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Cavern Crawl

Miniature Gaming Rules for Dungeon


Exploration by G.S. Shaw
Version 2.0

Preface
Welcome to the Cavern...

Cavern Crawl is a miniature-based game and not an rpg, so models or, at


the very least, tokens are required to play. The system has been designed
primarily with 28mm miniatures in mind and there are naturally a great
many manufacturers of suitable models in existence (or were, but are no
longer, if you are of the olde-school persuasion!). It is probably fair to
write that most tabletop gamers have at least a handful of fantasy models
lying around somewhere and these should be adequate. There are no real
basing conventions in CC, but models should be singly based and
uniformity is of course preferable.

...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!

Modular dungeon sections are another necessity. As you will soon


discover the game works by the GM gradually revealing the dungeon (or
other area of adventure) as the hero players can 'see' it with their models
and modular pieces make this task appreciably easier. From the the
luxuriant resin wares of companies like Dwarven Forge to more humble
card tiles widely produced by companies like WotC or in PDF format
from a myriad of online purveyors, getting your hands on something
suitable shouldn't prove too onerous. Of course, the more creative
amongst you can always craft their own sections. Whatever your choice
make sure that the sections are divided into inch squares. The author's
group uses the 'D&D Dungeon Tiles master Set: The Dungeon' from
WotC, which cost little over 10 (about $16 as of 2012): CC needn't be
expensive! To these may be added 3d terrain such as doors, furniture,
chest etcetera if the players so wish. Lastly, but no less importantly,
markers of some description to represent injuries and other effects are
also required, with about three different colours/types being suggested.

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.

Dice and Pencils


Cavern Crawl uses d10 (10-sided-dice, to the layman) exclusively so you
will need to procure some! About ten are recommended, though the
more the better (one can never have too many dice). Sometimes the rules
prescribe the use of a 'd5'. To the uninitiated this is simply a d10 with the
result being translated in this manner: 1-2 = 1, 3-4 = 2, 5-6 = 3, 7-8 = 4, 910 = 5. Got it? Good.
Pencils and erasers (or rubbers as we in the UK call them) are another
essential piece of equipment. Even better still are eraser-topped pencils.
These are used primarily by the hero players for recording various things
on their adventurer profile sheets or, if they have been freshly sharpened,
by the GM to threaten overly cocky adventurers.

It is important that the GM understands that balance and fairness are


especially important considerations when designing his dungeon maps. It
would be incredibly easy to devise a dungeon in which adventurers stand
little or no chance of surviving, but this is not the point of being the GM.
Remember that at its core CC is about character advancement and an
ongoing campaign. It is about achievement and being part of a story.
Having written that, players must of course be sufficiently challenged to
ensure rewarding sessions and naturally some will make poor decisions
or suffer the curse of the dice-gods to the detriment of their adventurer,
but this of course cannot be helped and is all part of the game.

Scale and Distance


As noted above, Cavern Crawl is designed primarily with 28mm
miniatures in mind; therefore all distances are measured in inches (so if a
model's Speed is 5, it can move 5 inches/squares! The same goes for
ranged weapon ranges, but more on this later). All of the available
modular dungeons that we discussed above are comprised of inch
squares. If you are using a dungeon board that doesnt have squares then
just use a tape measure. Bear in mind that when we later speak of models
being 'adjacent' we mean in base contact or adjoining squares.

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

VIT Attributes & Equipment


3

Leader II, Small, Shield,


Jerkin, Mace

Profile Key

SPE:

Speed. This is how far a model may move in


squares/inches. Most humanoids will have an average
SPE of 5. It is rated between 1-12

BRA:

Bravery. This represents a model's heroism and


determination. Rated 1-10

ACC:

Accuracy. This represents a model's prowess with


ranged weapons. Rated 1-10

MEL:

Melee. This represents a model's prowess at close


quarter fighting. Rated 1-10

FOR:

Fortitude. This represents how easy it is to injure a


model. The first figure represents a model's basic FOR.
If the model is equipped with armour (detailed in
'Attributes & Equipment') a second figure will be
given after a / and this represents the model basic
FOR plus the beneficial effects of any armour it might
be wearing. Rated 2-10

VIT:

Points:

This reflects the value of a model in game-terms. The


higher the value, the better the model.

