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Dungeons of Pandemonium

a fantasy heartbreaker by Kobayashi

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Gates & Gorgons
D u n g e o n s o f P a n d e m o n i u m

This game is dedicated to E. Gary Gygax 1938-2008

Gates & Gorgons name and Disciple 12 rules by Rafael Chandler

Inspirations : D&D, Barbarians of Lemuria, the Burning Wheel, Ryuu Tama and my very own Fantasy
Heartbreaker Tranchons & Traquons.

Many thanks to Rafael Chandler for his encouragements and advice and for letting me play in his
sandbox.

Thanks to Mike Holmes and Darren Hill for putting the scenario generator online at Abulafia

version 1.4 june 2008

Pandemonium License 1.0


The text of this license must appear in its entirety any time you reprint the content of this
document. By using the content of this document, you indicate acceptance of the license. If you use
the license, I give you permission to use this content any way you want. If you create a new game, or
some supplemental material for Dread: The First Book of Pandemonium, or something else entirely,
all I ask is that you make some kind of reference to me and my game, and that you furnish a link to
the Dread web site (www.dread-rpg.com). I also ask that you do not use my name to market your
product unless you've contacted me about this and we've come to an agreement. If you don't agree
with these terms, then don't use the content. If you don't comply with the license, then you are not
allowed to use this content to produce additional works. Since all I'm asking for is credit where it's
due, copy protection for my work, and the ownership of my name, I don't think this is going to be a
problem. Thanks for reading this document, and have fun gaming !

www.dread-rpg.com http://livresdelours.blogspot.com/

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Table des matières
Character creation.......................................................................................................................................................4
Attributes...............................................................................................................................................................4
Race.......................................................................................................................................................................4
Path .......................................................................................................................................................................5
Secondary attributes...............................................................................................................................................5
Past carreers...........................................................................................................................................................5
Other things of interest..........................................................................................................................................6
Life...................................................................................................................................................................6
Drive ................................................................................................................................................................6
Gut reactions (with apologies to Luke Crane)...................................................................................................6
Flaw..................................................................................................................................................................6
Fury..................................................................................................................................................................6
Starting equipment.................................................................................................................................................6
More Tables !.........................................................................................................................................................8
Equipment...................................................................................................................................................................8
Melee Weapons......................................................................................................................................................8
Wondrous potions & Marvelous equipement.........................................................................................................9
Talents & Spells........................................................................................................................................................10
Warrior Talents....................................................................................................................................................10
Thief Talents........................................................................................................................................................10
Wizards spells......................................................................................................................................................11
Rules.........................................................................................................................................................................12
Target Difficulty..................................................................................................................................................12
Resistance............................................................................................................................................................12
Multiples..............................................................................................................................................................12
Being Cool...........................................................................................................................................................12
Combat.....................................................................................................................................................................13
Example of Combat.............................................................................................................................................13
Life......................................................................................................................................................................13
Retirement...........................................................................................................................................................13
Recovery..............................................................................................................................................................14
Armor..................................................................................................................................................................14
Range...................................................................................................................................................................14
Weapons range for dummies................................................................................................................................14
But I wanna use minis !.......................................................................................................................................14
Other sources of damages....................................................................................................................................14
Experience................................................................................................................................................................14
Monsters...................................................................................................................................................................15
Monsters Talents..................................................................................................................................................15
Monsters Magic...................................................................................................................................................15
Common hostiles.................................................................................................................................................15
Monsters..............................................................................................................................................................16
Scenario generator....................................................................................................................................................18
Bag o' Tricks ............................................................................................................................................................19
The Ides of Mars..................................................................................................................................................19
Mass combat .......................................................................................................................................................19
In the Navy..........................................................................................................................................................20
Character sheet..........................................................................................................................................................21
Bloodbath map..........................................................................................................................................................22
Bloodbath objects........................................................................................................................................................24
GM's cheat sheet..........................................................................................................................................................26
Spell Cards...................................................................................................................................................................27

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Character creation Race
We could give you some very interesting
Players take the role of a bunch of adventurers insight on each race history and mindset, but
seeking fortune and fame armed with steel and let's face it, your choice will be based on the
magic (which comes in handy when there is a cool traits it will give your character. So here
shortage on courage). we go, fluff can wait.

Human : a not so bright but very prolific race.


Attributes A human character can get one Warrior or
The player has 9 points to divide among them, Thief Talent for free whatever his path is.
at least one must have a score of 5. The Elf : if you don't play them like racist, know-it-
minimum score in any attribute is 1. all jerks in tight pants, Elves can be pretty cool.
Brawn : represents the raw strength and In fact they're so cool they cannot be Thieves.
endurance of the character as well as his agility But they get one spell for free even if they don't
and dexterity. take the Wizard path.
Dwarf : Beer, Beard and Balls, that what a
Score You look like...
dwarf is made of. It's certainly why dwarven
1 ... a wimp characters can only be Warriors. Dwarves get
2 ... the average villager +5 Life points.
3 ...the town's blacksmith
Halfling : for some reason, some players still
4 ...the circus strongman want to take the part of a hairy individual who
5 ... you know that hairy guy... Conan ? looks like an overweight child. A member of
6+ ... you can wrestle with a Troll this pitiful race can only be a Thief. Their little
brains make them very resistant to Magic.
Wits : stands for the character's intellect and Whenever a Halfling must roll against a magic
alertness. effect he gets +2 to his roll.
Score You have the eyes of... Gylf : the « look at the cool race we've found »
1 ... the village idiot part of this chapter. A Gylf can only be a
2 ... the average villager Warrior. Gylfs are shapechanger : the
adventurer can change into a wolf (Strength : 5,
3 ... a mercenary captain
Wits : 3, Soul : 1, Hunter : 4) or a bear (Strength
4 ... a King's counselor : 7, Wits : 1, Soul : 1, Hunter : 2), choose one
5 ... a thieve's guild leader form at creation. The character cannot speak
6+ ...an rpg designer while in animal form. He can regain his shape
at will. The transformation process takes one
Soul : a mesure of the character's willpower round. He can transform (Woodsman carreer
and charisma. score) times per day.
Score People see you... Krisling : the good ol' ratman. Krislings can
1 ... see who ? follow any path. They are immune to all
2 ... as the next guy poisons and diseases, even magical ones.
3 ...as their new best friend
4 ...as a born leader
5 ...as a king
6+ ...as this old guy, Gandalf something.

