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Preface
Welcome to the Cavern...
...PLEASE make sure to mind your head! Cavern Crawl is a miniaturebased dungeon exploration or 'crawl' game in the vein of innumerable
classics which were produced in the latter half of the eighties. It was born
chiefly from two desires: 1. to devise a simple dungeon crawl rules engine
that still allowed for detailed character development and thus longevity
and 2. to create a set free from the constraints of being tied to a
predetermined fantasy background. In this way players can use whatever
fantasy miniatures they have to hand and can place their games in
whatever 'world' they like. The bestiary chapter (p.20-22) gives profiles of
numerous generic fantasy creatures from Goblins Warriors to Fire
Drakes but players are also free to create their own too. Whatever
divergent fantasy lands you wish to explore CC provides the tools for you
to do so!
The Players
Like most conventional dungeon-exploration games Cavern Crawl pits a
single Games Master (henceforth 'GM') against players who control
individual characters, the 'heroes' (who shall henceforth be
interchangeably referred to as 'players', 'heroes' or 'adventurers'). There
should be between two-to-six hero characters, with the ideal number
being four. It is permissible for single players to control more than one
hero.
The job of the GM is to create and populate the subterranean areas which
these heroes will venture through. To this end he or she must plot the
dungeon maps and generate the adventures pertaining to them prior to
gaming sessions and, ideally, build a campaign setting around the sessions
in which the players can evolve their characters through epic deeds of
derring-do. The GM should be conversant with the rules laid out in this
manual and during gaming sessions will control everything that the
players encounter.
Points values which represent the overall quality of a model are provided
for all the creatures featured in this manual (plus equipment and
attributes) and it is suggested that a starting adventure for four heroes
should contain no more than 500 points-worth of opponents (points are
dealt with in greater detail below) split across 6-8 encounters. After
running a game and developing an appreciation for how the mechanics
function a GM should quickly get a feel for what is 'right' in terms of
populating his or her dungeons in future. To this end a basic starting
adventure for four players - imaginatively titled 'The Orc's Lair' - is also
provided later in the manual (see p.23).
Some spells and prayers effect an area greater than a single square and
this is given in square inches (generally 3x3). If you are not using tiles
marked by inch squares then merely substitute a square or circular
template 3 inches in diameter and use this to determine which models are
effected by the spell/prayer. Again, this will be discussed in more detail
further on.
Necessary Apparatus
Miniatures and Terrain
2
Profiles
All models in Cavern Crawl - whether lowly Cave Slug or ferocious
Manticore - are represented by a profile like the one depicted below. All
that you need to know about an individual model will be contained
within it. See the bestiary chapter (p.20-22) for more examples. Slightly
more detailed blank profile sheets for heroes are provided later (p.25),
which allow more room for detailing equipment, money and so forth.
Here is the profile of a Goblin Chieftain:
Description
Goblin Chieftain
SPE
BRA
ACC
MEL
FOR
3/5
Profile Key
SPE:
BRA:
ACC:
MEL:
FOR:
VIT:
Points:
46
This is where any special rules - called 'attributes' and any equipment - armour, weapons et etcetera belonging to the model are listed.
Points
Points
Description:
Attributes &
Equipment:
This end figure gives the points value of the model and will help you
gauge its usefulness in CC, with the higher the value the better being the
model! A quick look at the bestiary on p. 20-22 should give you an idea
of the gulf in points value between, for instance, Goblin Warriors (16
points) and Fire Drakes (66 points), which obviously translates to the
gulf in quality between their gaming capabilities. Naturally this
incomplex system allows you to easily create your own profiles and
attribute points for creatures not covered in the bestiary.
As a rule-of-thumb, it is good GM policy to not regularly confront
players with groups of opponents that are equal to or greater than the
points value of the entire hero party. If the party splits, then that is their
problem! To allow for parity most encounters should comprise groups of
opponents roughly half the points value or lower than that of the
combined hero party. Naturally things can be 'spiced up' somewhat for
special rooms, such as those containing dungeon 'personalities'.
Exploration Phase
CAVERN Crawl is comprised of alternating Exploration and Encounter
phases. Both of these phases and what they entail are dealt with in greater
detail over this and the chapter. If there are no enemies currently present
in the uncovered dungeon then the heroes are 'exploring' the environment.
This is referred to as an 'Exploration phase'. Most adventures will begin
with an Exploration phase, as the heroes descend into the dungeon and
begin 'crawling'.
The Exploration phase is divided into unlimited turns in which each hero
can move once up to its SPE rating and has an additional action, which
may be used to listen at doors, search for traps etcetera (see below). Each
hero is dealt with in turn during the Exploration phase and must be
activated in a fixed order of sequence agreed at the beginning of each
adventure. During a phase turn each hero may undertake one of the
following:
Move
Perform an Action
Move>Perform an Action
Perform an Action>Move
Do nothing!
Once all the player models have been consecutively dealt with a turn is
over and another begins. As soon as a hero moves into a position where a
board piece containing any enemy is revealed the Exploration phase
immediately ends and an Encounter phase begins (see following chapter).
