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Delve
Second Edition

A Dungeon Exploring Fantasy RPG


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Delve
Second Edition
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Credits Artwork
Written & Concept Tugsbayer Jamts
Monochrome Monkey Dean Spencer Art
Design & Layout Eric Lofgren
FG Fantasy Publisher’s Choice Quality
Stock Art © Rick Hershey/
Published by Fat Goblin Games.
FeralGamersInc
Dave Allsop
Page Template Daniel Comerci –
Publisher’s Choice Quality Stock Art danielcomerci.com
© Rick Hershey/ Fat Goblin Games
Daniel Comerci – hounworks.
Dungeon Map it
B. Simon Smith 1manstudio.de 2.3
Matt Morrow
Other Maps Artwork © 2008 Jeff Freels,
Nikki Lasarde
Licensed copy of Inkarnate used with permission
Jacob E. Blackmon
JEShields
Claudio Casini
Shaman’s Stockart
Peter Temesi

Delve is copyright FeralGamersInc Ltd, all rights reserved 2018. FG Fantasy is a subsidary of FeralGamersInc.
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Important Note
Delve Second Edition presumes a number of things:

1. You have roleplayed before.


2. You can read
3. The game is yours to do with what you like
4. The rules within are a guide.

What this means is that if there is a rule that is missing or you don’t like, or you don’t think
works then its up to you to create, ignore, change or remove it. Also we give you total freedom
to create new content for the game, such as places, monsters, weapons, items etc, all we
ask is that you contact us and let us know before you do so we can send you an image, you
can slap on the content so people know we endorse it, if you don’t we will be upset and do
something like invoke copyright law etc.

So we hope you enjoy the game and let us know your thoughts on future products you would
like to see.

Thanks

FGFantasy
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Contents
Shipwrecked 9

Quick Creator 12

Advanced Creator 13

Choosing a Class 26

Into the Caves 41

Welcome to Cragbarren 55

Wreck Haven 60

City of Stench 85

The City 87

The Tunnels 88

Bestiary 93


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Shipwrecked
You awaken on a beach; the smell of fish and salt fills your nostrils. Your
mouth is full of sand and every bone seems to ache. As you lift yourself up you
look around, where am I? You wonder. Looking back, you see the ocean and a
couple of miles off shore a thick wall of mist obscures the horizon.

The beach is covered in debris, wood, sail cloth, broken barrels and crates.
Amongst the detritus you can see others awakening and looking around. Well
at least your not alone. The land rises into a forest and in the distance drifting
into the sky is a trial of smoke. The forest looks dark and imposing and you
suddenly get a strange feeling, a moment of terror that makes your flesh
crawl. You reach down to your waist and discover your dagger still attached
to your belt, you pat it reassuringly.

As others stand and look around you notice that some have began to search
through the refuge, the last signs that at some point you were aboard a ship.
You decide to help, after all you are all stuck here together may as well work
together too.

Welcome hardy adventurer to the island of Cragbarren, no point searching


an official map, you won’t find one. This is the last stop for many a
foolhardy traveller straying to close to the eldritch mists. The island is
inhabited but just barely the people of Cragbarren go about their daily
lives under constant fear, hunger and weariness, as like you they are also
trapped on this accursed land.

So, as you are stuck here you may as well make the most of it and explore
the island, you never know you might find riches and a way off, but I doubt
it, most anyone finds is death.
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You begin your search You will need to roll three times as you
search, and the result of each roll should be
Now you are stuck on a beach and have checked on the table below. What you get is
nothing except a dagger and your clothes. what you find.
Maybe search your pockets and see what
else you have. To search your pockets, roll Once you have searched your pockets you
a d100 dice. can add the items to your personal inventory
on the character sheet and then with the
Ok so this is where we learn stuff, I hope GM’s help decide what these items do, they
your ready for this. Delve uses dice mainly can be magical or have value both financially
2d10’s, A d10 is a 10-sided dice, these are or sentimentally. If they improve a skill, then
often rolled together with one of the dies it will be no more than 5% or if its magical
being the tens and the other the units, what it will have only 3 charges and be of a 1st to
this means is one of the dies goes from 0-9 2nd level spell.
and the other goes from 10 – 90, with a roll
of 00 meaning 100. So, a roll of 6 on the Once you have finished searching your
unit’s dice and a roll of 7 on the tens would pockets you notice some of the other
be a total of 76. survivors walking over towards you, they are
going to want to know who you are, what will
you tell them?

D100 Item D100 Item


01 – 03 Piece of string 51 – 53 Seashells
04 – 06 A dead fish 54 – 57 Magic Ring
07 – 10 Lump of chalk 58 – 60 Strip of Leather
11 – 14 Holy symbol 61 – 64 5 Silver coins
15 – 18 Flask of Wine 65 – 68 Lead ball
19 – 21 Sand 69 – 71 Nothing
22 – 25 Pocket knife 72 - 75 Potion of healing
26 – 29 Small bottle 76 – 78 Two Nails
30 – 33 Finger bone 79 – 81 Bag of herbs
34 – 37 Statuette 82 - 85 Empty pouch
38 – 40 Glass eye 86 – 89 A pebble
41 – 43 Piece of flint 90 – 93 Carved wooden
animal
44 – 47 Lockpick 94 – 97 Dried fruit
48 - 50 Piece of Cloth 98 - 00 A gemstone
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Who are you The Attributes
In delve there are six races and three classes There are 5 Attributes in Delve these are:
with each class having two subclasses. The
first thing we will need to decide is your Dexterity – A measure of your quickness
characters attributes, but we recommend and movement. Are you nimble fingered, or
having a clear idea in your mind of the type fast on your feet, can you crawl into tight
of character you want to play. spaces or climb walls and cliffs.

Deciding Attributes Endurance – A measure of Strength and


stamina, bending iron bars or running a
There are two types of character creation marathon uses Endurance.
in Delve, one is designed for quick play the
other is for those that want to see their Learning – A measure of intelligence and
character develop. Both types use the same wisdom. Is your general knowledge wide
attribute but different mechanics (see the reaching, do you understand complex math
quick creator), so we will start that first. or good with puzzles?

Each attribute has two boxes the first box is Vitality – A measure of health and
for the base attribute the second box is for resistance. Used to determine hit points
the attribute percentage. The average base and resistance to poison and disease.
Attribute is 10, you then can distribute 10
points amongst them with no Attribute Empathy – A measure of compassion and
starting higher than 15. Once you have charisma. The ability to charm others to
spent your points multiply them by 3 for relate to others that are feeling pain etc.
the percentage number.
Once this has been done you can then go to
So for example you increase your Dexterity either the quick creator or to the advanced
to 13 (10+3 points) and then multiply that creator.
number by 3, which is 3 x 13 = 39%.
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Quick Creator
The Quick Creator is for those groups that like their games a bit more OSR, this creator
allows you to build classless characters very quickly.

The Quick Creator is in 5 steps and should be


followed in order.

Step 1: Race
The players can each choose a race from the
races available.

Step 2: Attributes
Each player rolls 3d6 for each of their 5
attributes. Once this is done they then
multiply that attribute by 5 to get a percentage
total between 15 and 90.

