you as fast as a horse, but has a very 
  short-term effect.
  Soul Flask: Can hold a single soul for transport, but 
  the soul will rattle the flask at the worst moment.
  A chest full of gems, but it’s trapped with a 
  blinding spell.
  The ground you’re standing on 
  becomes unstable, collapsing 
  and bringing everyone with it.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A storm delays your return to the dungeon. You 
  take -1d on your next downtime action.
  A dark faction’s emissary arrives with an 
  ultimatum - swear fealty or face invasion.
  A small fire sets back a downtime project clock by 
  2 ticks.
  A portal opens up into your sanctum as arcane 
  burglars slip in while you sleep.
  A cave perfectly suitable as a minion lair, which 
  also has a steady supply of food. (tier 2 room)
  An old prison with two of its locks rusted away and 
  the skeletons of giants in the cells.
  A tunnel leading to the entrance to a giant ant 
  colony preparing to invade your dungeon.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Stonemelt: Quickly dissolves large sections of 
  stone, but fills the area with thick smoke.
  Parachute: Slows your fall, but you still hit the 
  ground pretty hard.
  Terror: Creates a nightmarish illusion where the 
  potion is spilled, but it’s your own nightmare.
  Displacement Arrows: Teleport anyone hit with 
  them to a nearby spot, but the spot is random.
  Gilded seashells lining the high shelves of the 
  temple to the sea goddess, but they’re glued down.
  One of your wounds festers and 
  your bloodied condition won’t 
  heal during the next recovery.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  One of your minions steps on a bear trap on the 
  way home, bloodying or killing them.
  Forest pixies and sprites confuse and separate you 
  all, then try leading you to your demise.
  Your imps randomly dig a tunnel between two 
  sensitive areas, connecting them.
  A lich with a skeleton hoard appears at your 
  dungeon entrance.
  A lava river flowing through your dungeon, 
  perfectly protecting a previously vulnerable area.
  A perfectly square room within which hang dozens 
  of glowing magical spheres.
  A buried cell with an imprisoned devil inside that 
  demands you surrender control of your dungeon.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Tarbomb: Covers anything it hits with sticky tar, 
  but leaves a trail of tar when you throw it.
  Shockstick: Stuns the one you hit with it, but also 
  stuns you.
  Firebreath: Lets you breathe flames like a dragon, 
  but torches your gear, too.
  Immovable Armor: Makes you nigh-immovable, 
  but you can’t run while wearing it.
  A bag with a glowing rune on it, but the bag is 
  empty - except for the secret compartment.
  A group arrives to help your 
  target, like a patrol on the roads 
  galloping in to help.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  It takes you a very long time to get back home. All 
  faction clocks tick once.
  The faction that you just attacked gets motivated 
  and finishes any faction clocks they have.
  Brawling minions wreck a dungeon room, 
  requiring a tier 1 project to repair it.
  All factions roll immediately against their clocks as 
  you lurk in your dungeon far too long.
  A room that belonged to an old revolutionary base. 
  (random tier 3 Hideout room)
  An old gnome farm, complete with artificial 
  lighting that gives you a steady supply of carrots.
  A tunnel with a hole in the center of the end wall.  
  Carnivorous worms occasionally emerge from it.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Nervewrecker: Paralyzes a victim temporarily, but 
  they ignore all pain afterwards.
  Portable Trampoline: Lets you jump higher than 
  you otherwise could, but is hard to put away.
  Spiderlegs: Gives you legs like a spider allowing you 
  to climb walls, but makes you voraciously hungry.
  Spiteskull: Tries to bite and latch onto anything you 
  throw it at, but is always looking for a better owner.
  A statue of a conquering, grandiose general, but 
  how do you get it off that pedestal?
  Whatever you’re about to 
  try won’t work again, like a 
  null-magic field being activated.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A faction near the one you hit starts a new 
  4-segment clock: Improved Defenses.
  Boats along the river defend themselves more 
  heavily, carrying archers that watch the shores.
  A creature devours a lot of imps and you lose the 
  imp downtime action the next lurking phase.
  The most troublesome faction clock comes to 
  fruition, motivated by your dungeon’s presence.