The points system in Cavern Crawl is somewhat crude compared to other


rules-sets, but it does work! To determine the points cost of a particular
model simply add together all their characteristics - SPE, MET, ACC
etcetera - and then add or subtract the value of any attributes and
equipment the model may possess. The points cost of these are given on
p.15-16 and 13-14 respectively. Please note that when factoring in FOR
only use the raw value, free from any armour modifiers.

46

This is where the model's name/type/race et etcetera is


written.

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'.

Playing the Game


So now you know what you need in order to play Cavern Crawl. To begin
gaming the GM should first thoroughly read this manual and then
produce a dungeon map of his or her own design or, more easily, use the
adventure included in this manual (p.21). Players should then create their
characters as described on p.11-12. Once this is done you are ready to
commence crawling!

Vitality. This represents a model's 'life' or 'wounds' and


may decrease as the model is injured. If it reaches 0
the model is dead or seriously injured and removed
from play. Rated 1-14

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:

It is the start of a fresh Exploration phase turn for this group of


adventurers. The Elf Ranger is first and elects to move down the corridor.

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).

Placing Board Pieces


As mentioned earlier Cavern Crawl should ideally be played using
modular dungeon pieces. The dungeon pieces are laid out by the GM as
the hero players uncover them, with only pieces being revealed that the
hero models can 'see' (there is no limit to this sight, provided there are no
obstructions). Rooms and their contents should not, for instance, be
placed until any doors serving them have been opened by the hero players
and corners cannot be seen around until they are reached. This formula is
also the same for the Encounter phase. For edification a number of images
regarding this system are provided opposite.

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':

For instance a dart trap might be listed as 'Intermediate', which means a


hero must roll 6+ to locate it and, if he or she wishes to, 6+ to disarm it.

Searching a Room or Corridor for Traps and Secret


Doors

Please note that the Actions described below can also be performed in the

Exploration: Heroes may simultaneously search corridors and rooms they

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.

Searching a Room for Treasure

ranged/melee attacks and spells/prayers for that turn half.

Picking or Attacking Locks


Exploration: Picking locked doors and chests may be attempted. An
adjacent hero must pass an Observation test (Thieves and Dwarves get +1)
to open it. Only two attempt can be made to pick a lock. Alternatively a
lock may be forced open by an adjacent adventurer attacking and 'killing'
it. The attack counts as one action, the lock is hit automatically and the
hero rolls his normal ID (see p.9). Light locks have FOR3, medium locks
FOR5 and heavy locks FOR7. If a locked door is not forced open by one
character after one attempt, any enemies that may be on the other side
immediately become alert (see p.7).
Encounter: A hero may only attempt to pick a lock or attack a lock if
they are not in melee. A hero that attempts to disarm a trap forfeits the
use of any ranged/melee attacks and spells/prayers for that turn half.

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

Wandering Monster! See Wandering Monsters, below.

4-5

Trap! The hero has unwittingly sprung a dart trap


(intermediate, temporary) and must pass an Observation test
or lose 1 VIT.

6-15

Nothing!

16

1d10x4gs

17

1d10x6gs

18

1d10x8gs

19

1d10x10gs + Healing Potion

20

Random Magic Item

Casting a Spell/Reciting a Prayer


Exploration: This counts as an action and the spell or prayer is attempted
exactly as described on p.8.
Encounter: See the following chapter for more details on using spells and
prayers in the Encounter phase.

Recovering from being Shaken


Exploration: If a hero is still shaken from a prior Encounter phase then he
must use his first action to automatically recover.
Encounter: A hero can only artificially recover from being shaken if a
friendly model with the Mage or Devout attribute casts a healing
spell/prayer on them. See pages and respectively.

A room may only be searched for treasure once.


Opening an Unlocked Door or Chest
Encounter: Heroes may only search rooms for treasure if they are not in
melee and if there are no GMinions within the room being searched. A
hero that searches forfeits the use of any ranged/melee attacks and Exploration: This counts as an action and requires no test.
Encounter: There are no penalties attached to this action.
spells/prayers for that turn half.

