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Step into the realm of Man of Ages: The Awakening, an exhilarating adventure that transports you to a world of forgotten secrets and untold stories. As you awaken within a mysterious sacrificial chamber, you and your fellow adventurers must summon your courage and cunning to challenge the dangerous Drider mage and reclaim your lost memories.

Shadows of the Forgotten

Objective: The adventurers must recover their lost memories, uncover the truth behind their entrapment, and escape the treacherous dungeon.
In the shadowy depths of a Drider’s sacrificial chamber, three intrepid adventurers awaken, their memories shrouded in a veil of darkness. They know not their names nor the paths that led them to this perilous lair. Faced with the daunting challenge of a Drider mage, our heroes muster their courage and ingenuity to subdue the fearsome foe and banish her to the watery abyss.
Now begins their extraordinary quest to unearth the mysteries of their past, as they forge onward through uncharted territories, braving treacherous trials and confronting formidable adversaries. As they journey across realms of legend, the adventurers uncover hidden truths and rediscover the indomitable spirit within themselves.
Join our fearless trio as they blaze a trail through the annals of time, unearthing ancient secrets, and illuminating their own heroic destinies. In the grand tradition of Man of Ages, we invite you to embark on a historical adventure that transcends the boundaries of imagination, and venture forth into the great unknown. Glory awaits those who dare!

ADVENTURE!

Card 1: The Stirring of Heroes

Location: Drider's sacrificial chamber

In the sinister embrace of the Drider’s sacrificial chamber, our intrepid adventurers awaken to the mystery of their lost memories. Amidst the shadows, they must forge a daring escape from this ominous lair, wary of the traps and secrets that lie hidden within its ancient walls.

Obstacle: Hidden floor spikes

Hidden within the cold stone floor, treacherous spikes lie in wait, eager to impale the unwary foot of the intrepid adventurer who dares to tread upon their concealed lair.
Environmental Challenge: Tricky (-3 to all rolls) Discovery Roll: Tricky (-3 to all rolls) Damage: 1d8 if triggered

Card 2: The Sunken Gauntlet

Location: A partially submerged chamber with a locked door

Venturing into a chamber half-swallowed by dark waters, our heroes face the remnants of their fateful encounter with the Drider mage. To press onward, they must navigate the treacherous depths and unlock the passage that leads them further into the unknown. Event: The adventurers stumble upon the chamber where they defeated the Drider mage. Challenge: Find a key or a means to unlock the door and advance. Be cautious of remnants of the Drider mage’s power that may still lurk in the shadows.

Obstacle: Enchained Water Wraith

Obstacle: Rising from the murky depths, the Enchained Water Wraith wields its fearsome Water Whip and Drowning Grasp, seeking to entangle and suffocate any who dare invade its submerged domain. Environmental Challenge: Hidden beneath the dark waters, ancient floor traps await the unwary adventurer, their deadly mechanisms poised to ensnare and wound those who fail to perceive their subtle presence.
Primary Weapon: Water Whip Secondary Weapon: Drowning Grasp Target Number: 12 Hit Points: 2 Hearts (20 hit points) Environmental Challenge: Submerged floor traps Difficulty: Pie (+3 to each roll) Discovery Roll: Tricky (-3 to all rolls) Damage: 1d6 if triggered

Card 3: The Time-Worn Repository

Location: A vast, ancient library with countless tomes and scrolls

As the adventurers delve into the labyrinthine archives, a trove of cryptic knowledge lies before them. Amidst the dusty tomes, they must unravel the threads of their past, all the while evading the watchful gaze of the guardians who protect these sacred halls. Event: The adventurers enter a room containing a wealth of knowledge, including cryptic clues about their past. Challenge: Decipher the clues, locate information about their identities, and find the exit. Beware of lurking guardians or animated constructs protecting the archives.

