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Cavern Crawl

Miniature Gaming Rules for Dungeon Exploration by G.S. Shaw Version 2.5

Preface
Welcome to the Cavern...
...PLEASE make sure to mind your head! Cavern Crawl is a miniaturebased dungeon exploration or 'crawl' game in the vein of innumerable classics which were produced in the latter half of the eighties. It was born chiefly from two desires: 1. to devise a simple dungeon crawl rules engine that still allowed for detailed character development and thus longevity and 2. to create a set free from the constraints of being tied to a predetermined fantasy background. In this way players can use whatever fantasy miniatures they have to hand and can place their games in whatever 'world' they like. The bestiary chapter (p.20-22) gives profiles of numerous generic fantasy creatures from Goblins Warriors to Fire Drakes but players are also free to create their own too. Whatever divergent fantasy lands you wish to explore CC provides the tools for you to do so! 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 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. 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, chests etcetera if the players so wish. Lastly, but no less importantly, markers of some description to represent injuries and other effects are also required, with about three different colours/types being suggested.

The Players
Like most conventional dungeon exploration games Cavern Crawl pits a single 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. 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 an 'adventure'. To this end the GM must plot the maps of the adventure area and generate the quests 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 reveals the adventure area to players and controls everything that they encounter. It is important that aspiring GMs understand that balance and fairness are especially important considerations when designing their adventure 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. The issue of balance is dealt with on the following page, under 'Points'.

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 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! The same goes for missile weapon ranges, but more on this later). All 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 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.

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 old-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

Profiles
All models in Cavern Crawl - whether lowly Cave Slug or ferocious Manticore - are represented by a profile like the one depicted below. All that you need to know about an individual model will be contained within it. See the bestiary chapter (p.20-22) for more examples. Slightly more detailed blank profile sheets for heroes are provided later (p.25), which allow more room for detailing equipment, money and so forth.

Here is the profile of a Goblin Chieftain:


Description Goblin Chieftain SPE 5 BRA 6 ACC 3 MEL 3 FOR 3/5 VIT Attributes & Equipment 3 Leader II, Small, Shield, Jerkin, Mace Points 46

Profile Key
Description: SPE: This is where the model's name/type/race etcetera is written. Speed. This is how far a model may move in inch squares. Most humanoids will have an average SPE of 5. It is rated between 1-12 Bravery. This represents a model's heroism and determination. Rated 1-10 Accuracy. This represents a model's prowess with ranged weapons. Rated 1-10 Melee. This represents a model's prowess at close quarter fighting. Rated 1-10 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 / and this represents the model basic FOR plus the bolstering effects of any armour it might be wearing. Rated 2-10 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 This is where any special rules - called 'attributes' and any equipment - armour, weapons etcetera belonging to the model are listed. This reflects the value of a model in game-terms. The higher the value, the better the model.

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 (69 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.

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'. As mentioned 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 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).

BRA: ACC: MEL: FOR:

VIT:

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 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. 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.

Attributes & Equipment: Points:

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.

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

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 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!

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.

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

Placing Board Pieces


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

The Elf has SPE 6 and proceeds to venture down the corridor. However, after moving only 4 squares the GM stops him, as he has uncovered a junction leading on to an unexplored corridor. The GM places the appropriate terrain as marked on his 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 test. The GM should predesignate all of the features on his map that might necessitate an Observation test as either 'Easy', 'Intermediate' or 'Difficult'. The Elf still has 2 SPE left and decides to move into the new corridor To perform an Observation test the hero must be in an appropriate towards the doorway. He could now perform an action, such as searching location and then roll 1d10 on the chart below, with a score of or over the the new corridor for traps and secret doors. given number indicating success. Please note that the Actions described below can also be performed in the Encounter phase (see following chapter), but with the restrictions given Observation table (in most instances the players will be too busy fighting during an Encounter phase to worry about performing actions!) All of the following Difficulty: Easy Intermediate Difficult count as a single 'action': 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.

Searching a Room or Corridor for Traps and Secret Doors

Exploration: Heroes may simultaneously search corridors and rooms they are in for traps and secret doors (how corridor and room sections are defined is up to the GM, but the divisions should be relatively uniform). This involves making 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 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 the section being searched. A hero that searches forfeits the use of any ranged/melee attacks, spells/prayers for that turn (all of which will be explained in the Encounter phase chapter).

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 hero makes a single melee attack (see p.9). Light locks have FOR4, medium locks FOR6 and heavy locks FOR8. If the locked door is 'beaten' it is opened. 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.