Disarming a Trap

Talking

Exploration: A detected trap may be disarmed by a Hero on an adjacent


square to the device or trigger passing an Observation test (Thieves and
Dwarves get +1), a failure means the Hero has inadvertently triggered the
trap and is injured as described (see Triggering Traps, below, for more
information on traps).
Encounter: A hero may only attempt to disarm a trap if they are not in
melee. A hero that attempts to disarm a trap forfeits the use of any

Exploration: This counts as an action and at the discretion of the GM


may require an Observation test .
Encounter: A hero may only attempt to talk to a NPC if neither are in
melee. A hero that talks to a NPC forfeits any ranged/melee attacks and
spells/prayers for that turn half.

to Non-Player Characters

will remember to avoid it in future. Damage is suggested at 1ID with -1


armour or the automatic loss of 1 VIT point (p. 9).

Passing Items

Exploration: Models passing items must be adjacent to one another. This


counts as an action and requires no test.
Dart Trap (temporary)
Encounter: A hero may only attempt to pass an item to an ally if the
passing model is not in melee. The receiving model may be in melee.
A pressure point activates a mechanism that fires a dart into the unlucky
model. Damage at 1ID is suggested, although the dart could be poisoned
Note: There are obviously eventualities that may arise that are not (see Venom, p.16) or the mechanism could fire darts into multiple squares.
sufficiently covered by any of the above. In such instances the GM The square or area containing the pressure point is where the trap can be
should improvise and be open to suggestions from players. CC is not a disarmed.
true rpg, but it does contain rpg elements! The spirit of both fairness
and fun should characterize your approach to play.
Falling Block (temporary)

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

If a wandering monster is discovered the creature is placed adjacent to the


searching hero immediately triggering an Encounter phase. The creature
surprised the hero and takes the first Encounter phase turn half (see
following chapter).
In some instances it may not be possible due to space restrictions for a
wandering monster to be placed so that it can attack the searching player.
Pit Trap (permanent)
In such cases the creature should be placed adjacent to and attack the next
nearest viable hero to the searcher. If this is not possible either, then place
A pit trap is essentially a camouflaged hole into which the unwary the monster as near the party as possible and then initiate a normal
adventurer might fall. Generally a pit trap cannot be disarmed. When Encounter phase, the monster forfeiting it's free attack (the monster
discovered mark the location with an appropriate token so that the heroes counts as alert).
Traps should also be designated either 'permanent' or 'temporary'. A
permanent trap continues to function as described until disarmed. A
temporary trap is exhausted once it has been triggered. A selection of the
more commonly encountered traps and their effects are provided below:

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.

Who goes First?

Dungeon dwellers should be listed on the GM's dungeon map as either


'relaxed' or 'alert' which will determine their reaction when discovered by
adventurers.

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.

Turns and Turn Halves

Bear in mind that:

The Encounter phase in CC is comprised of alternating turns in which


the competing sides attempt to defeat one another. Each turn is divided
into halves, with the player who goes first taking the first half, his
opponent the second. When both halves are completed that turn is
finished and another begins in the same order. Note that during the
Encounter phase heroes may deviate from the fixed sequence of
activation agreed for the Exploration phase. Models are dealt with in
succession and you may not return to a model once you have moved on to
another that turn.

Traps can still be triggered as described on p..


GMinions cannot open previously unopened doors or chests,
unless an adventure states otherwise.

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:

Models that are able to move may do so up to their maximum


SPE allowance. At the GM's discretion some terrain may
impede movement.
Models can only move either before or after performing melee
or ranged attacks, casting/reciting spells/prayers or performing
actions, subject to restrictions detailed in the pertinent sections
above and below.
If a model finishes its movement adjacent to an enemy then the
moving model is considered to have deliberately charged and
may then attack that enemy in melee.
A model that has fought in melee that turn half may not
afterwards (in the same half) charge or otherwise end any
movement adjacent to an enemy.
Models that wish to make ranged attacks with conventional (id
est, non-magical) ranged weapons can do so only if they move
no more than half their movement value, rounding up. Casting
spells and reciting prayers are not subject to this restriction.
Movement can be either before or after the ranged attack.

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!

Shooting requires visibility to the target. Models have 360


visibility.
Models can shoot through allies if the ally is adjacent and not
in melee.
Models cannot shoot the same turn they moved more than half
their SPE, rounded up.
Models cannot shoot if they are in melee or
shaken/unconscious (see p.9).
Models cannot shoot into a melee involving allies.
A model with multiple shots may divide them up as it chooses,
but targets must be within 4 inches of one another. Note that it
must designate ALL attacks before rolling to hit.
A model that uses a ranged weapon may not also charge that
turn half.