Step 3: Derived Stats


Each Player rolls a d8 for their Hit Points and
a d8 for for the Magic Points.

Step 4: Gear
The players still roll on the tables to
determine their starting gear like the
advanced characters.

Step 5: Look
The Player chooses how the character looks,
their personality, name, gender etc.

Advancement
For every 1000 experience points the
character goes up a level, upon reaching a
new level they roll another d8 for both hit
points and magic points, and can increase 2
attributes by 1, unless they are already at the
max of 18.

Magic users should follow the number of


spells listed in the Magic User class section
to determine spells per level.
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Advanced Creator
In the advanced creator all characters start D100 Race
with the same attributes and linked other
01 - 20 Elf
stats as the quick creator. What differs is the
use of skills and the ability to choose a class 21 - 35 Dwarf
and gain the benefits of that. 36 - 60 Halfling
61 - 70 Half Elf
There are a number of background and 71 - 80 Half Orc
appearance options along with unique traits
81 - 00 Human
and abilities. Also, the classes have more
choices available with the addition of sub
classes. Background Info
Abilities, Traits and Skills are described The characters information such as name,
later in the book and should be used to help age, gender etc are totally up to the player.
decide which of the abilities and traits the Appearence and beliefs can be decided or
player wants. rolled on the tables provided.

Some races have unique languages or racial


Second Step hatreds and these are included in the race
description, of course a lot of these are
So with the first step being the attributes
optional and players and GMs should decide
the second step would be choosing the race,
together any changes that step outside the
I suggest making sure the race abilities
norm.
and option are thoroughly explored before
moving on to the third step which is choosing
the class. Magic
All races can use magic, just some races are
Races better at it than others. Their link to nature
or understanding is more finely tuned. If a
There are six races in the game but GMs
player wishes to play a Mage then there is no
should feel free to add more by following the
racial reason why they cannot.
Race examples in this book.

GMs can also get the players to roll for their Equipment
race rather than choose, this is an option
and not a rule and the GM should let players The Characters start with what is in their
know before enforcing this option. Each pockets and what they can manage to find
player would roll their dice and check the scattered on the beach. If what they find
table below. does not suit them then characters should be
allowed to swap items amongst the party if
they wish.
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Elven Race
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The Elves are a mysterious and ancient race, Traits
their histories go back many thousands of
years, but they have no creation myth. Races The Player can choose one of the following.
tend to have an explanation of how they
came to be, be it created from the stone of Night Vision - The Elf can see clearly in
a mountain (Dwarf), formed from blood and moon lit darkness. No penalties for darkness.
clay by the three gods of the aether (Human),
or birthed by the mother of the hills (Halfling). Balance - The Elf has perfect balance. No
The Elves have nothing to indicate how and penalties for narrow ledges, unstable ground.
when their race appeared, and when asked,
just shrug and say they have always been. Animal Friend - Elves can calm and even
communicate on a basic level with animals.
Elves also have an affinity for magic, its almost The Elf can calm animals with a successful
like they can absorb magical energy and even Empathy roll and communicate on a critical.
on some level commune with it. Again, this
has added to their mystery and their power.
This connection to magic, their knowledge Appearance
of the past and their unique traits mean that
Elves have dominated a large portion of the The following table is optional.
world, this hasn’t always been a good thing
as the great war of 234 GP showed when the Scars and Deformities
continent of Dashak was covered in a vast
forest of stakes bearing the impaled bodies D100 Result
of the Humans that had resided there and 01 - 10 Scar over left eye
lead to the great purge which the era gained
its name. 11 - 20 Missing Fingers
21 - 30 Blind in one eye
Elves are often seen as haughty, adventurous, 31 - 40 Clipped Ears
jaded, cruel and pompous all of which are 41 - 50 Rope scar on neck
justified and are opinions of which does not 51 - 60 Branded
bother the average Elf who will treat you as
you treat them and see every day as a new 61 - 70 Hunched
adventure or a new burden. 71 - 80 Limp
81 - 90 Bad Smell
Attribute & other Stats 91 - 00 Skin Rash

Dexterity + 10%
Elves are generally fair skinned and average
around 5’ 10” (175cm) in height. They are
Hit Points = Vitality Base x 2
often slim of build and graceful.
Encumbrance = Endurance Base x 2
Race Enemy & Language
Magic Points = 8
Orcs and Goblins + 1D6 Damage.
Pace = 30ft
Languages - Common, Elvish
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Dwarven Race
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Dwarves are the second oldest race, records Traits
show that before humans and Halflings
appeared there were a number of wars The Player chooses one of the following.
between Dwarves and Elves. It is also shown
that at one time Dwarves lived mainly on the Stone Sense - Dwarves never get lost
surface. Dwarves from the record have always underground and gain a +10% when
been warlike, considered untrustworthy in searching for secret doors.
matters of business, and drunks.
Resistance - Dwarves have an increased
It is unknown when or why Dwarves decided Immunity and receive +10% when resisting
to move underground but one thing is certain Poison or Disease.
that they became shorter to cope with the
height restrictions of the caves and mines Intimidate - Dwarves learn to intimidate
and the lower level of oxygen available below from an early age. Humanoid monsters have
ground. Thousands of years of underground a 20% chance of being stunned one round
living have the made the Dwarves more when first encountering a Dwarf during
hardy, shorter, more resistant and strangely combat.
more untrusting of surface dwellers.

Dwarves are storytellers especially when Appearance


they are drunk, and they have gained a
reputation of exaggerating the facts slightly The following table is optional.
in their favour. The best practice upon
hearing a Dwarves tale is to nod politely D100 Result
and feign wonder and excitement, they hate 01 - 10 Limp
being called liars.
11 - 20 One eye
When it comes to tunnels, caves and mines, 21 - 30 Stunted beard
having a Dwarf nearby is your best chance of 31 - 40 Thin
survival and not getting lost, they can forage 41 - 50 Burn Tissue on Face
for food, find the best untainted water and 51 - 60 Broken Hand
can read stone like a book. Of course, if you
61 - 70 Skin Rash
are planning on taking a dwarf bring plenty
to drink but don’t let them get drunk. 71 - 80 Balding
81 - 90 Large Feet
Attributes & other Stats 91 - 00 Speach Impediment

