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Cavern Crawl Miniature Gaming Rules for Dungeon Exploration by G.S. Shaw Version 2.0 1

CavernCrawl 2.0

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CavernCrawl RPG rules v2. Great for HeroQuest stuff.

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  • Cavern CrawlMiniature Gaming Rules for Dungeon

    Exploration by G.S. ShawVersion 2.0

    1

  • Preface

    Welcome to the Cavern...

    ...PLEASE make sure to mind your head! Cavern Crawl is a miniature-based dungeon exploration or 'crawl' game in the vein of innumerable classics which were produced in the latter half of the eighties. It was born chiefly from two desires: 1. to devise a simple dungeon crawl rules engine that still allowed for detailed character development and thus longevity and 2. to create a set free from the constraints of being tied to a predetermined fantasy background. In this way players can use whatever fantasy miniatures they have to hand and can place their games in whatever 'world' they like. The bestiary chapter (p.20-22) gives profiles of numerous generic fantasy creatures from Goblins Warriors to Fire Drakes but players are also free to create their own too. Whatever divergent fantasy lands you wish to explore CC provides the tools for you to do so!

    The Players

    Like most conventional dungeon-exploration games Cavern Crawl pits a single Games Master (henceforth 'GM') against players who control individual characters, the 'heroes' (who shall henceforth be interchangeably referred to as 'players', 'heroes' or 'adventurers'). There should be between two-to-six hero characters, with the ideal number being four. It is permissible for single players to control more than one hero.The job of the GM is to create and populate the subterranean areas which these heroes will venture through. To this end he or she must plot the dungeon maps and generate the adventures pertaining to them prior to gaming sessions and, ideally, build a campaign setting around the sessions in which the players can evolve their characters through epic deeds of derring-do. The GM should be conversant with the rules laid out in this manual and during gaming sessions will control everything that the players encounter.

    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. 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).

    Necessary Apparatus

    Miniatures and Terrain

    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.

    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.

    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, 9-10 = 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.

    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.

    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.

    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 SPE BRA ACC MEL FOR VIT Attributes & Equipment Points

    Goblin Chieftain 5 6 3 3 3/5 3 Leader II, Small, Shield, Jerkin, Mace

    46

    Profile Key

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

    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: 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

    Attributes &Equipment:

    This is where any special rules - called 'attributes' - and any equipment - armour, weapons et etcetera - belonging to the model are listed.

    Points: This reflects the value of a model in game-terms. The higher the value, the better the model.

    Points

    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.

    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!

    3

  • Exploration Phase

    CAVERN Crawl is comprised of alternating Exploration and Encounter phases. Both of these phases and what they entail are dealt with in greater detail over this and the chapter. If there are no enemies currently present in the uncovered dungeon then the heroes are 'exploring' the environment. This is referred to as an 'Exploration phase'. Most adventures will begin with an Exploration phase, as the heroes descend into the dungeon and begin 'crawling'. The Exploration phase is divided into unlimited turns in which each hero can move once up to its SPE rating and has an additional action, which may be used to listen at doors, search for traps etcetera (see below). Each hero is dealt with in turn during the Exploration phase and must be activated in a fixed order of sequence agreed at the beginning of each adventure. During a phase turn each hero may undertake one of the following:

    Move Perform an Action Move>Perform an Action Perform an Action>Move Do nothing!

    Once all the player models have been consecutively dealt with a turn is over and another begins. As soon as a hero moves into a position where a board piece containing any enemy is revealed the Exploration phase immediately ends and an Encounter phase begins (see following chapter).

    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.

    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 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.

    Observation tableDifficulty: Easy Intermediate Difficult

    Goal: 4+ 6+ 8+

    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.

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

    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.

    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.

    The Elf still has 2 SPE left and decides to move into the new corridor towards the doorway. He could now perform an action, such as searching the corridor for traps and secret doors.

    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':

    Searching a Room or Corridor for Traps and Secret Doors

    Exploration: Heroes may simultaneously search corridors and rooms they

    4

  • 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

    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 immediately revealed after a search is declared.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):

    Treasure table2d10 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

    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 GMinions within the room being searched. A hero that searches forfeits the use of any ranged/melee attacks and spells/prayers 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 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

    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.

    Drinking a Potion

    Exploration: This counts as an action and requires no test. The effects come into play immediately. 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.

    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.