The Elf has SPE 6 and proceeds to venture down the corridor. However,
after moving only 4 squares the GM stops him, as he has uncovered a
junction leading on to an unexplored corridor. The GM places the
appropriate terrain as marked on his dungeon map.
Actions
During the Exploration phase the heroes may attempt to perform various
actions, which are described in detail below. Each can use their action
either before or after they move, or doesn't have to use it at all. Some
simple actions - opening an unlocked door/chest, for instance - are
performed automatically, but others of a more complicated nature will
require an Observation test. The GM should predesignate all of the
features on his map that might necessitate an Observation test as either
'Easy', 'Intermediate' or 'Difficult'. To perform an Observation test the The Elf still has 2 SPE left and decides to move into the new corridor
hero must be in an appropriate location and then roll 1d10 on the chart towards the doorway. He could now perform an action, such as searching
the corridor for traps and secret doors.
below, with a score of or over the given number indicating success.
Observation table
Difficulty:
Goal:
Easy
Intermediate
Difficult
4+
6+
8+
Encounter phase (see following chapter), but with the restrictions given
(in most instances the players will be too busy fighting during an
Encounter phase to worry about performing actions!) All of the following
count as a single 'action':
Please note that the Actions described below can also be performed in the
are in for traps and secret doors (how corridor and room sections are
defined is up to the GM, but the divisions should be relatively uniform).
This involves making an Observation test (Thieves and Dwarves get +1 to
their roll). If passed any of these features are immediately revealed to the
heroes. The following caveats also apply: If an unmodified 1 is rolled the
searcher is immediately attacked by a Wandering Monster specific to that
dungeon (see below for more on this). An area may only be searched
twice. If the area of a corridor being searched contains an unknown
junction the GM should tell the player where it is located.
Encounter: Heroes may only search corridors and rooms for both traps
and secret doors if they are not in melee and if there are no GMinions on
the section being searched. A hero that searches forfeits the use of any
ranged attacks, spells/prayers and melee attacks for that turn (all of which
will be explained in the Encounter phase chapter).
Note: How corridor and room sections are defined for searching is
largely dependent on the dungeon terrain being utilised and/or the
ingenuity of the GM. The author's group use the convention that a
single search covers corridors in straight lines, no matter their length,
up to any undiscovered junctions, or rooms of any size. Haphazard
perhaps, but it works! Another convention is that a search encompasses
a certain number of squares (say up to ten) and that those searched are
marked on the GM's dungeon map for future reference.
Listening at a Door
Exploration: Heroes may attempt to listen at doors to discern if there are
any occupants. Only one attempt may be made by a hero adjacent to the
door passing an Observation test (Thieves and Elves get +1). This should
generally be of Intermediate difficulty. If successful the GM must give
some general indication as to whether and how the room is occupied.
Encounter: Listening at a door may not be attempted during an
Encounter phase.
Exploration: All rooms may be searched for treasure. Most should have
their contents, if any, listed on the GM's plan and in this case they are Drinking a Potion
immediately revealed after a search is declared.
Rooms not already noted by the GM as containing treasure may also be Exploration: This counts as an action and requires no test. The effects
searched. If a hero wishes to do this they must be in the room and then come into play immediately.
roll 2d10 on the following table (Thieves and Dwarves get +1):
Encounter: Unless unconscious (see p.10) a potion can be drunk at the
beginning of the model's turn half and cause no penalties, even if the
model is in a melee.
Treasure table
2d10
Result
2-3
4-5
6-15
Nothing!
16
1d10x4gs
17
1d10x6gs
18
1d10x8gs
19
20
Disarming a Trap
Talking
to Non-Player Characters
Passing Items
Triggering Traps
A trip-wire or pressure point triggers a block which falls from the ceiling
onto a predesignated area. 1-4ID are suggested for such a devastating
device. The squares where the block has fallen should remain inaccessible
During their movement adventurers may inadvertently trigger one of the and be appropriately marked. The square or area containing the trigger is
fiendish traps that are a regular and hazardous feature of dungeons. This where the trap can be disarmed.
is done when a hero unwittingly moves onto a square containing a trap.
As mentioned previously these should be marked on the GM's dungeon
Note: As heroes advance and become more hardy (buying armour and
map with an associated Observation test difficulty.
If this occurs the effected hero immediately stops on the trap square and increasing their FOR and VIT characteristics), GMs should naturally
makes the prescribed Observation test to see if they've managed to spot tailor their traps to suit so that they continue to constitute a legitimate
and so dodge the effects of the device (Elves, Dwarves and Thieves get +1). threat.
If not they are injured as described on the GM's plan. Either way that
character's current turn is over (id est, they may not use up any remaining
movement, actions, melee/ranged attacks or spells/prayers).
Wandering Monsters
Encounter Phase
AN Encounter phase occurs as soon as any areas of the dungeon are
uncovered that contain GMinions. When this happens the heroes cannot
use any remaining movement or actions pertaining to the Exploration
phase.
Movement
Each model has a value given under it's SPE characteristic . This presents
how many square inches the model may move each turn.