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 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. Searching a Room for Treasure Encounter: Listening at a door may not be attempted during an Exploration: Most room should have their contents, if any, listed on the Encounter phase. GM's map and in this case they are immediately revealed after a search is declared, although the GM may affix an Observation test to the search if Drinking a Potion they desire. Rooms not already noted by the GM as containing treasure may also be Exploration: This counts as an action and requires no test. The effects searched. If a hero wishes to do this they must be in the room and then come into play immediately. roll 2d10 on the following table (Thieves and Dwarves get +1): Encounter: Unless unconscious (see p.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. Treasure table 2d10 2-3 4-5 Result Wandering Monster! See 'Wandering Monsters', below. Trap! The hero has unwittingly sprung a dart trap (intermediate, temporary) and must pass an Observation test or lose 1 VIT. Nothing! 1d10x4gs 1d10x6gs 1d10x8gs 1d10x10gs + Healing Potion Random Magic Item 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 (p.17-18).

Note: How corridor and room sections are defined for searching is largely dependent on the dungeon terrain being utilised and/or the ingenuity of the GM. The author's group use the convention that a single search covers corridors in straight lines, no matter their length, up to any undiscovered junctions, or rooms of any size. Haphazard perhaps, but it works! Another convention is that a search encompasses a certain number of squares (say up to ten) and that those searched are marked on the GM's dungeon map for future reference.

Listening at a Door

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.

6-15 16 17 18 19 20

Recovering from being Shaken

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

Disarming a Trap
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). Encounter: A hero may only attempt to disarm a trap if they are not in

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.

Passing Items

will remember to avoid it in future. The automatic loss of 1-2 VIT points (p. 9) is suggested.

Exploration: Models passing items must be adjacent to one another. This Dart Trap (temporary) counts as an action and requires no test. Encounter: A hero may only attempt to pass an item to an ally if the A pressure point activates a mechanism that fires a dart into the unlucky passing model is not in melee. The receiving model may be in melee. model. An attack at 1d10+3/DAM2 is suggested, although the dart could be poisoned (see Venom, p.16) or the mechanism could fire darts into Note: There are obviously eventualities that may arise that are not multiple squares. The square or area containing the pressure point is sufficiently covered by any of the above. In such instances the GM where the trap can be disarmed. 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.

Falling Block (temporary)

A trip-wire or pressure point triggers a block which falls from the ceiling onto a predesignated area. The loss of 1d5 VIT 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 During their movement adventurers may inadvertently trigger one of the the trigger is where the trap can be disarmed. 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. Note: As heroes advance and become more hardy (buying armour and As mentioned previously these should be marked on the GM's dungeon increasing their FOR and VIT characteristics), GMs should naturally map with an associated Observation test difficulty. tailor their traps to suit so that they continue to constitute a legitimate 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 threat. 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). If a wandering monster is discovered the creature is placed adjacent to the Traps should also be designated either 'permanent' or 'temporary'. A searching hero immediately triggering an Encounter phase. The creature permanent trap continues to function as described until disarmed. A surprises the hero and takes the first Encounter phase turn half (see temporary trap is exhausted once it has been triggered. A selection of the following chapter). In some instances it may not be possible due to space restrictions for a more commonly encountered traps and their effects are provided below: 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 Pit Trap (permanent) 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 A pit trap is essentially a camouflaged hole into which the unwary Encounter phase, the monster forfeiting it's free attack (the monster adventurer might fall. Generally a pit trap cannot be disarmed. When counts as alert). discovered mark the location with an appropriate token so that the heroes

Triggering Traps

Wandering Monsters

Encounter Phase
AN Encounter phase occurs as soon as any areas of the dungeon are uncovered that contain GMinions. When this happens the heroes cannot use any remaining movement or actions pertaining to the Exploration phase.

Movement
Each model has a value given under it's SPE characteristic . This presents how many inch squares 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 another 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 (unless they have the Hunter attribute). Movement can be either before or after the ranged attack. Casting spells and reciting prayers are not subject to this restriction.

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 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 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. 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 half. 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>Action (p.4-6) Action (p.4-6)>Move Action (p.4-6) Do nothing!

Bear in mind that: Traps can still be triggered as described on p.6. GMinions cannot open previously unopened doors, 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. The ranges of weapons is broken into 'short', 'medium' and 'long'. The 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. Bear in mind that: 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. 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
The shooter rolls 1d10 and adds its ACC rating to the result and adjusting the score by 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 (be sensible here and, above all, sporting!). -1 if target has the Flying attribute and is in flight. This is referred to as the 'accuracy roll'. The target model rolls 1d10 and adds its FOR rating. This is referred to as the 'defence'. Note that some ranged weapons can modify a defender's FOR rating. If the target's result beats the shooter then the shot has missed or failed to harm the target. 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 happens to the target.

one another. 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. 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 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 and add its MEL rating to each result. This is referred to as the 'melee roll'. The defending model rolls one dice only - it may do so each time it is attacked by different opponents - and adds its FOR rating to the result. This is referred to as the 'defence roll'. Note that some melee weapons can modify a defender's FOR rating. Compare both results. A draw means that nothing decisive has happened. The combatants remain locked in melee If the defending model wins then it has successfully fended off the attack and nothing happens. The combatants remain locked in melee If the attacker wins then note the MoV (winning score less losing score) and then consult the Damage table on p.9, crossreferencing the MoV with the melee weapon's damage rating to find out what damage happens to the defender.