    Opening an Unlocked Door or Chest

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

    Talking to Non-Player Characters

    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.

    5

  • 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: 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 play.

    Triggering Traps

    During their movement adventurers may inadvertently trigger one of the fiendish traps that are a regular and hazardous feature of dungeons. This 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 map with an associated Observation test difficulty. If this occurs the effected hero immediately stops on the trap square and makes the prescribed Observation test to see if they've managed to spot and so dodge the effects of the device (Elves, Dwarves and Thieves get +1). 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 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:

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

    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 Venom, p.16) 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.

    Note: As heroes advance and become more hardy (buying armour and increasing their FOR and VIT characteristics), GMs should naturally tailor their traps to suit so that they continue to constitute a legitimate threat.

    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. 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).

    6

  • 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.

    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

    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.

    A turn half ends when the active player has done all they wished to do and declared that their turn is finished. Their opponent may then begin their half. When - if ! - the last GMinion has been destroyed the Encounter phase immediately ends and an Exploration phase begins anew (shaken heroes use their first action to automatically recover).

    During the their own turn half models may undertake one of the following:

    Move Melee Move (charge)>Melee Melee>Move Ranged attack Move>Ranged attack Ranged Attack>Move Cast Spell/Recite Prayer Move>Cast Spell/Recite Prayer Move (charge)>Cast Spell/Recite Prayer Cast Spell/Recite Prayer>Move Move>Undertake some of the actions described on p.-p.. Undertake some of the actions described on p.-p.>Move Undertake some of the actions described on p.-p.. Do nothing!

    Movement

    Each model has a value given under it's SPE characteristic . This presents how many square inches the model may move each turn.

    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.

    Bear in mind that:

    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.

    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:

    7

  • +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 table1d10

    ACC 1 2 3 4 5 6 7 8 9 10

    1 Shaken

    2 Shaken ID

    3 Shaken ID ID

    4 Shaken ID ID ID

    5 Shaken ID ID ID ID

    6 Shaken ID ID ID ID ID

    7 Shaken ID ID ID ID ID ID+1

    8 Shaken ID ID ID ID ID ID+1 ID+1

    9 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

    The significance of ID (injury dice) and shaken results are described in greater detail on p.9.

    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).

    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.

    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

    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 tableMargin of Win: 1-2 3-7 8-11 12+

    Effect: Shaken ID ID+1 ID+2

    In this instance the Cave Leech is the attacker and the Elf Ranger the defender. No one has charged this turn half so both model get their normal melee dice. The Elf rolls a 3 which combined with his MEL2 gives a total of 5. The GM rolls 7 which combined with the Leech's MEL1 gives a total of 8. The cave Leech wins by 3. Consulting the Melee table we see that it may roll it's normal ID - 1 - against the Elf.

    Bear in mind that:

    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

    8

  • Acrobat attribute. A model that has made melee attacks that turn half may not

    afterwards charge or end any movement adjacent to another enemy.

    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.

    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)

    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.

    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.

    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: 1 2 3 4 5 6 7 8 9 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.

    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

    9

  • 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

    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!

    Basic Class Profiles

    SPE BRA ACC MEL FOR VIT Attribute Equipment

    Barbarian 5 3 2 3 3 7 Fearless Axe, Shield

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

    Knight 5 3 2 3 3 7 Swordsman Sword, Shield

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

    Ranger 5 3 4 2 3 6 Hunter Bow, Sword

    Thief 5 3 3 3 3 6 Stealth 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.

    Races Modifiers & Attributes Available Classes

    Dwarf: -1SPE, +1FOR B/K/R

    Elf: +1SPE. K/M/R

    Halfling: -1FOR, Small K/M/T

    Human: None All

    Advancement

    Through experience players can hone their skills as adventurers,

    increasing ratings and acquiring attributes. 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

    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

    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 attributes. Make a note of how many advancements a hero has made.