Relaxed means that they are taken by surprise and the heroes
automatically take the first turn half.
Alert means that the hero player who discovered them must
make an intermediate Observation test. If successful the
adventurers are more alert and react first, taking the first turn
half. If not the GMinions surprise the heroes and take the first
half.
If any more GMinions are discovered during an Encounter phase including Wandering Monsters - they may be activated normally during
the next existing monsters turn half.
Ranged Attacks
Each model has a value given under it's ACC characteristic. This
represents the model's skill with ranged weapons: the higher the rating
the more likely it is to hit a target. Obviously a model must possess a
ranged weapon to be able to shoot one! Models armed with multiple
ranged weapons may only use one per turn.
A turn half ends when the active player has done all they wished to do
and declared that their turn is finished. Their opponent may then begin
their half. When - if ! - the last GMinion has been destroyed the
Encounter phase immediately ends and an Exploration phase begins anew
(shaken heroes use their first action to automatically recover).
During the their own turn half models may undertake one of the
following:
Move
Melee
Move (charge)>Melee
Melee>Move
Ranged attack
Move>Ranged attack
Ranged Attack>Move
Cast Spell/Recite Prayer
Move>Cast Spell/Recite Prayer
Move (charge)>Cast Spell/Recite Prayer
Cast Spell/Recite Prayer>Move
Move>Undertake some of the actions described on p.-p..
Undertake some of the actions described on p.-p.>Move
Undertake some of the actions described on p.-p..
Do nothing!
Rolling to Hit
Roll a d10 and cross-reference the shooting models ACC against the
result on the following table to see if the shooter is successful.
The following modifiers apply when rolling to hit:
10
Shaken
Shaken
ID
Shaken
ID
ID
Shaken
ID
ID
ID
Shaken
ID
ID
ID
ID
Shaken
ID
ID
ID
ID
ID
Shaken
ID
ID
ID
ID
ID
ID+1
Shaken
ID
ID
ID
ID
ID
ID+1
ID+1
Shaken
ID
ID
ID
ID
ID
ID+1
ID+1
ID+1
10
Shaken
ID
ID
ID
ID
ID+1
ID+1
ID+1
ID+1
fight in melee.
The model whose turn half it is is considered the 'attacker' and
his opponent - whose turn half it isn't - the 'defender'.
Each attack is represented by 1d10. Most models will have one
attack, although magic items and attributes may also confer
extra attacks.
If a model's movement has bought it into contact with a foe
that turn half then it is considered to have deliberately charged
and gains an additional attack, as well being able to make any
normal melee attacks.
The attacking model rolls it's allotted attack dice.
The defending model rolls one attack dice only and it may do
so each time it is attacked by different opponents.
Both models add their MEL rating to each result rolled. The
highest scoring model is the winner.
Compare both results. A draw means that nothing decisive has happened.
If one side wins then note the margin of the win (winning score less
losing score) and consult the Melee table below to determine the effect
upon the losing model:
Melee table
Margin of Win:
Effect:
1-2
3-7
8-11
12+
Shaken
ID
ID+1
ID+2
In this instance the Cave Leech is the attacker and the Elf Ranger the
defender. No one has charged this turn half so both model get their
normal melee dice. The Elf rolls a 3 which combined with his MEL2 gives
a total of 5. The GM rolls 7 which combined with the Leech's MEL1 gives
a total of 8. The cave Leech wins by 3. Consulting the Melee table we see
that it may roll it's normal ID - 1 - against the Elf.
Melee
A melee may occur when two or more opposing models are adjacent to
one another. Each model has a value given under it's MEL characteristic.
This represents a model's general fighting skill: the higher the rating the
better a fighter it is.
against the Orc Warrior's 8 (6+MEL 2). The difference is 1 so, consulting
the Melee table, he finds the Orc is shaken. A marker is placed next to the
Orc to denote it's condition. The barbarian player may now hand over to
one of his companions.
Acrobat attribute.
A model that has made melee attacks that turn half may not
afterwards charge or end any movement adjacent to another
enemy.
Causing Injury
If a model has successfully struck an enemy with either a ranged/melee
Injury table
FOR:
10
Goal:
2+
3+
4+
5+
6+
7+
8+
9+
10
10/6+
Shaken
If a model becomes shaken it may do nothing for the rest of the
remaining turn half and all of the following turn half. Place a marker
next to the miniature to denote its condition. A shaken model is
essentially concussed or in some way disadvantaged and if attacked in
melee it may not roll 1d10 or use any modifiers derived from weapons or
attributes, using solely it's unmodified MEL characteristic against its
opponent's score. If a shaken model is shaken again their opponent rolls
it's normal ID against them.
The Barbarian player decides that his hero should be first into the room.
The Barbarian has SPE5, so he move 5 squares ending adjacent to one of
the Orcs and the Goblin. This is a charge and so he gains 1 extra melee
attack, giving him a total of 2 attacks (2d10). He could choose to
concentrate them both on one opponent or split them against both. He
decides on the latter course.
