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Cavern Crawl

Fantasy Gaming Rules for Dungeon


Exploration by G.S. Shaw

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The Players
LIKE most dungeon-exploration games Cavern Crawl (henceforth 'CC') pits a Games Master (GM) against players who control
individual characters: the 'heroes' (who shall henceforth be interchangeably referred to as 'players', 'heroes' or 'adventurers'). It is the
job of the GM to create and populate the subterranean areas which the heroes will venture through. To this end he must generate the
maps and adventures pertaining to them prior to gaming and, ideally, build a campaign setting around the sessions in which the
players can evolve their characters through epic deeds of derring-do. Balance is important: it would be incredibly simple to create a
dungeon in which fledgling adventurers stand no chance of surviving, but this is not the point of CC. The point, as GM, is to
challenge your players, but not to make survival nigh impossible.

Scale and Distance


CC 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!). Most modular dungeons are comprised of inch squares, so that distances are easily transferable from dungeon to
tabletop. If you are using a dungeon board that does not have squares then just use a tape measure. Bear in mind that when we speak
of models being 'adjacent' we mean in base contact or adjoining squares.
Some spells and prayers effect an area and this is given in squares inches (usually 4x4). If you are not using squares then merely
substitute a square or circular template 4 inches in diameter and use this to determine which models are effected by the spell/prayer.
With a modicum of effort CC can be used with other scales. If you wanted to use 15mm model, for instance, simply convert all
inches to cm and you're done! Modification to suit your specific needs is heartily encouraged.

Cavern Crawl as Tabletop Skirmish


As intimated above, CC can easily be played on a conventional gaming table using measuring devices for movement et cetera. CC can
be played as tabletop skirmish as part of an ongoing campaign, pitting heroes against GMinions in an overland setting or as small
unrelated battles. When doing so ignore the Exploration phase altogether and play as a single, continuous Encounter phase. It is also
suggested that when a force has been reduced to a third of its starting number (rounding up) then all remaining models in that force
must make WP tests (see Characteristics/Fearsome for more details), removing any models that fail as having fled or capitulated.
More comprehensive rules for CC as a warband-based skirmish game are afoot, so stayed tuned crawlers!

Profiles
All models in Cavern Crawl - whether lowly Goblin or mighty Archimage - are represented by a profile like the one depicted below.
All that you need to know about a model will be contained within it. Slightly more detailed profile sheets for heroes are provided in
the rear which allow more room for detailing equipment, money and so forth.

Description:
Speed Melee Accuracy Fortitude (For.) Vitality Perception (Per.) Willpower (WP)
(Spe.) (Mel.) (Acc.) (Vit.)
1-16 1-10 1-10 2-10 1-20 1-10 1-10
Characteristics: Equipment:

Profile Key

Description: This is where the model's name/type/race et cetera is written.


Speed: This is how far a model may move in squares and/or inches/cms whatever convention you're using.
Melee: This represents a model's prowess at close quarter fighting (between 1-10).
Accuracy: This represents a model's prowess with ranged weapons (between 1-10).
Fortitude: This represents how tough a model is, how easy it is to injure and will be between 2-10. It can be artificially
increased by armour, Spells and Prayers.
Vitality: This represents a model's 'life' and decreases as the model is injured. If it reaches 0 the model is removed from

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play. Models with generally have between 1-20 Vitality points. Only very powerful models like dragons will
have 15+ Vitality points.
Perception: This represents how aware and bright a model is at interpreting their surroundings and is between 1-10.
Willpower: This represents a model's bravery in the face of immediate doom or horror and is between 1-10.
Characteristics: This is where any special rules 'Characteristics' pertaining to the model are listed.
Equipment: This is where any equipment armour, weapons et cetera - belonging to the model are listed.

For each attribute that is given a numerical value, the higher the number the better the model is in that area. How these values are
used in the game are explained over the following pages.

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Exploration Phase
If there are no enemies present in the dungeon then the heroes are 'exploring'. Most adventures will begin with an Exploration phase,
as the heroes descend into the dungeon. Each turn of the Exploration phase 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 et cetera (see 'Actions' below). During the Exploration Phase
heroes must move in a fixed sequence agreed at the beginning of each adventure. As soon as a hero moves into a position where he
can spot or be spotted by an enemy the Exploration phase immediately ends and an Encounter phase begins (see following chapter).

Placing Board Pieces


As mentioned earlier CC should ideally be played using modular dungeon pieces, which are widely available from companies like
WOTC or in PDF format from a myriad of online purveyors. Of course you could always make your own, too! Whatever you
decide it is easier if the pieces are divided into inch squares (although, as mentioned above, if they aren't this isn't insurmountable)
The dungeon is laid out by the GM as the hero players explore it, with only pieces being revealed that the hero models can 'see' (there
is no limit to this line-of-sight, provided there are no obstructions). Rooms and their contents should not, for instance, be placed
until the door serving them has been opened by the hero players.

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 a Perception test, based on the hero's
Perception ('Per.') characteristic. To perform a Per. test the hero must be in an appropriate location and then roll 1d10 on the chart
below, with a score of or over the given number indicating success.

Perception Test

Per.: 1 2 3 4 5 6 7 8 9 10
1d10: 10 9 8 7 6 5 4 3 2 2

Please note that these Actions can also be performed in the Encounter phase (see following chapter), but with the restrictions listed
below. 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':

Searching a Room or Corridor for Traps and Secret Doors

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 a Per. test (Thieves and
Dwarves get +1 to their roll). If passed any of these features are immediately revealed to the heroes (unless an Adventure states
otherwise). 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.
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
monsters 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' section).