Dwarves grow to about 4’ 5” (125cms) in


Endurance +10%
height. Female Dwarves also have beards.
Hit Points = Vitality Base x 3
Race Enemy & Language
Encumbrance = Endurance Base x 3
Trolls and Spiders + 1D6 Damage
Magic Points = 4
Languages - Dwarven, Common
Pace = 20ft
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Halfling Race
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‘There is nothing as cunning or as devious as Traits
a Halfling’
This quote is from various scrolls and tomes The Player chooses one of the following.
on the races of the world, and they are right.
Halflings had for years been seen as small Dodge - The Halflings size gives them the
communities of happy and social people. advantage when dodging attacks, meaning
Brewing ale, having parties, occasionally they gain a +10% when dodging the attack of
going on adventures with Dwarves, but an enemy twice their size.
generally people that kept to themselves,
grew their crops and smoked pipes, but that Appraisel - The Halfling has a keen eye
is all just a façade. when it comes to valuables. They get a +10%
Learning roll when attempting to learn the
Halflings are thieves, and not only thieves value of something.
but also assassins, spies and murderers. If
you are ever pick pocketed by an urchin in a Alchemy - The Halfling has a knack with
city. 9 out of 10 times that urchin is a Halfling poisons. They gain a +10 Learning when
masquerading as a child. An assassination concocting a poison.
where no evidence was left, and the only
witness was a pipe smoking Halfling turnip
grower, who saw a tall man human or elf Appearance
disappear out the roof, yeah, turnip grower
my arse. This is not to say halflings can’t be The following table is optional.
trusted, once they get to like you and you
give them enough things to do to keep them D100 Result
occupied, they will never turn on you but if 01 - 10 Squint
you ever betray one or piss one off, beware,
11 - 20 Missing Teeth
they may be small, but they are stabby.
21 - 30 Balding
Halflings grow to about 3 feet tall (90cms) 31 - 40 Overweight
they rarely reach 4 foot. They are tan or dark 41 - 50 Scar
skinned from being outside a lot and sport 51 - 60 Limp
a variety of hairstyles. Strangely Halfling
61 - 70 Skin Rash
cannot grow beards or body hair except on
their heads or feet. Many have claimed that 71 - 80 Bad Smell
halflings can trace their roots back to Goblins, 81 - 90 Branded
but this has never been proven. 91 - 00 Manacle scars

Attribute & other Stats Race Enemy & Language


Dexterity +10% Wolves and Goblins +1D6 Damage

Hit Points = Vitality Base x 2 Languages - Common, Halfling Cant

Encumbrance = Endurance Base x 2

Magic Points = 4

Pace = 20ft
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Half Elf Race


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The union between humans and elves is Traits
often viewed differently depending on which
of the two races you belong. Elves are known Player Chooses one of the Following.
for their beauty, culture and control of the
arcane, whereas humans are often seen as Night Vision - The Elf can see clearly in
violent, uncivilised warmongers. So, with moon lit darkness. No penalties for darkness.
this in mind it is understandable when a
male human has a child with a female elf, Brute - Humans will push themselves and
it is considered unlikely to happen, unless are very competitive and many have gone
something terrible led to this offspring being beyond the realms of physical strength. This
born. An elves first thought is that the human adds a + 3 to the Endurance Base up to a max
forced himself upon the female, but then, of 18.
why would the female elf keep the child,
either way these are accusations that half Conduit - Humans can use magic but some
elves have to deal with. are born to it and seem to be a conduit for the
power. This increases the Magic Points from
Many half elves cover up their elven or human a Learning x 2 to a Learning x 3.
heritage, shave closely or cover their ears
etc, embarrassed or just wishing to avoid
Balance - The Elf has perfect balance. No
questions. Some places in the world they are
penalties for narrow ledges, unstable ground.
shunned, elven tribes may chase them off as
impure or tainted, whereas humans in their
cities may capture them for the fighting pits Appearence
or as novelties. The life of a half elf can be
harsh. The following table is optional.

As the half elf matures they come to a point D100 Result


when they must decide whether to adapt to 01 - 10 Squint
their elven or human natures, or they stay
a mongrel. In game terms if they choose elf 11 - 20 Missing Teeth
then they gain all the benefits from that race, 21 - 30 Balding
likewise if they choose human. But if they 31 - 40 Overweight
decide to stay a mongrel they receive the 41 - 50 Scar
abilities, traits etc below. 51 - 60 Limp
61 - 70 Skin Rash
Attributes & other Stats 71 - 80 Bad Smell
81 - 90 Branded
Dexterity +5%
91 - 00 Manacle scars
Hit Points = Vitality Base x 2

Encumbrance = Endurance Base x 2 Race Enemy & Language


Magic Points = 6 Choose any two and gain +1d6 damage
against them.
Pace = 30ft
Languages - Common + one other
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Half Orc Race


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If the half elves thought, they had it bad they Traits
need to spend a day in the shoes of a half orc.
There is no doubt that a human woman given Player Chooses one of the following.
birth to the offspring of an orc was not by
choice, and no human male who isn’t either Bargain - Humans love to barter for a good
drunk, blind, blind drunk or who had lost deal and whenever they buy something they
their sense of smell would lay with an orc always get a good price. This reduces the cost
female. Raiding parties of orcs are known of things by 10%.
to attack villages, towns and undefended
caravans and camps, and sometimes Berserker - When angered the half orc can
someone survives long enough to give birth go berserk. When a half orc receives a critical
to a half orc. hit, they will go berserk. This state causes
them to do an extra d6 damage and to ignore
Half orcs are shunned in every society stuns.
even the orc ones, they will often become
wanderers, criminals or mercenaries. Half Intimidate - The half orc can attempt to
orcs have been known to attempt to remove intimidate an opponent once per combat
their teeth, lighten their skin and even slice encounter as a free action by rolling under
their own faces in order to become less orc their Endurance percentage. If they succeed
like, often leading to failure or death. Those the target must roll under their Endurance
half orcs that show promise though have Base or flee.
become quite notorious and sometimes even
famous, with their times in the fighting pits,
or training amongst witches. They make Appearence
great bodyguards and even rangers, with the
solitude of a ranger’s life keeping them from The following table is optional.
the accusing eyes of others.
D100 Result
To be a half orc is to be hated, untrusted, 01 - 10 Squint
despised and rejected, but if you play it
11 - 20 Missing Teeth
smart and use your strengths you can
quickly become heroic, adulated, feared and 21 - 30 Balding
respected. 31 - 40 Overweight
41 - 50 Scar
Attributes & other Stats 51 - 60 Limp
61 - 70 Skin Rash
Endurance +10% 71 - 80 Bad Smell
81 - 90 Branded
Hit Points = Vitality Base x 3
91 - 00 Manacle scars
Encumbrance = Endurance Base x 3

Magic Points = 4 Race Enemy & Language


Pace = 30ft Orcs and Humans +1d6 damage

Language - Common, Orcish


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Human Race
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The youngest of all the races the humans Traits
have placed their mark on the world through
conquest and trade. Building vast cities of The Player chooses one of the following.
wealth and grandeur. Often this progress
has been upon the backs of others, through Bargain - Humans love to barter for a good
the destruction of older cultures and against deal and whenever they buy something they
terrible odds. But humans are tenacious and always get a good price. This reduces the cost
will turn a blind eye to the suffering and of things by 10%
death of others, even their own kind just to
line the pockets of the few. This attitude and Conduit - Humans can use magic but some
drive have led the older races to distrust, are born to it and seem to be a conduit for the
hate, respect, fear and avoid humans over power. This increases the Magic Points from
the centuries. a Learning x 2 to a Learning x 3.