Having decided to split his 2 attacks the Barbarian player rolls 1d10
separately for each opponent. The GM rolls his defending model's dice
separately too. In the case of the Goblin Warrior the Barbarian has
scored 10 (7+MEL3) against the Goblin's 5 (4+ MEL1). The difference is 5
so, consulting the Melee table, he can immediately roll his normal ID
against the hapless Gobbo. He is armed with an Axe so this is 2ID. The
Goblin has a shield giving it a FOR of 3. The barbarian needs 4+ to hurt
the Goblin. He rolls a 6 and a 2. The Goblin loses 1 VIT, killing it
instantly! Against the Orc Warrior the hero has scored 9 (6+MEL3)
In this melee the Barbarian (MEL3) has charged the Giant Spider (MEL3),
gaining 1 extra attack. Both sides roll their dice and add their MEL
ratings. The Barbarian scores 12 and 9, whilst the Spider manages 5.
Consulting the Melee table the hero player finds that the margin of his
wins (7 and 4) both give the 'ID' result. However, he only gets his full ID
for the first successful strike, the second merely granting an additional
1ID. The Barbarian is armed with an Axe, so gets 2ID for the first strike
and +1ID for the second giving a total of 3ID to roll against the Giant
Spider.
Unconscious
If a hero player's VIT is reduced to 0 then rather than dead it is
10
Creating a Hero
increasing ratings and acquiring attributes. This is represented by
advancement points, which are gained in the following fashion:
SPE
BRA
ACC
MEL
FOR
VIT
Attribute
Equipment
Barbarian
Fearless
Axe, Shield
Cleric
Devout
Hammer, 1x prayer
Knight
Swordsman
Sword, Shield
Mage
Mage
Staff, 2x spells
Ranger
Hunter
Bow, Sword
3 points
Completing an adventure:
4 points
Stealth
For every 25 advancement points gained a hero may roll upon the Hero
Advancement Table below. Re-roll any repetitions of attributes. Make a
note of how many advancements a hero has made.
Darts, Stiletto
Racial Modifiers
Having decided upon a class, your next choice is to select a race for your
hero. From the doughty, but slow Dwarf to the nimble, but fragile Elf,
each race has peculiar advantages and disadvantages. Bear in mind that
some races are restricted as to what classes they can choose from and also
how far they may advance their characteristics. The table below provides
the modifiers and attributes that will be applied to your fledgling hero's
profile once you have decided upon it's race.
Dwarf:
Indomitable
Frenzy
Champion
Ferocious
Brute
Cleric
Fearless
Adept
Champion
*Study
Battle Cleric
Knight
Indomitable
Fearless
Champion
Hunter
Brute
Fearless
Adept
*Study
*Study
Battle Mage
Ranger
Quick-witted
Sharpshooter
Tracker
Marksman
Swordsman
Thief
Quick-witted
Sharpshooter
Hunter
Acrobat
Assassin
Mage
Races
2 points
GMs may wish to award additional advancement points if they feel the
quest demands it.
Thief
+1 to
applica-ble
Charac-teristic
Maximum Characteristics
Within a class and race a hero may only advance so far. The maximum
characteristics that each class-race combination may achieve are given
here:
Human
-1SPE, +1FOR
B/K/R
+1SPE.
K/M/R
Barbarian
10
12
Halfling:
-1FOR, Small
K/M/T
Cleric
10
11
Human:
None
All
Knight
10
12
Mage
10
10
Ranger
10
11
Thief
10
11
Elf:
6+
Advancement
Through experience players can hone their skills as adventurers,
11
Dwarf
SPE BRA ACC MEL FOR VIT
Barbarian
10
13
Knight
10
13
Ranger
10
12
Elf
SPE BRA ACC MEL FOR VIT
Knight
10
10
11
Mage
10
10
Ranger
10
10
10
Thief
Note: If it seems that your starting adventurer is rather fragile then you
are correct! The profiles creating using the above process represent
heroes at the beginning of their careers and so bereft of adventuring
experience, leaving plenty of room for improvement as they go from
quest-to-quest gaining advancement. Impatient players or those
looking for entertaining one-off games may agree that each character
starts with five advancement rolls and 300 gs to spend on equipment to
make things more 'juicy'.
Heroes as Leaders
Halfling
Knight
Mage
10
12
Equipment
Money
Spear
Sword/Axe/Mace
Staff
Long Reach
Stiletto
Crude Weapon
Long Reach
Restrictions
Each hero can carry a maximum of: 5 Weapons/Armour, 3 Magic Items, 6
Potions. The same restrictions should apply to most humanoid
GMinions, too. Note too that some items are restricted to specific hero
classes.
Potions
Mages pay half (rounding up) the cost of each potion as they are able to
buy the ingredients and concoct them themselves. A maximum of four
potions per Hero may be bought between adventures.
Fists
B/K/M/ 120gs
R
All
100gs
All
70gs
90gs
All
-50gs
-3
All
1d5
Armour
Armour
Special Rules
Class
Cost
Points
Item
Effect
Cost
Points
Helmet
B/C/K
50gs
Healing Potion
30gs
Great Helm
100gs
Strong Healing
Potion
55gs
Shield
+1 For.
