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Cavern Crawl Version 2.8 Miniature Gaming Rules for Dungeon Exploration by G.S. Shaw A finalised version complete with

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Cavern Crawl Version 2.8

Miniature Gaming Rules for Dungeon Exploration by G.S. Shaw A finalised version complete with original artwork and improved layout will be released before the close of 2013 Please direct threats and nude photos to: [email protected]

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Introduction 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.

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

Modular dungeon sections are another necessity. As you will soon discover the game works by the GM gradually revealing the crawl area as the hero players can 'see' it with their models and modular pieces make this task appreciably easier. From the luxuriant resin wares of companies like Dwarven Forge to more humble card tiles widely produced by companies like Wizards of the Coast or in PDF format from a myriad of online purveyors, getting your hands on something suitable shouldn't prove too onerous. Even the wipe-clean mats beloved of rpgers will suffice! Of course, the more creative can always craft their own pieces. Whatever your choice make sure that the sections are divided into inch squares. To these may be added 3d terrain such as doors, furniture, chests etcetera if desired.

The Players

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.

Like most conventional dungeon exploration games Cavern Crawl pits a single referee or '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.

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 (as any gamer will tell you, 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 rubber-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 cocky gamers.

The job of the GM is to create and populate the subterranean areas which these heroes will venture through. In CC each such area is referred to as a 'crawl'. To this end the GM must plot a map of the crawl area and generate the quests pertaining to it 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 reveals the crawl area to players and controls everything that they encounter.

Scale and Distance

It is important that aspiring GMs understand that balance and fairness are especially important considerations when plotting crawls. It would be incredibly easy to devise a crawl in which adventurers stand little or no chance of surviving, but remorselessly crushing players is not the sole 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. In some ways, then, the GM must remain impartial. 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 fickle dice-gods to the detriment of their adventurer, but this of course cannot be helped and is all part of the game. The issue of balance is dealt with in greater detail on the following page, under 'Points'.

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! The same goes for ranged weapon ranges, but more on this later). Most of the available modular dungeons that we discussed above are comprised of inch squares, so 1 SPE = one square. If you are using a dungeon board that doesn’t 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 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. Again, this will be discussed in more detail further on.

Necessary Apparatus Miniatures and Terrain

Profiles

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 old-school persuasion!). It is probably fair to

All models in Cavern Crawl - whether lowly Cave Slug or ferocious Manticore - are represented by a profile like the two 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 many more examples. More detailed adventurer profile sheets are provided later (p.25), which

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allow more room for detailing equipment, money and so forth. The two example profiles are of a Goblin Chieftain and a starting hero (a Human Knight), with associated equipment: Description

SPE

BRA

FOR

VIT

Goblin Chieftain

5

6

ACC MEL 3

3

3/5

3

Leader II, Small, Shield, Jerkin, Mace

46

Human Knight

5

3

2

3

3/4

7

Swordsman, Sword, Shield

35

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 to gauge its usefulness in CC, with the higher the value the better being the model!

Attributes & Equipment Points

As may be seen in the example of the Human Knight above, starting adventurers average around 35 points. 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 (13 points) and Fire Drakes (75 points), which obviously translates to the gulf 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.

Profile Key Description:

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

SPE:

Speed. This is how far a model may move in inch squares. Most humanoids will have an average SPE of 5. Rated 1-12.

BRA:

Bravery. This represents 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 a model's physical toughness and ability to defend itself. The first figure represents a model's actual FOR. If the model is equipped with armour (p.13) a second figure will be given after a / (as in the two instances above) and this represents the model basic FOR plus the bolstering effects of any armour it might be wearing. Rated 1-18.

a model's

heroism

Balance 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'.

and

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 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.

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 six-eight separate 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).

Cavern Crawl 'Slang' As well as the shortening of characteristics – ACC, FOR etcetera – there are other abbreviations that you may come across in this manual, which are explained here. Attacks related to spells, prayers and traps are sometimes written like so: 1d10+3/ARM1/DAM3 (although 'ARM' is not always present). This is translated as the attacker rolling 1d10 and adding 3 (1d10+3). The defender makes a normal defence roll, but -1 if it is wearing any armour ('ARM1'). If the attack is successful it carries a damage rating of 3 ('DAM3'), all of which will be explained over p.7-10.

Playing the Game

Points

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 crawl map of his or her own design or, more easily, use the adventure included on p.23. Players should then create their characters as described on p.11-12. Once this is done you are ready to commence crawling!

To determine the points cost of a particular model simply add together all their characteristics - SPE, BRA, ACC, MEL, FOR & VIT - and then add or subtract the value of any attributes and equipment the model may possess. The points cost and description of these are given on p.15-16 and

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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 following chapter. If there are no enemies currently present in the uncovered crawl area 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 (movement is dealt with in more detail in the following chapter) and has an additional action, which may be used to listen at doors, search for traps etcetera (see below). Each hero is dealt with in turn during the Exploration phase and must be activated in a fixed order of sequence agreed at the beginning of each adventure. During a phase turn each hero may undertake one of the following: • • • • •

It is the start of a fresh Exploration phase turn for this group of adventurers. The Elf Ranger is first and elects to move down the corridor.

Action Move Move>Action 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 by moving through the crawl area, with only pieces being revealed that the hero models can 'see' (there is no limit to this sight, provided there are no obstructions). Rooms and their contents should not, for instance, be placed until any doors serving them have been opened by the hero players and corners cannot be seen around until they are reached. This formula is also the same for the Encounter phase. For edification a number of images regarding this system are provided opposite.

The Elf has SPE 6 and proceeds to venture down the corridor. However, after moving only 4 squares the GM stops him, as he has uncovered a junction leading on to an unexplored corridor. The GM places the appropriate terrain as marked on his adventure map.

Actions During the Exploration phase the heroes may attempt to perform various actions, which are described in detail below. Each can use their action either before or after they move, or doesn't have to use it at all. As will be seen some simple actions - opening an unlocked door/chest, for instance are performed automatically, but others of a more complicated nature will require an 'observation roll'.