    Hero Advancement table1d10

    Class 1 2 3 4 5 6+

    Barbarian Indomitable Frenzy Champion Ferocious Brute

    +1 to applica-

    -ble Charac--teristic

    Cleric Fearless Adept Champion *Study Battle Cleric

    Knight Indomitable Fearless Champion Hunter Brute

    Mage Fearless Adept *Study *Study Battle Mage

    Ranger Quick-witted Sharpshooter Tracker Marksman Swordsman

    Thief Quick-witted Sharpshooter Hunter Acrobat Assassin

    *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:

    Human

    SPE BRA ACC MEL FOR VIT

    Barbarian 6 10 5 8 6 12

    Cleric 6 10 6 8 5 11

    Knight 6 10 7 9 6 12

    Mage 6 10 5 6 5 10

    Ranger 6 10 8 7 5 11

    Thief 6 10 8 7 5 11

    11

  • Dwarf

    SPE BRA ACC MEL FOR VIT

    Barbarian 5 10 5 8 7 13

    Knight 5 10 6 9 7 13

    Ranger 5 10 8 7 6 12

    Elf

    SPE BRA ACC MEL FOR VIT

    Knight 7 10 9 10 5 11

    Mage 7 10 7 7 5 10

    Ranger 7 10 10 9 5 10

    Halfling

    SPE BRA ACC MEL FOR VIT

    Knight 5 9 6 7 5 10

    Mage 5 9 5 5 4 8

    Thief 5 9 8 6 5 9

    Heroes as Leaders

    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'.

    12

  • Equipment

    Money

    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.

    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.

    Item Effect Cost Points

    Healing Potion Restores two VIT points. 30gs 4

    Strong Healing Potion

    Restores four VIT points. 55gs 7

    Stout Porter User is Fearless for the remainder of the current Encounter phase.

    20gs 3

    Potion of Toughness

    User may ignore all Shaken results against it this Encounter phase.

    25gs 4

    Potion of Swiftness User's movement is doubled for this turn half.

    15gs 2

    Potion of Strength User gains +2 ID for this turn half. 25gs 4

    Potion of Arrow Turning

    User is invulnerable to non-magical ranged attacks for the remainder of this Encounter phase.

    25gs 4

    Anti-venom Effects of Venom are immediately neutralised.

    15gs 2

    Potion of Fortitude Fortitude is increased by 2 for remainder of this turn.

    30gs 4

    Potion of Stealth User has the Stealth attribute for remainder of the current Encounter phase.

    35gs 5

    Melee Weapons

    Weapon Injury Dice

    Special Rules Class Cost Points

    Great Weapon 5 -1 user Melee, Two-handed B/C/K 230gs 12

    War Axe 4 B/K 200gs 10

    Hammer 3 Ignore 1 point enemy armour

    B/C/K 170gs 9

    Bastard Sword 3 B/K 150gs 8

    Halberd 3 Two-handed, Long Reach B/K 150gs 8

    Spear 2 Long Reach B/K/M/R

    120gs 6

    Sword/Axe/Mace 2 All 100gs 5

    Staff 1 Long Reach All 70gs 4

    Stiletto 1 If used from Stealth +2ID and ignores armour. If opponent is killed then user remains undetected.

    T 90gs 5

    Crude Weapon ? As normal weapon, but -1 ID. Not Staff or Stiletto.

    All -50gs -3

    Fists 1d5 All - -

    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

    Helmet Ignore shaken results on 1d10 6+ B/C/K 50gs 3

    Great Helm Ignore shaken results on 1d10 3+ K 100gs 5

    Shield +1 For. B/C/K/R 75gs 4

    Leather Jerkin +1 For. All 75gs 4

    Hauberk +2 For. B/C/K/R 150gs 8

    Brigandine +3 For. B/C/K 225gs 12

    Plate Armour +4 For., -1 SPE K 285gs 15

    Ranged Weapons

    Weapon Short Range

    MediumRange

    LongRange

    Injury Dice & Special Rules

    Class Cost Points

    Short Bow 1 - 4 4 - 8 8 - 12 2 ID B/K/R/T 120gs 6

    Bow 1 - 7 7 - 14 14 - 21 2 ID B/K/R/T 140gs 7

    Long Bow 1 - 10 10 - 20 20 - 30 3 ID K/R 210gs 11

    Crossbow 1 - 10 10 - 20 20 - 30 4 ID, Reload K/R/T 240gs 12

    Sling 1- 3 3 - 6 6 - 9 2 ID B/C/R/T 110gs 6

    Throwing Knives/Darts

    1 - 2 3 - 4 4 - 6 1 ID, Silent T 90gs 5

    Reload: May only be shot once per turn.Silent: may be used from Stealth without revealing location.