Obstacle: Animated Book Golem

It Attacks!
Primary Weapon: Razor-edged Pages Secondary Magic: Encyclopedic Blast Target Number: 14 Hit Points: 3 Hearts (30 hit points) Environmental Challenge: Collapsing bookshelves Difficulty: Tricky (-3 to all rolls) Discovery Roll: Pie (+3 to all rolls) Damage: 1d10 if triggered

Card 4: The Chamber of Echoes

Location: A mystical hall adorned with enchanted mirrors

Within the mystical Hall of Reflection, our heroes confront the spectral reflections of their past selves. In a battle of wits and wills, they must reclaim their lost memories and endure the tempest of emotions that arises from their own buried truths. Event: The adventurers are confronted by reflections of their past selves, revealing fragments of their lost memories. Challenge: Engage in a mental battle against their past selves to reclaim their memories. Endure the emotional turmoil that may accompany these revelations.

Obstacle: Reflection Phantoms

bstacle: Born from the shimmering glass, the spectral Reflection Phantoms wield their nefarious Memory Drain and Emotion Manipulation, seeking to strip the heroes of their reclaimed past and shatter their spirit. Environmental Challenge 2: The enchanted mirrors, ever-shifting and deceptive, conceal hidden threats and sudden danger, ready to ensnare and harm the unsuspecting adventurers who venture too close to their reflective surfaces.
Primary Magic: Memory Drain Secondary Magic: Emotion Manipulation Target Number: 10 Hit Points: 1 Heart (10 hit points) each Environmental Challenge: Shifting mirrors Difficulty: Tricky (-3 to all rolls) Discovery Roll: Pie (+3 to all rolls) Damage: 1d4 if triggered

Card 5: The Vengeance Unveiled

Location: A grand chamber containing the source of the adventurers' entrapment

In the heart of the grand chamber, the mastermind behind their imprisonment is revealed—a formidable foe driven by a thirst for vengeance. Our adventurers must summon their courage and newfound strength to vanquish this enemy and secure their freedom. Location: A mystical hall adorned with enchanted mirrors Event: The adventurers are confronted by reflections of their past selves, revealing fragments of their lost memories. Challenge: Engage in a mental battle against their past selves to reclaim their memories. Endure the emotional turmoil that may accompany these revelations.

Obstacle: Vengeful Mastermind

Challenge: Defeat the enemy and secure their freedom. The enemy may exploit the adventurers’ newfound memories, forcing them to face their deepest fears and regrets. Obstacle: The vengeful mastermind, a figure of darkness and wrath, brandishes a Rune-etched Longsword and summons the power of Dark Energy Blast, determined to bring ruin upon the heroes who thwarted their sinister plans. Environmental Challenge: From the very shadows that cloak the chamber, writhing Shadow Vines spring forth, eager to ensnare and entangle the adventurers, binding them to the cold embrace of darkness.
Primary Weapon: Rune-etched Longsword Secondary Magic: Dark Energy Blast Target Number: 15 Hit Points: 4 Hearts (40 hit points) Environmental Challenge: Ensnaring Shadow Vines Difficulty: Tricky (-3 to all rolls) Discovery Roll: Tricky (-3 to all rolls) Damage: 1d6 if triggered

Card 6: The Flight from Darkness

Location: The dungeon's exit, leading to the surface

With the enemy defeated, the dungeon begins to crumble around them. The heroes must navigate a treacherous path to the surface, outrunning the chaos that threatens to swallow them back into the abyss. Event: The adventurers, now reunited with their memories, must escape the collapsing dungeon. Challenge: Navigate the treacherous path to the surface, avoiding hazards and debris as the dungeon crumbles around the

Environmental Challenge: Collapsing dungeon

Environmental Challenge: As the dungeon trembles and groans, the very walls and ceilings threaten to collapse, raining down a torrent of stone and debris upon the fleeing heroes, who must navigate the chaos to reach the light of day.
Difficulty: Pie (+3 to each roll) Discovery Roll: N/A Damage: 1d12 if caught in the chaos

Card 7: The Battle Unbidden

Location: A dimly-lit alleyway near the bustling town square, hours after escaping the dungeon