Observation Roll

The Elf still has 2 SPE left and decides to use this to move into the new corridor towards the doorway. He could now perform an action, such as To perform an observation roll a model must be in an appropriate searching the new corridor for traps and secret doors. location for the action they wish to perform (as described in the list of actions below). The controlling player must roll 6+ on 1d10 to succeed. For instance if a hero player searches a corridor that contains a hidden List of Actions dart trap the player must roll 6+ to locate it. If located and one of the hero players wishes to (and, again, is in the appropriate position to do so), it Please note that the actions described below can also be performed in the requites another successful observation roll to disarm the trap (searching Encounter phase (see following chapter), but with the restrictions given for and disarming traps is dealt with below). Some hero classes and races (in most instances the players will be too busy fighting during an may confer positive modifiers to the observation roll, depending on the Encounter phase to worry about searching for secret doors or picking locks!) It is a good idea to let new players peruse this list to understand nature of the action.

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what they can do with their adventurers. All of the following count as a Exploration: A detected trap may be disarmed by a hero on an adjacent single 'action': square to the device or trigger passing an Observation roll (Thieves and Dwarves get +1), a failure means the Hero has inadvertently triggered the Searching a Room or Corridor for Traps and Secret trap and is injured as described (see 'Triggering Traps', below). Encounter: A hero may only attempt to disarm a trap if they are not in Doors melee. A hero that attempts to disarm a trap may not perform another action that turn half. Exploration: Heroes may simultaneously search corridors and rooms they are in for both traps and secret doors (how corridor and room sections Picking Locks are defined is up to the GM, but the divisions should be relatively uniform). This involves making an Observation roll (Thieves and Exploration: Picking locked doors and chests may be attempted. An Dwarves get +1 to their roll). If passed any of these features are adjacent hero must pass an Observation roll (Thieves and Dwarves get +1) immediately revealed to the heroes. The following caveats also apply: If an to open it. Only two attempt can be made to pick a lock. unmodified 1 is rolled the searcher is immediately attacked by a Encounter: A hero may only attempt to pick a lock if they are not in Wandering Monster specific to that dungeon (p.6). An area may only be melee. A hero that attempts to pick a lock may not perform another searched twice. If the area of a corridor being searched contains an action that turn half. undiscovered 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 Attacking Locks the section being searched. A hero that searches may not perform another Exploration: Alternatively a lock may be forced open by an adjacent action that turn half. adventurer attacking and 'killing' it. To do so, the hero makes a normal Note: How corridor and room sections are defined for searching is melee attack (see p.9). Light locks have FOR4, medium locks FOR6 and heavy locks FOR8. No fortitude roll is made for the door: it's raw FOR largely dependent on the dungeon terrain being utilised and/or the rating is used against the attacker's result. If a lock is 'beaten' it is ingenuity of the GM. The author's group use the convention that a automatically opened. If a locked door is not forced open by one single search covers corridors in straight lines, no matter their length, character after one attempt, any enemies that may be on the other side up to any undiscovered junctions, or rooms of any size. Haphazard immediately become alert (see p.7). As hero players advance it might be perhaps, but it works! Another convention is that a search encompasses necessary to increase the FOR of locks so that they continue to constitute a certain number of squares (say up to ten) and that those searched are a challenge. marked on the GM's dungeon map for future reference. Encounter: A hero may only attempt to attack a lock if they are not in melee. A hero that attempts to attack a lock may not perform another action that turn half. Searching a Room for Treasure Exploration: Most room should have their contents, if any, listed on the GM's map and in this case they are immediately revealed after a search is declared, although the GM may affix an Observation roll to the search if they desire. 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 table 2d10

Result

2-3

Wandering Monster! See 'Wandering Monsters', below.

4-5

Trap! The hero has unwittingly sprung a dart trap (intermediate, temporary) and must pass an Observation test or lose 1 VIT.

6-15

Nothing!

16

1d10x4gs

17

1d10x6gs

18

1d10x8gs

19

1d10x10gs + Healing Potion

20

Random Magic Item

Listening at a Door Exploration: Heroes may attempt to listen at doors to discern if there are any creatures on the other side. Only one attempt may be made by a hero adjacent to the door passing an Observation roll (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 shaken or unconscious (see p.9) 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 as described on p.8, but with the following amendments: only four spells/prayers may be attempted per Exploration phase per Mage/Cleric and if a 1 is rolled when casting/reciting instead of the user becoming A room may only be searched for treasure once. shaken, they are attacked by a Wandering Monster instead. Encounter: Heroes may only search rooms for treasure if they are not in Encounter: See the following chapter for more details on using spells and melee and if there are no GMinions within the room being searched. A prayers in the Encounter phase. hero that searches may not perform another action that turn half.

Disarming a Trap

Recovering from being Shaken Exploration: If a hero is still shaken from a prior Encounter phase then he

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must use his first action to automatically recover. effects are provided below GMs are also encouraged to create their own Encounter: A hero can artificially recover from being shaken by passing a fiendish snares with which to terrorize incautious players! bravery roll or if a friendly model with the Mage or Devout attribute casts a healing spell/prayer on them (p.17-18).

Pit Trap (permanent)

Opening an Unlocked Door or Chest Exploration: This counts as an action and requires no test. Encounter: There are no penalties attached to performing 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 may not perform another action that turn half.

Passing Items

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. The automatic loss of 1-2 VIT points (p. 9) is suggested.

Dart Trap (temporary) A pressure point activates a mechanism that fires a dart into the unlucky model. An attack at 1d10+3/DAM2 is suggested, although the dart could also be poisoned (see Venom, p.16) or the mechanism could fire darts into multiple squares effecting more than one model. Victims could be made to make their fortitude rolls as if shaken (1d5+FOR) to simulate the surprise of springing the trap. The square or area containing the pressure point is where the trap can be disarmed.