B/C/K/R
75gs
Stout Porter
20gs
Leather Jerkin
+1 For.
All
75gs
Hauberk
+2 For.
B/C/K/R
150gs
Potion of
Toughness
25gs
Brigandine
+3 For.
B/C/K
225gs
12
Plate Armour
+4 For., -1 SPE
285gs
15
Potion of Swiftness
15gs
Potion of Strength
25gs
Potion of Arrow
Turning
25gs
Anti-venom
15gs
Potion of Fortitude
30gs
Potion of Stealth
35gs
Ranged Weapons
Weapon
Short Bow
Injury
Dice
Great Weapon
War Axe
Hammer
Bastard Sword
Halberd
Medium
Range
1-4
4-8
Class
Cost
Points
2 ID
B/K/R/T
120gs
Bow
1-7
7 - 14
14 - 21 2 ID
B/K/R/T
140gs
Long Bow
1 - 10
10 - 20
20 - 30 3 ID
K/R
210gs
11
Crossbow
20 - 30 4 ID, Reload
1 - 10
10 - 20
Sling
1- 3
3-6
6-9
2 ID
Throwing
Knives/Darts
1-2
3-4
4-6
1 ID, Silent
K/R/T
240gs
12
B/C/R/T
110gs
90gs
Melee Weapons
Weapon
Short
Range
Special Rules
-1 user Melee, Two-handed
Class
Cost
Points
B/C/K
230gs
12
B/K
200gs
10
B/C/K
170gs
B/K
150gs
B/K
150gs
Miscellaneous Equipment
Item
Special Rules
Crowbar
Rope
13
Class
Cost
Points
25gs
B/K/R/T
15gs
All
20gs
Map
All
heroes
get
+1
to
Observation test rolls when
searching for traps and secret
doors. A map may only be
used in one dungeon and is
discarded afterwards.
All
50gs
Torch
All
35gs
Holy Water
All
20gs/10g
s to
Clerics
14
Attributes
ATTRIBUTES are special abilities peculiar to certain models. Most are positive, but some are negative. They describe learnt skills or innate abilities
that effect the model's performance during games. Heroes start with a single attribute according to their class, but may gain more later as they earn
advancements. Models with multiple positive attributes can be formidable opponents indeed.
Attribute
Description
Points
Acrobat:
May leave melee freely and gains +1 to Observation tests when avoiding triggered traps.
Adept:
Re-roll 1d10 when attempting to cast a spell or recite a prayer. The second result stands.
Amphibious:
Assassin:
Battle Mage/Cleric:
May fight in melee and cast spells in the same turn half.
Beast:
Cannot use any weapons, armour or other equipment. Has natural claws, fangs or some other manner of
attacking. ID are calculated by halving the model's MEL characteristic, rounding up.
Brute:
Champion:
Devout:
Ethereal:
May move through solid objects and float over difficult/impassible terrain. May only be harmed by spells,
prayers and magic items.
Fearless:
Fearsome:
If a model with the Fearsome attribute charges a non-Fearsome opponent the latter model must take a Bravery
test, rolling the stated number or above on 1d10 the table below. If passed then the melee continues normally,
but if it fails then the charged model counts as shaken. If a non-Fearsome model is attempting to charge a
Fearsome model it must takes a Bravery test. If it fails then instead of moving it is rooted to the spot with fear
and may attempt to do nothing else that turn half (but is not shaken). If passed then the melee continues
normally. Models that are Fearsome are immune to Fearsome themselves. Fearsome is not active while the
Fearsome model is shaken.
As prayers
Bravery Test
BRA:
10
1d10:
10
Ferocious:
Gain additional +1 melee attack when charging (+2 attacks when charging)
Fire Breath
Instead of making a melee attack in it's turn half, a model with Fire Breath can make a ranged attack. The
range is 8 squares and all models within a 3 square radius of the target area receive 2ID ignoring 2 point of
armour.
Flying:
May ignore terrain. The controlling player must state whether the model has landed or not at the end of
movement. If not then it cannot attack or be attacked in melee or by spells/prayers that turn. Ranged attacks
by weapons with range of 14+ are permitted. Some dungeons may be deemed too small to fly in.
Frenzy:
Glutton:
After killing an enemy and if not still in melee the model must make a BRA test. If failed it spends 1d5 turns
next to the corpse feeding. If attacked then treat as stunned.
-3
Huge:
Massive creature that receives +1 ID against all smaller opponents. Targeted by ranged attacks at +1.
Hunter:
Indomitable:
Large:
Big creature (smaller than Huge) that receives +1 ID against all smaller opponents. Targeted by ranged attacks
at +1.
Leader:
Two hierarchies of Leaders exist: I and II, with I being the highest. Each have differing effective ranges, these
being: I=8 squares, II=4 squares. All friendly models within the effective range of a Leader receive +1 to Bravery
tests. Lesser leaders benefit from the above rules if near a higher-ranking leader. Leaders of the same rank may
not influence one another and a model can be effected by no more than one Leader per turn.