Human culture is diverse, more diverse than Brute - Humans will push themselves and
any other, with a multitude of beliefs and are very competitive and many have gone
laws that can change from one village to the beyond the realms of physical strength. This
next, many races find human society hard adds a + 3 to the Endurance Base up to a max
to keep up with. But their diversity doesn’t of 18.
end with their beliefs, but is seen in their
physical makeup. Humans range from as
short as a Halfling to as tall as an Orc, shades Appearance
of skin from nearly black to pale white and
hair from black to red to yellow. curly, kinky The following table is optional
and straight.
D100 Result
Humans are capable of terrible violence and 01 - 10 Thin
immense beauty, destruction followed by
11 - 20 Bad Eyesight
construction. There disrespect of nature has
caused issues with the Elves in the past and it 21 - 30 Limp
has created a distrust amongst the two races, 31 - 40 Missing Fingers
the Dwarves respect the Humans business 41 - 50 Balding
practices and love of stone. Halflings have 51 - 60 Scars
prospered under Humans, with their rate of
61 - 70 Branded
assassinations tripling each year.
71 - 80 Albino
81 - 90 Short
Attributes & other Stats
91 - 00 Overweight
Vitality +10%
Race Enemy & Language
Hit Points = Vitality Base x 2
Human can choose any 1 race as their Race
Encumbrance = Endurance Base x 2 Enemy and will receive +1D6 damage when
facing them.
Magic Points = 6
Language - Common
Pace = 30ft
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Choosing a Class
The characters class is their profession, what During the course of their adventures
they have chosen to identify as. It is good characters could witness or be shown skills
to have a mix of classes within a party to and if they like they can add these to their
have access to a decent spread of skills and character sheet as known, to do this the
abilities. There are no restrictions with any player must roll under the skills Attribute
race able to play as any class, even though base on a d100.
some races may seem more attuned to a
particular class, the classes are built so this Rogash the Warrior notices Tarik the Thief
will not cause penalties or restrictions. pick a lock, the player states that they would
like to add Thievery to their character
There are 3 main classes in Delve and each of sheet as known. Rogash’s Dexterity is 15 so
these have two subclasses. Each class has a the player must roll under 15 in order for
set of 3 unique skills and a choice of a unique Rogash to add Thievery to their list of skills
ability. The player can then choose 3 extra as known.
skills from another class and they receive 2
general skills. Giving each character class 8 Once a skill is added as known it can be
skills. increased via levelling up. Untrained skills
cannot be levelled up until marked as known
Levelling Up
Skill Descriptions
Each class also levels up differently offering
bonuses and skill increases as they move Each Skill has a linked Attribute percentage
from 1st to 10th level. Levelling up involves which is the base chance to succeed in the
acquiring the amount of Experience points skill. They will also either have a Class name
needed to do so, which is marked on the or the be marked General.
Levelling table.
Acrobatics - Thief (Dexterity)
Skills The ability to tumble, roll, and flip to avoid
damage.
As stated earlier each class has three unique
skills. There are also 7 general skills that can Ambush - Scout (Learning)
be chosen. Skills start as untrained unless The ability to spot or find good locations for
they are part of the characters class or have an ambush.
been chosen during character creation. Each
skill has 5 ranks, your characters class skills Arcane - Mage (Learning)
and chosen skills start at rank 3 (Trained). Understanding magical formulaes and
The ranks give a bonus as shown below. language. Also includes Alchemy.

Untrained Known Trained Expert Master


- 20% +5% +10% +15% +20%
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Athletics - General (Dexterity) Herbology - Witch (Learning)
The ability to jump, climb, swim and sprint. The ability to recognise and know how to
Also includes bending bars and lifting gates. use herbs and plants for healing, poisons and
other potions.
Awareness - General (Empathy)
The ability to spot ambushes, sense danger, Meditation - Mage (Vitality)
or notice if someone is lying or scared. The ability to rest and restore both hit points
and magic points quickly.
Brew - Witch (Learning)
The ability to brew potions and poisons, Ranged - General (Dexterity)
Relies on having the right ingrediants and The skill that you use to make Ranged and
tools. throwing attacks.

Cartography - General (Learning) Repair - Fighter (Dexterity)


Beyond basic map making you have the more The ability to repair weapons and armour. As
detailed Cartography. Maps are highly prized well as create arrows.
and will give bonuses when navigating a
complex Tactics - Fighter (Learning)
The ability to plan out an attack or ambush
Casting - Mage/Witch (Learning) and gain modifiers to the action.
The ability to cast spells using scrolls, wands,
staffs or just gestures. Thievery - Thief (Dexterity)
The ability to pick locks, pockets and to steal
Disarm/Set Traps - Scout (Dexterity) objects without anyone noticing.
The ability to disarm or set traps of varying
degrees of complexity. Tracking - Hunter (Learning)
The skill used to find and identify tracks left
Disguise - Thief (Learning) by animals and those you are hunting.
The ability to use disguises and fool others
into thinking you are someone else. Search - General (Endurance)
The ability to find hidden objects or traps, to
Dodge - Fighter (Dexterity) discover clues and to search an area without
The ability to dodge attacks both Melee and making it appear that it has been searched.
Ranged.
Stealth - General (Dexterity)
Fight - General (Endurance) The ability to move silently and to hide in
The skill that you roll for melee and unarmed shadows. Also to blend into crowds and
combat. follow a target without being seen.

First Aid - Scout (Learning) Survival - Hunter (Learning)


The ability to heal wounds and injuries, will The ability to find shelter, build a campfire in
need the first aid kit or herbal remedies to all conditions and to navigate above ground
work. and below.

Forage - Hunter (Learning)


The ability to find food, water and herbs out
in the wild or deep undergound.
28

Magic Users
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The Mage Special Abilities
Dedicating a lifetime to the pursuit of the Each Mage receives one of the following
magical arts in order to acquire power and three abilities at 1st level
the secrets of the arcane are the Mages main
interests. Create Scroll
The mage can transfer one spell that they
The mage can weave spells out of thin air, know to a scroll for instant use per session.
can build power from mundane items and
call upon esoteric powers to aid them when Detect Magic
needed. Mages are often called sorcerers, The Mage can sense that magic has been used
Wizards or Necromancers, but whatever title or that magic is nearby once per session.
they recognise the result is the same, mastery
of the supernatural and control of nature. Tricks
The Mage can perform card tricks by using
Arcane + 20%.
Starting Skills
The Mage receives the following skills at Other Bonuses
trained.
The Mage receives the following bonuses.
Arcane, Casting and Meditation.
+1D10 Magic Points (MP)
Any 2 General Skills.
+1D6 Hit Points (HP)
They also receive any 3 Skills either general
or class based at Known.

Levelling Up
Spells per Lvl
Level XP HP MP 1 2 3 4 5 Benefits
1 0 0 0 1
2 200 +3 2 +1d10 on 2 Attributes
3 400 +2 2 1 Two skill rank increases
4 600 +3 2 2 +1d10 on 2 Attributes
5 800 +2 3 2 1 Choose a new Ability
6 1600 +3 3 2 2 Two skill rank increases
7 3200 +2 3 3 2 1 +1d10 on 2 Attributes
8 6400 +2 4 3 2 2 Two skill rank increases
9 12000 +1 4 3 3 2 1 +1d10 on 2 Attributes
10 15000 +2 4 4 3 2 2 Choose a new Ability
30
31
Special Abilities
The Witch
Each Witch receives one of the following
Unlike Mages the Witch has a much more three abilities at 1st level.
varied collection of skills and abilities. The
Witch is not as Magic orientated as the Mage Divination
and will often specialise in potions and Once per session the Witch can ask the GM a
poisons. question regarding what is in the future. The
GM must answer.
Witches can be seen differently from the Mage
within society, seen as evil or less powerful Eagle-Vision
many are viewed as the mad old woman, or The Witch can on a successful Empathy roll
the strange hermit. They spend a lot of time see through the eyes of a nearby eagle, to see
gathering herbs and fungi for their brews. the way ahead.
But a Witch should never be underestimated
and can play an important role in any party. Poison Resistance
The Witch has spent a lot of time around
Starting Skills poisons and venomous creatures they
receive a +20% to resist poison.
The Witch receives the following skills at
trained; Other Bonuses
Brew, Casting and Herbology. The Witch receives the following bonuses.

plus any 2 General skills +1d6 Magic Points (MP)

They also receive any 3 skills either general +1d6 Hit Points (HP)
or class skills at Known.