If a shooter makes multiple ranged attacks against a target the target still only makes one FOR roll. If successful the shooter uses the highest winning result to work out MoV, with any additional winning results conferring +1 to the MoV.

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.

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 FOR2 gives a total of 9. The cave Leech wins by 4 and has successfully defended against the Elf's attack.

Multiple Attacks
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 an attacker makes multiple attacks against a single defender the latter still only makes one FOR roll. If successful the shooter uses the highest winning result to work out MoV, with any additional winning results conferring +1 to the MoV. 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

Melee
A melee may occur when two or more opposing models are adjacent to

other opponents are not involved in the melee that turn half Bear in mind that: 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 Acrobat attribute. A model that has made melee attacks that turn half may not afterwards charge or end any movement adjacent to another enemy.

separately for each defender. The GM rolls his defending model's dice separately too. In the case of the Goblin Warrior the Barbarian has scored 11 (7+MEL4) against the Goblin's 6 (4+FOR2). The difference is 5 so, consulting the Damage table and cross-referencing this with the damage rating of his weapon (2), he finds that the hapless Gobbo has lost 1VIT, killing it instantly! Against the Orc Warrior the hero has scored 10 (6+MEL4) vs. the Orc Warrior's 9 (6+FOR3). The difference is 1 so, again consulting 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.

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. Remember that if directing multiple attacks against a single target the highest winning result is used to establish MoV, with each additional successful strike adding 1 to the MoV.

Damage table
Damage Rating 1 2 Margin of Victory (MoV) 1 S S S S S 2 S S S 1 1 3 S S 1 1 2 4 S 1 1 2 2 5 1 1 2 2 3 6 1 2 2 3 3 7 2 2 3 3 4 8 2 3 3 4 4 9 3 3 4 4 5 10 3 4 4 5 5 11+ 4 4 5 5 6

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.

3 4 5

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

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 FOR characteristic (+ any armour) against its opponent's score. If a shaken model is shaken again it loses 1VIT.

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.

In this melee the Barbarian (MEL3) has charged the Giant Spider (FOR3),

Having decided to split his 2 attacks the Barbarian player rolls 1d10

gaining 1 extra attack. Both sides roll their dice and add their respective MEL and FOR 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) indexed against his weapons damage rating of 2 give results of '2' and '1'. However, he only reads the MoV for the highest successful strike, the second merely granting an additional +1 to the MoV, making the 7 an 8. The barbarian has an axe - damage 2 so referencing 2 against an MoV of 8 gives a result of 3, meaning the Giant Spider has lost 3VIT.

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 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! The starting profiles for each class are given below:

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'.

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: For each enemy Vitality reduced by 1 (not by spells or 2 points prayers): For each spell/prayer cast/recited successfully: 2 points to its 4 points 3 points 4 points

Basic Class Profiles


SPE Barbarian Cleric Knight Mage Ranger Thief 5 5 5 5 5 5 BRA 3 3 3 3 3 3 ACC 2 2 2 1 4 3 MEL 3 3 3 1 2 3 FOR 3/4 3 3/4 2 3 3 VIT 7 6 7 5 6 6 Attribute Fearless Devout Swordsman Mage Hunter Stealth Equipment Axe, Shield Mace, 1x prayer Sword, Shield Staff, 2x spells Bow, Sword Darts, Stiletto

For each spell/prayer maximum power:

cast/recited successfully

Picking a lock/disarming a trap Completing an adventure:

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.

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

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.

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 (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. Races Dwarf: Elf: Halfling: Human: Modifiers & Attributes Available Classes -1SPE, +1FOR +1SPE. -1FOR, Small None B/K/R K/M/R K/M/T All

Hero Advancement table


1d10 Class Barbarian
Cleric Knight Mage Ranger Thief

1 Indomitable
Fearless Indomitable Fearless Quick-witted Quick-witted

2 Frenzy
Adept Fearless Adept Sharpshooter Sharpshooter

3 Champion
Champion Champion *Study Tracker Hunter

4 Ferocious
*Study Hunter *Study Marksman Acrobat

5 Brute
Battle Cleric Brute Battle Mage Swordsman Assassin

6+

+1 to applica-ble Charac-teristic

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

Maximum Characteristics
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:

11

Elf Human SPE BRA ACC MEL FOR VIT Barbarian Cleric Knight Mage Ranger Thief 6 6 6 6 6 6 10 10 10 10 10 10 5 6 7 5 8 8 8 8 9 6 7 7 6 5 6 5 5 5 12 11 12 10 11 11 Knight Mage Dwarf SPE BRA ACC MEL FOR VIT Barbarian Knight Ranger 5 5 5 10 10 10 5 6 8 8 9 7 7 7 6 13 13 12 Thief 5 5 5 9 9 9 Halfling SPE BRA ACC MEL FOR VIT 6 5 8 7 5 6 5 4 5 10 8 9 Knight Mage Ranger SPE BRA ACC MEL FOR VIT 7 7 7 10 10 10 9 7 10 10 7 9 5 5 5 11 10 10

Heroes as Leaders
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 money 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 weapons and armour. Study the adventure on p.25 for an idea of suitable amounts to give away. In-between adventures heroes have access to the resources listed below, although in campaigns GMs may elect to restrict access to certain of them.
Spear Sword/Axe/Mace Staff Stiletto Crude Weapon 2 2 1 1 ? Long Reach Covert As normal weapon, but -1 Damage. Not Staff or Stiletto. -1 MoV Long Reach B/K/ M/R All All T All 120gs 100gs 70gs 90gs -50gs 6 5 4 5 -3

Fists

All

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.

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

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 Healing Potion Strong Healing Potion Stout Porter Potion of Toughness Potion of Swiftness Potion of Strength Potion of Arrow Turning Anti-venom Potion of Fortitude Potion of Stealth Effect Restores two VIT points. Restores four VIT points. User is Fearless for the remainder of the current Encounter phase. User may ignore all shaken results against it this Encounter phase. User's movement is doubled for this turn half. User gains +2 MEL for this turn half. User is invulnerable to non-magical ranged attacks for the remainder of this Encounter phase. Effects of Venom are immediately neutralised. User gains +2 FOR for this turn. User has the Stealth attribute for remainder of the current Encounter phase. Cost 30gs 55gs 20gs 25gs 15gs 25gs 25gs Points 4 7 3 4 2 4 4
Weapon Short Range 1-4 1-7 1 - 10 1 - 10 1- 3 1-2

Armour
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.
Armour Helmet Great Helm Shield Leather Jerkin Hauberk Brigandine Plate Armour Special Rules Ignore shaken results on 1d10 6+ Ignore shaken results on 1d10 3+ +1 FOR +1 FOR +2 FOR +3 FOR +4 FOR, -1 SPE Class B/C/K K B/C/K/R All B/C/K/R B/C/K K Cost 50gs 100gs 75gs 75gs 150gs 225gs 285gs Points 3 5 4 4 8 12 15

Ranged Weapons
Medium Range 5-8 8-14 11 - 20 11 - 20 4-6 3-4 Long Damage Rating Range & Special Rules 9-12 15-21 21 - 30 21 - 30 7-9 5-6 2 2 3 4 , Reload 2 1 , Silent Class B/K/R/T B/K/R/T K/R K/R/T B/C/R/T T Cost 120gs 140gs 210gs 240gs 110gs 90gs Points 6 7 11 12 6 5

15gs 30gs 35gs

2
Short Bow

4 5

Bow Long Bow Crossbow Sling

Melee Weapons
Weapon Great Weapon War Axe Hammer Bastard Sword Halberd Damage Special Rules Rating 5 4 3 3 3 Two-handed, Long Reach Crushing Cumbersome, Two-handed Class B/C/K B/K B/C/K B/K B/K Cost 230gs 200gs 170gs 150gs 150gs Points 12 10 9 8 8

Throwing Knives/Darts

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

Miscellaneous Equipment
Item Lock Pick Set Special Rules Re-roll failed attempts to pick a lock. If 1s are rolled in both Class T Cost 25gs Points 4

13

attempts the set is broken. Crowbar Rope Map +1 MoV if user attacks a lock. +1 to Observation test if user triggers a Pit Trap. 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. +1 to Observation test rolls if user is searching a room or corridor for treasure or traps and secret doors. Declare use at beginning of any melee against Undead (as attacker). User receves +3 to melee roll against Undead opponents. Single use. B/K/R/T All All 15gs 20gs 50gs 2 3 7

Torch

All

35gs

Holy Water

All

20gs/10gs to Clerics

14

Attributes
ATTRIBUTES are special abilities peculiar to certain models. Most are positive, but some are negative. They describe learnt skills or innate abilities that effect the model's performance during games. Heroes start with a single attribute according to their class, but may gain more later as they earn advancements. Models with multiple positive attributes can be formidable opponents indeed. Attribute Acrobat: Adept: Amphibious: Assassin: Battle Mage/Cleric: Description May leave melee freely and gains +1 to Observation tests when avoiding triggered traps. Re-roll 1d10 when attempting to cast a spell or recite a prayer. The second result stands. Ignores any penalties relating to watery terrain. Hits inflicted from Stealth receive +2 to melee roll. May fight in melee and cast spells 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 Beast: Brute: Champion: Devout: Ethereal: Fearless: Fearsome: 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. When melee attacker permanently gain +1 to MoV when consulting damage table. Permanently gain +1 melee attack. May recite prayers. May move through solid objects and float over difficult/impassible terrain. May only be harmed by spells, prayers and magic items. Immune to effects of Fearsome (see below). 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: 1d10: Ferocious: Fire Breath 1 10 2 9 3 8 4 7 5 6 6 5 7 4 8 3 9 2 10 2 4 7 5 6 As prayers 4 4 5 Points 3 5 3 4 3