I=6
II=4
15
Mage:
As spells
Marksman:
Quick-witted:
May roll two die for any Observation test and choose the best result.
Sharpshooter:
May make 2 ranged attacks per turn. If shooting at multiple target they must be within 6 squares of one
another.
Slow-witted:
If not involved in melee or shaken roll 1d10 at the start of the model's turn half. If a 1-2 is rolled the model
may do nothing that turn. A Leader model within effective range confers a +1 modifier to this roll.
-3
Small:
Stealth:
As long as a model with Stealth is in contact with a terrain feature (wall, furniture, etcetera) enemies must pass
a difficult Observation test before making a ranged attack, casting a spell or charging. Once a stealthy model is
spotted all enemy can see it unless it moves out of sight and re-emerges again in contact with a terrain feature.
If a stealthy model is already in melee then additional enemies may join without making an Observation tests.
If a stealthy model attacks an opponent with ranged or melee attacks then, unless the weapon's special rules
state otherwise, it is revealed to all enemies. If the attacked model is not slain in the turn half the stealthy
model launches it's attack then the alarm is raised.
Is a model with Stealth reveals enemies during the Exploration phase then, provided it meets the above
conditions for concealment, the enemy are unaware of it's presence and remain stationary until an adventurer
becomes visible. The heroes may take the first turn half.
Swordsman:
Tracker:
Undead:
Immune to Venom and Fearsome models. Vulnerable to some prayers and Holy Water.
Venom:
Venom is transmitted during a melee attack that causes Injury. Roll 1d5. At the beginning of that many of it's
turn halves the model must roll 1d10 and on a 1 2 roll loses 1 VIT.
Web:
Instead of making a melee attack that turn half, a model with web can instead elect to 'web' an opponent. This
counts as a ranged attack, but hits automatically. The range is 6 squares and the target must pass an
intermediate Observation test or is shaken.
16
Spells
THE mechanics of spell-casting are dealt with on p.8. A model must
have the Mage attribute to use spells. Each spell costs 6 points.
If 20 is rolled in an attempt to cast any spell then the caster has managed
to cast it to it's maximum effect. Note that the maximum effect of spells
cannot be reduced using the Study advancement.
Area effect
Prayers
The mechanics of reciting prayers are dealt with on p.8. model must
Rather than single models some spells and prayers instead effect areas
comprising 3x3 squares. When casting such a spell designate a central
square from which the spell will radiate out from, this must of course be
within the spells designated range. All models within the area are
effected by the spell. Note that such spells are contained by walls, so that
if cast in a corridor 2 squares wide, the spell will effect an area 3x2.
Spells
Spell
Range
Difficulty
Effect
Maximum Effect
Silvery Barbs
12
13
Barbs of silver-like liquid spring from the caster's fingertips and 5 ID.
hurtle towards their target, solidifying into deadly darts as they
go. Target is hit by 3 ID.
Fleet of Foot
6/caster
12
An unnatural vitality fills the target model's legs and it is Model may move again +1d10
suddenly able to move at great speed with seemingly no effort. squares.
Model may immediately move again.
Forked Lightning
14
Forks of lethal electricity issue forth from the caster's hands. Deals 6 ID, 4 if directed at an
May be directed at single or multiple targets. Multiple targets individual.
must be no less than 2 squares away from one another. Deals up
to 4 ID, with -2 armour. Attacks may be split at caster sees fit. If
directed at individuals then -2 attacks.
Rain of Svarog
15
A rain of molten fire descends from above, scorching all beneath 2 ID ignoring all armour.
it. Effects all models in 3x3 area. All models in this area receive
1 ID hit with -1 to armour.
Touch of Belenos
6/caster
13
Healing rays penetrate the target, reviving and restoring life. 5 wounds restored.
Targeted individual has 1d5 wounds restored. If shaken this is
also undone and counts as one of the restored wounds.
Shield of Beset
6/caster
15
Icy Breath
11
A freezing wind issues from the caster's mouth and the target is Any enemy models in base
frozen solid. Treat target as shaken.
contact of target are also frozen.
Wrath of Mulciber
10
17
Molten magma erupts in a deadly fountain about the target, 7 ID, ignoring all armour.
melting it with an intense heat. Target receives 5 ID ignoring -2
armour.
Spell of EarthMoving
10
13
The ground quakes violently, knocking people off their feet. 5X5 area is effected.
Effects all models in a 4x4 area (including friendly). All
models in this area must pass a difficult Observation test or
become shaken.
Master of Puppets
15
The caster concentrates on an enemy, entering it's consciousness Effects last until
and gaining total control over it's faculties. If cast successfully, Encounter Phase.
the caster has immediate control over the target and may
control it normally. Cannot be used against a target with
Leader, Mage or Devout attribute or a target that is shaken or in
melee or if the caster is in melee. The effects last until end of
turn half.
17
end
of
Teleport
4/caster
13
Hands of Fury
6/caster
15
A great strength fills the individual and they are able to deal out +4 modifier.
great damage in melee. Affected model receives +2 modifier to
his MEL rating this turn half.