Exploration: Models passing items must be adjacent to one another. This Falling Block (temporary) 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. A trip-wire or pressure point triggers a block which falls from the ceiling onto a predesignated area. The loss of 1d5 VIT is suggested for such a Note: There are obviously eventualities that may arise that are not devastating device. The squares where the block has fallen should remain sufficiently covered by any of the above. In such instances the GM inaccessible and be appropriately marked. The square or area containing should improvise and be open to suggestions from players. CC is not a the trigger is where the trap can be disarmed. true rpg, but it does contain rpg elements! The spirit of both fairness and fun should characterize your approach to play.

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.

Traps During their movement adventurers may inadvertently trigger one of the hidden traps that are a regular and hazardous feature of dungeons. This is done when a hero unwittingly moves onto a square or area containing a trap or trigger. As mentioned previously these should be marked on the GM's crawl map. If this occurs the effected hero immediately stops on the trap square and is injured as described on the GM's crawl description. That adventurer's current turn is over and they may not use up any remaining movement or actions, melee/ranged attacks or spells/prayers.

Wandering Monsters

If a wandering monster is discovered the creature is placed adjacent to the searching hero immediately triggering an Encounter phase. The creature surprises 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 Traps should be designated either 'permanent' or 'temporary'. A nearest viable hero to the searcher. If this is not possible either, then place permanent trap continues to function as described until disarmed, whilst the monster as near the party as possible and then initiate a normal a temporary trap is exhausted once it has been triggered. Encounter phase, the monster forfeiting it's free attack (the monster counts as alert). A selection of the more commonly encountered traps and their suggested

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Encounter Phase AN Encounter phase occurs as soon as any areas of the crawl area are uncovered that contain GMinions. When this happens the heroes cannot use any remaining movement or actions pertaining to the Exploration phase: they must ready themselves for battle!





Who goes First? •

Dungeon dwellers should be listed on the GM's adventure 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 observation roll. 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.

Bear in mind that: • •

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 side that goes first taking the first half, their opponents the second. When both halves are completed that turn is finished and another begins in the same order. Models are dealt with in succession and you may not return to a model once you have moved on to another that half. Note that during the Encounter phase in their own turn half heroes may deviate from the fixed sequence of activation agreed for the Exploration phase.

Models can attempt to jump over pits and low obstacles (tables etcetera). The model must be adjacent to and have enough remaining movement to clear the obstacle, which should be designated in inches. The jumper rolls 1d10 and adds its SPE characteristic to the result, subtracting 1 for each inch over 1 the obstacle covers (so if the obstacle is 3 inches wide: -2). A result of 11+ signals success and the model lands safely on the other side of the obstacle. It may use any remaining movement it has left. If the jumping roll is failed the model remains where it is and may do nothing else this next turn half. Note that jumping doe not count as an action. A roll of 1 indicates a critical error has been made. If the jumper was attempting to leap over a pit, it falls in and suffers appropriate penalties. If attempting to leap over a low obstacle the model remains where it is and becomes shaken (p.9).

Ranged Attacks

Aside from those prescribed actions in the previous chapter, actions that can also be undertaken during and are specific to the Encounter phase include making ranged and melee attacks (note that in most instances GMinions cannot perform the actions listed in the previous chapter). During their own turn half models may undertake one of the following :

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. The range of weapons is broken into 'short', 'medium' and 'long'. Range is represented in inch squares, not including the square the shootist occupies. Each ranged weapon has an associated 'damage rating', which is used to determine damage. Ranged weapon profiles may be found on p.13.

Action Move Move>Action Action>Move Do nothing!

Movement

Bear in mind that: •

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

Traps can still be triggered as described on p.6. GMinions cannot open previously unopened doors, unless an adventure states otherwise.

Jumping

A turn half ends when the active side 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).

• • • • •

impede movement. Models can only move either before or after performing an action, subject to restrictions detailed in the pertinent sections in this and the previous chapter. If a model finishes its movement adjacent to an enemy then the moving model is considered to have deliberately charged and may 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 another enemy. Models cannot move through friendly or enemy models. If using squared playing tiles models may not move diagonally around corners (including doorways). 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 (unless they have the Hunter attribute). Movement can be either before or after the ranged attack. Casting spells and reciting prayers that are ranged are not subject to this restriction.



Models that are able to move may do so up to their maximum SPE allowance. At the GM's discretion some terrain may



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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, unless they have the Hunter attribute. Models cannot shoot if they are in melee or shaken /unconscious (see p.9). Models cannot shoot into a melee involving allies. Models cannot shoot at targets in adjacent squares. A model that uses a ranged weapon may not also charge that turn half (that is, end any subsequent movement adjacent to an enemy).



• • • •

Making a Ranged Attack •

Bear in mind that:

The shooter rolls 1d10 and adds its ACC characteristic to the result, adjusting the score using the following modifiers:

• •

+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. -1 if target has the Flying attribute and is in flight.

• • • • •

To cast a spell the Mage model must roll 1d1o and add the casting bonus. This is referred to as a 'casting/reciting roll'. A result of 11+ signals success. If it fails, the Mage cannot cast the spell that turn. If a 1 is rolled the spell backfires and the caster is shaken (p.9). If successful then the effects related to the spell will be fully detailed in the spell description. If the spell is cast at it's highest possible result then it has been cast to 'maximum effect'. See individual spell descriptions for what this entails.

• • • • •

This is referred to as an 'accuracy roll'. If the shooting model rolls a 1 the attack automatically fails. The target model rolls 1d10 and adds its FOR characteristic to the result. This is referred to as a 'fortitude roll'. Compare both results. If the target model either draws or wins then the shot has missed or failed to harm the target and nothing happens. If the shooter's result is higher, note the margin of victory (MoV: winning score less losing score). Consult the Damage table on p.9 and cross-reference the MoV with the ranged weapon's damage rating to find out what damage the target incurs.