  An old river port with a few boats that connects to 
  several dark underground factions far away.
  A round room with magnetic walls, making it very 
  difficult to move around inside it with metal.
  A hall full of heroic statues which, if disturbed, can 
  come alive and attack you or join an invasion.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Thunderstone: Emits a blinding light when it hits a 
  hard surface, but is always hot to the touch.
  Welding Torch: Welds metal together with a hot 
  flame, but showers you in sparks.
  Portable Doorway: against a wall to make an 
  instant hole, but disappears very quickly.
  Endless Bottle: Holds an immense amount of liquid, 
  but all of it flows out when opened.
  A large crystal, but it’s incredibly fragile to both 
  touch and sound.
  Your action will affect one of 
  your allies as well, like blasting 
  them with a fireball.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You spot a young dragon flying overhead. It circles 
  as it thinks it saw something rustling the bushes.
  A friendly faction of yours is attacked, knocking 
  them down a tier. They come pleading for help.
  Imps constantly getting caught in a trap leads to it 
  breaking. The trap loses a tier.
  A ghost possesses a PC, intent on revenge. Who 
  must the player hunt?
  Those of good heart that drown in this pool return 
  as a ghoul, a tier 2 creature under your control.
  Throughout this long, winding tunnel, you can 
  hear the mad whispers of the one that built it.
  This chamber houses a sentient holy relic which 
  alerts members of the faith nearby of its discovery.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Zoner: You don’t take shock to BRAINS, but you 
  take -2d from shock to other attributes.
  Escape Balloon: Can pull you up into the air, but is 
  almost impossible to control.
  Speedy: your speed, but it’s very, very difficult to 
  stop.
  Bag of Devouring: Destroys any non-living material 
  put inside it, but is very hungry.
  Several goats in their pen, but they’re mean as hell.
  A disaster is about to occur, like 
  a lightning storm or earthquake. 
  Start a 4-segment clock.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A unicorn steps out in front of you and paws the 
  ground. You’ve stumbled into its glade.
  A friendship with a faction breaks as they feel 
  somehow slighted due to your last raid.
  A dark faction that had been friendly or neutral 
  towards you becomes hostile.
  Heavy rains temporarily fill your dungeon with a 
  deluge of water. It can’t be stopped, only outrun.
  A slime pit, spewing extra slime imps. Your imps 
  take +1d on their downtime action.
  A small system of tunnels that produce incredibly 
  confusing echoes while within them.
  A barrel of explosive reagents in this old storeroom 
  detonates, destroying tunnels and dungeon walls.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Metalshards: Sends shards of metal in all 
  directions, but has a loose trigger.
  Spring Boots: Let you make one giant leap, but take 
  a long time to reload after use.
  Blur: Gives a defense against arrows, but randomly 
  teleports you nearby when the defense is used.
  Lookout Cap: Lets you know if anyone can see you, 
  but is extremely paranoid of getting spotted.
  An ancient atlas, but it’s linked to its golem 
  guardian.
  You make a fool of yourself, 
  losing status with allies, your 
  minions, or even the enemy.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  Halfway home, one of you realizes you’ve left an 
  important piece of gear back at the raid.
  The faction that you just hit can finish a faction 
  clock as they feel spurred into action.
  An imp writes the solution to one of your tricks on 
  the wall so they don’t forget. The trick loses a tier.
  One of your tier 2 rooms is completely destroyed 
  by minions partying. The party is on the move.
  A cell containing an imprisoned vampire who is 
  willing to remain friendly if you let them go.
  Ancient crypt tunnels with many tombs, some of 
  which that have been broken into and looted.
  A lava river that occasionally spits out magma 
  elementals who start fires in your dungeon.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Firebomb: Bursts on contact and splashes into a 
  ball of flame, but has a very short fuse.
  Glider: Lets you control your descent, but it’s 
  absolutely terrifying.
  Dalgeth’s Brew: Makes what the drinker hears 
  sound disingenuous, but they’re aware afterwards.
  Thundering Mace: Knocks back anyone you hit with 
  it, but is incredibly noisy.
  A telescope and other astronomy equipment, but 
  who knows which of these things is valuable?
