Death is not the end.
It is a resource.
A tool.
And your master knows how to use it.
Your necromancer has spoken.
A relic has surfaced—carried by a Terran Wraith known as Romulus. A book of unknown origin, pulsing with something older than death itself.
Your master does not seek to destroy it.
Nor to worship it.
They seek to understand it… and claim it.
Already, the Eldritch Cult moves to seize it. The Citadel scrambles to contain the breach. But your master sees beyond their panic.
There is power here.
Power worth taking.
Your directive is clear:
Enter the QRT. Find Romulus. Recover the relic. Return it to your necromancer.
Using the Dwethia: Dungeons ruleset , generate your mission with the following parameters:
Location: Space Station (QRT Station)
Objective: Escape (Reskinned: Retrieval and Extraction)
Game Length: d4 + 3 Rooms
Enemy Faction: Eldritch Cult
You arrive as the station begins to die.
Power flickers. Systems fail. Screams echo through broken corridors.
The Eldritch Cult has already begun their work, tearing open reality and flooding the station with aberrations and lesser horrors. The Citadel’s defenses are collapsing.
Perfect conditions.
Where others see chaos, you see opportunity.
Death spreads quickly here—and where death gathers, so too does power.
Somewhere within the station, Romulus still moves, clutching a relic that should not exist.
Your master wants it.
And you will deliver.
This mission represents a calculated incursion during a mass-casualty event
All enemies are treated as Eldritch Cult forces and summoned horrors
Doors remain locked and must be bypassed per Escape rules
Players may flavor encounters as:
Reanimated corpses caught between factions
Failed cult rituals
Areas thick with death-energy and void resonance
You do not fear death.
You command it.
Find the Wraith.
Take the relic.
Bring it to the one who understands what it truly is.
The Void is watching.
After the mission, consult the Scars and Glory chart under Campaign Play and update your character accordingly. Players also gain 1 point for each room they successfully complete. These points may be spent according to the Character Advancement rules under the Roleplaying Rules.
Apply your scars, spend or bank any earned points and try again!