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Path Past carreers
An adventurer's path depends on his highest Before he became an adventurer, the character
attribute : had an occupation. You have (Wits X2) points
to divide among your past careers.
With a Brawn of 5 or more, the adventurer has
taken the path of the Warrior.
Bard
Warriors are good at kickin' ass and have all the You're good at getting along with people, tell
fun in combat situations. The mortality rate is good stories (or good lies) and even play some
pretty high though. musical instruments.
With Wits at 5 or more the adventurer has Blacksmith
taken the path of the Thief. Whenever something needs to be constructed,
repaired or modified, you're the one to do it.
Thieves have more career points and the range
of their talent makes them extremely useful Criminal
when combat is too messy or magic is too flashy. You know where to find or sell contraband,
informations or drugs. Picking pockets and
With a Soul score at 5 or more the adventurer
locks are a part of your trade as well.
has taken the path of the Wizard.
Croaker
Wizards have lots of cool spells that allows them
This career allows your adventurer to heal the
to show off before having their head crushed by
wounded... most of the time.
an orc's club.
Drifter
But I wanna play a ranger !
You know (Wits score) languages and how to
Take a fighter, put some points in Woodsman
fit rapidly in a new environment.
and add « smelly » to your character's
description. Works with the Magician too if you Grunt
want to play a Druid. And if you really want to You know a few things about tactics, military
play a morningstar-wielding healing machine ranks, siege, beer and whores.
(aka the Priest) take a warrior (the Templar
Herbalist
variant) or a magician (the classic Priest) and
The character knows a lot about herbs and
put some points in the Croaker carreer. Don't
their use.
forget to choose Faith as the adventurer's Drive
and you are good to go. Horseman
You know how to handle a horse in extreme
Secondary attributes situations (battles, fires...). You also now how
to pack a mule and tend cattle and horses.
Combat : the fighting prowess of the Sailor
adventurer. Equals to the adventurer's Brawn, You know how to steer a boat and find wine.
+1 for the Warrior
Scholar
Magic : if the character has access to any spell, You've studied algebra, history, geography and
his Magic score is equal to the adventurer's everything the sciences of your time has to
Soul, +1 for the Wizard. A character can cast offer (and it isn't much). You need at least one
(Magic score) spells per day. point in this career if you want your adventurer
Loot : this represents the adventurer's wealth. to be able to read and write.
It's starting score is equal to the adventurer's Woodsman
Wits, +1 for the Thief. The adventurer knows how to track a prey,
survive in the wilderness, set and disarm traps.

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Other things of interest otherwise the points are spent and nothing
happens. You're not running for an Academy
Life Award though, keep it short.
A measure of your adventurer's endurance.
Your character starts with 10 + Brawn Life Hardcore(1)
points. At zero Life, you're toast. Take some time to breath. Recover 1 point of
Life per Fury point used.
Drive
A one word description of the adventurer's Kill Shot (1)
main motivation to survive and keep on Concentration is the key. Roll 1 extra die
fighting (exemples include : Fame, excellence, Try again (1)
fortune, revenge...) Whoops ! Sorry. Reroll (only if 1st roll is a
Gut reactions (with apologies to Luke Crane) failure)
This is something your character always do, Cock Punch (2)
even if you forget to tell the GM about it. Grab life (and your enemies) by the balls. You
« I always loot the bodies once combat is over » get the GM's highest die
« I always hide a dagger on myself » Suicide Run (2)
« In combat, I'm always behind the warrior » Describe some reckless action, roll only two
Your character has three gut reactions. Relax, dice but add the values
you're not compelled to figure them all at Clusterfuck (2)
character creation. You try to outwit the enemy, roll one dice,
Flaw choose opponent's lowest die
Your adventurer has a problem : maybe Bullseye (2)
someone wants to kill him, maybe he owes All you need is some time. You get an automatic
money to someone... It's up to you to decide. 12, doesn't apply to Combat & Spell rolls.
The thing is it's you, not the GM who can bring
this flaw into play. You may declare that the Butcher's bill (3)
chief of the mercenary troop you just This action needs an extremely violent and
encountered has sworn to kill you because you gory description. You get two extra dice, if the
did his girl. The points is, by getting into GM wins, the damage is still taken by the
trouble by using your flaw, you get some sweet target.
experience points. The more trouble you get in, Requiem (3)
the more points you get (to a maximum of 3). Desperate conditions need desperate measures.
But you can use a Flaw only once per game Your character is down to one point of Life but
session even if you have several flaws. You start the GM rolls one die only and the adventurer
with one but you can gain a new one during inflicts double damage if he hits.
play (to a maximum of three).
Fury Starting equipment
Fury is a measure of your character’s anger
over the general skullfuckery of life. At the Our estimate reader will note that each entry
beginning of each session, each adventurer has gives the weapon's damage and range when
12 points of Fury, which can be used to applicable.
perform various stunts, feats, and ass-kicking But I wanna buy my equipment !
(delineated below). You again ? Well just use your Loot score. Each
Fury uses point of Loot equals one point of Cost. Don't
The use of Fury must always come with a fun/ forget that each used Loot point is gone before
gory/enlightning description by the player, you go on a shopping spree.

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My sweet weapon 3
4
A steel gauntlet (1)
A very big hunting knife (2)
1D12 The warrior is armed with… 5 A bow (2/3)
1 A wishbone (0) 6 A shield (+1 to Defense rolls)
2 A rusted sword (1) 7 A Fury Elixir (see p. 8)
3 A poorly made axe (1) 8 Two hatchets (1)
4 An axe (2) 9 Three daggers (1)
5 A good looking sword (2) 10 A crossbow (3)
6 A short bow (2/2) 11 Two spears (2/1)
7 A flail (2) 12 Two short swords (2)
8 A staff (2) 1D12 The Wizard is happy with…
9 A two handed sword (3) 1 A dried toad
10 A two handed Axe (3) 2 A shamrock
11 A pike (3) 3 A hammer (1)
12 A huge weapon (4) 4 An inkwell and a quill
1D12 Sculpted on the Wizard's staff is... 5 An old history book
1 A snake's head 6 A crystal ball
2 A toad's head 7 A pipe with some tobacco.
3 An eagle's head 8 A dagger (1)
4 A woman's head 9 A poison vial (Potency : 9, see p.13)
5 A shark head 10 Two doses of recreational drugs
6 A rat's head 11 Two daggers (1)
7 A dragon's head 12 An additionnal spell
8 A tree 1D12 The Thief stole…
9 A gorgon's head 1 A rabbit's foot
10 A unicorn's head 2 Glass cutter
11 A human skull 3 Three daggers (1)
12 A wolf's head 4 A blowpipe (sp./2)
1D12 The Thief is equiped with… 5 A slingshot (1/2)
1 A hood 6 A main-gauche (+1 to defense rolls)
2 A dagger (1/1) 7 Lockpicks
3 A rusted falchion (1) 8 A blackjack (1)
4 A blunt sword (1) 9 A shield (+1 to defense rolls)
5 A bent rapier (1) 10 Caltrops (1 when stepped on)
6 A short sword (2) 11 Grapnel and rope
7 An old bow (2/3) 12 A poison vial (Potency : 9, see p.13)
8 A good sword (2)
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10
A well made saber (2)
A sharp rapier (2)
Armor
11 A bastard sword (3) Once again you'll notice that the armor
12 A good-looking bow (2/3) protection value is listed in the following tables
when applicable.
Secondary weapon 1D12 The Warrior wears…
The adventurer gets as well... 1 His courage
2-3 Damaged leather (0)
1D12 The warrior gets… 4-5 Leather (-1)
1 A shovel (1) 6-7 A chainmail full of holes (-1)
2 A dagger (1) 8-9 A chainmail(-2)