  Your vile friend gets really 
  angry at you, cutting you off 
  until you make amends.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A mudslide has blocked your path and you realize 
  you have to travel through troll territory.
  Adventurers arrive at your dungeon before you, 
  clearing it and waiting for you in your sanctum.
  A small earthquake breaks a potion or concoction 
  in a PC’s supply, immediately affecting them.
  A dark faction comes to you seeking help with a 
  problem much too big for you to handle.
  A small mining colony of dwarves lie beyond a thin 
  wall at the end of this tunnel, completely unaware.
  A slow-flowing river with a perfect fishing spot 
  that gives you a steady supply of cavefish.
  A tunnel leading to an underground rebel base, led 
  by the local lord’s illegitimate daughter.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Quicksleep: Instantly puts someone to sleep, but 
  only for a few brief moments.
  Mining Drill: Bores through stone quickly, but gives 
  -1d on calamity rolls when used in the dungeon.
  Squallsight: Lets you establish a fact about the 
  weather, but angers nearby wildlife.
  Dancebox: Makes anyone around without a task 
  start dancing, but only plays one song.
  A fancy sword hanging on the wall, but the sword 
  is enchanted to come alive and fight.
  You get separated from your 
  allies, like getting led into the 
  woods by a bunch of pixies.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A group of farmers chase you down with torches 
  and pitchforks.
  You arrive at your dungeon entrance to see a squad 
  of soldiers camped outside it.
  A minion pack decides that it’s had enough and 
  deserts the dungeon.
  Your denizens are bored. They demand 
  entertainment or face rebellion.
  A room that belonged to an old dwarf fortress. 
  (random tier 3 Stronghold room)
  An old storage room that’s mostly underwater. Old 
  crates and barrels float around within it.
  A magical statue of a forgotten god which bloodies 
  anyone of evil heart when they enter this room.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Suregrip: Allows you to climb on walls like a spider, 
  but normal items stick tenaciously to your hands.
  Sticky Gloves: Let you climb up a wall, but you can 
  only reliably move up.
  Turnheart: Causes the drinker to rethink their 
  current goal, but all distrust you while you carry it.
  Eye of Melawa: Reveals lies and illusions, but 
  makes a blinding flash when it does so.
  A suit of armor on a stand, but it’s heavy and 
  welded together.
  You’re completely exhausted, 
  taking shock to all three 
  attributes after your roll.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  Light faction defenses in the area increase, giving 
  -1d on assault and strike raid engagement rolls.
  An adventurer you thought was dead confronts 
  you on the road, more powerful than before.
  A minion pack loses one of its upgrades from 
  something like an accident or gambling.
  An absolutely enormous rat king bursts into your 
  dungeon, barreling through it at full speed.
  A large, incredibly cold ice cavern, with sharp 
  icicles hanging from high above.
  A cavern with a very high ceiling that has been 
  worn away by the geyser in the center of the room.
  A one-way portal leading into your dungeon from 
  a well-protected area outside it.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Friendmaker: Makes anyone sprayed friendly to 
  you, but hostile towards those you’re with.
  Two-Wheeler: Lets you rapidly move over flat 
  terrain, but the brakes don’t work.
  Wizardwick: Pulls magic into its flames, containing 
  it, but the bundled magic is highly unstable.
  Cursed Coin: Causes the one that finds it to grow 
  greedier over time, but tries to be spent.
  Stacks and stacks of cheese wheels, but no way to 
  carry all of them.
  You become the center of 
  attention and those watching 
  expect an immediate follow-up.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You stumble upon two black bear cubs and notice 
  the momma bear off to the left too late.
  You step foot into a dryad’s grove and everyone is 
  instantly entangled and poisoned.
  A minion pack left the dungeon and raided a small 
  farm. Roll minor blowback instead.
  A very skilled tier 4 thief with 6 moves, knowledge 
  of your dungeon, and a scroll of teleport sneaks in.
  A series of old crypts, filled with the dead. You can 
  recruit expendable zombie minions here for free.
  A lava flow extending from one side of the map to 
  the other, along which travel magmin traders.