Searching a Room for Treasure

Exploration: All rooms may be searched for treasure. Most will have their contents, if any, listed on the GM's plan and in this case
they are immediately revealed after a search is declared, and a Per. Test passed.
Rooms not already noted by the GM as containing treasure may also be searched. If a hero wishes to do this they must be in the
room and then roll 2d10 on the following table (Thieves and Dwarves get +1):

2d10 Result
2-3 Wandering Monster! See Wandering Monsters, below.

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4-5 Trap! The hero has unwittingly sprung an ancient trap (temporary) and must pass a Per.
test or receive an Injury roll (see Injuries, later).
6-15 Nothing!
16 1d10x4gs
17 1d10x6gs
18 1d10x8gs
19 1d10x8gs + Healing Potion
20 Random Magic Item

A room may only be searched for treasure once.


Encounter: Heroes may only search rooms for treasure if they are not in melee and if there are no monsters on the room being
searched. A hero that searches forfeits the use of any ranged attacks, spells/prayers and melee attacks for that turn half.

Disarming a Trap

Exploration: A detected trap may be disarmed by a Hero on an adjacent square to the device or trigger passing a Per. 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 ranged attacks, spells/prayers and melee attacks for that turn half.

Picking or Attacking a Locked Door

Exploration: Picking locked doors can be attempted. An adjacent hero must pass a Per. test (Thieves and Dwarves get +1) to open it.
Only two attempt can be made to pick a lock . Alternatively a locked door may be forced open by an adjacent adventurer attacking
and 'killing' it (see 'Melee'). The attack counts as one action and the door is hit automatically. Light doors have For.2, medium doors
For.4 and heavy doors For.6. If a locked door is not forced open by one character after one round of melee, any enemies that may be
on the other side immediately become Alert (see 'Encounter Phase').
Encounter: A hero may only attempt to pick a lock or attack a locked door if they are not in melee. A hero that attempts to disarm
a trap forfeits the use of any ranged attacks, spells/prayers and melee attacks 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 a Per. test (Thieves and Elves get +1). 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.

Drinking a Potion

Exploration: This counts as an action and requires no test. The effects come into play immediately.
Encounter: Unless unconscious (see Encounter Phase/Causing Injury) potions can be drunk at the beginning of the model's turn half
and cause no penalties, even if the model is in a melee.

Casting a Spell/Reciting a Prayer

Exploration: This counts as an action and the spell or prayer is attempted exactly as described in the 'Encounter Phase/Magic and
Prayers section later on.
Encounter: See the following chapter for more details on using spells and prayers in the Encounter phase.

Recovering from being Stunned

Exploration: If a hero is still stunned from a prior Encounter phase then he must use his first action to automatically recover.
Encounter: A hero can only artificially recover from being Stunned if a friendly Mage or Cleric casts a healing spell/prayer on them.

Opening an Unlocked Door or Chest

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Exploration: This counts as an action and requires no test.
Encounter: There are no penalties attached to this action.

Talking to NPCs

Exploration: This counts as an action and at the discretion of the GM may require a Per. 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
attacks, spells/prayers and melee attacks for that turn.

Passing Items

Exploration: Models passing items must be adjacent to one another. This counts as an action and requires no test.
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.

Note on Actions

There are obviously eventualities that may arise that are not sufficiently covered by any of the above. In such instances the GM
should improvise and be open to suggestions from players. CC is not a true RPG, but it does contain RPG elements! The spirit of
both fairness and fun should characterize your approach to CC.

Triggering Traps

During their movement adventurers may inadvertently trigger one of the many traps that are a frequent and hazardous feature of
many dungeons. This is done when a hero unwittingly moves onto a square containing a trap (these should be marked on the GM's
plan). If this occurs the effected hero immediately stops on the trap square and makes a Per. test to see if they've managed to spot
and so dodge the effects of the device.
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). Traps should 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:

Pit Trap (permanent)

A pit trap is essentially a camouflaged hole into which the unwary adventurer might fall. Generally a pit trap cannot be disarmed.
When discovered mark the location with an appropriate token so that the heroes will remember to avoid it in future. Damage is
suggested at 1ID or the automatic loss of 1 Vit. Point (see Encounter Phase/Causing Injury later).

Dart Trap (temporary)

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 (see Characteristics/Poison) or the mechanism could fire darts into multiple squares. The square or area containing the
pressure point is where the trap can be disarmed.

Falling Block (temporary)

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 and be appropriately marked. The square or
area containing the trigger is where the trap can be disarmed.

Wandering Monsters
If a wandering monster is discovered the creature is placed adjacent to the searching hero triggering an Encounter phase, although the
creature is considered to have won the alertness roll and so takes the first Encounter turn half .
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. 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 the monster as near the party as possible and then initiate a normal Encounter phase, the monster
forfeiting it's free attack (the monster counts as alert for the purpose of the alertness test).

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Encounter Phase
An Encounter phase occurs as soon as any board pieces are placed that contain an enemy. When this occurs the heroes cannot use
any remaining moves or actions pertaining to the Exploration phase.

Alertness
Dungeon dwellers should be listed as either 'Relaxed' or 'Alert' which will determine their reaction when faced with intrusive
adventurers. Relaxed means that they are surprised and the heroes automatically take the first turn half; alert means an alertness test
must be taken to see whom is the more alert and reacts first. To do this both sides roll 1d10 and the highest scorer may go first, with
turn sequence and melee thenceforth being resolved as described below (note that during the Encounter Phase heroes may deviate
from the fixed sequence of activation agreed for the Exploration phase). If any more GMinions are discovered during an Encounter
phase - including Wandering Monsters - they may be activated normally during the next existing minion's turn half.