    Miscellaneous Equipment

    Item Special Rules Class Cost Points

    Lock Pick Set Re-roll failed attempts to pick a lock. If 1s are rolled in both attempts the set is broken.

    T 25gs 4

    Crowbar +1ID if user attacks a lock. B/K/R/T 15gs 2

    Rope +1 to Observation test if user triggers a Pit Trap.

    All 20gs 3

    13

  • 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 7

    Torch +1 to Observation test rolls if user is searching a room or corridor for treasure or traps and secret doors.

    All 35gs 5

    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/10gs to

    Clerics

    3

    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. 3

    Adept: Re-roll 1d10 when attempting to cast a spell or recite a prayer. The second result stands. 5

    Amphibious: Ignores any penalties relating to watery terrain. 3

    Assassin: Hits inflicted from Stealth receive +2 ID. 4

    Battle Mage/Cleric: May fight in melee and cast spells in the same turn half. 3

    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. 5

    Champion: Permanently gain +1 melee attack. 6

    Devout: May recite prayers. As prayers

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

    4

    Fearless: Immune to effects of Fearsome (see below). 4

    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.

    Bravery Test

    BRA: 1 2 3 4 5 6 7 8 9 10

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

    5

    Ferocious: Gain additional +1 melee attack when charging (+2 attacks when charging) 4

    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.

    6

    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.

    5

    Frenzy: Receives +2 SPE if charging 3

    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. 4

    Hunter: May move and make ranged attacks without penalties. 4

    Indomitable: Ignores shaken results from ranged and melee attacks. 5

    Large: Big creature (smaller than Huge) that receives +1 ID against all smaller opponents. Targeted by ranged attacks at +1.

    3

    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=6II=4

    15

  • Mage: May cast spells, see p.. As spells

    Marksman: Ignore penalties for ranged attacks at Long Range. 3

    Quick-witted: May roll two die for any Observation test and choose the best result. 3

    Sharpshooter: May make 2 ranged attacks per turn. If shooting at multiple target they must be within 6 squares of one another.

    6

    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. 2

    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.

    5

    Swordsman: If armed with a sword (including Bastard and Great Sword) +1 to MEL. 3

    Tracker: Model receives +1 to Observation tests relating to searching. 2

    Undead: Immune to Venom and Fearsome models. Vulnerable to some prayers and Holy Water. 2

    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.

    4

    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.

    3

    16

  • Spell and Prayers

    Spells

    THE mechanics of spell-casting are dealt with on p.8. A model must have the Mage attribute to use spells. Each spell costs 6 points.

    If 20 is rolled in an attempt to cast any spell then the caster has managed to cast it to it's maximum effect. Note that the maximum effect of spells cannot be reduced using the Study advancement.

    Prayers

    The mechanics of reciting prayers are dealt with on p.8. model must

    have the Devout attribute to use prayers. Each prayer 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.

    Area effect

    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 hurtle towards their target, solidifying into deadly darts as they go. Target is hit by 3 ID.

    5 ID.

    Fleet of Foot 6/caster 12 An unnatural vitality fills the target model's legs and it is suddenly able to move at great speed with seemingly no effort. Model may immediately move again.

    Model may move again +1d10 squares.

    Forked Lightning 6 14 Forks of lethal electricity issue forth from the caster's hands. May be directed at single or multiple targets. Multiple targets 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.

    Deals 6 ID, 4 if directed at an individual.

    Rain of Svarog 6 15 A rain of molten fire descends from above, scorching all beneath it. Effects all models in 3x3 area. All models in this area receive 1 ID hit with -1 to armour.

    2 ID ignoring all armour.

    Touch of Belenos 6/caster 13 Healing rays penetrate the target, reviving and restoring life. Targeted individual has 1d5 wounds restored. If shaken this is also undone and counts as one of the restored wounds.

    5 wounds restored.

    Shield of Beset 6/caster 15 A protective aura surrounds the caster's friends, deadening the 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.

    +4 For.

    Icy Breath 8 11 A freezing wind issues from the caster's mouth and the target is frozen solid. Treat target as shaken.

    Any enemy models in base contact of target are also frozen.

    Wrath of Mulciber 10 17 Molten magma erupts in a deadly fountain about the target, melting it with an intense heat. Target receives 5 ID ignoring -2 armour.