  A shrine of vigor that replenishes one adventurer 
  move per cycle. It’s very volatile if destroyed.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Dreadfood: Causes horrific hallucinations, but 
  sometimes enrages the one that imbibed it.
  Electromagnet: Strongly attracts metal, but shocks 
  the hell out of you when you turn it off.
  Mindwall: Gives you a defense against enchantment, 
  but you’re vulnerable after using the defense.
  Blink Boots: Lets you teleport a short distance 
  away, but you’re disoriented after.
  An enormous luxurious carpet, but it has lots of 
  heavy furniture on it.
  You’re exposed to danger from 
  the environment, like a fire or 
  rocks falling.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A PC hits a trap coming back to the dungeon, 
  bloodying or killing them if already bloodied.
  You all fall into a pit trap and wake up tied to spits, 
  ready to be roasted by cannibals.
  A PC falls into a liquid or is hanging deep in a hole 
  off a ledge. Start a 4-segment clock: Die.
  An enchantress has found some of your minion 
  packs, dominated them, and is now invading.
  A statue of a forgotten god. Any PC who takes up 
  worshipping it gains an extra dark heart slot.
  A second entrance to your dungeon opens up in a 
  relatively safe location.
  A dark dwarf encampment set up as the forward 
  advance of a much larger settlement below.
  
  CONCOCTION (tier 2)
  CONTRAPTION (tier 2)
  POTION (tier 2)
  MAGIC ITEM (tier 2)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Outburst Draught: Causes someone to act on their 
  current strongest emotion, but is contagious.
  Retract-o-Claw: Clamps onto whatever it’s shot at, 
  but retracts very slowly.
  Snakejaw: Lets you swallow anything up to your 
  size without hindering you, but it tastes terrible.
  Bloodstone: Heals a wound, but must be bathed in 
  increasingly potent blood after each use.
  A large, golden harp, but it’s incredibly heavy.
  Your biggest secret is revealed, 
  like dropping a document 
  showing your master plan.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You hear the sound of dogs barking as they catch 
  your trail. Start a 4-segment clock: Cornered.
  The target and its neighbors improve defenses, 
  giving you -1d to engagement against them.
  Two minion packs start feuding. If nothing is done 
  soon, they’ll kill each other.
  Gnomish engineers come through a wall with their 
  tunnel boring machine, ready to fight.
  A buried trove of potions which gives you three 
  shared supplies, each of a random potion.
  A hole lies in the center of this large cavern, from 
  which freezing cold air flows in and creates snow.
  A rift with the two sides grinding against each 
  other. Any additional movement causes quakes.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Bottled Fury: Stops you from dying until it wears 
  off, but you can’t resist death.
  Rocket Pack: Allows you to soar through the sky at 
  rapid speeds, but can go off at any time.
  Invisibility: Makes you completely invisible, but you 
  blink back into sight when you touch something.
  Goldmonger’s Tooth: Turns victims into golden 
  statues, but they might randomly come back to life.
  The finest silverware you’ve ever seen, but it’s in a 
  very busy kitchen.
  You’re forced to choose between 
  two terrible options, like saving 
  only your minions or your warg.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  Your dungeon was spotted by a tracker, who is now 
  running away. Capture them or face invasion.
  A light-aligned dragon roasts the copse of trees you 
  were hiding in, then comes in for a snack.
  Holes open up in the ground along one of your 
  tunnels, turning it into a hazard.
  A fire destroys a tier 1 or 2 room and threatens to 
  rapidly spread throughout the dungeon.
  A one-way portal from the dungeon to a hidden, 
  very valuable location within the sandbox.
  A series of tunnels filled with cracked mirrors 
  lining the walls, confusing anyone who enters.
  A brackish lake filled with cavesharks that blocks 
  the expansion of your dungeon.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Lightbender: Makes someone appear completely 
  invisible, but also nearly blind.
  Night-Vision Goggles: Lets you see in the dark, but 
  blinds you if you look directly at a light source.
  Tongues: Lets you speak another language fluently 
  for a while, but you can’t understand it.
  Rust Shield: Instantly rusts any metal weapon it 
  blocks, but slowly falls apart.
  A cart full of produce for market, but one of the 
  wheels is broken.