Gain additional melee attack when charging. 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 central target area are effected. The user rolls 1d10+5/ARM1/DAM3 against those effected. See p.17 for more information on area effect attacks. 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. Receives +2 SPE if charging After killing an enemy and if not still in melee the model must make a BRA test. If failed it spends 1d5 turn halves next to the corpse feeding. If attacked then treat as stunned. Massive creature that receives +1 to MEL rolls against all smaller opponents. Targeted by ranged attacks at +1. May move full SPE and make ranged attacks without penalties. Ignores shaken results from ranged and melee attacks. Big creature (smaller than Huge) that receives +1 to MEL rolls against all smaller opponents. Targeted by

Flying:

Frenzy: Glutton: Huge: Hunter: Indomitable: Large:

3 -3 4 4 6 3

15

ranged attacks at +1. Leader: Two hierarchies of Leaders exist: I and II, with I being the highest. Each have differing effective ranges, these being: I=8 squares, II=4 squares. All friendly models within the effective range of a Leader receive +1 to Bravery tests. Lesser leaders benefit from the above rules if near a higher-ranking leader. Leaders of the same rank may not influence one another and a model can be effected by no more than one Leader per turn. May cast spells, see p.8. On 1d10 6+ model may ignore effects of spells (including friendly!). Ignore penalties for ranged attacks at Long Range. May roll two dice for any Observation test and choose the best result. May make 2 ranged attacks per turn. If shooting at multiple target they must be within 6 squares of one another. 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. Targeted by ranged attacks at -1. 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. If armed with a sword (including Bastard and Great Sword) +1 to MEL. Model receives +1 to Observation tests relating to searching. Immune to Venom and Fearsome models. Vulnerable to some prayers and Holy Water. 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. 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 3 6 -3 2 5 I=6 II=4

Mage: Magic Resistance: Marksman: Quick-witted: Sharpshooter: Slow-witted: Small: Stealth:

As spells

Swordsman: Tracker: Undead: Venom: Web:

3 2 2 4 3

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
Spell Silvery Barbs Range 12 Difficulty 13 Effect Maximum Effect Barbs of silver-like liquid spring from the caster's fingertips and 1d10+8/DAM4 hurtle towards their target, solidifying into deadly darts as they go. Caster rolls 1d10+6/DAM3. An unnatural vitality fills the target model's legs and it is Model may move SPE +1d10 suddenly able to move at great speed with seemingly no effort. squares. Model may immediately move again. Forks of lethal electricity issue forth from the caster's hands. 5d10+6/ARM2/DAM3 attacks. If May be directed at single or multiple targets. Multiple targets directed at a single model then -3 must be no less than 2 squares away from one another. Deals up attacks. to 3d10+5/ARM1/DAM2 attacks. Attacks may be split as caster sees fit. If directed at a single model then -2 attacks. A rain of molten fire descends from above, scorching all beneath 1d10+6/ARM1/DAM3 it. Effects all models in 3x3 area. Caster rolls a single 1d10+4/ARM1/DAM2 attack against the models in this area. Healing rays penetrate the target, reviving and restoring life. 5 wounds restored. Targeted individual has 1d5 wounds restored. If shaken this is also undone and counts as one of the restored wounds. A protective aura surrounds the caster's friends, deadening the +4 For. blows of enemies. Effects all allies in 3x3 section where spell is directed. Effected allies receive +2FOR for this and the following turn half. A freezing wind issues from the caster's mouth and the target is Any enemy models in base frozen solid. Treat target as shaken. contact of target are also frozen. Molten magma erupts in a deadly fountain about the target, 2d10+8/ARM3/DAM5. melting it with an intense heat. Caster makes 1d10+8/ARM2/DAM4 attack against target. The ground quakes violently, knocking people off their feet. Difficult observation test. Effects all models in a 4x4 area (including friendly). All models in this area must pass a medium Observation test or become shaken. The caster concentrates on an enemy, entering it's consciousness Effects last until and gaining total control over it's faculties. If cast successfully, Encounter Phase. the caster has immediate control over the target and may control it normally. Cannot be used against a target with Leader, Mage or Devout attribute or a target that is shaken or in melee or if the caster is in melee. The effects last until end of turn half. 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 end of

Fleet of Foot

6/caster

12

Forked Lightning

14

Rain of Svarog

15

Touch of Belenos

6/caster

13

Shield of Beset

6/caster

15

Icy Breath Wrath of Mulciber

8 10

11 17

Spell of EarthMoving

10

13

Master of Puppets

15

Teleport

4/caster

13

Affected model can move ANYWHERE on the revealed gaming area with the same restrictions as before.