Turns
Like most tabletop games the Encounter phase in DD is comprised of alternating turns in which the competing sides undertake
various actions with their models to attempt to overcome their opponent. Each turn is divided into halves, with the player who won
the initial Alertness test taking the first half, his opponent the second. When both halves are completed that turn is finished and
another begins. During the Encounter phase each turn half is divided into the following two periods:

I. Movement, Ranged Attacks, Magic/Prayers, Actions & II. Melee.

Both of these periods are discussed in greater detail below. A turns ends when the active player has done all he wished to do and
declared that his turn is finished. When the last enemy has been destroyed the Encounter phase immediately ends and an Exploration
Phase begins anew (stunned heroes use their first action to automatically recover).

I. Movement, Ranged Attacks, Magic and Prayers, Actions


In their turn half, models can undertake any of the following:

Models that are able to move may do so up to their maximum Spe. allowance. Some terrain may impede movement; this is
at the GMs discretion.
If a model finishes its movement in an adjacent square/base contact to a foe then the moving model is considered to have
deliberately charged and may fight in melee. See Encounter Phase/Melee, below for further details.
All models that are able may make ranged attacks, cast spells or recite prayers may attempt to do so.
Models that wish to make ranged attacks with conventional (id est, non-magical) missile 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 before or after the ranged attack.
Heroes can drink one potion as described previously in Exploration Phase/Actions.
Heroes can undertake some of the actions as described previously in the Exploration Phase/Actions.

Bear in mind that:

Traps can be triggered as described in Exploration Phase/Triggering Traps, above.


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

Ranged Attacks
Each model has a value given under it's Accuracy (Acc.) rating. This represents a 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 fire one! Models armed
with multiple ranged weapons may only use one per turn.

Shooting requires visibility to the target in a straight or diagonal line. Models have 360 vision.
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.

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Models cannot shoot if they are in melee or stunned/unconscious (see Encounter Phase/Causing Injury).
You cannot fire into a melee involving allies.
A model with multiple shots may divide them up as it chooses, but targets must be within 6 inches of one another. Note
that it must designate ALL attacks before rolling to hit.
A model that uses a ranged weapon may also charge that turn half, but forfeits its free attack (see Encounter Phase/Melee,
below).

Rolling to Hit

Roll a d10 and consult the firing models Accuracy (Acc.) to see if the target is hit. A result of the given value or above on the
following table indicates success.

Acc.: 1 2 3 4 5 6 7 8 9 10
1d10: 10 9 8 7 6 5 4 3 2 2

The following modifiers apply:

+1 if target is Large or Huge.


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

If the target is successfully hit, then the shooter then attempts to injure it. See Encounter Phase/Causing Injury, below.

Magic and Prayers


Note that prayers are treated in exactly the same way as spells. To cast a spell, the Mage must roll equal to or greater than the spells
difficulty on 2d10. If he fails, he cannot cast a spell that turn. If a double 1 is rolled the spell backfires and the caster is stunned (as
described later).

If successfully cast, spells automatically hit their target.


All spells require visibility to the target, unless otherwise noted.
Spells can be cast while the caster is involved in melee, but he cannot also perform a melee attack that turn.
Mages may move normally and still cast spells.
Mages cannot cast spells and fire 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 melee involving friendly models.
If the Mage is engaged in melee he must target one of the enemies he is fighting if the Spell is harmful. If the Spell is
beneficial (healing or protective et cetera) then he must cast it on himself or an ally involved in the same melee.
Any effects caused by the spell will be fully detailed in the spell description (see Spells and Prayers).

II. Melee

Once a player has carried out all the movement, ranged attacks et cetera he wants then he progresses to the melee period. Melee may
only occur when two or more opposing models are adjacent to one another. Each model has a value given under it's Melee (Mel.)
rating. This represents a model's general Mel. skill: the higher the rating the more likely it is to win a melee.

Opposing models must be adjacent to one another be able to fight a melee.


If a model's movement has bought it into contact with a foe that turn half then the former is considered to have deliberately
charged and gains a free attack, as well being able to make any normal Mel. attacks.
The model whose turn half it is is considered the attacker and his opponent - whose turn half it isn't - the 'defender'.
The attacking model rolls 1d10 (plus gaining a free d10 if it charged and/or if it has a magic item which confers extra
attacks).
The defending model rolls 1d10, and it may do so as many times as it is attacked by different opponents.
If a model has charged more than one opponent it may allocate its attacks as it chooses. However, it must distribute ALL
attacks up front, before rolling to hit.

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Whenever a model has a choice between attacking stunned /unconscious or conscious enemies, it must always attack the
latter. The exception is when multiple attacks have been declared against the model before it became stunned /unconscious.
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 they are not in melee or if they are in a melee
where their opponent is outnumbered.
Models can only leave a melee if their opponent is stunned, unconscious, outnumbered or DEAD (see Encounter
Phase/Causing Injury).

To conduct the melee both models roll their allotted d10 and add their Mel. rating to the number rolled, with the highest scoring
being the winner. If rolling multiple die, each die result that beats the opponents' is considered a successful hit. 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 table below to determine the effect upon the losing model:

Margin of Loss: 1-2 3-7 8-11 12+


Effect: Stunned Injury Die. Injury Die +1 ID. Injury Die + 2 ID.