  An ally springs an unseen trap, 
  like stepping on a rope and 
  getting hauled up into a tree.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  Any further raids against factions in this area will 
  take -1d to the loot roll.
  Noticing your intent on raiding them, a faction 
  calls in favors and increases their tier by 1.
  A bridge or other simple structure collapses, 
  bloodying a minion pack.
  The biggest creature in the dungeon devours the 
  second largest and is now on the hunt.
  A perfectly placed tunnel leading to a small pool 
  full of polished skulls. (tier 1 minor room)
  Bags of opals litter the floor along this twisting 
  tunnel, giving you a shared supply.
  A complex web of crawlways that connect to 
  several vulnerable points within your dungeon.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Quickfreeze: Covers the entire area in ice, but the 
  bottle is incredibly fragile.
  Chainsaw: Can tear through wood and flesh like 
  butter, but merely wielding it is highly dangerous.
  Ratsize: Shrinks you to the size of a rat, but you 
  smell like prey.
  Werepelt: Turns you into a werebeast while the full 
  moon is out, but it’s a mostly harmless beast.
  A cask of good ale, but it’s starting to leak.
  An NPC near you takes a hit, like 
  the priest you were hauling back 
  to torture getting killed.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A griffon rider circles overhead, intent on finding 
  your dungeon’s location.
  An ancient druid and his panther companion don’t 
  appreciate you stepping through their glade.
  An ambush awaits you as you head out of your 
  dungeon entrance on your next raid.
  Another group of Wicked Ones launch a pillaging 
  raid on your dungeon along with their minions.
  An old torture chamber with an immortal celestial 
  being strapped into the rack. (tier 2 room)
  A small cavern that is filled with a natural garden 
  created with the sunlight shining in from above.
  A gnomish inventory’s hidden laboratory and 
  copper mine, filled with working constructs.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Zombiejuice: Reanimates a fresh corpse into a 
  killing machine, but it quickly falls apart.
  Rocket Boots: Let you briefly move incredibly fast, 
  but always launch you out of them at the end.
  Mimic: Turns you into a carnivorous version of an 
  object, but you only vaguely know how long it lasts.
  Cursed Mirror: Sends the thoughts of those looking 
  into it to its creator, but slowly drives you insane.
  Large amounts of dye, but it’s just sitting in a large 
  pile of dust right now.
  Nature helps your enemies, like 
  a wolf pack coming to the aid of 
  a farmer you’re chasing.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  Each PC has to pay cost as they struggle their way 
  home through a storm.
  Your next raid is incredibly easy as guards break 
  and run and nothing is locked. Then it all changes.
  One of your locks completely breaks, but you won’t 
  realize it until during the next invasion.
  A large dark faction tribe has surrounded your 
  entrance and demands 1 tier of hoard in tribute.
  A two-way portal from the dungeon to a hidden 
  neutral location within the sandbox.
  A waterfall of mud cascading down the side of a 
  cavern, then flowing off to the edge of the map.
  A health shrine which replenishes one adventurer 
  heart per cycle. It’s very volatile if destroyed.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Heartstop: Makes you appear completely dead, but 
  you wake up with shock to GUTS.
  Flamethrower: Fires jets of white hot fire, but the 
  fuel tank is very vulnerable and fuel is limited.
  Earbug: Lets you understand another language for 
  a while, but you can’t speak it.
  Stasis Ring: Puts you into an incorporeal stasis for 
  a few moments, but you can’t see anything.
  A fine quilt, but the grandmother who made it is 
  dangerous with a rolling pin.
  The situation changes as magic 
  is put into play, like drawing a 
  god’s attention.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You encounter a couple of satyrs inviting you off 
  to party. You’re compelled to follow.
  You enter a forest clearing and see a mage duel in 
  progress. They both see you and turn to attack.
  One of your creatures roams the halls until it finds 
  a creature or minion and devours them.
  A greater demon appears in your sanctum in a 
  burst of fire and demands the reins of control.
  A magical chamber which prevents any injuries 
  suffered here from persisting when you exit.
  A large waterfall emptying into a lake, creating 
  rainbow patterns in the air when light hits it.
