Quest: Ruinous League
Lv 1-4Vagabond Core Rulebook · p.187 · ruinous-league
Open source p.187QUEST:
Ruinous League
A Procedurally-Generated Solo/Co-Op Crawl for 1st to 4th-Level Heroes INSPIRATIONS
- David Hoskins, Johan Nohr, Pelle Nilsson.
Dark Fort. 2018, Ockult Örtmästare Games.
- Zeekerss. Lethal Company. 2023, Zeekerss.
In ages past, a leyline carved its way through the cliffsides 8 miles south of Llerirell, marked by a set of ancient ruins. This hotspot of natural mana spawns forth an ever-shifting dungeon full of twisted monsters every day, with a new layout that grows within the cliff. The ruins are something of a tourist attraction for daring adventurers hoping to test their mettle against the anomaly. Not only do the ruins shift daily, anything that enters the dungeon and dies is seemingly resurrected at a shrine built in Llerirell. Adventurers can find work delving the ruins to find loot, but must take caution, as the dungeon is only open for 6 hours each day before imploding. The ruins are filled with dangers, including traps and stashes of the mage’s plunders. Will you answer the call to adventure?!?
Hook & Play
Your objective is to bring back as much loot as possible, and potentially eliminate the horror that resides within the ever-changing ruins.
Progress Clock
Track time in the dungeon on six 6-segment Progress Clocks. Each Scene adds a segment to the clock, and the dungeon collapses once all have filled, killing outsiders within.
Dying in the Dungeon
Any Beings foreign to the dungeon are resurrected in Llerirell at the next dawn. They gain the benefits of a Rest and don’t gain Fatigue from dying this way.
General Interactions
Backtrack: Continue checking for Random Encounters, but don't advance the Progress Clock by moving this way.
Doors: The doors are wood (8 HP, Armor: 1 [as Wood]). Each attempt to damage a door advances the Progress Clock by 1.
Tracking: You can attempt to find Enemies by making a Survival Check during a Scene. If you pass, you discover tracks leading towards your next unexplored area. You know there is an Enounter and can surprise those Enemies.
No extracted maps for this adventure — the map is in the source book: Open source p.187
Sections (2)
Ruinous League (Part 2) p.188
Crawl
To begin, draw a stairway leading down to the ruins and a 20-by foot square room with 3 doors in any direction.
Unexplored Areas
Follow these steps when moving to new areas: 1 Roll Elements (Shape & Doors). Doors face any direction of your choice. Be sure to map the environment. 2 Roll to determine Encounters. 3 If no Encounter occurs, roll Event. ELEMENTS
Encounters
Determine Random Encounters by rolling a number of s equal to 1 + the number of filled Progress Clocks. An Encounter Occurs on a roll of 1 on any of the dice. ENCOUNTER EVENT TRAPS WARES CONTAINER
| 2d6 | Event | |||||
|---|---|---|---|---|---|---|
| 2 - 4 5 - 7 8 - 9 10 11 12 | Trap! Roll on the Trap table. Encounter! Roll Encounter, these Enemies are distracted. Sale! A peddler selling items, buying items at half their value. Roll Wares for their store. Respite! You can take one Breather here without advancing the Progress Clock. Casters regain all Mana as well. After, this becomes a standard room. Container! Roll Container (1/6 it's locked) Dead Peddler! Same as 9, but the peddler is dead. Their Wares are on the ground. | |||||
| Shape | Doors | |||||
| 1 | Cross | 1 | None | Trap | ||
| 2 | Corridor | 2 | One (Locked) | 1 | Acid! Pass [Reflex] or either be splashed with | |
| 3 | Square | 3 - 4 | One | acid (), or lose a piece of Equipment. | ||
| 4 | Circular | 5 | Two (One Locked) | 2 | Pitfall! Pass [Detect] or fall (×5)' in a pit. | |
| 5 - 6 | Rectangle | 6 | Two | 3 4 | Explosion! Pass [Reflex] or be blasted with fire for (). Poison Gas! Pass [Endure] or become Sickened (C each Round). |
| 2d6 | Wares | ||
|---|---|---|---|
| 2-5 | - materials (1 s per unit) - rope | ||
| x | Encounter | - torch | |
| 1 - 2 | Poteads [S] (p. 122) | 6-8 | 2 - 5, and: |
| 3 - 4 | Rust Monsters (p. 148) | - lockpick - Random Loot | |
| 5 - 6 | Goblin Warriors (p. 141); Goblin Mage | 9-11 | 2 - 8, and: |
| 7 - 8 | Bugbear (p. 135); Goblin Warriors | - healing draught | |
| 9 - 10 | Skeletons (p. 179) | 12 | 2 - 11, and: |
| 11 | Amphipteres (p. 134) | - longsword (1; 100g) | |
| 12 | Grey Ooze (p. 173) | ||
| 13 | Floating Eye (p. 161) | ||
| 14 - 15 Ochre Jellies (p. 174) | Contains... | ||
| 16 - 17 Owl Bear (p. 145) | 2 | Encounter! The container is a mimic! | |
| 18+ | See: Confrontation (next page) | 3 - 4 5 6 - 8 9 10 11 12 | Trap! Roll Trap. Roll Random Loot (p. 186) g, rations g, a dagger, light armor g and a () enchant scroll Jade amulet worth 50g Diamond worth 100g |
Ruinous League (Part 3) p.189
Only Flip This Page When You
Move Onto The Confrontation
for toppling such a renowned delve. Heroes will most surely go down as legends has mixed reactions to this happening, but the of shifting ends. The town of Llerirell likely ruins freeze in their current form and the cycle When the dungeonheart is destroyed, the
Resolution
Mana at the start of their Turns. the area and those with Mana regain 1 Grants Favor to Cast Checks in Leyline: 1 dungeonheart Encounter: - in the floor below as a leyline feeds into the heart. beats, you see a surge of arcane energy from a crack grotesque tissue and a massive, glowing heart. As it The door opens to reveal a chamber lined with