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10-11 A dented Plate armor (-2)
12 A plate armor(-3) Equipment
1D12 The Wizard wears…
1 An ugly old robe full of holes (0) Using Loot
2-11 A nice robe (choose color) The character can use his loot dice to acquire
12 A magical robe (-1) equipment during play. Allocate one or more
1D12 The Thief choose… loot dice to the object you want to acquire. Roll
1-2 Caution the die/dice, if the result is equal or superior to
3-4 A damaged leather armor (0) the item cost you can have it. Once a loot die is
5-9 A cool looking leather armor (-1) used it's gone.
10-11 A very old chainmail (-1) Equipment stats
12 A chainmail (-3)
Cost : the score you have to beat with Loot dice
Your adventurer will need a name or a to acquire the object.
nickname and a brief physical description. The
rest will come up during play, don't try to Range : the effective range of the weapon (see
define his political views or his relationships p. 10).
with his mother right away. Damage : well, that shouldn't be too difficult...
#Fights : the number of combats the weapon
More Tables ! will last before needing ammo. Ammo cost is
Height & weight* equal to the weapon's.

Height Height Weight Weight Handling : adds to your riding/sailor career.


Race
(m)** (f)** (m)** (f)** Ram : the damage that the vehicle/horse can
Dwarves 1,00m 0,90m 80kg 70kg do if used to ram into someone.
Elves 1,60m 1,50m 40kg 35kg
Melee Weapons Cost Range Damage
Gylves 1,75m 1,65m 70kg 50kg
Small (knife, dagger...) 3 1 1
Halfling 0,80m 0,70m 30kg 25kg
Medium (club, sword...) 5 1 2
Humans 1,70m 1,60m 65kg 45kg
Big (pike, longsword...) 7 2 3
Krislings 1,50m 1,40m 45kg 30kg
Huge (min. Brawn of 6) 9 2 4
* : yes, I use the metric system, so sue me.
** : Add the adventurer's Brawn + 1D12. Thrown weapons 2 2 1
Starting Age
Bows Cost Range Damage # Fights
Race Age (in years) Race Age (in years) Bow 6 3 2 2
Dwarves 40+1D12 Halflings 20+1D12
Elves 1D12 days Humans 15+1D12 Crossbow 6 3 3 2
Gylves 14+1D12 Krislings 12+1D12 Slingshot 2 2 2 na

Armor Cost Protection

Light (leather) 3 1
Medium (chainmail) 7 2
Heavy (plate) 10 3
Shield, parrying weapon 4 +1 to Defense roll

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Transportation Life Handling Ram worn under one's clothes. Generally found on
live dragons.
Carriage 20 1 2
Fishing boat 30 2 3 Far Eye ointment : by rubbing this on his eyes
Horse 10 3 1 the recipient will be able to see through the
eyes of a person if he possesses an object that
Gear Cost belongs to her.
Fake documents 9 Forgotten silver : this incredibly solid metal
Rations, rope, torch... 1 was used a long time ago to forge legendary
weapons. Any weapon made of Forgotten silver
Lantern 3
gets a +1 to it's damage value.
Musical instrument 1 to 6
Caltrops, trap 2 Fury Elixir : gain one additionnal attack per
round for the rest of the combat, you then drop
Paper + ink 5 to 1 Life point.
Tools 1 to 4
Hate runes : these runes were designed by
Clothes Cost dwarven extremists who wanted to
exterminate all other races. Once engraved
Peasants rags 2
with them, a weapon will inflict two additional
Traveler's garb 4 points of damage to one specific race (elves,
Rich merchant clothes 7 halflings, gylves... all races except dwarves).
Noblewoman robe 10 Krisling bread : a disgusting yet very nutriting
meal.
Transportation Cost
Mindstone : demented sorcerers always find
Horse 9
cool objects. This stone is in fact an emerald
Carriage 11 scarab that must be implanted in the
Boat 12 recipient's body. The process is quick but
extremely painful. If the carrier dies, it's
memory will be stocked in the scarab. It will
Wondrous potions & Marvelous then seek another body to infect. When it's
done, the host memories and personality will
equipement be erased and replaced with the ones in the
scarab.
Belly dust : designed by a crazy old halfling
who was part cook, part alchemist. Anything Moonsilk : any cape made of moonsilk gives a
covered with this dust becomes edible and +2 to any roll involving stealth.
tasty. Obsidian feathers : these throwing weapons
Black ridge beer : this beer can only be drunk were manufactured by the Snake people's
by dwarves. Anyone else must make a Brawn ancestors. They always find their target and
roll against a difficulty of 9. A failure means the inflicts 8 points of damage.
poor sob is totally wasted and can only throw Vagrant's revenge : this little stone turns any
one dice for any action for six hours. gold it touches to scrap metal. Useless ? Well...
Dead god's tears : a potion that gives 3 life to It is said that the stone in fact transport the
any wounded person. Yes, it's just one dose per gold to an unknown location and replace it
wounded. with metal.