As they revel in their escape, a sudden ambush in the shadows of the town square challenges our heroes once more. United, they must confront this mysterious foe and uncover the sinister force that seeks to undermine their hard-fought triumph. With this new chapter of action and intrigue unfolding, the adventurers stand ready to defend their legacy and forge an even greater destiny in the annals of Man of Ages. Event: Just as the adventurers are celebrating their triumphant escape and newfound camaraderie, they are suddenly ambushed by a group of hooded assailants. Challenge: Defend themselves against the surprise attack and capture at least one of the assailants for interrogation. Unravel the motives behind the ambush and discover the force that seeks to bring them down. As our intrepid heroes fend off the unexpected assault, they realize that their trials are far from over. Emerging from the shadows of the forgotten, a new adversary looms, intent on challenging their hard-earned victory. The bonds forged in the depths of the treacherous dungeon shall be put to the test as they stand united against this emerging threat. In the grand tradition of Man of Ages, a new chapter of action and intrigue begins, beckoning the heroes to once again confront the unknown and defend their legacy. Glory awaits those who rise to the challenge!

Obstacle: Hooded Assailants

Obstacle: The Hooded Assailants, enshrouded in secrecy and malice, brandish their deadly Poisoned Daggers and weave a cloak of shadows around them, striking from the darkness with lethal intent. Environmental Challenge: Lurking beneath the cobbled stones of the alley, treacherous pit traps lie in wait for the unwary adventurer, eager to swallow them into the depths and inflict grievous harm upon those who dare to tread upon their hidden maw.
Primary Weapon: Poisoned Daggers Secondary Magic: Shadow Cloak Target Number: 11 Hit Points: 1 Heart (10 hit points) each Environmental Challenge: Concealed pit traps Difficulty: Tricky (-3 to all rolls) Discovery Roll: Pie (+3 to all rolls) Damage: 1d6 if triggered

UNIQUE RULES

Card 1: The Stirring of Heroes

Memory Fragments: As the adventurer’s journey through this thrilling adventure, they will slowly regain fragments of their lost memories. With each successful completion of a card, each character will recover a portion of their past, granting them access to one of their unique abilities or skills (determined by the player or Game Master). This will provide a sense of progression and growth as they rediscover their true selves.

Card 2: The Sunken Gauntlet

The Echoes of Time: The influence of the ancient and forgotten past lingers in the air, adding an element of unpredictability to the adventure. At the beginning of each card, the Game Master will roll a 1d6. On a roll of 1, the adventurers will be haunted by the echoes of time, gaining either a temporary boon or bane. Boons may include increased attack or defense for a limited duration, while banes may reduce their abilities or force them to face a harrowing vision from their past.

Card 3: The Time-Worn Repository

Unshakable Bonds: As the adventurers delve deeper into the mystery of their past and the dangers that lie ahead, they will forge unshakable bonds with one another. At the beginning of each card, the players will choose a bond with another character, granting both characters a +1 bonus to their rolls when working together. If a character is affected by a psychological consequence (e.g., fear, confusion), their bonded ally can attempt a special ability check to help them overcome the affliction.

Card 4: The Chamber of Echoes

The Weight of History: This adventure is laden with the weight of history and the powerful emotions that accompany it. Throughout their journey, the adventurers may face psychological consequences for failure, such as fear, despair, or even anger. These emotional states will impose a temporary -1 or -2 penalty to affected ability checks. However, if the adventurers can rally and confront these emotions head-on, they may gain a valuable insight into their past or unlock hidden reserves of strength.

Card 5: The Vengeance Unveiled

Relics of the Past: As the adventurers explore the ancient dungeon, they will uncover powerful relics and artifacts from a bygone age. These items will not only aid them in their quest but also serve as keys to unlocking deeper mysteries and secrets. Each relic will have a unique power, such as enhanced damage, healing abilities, or even the ability to manipulate the environment. The adventurers must use these relics wisely, as they may be essential to overcoming the challenges that await them.

All CARDS & Card 6: The Flight from Darkness

Triumph and Glory: The adventurers’ journey will be fraught with danger and adversity, but with each success, they will gain a sense of triumph and glory. Each card completed will grant the adventurers a cumulative +1 bonus to their rolls, representing their growing confidence and determination. However, this bonus resets if the party experiences a major setback or failure, emphasizing the need for caution and careful planning.