  A windy cavern full of mushrooms whose 
  poisonous spores waft through your dungeon.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Essence of Night: Fills a large area with moonless 
  darkness, but the area is freezing cold.
  Waterbreather: Lets you breathe underwater, but 
  your vision is highly limited.
  Freeshade: Releases your shadow as a temporary 
  minion, but it doesn’t want to rejoin you later.
  Covensworn Tome: Allows you to cast a predecided 
  tier 1, 2, and 3 spell, but costs more each time.
  Songbirds in a cage, but they’re incredibly noisy 
  and draw attention.
  You must choose between two 
  things you want to keep, like the 
  loot or the prisoner.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  One of you gets smacked with a swinging log trap, 
  knocking you into a river.
  A storm completely batters you, leaving everyone 
  spent. You do not get recovery.
  A wall collapses burying one of the Wicked Ones 
  under it. Start a 4-segment clock: Suffocate.
  A diviner with knowledge of the inner workings of 
  your dungeon leads a strike team against you.
  A room that belonged to a long-dead witch’s coven. 
  (random tier 3 Enclave room)
  A simple square room with a magical darkness in it 
  so thick that no light can penetrate it.
  A large ooze pit that feasts on bodies, becoming 
  highly unstable when left hungry for too long.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Quickrust: Can instantly rust away any piece of 
  metal, but its container is hard to open.
  Auto-Lockpick: Allows you to roll the item’s tier 
  against any lock, but is very noisy.
  Animal Form: Turns you into an animal, but you 
  gain an appropriate dark impulse during it.
  Mind Distillery: Drains memories from people’s 
  minds, but makes them go insane in the process.
  A garden full of exotic flowers, but some of the 
  plants have poisonous thorns.
  A clock is filled, like hunting 
  dogs running you down in the 
  fields or a boat sinking.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A minion pack that you thought was dead actively 
  disrupts your next raid plan to get revenge.
  A diviner foretells your next raid. Its engagement 
  roll will be 0d no matter what.
  A lone dwarf thief tunnels directly into your 
  sanctum while you’re all sleeping.
  One of your tier 3 rooms gets wrecked, requiring 
  you to acquire materials again.
  The Orb of Storms, a tier 3 magic item, rests on a 
  pedestal in the center.
  A cavern full of stalactices from which drip a 
  glowing ooze that puddles below them.
  A giant hole with strong winds flowing out of it 
  and through your dungeon.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Kaboom: Creates an explosion that can destroy a 
  house, but the explosion is randomly delayed.
  Backpack Catapult: Can launch fairly large stones, 
  but takes up an extra gear or supply slot.
  Quickmend: Removes both bloodied and MUSCLES 
  shock, but gives BRAINS shock.
  Cloak of Invisibility: Turns you completely 
  invisible, but no other gear besides the cloak.
  Gargoyle statue, but how do you get it off the wall?
  You’re blinded, deafened, or 
  otherwise impaired, like your 
  thunder spell deafening youself.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  One of the PCs has become separated and a 
  mountain lion is stalking them.
  A griffon swoops down and snatches one of you, 
  then carries you off to its nest.
  One of the imps shows you that a couple of minion 
  packs are planning a hoard heist.
  A couple of minion packs take a PC hostage and 
  have a list of demands.
  A motherlode of gems sit on an ancient throne, 
  giving each PC two gold.
  A zigzagging cavern full of holes in the walls from 
  which smoke billows.
  A hostile mind-controlling crystal rests on 
  fabulous rugs and pillows.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Anti-Gravity Torch: Reverses gravity while it burns, 
  but you move very slowly within its zone.
  Clockwork Servant: Can do one specific task that it’s 
  programmed to do, but rusts easily.
  Mooncurse: Turns someone into a werewolf for one 
  full moon, but wolves are hostile while you carry it.
  Cube of Knowledge: Answers almost any yes or no 
  question you ask, but can’t be used again for a cycle.
  A fantastic ceremonial headdress, but it’s 
  protected by the ghost of its former owner.
  An entity sees the situation, like 
  the orc chief watching you raid 
  their hunting grounds.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You all wake up entwined in thick vines. Several 
  fae are pulling your loot away.
  You stop for a break to count up your loot under an 
  enormous tree ent.