Dragon scales : any armor made of dragon


scales offers a -3 protection value and can be

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crossbows
Talents & Spells Stubborn
The Warrior gains a +2 to rolls against magic
Each adventurer starts with 3 Talents (or Tactician
Spells if he's a Wizard). The Warrior can give one die to any adventurer
that follow his orders. He cannot attack in the
Warrior Talents same round he uses that talent.
Tough Guy
Armadillo The Warrior gains +3 to his Life
The adventurer knows how to take the best
advantage of his armor and gains+1 to it's You miss me !
protection rating. The Warrior gains the ability to dodge the
same attack at Combat/2 if his first defense roll
Butcher was a failure. This talent can only be used once
The Warrior gains +1 damage with melee per round.
weapons.
Combat surgeon Thief Talents
Bring a fellow adventurer who lost all his Life
back to 1 Life. This talent must be used no Assassin
later than three rounds after the fatal wound Killing people can be (financially) rewarding.
was inflicted. The Thief adds +1 to his Combat value.
Deathbringer Backstab
The player can divide his adventurer's combat Once per combat the Thief can add his Criminal
dice between enemies score to his damage.
Fast & furious Burglar
The warrior gains +2 to his initiative rolls. The Thief gains a +2 to open locks and any rolls
My precious involving stealth.
One of the warrior weapons now inflicts one Catalepsy
additionnal points of damage. Yes the player The Thief can feign death if he falls down to 3
can choose his fighter's fists if he wants to. This Life or less. His enemies will leave his corpse
bonus works only with the adventurer, the alone or will try to devour it.
weapon is a normal one for anybody else.
Cloak and dagger
Not a scratch The Thief can keep something not larger than a
Once per combat the player can make a Brawn dagger on himself that will elude all search
roll, successes are subtracted from the damage made on him.
he has suffered.
Escape artist
Punisher The Thief can escape any bonds except magical
The Warrior attacks affects creatures immune ones. However he is allowed a Wits roll with a
to normal weapons. difficulty of 10 to get rid of them.
Scrapper Fencer
The adventurer's bare hands damage is now You get a +2 to your Loot rolls.
equal to 1
Immunity to poison
Sniper After years of eating in all the brothels of the
The Warrior gains +1 damage with bows and continent, the Thief's body is now immune to

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any poison or venom, even magical ones. Range : 1
By laying his hands on the wounded and
Magic dodge
adding some incoherent mumbling, the Wizard
The Thief 's mind is as agile as his body, he gets
restores 5 Life. The Wizard cannot use this
one additionnal die when he has to resist to
power on himself.
magic.
Bristle
My precious
Duration : Immediate
One of the warrior weapons now inflicts one
Range : 2
additionnal points of damage. Yes the player
This spell allows the Wizard to destroy any
can choose his fighter's fists if he wants to. This
object no larger than a dagger.
bonus works only with the adventurer, the
weapon is a normal one for anybody else. Counterspell
Duration : Immediate
Perfect disguise
Range : 2
The Thief is very good at impersonating other
Stops a spell or a magical effect if it beats the
people. He cannot pass for a specific person,
caster's Magic roll or the object's difficulty. So
but as a common servant or guard nobody will
you don't loose time explaining this to the
notice him.
player read this aloud : « if magic is used
Poison against you, cast this spell, rolling high is
Once per combat, the Thief can add his good. »
Herbalist score to his damage.
Fisherman
Read on lips Duration : Immediate
The Thief is able to read on people's lips. Range : 2
Surprisingly he prefers to use this talent for his The spell's recipient is now able to breathe
trade rather than helping deaf people. underwater. The spell ends when he gets out of
the water.
Silver tongue
Once per session, a NPC will believe any lie the Ghost hands
Thief will tell him. Duration : until one object is used by the caster
Range : 2
Ventriloquy The Wizard can manipulate objects at a
The Thief can project his voice up to a distance
distance. The objects cannot be greater than a
of 2 (same room) without moving his lips. sword. They can be used as projectiles.
Inquisitor
Wizards spells Duration : 3 questions
Range : 2
Armor The Wizard's eyes turn into serpent's eyes,
Duration : 1 combat mesmerizing the target who answers truthfully
Range : 1 to three questions if he beats her Soul with his
The Wizards summons an armor with a Magic.
Protection rating of 2.
I see you
Babel Duration : 12 rounds (1 minute)
Duration : 12 rounds (1 minute) Range : special
Range : 2 The Wizard's eyes become totally white while
The Wizard can understand and read any he touches an object belonging to the target. He
language. can see through her eyes for a brief moment,
Bandage without the target realizing it. He can then
Duration : 1 round learn about the target's locations and physical

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condition (healthy, sick or wounded).
Lullaby
Rules
Duration : 12 rounds (1 minute)
Range : 2 To resolve any conflict, roll a number of 12-
The Wizard starts to sing a lullaby that affects sided dice equal to your career or attribute.
(Wizard's Soul score) targets. They make a Then, compare the highest one to the number
Brawn check against the Wizard's Magic check. you're trying to beat.
If they fail their roll, they fall asleep.
Target Difficulty
Mirrormask If you're trying to move or manipulate an
Duration : 12 rounds (1 minute) object, or to control a situation in some way,
This power allows the Wizard to take the you roll against a target difficulty. Target
appearance of a familiar(and friendly) face to difficulty goes from 2 (easy) to 7 (average) to
anyone who sees him. 12 (extremely difficult). For example, if you're
Reign of fire trying to open a locked door, and your Brawn is
Duration : Immediate 3, you roll 3 dice. The GM indicates that the
Range : 3 lock is rusty, so the difficulty is 5 (below
This one will never get old. You project a ball of average). One of your dice shows a 9. That
fire toward your enemy. Beat the enemy means that you were successful, and you
Defense roll and you will inflict him 5 points of bashed down the door.
damage plus your success margin, ignoring any Resistance
armor. Magic rules. If you're taking action against another person
Smite or entity, then you're going to roll against your
Duration : 2 rounds opponent. For example, if you're trying to
Range : 2 punch a guy, and your Combat score is 4, you
The weapon infused with this spell now inflicts roll 4 dice. The guy's use his combat trait as
two additionnal points of damage. well to defend himself, he has a score is 3, so
the GM rolls 3 dice. Your highest number is a
Troll's Hug 10, and the other guy's highest number is a 7.
Duration : 3 rounds (15 seconds) That means that you hit. In case of a tie, look at
Range : 1 the next highest numbers.
A monster affected by this spell cannot move
for the duration of the power. The caster must Multiples
beat the monster's Brawn check with his Magic Here's the tricky part: if you roll multiples of
check. the same number, you add the number of
multiples to the number itself. For example, if
Wardog you roll three 6s, that means that you rolled a 9
Duration : 2 rounds (10 seconds) (3+6). Now, if you also rolled an 11, you would
Range : 2 want to ignore that 9. But, in theory, you could
The Wizard conjure a huge fantomatic Mastiff roll some extremely high numbers this way. For
(like a big wardog, but Mastiff has a nice ring example, if you roll four 12s, that means that
to it). It's attack is equal to the Wizard's Soul, you've rolled a 16.
it's fangs do 2 damage.
Being Cool
Whenever you describe something in a cool
way, you get an extra die. It doesn't matter if
you're researching books at an elven library, or
throwing a tavern stool at someone's head in a
brawl. A good description gets you that extra
die. If everyone in the group is stunned by your