Levelling Up
Spells per Lvl
Level XP HP MP 1 2 3 4 5 Benefits
1 0 0 0 1
2 200 +2 1 +1d10 on 2 Attributes
3 400 +3 2 1 Two skill rank increases
4 600 +2 2 1 +1d10 on 2 Attributes
5 800 +3 3 2 Choose a new Ability
6 1600 +2 3 2 1 Two skill rank increases
7 3200 +3 3 3 2 +1d10 on 2 Attributes
8 6400 +2 4 3 2 1 Two skill rank increases
9 12000 +2 4 3 3 1 +1d10 on 2 Attributes
10 15000 +1 4 4 3 2 1 Choose a new Ability
32

Rogues
33
The Thief Special Abilities
The scoundral, the burglar, the criminal, the Each Thief receives one of the following three
mugger. As a thief you commit crimes and go abilities at 1st level.
against the law, the only law you recognise is
the law of ‘all property is theft’. Deceive
The thief has an uncanny knack for lying, and
You may be wanted in various towns and gains a +10% to Empathy when attempting
cities for your crimes but on the island you to Deceive someone.
are a nobody, which actually opens up a lot of
opportunities. Telling your new friends that Shadow Cloak
you are a thief may not be wise but thieves The thief can once per session manipulate
are resourceful, maybe you are a Bard, or a shadow so that they becomes darker around
scout. Whatever you decide having the party them. This increases the Stealth by +10%
distrust you could create problems. and gives a -10% penalty to those searching.

Spider Climb
Starting Skills The Thief can climb like a spider and has no
use for climbing gear, but gains the bonus as
The Thief receives the following skills at
if they were using it.
trained;

Acrobatics, Disguise and Thievery. Other Bonuses


plus any 2 General skills The Thief receives the following bonuses.

They also receive any 3 skills either general +1d4 Magic Points (MP)
or class skills at Known.
+1d8 Hit Points (HP)

Levelling Up

Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +3 Two skill rank increase
4 600 +1 +1d10 on 2 Attributes
5 800 +3 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +3 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increase
9 12000 +2 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
34
35
The Scout Special Abilities
Your days growing up in the wilderness has Each Scout receives one of the following
taught you how to track and survive amongst three abilities at 1st level.
nature, what plants are good to eat and which
are not are skills that many would pay for, Heightened Senses
and they have. You have led hunters to their You have uncanny senses that are more
prey and armies through enemy controlled attuned than the average. This gives a +10%
areas. You are a master of your craft. when using Awareness to spot ambushes.

Now you are on an unknown island and who Lightfoot


knows what that will bring, new plants and You do not trigger traps as often as everyone
animals to discover and new dangers to else, whenever you step on a trap the GM
avoid. rolls a D6 and on a roll of 1 it is triggered.
Starting Skills Scan
You can quickly spot threats, water sources
The Scout receives the following skills at
and good camping spots when scanning
trained;
distant locations.
Ambush, Disarm/Set Traps and First Aid
Other Bonuses
plus any 2 General skills
The Scout receives the following bonuses.
They also receive any 3 skills either general
or class skills at Known. +1d4 Magic Points (MP)

+1d8 Hit Points (HP)

Levelling Up
Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +3 Two skill rank increases
4 600 +1 +1d10 on 2 Attributes
5 800 +3 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +3 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increases
9 12000 +2 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
36

Warriors
37
The Fighter Special Abilities
You have trained in the martial abilities, Each Fighter receives one of the following
read the books by famous warriors of old three abilities at 1st level.
and heard the tales of heroes, and now it’s
time for you to make your mark. Dirty Fighter
You can use dirty tactics to stun or blind an
Being stuck on a lost island in the middle enemy, this acts as an extra action during
of nowhere of course may limit your heroic combat.
options, but you have a weapon and a party
of lost souls to protect, what more do you Dual Wield
need. You can use a weapon in each hand without
taking any penalties.
Starting Skills Sunder
On a critical roll you can choose to destroy
The Fighter receives the following skills at
the enemies armour or shield rather than do
trained;
extra damage.
Dodge, Repair and Tactics
Other Bonuses
plus any 2 General skills
The Fighter receives the following bonuses.
They also receive any 3 skills either general
or class skills at Known. +1d4 Magic Points (MP)

+1d10 Hit Points (HP)

Levelling Up
Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +4 Two skill rank increases
4 600 +1 +1d10 on 2 Attributes
5 800 +4 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +4 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increases
9 12000 +3 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
38
39
The Hunter Special Abilities
You have hunted man and beast, both for Each Hunter receives one of the following
money and sport. Across deserts, through three abilities at 1st level.
forests or over mountains you have tracked
your prey. Nothing is to big, no where to Mark Prey
remote. When you mark your prey you become
focused on them giving you a +10% when
The island is just another challenge, for tracking, spotting or attacking them.
a hunter there is always opportunity or
something that needs hunting. Retrieve Arrows
Arrows you have fired can be retrieved, they
never break.
Starting Skills
Treasure Seeker
The Hunter receives the following skills at
When looting bodies or animals you always
trained;
find more treasure or double the amount of
components on a successful Forage roll.
Forage, Survival and Tracking

plus any 2 General skills Other Bonuses


They also receive any 3 skills either general The Hunter receives the following bonuses.
or class skills at Known.
+1d4 Magic Points (MP)

+1d10 Hit Points (HP)

Levelling Up
Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +4 Two skill rank increases
4 600 +1 +1d10 on 2 Attributes
5 800 +4 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +4 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increase
9 12000 +3 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
40
You search the Beach Once you are satisfied there is nothing left
to find, you hear a shout from the others and
The other survivors have a motley collection you turn to see one of them waving at you,
of weapons and armour and you realise that they must have found a way off the beach.
if you intend to go forward and discover You make your way towards them and they
where you are, you should probably find indicate a cave, as you scan the cliffs you
something to protect yourself. You tell the notice a number of caves hidden amongst the
others that you will search the beach for a crags and stone, any one of them could lead
weapon and they decide to try and find a way to higher ground.
off the beach.
The group makes a decision and decide
You begin your search amongst the debris they will try out the bigger of the caves and
and broken cargo that has washed up. Roll a together you make your way towards them.
d100 3 times and consult the table below,
Players are allowed to exchange what they
find with other party members.