17

square. Hands of Fury 6/caster 15 A great strength fills the individual and they are able to deal out +4 MEL modifier. great damage in melee. Affected model receives +2 modifier to its MEL rating this turn half.

Prayers
Prayer Holy Aura Range 6/user Difficulty 13 Effect Maximum Effect A holy aura imbues the target, hateful to all creatures of Target becomes Fearsome to all darkness. Target becomes Fearsome to all Undead for remainder Undead for remainder of of this turn half and all of the following turn half. Encounter phase. The reciter lays it's hands upon a model and fills it with a Target regains 3 lost VIT. warming, healing light. Target regains 2 lost VIT or is no longer shaken/suffering from Venom and regains 1 VIT A blinding light issues from the reciter's eyes, blinding its Any enemy models in base opponent. Treat target as shaken. Undead targets also receive contact of target are also shaken, 1d10+3/DAM1 attack. with any Undead receiving 1d10+3/DAM1 attack. The protection of the Gods against magics is invoked on this Target is unaffected by effects of model. Target is unaffected by the effects of spells both friendly spells for remainder of and unfriendly remainder of this turn half and all of the Encounter phase. following turn half. . Holy flames of sanctification envelop the area, scorching all All models in this area receive within with their holy wrath. Effects all models in 3x3 area with 1d10+5/ARM2/DAM4 attack. a fiery rain (including friends). All models in this area receive Against Undead DAM 5. 1d10+4/ARM1/DAM3 attack. Against Undead DAM 4. The vengeful power of the Gods fills the target, strengthening +2 MEL this turn. it's arm against the profane. Attacker receives +1 MEL this turn.

Laying of Hands

1/user

11

Light of Purity

11

Protection of the Righteous

6/user

11

Purifying Flame

15

Right Hand of Doom

4/user

12

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 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 2 3 4 5 6 7 8 9 Item Boots of Swift Moving Ring of Casting Bow of Quick Shooting Sword of Fast Striking Gloves of Forewarning Key of Opening Blade of Defiance Orc/Undead Bane Power +2 SPE, above maximum characteristics. +1 to casting spells As Long bow, but +1 ranged attack. As Sword, but +1 attack. +1 Observation tests. Any lock automatically opened. As Bastard Sword, but user may roll 1 extra d10 when defender in melee. As Sword, but user may choose either Goblinoids or Undead as specific enemy. If used against the selected opponents this sword confers +2 MEL. Enemy receive -1 to to hit rolls with ranged attacks. +1 VIT, above maximum characteristics. Ignore shaken results from ranged and melee attacks. + 4 FOR As Great Weapon, but when attacker in melee gain +1 to MoV when consulting damage table. Mages and the Devout may choose one new spell or prayer. User has Stealth attribute. May cast 2 spells per turn. They must be cast concurrently. As Hammer, but ignore all enemy armour. As Great Weapon, except double any VIT lost by opponents. May select 1 spell and use as if Mage. Class B, K, M, R, T M B, K, R B, K, R B, K, M, R, T B, K, M, R, T B, K, R B, K, R Value 60gs 70gs 310gs 200gs 70gs 40gs 250gs 300gs Points 3 4 16 10 4 2 13 15

10 11 12 13 14 15 16 17 18 19 20

Cloak of Shadows Gorget of Vitality Helm of Wardship Armour of Invulnerability Great Axe of Smiting Scroll Ring of Invisibility Circlet of Incantation Hammer of Doom Axe of Bloody Ruin Bracelet of Conjury

B, K, M, R, T B, K, M, R, T B, K, R K K, R, T C, M B, K, M, R, T M B, K B, K B, K, R, T

50gs 30gs 120gs 300gs 300gs 120gs 160gs 300gs 220gs 400gs 150gs

3 2 6 15 15 6 8 15 11 20 8

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 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 Goblin Warrior Goblin Veteran Goblin Chieftain Goblin Mage Goblin Archimage Orc Warrior Orc Veteran Orc Chieftain Orc Warlord Orc Mage Orc Archimage Half Orc Warrior Half Orc Veteran Half Orc Chieftain Half Orc Warlord SPE 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 BRA 2 3 6 3 5 3 4 5 7 4 5 4 5 6 7 ACC 3 3 3 2 2 3 3 3 3 2 2 4 4 4 4 MEL 1 2 3 2 3 2 3 4 5 2 3 3 4 5 6 FOR 1 2 3 2 3 2 3 4 5 3 4 3 3 4 5 VIT 1 2 3 2 3 2 2 3 4 2 3 3 3 4 6 Ferocious, Frenzy, Leader II Brute, Champion, Indomitable, Leader I Ferocious, Leader II Brute, Champion, Leader I Mage (1 spell) Adept, Fearless, Mage (2 spells) Attributes Small Small Leader II, Small Mage (1 spell), Small Mage (2 spells), Small Points 15 19 29 24 38 17 20 33 46 28 43 22 24 40 56