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:

+1 if target has either the Large or Huge attribute.


+1 if target is within weapon's Short range.
-1 if target is within weapon's Long range.
-1 if target has the Small attribute.
-1 if target is partially obscured (be sensible here and, above all, sporting!).
-1 if target has the Flying attribute and is in flight.

Ranged attack table


1d10
ACC

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:

The significance of ID (injury dice) and shaken results are described in


greater detail on p.9.

1-2

3-7

8-11

12+

Shaken

ID

ID+1

ID+2

Magic and Prayers


Models must have the Mage attribute to cast spells or the Devout
attribute to recite prayers. Note that since both prayers and spells are
treated in exactly the same way, we refer here only to spells to save
repetition. Each spell has an associated casting difficulty (see p.17-18). To
cast a spell the Mage must roll equal to or greater than the spells
difficulty on 2d10. If it fails, it cannot cast the spell that turn. If successful
then any effects caused by the spell will be fully detailed in the spell
description. If a double 1 is rolled the spell backfires and the caster is
shaken (p.9). If a double 0 is rolled the spell is cast to it's 'maximum
effect' (see individual spell descriptions for what this entails).

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.

If successfully cast, ranged spells automatically hit their target.


All spells require visibility to the target..
Spells can be cast while the user is involved in melee, but it
cannot also perform a melee attack that turn unless it has the
Battle Mage attribute.
Mages may move normally and still cast spells.
Mages cannot cast spells and use ranged weapons in the same
turn.
Each Mage may only attempt to cast one spell per turn, unless
it has a magic item that allows otherwise.
Spells may be cast into melees involving friendly models.
If a Mage is engaged in melee and wishes to cast a spell it must
target one of the enemies they are fighting if the spell is
harmful. If the spell is beneficial (healing or protective etcetera)
then it must cast it on themselves or an ally involved in the
same melee.

Bear in mind that:

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.

Opposing models must be adjacent to one another to be able to

An attacking model with multiple attacks faced by more than


one opponent may allocate its attacks as it chooses. However, it
must distribute ALL attacks up front, before rolling to hit.
If rolling multiple attack dice, each score that beats the
opponents' is considered a successful hit. If one or both sides
have multiple attacks the overall highest scorer wins the melee,
any other winning results the loser may have against the winner
are ignored.
Whenever a model has a choice between attacking
shaken/unconscious (p. 9) or conscious enemies, it must always
attack the latter.
An attacking model with only one attack faced by multiple
opponents can obviously only choose to attack one enemy. The
other opponents are not involved in the melee that turn half
A model armed with multiple melee weapons may switch
between them if it is not in melee or if it is in a melee where the
opponent is outnumbered.
Models can only leave a melee if their opponent is shaken,
unconscious, outnumbered, deceased or if they have the

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

weapon or offensive spell/prayer and it has not merely shaken them, it


may next attempt to injure or kill them. Depending on the method used
find out how many Injury Dice (ID) it is allocated. This amount will be
given in the weapon/prayer/spell description. Each ID represents 1D10
and the more you have the greater the odds of seriously harming or
killing your opponent.
In melee if directing multiple attacks against a single target each
additional successful strike grants 1d10 to the ID pool. If attempting to
injure multiple opponents then dice for each separately, again bearing in
mind that for each target you only get the full weapon ID for the first
strike, additional strikes adding 1d10.

In this example a party of heroes have opened a door into an inhabited


room, triggering an Encounter phase. According to the GM's map the
GMinions 2 Orc and 1 Goblin Warriors - are relaxed so the players take
the first turn half.

Roll the allotted number of ID.


For each result that exceeds the opponent's FOR rating then one
point of VIT. is lost (see Injury table below).

Injury table
FOR:

10

Goal:

2+

3+

4+

5+

6+

7+

8+

9+

10

10/6+

If VIT is reduced to 0 then the model is killed and removed


from play.
Note that some weapons and spells/prayers can modify an
opponent's FOR rating if they are wearing armour.

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

considered to have fallen unconscious. If attacked again it is automatically


killed (no dice need be rolled), however if a friendly model can
administer healing then the hero can be resuscitated. Potions are
administered in exactly the same manner as the 'Passing Items' action
explained on p. 6.