Prayers
Prayer
Range
Difficulty
Holy Aura
6/user
13
A holy aura imbues the target, hateful to all creatures of Target becomes Fearsome to all
darkness. Target becomes Fearsome to all Undead for remainder Undead
for remainder
of
of this turn half and all of the following turn half.
Encounter phase.
Laying of Hands
1/user
11
The reciter lays it's hands upon a model and fills it with a Target regains 3 lost VIT.
warming, healing light. Target regains 2 lost VIT or is no longer
shaken/suffering from Venom and regains 1 VIT
11
A blinding light issues from the reciter's eyes, blinding its Any enemy models in base
opponent. Treat target as shaken. Undead targets also receive contact of target are also shaken,
1ID.
with
any
Undead
models
receiving 1ID.
Protection of the
Righteous
6/user
11
The protection of the Gods against magics is invoked on this Target is unaffected by effects of
model. Target is unaffected by the effects of spells both friendly spells
for
remainder
of
and unfriendly remainder of this turn half and all of the Encounter phase.
following turn half. .
Purifying Flame
14
Holy flames of sanctification envelop the area, scorching all All models in this area receive 2
within with their holy wrath. Effects all models in 3x3 area with ID hit with -1 to armour.
a fiery rain (including friends). All models in this area receive 1 Undead receive 4 ID hits.
ID hit with -1 to armour. Undead receive 2 ID hits.
4/user
12
The vengeful power of the Gods fills the target, strengthening +2 ID this turn half.
it's arm against the profane. Target receives +1 ID in melee this
turn half.
Light of Purity
Right Hand of
Doom
Effect
Maximum Effect
18
Magic Items
SOME rare equipment has been infused with magical powers that give them enhanced abilities. These items are not common and the GM should be
conservative in his distribution of them in dungeon maps, with items only appearing every 3-4 adventures and in perilous of hidden locations. The
powers assigned to each item are only active as long as a model is equipped with them, except in the case of the Scroll where a new spell or prayer is
learnt (the scroll cannot afterwards be sold!). A model can carry a maximum of three magic items.
2d10
Item
Power
Class
Value
Points
B, K, M, R, T
60gs
Ring of Casting
+1 to casting spells
70gs
B, K, R
310gs
16
B, K, R
200gs
10
Gloves of Forewarning
+1 Observation tests.
B, K, M, R, T
70gs
Key of Opening
B, K, M, R, T
40gs
Sword of Defence
B, K, R
250gs
13
Orc/Undead Bane
B, K, R
300gs
15
10
Cloak of Shadows
B, K, M, R, T
50gs
11
Gorget of Vitality
+1 VIT
B, K, M, R, T
30gs
12
Helm of Wardship
B, K, R
50gs
13
Armour of Invulnerability
+ 4 FOR
300gs
15
14
K, R, T
300gs
15
15
Scroll
Mages and the Devout may choose one new spell or prayer.
C, M
100gs
16
Ring of Invisibility
B, K, M, R, T
160gs
17
Circlet of Incantation
300gs
15
18
Hammer of Doom
B, K
220gs
11
19
B, K
400gs
20
20
Bracelet of Conjury
B, K, R, T
150gs
10
19
Bestiary
HERE is a broad list of classic/generic fantasy opponents that might prove useful to a GM looking to quickly stock his or her fiendish dungeons!
Remember these profiles are given as a guidelines only and if you want to alter things then please feel free to do so.
Common-sense should prevail in the distribution of equipment: a Goblin Warrior, for instance, is not likely to be armed with a Great Weapon and
Plate Armour, just as an Ogre Warlord is not likely to be equipped with a Crude Sword and nothing else! When creating powerful and interesting
opponents for your players don't be scared to equip them with magic items and suchlike, as long as they are not TOO powerful for your adventurers.
Remember to consider the points value of creatures in relation to your hero players as discussed on p.3. The same applies to characteristics: if you
want your Archimage to have Fly or Champion then do it! These are simply guidelines, no-more-no-less!