Humans (footpads and evil sorcerers)


Description Brigand Brigand Veteran Brigand Captain Acolyte Mage Archimage SPE 5 5 5 5 5 5 BRA 3 4 5 4 6 8 ACC 3 4 4 1 2 2 MEL 3 3 4 2 3 4 FOR 2 3 4 2 3 4 VIT 2 3 4 2 4 5 Champion, Leader II Mage (1 spell) Leader II, Mage (3 spells) Adept, Battle Mage, Fearsome, Leader I, Mage (5 spells) Attributes Points 18 22 36 21 44 77

Trolls
Description Hill Troll Hill Troll Chieftain Mountain Troll Mountain Troll Chieftain SPE 6 6 7 7 BRA 4 5 4 5 ACC 3 3 3 3 MEL 4 4 4 5 FOR 5 6 5 6 VIT 4 5 5 6 Attributes Large, Slow-witted Brute, Large, Leader II Fearsome, Ferocious, Large, Slow-witted Brute, Champion, Fearsome, Indomitable, Large, Leader II Points 26 36 37 61

20

Ogres
Description Ogre Ogre Captain Ogre Warlord Feral Ogre Feral Ogre Chieftain SPE 6 6 6 7 7 BRA 5 6 7 4 5 ACC 3 3 3 2 3 MEL 4 5 6 4 4 FOR 4 5 6 4 5 VIT 4 5 6 4 5 Attributes Large Brute, Large, Leader II Champion, Indomitable, Large, Leader I, Frenzy, Large Brute, Frenzy, Large, Leader II Points 29 42 55 31 44

Undead
Description Skeleton Warrior Skeleton Veteran Skeleton Lord Ghoul Zombie Spectre Wraith Vampire Thrall Vampire Lord Liche Liche Master SPE 4 4 4 6 3 4 5 6 7 5 5 BRA 2 3 4 3 2 4 6 4 7 5 7 ACC 3 3 3 2 4 5 3 3 MEL 2 3 4 3 1 2 4 3 7 3 4 FOR 2 3 4 3 3 2 3 4 6 3 4 VIT 2 3 4 2 1 2 4 4 8 3 5 Attributes Undead Undead Champion, Fearsome, Leader II, Undead Frenzy, Glutton Slow-witted, Undead Ethereal, Undead Fearsome, Ethereal, Undead Frenzy, Glutton, Undead Champion, Flying, Fearsome, Indomitable, Leader I, Undead, Venom Leader II, Mage (2 spells), Undead Adept, Fearsome, Leader I, Mage (4 spells), Undead Points 17 21 40 19 8 20 32 27 73 40 71

Gribblies
Description Cave Slug/ Leech/Worm Giant Slug/ Leech/Worm Rat Swarm Bat Swarm Slime Ooze Giant Spider Great Spider Giant Toad/Frog Giant Serpent Wolf Dire Wolf Cave Bear SPE 3 4 6 6 4 4 7 8 5 6 8 9 7 BRA 2 3 3 3 4 6 4 5 5 7 7 ACC MEL 1 3 2 2 3 4 3 5 3 3 3 5 5 FOR 2 3 2 2 3 3 3 4 4 3 3 4 5 VIT 1 3 3 3 3 5 3 5 3 3 2 5 5 Attributes Beast, Glutton Beast, Glutton, Large Beast, Glutton, Large, Venom Beast, Flying, Large, Venom Beast, Fearless, Glutton Beast, Fearless, Glutton, Large Beast, Large, Venom, Web Beast, Fearsome, Huge, Venom, Web Beast, Large, Venom Beast, Large, Venom Beast Beast, Fearless, Ferocious, Large Beast, Fearless, Indomitable, Large Points 6 16 18 27 14 20 29 43 25 26 27 41 42

Creatures of Legend
Description Minotaur Minotaur Lord SPE 6 6 BRA 5 ACC MEL 5 6 FOR 5 6 VIT 5 6 Attributes Frenzy, Large Champion, Fearless, Indomitable, Large, Leader I Points 33 56

21

Cyclops Giant Mountain Giant Manticore Hydra Cold Drake Fire Drake Great Worm

6 8 9 8 5 12 12 7

6 5 7 7 7 7 7 7

3 4 -

5 4 6 7 6 8 8 7

5 5 6 6 5 8 8 7

5 5 8 6 7 12 12 6

Ferocious, Large Huge, Slow-witted Fearsome, Huge, Slow-witted Beast, Champion, Flying, Large, Venom Beast, Large Beast, Champion, Fearsome, Flying, Huge Beast, Champion, Fearsome, Fire Breath, Flying, Huge Beast, Fearsome, Huge, Venom