10

Creating a Hero
increasing ratings and acquiring attributes. This is represented by
advancement points, which are gained in the following fashion:

Hero Classes and Races


THE first step in the creation of a hero character is to choose a class.
This will define how the the hero behaves whilst adventuring by giving
them specialist characteristics, attributes and equipment. Cavern Crawl is
a generic fantasy game so adheres to classic fantasy stereotypes. Thus we
have the barbarian who relies on physical strength and animal speed to
overcome his foes; the devout cleric who is sworn to root out the evil and
unholy by prayer and force of arms, but who may use no edged weapons;
the knight whose approach to melee shows more finesse than his (or her)
barbarian counterpart and who has the most comprehensive access to
arms and armour; the mage who lacks physically, but makes up for this in
powerful magics that can heal friends and obliterates enemies; the ranger
who is skilled in the use of ranged weapons and tracking; and finally the
thief, who may use his (or her) stealth to slip past enemies unnoticed and
launch deadly attacks from the shadows. Whichever you choose each
class has attendant strengths and weaknesses, but all will form an integral
part of your party!

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

For each spell/prayer cast/recited successfully:

For each spell/prayer cast/recited successfully to its maximal 4 points


power:
Picking a lock/disarming a trap

3 points

Completing an adventure:

4 points

Room is allotted in the adventurer profile sheet for recording


advancement points.
Gold schillings may also be exchanged for advancement points at the rate
10 gs = 1 point

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.

Hero Advancement table


1d10
Class
Barbarian

Darts, Stiletto

Rules pertaining to attributes, equipment and spells/prayers are dealt


with in the proceeding three chapters.

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.

Basic Class Profiles

Thief

For each enemy Vitality reduced by 1 (not by spells or 2 points


prayers):

+1 to
applica-ble
Charac-teristic

*Study: May permanently lower the difficulty of an existing spell or


prayers by 1 or choose a new spell or prayer. Spells and prayers may have
their difficult lowered a total of 6 times.

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:

Modifiers & Attributes Available Classes

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+

SPE BRA ACC MEL FOR VIT

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

If playing alongside friendly NPCs or fledgling adventurers, experienced


heroes may be able to use the 'Leader' attribute (see p.). If they have had
4-6 advancements then they may use the Leader II attribute, if they have
had 7+ advancements then they may used the Leader I attribute.

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'.

SPE BRA ACC MEL FOR VIT


5

Heroes as Leaders

Halfling

Knight

Mage

10

12

Equipment
Money

Spear

IN Cavern Crawl money is represented by gold schillings (gs), which


players gain through adventuring. In-between adventures heroes have
access to the resources listed below, although in campaigns GMs may
elect to restrict access to certain of them.

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

If used from Stealth +2ID


and ignores armour. If
opponent is killed then
user remains undetected.

90gs

As normal weapon, but -1


ID. Not Staff or Stiletto.

All

-50gs

-3

All

1d5

Two-handed: May not be used in conjunction with a shield.


Long Reach: If charged enemy loses free attack. Not active if user is
already in melee, unless opponent is outnumbered.

Armour
Armour

Special Rules

Class

Cost

Points

Item

Effect

Cost

Points

Helmet

Ignore shaken results on 1d10 6+

B/C/K

50gs

Healing Potion

Restores two VIT points.

30gs

Great Helm

Ignore shaken results on 1d10 3+

100gs

Strong Healing
Potion

Restores four VIT points.

55gs

Shield

+1 For.

B/C/K/R

75gs

Stout Porter

User is Fearless for the remainder of the


current Encounter phase.

20gs

Leather Jerkin

+1 For.

All

75gs

Hauberk

+2 For.

B/C/K/R

150gs

Potion of
Toughness

User may ignore all Shaken results against


it this Encounter phase.

25gs

Brigandine

+3 For.

B/C/K

225gs

12

Plate Armour

+4 For., -1 SPE

285gs

15

Potion of Swiftness

User's movement is doubled for this turn


half.

15gs

Potion of Strength

User gains +2 ID for this turn half.

25gs

Potion of Arrow
Turning

User is invulnerable to non-magical


ranged attacks for the remainder of this
Encounter phase.

25gs

Anti-venom

Effects of Venom are immediately


neutralised.

15gs

Potion of Fortitude

Fortitude is increased by 2 for remainder


of this turn.