If successfully cast, ranged spells automatically hit their target. All spells require visibility to the target and must be within the prescribed range (see spell description). 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. 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 Warrior Priest attribute. A model that attempts to cast a spell may not also charge that turn half (that is, end any subsequent movement adjacent to an enemy). 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 occurs when two or more opposing models are adjacent to one another. The model whose turn half it is is considered the 'attacker' and its opponent - whose turn half it isn't - the 'defender'. Each model has a value given under it's MEL characteristic which represents the model's general fighting skill: the higher the rating the better a fighter it is. Most models will be equipped with melee weapons which have an associated damage rating, which is used to determine damage (p.9) and may have special rules that can effect the melee. Melee weapon profiles may be found on p.13.

Charging If a model's movement has bought it into contact with an enemy that turn half then it is considered to have deliberately charged and gains +1 to its melee roll during the ensuing attack.

In this example an Elf Ranger decides to fire his Bow at a Giant Beetle. Being only 4 squares away the target lies within the ranged weapon's short range, granting the ranger a +1 modifier to his accuracy roll. He rolls 4 adds his ACC3 and the 1 for being within short range for a total of 8. The GM rolls 6 and adds the beetles FOR2 for a total of 8. The results draw so nothing happens.

Making a Melee Attack • • •

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 mostly to spells to save repetition. •

• •

Each spell/prayer has an associated casting/reciting bonus (see p.17-18).

8

The attacking model rolls 1d10 and add its MEL characteristic to the result. This is referred to as a 'melee roll'. If the attacking model rolls a 1 the attack automatically fails. The defending model rolls 1d10 and adds its FOR characteristic to the result. This is referred to as the 'fortitude roll'. Defender's may make fortitude rolls as many times as they are attacked in melee. Note that some melee weapons can modify a defender's FOR rating. Compare both results. If the defending model either draws or wins then it has successfully fended off the attack and nothing happens. The combatants remain locked in melee.





However, if a defending model's fortitude roll at least doubles that of its attacker's melee roll, the defender can elect to push the attacker back one square in a 90 degree angle from the defender. This is referred to as a 'repulse'. If the attacker's result is higher, note the MoV (winning score less losing score) and then consult the Damage table on p9, and cross-reference the MoV with the melee weapon's damage rating to find out what damage the defender incurs.

Bear in mind that: • •







Attacking models that are at a higher elevation to defenders receive +1 to their melee roll. Whenever a model has a choice between attacking shaken/unconscious (p.9) or conscious enemies, it must always attack the latter. Models can only leave a melee if their opponent is shaken, unconscious, outnumbered, deceased or if they have the Acrobat attribute. However, they may not then charge the same model that turn half. A model that has made a melee attack that turn half may not afterwards charge or end any movement adjacent to another enemy. A model armed with multiple melee weapons may only switch between them if it is not in melee or, if it is in a melee, where the opponent is shaken, unconscious or outnumbered.

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 – 3 OrcWarriors - are relaxed so the players take the first turn half.

Damage If a model fails its FOR roll against an attack, then to work out what damage it receives the attacking player must reference the damage rating of the weapon or spell/prayer used against the MoV on the damage table below.

The Barbarian player decides that his hero should be first into the room. The Barbarian has SPE5, so he move 4 squares ending adjacent to one of the Orcs. This is a charge and so he gains a +1 modfier to his melee roll.

Damage table Damage Rating

Margin of Victory (MoV) 1

2

3

4

5

6

7

8

9

10

11+

1

S

S

S

S

1

1

2

2

3

3

4

2

S

S

S

1

1

2

2

3

3

4

4

3

S

S

1

1

2

2

3

3

4

4

5

4

S

1

1

2

2

3

3

4

4

5

5

5

1

1

2

2

3

3

4

4

5

5

6

S = Shaken (see below) 1-6 = Amount of VIT model loses + shaken If VIT is reduced to 0 then the model is killed and removed from play. Heroes are considered 'Unconscious' (see below).

The barbarian player rolls 7 adds his MEL3 and the 1 for charging for a total of 8. The GM rolls 4 and adds the Orc's FOR2 for a total of 6. The MoV is 2 and the Barbarian's axe has a damage rating of 2 so, crossreferencing these on the Damage table, he finds the Orc is shaken. A marker is placed next to the Orc to denote its condition. The barbarian player may do nothing else and may now hand over to one of his companions.

Shaken A shaken model has essentially been overpowered or in some way disadvantaged and is not able to act normally. •





If a model becomes shaken it may do nothing for the rest of the remaining turn half. Place a marker next to the miniature to denote its condition. At the beginning of the following turn half – whether it is its own or not - a shaken model may attempt to overcome its condition by passing a 'bravery roll'. This is done by rolling 1d10 and adding the model's BRA characteristic. A result of 11+ signals success and the model is no longer



• •

9

shaken. It may act normally. If the bravery roll is failed the model remains shaken and may do nothing until the beginning of the next turn half, when it automatically recovers. If forced to make a fortitude roll a shaken model does so with 1d5 instead of 1d10. If an already shaken model is shaken again it loses 1VIT

instead.

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 makes no fortitude roll, but instead uses it's FOR characteristic (with ARM, if applicable). If beaten it is automatically slain. 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 obliterate 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!

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 four advancement rolls and 300 gs to spend on equipment to make things more 'juicy'.

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

The starting profiles for each class are given below:

Basic Class Profiles

For each enemy Vitality reduced by 1 (not by spells or prayers):

2 points

For each spell/prayer cast/recited successfully:

2 points

SPE

BRA

ACC

MEL

FOR

VIT

Attribute

Equipment

For each spell/prayer maximum power:

Barbarian

5

3

2

3

3/4

7

Ferocious

Axe, Shield

Picking a lock/disarming a trap

3 points

Cleric

5

3

2

3

3

6

Devout

Mace, 1x prayer

Completing an adventure:

4 points

Knight

5

3

2

3

3/4

7

Swordsman

Sword, Shield



Mage

5

3

1

1

2

5

Mage

Staff, 2x spells



Ranger

5

3

3

2

3

6

Hunter

Bow, Sword



Thief

5

3

2

2

3

6

Stealth

Darts, Stiletto

Rules pertaining to attributes, equipment and spells/prayers are dealt with in the proceeding three chapters.