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eloquence, or by the sheer drama of it all, or if Example of Combat
anyone gets goosebumps, you can roll two Skull is attacked by two cultists. He rolls
extra dice. But don’t overdo this. It only initiative, and gets a 6. The cultists roll 2 and 8.
happens once in a while. You can’t roll two One will go before him, and one will go
extra dice every time. In other words, be cool. afterwards. The first cultist swings his blood
stained shortsword. Since he has a combat score

Combat of 2, the GM rolls two dice. Skull has a combat


score of 3, so his player rolls three dice. The GM
rolls 10-8. Skull gets 11-7-1. Skull’s highest die is
Combat involves three rolls: Initiative, Attack, higher than the opponent’s, so he is successfully
and Defense. For each round of combat (lasting able to defend himself against the attack. Since
about five seconds), a character rolls Attack it’s now his turn, he attacks with his adventurer
once and Defense as many times as necessary. blade, a claymore. He rolls three dice, and gets a
● Initiative: You do this only at the 10-6-5. The GM rolls 10-2. Since the high rolls
beginning of the combat. Everyone rolls are tied, we look to the next highest dice. A 6 for
a single die, and whoever rolled highest Skull, and a 2 for the cultist. That means that
goes first. After that proceed clockwise Skull hits, and inflicts 4 points of damage (6
from the highest roller. minus 2). In addition, Skull's blade has a
damage rating of 3, so the total damage
● Attack: When you punch, kick, shoot, or inflicted on the cutthroat is 7. He goes down, his
bash. You can do this once every round. right arm severed by Skull's attack. The second
To attack, roll a number of dice equal to cultist attacks now, and the GM rolls 11-2. Skull
your Combat score. Your GM will make a gets 9-9-3. Because you add multiples to their
defense roll for your opponent using his number of instances, Skull effectively rolled an
combat score. Consider the highest die 11 (a roll of 9, on 2 dice, means 9 plus 2).
on each side. If your roll is higher, you Therefore, the high scores are tied. So we look at
inflict damage equal to the difference, the next highest dice, and we have 2 for the
plus any damage bonuses for the cultist and 3 for Skull. Again, he is able to block
weapon that you’re using. If the the attack. Second round,the player decides to
opponent’s roll is higher, no damage is kill a point of Fury for an extra die, and then
inflicted. In the event of a tie, look to the launches into an elaborate description of how
next highest dice on each side, then the Skull ducks under the short sword, spins the
next one after that. If one of the cultist around, and puts his claymore in his
combatants runs out of dice, the attack bowels. Along the way, the player also describes
was unsuccessful. how furious Skull is that these cultists have been
● Defense: When you block, dodge, or sacrificing children to the Fallen One that they
evade an incoming attack. The worship. His character’s fury drives him to want
defending player uses his character to take them out of the picture permanently.
Combat score to Defend. Consequently, Skull’s player will be rolling 5 dice
in the ensuing attack, versus the cultist’s 2.
● Damage : it is the difference between
the numbers in the event of a hit. In the Life
aforementioned case, the guy rolled a 7 Each character begins a case with (10+Brawn)
against your 10. That means that you points of Life. As the scenario progresses, the
inflict 3 points of damage against him. characters will take damage, which is
Of course, you will also want to add the subtracted from the Life score.
damage from your weapon. If you're Retirement
using a dagger (which has a damage If your adventurer ever reaches 0 Life, then it’s
rating of 1), that means you hit for 4 time to Retire. This means that your character
points, not 3.

13
is going to die. However, death is not But I wanna use minis !
immediate. Instead, your adventurer gets his «sigh », well if you want it so badly... You will
maximum Life points and 24 Fury. have to use the G&G official BloodBath mapTM.
Immediately. You get to finish that last We could have sold zillions of them, but we
adventure. Do what you have to to take down prefer to give them away with the rules. Yes,
one last monster, and then everybody has to that's how cool we are.
shut the fuck up while you narrate a glorious
Dispose your minis on the map according to
death for your character. You can die quietly, in
their corresponding positions. Close to the
the snow, or you can die fighting. Go all out.
enemy (range 1), a little farther (range 2)and
Then roll up a new one.
farther away (range 3). The GM does the same
Recovery with his hostiles. Changing positions from one
After the adventurers finish a session, they get line to the other takes one round.
some rest to recover from any injuries
Notice how the ranges match the ones from the
sustained. When the next session begins, all of
weapons table ? We've hired someone from the
the adventurers have completely recovered.
NASA to figure this one out.
Life and Fury scores are returned to their
maximum. To recover Life during play you can In any place of the map you can place any item
use the Bandage spell or a successful Croaker that can be used in combat : tables, ropes,
career use (difficulty : 7) which gives back 3 twigs... Each object has a value of 1 die. Add it
Life points to your pool if you find an interesting way of
using the object in combat. Once used the
Armor
object is discarded.
Here’s how armor works. The Protection Value
of the armor is substracted from any damage
Other sources of damages
you receive. So you got a great armor with a
An adventurer must die in combat not from a
score of 3. You get in a fight, you take 4 points
cold or a fall so don't be too heavy handed with
of damage. Your armor stops 3 points so you
poisons, falls and infections.
only take 1 point of damage.
Whatever the problem is, set a difficulty, ask
Range
the player to make a roll using the appropriate
If your target is within range, roll dice as
characteristic and you're good to go.
normal. If your target is out of range by a factor
of 1, you’re penalized by two dice. If it’s more In case of a failure the adventurer looses the
than a factor of 1, then the attack is impossible. difference between his roll and the difficulty in
Life points. This lost Life allows the adventurer
Weapons range for dummies
to escape the source of damage. After that keep
Standing close to you 1
on going, you're not running G&G to get stalled
Across the room 2
by some trivial problems.
Down the road 3
For example, if you have a sword, with a range
of 1, then you can attack someone standing
nearby. If your opponent is on the other side of
Experience
the room, and you want to attack with a sword,
your attack suffers a penalty of two dice. So, if ● A character receives 3Xps/session.
your attack score is 5, then you only roll 3 dice. ● 1 career point cost 5Xps
If you want to attack someone who’s down the
street, and you’re using a sword, then you need ● Changing a Gut reaction cost 5Xps
to spend this round running towards that ● A new talent/spell cost 10 Xps
person. You can attack next round.