30gs

Potion of Stealth

User has the Stealth attribute for


remainder of the current Encounter
phase.

35gs

Ranged Weapons
Weapon
Short Bow

Injury
Dice

Great Weapon

War Axe

Hammer

Bastard Sword

Halberd

Medium
Range

1-4

4-8

Long Injury Dice


Range & Special Rules
8 - 12

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

Reload: May only be shot once per turn.


Silent: may be used from Stealth without revealing location.

Melee Weapons
Weapon

Short
Range

Special Rules
-1 user Melee, Two-handed

Ignore 1 point enemy


armour

Two-handed, Long Reach

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

Lock Pick Set

Re-roll failed attempts to pick


a lock. If 1s are rolled in both
attempts the set is broken.

Crowbar

+1ID if user attacks a lock.

Rope

+1 to Observation test if user


triggers a Pit Trap.

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

+1 to Observation test rolls if


user is searching a room or
corridor for treasure or traps
and secret doors.

All

35gs

Holy Water

Declare use at beginning of any


melee against Undead (whether
attacker or defender). If user
wins melee then +3ID against
Undead opponents. Single use.

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:

Ignores any penalties relating to watery terrain.

Assassin:

Hits inflicted from Stealth receive +2 ID.

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:

Permanently gain +1 ID.

Champion:

Permanently gain +1 melee attack.

Devout:

May recite prayers.

Ethereal:

May move through solid objects and float over difficult/impassible terrain. May only be harmed by spells,
prayers and magic items.

Fearless:

Immune to effects of Fearsome (see below).

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:

Receives +2 SPE if charging

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:

May move and make ranged attacks without penalties.

Indomitable:

Ignores shaken results from ranged and melee attacks.

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:

May cast spells, see p..

As spells

Marksman:

Ignore penalties for ranged attacks at Long Range.

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:

Targeted by ranged attacks at -1.

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:

If armed with a sword (including Bastard and Great Sword) +1 to MEL.

Tracker:

Model receives +1 to Observation tests relating to searching.

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

Spell and Prayers


have the Devout attribute to use prayers. Each prayer costs 6 points.

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 recite any prayer then the user has


managed to recite it to it's maximum effect. Note that the maximum
effect of prayers cannot be reduced using the Study advancement.

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

A protective aura surrounds the caster's friends, deadening the +4 For.


blows of enemies. Effects all allies in 3x3 section where spell is
directed. Effected allies receive + 2 FOR for this and the
following turn halves.

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

The caster is able to move a desired individual through solid


matter to an advantageous position. Affected model can move
3x his movement, ignoring walls and other obstructions. Can
only move into known areas and must stop on unoccupied
square.

Affected model can move


ANYWHERE on the revealed
gaming area with the same
restrictions as before.

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

Boots of Swift Moving

+2 SPE, above maximum characteristics.

B, K, M, R, T

60gs

Ring of Casting

+1 to casting spells

70gs

Bow of Quick Shooting

As Long bow, but +1 ranged attack.

B, K, R

310gs

16

Sword of Fast Striking

As Sword, but +1 attack.

B, K, R

200gs

10

Gloves of Forewarning

+1 Observation tests.

B, K, M, R, T

70gs

Key of Opening

Any lock automatically opened.

B, K, M, R, T

40gs

Sword of Defence

As Bastard Sword, but user may roll 2d10 when defender in


melee.

B, K, R

250gs

13

Orc/Undead Bane

As Sword, but user may choose either Goblin or Undead as


specific enemy. If used against the selected opponents this
sword confers +2 ID.

B, K, R

300gs

15

10

Cloak of Shadows

Enemy receive -1 to to hit rolls with ranged attacks.

B, K, M, R, T

50gs

11

Gorget of Vitality

+1 VIT

B, K, M, R, T

30gs

12

Helm of Wardship

Ignore shaken results from ranged and melee attacks.

B, K, R

50gs

13

Armour of Invulnerability

+ 4 FOR

300gs

15

14

Great Axe of Smiting

As Great Weapon, 6ID

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

User has Stealth attribute.

B, K, M, R, T

160gs

17

Circlet of Incantation

May cast 2 spells per turn.

300gs

15

18

Hammer of Doom

As Hammer, but ignore all enemy armour.