Stunned

If a model become Stunned it may do nothing for the rest of the current and following turn halves. Place a marker next to the
miniature to denote its condition. A Stunned 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 characteristics, using solely it's unmodified Mel. rating against its
opponent's score. A stunned model that is stunned again counts as losing by a margin of 3-7 instead.

Causing Injury
If you have successfully struck an enemy with ranged/melee weapon or offensive spell/prayer and the margin of your win is greater
than 2 (see above table) you may next attempt to injure or kill them. Depending on the method used find out how many Injury Dice
(ID) you are allocated. This amount will be given on the weapon/prayer/spell description. Each ID represents 1D10 and the more
you have the greater the odds of seriously harming your opponent.
In melee if directing multiple attacks against a single target each additional successful strike grants 1d10 to the ID pool . If fighting
multiple opponents then dice for each separately, again bearing in mind that for each target you only get the full dice for the first
strike, additional strikes adding 1d10.

Roll the allotted number of ID.


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

For.: 1 2 3 4 5 6 7 8 9 10
d10: 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.
If a player's Vit. is reduced to 0 then it is considered unconscious. If attacked again it is automatically killed (no die. need be
rolled), however if a friendly model can administer healing (a spell, prayer or potion) then the hero is resuscitated. Potions
are administered exactly the same manner as the 'Passing Items' action explained in Exploration Phase/Actions.
Note that some weapons and spells/prayers can modify an opponent's For. rating (ignoring armour, for instance).

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Heroes

Hero Classes and Races

Starting Characteristics

Spe. Mel. Acc. For. Vit. Per. WP Starting Skill Starting Equipment

Barbarian 5 3 2 3 7 3 3 Fearless Axe, Shield

Cleric 5 2 2 3 6 3 3 Devout Hammer, 1x prayer

Knight 5 3 2 3 7 3 3 Swordsman Sword, Shield

Mage 5 1 1 2 5 3 3 Mage Staff, 2x spells

Ranger 5 2 3 3 6 3 3 Sharpshooter Bow, Sword

Thief 5 2 2 3 6 3 3 Stealth Darts, Dagger

Racial Modifiers

Races Modifiers & Characteristics Available Classes


Dwarf -2Spe., +1For. B, K, R
Elf +1Per. K, M, R
Halfling -1For., Small K, M, T
Human None All

Maximum Statistics

Dwarf Elf
Spe. Mel. Acc. For. Vit. Per. WP Spe. Mel. Acc. For. Vit. Per. WP
Barbarian 4 8 5 7 13 8 10
Cleric
Knight 4 9 6 7 13 8 10 7 10 9 5 11 10 10
Mage 7 8 8 5 9 10 10
Ranger 4 7 8 6 12 8 10 7 9 10 5 10 10 10
Thief

Halfling Human
Spe. Mel. Acc. For. Vit. Per. WP Spe. Mel. Acc. For. Vit. Per. WP
Barbarian 6 8 5 6 12 8 10
Cleric 6 8 6 5 11 9 10
Knight 5 7 6 5 11 9 9 6 9 7 6 12 8 10
Mage 5 5 5 4 9 10 9 6 6 5 5 10 10 10
Ranger 6 7 8 5 11 9 10
Thief 5 6 7 5 10 10 9 6 7 8 5 11 9 10

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Advancement
Through experience players can hone their skills as adventurers, increasing ratings and acquiring characteristics. This is represented
by advancement points, which are gained in the following fashion:

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
Completing an adventure: 4 points

Gold Schillings may also be exchanged for advancement points at the rate 10 GS = 1 point

GMs may wish to award additional advancement points if they feel the quest demands it.

For every 25 advancement points gained a hero may roll upon the Hero Advancement Table below. Re-roll any repetitions of special
rules. Make a note of how many advancements a hero has made.

Hero Advancement Table

Class 1d10
1 2 3 4 5 6+
Barbarian Indomitable Frenzy Champion Berserk Brute
Cleric Fearless Adept Champion *Study New Prayer
Knight Indomitable Fearless Champion Hunter Brute Choose +1 to
Applicable
Mage Fearless Adept *Study *Study New Spell
Characteristic
Ranger Quickwitted Hunter Indomitable Marksman Swordsman
Thief Quickwitted Sharpshooter Dodge Acrobat Assassin

*Study: May permanently lower the difficulty of an existing spell or prayers by 1. Spells and prayers may have their difficult lowered
a total of 6 times.

Heroes as Leaders
If playing alongside friendly NPCs, experienced adventurers may be able to use the 'Leader' characteristic under the following
circumstances:

Advancements Leader Rank


3-5 III
6-8 II
9+ I

See Characteristics/Leader for further details.

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Equipment
Heroes can carry a maximum of: 5 Weapons/Armour, 3 Magic Items, 6 Potions. In-between adventures heroes have access to the
following resources:

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 five potions per Hero may be bought between adventures.

Item Cost Effect


Healing Potion 20gs Restores two Vit. points.
XX Healing Potion 35gs Restores four Vit. points.
Stout Porter 15gs Hero is Fearless for the remainder of the current Encounter Phase.
Potion of Toughness 25gs Hero may ignore all Stunned result against him this Encounter phase.
Potion of Swiftness 15gs Hero's movement is doubled for this turn half.
Potion of Strength 30gs Hero gains +2 ID for this turn half.
Potion of Arrow Turning 20gs Hero is invulnerable to non-magical missile fire for the remainder of
the Encounter phase.
Anti-venom 15gs Effects of Venom are immediately neutralised.
Potion of Fortitude 25gs Fortitude is increased by 2 for this turn half.