  A minion pack betrays a PC, ambushing them in an 
  incredibly vulnerable position.
  Your denizens are starving. Either raid for food or 
  face starvation.
  A large treasure chest sits in the center of the 
  room. When you approach, the mimic smiles.
  A deep, dark hole that has a small shining light at 
  the bottom of it.
  A tunnel full of mushrooms that douse you in 
  hallucinogenic spores.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Magnetizer: Causes any metal hit with it to become 
  highly magnetic, but it might randomly activate.
  Laser Eyes: Fires a laser out of one of your eyes, but 
  you have BRAINS shock while it recharges.
  Expertise: Gives a single action a 3d rating for a 
  short time, but you take -1d to all other actions.
  Harvesting Axe: Gives you a burst of power when 
  you hack off a limb, but always demands more.
  An incredible flowering tree in a pot, but pixies 
  guard over it.
  An old enemy shows up, like an 
  adventurer that you thought 
  you’d killed before.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  You meet a crone offering you a secret way into the 
  keep. It’s not a trap, but you can’t trust her.
  You hear growling in the woods around you as a 
  wolf pack sees a meal.
  A dark faction demands the return of some 
  minions that belonged to them.
  A hole in a wall opens up and lava begins flowing 
  into your dungeon.
  The lair of an enormous, intelligent snake that 
  seems to want to co-exist.
  A maze of tunnels missing its long-dead minotaur.
  A second entrance to your dungeon opens up in a 
  terrible location.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Unarcana Stone: Causes magic within an area to 
  stop working, but also monster science to fail.
  Robotic Limb: Replaces a hacked off limb, but 
  seems to have a mind of its own.
  Intangible: Lets you float and move through walls, 
  but doesn’t wear off until recovery.
  Storm Orb: Can conjure up a major storm within 
  the region, but you can’t decide its path.
  A large bell, but you have to get it down from its 
  tower.
  Targets in this area dry up, like 
  the baron calling for a cease in 
  road traffic.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A famous adventuring crew arrives in the region 
  and leaves warning signs for you.
  You’re ambushed on your next raid by archers 
  hiding in carts.
  The roof of a tunnel collapses, completely blocking 
  off passage.
  A shared or steady supply that you have is spoiled, 
  stolen, or runs out.
  A cave that looks like it was once a workshop but 
  was blown up, and a random tier 3 contraption.
  A two-way portal to a hidden, but mostly useless 
  location within the region.
  An enormous slime pit that throws slime balls at 
  anyone traveling over it.
  
  CONCOCTION (tier 3)
  CONTRAPTION (tier 3)
  POTION (tier 3)
  MAGIC ITEM (tier 3)
  GOOD LOOT
  DARK BARGAIN
  Random Stuff
  Tremorbead: Seeps rapidly into the earth, causing 
  it to tremble, but activates when shaken.
  Boomstick: Blows something within short range to 
  smithereens, but also hits nearby allies.
  Ironskin: Makes your skin as tough as iron, but you 
  move incredibly slowly.
  Withering Staff: Causes plant life within a large 
  area to wither, but leaves you feeling drained.
  A stache of books, but the owner will defend them 
  with their life.
  An adventuring party is about 
  to show up. Start a 4-segment 
  clock.
  
  BLOWBACK (MINOR)
  BLOWBACK (MAJOR)
  CALAMITY (MINOR)
  CALAMITY (MAJOR)
  DISCOVERY (SUCCESS)
  DISCOVERY (MIXED)
  DISCOVERY (FAILURE)
  A minion pack doesn’t make it out of the raid and 
  gets captured.
  The ghosts of dead adventurers haunt you on your 
  next raid.
  Tremors cause a creature lair to collapse. The lair 
  and creature lose a tier.
  A large pack of jackals chase a minion pack back 
  into your dungeon.
  A room with a trove of books. You can establish 
  three secret facts about the history of the region.
  A pit that seeps gases from the deep, ever-burning 
  with a bright blue flame.
  The nest of a huge spider which will feed on your 
  minions if not placated.
  
SOURCE: textdata/thevault/Wicked Ones/Wicked Ones - Toolkit.pdf