B, K

220gs

11

19

Axe of Bloody Ruin

As Great Axe, except +1d5 ID for each hit.

B, K

400gs

20

20

Bracelet of Conjury

May select 1 spell and use as if Mage.

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

Leader II, Small

29

Goblin Mage

Mage (1 spell), Small

24

Goblin Archimage

Mage (2 spells), Small

38

Orc Warrior

18

Orc Veteran

20

Orc Chieftain

Ferocious, Leader II

33

Orc Warlord

Brute, Champion, Leader I

46

Orc Mage

Mage (1 spell)

28

Orc Archimage

Adept, Fearless, Mage (2 spells)

43

Half Orc Warrior

22

Half Orc Veteran

24

Half Orc Chieftain

Ferocious, Frenzy, Leader II

40

Half Orc Warlord

Brute, Champion, Indomitable, Leader I

55

Humans (footpads and evil sorcerers)


Description

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

Leader II, Mage (3 spells)

44

Archimage

Adept, Battle Mage, Fearsome, Leader I, Mage (5


spells)

97

SPE

BRA

ACC

MEL

FOR

VIT

Hill Troll

Large, Slow-witted

26

Hill Troll Chieftain

Brute, Large, Leader II

36

Mountain Troll

Fearsome, Ferocious, Large, Slow-witted

37

Mountain Troll Chieftain

Brute, Champion, Fearsome, Indomitable, Large,


Leader II

60

19

Trolls
Description

20

Attributes

Points

Ogres
Description

SPE

BRA

ACC

MEL

FOR

VIT

Attributes

Points

Ogre

Large

29

Ogre Captain

Brute, Large, Leader II

42

Ogre Warlord

Champion, Indomitable, Large, Leader I,

54

Feral Ogre

Frenzy, Large

31

Feral Ogre Chieftain

Brute, Frenzy, Large, Leader II

44

SPE

BRA

ACC

MEL

FOR

VIT

Skeleton Warrior

Undead

17

Skeleton Veteran

Undead

21

Skeleton Lord

Champion, Fearsome, Leader II, Undead

40

Ghoul

Frenzy, Glutton

19

Zombie

Slow-witted, Undead

Spectre

Ethereal, Undead

20

Wraith

Fearsome, Ethereal, Undead

32

Vampire Thrall

Frenzy, Glutton, Undead

27

Vampire Lord

Champion, Flying, Fearsome, Indomitable, Leader I,


Undead, Venom

71

Liche

Leader II, Mage (2 spells), Undead

40

Liche Master

Adept, Fearsome, Leader I, Mage (4 spells), Undead

71

SPE

BRA

ACC

MEL

FOR

VIT

Cave Slug/ Leech/Worm

Beast, Glutton

Giant Slug/ Leech/Worm

Beast, Glutton, Large

16

Rat Swarm

Beast, Glutton, Large, Venom

18

Bat Swarm

Beast, Flying, Large, Venom

27

Slime

Beast, Fearless, Glutton

14

Ooze

Beast, Fearless, Glutton, Large

20

Giant Spider

Beast, Large, Venom, Web

29

Great Spider

Beast, Fearsome, Huge, Venom, Web

43

Giant Toad/Frog

Beast, Large, Venom

25

Giant Serpent

Beast, Large, Venom

26

Wolf

Beast

27

Dire Wolf

Beast, Fearless, Ferocious, Large

40

Cave Bear

Beast, Fearless, Indomitable, Large

40

SPE

BRA

ACC

MEL

FOR

VIT

Minotaur

Frenzy, Large

33

Minotaur Lord

Champion, Fearless, Indomitable, Large, Leader I

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

Fearsome, Huge, Slow-witted

46

Manticore

Beast, Champion, Flying, Large, Venom

43

Hydra

Beast, Large

33

Cold Drake

12

12

Beast, Champion, Fearsome, Flying, Huge

62

Fire Drake

12

12

Beast, Champion, Fearsome, Fire Breath, Flying, Huge

68

Great Worm

Beast, Fearsome, Huge, Venom

46

22

The Orc's Lair


An introductory dungeon crawl for 3-5 novice adventurers
(For the GM's eye's only!)
READ the following to the players:

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:

AS you open the door a hideous odour overwhelms the hero,


making them retch violently. This room is evidently the Orc's
larder and is full of corpses of various creatures - including
humans - in various states of decomposition.
The hero who opens the door is shaken by the stench and is
immediately attacked by a Rat Swarm within the room. A normal
Encounter phase ensues.
Whether the room contains valuable items or not, is simply too
revolting to be searched.