Melee Weapons

Weapon Injury Dice Special Rules Class Cost


Great Weapon 5 -1 user Melee, Two-handed B, C, K 230gs
War Axe 4 B, K 200gs
Mace/Hammer 3 Ignore 1 point enemy armour B, C, K 170gs
Bastard Sword 3 B, K 150gs
Halberd 3 Two-handed, Long Reach B, K 150gs
Spear 2 Long Reach B, K, M, R 120gs
Sword, Axe 2 All 100gs
Staff 1 Long Reach All 70gs
Crude Weapon 1 All -
Fists 1d5 All -
Claws, Fangs Half of Melee, - -
rounding up.
Stiletto 1 If used with Stealth ignores armour. If opponent is T 70gs
killed then user remains undetected.

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.

Armour

Armour Special Rules Class Cost

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Helmet Ignore Stunned results on 1d10 6+ B, C, K 50gs
Great Helm Ignore Stunned results on 1d10 3+ K 100gs
Shield +1 For. B, C, K, R 75gs
Leather Jerkin +1 For. All 75gs
Hauberk +2 For. B, C, K, R 150gs
Brigandine +3 For. B, C, K, 225gs
Plate Armour +4 For., -1 Spe. K 285gs

Ranged Weapons

Weapon Short Medium Long Injury Dice & Special Rules Class Cost
Range*
Short Bow 1-4 4-8 8 - 12 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
Crossbow 1 - 10 10 - 20 20 - 30 4 ID, one shot per turn. K, R, T 240gs
Sling 1- 3 3-6 6-9 2 ID B, C, R, T 110gs
Throwing 1-2 3-4 4-6 1 ID, may be used from Stealth T 90gs
Knives/Darts without revealing location.

*Ranges may be in squares, inches, cm or whatever convention you are using.

Miscellaneous Equipment

Item Special Rules Class Cost


Lock Pick Set Re-roll failed attempts to pick a lock. T 15gs
Rope +1 to Per. if user triggers a Pit Trap. All 20gs
Map All heroes get +1 Per. when searching for traps and secret doors. A All 50gs
map may only be used in one dungeon and is discarded afterwards.
Torch +1 to Per. if user is searching a room or corridor for treasure, traps All 5gs
and secret doors. One use only.
Holy Water Declare use at beginning of any melee against Undead (whether All 20gs
attacker or defender). If user wins melee then +3ID against Undead
opponents. Singel use.

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Characteristics

Acrobat: May leave melee freely and gain +1 to Per. test 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.
Berserk: Gain additional +1 melee attack when charging (so 2 attacks when charging)
Brute: Permanently gain +1 ID.
Champion: +1 melee attack.
Devout: May recite prayers.
Dodge: Ignore one successful Injury roll each turn (not for each half). Targeted by ranged attacks at -1.
Ethereal: May move through solid objects. May only be harmed by spells, prayers and magic items.
Fearless: Immune to effects of Fearsome (see below).
Fearsome: If a model with the Fear characteristic charges a non-Fear causing opponent the latter model must takes a
Willpower (WP) test. If passed then things continues normally, but if it fails then the charged model counts as
stunned (see Encounter Phase/Melee). If the model was attempting to charge a model with Fear and failed then
instead of moving he is rooted to the spot with fear and may do nothing else that turn. Models that cause Fear are
immune to fear themselves. Fear is not active while the Fear-causer is stunned.

Willpower Test

Per.: 1 2 3 4 5 6 7 8 9 10
1d10: 10 9 8 7 6 5 4 3 2 2

Flying: May ignore terrain. Controlling player must state whether the model has landed or not at the end of movement.
If not then it cannot be attack of be attacked (except for by ranged attacks at Long Range) that turn. Some
dungeons may be deemed too small for flying creatures to operate.
Frenzy: Receives +2 Spe. if charging
Glutton: After killing an enemy and if not still in melee the model must make a WP test. If failed it spends 1d5 turns next to
the corpse feeding. If attacked then treat as stunned.
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 stunned results.
Large: Big creature (smaller than Huge) that receives +1 ID against all smaller opponents. Targeted by ranged attacks at
+1.
Leader: All friendly models within 6 of a Leader receive +1 to their Per. and WP tests. Hierarchies of Leaders exist (I, II
and III, with I being the highest) and lesser leaders benefit from the above rules if near a higher leader. Leaders of
the same rank may not influence one another.
Marksman: Ignore penalties for ranged attacks at Long Range.
Quick Witted: May roll two die for any Per. test and choose the best result.
Sharpshooter: May make 2 Ranged attacks per turn. If shooting at multiple target they must be within 6 inches of one another.
Slow Witted: If not involved in melee or stunned roll 1d10 at the start of the model's turn half. If a 1-2 is rolled the model may
do nothing that turn.
Spell Caster: May cast Spells.
Stealth: As long as a model with Stealth is in contact with a terrain feature (wall, furniture, tree et cetera) enemies must
pass a Per. test before making a ranged attack, casting a spell or charging. If a stealthy model is already in melee

15
then additional enemies may join without making Per. tests. 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 attacks an
opponent with ranged or melee attacks then, unless the weapon's special rules state otherwise, he is revealed to all
enemies.
Swarm: Swarms get 3 melee attacks with a Mel. rating of 1-3, to represent the multiple strikes of the numerous creatures
that comprise it. It also has the same Vit. points as it has attacks. Each time a swarm losses a Vit. point it also
looses an attack. Swarms do not gain an extra attack for charging.
Swordsman: If armed with a sword (including Bastard Sword and Great Sword) and an opponent wins a melee by 1 then it
counts as a draw.
Undead: Immune to Venom.
Venom: Venom is transmitted during a melee attack that causes Injury. Roll 1d5. For that many turns before doing
anything else the model must roll 1d10 and on a 9 10 roll 1 ID.
Web: Counts as Sling, but if opponents are successfully hit they are immediately stunned instead of attempting to injure
them.