Found amongst the Wreckage


Roll Item Roll Item Roll Item Roll Item
01 Rusty Dagger 26 Spell Scroll 51 Great Hammer 76 Battkeaxe
02 Leather Gloves 27 Spear 52 Small Shield 77 Iron Club
03 Lantern 28 Large Shield 53 Lantern 78 Iron boots
04 Leather Helmet 29 Iron Helmet 54 Metal Ladle 79 Spear
05 5 Arrows 30 Iron Hook 55 Violin 80 Broken Mug
06 Handaxe 31 Candlestick 56 Halberd 81 Lamp Oil x 3
07 Sturdy Branch 32 Lamp Oil 57 Wand 82 5 Candles
08 2 ft of Chain 33 Trident 58 Chain Gloves 83 Dagger
09 Carving Knife 34 Empty Quarrel 59 Repair Hammer 84 Crossbow
10 Iron Hammer 35 Wood Axe 60 Bone Knife 85 Hvy Cloak
11 3 Bolts 36 Longsword 61 Healing potion 86 Iron Greaves
12 Rusty Axehead 37 Rusty Scimitar 62 6 Bolts 87 Longsword
13 Chain Greaves 38 Leather Boots 63 Black Dagger 88 Flint & Steel
14 Small Shield 39 Chain Shirt 64 Longbow 89 3 Torches
15 2 Torches 40 Healing Potion 65 Greatsword 90 Magic Ring
16 Flint & Steel 41 Wooden Mallet 66 Flute 91 Metal Tray
17 Scimitar 42 Stilletto 67 Leather Jerkin 92 Cutlass
18 Candle Stub 43 Scale Greaves 68 Large Shield 93 Compass
19 Pitchfork 44 Shortbow 69 Lock Pick 94 Cask of Ale
20 Broken Oar 45 Chair Leg 70 Spell Scroll 95 Dragon Tooth
21 Chain Hood 46 Shortsword 71 Letter Opener 96 Whistle
22 Iron Mace 47 Rusty Mace 72 Quill & Ink 97 Padded Coat
23 Steel Dagger 48 Chain Shirt 73 Bottle of Wine 98 Main Gauche
24 2 Candles 49 Fishing Rod 74 3 Gold Pieces 99 Machette
25 Magic Ring 50 10 Arrows 75 Necklace 00 Chain Armour
41

Into the Caves


The entrance leads to a reasonably large area, Rogash: I’m going to draw my sword and
within it you can see signs of past campfires light a Torch, I will take Point.
and the scattering of fishbones lay all about. Scarlet: I rolled a 43 which is under my
Further into the cave one of your party finds Awareness.
an opening in the rock which leads deeper GM: Ok you hear dripping sounds and faintly
into the cliffs, they say they can hear running the sound of drums.
water coming from beyond. If you are to Tarik: I will attach my lantern to my belt and
leave the beach and seek out civilisation and ready my bow.
a way off the island, then you must move GM: Ok everyone moves forward deeper into
forward into the darkness. If you have a torch the caves.
or lantern now is the time to use it.
The above would be considered a round, each
party member has acted and so a new round
Lighting the Way begins. But what has this to do with light I
hear you ask, well let me explain. Each type
There are various ways to light up the
of light only lasts a certain number of rounds,
darkness other than the use of magic (Spells
but this can vary so we use a dice mechanic
will be discussed on pg. 76). Delvers can use
to let us know when the lights go out.
Torches which need a Flint & Steel to light,
Lantern that uses oil and a Candle which also
needs a Flint & Steel and can drip hot wax. How long before the
Each of these are described below and how
they work. But first a small section on how
Darkness?
the lighting mechanic works.
Each type of light has a dice linked to it, this
dice is placed in front of the player as soon
Lights and Time as they state they light a torch, candle or
Lantern. The dice has its highest number face
No source of light that can be carried is finite, up, after 2 rounds the player rolls the dice,
they will all go out, become exhausted and if the dice lands on the current number or
be extinguished at some point, and what higher than the dice is placed again with the
we need to do is determine when that will next lowest number face up. This continues
happen. When Delving time is broken into until the dice runs out.
rounds, a round during the Delving phase
lasts as long as each person in the party takes Example
a turn, once this has happened a new round Rogash has lit a Torch and so places a D6 in
begins, for example: front of him. Once two rounds have passed
Rogash rolls the dice and gets a 6, this means
GM: You enter the cave, what is everyone that the dice is now placed with the next
doing. lowest number (5) face up. If after the next
Scarlet: I’m going to listen for sounds. two rounds have passed Rogash rolls a 5 or 6
GM: Ok roll Awareness then he would need to place the dice with 4
face up, but if he rolls a 1,2,3 or 4 the dice stays
at 5.
42
43
Candle illuminate a 5ft area and can be directed to
A candle is a the least ideal way to light a illuminate a shaft of light for up to 6 ft with a
dungeon, mainly because they are not great faint light reaching as far as 8ft.
for carrying around and work much better as
a stationary light source. Delvers have been
known to attach candles to shoulder plates
The Party
and helmets but due to the dripping wax this
can damage armour and clothing. The party has 4 players these are:

A candle uses a d6 for its usage dice the same Ian: Rogash - Dwarf Fighter
as a torch but unlike a torch a candle will go Sarah: Scarlet - Elf Hunter
out if dropped and can be extinguished by a Phil: Tarik - Halfling Thief
light breeze. They also let out a lot of smoke Niki: Flame - Human Mage
and will drip wax (which could leave a trail
easy to follow). A candle will illuminate a 2ft We will follow their journey as we go through
area around it with bright light and 4ft with the rules and how to play the game.
faint light.
The Way ahead
Torch
The traditional way of traversing the darkness With the beach behind you and the ominous
and explore dank tombs and dangerous sound of drums ahead you each squeeze
dungeons is with a torch. These are often through the opening into the tunnels beyond.
sturdy pieces of wood around 2ft long with Your collection of torches, candles and
an oil-soaked cloth wrapped around one end, lanterns lighting the way. One of the party
which is ignited. suggests that they draw a map, just in case
you all get lost and as they found paper and
A torch uses a d6 usage dice but unlike a some chalk they begin to do so.
candle will not go out if dropped and is
designed to be carried, also a torch can be
Cartography
used as a weapon. A torch will illuminate a
Anyone is able to draw a simple map and
4ft area around it and cast faint light up to
use it to retrace their steps, but to create a
6ft.
map that others can use and benefit from,
that will show elevation, secrets and threats
Lantern will involve the Cartography skill. Using the
If you can afford it and would like the luxury Cartography skill makes the map valuable to
of directing or dimming your light than the others and gives a bonus of +10% when using
way to go is a lantern. The drawback to a it to navigate the cave system it represents.
lantern is the fact they need oil but carrying
a jug of oil is often easier than a bundle of
candles or Torches, plus you can throw a Moving On
lantern and the chances are it will ignite
what it hits. As your party moves forward you come to
a point in the path where the tunnels split
A lantern uses a d10 as its usage dice, with one going left the other right, one of the
meaning that on average a lantern will last party suggests they look for any indication of
longer. A lantern can also be dropped without tracks to help decide which way to go.
going out, be attached to a belt or the end of
a pole and also can be directed. A lantern will
44
GM: Ok so roll your Learning, do you have When offering a helping hand the player
Tracking as a skill. must declare it and how. The GM then awards
Scarlet: Yes, I’m a Hunter so I have tracking a +10% to the Delver being helped.
at Trained, which is +10%, which makes my
tracking 55% More than one Delver can offer to help and
Sarah rolls the dice and gets a 32, success. this will give a further +10% bonus.
GM: Ok you do find tracks going right which
is towards the drumming, the tracks are Rogash: I’m not sure I can make it, it’s very
multiple, and you cannot make out what high.
made them. GM: Is anyone gonna help you Rogash?
Scarlet: Ok so we have tracks heading right, Scarlet: I will let Rogash step into my hands
what does everyone want to do? and I will lift him up.
Tarik: I will reach down and drag him up
The party decides to follow the tracks as that once he is high enough.
may lead out, but they all agree to move more GM: Awesome team work, ok Rogash you
cautiously. have a +20 to climb the wall.
Ian checks his Dexterity of 30 he has the
Athletics skill at known which is a +5 but he
The First Obstacle does have a +20 so altogether he has 50%
Rogash: I rolled a 12.
As you move slowly up the tunnel you come
GM: You see Rogash clamber over the lip of
to a dead end, or what appears to be a dead
the ledge.
end at first. The end is actually a ledge and
the path continues on as long as you can
climb the wall to reach it. The party considers Gear
Gear can also help with obstacles by offering
whether to go back or continue forward.
unique modifiers to the skills. For example,
Rogash could have done well with a climbing
GM: so climb the wall or turn back?
Tarik: I have athletics so I’m gonna try and kit as that would of added a +10% modifier
climb up the wall, I also have the Spider to his skill.
Climb Talent.
Each of the party members manage to reach
GM: Great well Dexterity + Skill + Spider
the top of the ledge and discover the path
Climb give it a go.
Phil adds his Dex of 40 to his skill of 10 and continues onward through the tunnels.
then adds a further 10 from his Spider Climb
talent. Hunger
Tarik: I rolled 56 and scramble up the wall.
GM: Great, you can see the path stretching As you travel further you begin to get hungry.
out in front of you and the rest of the party No one had the means to catch a fish, but
below. Tarik did find some rations when searching
the beach. Up ahead is a small cave so Rogash
Helping Hand suggests they stop and eat. Scarlet offers to
Delvers can offer a helping hand to other go and forage, which will not be easy in a
Delvers as long as they are at least trained in cave on an island which has some unique
the skill they are helping with. plants and fungi.
45
Forage GM: You can all hear the sound of something
When in forests or caves, desert or mountains breathing
the Delver can attempt to find food and water, Scarlet: Can I try Awareness?
this will often take the form of roots and GM: Yes, in fact you can all try.
berries, streams and springs. Inside caves The party rolls with Niki rolling the highest.
this might be fungi and mosses. Foraging is Flame: What do I discover?
not just about finding food but also about GM: The sound seems to be coming from a
knowing the difference between edible and large mound that fills one side of the cave,
poisonous, tainted and fresh. all around the cave you can see the bones of
small creatures that look like Goblins.
Scarlet: I’m going to attempt to find some Flame: I think we should sneak past, not sure
water and food in the cave and nearby what that thing is but it eats meat.
tunnels. Rogash: Agreed.
GM: Ok so as this is an unknown land with Tarik: Is there a way out of the cave?
a lot of new flora you will be at -10 to find GM: yes, opposite where you are you see
anything. another tunnel disappearing into the
Scarlets Learning is 36 and she has Forage at darkness, and to the right of that you see a
trained, but the -10 cancels out the skill and pile of stuff.
means she needs to roll below 36 to succeed. Tarik: Like treasure stuff?
Scarlet: I rolled 72 which is a fail. GM: Could be.
GM: You find nothing, and Tarik’s rations are
going to be spread thin. Tarik decides to sneak over to the pile of
possible treasure and have a look whilst
Effects of Hunger the rest of the party attempt to sneak to the
Delvers must eat and drink at least once per other tunnel.
day or start to suffer. After a day of not eating
the attribute percentages of the Delver begin Sneaking
to go down by 5% per day, until they eat and In order to move quietly past something the
which point they return to normal. Delver must roll under their Dex+Stealth
skill. If the something they are sneaking past
happens to be awake, such as a guard then
A Monster the Delver has a penalty to their sneak equal
to the highest Awareness skill amongst those
The party eats what little rations Tarik has
being avoided.
and then decides to move on, if they can avoid
sleeping in the caves that would be a good
Tarik: I am going to sneak over to the loot.
thing. They had entered the caves during
GM: Ok roll sneak, the monster is asleep,
what they felt was morning and have not
or appears to be so its Awareness does not
been traveling long so they still have enough
effect you.
time to find their way out before getting to
Tarik: Ok
tired.
Phil rolls his dice and tries to get equal to or
below Tariks Sneak of 50%.
As they move around the corner of the tunnel
Tarik: I roll a 51 Phil grimaces
they enter into another cave, but as they
GM: ok close enough, the monster stirs but
approach they can hear something.
does not wake up, but you are feeling a bit
tense which is gonna give you a penalty of
-10 next turn.
46
Modifiers and Penalties Opposed Rolls
An opposed roll involves both parties rolling
The GM can apply circumstantial modifiers their relevant skills and the lowest winning.
and penalties to the Delvers actions, these In the case of a tie, then the player always
often are linked to the difficulty of the task or wins.
because of outside forces, such as darkness,
weather or even stress. Back to Surprise
So, when you wish to surprise a group of
The GM must justify the modifier to the player orcs or bandits or whatever the party must
so they can understand why its happening. all roll stealth, if someone fails their stealth
Players will quickly stop enjoying the game if then the GM rolls awareness for the targets
they keep receiving penalties for no reason. to see if they notice, if they don’t the surprise
continues.
Below is a table of Modifiers that a GM can
use. The test begins with taking the lowest stealth
rolled and the target rolling awareness under
Effect Modifier that number, if they succeed the surprise
fails.
Game difficulty
Hard -10 GM: Everyone roll Stealth
Very Hard -20 Scarlet: I rolled 26,
Near Impossible -30 Tarik: I rolled 40
Environmental Rogash: I rolled an 18
Flame: I rolled 43
Darkness -10
GM: Ok you all succeeded and the lowest roll
Ice -20 was Rogash with an 18.
Sloped -10 The GM rolls for the Orc with the highest
Narrow -10 Awareness skills and gets 27, which is not
Situational lower than 18.
GM: The orcs do not hear you, and you get a
Very Easy +20
surprise, each of you has a free attack.
Easy +10
Tense -10
Scary -20
The Loot Pile
Terrifying -30 As Tarik investigates the loot pile the rest of
the party creeps past the sleeping monster
Surprise and waits for Tarik to follow. Tarik searches
Surprising someone allows you to gain the loot pile and finds an ornate dagger and
the advantage in combat situations, this a pouch of gold coins. Pocketing these he
advantage is basically a free attack. Getting leaves the cave and joins up with the rest of
the opportunity to surprise someone involves the party.
an opposed roll.
More winding tunnels ahead and the sound
of the drums get louder, ahead Scarlet, who
is leading the way spots a light, it seems that
a cave ahead has either a natural chimney
47
48
letting light in or has been lit in some way. coming from the 1-5 range the number is the
Scarlet rolls for Awareness. 95-100 range, so if the Delvers dice result is
95 – 100 then it is a fumble.
Scarlet: I rolled a 4, that’s a critical right?
GM: That is a critical, well done. This will show that as a Delver gets better at
Scarlet: So, what does that mean? their skills the critical chance goes up and
the fumble chance goes down.
Critical’s and Fumbles
Fumble Result
On some rolls the Delvers may manage to The result of a fumble is chosen by the GM
get a critical or a fumble, these indicate an and they can choose from the following list.
amazing success (critical) or a terrible failure The chosen result should reflect the situation
(Fumble). in which the fumble was achieved.