14
Help : the monster can give his Soul score in
Monsters dice to his fellow monsters for a round.
Wound : the monster attacks with a number of
Monsters are defined as follow : dice equal to his Soul score.
Dominate : if the monster beats his target's
Brawn, Wits, Soul : as the adventurers. The Soul check with his own, he dominates her. The
monster's Combat score is equal to their Brawn target gets to make a Soul check against a
score. difficulty of 9 to snap out of it.
Careers : any relevant carreer the monster might Protect : the monster gets 2 points of armor.
have. They're all pretty much self-explanatory. This spell can only be used once per combat.
Life : adventurers will try to bring this to zero.
Weapons : normal, natural or magical weapon the
monster is equiped with.
Don't bother to give monsters armor values unless
you want to give them an extra edge.
Common hostiles
Monsters Talents
Bandits
As adventurers, some monsters have some Some people have trouble with the exact
cards up their sleeve. definition of what a « free market » really is.
Brawn (2), Wits (2), Soul (1)
Immunity : the monster is immune to normal
Careers : criminal (2)
weapons. He can only be wounded with
Life (5)
magical weapons.
Weapons : daggers (1), short swords (2)
Killer : the monster attacks all adventurer's
with one attack. Town Militia
A thug working for the local authorities.
Paralyze : the adventurer cannot move until he
Brawn (2), Wits (1), Soul (2)
beats the Paralyze difficulty with a Brawn roll. Careers : criminal (2)
Plague : the adventurer's falls ill if he survives Life (5)
the combat. Weapons : clubs (2), swords (2)
Poison : the target loses 1 Life per round until Soldiers
the end of the combat. People ready to kill, maim and kill again so the
Regenerate : the monster gains 3 Life back per other guy won't do the same.
round. Brawn (2), Wits (2), Soul (2)
Careers : soldier (2)
Life (5)
Monsters Magic Weapons : swords and axes (2)
These will help you play an magic using NPC Elite guards
without worrying with a spell list. Magic using When your own son starts looking at the
monsters and hostiles can use their spell as throne you usually want some of those guys
much as they want, but only one at a time. A around you.
monster can attack and cast a spell in the same Brawn (3), Wits (2), Soul (2)
round. Monsters & magic hurts. Careers : soldier (2)

15
Life (6) Brawn (4), Wits (2), Soul (3)
Weapons : big swords/axes (3) Careers : any career the elf need at (4).
Life (7)
Sorcerer Weapons : long sword (3)
Long robes, sadistic grin, delusions of
grandeur. Dragon
Brawn (2), Wits (3), Soul (4) Considered armed and dangerous. Approach
Careers : herbalist (4) with caution.
Life (6) Brawn (8), Wits (8), Soul (8)
Weapons : dagger (1) Careers : criminal (2)
Magic : all monster's spells Life (30)
Weapons : firebreath (7)
Talents : killer
Monsters Magic : dominate

Arfan Flyslim
Living in still bodies of water, this tentaculed A degenerate descendant of the great dragons.
monstruosity tries to grasp any living being Used as a mean of aerial transportation.
that pass near it. Brawn (3), Wits (1), Soul (1)
Brawn (5), Wits (1), Soul (1) Careers : lazy (4)
Careers : waiting for a prey (5) Life (10)
Life (25) Weapons : claws (1)
Weapons : tentacles used mainly to paralyze
it's target. Does 2 points of damage otherwise. Forgotten One
Talents : killer Some dwarves lived underground for too long
and have turned to cannibalistic maniacs.
Blob Brawn (3), Wits (2), Soul (2)
A disgusting pile of goo that can move and Careers : hunter (4)
jump at you to dissolve your body. Life (7)
Brawn (5), Wits (2), Soul (2) Weapons : rusted axe (2)
Careers : criminal (2)
Life (10) Giant
Weapons : acid body (3) a succesful attack Living in the highest peaks of the world, this
destroys one point of armor as well. hulking brutes just want to be left alone.
Talents : immunity, Paralyze (7) Brawn (4), Wits (1), Soul (2)
Careers : woodsman (3)
Demented elf Life (15)
Elves are immortal. To avoid being consumed Weapons : corpse (4)
by boredom of the growing burden of their
memories, they go through a ceremony known Giant spider
as « the Cleansing ». This allows them to forget Eight red eyes and eight hairy legs waiting for a
all memories of their previous « life » and start prey.
again as a young elf discovering the world Brawn (4), Wits (3), Soul (1)
outside the forest once again. But sometimes Careers : weaving (8).
an elf refuse to go through the cleansing Life (15)
ceremony, still hanging to his memories. He Weapons : sting (4)
soon falls into madness as the weight of too Talents : paralyze (difficulty of 8 to set yourself
many lives proves too be much for his soul to free)
handle.

16
Goblin Life (6)
The first little green men encountered by man. Weapons : meat cleaver (3)
Generaly smashed with extreme prejudice.
Brawn (1), Wits (3), Soul (2) Orc Shaman
Careers : Criminal (2) Sometimes the voices in an orc's head are real.
Life (4) And pissed off.
Weapons : daggers (1), swords (2) Brawn (2), Wits (2), Soul (2)
Careers : croaker (2), herbalist (2)
Golem Life (6)
Bodyguards and/or gatekeepers who never Weapons : orc tribe
need to eat, drink or sleep. Magic : help, protect and wound.
Brawn (5), Wits (2), Soul (1)
Careers : guard (3) Ogre
Life (15) Flesh eating monsters with a special interest in
Weapons : stone/wood/iron/clay punch (3) adventurer's meat.
Talents : immunity Brawn (3), Wits (1), Soul (1)
Careers : criminal (2)
Gorgon Life (7)
Snakes for hair and a stare that can turn you Weapons : huge sword (4)
into stone. Don't forget your mirror...
Brawn (2), Wits (2), Soul (2) Snakeman
Careers : criminal (2) Devious and cruel creatures with a taste for
Life (6) torture, conspiracies and blonde women.
Weapons : long Bow (3) Brawn (2), Wits (4), Soul (3)
Talents : paralyze (14) Careers : conspirator (4)
Life (5)
Eternal warrior Weapons : strangely shaped blades (2)
A cursed warrior searching for the ultimate Magic : help, protect and wound.
fight. Once « killed » he turns into dust and
reappears somewhere else. Stone hound
Brawn (8), Wits (5), Soul (3) These creatures turn to stone once you look at
Careers : grunt (5) them . But they can hit you the moment you
Life (30) blink. Make a Soul test each round to avoid
Weapons : huge scimitar (4) blinking.
Talents : immortal Brawn (3), Wits (1), Soul (2)
Careers : hunter (4)
Minotaur Life (10)
A hulking brute guarding ancient ruins. Bored Weapons : claws (1)
and brutal.
Brawn (4), Wits (2), Soul (2) Troll
Careers : sentinel (3) These ones do turn into stone when exposed to
Life (15) daylight. Before that, it's gonna be a long, long
Weapons : huge battle axe (4) night full of screams and squeashy sounds.
Brawn (6), Wits (1), Soul (1)
Orc Careers : criminal (2)
They want your land, your wife and your Life (10)
money. Weapons : tree (4)
Brawn (3), Wits (2), Soul (2) Talents : regenerate
Careers : grunt (2)