16
Spells and Prayers
Spells
If 20 or more is rolled in an attempt to cast any Spell then the caster has managed to cast it to it's maximal power. Note that the
maximal effect of Spells cannot be reduced using Study.

Spell Range Difficulty Effect Maximal Power (20+)


Silvery Barbs 12 13+ Target is hit by 3 ID 5 ID.
Fleet of Foot 6/caster 11+ Model may immediately move again. Model may move again twice.
Forked 6 14+ May be directed at single or multiple targets. Deals 6 ID, 4 if directed at an
Lightning Multiple targets must be no less than 2 squares away individual.
from one another. Deals up to 4 ID, ignoring
armour. Attacks may be split at caster sees fit. If
directed at individuals then -2 attacks.
Rain of Svarog 6 15+ Effects all models in 4x4 area with a fiery rain. All 2 ID ignoring all armour.
models in this area receive 1 ID hit with -1 to
armour.
Touch of 6/caster 13+ Targeted individual has 1d5 wounds restored. If 1d10+1 wounds restored.
Belenos stunned this is undone and counts as one of the
restored wounds.
Shield of Beset 6 14+ Effects all allies in 4x4 section where spell is +6 For.
directed. Effected allies receive +4 For. for this and
the following turn halves.
Icy Breath 8 11+ Target is frozen solid. Treat target as Stunned. Any enemy models in base
contact are also frozen.
Wrath of 10 17+ Target receives 5 ID ignoring armour saves. 7 ID, ignoring armour saves.
Mulciber
Spell of Earth- 10 13+ Effects all models in a 4x4 area (including friendly). Upgrade to effect models are
Moving All models in this area must pass a Per. test or automatically Stunned, adding +6
become Stunned. Difficulty to this spell.
Master of 8 15+ If cast successfully, the caster has immediate control Effects last until end of
Puppets over the target and may move/charge and then shoot Encounter Phase or (if tabletop)
or fight. Cannot be used against a target with for two turns.
Leader skill or a target that is stunned or in Melee
or if the caster is in Melee. The effects last until end
of turn half.
Teleport 4/caster 13+ Affected warrior can move 3x his movement, Affected model can move
ignoring walls and other obstructions. Can only ANYWHERE on the revealed
move into known areas and must stop on gaming area with the same
unoccupied square. restrictions as before.
Hand of Fury 6/caster 15+ Affected model receives +2 modifier to his Melee +4 modifier.
rating this turn half.

Prayers

Prayer Range Difficulty Effect


Laying of Hands 1/caster 9+ Target regains 1 lost Vit. or is unstunned.
Protection of the 6/caster 10+ Target are unaffected by Spells for this and the following turn halves.
Righteous
Holy Aura 6/caster 12+ Target becomes Fearsome to all Undead for this and following turn

17
halves.
Right Hand of Doom 6/caster 12+ Target receives +1 ID in Melee this turn half.
Light of Purity 8 11+ Treat target as Stunned.
Purifying Flame 6 15+ Effects all models in 4x4 area with a fiery rain (including friends). All
models in this area receive 1 ID hit with -1 to armour. Undead receive 2
ID hits.

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Magic Items
Powers are only active as long as a model is equipped with the item.

2d10 Item Power Class Value


2 Boots of Swift Moving +2 Spe. All 60gs
3 Ring of Casting +1 to Spell/Prayer rolls C, M 50gs
4 Bow of Quick Shooting As Long bow, but +1 Ranged attack. B, K, R 310gs
5 Sword of Fast Striking As Sword, but +1 Mel. attack. B, K, R 200gs
6 Gloves of Forewarning +1 Per. Roll 2d10 for alertness tests and select highest. All 50gs
7 Key of Opening Any lock automatically opened. All 30gs
8 Sword of Defence As Bastard Sword, but 1 extra Mel. die when defender B, K, R 250gs
9 Orc/Undead Bane As Sword, but user may choose either Goblinoid or B, K, R 300gs
Undead as specific enemy. If used against the selected
opponents this sword confers +2 ID.
10 Cloak of Shadows Enemy receive -1 to to hit rolls with Ranged attacks. All 50gs
11 Gorget of Vitality +1 Vit. All 30gs
12 Helm of Wardship Ignore Stunned results. B, K, R 60gs
13 Armour of Invulnerability + 4 For. K 300gs
14 Great Axe of Smiting As Great Weapon, 6ID K, R, T 300gs
15 Scroll Mages and the Devout may choose one new spell or C, M 40gs
prayer.
16 Ring of Invisibility User has Stealth Characteristic. All 160gs
17 Circlet of Incantation May cast 2 spells per turn. M 300gs
18 Hammer of Doom As Hammer, but ignore all enemy armour. B, C, K 220gs
19 Axe of Bloody Ruin As Great Axe, except any hits immediately cause 1d5 B, K 450gs
Vit. Damage BEFORE ID are rolled.
20 Bracelet of Conjury May select 1 Spell and use as if Spell Caster. B, K, R, T 350gs

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Bestiary
HERE is a broad list of classic/generic fantasy opponents that might prove useful to a GM looking to quickly stock his fiendish
dungeons! Remember these profiles are given as a guideline only and if you want to change things then please do so. When creating
powerful and interesting opponents for your players don't be scared to equip them with magic items and such like as long as they are
not TOO powerful for your adventurers. The equipment sections describe what items are likely to be available to the particular
creature, though feel free to tinker. The same applies to characteristics: if you want your Archimage to have Fly or Champion then
do it! These are just guidelines.