    7 ID, ignoring all armour.

    Spell of Earth-Moving

    10 13 The ground quakes violently, knocking people off their feet. Effects all models in a 4x4 area (including friendly). All models in this area must pass a difficult Observation test or become shaken.

    5X5 area is effected.

    Master of Puppets 8 15 The caster concentrates on an enemy, entering it's consciousness and gaining total control over it's faculties. If cast successfully, 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.

    Effects last until end of Encounter Phase.

    17

  • 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 great damage in melee. Affected model receives +2 modifier to his MEL rating this turn half.

    +4 modifier.

    Prayers

    Prayer Range Difficulty Effect Maximum Effect

    Holy Aura 6/user 13 A holy aura imbues the target, hateful to all creatures of darkness. Target becomes Fearsome to all Undead for remainder of this turn half and all of the following turn half.

    Target becomes Fearsome to all Undead for remainder of Encounter phase.

    Laying of Hands 1/user 11 The reciter lays it's hands upon a model and fills it with a warming, healing light. Target regains 2 lost VIT or is no longer shaken/suffering from Venom and regains 1 VIT

    Target regains 3 lost VIT.

    Light of Purity 8 11 A blinding light issues from the reciter's eyes, blinding its opponent. Treat target as shaken. Undead targets also receive 1ID.

    Any enemy models in base contact of target are also shaken, with any Undead models receiving 1ID.

    Protection of the Righteous

    6/user 11 The protection of the Gods against magics is invoked on this model. Target is unaffected by the effects of spells both friendly and unfriendly remainder of this turn half and all of the following turn half. .

    Target is unaffected by effects of spells for remainder of Encounter phase.

    Purifying Flame 6 14 Holy flames of sanctification envelop the area, scorching all within with their holy wrath. Effects all models in 3x3 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.

    All models in this area receive 2 ID hit with -1 to armour. Undead receive 4 ID hits.

    Right Hand of Doom

    4/user 12 The vengeful power of the Gods fills the target, strengthening it's arm against the profane. Target receives +1 ID in melee this turn half.

    +2 ID this turn half.

    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

    2 Boots of Swift Moving +2 SPE, above maximum characteristics. B, K, M, R, T 60gs 3

    3 Ring of Casting +1 to casting spells M 70gs 4

    4 Bow of Quick Shooting As Long bow, but +1 ranged attack. B, K, R 310gs 16

    5 Sword of Fast Striking As Sword, but +1 attack. B, K, R 200gs 10

    6 Gloves of Forewarning +1 Observation tests. B, K, M, R, T 70gs 4

    7 Key of Opening Any lock automatically opened. B, K, M, R, T 40gs 2

    8 Sword of Defence As Bastard Sword, but user may roll 2d10 when defender in melee.

    B, K, R 250gs 13

    9 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 3

    11 Gorget of Vitality +1 VIT B, K, M, R, T 30gs 2

    12 Helm of Wardship Ignore shaken results from ranged and melee attacks. B, K, R 50gs 3

    13 Armour of Invulnerability + 4 FOR K 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 6

    16 Ring of Invisibility User has Stealth attribute. B, K, M, R, T 160gs 8

    17 Circlet of Incantation May cast 2 spells per turn. M 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 5 2 3 1 2 1 Small 16

    Goblin Veteran 5 3 3 2 2 2 Small 19

    Goblin Chieftain 5 6 3 3 3 3 Leader II, Small 29

    Goblin Mage 5 3 2 2 2 2 Mage (1 spell), Small 24

    Goblin Archimage 5 5 2 3 3 3 Mage (2 spells), Small 38

    Orc Warrior 5 3 3 2 3 2 18

    Orc Veteran 5 4 3 3 3 2 20

    Orc Chieftain 5 5 3 4 4 3 Ferocious, Leader II 33

    Orc Warlord 5 7 3 5 5 4 Brute, Champion, Leader I 46

    Orc Mage 5 4 2 2 3 2 Mage (1 spell) 28

    Orc Archimage 5 5 2 3 4 3 Adept, Fearless, Mage (2 spells) 43

    Half Orc Warrior 5 4 4 3 3 3 22

    Half Orc Veteran 5 5 4 4 3 3 24

    Half Orc Chieftain 5 6 4 5 4 4 Ferocious, Frenzy, Leader II 40

    Half Orc Warlord 5 7 4 6 5 6 Brute, Champion, Indomitable, Leader I 55

    Humans (footpads and evil sorcerers) Description SPE BRA ACC MEL FOR VIT Attributes Points