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 adventure demands it.

1d10 Class

B/K/R

+1SPE.

K/M/R

Halfling:

-1FOR, Small

K/M/T

Human:

None

All

1

2

3

4

5

Barbarian

Fearless

Indomitable

Champion

Frenzy

Brute

Cleric

Fearless

Adept

Champion

*Study

Battle Cleric

Knight

Fearless

Indomitable

Champion

Hunter

Brute

Mage

Fearless

Adept

*Study

*Study

Battle Mage

Ranger

Fearless

Sharpshooter

Tracker

Marksman

Swordsman

Thief

Fearless

+Train

Hunter

Acrobat

Assassin

6+

+1 to applicable Characteristic

Modifiers & Attributes Available Classes -1SPE, +1FOR

Elf:

its

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 overall.

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 (see 'Maximum Characteristics' below). The table below provides the modifiers and attributes that will be applied to your fledgling hero's profile once you have decided upon it's race.

Dwarf:

to

Hero Advancement table

Racial Modifiers

Races

cast/recited successfully

+Train: Models attempting to spot the hero receive a -1 modifier to Observation rolls. The hero can increase this modifier three times so that models attempting to spot the hero receive -3. *Study: May permanently increase the casting bonus of an existing spell or prayer by 1 or choose a new spell or prayer. Spells and prayers may have their bonus increased a total of 5 times.

Maximum Characteristics

11

A hero may only advance so far, before reaching the pinnacle of their profession. The maximum characteristics that each class-race combination may achieve are given here:

Elf SPE BRA ACC MEL FOR VIT

Human 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

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

Knight

5

9

6

7

5

10

Thief

6

10

8

7

5

11

Mage

5

9

5

5

4

8

Thief

5

9

8

6

5

9

Halfling SPE BRA ACC MEL FOR VIT

Dwarf

Heroes as Leaders

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

If playing alongside friendly NPCs or fledgling adventurers, experienced heroes may be able to use the 'Leader' attribute (see p.) under the following circumstances: 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.

12

Equipment Money IN Cavern Crawl wealth is represented by gold schillings (gs), which players gain through adventuring. GMs should not be too generous in giving away wealth, as heroes will quickly become over-powered by stocking up on expensive weapons and armour. Study the treasure table on p.5 or the crawl on p.25 for an idea of suitable amounts to make available. 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/misc. equipment. The same restrictions should apply to most humanoid GMinions, too. Note too that some items are restricted to specific hero classes.

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

All

70gs

4

T

105gs

5

Staff

1

Long Reach

Stiletto

1

Covert

Crude Weapon

?

As normal weapon, but -1 Damage rating. Not Staff or Stiletto.

All

-50gs

-3

Fists

1

-1 MoV

All

-

-

Covert: If used from Stealth ignores all armour and becomes DAM2. If defender is killed then user remains undetected. Crushing: -1 defender armour. Cumbersome: Fail attack on a 1 OR 2. Long Reach: If charged enemy loses charge modifier. Not active if user is already in melee, unless opponent is outnumbered. Two-handed: May not be used in conjunction with a shield.

Potions

Armour

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.

30gs

4

Potion of Swiftness

User's movement is doubled for this turn half.

15gs

2

Potion of Strength

User gains +2 MEL 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

User gains +2 FOR for remainder of this and following turn half.

30gs

4

Potion of Stealth

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

35gs

5

Damage Special Rules Rating

Great Weapon

5

War Axe

4

Hammer

3

Bastard Sword

3

Cumbersome, Two-handed

Crushing

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+

Shield

+1 FOR

K

100gs

5

B/C/K/R

75gs

4

Leather Jerkin

+1 FOR

All

75gs

4

Hauberk Brigandine

+2 FOR

B/C/K/R

150gs

8

+3 FOR

B/C/K

225gs

12

Plate Armour

+4 FOR, -1 SPE

K

285gs

15

Ranged Weapons Weapon

Melee Weapons Weapon

A model may wear either a Helmet or Great Helm. A model may wear either a Leather Jerkin, Hauberk, Brigandine or Plate Armour. A shield may be used in conjunction with any of these.

Class

Cost

Points

B/C/K

230gs

12

B/K

200gs

10

B/C/K

170gs

9

B/K

150gs

8

Short Range

Medium Range

Long Damage Rating Range & Special Rules

Class

Cost

Points

Short Bow

1-4

5-8

9-12

2

B/K/R/T

120gs

6

Bow

1-7

8-14

15-21

2

B/K/R/T

140gs

7

Long Bow

1 - 10

11 - 20

21 - 30

3

K/R

210gs

11

Crossbow

1 - 10

11 - 20

21 - 30

4 , Reload

K/R/T

240gs

12

Sling

1- 3

4-6

7-9

2

B/C/R/T

110gs

6

Throwing Knives/Darts

1-2

3-4

5-6

1 , Silent

T

90gs

5

Reload: May not move and shoot. If user has Hunter attribute then may move half SPE rounding up. Silent: If used from Stealth user remains undetected.

Miscellaneous Equipment Item

13

Special Rules

Class

Cost

Points

Lock Pick Set

Make 2 Observation rolls when picking a lock and choose the highest result. If double 1 are rolled the set is broken.

Crowbar

+1 MoV if user attacks a lock.

Rope

+1 to Observation rolls if user triggers a Pit Trap.

Map

T

25gs

4

B/K/R/T

15gs

2

All

20gs

3

All heroes get +1 to Observation rolls when searching for traps and secret doors. A map may only be used in one adventure and is discarded afterwards.

All

50gs

7

Torch

+1 to Observation 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 (as attacker). User receves +3 to melee roll 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 prove formidable opponents indeed.