Human Brigands

BRIGAND Spe. Mel. Acc. For. Vit. Per. WP


5 3 2 3 2 2 2
Characteristics: Equipment: All, except Great Helm and Plate Armour
BRIGAND Spe. Mel. Acc. For. Vit. Per. WP
CHAMPION
5 4 3 3 2 3 3
Characteristics: Leader I, Hunter Equipment: All, except Great Helm and Plate Armour
BRIGAND Spe. Mel. Acc. For. Vit. Per. WP
CAPTAIN
5 4 3 4 3 3 4
Characteristics: Leader II, Marksman, Hunter, Champion Equipment: All, except Great Helm and Plate Armour

Evil Human Spell Casters

ACOLYTE Spe. Mel. Acc. For. Vit. Per. WP


5 2 1 2 3 3 3
Characteristics: Mage (1 Spell) Equipment: As available to Hero Mage
MAGE Spe. Mel. Acc. For. Vit. Per. WP
5 3 1 3 4 4 4
Characteristics: Leader I-II, Mage (2 Spells) Equipment: As available to Hero Mage
ARCHIMAGE Spe. Mel. Acc. For. Vit. Per. WP
5 3 1 4 5 5 5
Characteristics: Adept, Leader III, Mage (3+ Spells), Fearsome Equipment: As available to Hero Mage

Goblins

GOBLIN Spe. Mel. Acc. For. Vit. Per. WP


5 2 2 2 1 2 2
Characteristics: Small Equipment: Spear, Sword/Axe, Crude Weapon, Helmet, Shield,
Hauberk, Short Bow, Sling
GOBLIN Spe. Mel. Acc. For. Vit. Per. WP
CHAMPION
5 3 2 3 2 2 3
Characteristics: Leader I, Small Equipment: Spear, Sword/Axe, Crude Weapon, Helmet, Shield,
Hauberk, Short Bow, Sling
GOBLIN Spe. Mel. Acc. For. Vit. Per. WP
CHIEFTAIN
5 4 2 4 3 3 4

20
Characteristics: Leader II, Marksman, Indomitable Equipment: All, except Long Bow, Great Helm and Plate
Armour
GOBLIN Spe. Mel. Acc. For. Vit. Per. WP
MAGE
5 2 2 2 2 3 3
Characteristics: Spell Caster (I Spell), Leader I, Small Equipment: Hauberk, Staff (Spear), Crude Weapon
GOBLIN Spe. Mel. Acc. For. Vit. Per. WP
ARCHIMAGE
5 3 2 3 3 4 4
Characteristics: Adept, Spell Caster (2 Spells), Leader II, Small Equipment: Hauberk, Staff (Spear), Crude Weapon

Orcs

ORC Spe. Mel. Acc. For. Vit. Per. WP


5 2 2 3 2 2 3
Characteristics: Equipment: All, except Great Helm and Plate Armour
ORC CAPTAIN Spe. Mel. Acc. For. Vit. Per. WP
5 3 2 3 3 2 3
Characteristics: Leader I Equipment: All
ORC Spe. Mel. Acc. For. Vit. Per. WP
CHIEFTAIN
5 4 2 4 4 3 4
Characteristics: Indomitable, Leader II Equipment: All
ORC Spe. Mel. Acc. For. Vit. Per. WP
WARLORD
5 5 2 4 4 3 5
Characteristics: Indomitable, Leader III, Champion Equipment: All
ORC Spe. Mel. Acc. For. Vit. Per. WP
MAGE
5 2 2 3 3 4 3
Characteristics: Adept, Spell Caster (1 Spell), Leader I, Small Equipment: Hauberk, Staff (Spear), Crude Weapon
ORC Spe. Mel. Acc. For. Vit. Per. WP
ARCHIMAGE
5 3 2 4 3 4 4
Characteristics:Adept, Spell Caster (2 Spells), Leader II, Equipment: Hauberk, Staff (Spear), Crude Weapon

Trolls

HILL TROLL Spe. Mel. Acc. For. Vit. Per. WP


7 3 3 5 5 2 3
Characteristics: Large, Slow Witted Equipment: Giant Club (counts as Hammer/Mace), Rocks (count
as Sling)
HILL TROLL Spe. Mel. Acc. For. Vit. Per. WP
CHIEFTAIN
7 4 3 5 6 2 4
Characteristics: Large, Leader II Equipment: Giant Club (counts as Hammer/Mace), Rocks (count
as Sling)
MOUNTAIN TROLL Spe. Mel. Acc. For. Vit. Per. WP
7 4 3 5 6 2 4
Characteristics: Huge, Slow Witted, Fearsome Equipment: AllGiant Club (counts as Hammer/Mace), Rocks

21
(count as Sling)
MOUNTAIN TROLL Spe. Mel. Acc. For. Vit. Per. WP
CHIEFTAIN
7 5 3 6 7 3 5
Characteristics: Huge, Leader II, Indomitable, Fearsome Equipment: Giant Club (counts as Hammer/Mace), Rocks (count
as Sling)