17
Treeman
A walking sequoia with a bad attitude. Threat : trouble comes with...
Brawn (6), Wits (1), Soul (2)
1D12 Threat
Careers : forest guardian (5)
1. A disappearance (object, person, place)
Life (20)
2. A crime wave
Weapons : hand to hand (3)
3. A discovery (ruins, goldmine...)
Talents : killer
4. Mistaken identity with the adventurers
5. A strange phenomenon (eclipse...)
Vampire
6. A siege
Depressive thirsty sucker. Gylves are well
7. A direct attack against the adventurers
known for hunting them down.
8. Mass hysteria
Brawn (4), Wits (3), Soul (3)
9. A religious problem
Careers : boring guy (5)
10. A plague
Life (15)
11. The escape of dangerous prisoners
Weapons : rapier (2)
12. An undead invasion
Talents : immunity, regenerate
Magic : dominate
Culprits : all the trouble is caused by...
Web people 1D12 Culprits 1D12 Culprits
A strange race considering giant spiders as 1. Snake people... 1. ...pirates
their gods. The fact that they almost look like 2. Elven... 2. ...relic
one surely has something to do about it. 3. A dead god's... 3. ...nobles
Brawn (2), Wits (2), Soul (3) 4. Dwarven... 4. ...assassins
Careers : grunt (3) or scholar (3) 5. Undead... 5. ... monks
Life (5) 6. Human... 6. ...cultists
Weapons : dagger (1), club (2) 7. Orcish... 7. ...militia
Talents : poison 8. Halfling... 8. ...thieves
9. Krisling... 9. ...gladiators

Scenario generator 10.


11.
Gylven...
A Sorcerer's...
10.
11.
...fools
...army
12. Unknown race... 12. ...disease
This generator is now online here !
Beginning : the story starts while the Main objective : to solve the problem, the
adventurer's are... adventurers must...
1D12 Place 1D12 Action
1. In a gloomy tavern 1 Participate in a tournament, a contest
2. In a strange monastery 2 Find/Steal/capture an object/individual
3. In a deserted village 3 Protect a place
4. In the annual market of a great city 4 Storm a place
5. In a plain near some ruins 5 Help/prevent alliance/negociations
6. Climbing a mountain during a storm 6 Chart an unexplored land/place
7. On a lost boat 7 Escort an object/an individual
8. Listening to a seer's prophecies 8 Find the culprits identity
9. In the middle of a blizzard/storm 9 Manage a commerce/village/caravan
10. With a circus 10 Close/condemn a portal/a temple
11. In a besieged fortress 11 Escape from a prison/a besieged city
12. In a bordello 12 Destroy/kill an object or individual

18
Location : the story takes place in the... Bag o' Tricks
1D12 First roll 1D12 Second roll
1-6. Table A 1-6. Table C The Ides of Mars
7-12. Table B 7-12. Table D
You are who you know... An adventurer's
1D12 Place A 1D12 Place C
adress book might be a greatest asset than his
1. Thousand moons 1. ...territories
backpack.
2. Obsidian 2. ...range
3. Seven Wars 3. ...coast An adventurer can build relationships by
4. Last Unicorn's 4. ...plains helping people or working for them. These
5. Blood Ashes 5. ...archipelago relationships are noted as attributes and
6. Butcher's 6. ...jungle carreers. Whenever you want to ask a favor to
7. Golden Throne 7. ...cities this person/group roll your influence dice.
8. Redskull 8. ...desert The GM will set a difficulty according to your
9. Black rain 9. ...hills demands from simple information (5) to
10. Dusk 10. ...woods substantial help (9) or even a huge favor (13 or
11. Opale 11. ...pass more).
12. Greenwind 12. ...havens
If you beat the difficulty, you get what you
1D12 Place B 1D12 Place D asked for. You can augment your influence by
1. Shadow 1. ...towns helping your relations. Your enemies can have
2. Twin 2. ...lake relationships too, which could lead to « behind
3. The White Spider 3. ...marsh the scenes » combat using relationships
4. First men 4. ...realms ratings.
5. Nine blades 5. ...forests
6. Dead god's 6. ...sea Mass combat
7. Prophet's 7. ...bay
8. Iron 8. ...tundra Allies, troops and armies are defined by :
9. Fallen Dragon's 9. ...lands
Their Brawn which represents the troops
10. Grey 10. ...valley
combat efficiency.
11. Farwatch 11. ...falls
12. Twilight 12. ...wall Their Wits represents their ability to act
together, build fortifications, conduct a search...
Battlefields
Their Soul is one of the most important thing
In the case you want a place for a big fight.
for an army as it represents it's morale.
1D12 Battlefield 1D12 Battlefield
Poor troops gets 4 points to distribute among
1. Reaver's 1. Castle
their characteristics. Medium troops get 7
2. Silent 2. Cemetary
points and crack troops get 10.
3. Greycrane 3. Monastery
4. Moonstone 4. Village Each time an army loose a round in combat, it
5. Engulfed 5. Boat loose a die. At zero dice the army is finished,
6. Autarch's 6. Ruins disbanded or buried.
7. Mournblood 7. Port
Heroic actions from the adventurer's can grant
8. Darkness 8. Prison
their army a bonus dice (two maximum) or
9. Tempest 9. Labyrinth
cost a dice to the enemy army.
10. Floating 10. Volcano
11. Stars 11. Mines
12. Darksteel 12. Necropolis