Acrobat May leave melee freely and may make an Observation roll to avoid triggered traps. (3 points)

Adept Roll 2d10 when making a casting or reciting roll and select highest result. (5 points)

Amphibious Ignores any movement penalties relating to watery terrain. (3 points)

Ferocious Gain additional +1 modifier to melee roll when charging. (3 points)

Fire Breath Instead of making a melee/ranged attacks or casting/reciting spells/prayers in it's turn half, a model with Fire Breath can breathe flames. This counts as a ranged attack, but hits automatically. Effects are the same as the spell Rain of Svarog (p.17). (6 points)

Fly May ignore terrain and models when moving. 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 crawl areas may be deemed too small to fly in. (5 points)

Frenzy Receives +2 SPE if charging. (3 points)

Assassin Roll 2d1o when making accuracy or melee rolls whilst using Stealth and choose the highest result. (5 points)

Beast Cannot use any weapons, armour or other equipment. Has natural claws, fangs or some other manner of attacking. Damage rating is calculated by halving the model's MEL characteristic, rounding up where appropriate. (3 points per damage rating)

Brute

Glutton After killing an enemy and if not still in melee the model must make a bravery roll (p.9). If failed it spends 1d5 turn halves next to the corpse feeding. If attacked then treat as shaken. (3 points)

Huge Massive creature that receives +1 to MEL rolls against all smaller opponents. Accuracy rolls against Huge targets receive +1 modifier. (4 points)

When melee attacker permanently gain +1 to MoV when consulting damage table. (5 points)

Hunter

Champion

Indomitable

Roll 2d1o when making a melee roll and choose the highest result. (6 points)

Devout

May move full SPE and make ranged attacks without penalties. (4 points)

Ignores shaken results, except from the spell Icy Breath and the prayer Divine Radiance. (6 points)

Large

May recite prayers. (Points: as prayers)

Big creature (smaller than Huge) that receives +1 to MEL rolls against all smaller opponents. Accuracy rolls against Large targets receive +1 modifier. (3 points)

Ethereal May move through solid objects and float over difficult/impassible terrain. May only be harmed by spells, prayers and magic items. (6 points)

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

Fearsome If a model with the Fearsome attribute charges a non-Fearsome opponent the latter model must take a Bravery test (p.9) 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. (6 points)

Leader Two hierarchies of Leaders exist: I and II, with I being the superior. 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 and Slow-witted rolls. Leader IIs benefit from the above rules if within the range of a Leader I. Leaders of the same rank may not influence one another and a model can be effected by no more than one Leader per turn half. (I=6 points/II=4 points)

Mage May cast spells, see p.8. (Points: as spells)

Magic Resistance On 1d10 6+ model may ignore effects of spells (including friendly!). (5 points)

15

Marksman Ignore penalties for ranged attacks at Long Range. (3 points)

Swordsman

Sharpshooter

If armed with a sword (including Bastard, but not Great Sword) +1 to fortitude rolls if defender in melee. (3 points)

Roll 2d1o when making accuracy rolls and choose the highest result. (6 points)

Tracker Model receives +1 to observation tests relating to searching. (2 points)

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 points)

Undead

Small

Venom

Accuracy rolls against Large targets receive -1 modifier. (2 points)

Venom is transmitted to a defending model during a melee attack that causes loss of VIT. 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 points)

Stealth Unless a model with stealth is in melee, shaken or unconscious, opponents must make an observation roll in order to charge or target with ranged attacks, or spells/prayers. Once a model that is using stealth is spotted in this way all other enemies can see it. Model that fail to spot a stealth user may do nothing else that turn half except move (NOT charge). If a stealthy model attacks an opponent with ranged or melee attacks then, unless the weapon's special rules state otherwise or the attacked model is not slain that turn half, it is immediately revealed to all enemies. Models that are attacked from stealth count as shaken for the purposes of the fortitude roll. A stealth user that has been spotted may become hidden again under the following conditions: if it is not shaken, unconscious or in melee, then it may perform no other action that turn other than move (NOT charge) and/or drink a potion. If these conditions are met then the model becomes stealthy again. Use counters to show whether a model is `currently using stealth or not. (6 points)

Immune to Venom and Fearsome models. Vulnerable to some prayers and Holy Water. (1 points)

Warrior Priest May attack in melee and cast spells or recite prayers in the same turn half: Spell/Prayer>Move(charge)>Melee Move(charge)>Melee>Spell/Change Melee>Move>Spell/Prayer Spell/Prayer>Melee Melee>Spell/Prayer (4 points)

Web Instead of making a melee/ranged attacks or casting/reciting spells/prayers in it's 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 make an Observation roll or is shaken. (3 points)

16

Spell and Prayers THE mechanics of spell-casting and reciting prayers are dealt with on p.8. A model must have the Mage attribute to use spells and the Devout attribute to recite prayers. Each spell and prayer costs 6 points. If 20 is rolled in an attempt to cast any spell or recite any prayer then the caster or reciter has managed to cast or recite it to it's maximum effect. Note that the maximum effect of spells and prayers cannot be reduced using the Study advancement. Any spell or prayer that contains the word caster or user in the range description mean that it may also be used upon the mage or cleric.

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. If an area effect spell or prayer attacks those within it, the user rolls one attack dice with the same result being used against all the effected models, who make defence rolls normally.

Spells Iron Will..................................Range caster, 8/Casting 4 Effected model automatically passes any required bravery rolls during this and following turn half. Maximum: automatically passes any required bravery rolls during remainder of current phase.

advantageous position. Effected model can move 2x his movement, ignoring walls and other obstructions. Can only move into known areas and must stop on an unoccupied square. Maximum: affected model can move ANYWHERE on the revealed crawl area with the same restrictions as before.

Icy Breath.............................................Range 8/Casting 4 Shield of Beset.........................Range caster, 6/Casting 3 A freezing wind issues from the caster's mouth enveloping the target in frost. Treat target as shaken. Maximum: Target is shaken and loses 1 VIT.