34 31 46 43 33 62 69 46

22

The Orc's Lair


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

A BAND of Orcish raiders have been the scourge of local highways for several months, attacking convoys and raiding isolated farmsteads. Local rumour suggests that the robbers are squatting in a long-derelict Dwarven hold beneath the wild Barren Hills. Exasperated by this continuing threat to their livelihoods several local merchants and other prominent citizens have banded together and issued a reward of 300 gs for whoever might halt this reign of terror. Hearing of this offer, your company departs for the Barren Hills to deal with the menace and claim the reward.
stationed here looking down the corridor towards room G Alert G:

AS you open the door a hideous odour overwhelms 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:

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.

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.

I: J:

Giant Toad Alert 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. 1 Orc Chieftain: Hammer, Helmet, Hauberk 3 Orc Warriors: Swords/Axes/Maces, Leather Jerkins 1 Orc Mage: Staff, Freezing Breath Alert A chest in one corner contains 4d10x2 GS.

B:

3 Goblin Warriors: Crude Spears, Shields Cave Slug Alert 1D10 gs 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), if triggered adventurer must pass an Observation test or lose 1 VIT. A secret door on this square leads into room E. 2 Orc Warriors: Crude Axes, Leather Jerkins 4 Goblin Warriors: Crude Spears, Shields Relaxed A treasure chest in the corner contains1 Healing Potion and 2d10x2 gs. 2 Goblins Warriors: +2 ACC, Short Bows, Crude Swords, are

K:

C:

L:

D: E:

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

F:

23

Cavern Crawl Reference Sheet


Observation table
Difficulty: Goal: Easy 4+ Intermediate 6+ Difficult 8+

Melee Weapons
Weapon Great Weapon War Axe Hammer Bastard Sword Halberd Spear Sword/Axe/Mace Staff Stiletto Crude Weapon Damage Special Rules Rating 5 4 3 3 3 2 2 1 1 ? Long Reach Covert As normal weapon, but -1 Damage. Not Staff or Stiletto. -1 to MoV Two-handed, Long Reach Long Reach Crushing -1 user Melee, Two-handed Class B/C/K B/K B/C/K B/K B/K B/K/ M/R All All T All Cost 230gs 200gs 170gs 150gs 150gs 120gs 100gs 70gs 90gs -50gs Points 12 10 9 8 8 6 5 4 5 -3

Treasure table
2d10 2-3 4-5 6-15 16 17 18 19 20 Result Wandering Monster! See Wandering Monsters, below. Trap! The hero has unwittingly sprung a dart trap (intermediate, temporary) and must pass an Observation test or receive an ID (p.). Nothing! 1d10x4gs 1d10x6gs 1d10x8gs 1d10x10gs + Healing Potion Random Magic Item

Ranged Attacks
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 (be sensible here and, above all, sporting!). -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.

Fists

All

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

Armour
Armour Helmet Special Rules Ignore shaken results on 1d10 6+ Ignore shaken results on 1d10 3+ +1 FOR +1 FOR +2 FOR +3 FOR +4 FOR, -1 SPE Class B/C/K K B/C/K/R All B/C/K/R B/C/K K Cost 50gs 100gs 75gs 75gs 150gs 225gs 285gs Points 3 5 4 4 8 12 15

Melee
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. Each additional win from multiple attacks = +1MoV.

Great Helm Shield Leather Jerkin Hauberk Brigandine

Damage Table
Damage Rating 1 2 3 4 5 Margin of Victory (MoV) 1 S S S S S 2 S S S 1 1 3 S S 1 1 2 4 S 1 1 2 2 5 1 1 2 2 3 6 1 2 2 3 3 7 2 2 3 3 4 8 2 3 3 4 4 9 3 3 4 4 5 10 3 4 4 5 5 11 4 4 5 5 6

Plate Armour

Ranged Weapons
Weapon Short Bow Bow Long Bow Short Range 1-4 1-7 1 - 10 1 - 10 1- 3 1-2 Medium Range 5-8 8-14 11 - 20 11 - 20 4-6 3-4 Long Damage Rating Range & Special Rules 9-12 15-21 21 - 30 21 - 30 7-9 5-6 2 2 3 4 , Reload 2 1 , Silent Class B/K/R/T B/K/R/T K/R K/R/T B/C/R/T T Cost 120gs 140gs 210gs 240gs 110gs 90gs Points 6 7 11 12 6 5

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

Crossbow Sling Throwing Knives/Darts

For each spell/prayer cast/recited successfully to its maximal power: 4 points Picking a lock/disarming a trap Completing an adventure: 3 points 4 points

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

24

25

Notes

26

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