    Brigand 5 3 3 3 3 2 19

    Brigand Veteran 5 4 4 3 3 3 Ferocious 26

    Brigand Captain 5 5 4 4 4 4 Champion, Leader II 36

    Acolyte 5 4 1 2 2 2 Mage (1 spell) 21

    Mage 5 6 2 3 3 4 Leader II, Mage (3 spells) 44

    Archimage 5 8 2 4 4 5 Adept, Battle Mage, Fearsome, Leader I, Mage (5 spells)

    97

    Trolls Description SPE BRA ACC MEL FOR VIT Attributes Points

    Hill Troll 6 4 3 4 5 4 Large, Slow-witted 26

    Hill Troll Chieftain 6 5 3 4 6 5 Brute, Large, Leader II 36

    Mountain Troll 7 4 3 4 5 5 Fearsome, Ferocious, Large, Slow-witted 37

    Mountain Troll Chieftain 7 5 3 5 6 6 Brute, Champion, Fearsome, Indomitable, Large, Leader II

    60

    20

  • OgresDescription SPE BRA ACC MEL FOR VIT Attributes Points

    Ogre 6 5 3 4 4 4 Large 29

    Ogre Captain 6 6 3 5 5 5 Brute, Large, Leader II 42

    Ogre Warlord 6 7 3 6 6 6 Champion, Indomitable, Large, Leader I, 54

    Feral Ogre 7 4 2 4 4 4 Frenzy, Large 31

    Feral Ogre Chieftain 7 5 3 4 5 5 Brute, Frenzy, Large, Leader II 44

    UndeadDescription SPE BRA ACC MEL FOR VIT Attributes Points

    Skeleton Warrior 4 2 3 2 2 2 Undead 17

    Skeleton Veteran 4 3 3 3 3 3 Undead 21

    Skeleton Lord 4 4 3 4 4 4 Champion, Fearsome, Leader II, Undead 40

    Ghoul 6 3 2 3 3 2 Frenzy, Glutton 19

    Zombie 3 2 - 1 3 1 Slow-witted, Undead 8

    Spectre 4 4 - 2 2 2 Ethereal, Undead 20

    Wraith 5 6 - 4 3 4 Fearsome, Ethereal, Undead 32

    Vampire Thrall 6 4 4 3 4 4 Frenzy, Glutton, Undead 27

    Vampire Lord 7 7 5 6 6 8 Champion, Flying, Fearsome, Indomitable, Leader I, Undead, Venom