19
In the Navy
Here is what's important if you want to focus
your campaign on a seafaring group : the
Captain, his Boat and his Crew.
A ship has the following stats :
Handling : depends on the ships type,
adds/substract to the Crew's Wits score
Body : the ship's Life
Damage : the damage the ship inflicts in
combat or by ramming into another boat.
Some typical boats :
Slave barge Brigantine Sloop
Handling : 0 Handling : 2 Handling : 3
Body : 20 Body : 20 Body : 10
Damage : 1 Damage : 3 Damage : 1
Crew : 140 Crew : 30 Crew : 15
Frigate Galleon
Handling : 1 Handling : 0
Body : 15 Body : 25
Damage : 1 Damage : 5
Crew : 40 Crew : 70
Then you have the Crew : it is defined as any
troop under the mass combat rules.
Brawn : this score is used for boarding actions.
Wits : represents the crew ability to act
together and ship combat.
Soul : the Crew's morale. A high Soul prevents,
desertions and mutiny.
Poorly trained sailors get 4 points for their
attributes, average sailors and marines get 7,
finally the more experienced sailors get 10.
When you need to know if the ship goes in the
right direction, the Captain uses his Sailor's
carreer score.
When the ship must go through maneuvers,
use the Crew's score.
When your ship goes to fight, use the crew''s
Wits score and apply the ship's damage if you
hit.

20
Gates & Gorgons Bloodbath MapTM

Range 3
Range 3

Range 2
Range 2
Range 1

Range 1
Range 2
Range 2

Range 3
Range 3

Gates & Gorgons Bloodbath MapTM


Table Table Table Table Table Table Anvil

Saw Saw Hammer Hammer Teddy Bear Fire Fire

Fire Hot dish Hot dish Hot dish Musical Musical Musical

Instrument Instrument Instrument


Books Books Books Barrel Barrel Barrel Anvil

Anvil Knife Knife Knife Potion Potion Potion

Beer Beer Beer Rope Rope Rope Torch

Torch Torch Chicken Chicken Chicken Cow Cow

Cow Twig Twig Twig Pig Pig Inkwell

Inkwell Rock Rock Rock Treasure Treasure Treasure

Trap Trap Trap Gravestone Gravestone Gravestone _______

_______ _______ _______ _______ _______ _______ _______


GM's cast
The adventurers
__________________________________________________________________________________________________________
__________________________________________________________________________________________________________

Hostiles
Name: Name: Name:
Brawn Wits Soul Brawn Wits Soul Brawn Wits Soul
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Careers: Careers: Careers:
Weapons: Weapons: Weapons:
Life : Life : Life :
Notes : Notes : Notes :

Name: Name: Name:


Brawn Wits Soul Brawn Wits Soul Brawn Wits Soul
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Careers: Careers: Careers:
Weapons: Weapons: Weapons:
Life : Life : Life :
Notes : Notes : Notes :

Name: Name: Name:


Brawn Wits Soul Brawn Wits Soul Brawn Wits Soul
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Careers: Careers: Careers:
Weapons: Weapons: Weapons:
Life : Life : Life :
Notes : Notes : Notes :

Name: Name: Name:


Brawn Wits Soul Brawn Wits Soul Brawn Wits Soul
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Careers: Careers: Careers:
Weapons: Weapons: Weapons:
Life : Life : Life :
Notes : Notes : Notes :

Monster Talents
Immunity : the monster is immune to normal weapons. He can only be wounded with magical weapons.
Killer : the monster attacks all adventurer's with one attack.
Paralyze : the adventurer cannot move until he beats the Paralyze difficulty with a Brawn roll.
Plague : the adventurer's falls ill if he survives the combat.
Poison : the target loses 1 Life per round until the end of the combat.
Regenerate : the monster gains 3 Life back per round.
Monster Magic
Help : the monster can give his Soul score in dice to his fellow monsters for a round.
Wound : the monster attacks with a number of dice equal to his Soul score.
Dominate : if the monster beats his target's Soul check with his own, he dominates her. Target gets a Soul check against a
difficulty of 9 to snap out of it.
Protect : the monster gets 2 points of armor. This spell can only be used once per combat.
Armor Babel Bandage
Duration : 1 combat Duration : 12 rounds (1 minute) Duration : 1 round
Range : 1 Range : 2 Range : 1

The Wizards summons an armor with a The Wizard can understand and read any By laying his hands on the wounded and
Protection rating of 2. language. adding some incoherent mumbling, the
Wizard restores 5 Life. The Wizard
cannot use this power on himself.

Bristle Counterspell Fisherman


Duration : Immediate Duration : Immediate Duration : Immediate
Range : 2 Range : 2 Range : 2

This spell allows the Wizard to destroy Stops a spell or a magical effect if it beats The spell's recipient is now able to
any object no larger than a dagger. the caster's Magic roll or the object's breathe underwater. The spell ends when
difficulty. he gets out of the water.

Ghost hands Inquisitor I see you


Duration : until one object is used by the Duration : 3 questions Duration : 12 rounds (1 minute)
caster Range : 2 Range : special
Range : 2
The Wizard's eyes turn into serpent's The Wizard's eyes become totally white
The Wizard can manipulate objects at a eyes, mesmerizing the target who while he touches an object belonging to
distance. The objects cannot be greater answers truthfully to three questions if the target. He can see through her eyes
than a sword. They can be used as he beats her Soul with his Magic. for a brief moment, without the target
projectiles. realizing it. He can then learn about the
target's locations and physical condition
(healthy, sick or wounded).

Lullaby Mirrormask Reign of fire


Duration : 12 rounds (1 minute) Duration : 12 rounds (1 minute) Duration : Immediate
Range : 2 Range : 3
This power allows the Wizard to take the
The Wizard starts to sing a lullaby that appearance of a familiar(and friendly) This one will never get old. You project a
affects (Wizard's Soul score) targets. face to anyone who sees him. ball of fire toward your enemy. Beat the
They make a Brawn check against the enemy Defense roll and you will inflict
Wizard's Magic check. If they fail their him 5 points of damage plus your success
roll, they fall asleep. margin, ignoring any armor. Magic rules.

Smite Troll's Hug Wardog


Duration : 2 rounds Duration : 3 rounds (15 seconds) Duration : 2 rounds (10 seconds)
Range : 2 Range : 1 Range : 2

The weapon infused with this spell now A monster affected by this spell cannot The Wizard conjure a huge fantomatic
inflicts two additionnal points of damage. move for the duration of the power. The Mastiff (like a big wardog, but Mastiff has
caster must beat the monster's Brawn a nice ring to it). It's attack is equal to the
check with his Magic check. Wizard's Soul, it's fangs do 2 damage.

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