H:

Key
A:

The chest contains a random magic Item.

THE entrance to the ancient hold is merely a small cave mouth in


a stony, tree-dressed hillside. You pass through this ignominious
portal and find yourself at the top of a flight of wide, crumbling
stairs.

I:

Giant Toad
Alert

J:

A falling block trap (easy,temporary) is triggered by an


adventurers moving onto this square. If an Observation test is
failed they automatically lose 1d5-1 (1 is always 1) VIT.

K:

1 Orc Chieftain: Mace, Helmet, Hauberk


3 Orc Warriors: Crude Swords/Axes, Leather Jerkins
1 Orc Mage: Staff, Freezing Breath
Alert
A chest in one corner contains 4d10x2 GS.

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:

3 Goblin Warriors: Crude Spears, Shields


Cave Slug
Alert
1D10 gs

C:

Hidden behind the corner is a Rat Swarm (alert) which should


not be revealed until an adventurer walks by.
The door opposite is rigged with a dart trap (intermediate,
temporary), adventurer must pass an Observation test or lose 1
VIT.

D:

A secret door on this square leads into room E.

E:

2 Orc Warriors: Crude Swords/Axes, Leather Jerkins


4 Goblin Warriors: Crude Spears, Shields
Relaxed
A treasure chest in the corner contains1 Healing Potion and
2d10x2 gs.

F:

You find a pressure point in the wall and pressing it gingerly a


portion of the wall swings stiffly inward revealing a small
chamber. This concealed room has doubtless lain undiscovered
since the Dwarves who once inhabited this hold left hundreds of
years prior. You spy a mouldering chest against the far wall, the
metal banding worked with Dwarven runes.

Wandering Monster: Goblin Warrior: Crude Spear, Shield

2 Goblins Warriors: Short Bows, Crude Swords/Axes, are

23

Cavern Crawl Reference Sheet


Observation table
Difficulty:

Weapon

Easy

Intermediate

Difficult

4+

6+

8+

Goal:

Treasure table
2d10

Result

2-3

Wandering Monster! See Wandering Monsters, below.

4-5

Trap! The hero has unwittingly sprung a dart trap


(intermediate, temporary) and must pass an Observation test
or receive an ID (p.).

6-15

Nothing!

16

1d10x4gs

17

1d10x6gs

18

1d10x8gs

19

1d10x10gs + Healing Potion

20

Random Magic Item

Injury Special Rules


Dice

Class

Cost

Points

-1 user Melee, Two-handed

B/C/K

230gs

12

B/K

200gs

10

Ignore 1 point enemy


armour

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

Two-handed, Long Reach

Spear

Long Reach

Sword/Axe/Mace

Staff

Long Reach

Stiletto

If used from Stealth +2ID


and ignores armour. If
opponent is killed then user
remains undetected.

Crude Weapon

As normal weapon, but -1


ID. Not Staff or Stiletto.

Fists

1d5

Two-handed: May not be used in conjunction with a shield.


Long Reach: If charged enemy loses free attack. Not active if user is
already in melee, unless opponent is outnumbered.

Ranged attack table


1d10
ACC

10

Shaken

Armour

Shaken

ID

Armour

Special Rules

Shaken

ID

ID

Helmet

Ignore shaken results on 1d10 6+

Shaken

ID

ID

ID

Great Helm

Ignore shaken results on 1d10 3+

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

For each spell/prayer cast/recited successfully:

2 points

For each spell/prayer cast/recited successfully to its maximal power: 4 points


Picking a lock/disarming a trap

3 points

Completing an adventure:

4 points

Melee Weapons

Short
Range

Medium
Range

1-4

4-8

Long Injury Dice


Range & Special Rules
8 - 12

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

Reload: May only be shot once per turn.


Silent: may be used from Stealth without revealing location.
+1 if target has either the Large or Huge attribute.
+1 if target is within weapon's Short range.
-1 if target is within weapon's Long range.
-1 if target has the Small attribute.
-1 if target is partially obscured (be sensible here and, above all,
sporting!).
-1 if target has the Flying attribute and is in flight.

24

25

26

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