    71

    Liche 5 5 3 3 3 3 Leader II, Mage (2 spells), Undead 40

    Liche Master 5 7 3 4 4 5 Adept, Fearsome, Leader I, Mage (4 spells), Undead 71

    GribbliesDescription SPE BRA ACC MEL FOR VIT Attributes Points

    Cave Slug/ Leech/Worm 3 2 - 1 2 1 Beast, Glutton 6

    Giant Slug/ Leech/Worm 4 3 - 3 3 3 Beast, Glutton, Large 16

    Rat Swarm 6 3 - 2 2 3 Beast, Glutton, Large, Venom 18

    Bat Swarm 6 3 - 2 2 3 Beast, Flying, Large, Venom 27

    Slime 4 - - 3 3 3 Beast, Fearless, Glutton 14

    Ooze 4 - - 4 3 5 Beast, Fearless, Glutton, Large 20

    Giant Spider 7 4 - 3 3 3 Beast, Large, Venom, Web 29

    Great Spider 8 6 - 5 4 5 Beast, Fearsome, Huge, Venom, Web 43

    Giant Toad/Frog 5 4 - 3 4 3 Beast, Large, Venom 25

    Giant Serpent 6 5 - 3 3 3 Beast, Large, Venom 26

    Wolf 8 5 - 3 3 2 Beast 27

    Dire Wolf 9 7 - 5 4 4 Beast, Fearless, Ferocious, Large 40

    Cave Bear 7 7 - 5 5 4 Beast, Fearless, Indomitable, Large 40

    Creatures of LegendDescription SPE BRA ACC MEL FOR VIT Attributes Points

    Minotaur 6 5 - 5 5 5 Frenzy, Large 33

    Minotaur Lord 6 - - 6 6 6 Champion, Fearless, Indomitable, Large, Leader I 55

    21

  • Cyclops 6 6 - 5 5 5 Ferocious, Large 34

    Giant 8 5 3 4 5 5 Huge, Slow-witted 31

    Mountain Giant 9 7 4 6 6 8 Fearsome, Huge, Slow-witted 46

    Manticore 8 7 - 7 6 6 Beast, Champion, Flying, Large, Venom 43

    Hydra 5 7 - 6 5 7 Beast, Large 33

    Cold Drake 12 7 - 8 8 12 Beast, Champion, Fearsome, Flying, Huge 62

    Fire Drake 12 7 - 8 8 12 Beast, Champion, Fearsome, Fire Breath, Flying, Huge 68

    Great Worm 7 7 - 7 7 6 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.

    Key

    A: 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.

    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 Jerkins4 Goblin Warriors: Crude Spears, Shields Relaxed A treasure chest in the corner contains1 Healing Potion and 2d10x2 gs.

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

    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: 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.

    The chest contains a random magic Item.

    I: Giant ToadAlert

    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, Hauberk3 Orc Warriors: Crude Swords/Axes, Leather Jerkins1 Orc Mage: Staff, Freezing BreathAlertA 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.

    Wandering Monster: Goblin Warrior: Crude Spear, Shield

    23

  • Cavern Crawl Reference SheetObservation tableDifficulty: Easy Intermediate Difficult

    Goal: 4+ 6+ 8+

    Treasure table2d10 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

    Ranged attack table1d10

    ACC 1 2 3 4 5 6 7 8 9 10

    1 Shaken

    2 Shaken ID

    3 Shaken ID ID

    4 Shaken ID ID ID

    5 Shaken ID ID ID ID

    6 Shaken ID ID ID ID ID

    7 Shaken ID ID ID ID ID ID+1

    8 Shaken ID ID ID ID ID ID+1 ID+1

    9 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

    Melee tableMargin of Win: 1-2 3-7 8-11 12+

    Effect: Shaken ID ID+1 ID+2

    Injury table FOR: 1 2 3 4 5 6 7 8 9 10

    Goal: 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10/6+

    Advancement pointsFor 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

    Weapon Injury Dice

    Special Rules Class Cost Points

    Great Weapon 5 -1 user Melee, Two-handed B/C/K 230gs 12

    War Axe 4 B/K 200gs 10

    Hammer 3 Ignore 1 point enemy armour

    B/C/K 170gs 9

    Bastard Sword 3 B/K 150gs 8

    Halberd 3 Two-handed, Long Reach B/K 150gs 8

    Spear 2 Long Reach B/K/M/R

    120gs 6

    Sword/Axe/Mace 2 All 100gs 5

    Staff 1 Long Reach All 70gs 4

    Stiletto 1 If used from Stealth +2ID and ignores armour. If opponent is killed then user remains undetected.

    T 90gs 5

    Crude Weapon ? As normal weapon, but -1 ID. Not Staff or Stiletto.

    All -50gs -3

    Fists 1d5 All - -

    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.

    ArmourArmour Special Rules Class Cost Points

    Helmet Ignore shaken results on 1d10 6+ B/C/K 50gs 3

    Great Helm Ignore shaken results on 1d10 3+ K 100gs 5

    Shield +1 For. B/C/K/R 75gs 4

    Leather Jerkin +1 For. All 75gs 4

    Hauberk +2 For. B/C/K/R 150gs 8

    Brigandine +3 For. B/C/K 225gs 12

    Plate Armour +4 For., -1 SPE K 285gs 15

    Ranged WeaponsWeapon Short

    RangeMediumRange

    LongRange

    Injury Dice & Special Rules

    Class Cost Points

    Short Bow 1 - 4 4 - 8 8 - 12 2 ID B/K/R/T 120gs 6

    Bow 1 - 7 7 - 14 14 - 21 2 ID B/K/R/T 140gs 7

    Long Bow 1 - 10 10 - 20 20 - 30 3 ID K/R 210gs 11

    Crossbow 1 - 10 10 - 20 20 - 30 4 ID, Reload K/R/T 240gs 12

    Sling 1- 3 3 - 6 6 - 9 2 ID B/C/R/T 110gs 6

    Throwing Knives/Darts

    1 - 2 3 - 4 4 - 6 1 ID, Silent T 90gs 5

    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

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