Ogres

OGRE Spe. Mel. Acc. For. Vit. Per. WP


6 4 3 4 4 3 4
Characteristics: Large Equipment: All
OGRE Spe. Mel. Acc. For. Vit. Per. WP
CAPTAIN
6 4 3 4 5 3 4
Characteristics: Indomitable, Large, Leader I Equipment: All
FERAL Spe. Mel. Acc. For. Vit. Per. WP
OGRE
7 4 3 5 5 2 3

Characteristics: Large Equipment: AllGiant Club (counts as Hammer/Mace), Rocks


(count as Sling)
FERAL OGRE Spe. Mel. Acc. For. Vit. Per. WP
CHIEFTAIN
7 5 3 5 6 3 4
Characteristics: Large, Leader II, Indomitable, Champion Equipment: Giant Club (counts as Hammer/Mace), Rocks (count
as Sling)

Skeletons

SKELETON Spe. Mel. Acc. For. Vit. Per. WP


5 2 2 2 2 2 2
Characteristics: Undead Equipment: All weapons and armour
SKELETON Spe. Mel. Acc. For. Vit. Per. WP
CHAMPION
5 3 3 3 3 2 2
Characteristics: Leader I, Undead Equipment: All weapons and armour
SKELETON Spe. Mel. Acc. For. Vit. Per. WP
LORD
5 4 3 4 3 3 3
Characteristics: Leader II-III, Champion, Undead Equipment: All weapons and armour

Ghouls

GHOUL Spe. Mel. Acc. For. Vit. Per. WP


6 3 2 3 2 3 2
Characteristics: Frenzy, Glutton Equipment: Claws/Fangs
GHOUL Spe. Mel. Acc. For. Vit. Per. WP
CHIEFTAIN
6 4 2 4 3 3 3
Characteristics: Champion, Fearsome, Frenzy, Leader I-II Equipment: Claws/Fangs

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Liches

LICHE Spe. Mel. Acc. For. Vit. Per. WP


5 2 2 3 4 4 4
Characteristics: Leader I-II, Mage (2 Spells), Fearsome, Undead Equipment: As available to Hero Mage
LICHE Spe. Mel. Acc. For. Vit. Per. WP
LORD
5 3 3 4 6 5 6
Characteristics: Adept, Leader III, Mage (3+ Spells), Fearsome, Equipment: As available to Hero Mage
Undead

Vampires

VAMPIRE Spe. Mel. Acc. For. Vit. Per. WP


THRALL
6 3 3 4 4 3 3
Characteristics: Frenzy, Glutton, Undead Equipment: All weapons and armour
VAMPIRE Spe. Mel. Acc. For. Vit. Per. WP
LORD
7 5 5 6 10 6 6
Characteristics: Berserk, Champion, Flying, Frenzy, Fearsome, Equipment: All weapons and armour
Indomitable, Leader II-III, Undead, Venom

Miscellaneous Undead

ZOMBIE Spe. Mel. Acc. For. Vit. Per. WP


3 1 0 2 3 1 1
Characteristics: Slow Witted, Undead Equipment: Claws/Fangs
GARGOYLE Spe. Mel. Acc. For. Vit. Per. WP
4 3 0 5 6 3 3
Characteristics: Flying, Fearsome Equipment: Claws/Fangs

Animals

CAVE SLUG/LEECH/ Spe. Mel. Acc. For. Vit. Per. WP


WORM
4 2 0 2 1 2 2
Characteristics: Glutton Equipment: Claws/Fangs

GIANT SLUG/LEECH/ Spe. Mel. Acc. For. Vit. Per. WP


WORM
4 3 0 3 3 2 3
Characteristics: Large, Glutton Equipment: Claws/Fangs

RAT Spe. Mel. Acc. For. Vit. Per. WP


SWARM
5 1 0 2 3 2 2
Characteristics: Swarm Equipment: Claws/Fangs

BAT Spe. Mel. Acc. For. Vit. Per. WP


SWARM
6 1 0 2 3 2 3

23
Characteristics: Flying, Swarm Equipment: Claws/Fangs

WOLF Spe. Mel. Acc. For. Vit. Per. WP


7 3 0 3 2 3 3
Characteristics: Equipment: Claws/Fangs

DIRE Spe. Mel. Acc. For. Vit. Per. WP


WOLF
7 4 0 3 3 3 4
Characteristics: Large Equipment: Claws/Fangs

OWLBEAR Spe. Mel. Acc. For. Vit. Per. WP


6 4 0 4 4 3 4
Characteristics: Brute, Large Equipment: Claws/Fangs

BEAR Spe. Mel. Acc. For. Vit. Per. WP


6 3 0 4 4 3 4
Characteristics: Large Equipment: Claws/Fangs

SLIMES & Spe. Mel. Acc. For. Vit. Per. WP


OOZES
4 2 0 3 3 2 3
Characteristics: Fearless,Glutton, Swarm, Venom (some) Equipment: Claws/Fangs

GIANT Spe. Mel. Acc. For. Vit. Per. WP


SPIDER
7 3 4 3 3 2 3
Characteristics: Large, Web, Glutton, Venom Equipment: Claws/Fangs

GIANT TOADS & Spe. Mel. Acc. For. Vit. Per. WP


FROGS
6 3 0 4 3 3 4
Characteristics: Large, Venom (some) Equipment: Claws/Fangs

GIANT Spe. Mel. Acc. For. Vit. Per. WP


SERPENT
6 3 0 3 3 4 4
Characteristics: Large, Venom Equipment: Claws/Fangs

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