Goblinoids
Description
SPE
BRA
ACC
MEL
FOR
VIT
Attributes
Points
Goblin Warrior
Small
16
Goblin Veteran
Small
19
Goblin Chieftain
29
Goblin Mage
24
Goblin Archimage
38
Orc Warrior
18
Orc Veteran
20
Orc Chieftain
Ferocious, Leader II
33
Orc Warlord
46
Orc Mage
Mage (1 spell)
28
Orc Archimage
43
22
24
40
55
SPE
BRA
ACC
MEL
FOR
VIT
Attributes
Points
Brigand
Brigand Veteran
Ferocious
26
Brigand Captain
Champion, Leader II
36
Acolyte
Mage (1 spell)
21
Mage
44
Archimage
97
SPE
BRA
ACC
MEL
FOR
VIT
Hill Troll
Large, Slow-witted
26
36
Mountain Troll
37
60
19
Trolls
Description
20
Attributes
Points
Ogres
Description
SPE
BRA
ACC
MEL
FOR
VIT
Attributes
Points
Ogre
Large
29
Ogre Captain
42
Ogre Warlord
54
Feral Ogre
Frenzy, Large
31
44
SPE
BRA
ACC
MEL
FOR
VIT
Skeleton Warrior
Undead
17
Skeleton Veteran
Undead
21
Skeleton Lord
40
Ghoul
Frenzy, Glutton
19
Zombie
Slow-witted, Undead
Spectre
Ethereal, Undead
20
Wraith
32
Vampire Thrall
27
Vampire Lord
71
Liche
40
Liche Master
71
SPE
BRA
ACC
MEL
FOR
VIT
Beast, Glutton
16
Rat Swarm
18
Bat Swarm
27
Slime
14
Ooze
20
Giant Spider
29
Great Spider
43
Giant Toad/Frog
25
Giant Serpent
26
Wolf
Beast
27
Dire Wolf
40
Cave Bear
40
SPE
BRA
ACC
MEL
FOR
VIT
Minotaur
Frenzy, Large
33
Minotaur Lord
55
Undead
Description
Attributes
Points
Gribblies
Description
Attributes
Points
Creatures of Legend
Description
21
Attributes
Points
Cyclops
Ferocious, Large
34
Giant
Huge, Slow-witted
31
Mountain Giant
46
Manticore
43
Hydra
Beast, Large
33
Cold Drake
12
12
62
Fire Drake
12
12
68
Great Worm
46
22
A BAND of Orcish raiders have been the scourge of local highways for several months, attacking convoys and raiding isolated farmsteads. Local
rumour suggests that the robbers are squatting in a long-derelict Dwarven hold beneath the wild Barren Hills. Exasperated by this continuing threat
to their livelihoods several local merchants and other prominent citizens have banded together and issued a reward of 300 gs for whoever might halt
this reign of terror. Hearing of this offer, your company departs for the Barren Hills to deal with the menace and claim the reward.
stationed here looking down the corridor towards room G
Alert
G:
H:
Key
A:
I:
Giant Toad
Alert
J:
K:
L:
You feel a cool breeze from up ahead and as you reach the top of
the broken stairway you see a crack of light. Pushing on you
emerge from a concealed entrance in the hillside blinking into
the daylight. You return to the local township bearing the head of
the Orc Chieftain as proof of your exploits and are duly given the
promised reward.
The adventurers start at the top of this stair. In room B below are
foes so an Encounter phase is immediately triggered.
B:
C:
D:
E:
F:
23
Weapon
Easy
Intermediate
Difficult
4+
6+
8+
Goal:
Treasure table
2d10
Result
2-3
4-5
6-15
Nothing!
16
1d10x4gs
17
1d10x6gs
18
1d10x8gs
19
20
Class
Cost
Points
B/C/K
230gs
12
B/K
200gs
10
B/C/K
170gs
B/K
150gs
B/K
150gs
B/K/M/
R
120gs
All
100gs
All
70gs
90gs
All
-50gs
-3
All
Great Weapon
War Axe
Hammer
Bastard Sword
Halberd
Spear
Long Reach
Sword/Axe/Mace
Staff
Long Reach
Stiletto
Crude Weapon
Fists
1d5
10
Shaken
Armour
Shaken
ID
Armour
Special Rules
Shaken
ID
ID
Helmet
Shaken
ID
ID
ID
Great Helm
Shaken
ID
ID
ID
ID
Shield
+1 For.
Shaken
ID
ID
ID
ID
ID
Shaken
ID
ID
ID
ID
ID
ID+1
Leather Jerkin
+1 For.
Shaken
ID
ID
ID
ID
ID
ID+1
ID+1
Hauberk
Brigandine
Plate Armour
+4 For., -1 SPE
Shaken
ID
ID
ID
ID
ID
ID+1
ID+1
ID+1
10
Shaken
ID
ID
ID
ID
ID+1
ID+1
ID+1
ID+1
Class
Cost
Points
B/C/K
50gs
100gs
B/C/K/R
75gs
All
75gs
+2 For.
B/C/K/R
150gs
+3 For.
B/C/K
225gs
12
285gs
15
Ranged Weapons
Melee table
Margin of Win:
Effect:
1-2
3-7
8-11
12+
Shaken
ID
ID+1
ID+2
Weapon
Short Bow
Injury table
FOR:
10
Goal:
2+
3+
4+
5+
6+
7+
8+
9+
10
10/6+
Advancement points
For each enemy Vitality reduced by 1 (not by spells or prayers):
2 points
2 points
3 points
Completing an adventure:
4 points
Melee Weapons
Short
Range
Medium
Range
1-4
4-8
Class
Cost
Points
2 ID
B/K/R/T
120gs
Bow
1-7
7 - 14
14 - 21 2 ID
B/K/R/T
140gs
Long Bow
1 - 10
10 - 20
20 - 30 3 ID
K/R
210gs
11
Crossbow
20 - 30 4 ID, Reload
1 - 10
10 - 20
Sling
1- 3
3-6
6-9
2 ID
Throwing
Knives/Darts
1-2
3-4
4-6
1 ID, Silent
K/R/T
240gs
12
B/C/R/T
110gs
90gs
24
25
26