Wrath of Taranis................................Range 12/Casting 3

During this and the following turn half effected model may roll 2d10 when making any fortitude rolls and choose the highest result. Maximum: May roll 2d10 when making any fortitude rolls for remainder of phase.

Rain of Svarog.....................................Range 6/Casting 2

A bolt of lightning erupts from the casters hand and strikes the target, hitting with 1d10+10/ARM1/DAM4. Maximum: 1d10+13/ARM3/DAM5

Touch of Belenos.....................Range caster, 6/Casting 3 Healing rays penetrate the target, reviving and restoring life. Targeted individual has 1d5 VIT restored. If target is shaken this is undone, but counts as one of the restored wounds. Maximum: All lost VIT restored.

Teleport....................................Range caster, 4/Casting 3 The caster is able to move a desired individual through solid matter to an

A rain of molten fire descends from above, scorching all beneath it. Effects all models in 3x3 area. Caster rolls 1d10+6/ARM1/DAM2 attack against each model in this area. Maximum: 4x4 area 1d10+8/ARM2/DAM3

Master of Puppets...............................Range 8/Casting 2 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. Maximum: effects last until end of Encounter phase.

Prayers Holy Aura.............................Range reciter, 6/Reciting 2

Shelter of the Righteous......Range reciter, 6/Reciting 3

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

During this and the following turn half effected model may roll 2d10 when making any fortitude rolls and choose the highest result. Maximum: may roll 2d10 when making any fortitude rolls for remainder of phase.

Divine Radiance................................Range 8/Reciting 4

Laying of Hands...................Range reciter, 6/Reciting 3 Healing rays penetrate the target, reviving and restoring life. Targeted individual has 1d5 VIT restored. If shaken this is undone, but counts as one of the restored wounds. Maximum: All lost VIT restored.

A holy light issues from the reciter's eyes enveloping the target with a blinding radiance. Treat target as shaken. Undead models automatically lose 1 VIT. Maximum: Target is shaken and loses 1 VIT, Undead lose 2 VIT.

17

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 or 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 Precision

As Long bow, but +1 accuracy rolls.

B, K, R

310gs

16

5

Sword of Sureness

As Sword, but +1 melee rolls.

B, K, R

200gs

10

6

Gloves of Forewarning

+1 to 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

Blade of Defiance

As Bastard Sword, but user may roll 1 extra d10 when defender in melee.

B, K, R

250gs

13

9

Orc/Undead Bane

As Sword, but user may choose either Goblinoids or Undead as specific enemy. If used against the selected opponents this sword confers +1 to melee rolls.

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, above maximum characteristics.

B, K, M, R, T

30gs

2

12

Helm of Wardship

Ignore shaken results from ranged and melee attacks.

B, K, R

120gs

6

13

Armour of Invulnerability

+ 4 FOR

K

300gs

15

14

Great Axe of Smiting

As Great Weapon, but when attacker in melee gain +1 to MoV when consulting damage table.

K, R, T

300gs

15

15

Scroll

Mages and the Devout may choose one new spell or prayer.

C, M

120gs

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. They must be cast concurrently.

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 Weapon, except double any VIT lost by opponents.

B, K

400gs

20

20

Bracelet of Conjury

May select 1 spell and use as if Mage.

B, K, R, T

150gs

8

18

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 guideline 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 attributes: if you want your Archimage to have Flying or Champion then do it: what follows are simply guidelines, no-more-no-less!

Goblinoids Description

SPE

BRA

ACC

MEL

FOR

VIT

Attributes

Points

Goblin Warrior

5

2

1

1

1

1

Small

13

Goblin Veteran

5

3

2

2

2

2

Small

18

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

2

2

2

2

16

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

3

3

3

3

21

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

56

Humans (footpads and evil sorcerers) Description

SPE

BRA

ACC

MEL

FOR

VIT

Attributes

Points

Brigand

5

3

2

2

2

2

16

Brigand Veteran

5

4

3

3

3

3

21

Brigand Captain

5

5

4

4

4

4

Champion, Leader II

36

Acolyte

5

4

2

2

2

2

Mage (1 spell)

22

Mage

5

6

3

3

3

4

Leader II, Mage (2 spells)

39

Archimage

5

8

3

4

4

5

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

72

SPE

BRA

ACC

MEL

FOR

VIT

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

61

Trolls Description

19

Attributes

Points

Fen Troll

6

4

3

4

5

4

Amphibious, Large, Slow-witted

29

SPE

BRA

ACC

MEL

FOR

VIT

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,

55

SPE

BRA

ACC

MEL

FOR

VIT

Skeleton Warrior

4

2

2

2

2

2

Undead

16

Skeleton Veteran

4

3

3

3

3

3

Undead

21

Skeleton Lord

4

4

3

4

4

4

Champion, Fearsome, Leader II, Undead

40

Crypt Wight

5

6

2

4

3

5

Champion, Fearsome, Undead

41

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

3

3

4

4

Frenzy, Glutton, Undead

26

Vampire Lord

7

7

5

7

6

8

Champion, Flying, Fearsome, Indomitable, Leader I, Undead, Venom

73

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

Ogres Description

Attributes

Points

Undead Description

Necromancer

Attributes

Points

As Human Acolytes, Mages and Archimages

Gribblies Description

SPE

BRA

ACC

MEL

FOR

VIT

Attributes

Points

Cave Slug/ Leech

3

2

-

1

2

1

Beast, Glutton

6

Giant Slug/ Leech

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

3

Beast, Fearless, Glutton

17

Ooze

4

4

-

4

4

5

Beast, Fearless, Glutton, Large

25

Giant Spider

7

4

-

3

4

3

Beast, Large, Venom, Web

30

Great Spider

8

6

-

5

5

5

Beast, Fearsome, Huge, Venom, Web

44

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

5

Beast, Fearless, Ferocious, Large

41

Cave Bear

7

7

-

5

5

5

Beast, Fearless, Indomitable, Large

42

SPE

BRA

ACC

MEL

FOR

VIT

6

5

-

5

6

5

Creatures of Legend Description Minotaur

20

Attributes Frenzy, Large

Points 34

Minotaur Lord

6

-

-

6

8

6

Champion, Fearless, Indomitable, Large, Leader I

58

Cyclops

6

6

-

5

9

5

Ferocious, Large

38

Giant

8

5

3

4

5

5

Huge, Slow-witted

31

Mountain Giant

9

7

4

6

6

8

Fearsome, Huge, Indomitable, Slow-witted

52

Manticore

8

7

-

7

6

6

Beast, Champion, Flying, Large, Venom

43

Hydra

5

7

-

6

7

7

Beast, Indomitable, Large

41

Cold Drake

12

7

-

8

14

12

Beast, Champion, Fearsome, Flying, Huge

68

Fire Drake

12

7

-

8

14

12

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

75

21

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. F:

2 Goblins Warriors (Short Bows, Crude Swords) are stationed here looking down the corridor towards room G Alert

G:

AS you open the door a hideous odour overwhelms you, causing you to 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, it is simply too revolting to be searched.

H:

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 chest contains a random magic Item.

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 (if approached from room B). The door opposite is rigged with a dart trap (intermediate, temporary), if triggered 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 Axes, Leather Jerkins) 4 Goblin Warriors: (Crude Axes, Shields) Relaxed A treasure chest in the corner contains 1 Healing Potion and 2d10x2 gs.

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.

I:

Giant Toad Alert

J:

A falling block trap (easy, temporary) is triggered by an adventurers moving onto this square. If an Observation test is failed they automatically lose 1d5 VIT.

K:

1 Orc Chieftain (Hammer, Helmet, Hauberk) 3 Orc Warriors (Axes, Leather Jerkins) 1 Orc Mage (Staff, Freezing Breath) Alert A chest in one corner contains 4d10x2 GS.

L:

You feel a cool breeze from up ahead and as you reach the top of the broken stairway you see a crack of light. Pushing on you emerge from a concealed entrance in the hillside blinking into the daylight. You return to the local township bearing the head of the Orc Chieftain as proof of your exploits and are duly given the promised reward. Wandering Monster: 2xGoblin Warriors (Crude Axe, Shield)

22

Cavern Crawl Reference Sheet Observation roll

Armour

6+ on 1d10

Armour

Special Rules

Class

Cost

Points

Bravery Roll

Helmet

Ignore shaken results on 1d10 6+

B/C/K

50gs

3

1d10+BRA 11+ = success

Great Helm

Ignore shaken results on 1d10 3+

K

100gs

5

Ranged Attacks

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



• •

Attacker 1d10+ACC ('accuracy roll') +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. -1 if target has the Flying attribute and is in flight. Defender 1d10+FOR ('defence roll') If attacker wins work out MoV and cross-reference with weapon damage rating on damage table.

Ranged Weapons Weapon

Melee Attacks • • •

Attacker 1d10+MEL (do this or as many attacks as the model has) ('melee roll') Defender 1d10+FOR ('defence roll') If attacker wins work out MoV and cross-reference with weapon damage rating on damage table.

Damage Table Damage Rating

Margin of Victory (MoV) 1

2

3

4

5

6

7

8

9

10

11

1

S

S

S

S

1

1

2

2

3

3

4

2

S

S

S

1

1

2

2

3

3

4

4

3

S

S

1

1

2

2

3

3

4

4

5

4

S

1

1

2

2

3

3

4

4

5

5

5

S

1

2

2

3

3

4

4

5

5

6

Medium Range

Long Damage Rating Range & Special Rules

Short Bow

1-4

5-8

9-12

2

Bow

1-7

8-14

15-21

2

Long Bow

1 - 10

11 - 20

21 - 30

3

K/R

210gs

11

Crossbow

1 - 10

11 - 20

21 - 30

4 , Reload

K/R/T

240gs

12

Sling

1- 3

4-6

7-9

2

B/C/R/T

110gs

6

Throwing Knives/Darts

1-2

3-4

5-6

1 , Silent

T

90gs

5

Cost

Points

B/K/R/T

120gs

6

B/K/R/T

140gs

7

Advancement points For each enemy Vitality reduced by 1 (not by spells or prayers): 2 points For each spell/prayer cast/recited successfully:

2 points

For each spell/prayer cast/recited successfully to its maximum power: 4 points Damage Special Rules Rating

Class

Cost

Points

-1 user Melee, Two-handed

B/C/K

230gs

12

B/K

200gs

10

Crushing

B/C/K

170gs

9

2d10

B/K

150gs

8

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!

Picking a lock/disarming a trap

3 points

Completing an adventure:

4 points

Great Weapon

5

War Axe

4

Hammer

3

Bastard Sword

3

Halberd

3

Two-handed, Long Reach

B/K

150gs

8

Spear

2

Long Reach

B/K/ M/R

120gs

6

All

100gs

5

16

1d10x4gs

All

70gs

4

17

1d10x6gs

T

90gs

5

18

1d10x8gs

-50gs

-3

19

1d10x10gs + Healing Potion

20

Random Magic Item

Sword/Axe/Mace

2

Staff

1

Long Reach

Stiletto

1

Covert

Crude Weapon

?

As normal weapon, but -1 Damage. Not Staff or Stiletto.

All

-1 to MoV

All

Fists

Class

Reload: May not move and shoot. If user has Hunter attribute then may move half MOV rounding up. Silent: If used from Stealth user remains undetected.

Melee Weapons Weapon

Short Range

1

-

Treasure table

-

Covert: If used from Stealth ignores all armour and becomes DAM2. If defender is killed then user remains undetected. Crushing: -1 defender armour. Cumbersome: Fail attack on a 1 OR 2. Long Reach: If charged enemy loses charge modifier. Not active if user is already in melee, unless opponent is outnumbered. Two-handed: May not be used in conjunction with a shield.

23

Result

24

Notes

25

26