• Drop Weapon.
Critical’s
A critical is achieved by rolling 10% of your • -20 on next roll.
total percentage chance for that skill, so for • False information.
example, your Awareness is Learning 35% • A spectacular fail that leaves you stunned
and Skill 10% creating a total of 45%, ten for 1 round.
percent of that would be a 4, so if you rolled • Miss a turn.
less than or equal to 4 then that would be a • Half the loot, or fool’s gold.
critical. If your Sneak is 80% then you would
critical on a roll of 8 or less and so on. More Decisions
Critical Result Scarlet chooses more Information for her
A result of the critical can be chosen by the critical and the GM states that the light is
player as they are the ones that rolled it, and Torch light as it seems to flicker, Scarlet can
they can choose from the following list. The also hear what sounds like water.
chosen result should reflect the situation in
which the critical was achieved. The party moves forward cautiously until
they come to a large open cave, running
• Double Damage. down the middle of the cave is a fast-flowing
• +20 on your next roll. river, the river is around 15ft wide and looks
• More information – You can ask the GM a deep in places. Opposite the river the tunnel
question. continues and either side of the tunnel
• A spectacular move which leaves all entrance is a lit flickering torch. A successful
witnessing it stunned for 1 round. awareness check shows strange markings
• Free Attack. carved into the stone around the entrance.
• Double the loot.
At some point in the past a bridge had
Fumbles spanned the river, but this now lies on the
A fumble happens when the player rolls equal bank. The end closest to the party is still
to or less than 10% of the difference between attached to the posts as it looks like whoever
the skill and 100%. So, for example, the lives on the other side of the river cut it
characters Awareness is 45% the difference their side, probably to keep something from
between 45% and 100% is 55% meaning crossing, Rogash guesses it was the monster
that the fumble range is 5, but instead of aasleep in the cave.
49
The party needs to decide whether to swim Delvers can also increase their chance of
across or repair the bridge. To swim across success by spending more magic points then
would involve a successful Athletics roll at needed. For every extra 1 MP you add to the
-10 because the GM states it will be hard. To spell your chance to successfully cast goes up
repair the bridge, and would involve at least by 5%, so for example, Flames Levitate spell
one of the party traversing the river. costs 3MP to cast but she adds a further 3MP
to get a 15% boost to her Casting skill.
Rogash: I would go across but the river looks
to deep.
Tarik: I’m the same, I could drown,
The Bridge Problem
Scarlet: I will go across.
Flame reaches the other side of the river and
Flame: I have a levitate spell I can use, that
gathers up the loose ends of the rope bridge
would be much easier, and I won’t get wet.
and begins tying them to the pole. The GM
GM: Ok Flame roll your Casting.
asks for a Repair roll or a Dexterity -10 roll
Flames cast skill is altogether 42%, the spell
to do this as the rope is frayed, wet and old.
uses up 3 Magic Points which she deducts
from her total. Niki rolls the dice and gets a
Eventually the rope bridge is fixed and the
65, which is a fail.
party continues their journey. They pass the
GM: The spell fizzles and dies, you lose the
torches and the strange carvings and enter
MP, do you want to try again?
into the tunnel. Scarlet rolls for Tracking and
Flame: Yes, can I use double the MP to get a
succeeds, with the GM describing that she
+15%?
finds numerous tracks leading deeper into
GM: Of course.
the tunnels.
Flame removes 6 MP from her total and her
new Cast skill chance is now 57% thanks to
the extra 15%. Niki rolls the dice and gets 55. The Goblin Camp
Flame: Good thing I put extra effort into it.
GM: Flame rises into the air and starts to As the party follow the tracks the drums get
slowly float across the river. louder, and the smell of cooking, a rancid,
sweet, burning smell begins to fill the air. The
party begins to hear shouting and talking in
Magic a strange garbled language. The tunnel ends
at a ledge. Tarik decides to edge closer and
When a character wishes to use magic, they
take a look.
must declare so and say what spell they wish
to use and its effect. The player than removes
GM: Roll Stealth Tarik
the spells magic point cost off the Delvers
Tarik rolls the dice and gets a 43, a success
magic point total. Once this is done they
GM: you edge slowly forward, staying to
use the Cast skill to cast the spell. If they fail
the shadows and peer down over the ledge.
the spell does not take affect and the magic
Below in a large lower cave you see a gang of
points are lost, otherwise the spell happens
Goblins sitting around a campfire, a couple
as it should. You can both critical and fumble
are banging drums out of rhythm and a few
with spells and we go into more detail in the
others seem to be singing along.
Magic Guild section of the book
Tarik: Can I try Awareness to spot anything
strange or important.
GM: Yes, roll away
Tarik rolls the dice and gets a 08, not quite a
critical.
50
GM: Ok good roll, you notice a few things, the Combat
first thing you notice is that there appears to
be 8 goblins, there is another tunnel leading
Eventually even the best Delvers end up in a
out of the cave, the Goblins appear armed combat situation. Each delver gets 3 actions
and it seems they are also cannibals as the per round, and a round lasts for as long as
thing roasting on the fire looks small enough
there are characters and monsters to act.
to be a goblins leg. So, if you have 4 delvers and 8 goblins then
Tarik: Gross, what vile creatures. I will report
the round is 12 turns long, if you had for
back to the group. example 4 delvers and 5 goblins it would
only be 9 turns long. Sometimes a delver or a
Tarik goes back and tells the group what monster cannot act in which case their turn
he saw and that the way out appears on is considered done and the spotlight moves
the other side of the camp. Rogash thinks 8 to the next participant in Initiative order.
goblins is not too many and the group could
easily take them. No one in the party has a Initiative
ranged weapon, but Flame has a bolt spell Before anything happens, everyone rolls for
which she can cast. It is agreed they will Initiative, the players roll for their delvers
attack the goblin camp. and the GM rolls for the monsters. Initiative
is equal to the first number of the characters
Dexterity percentage, so if the percentage is
34 their Initiative is 3. A roll of 1d10 is then
added.

Actions
Everyone gets 3 actions per turn, a movement
action which allows them to move up to 30ft.
a combat action which allows them to attack
and a react action which allows them to
parry or dodge.

Melee & Unarmed


To attack the player must roll equal to or
under their delvers fight skill. If it is a success
they hit, a critical follows the critical rules
outlined on pg 48, and if they fumble that
also follows the rules outlined on page 48

Ranged
The delver can use a ranged weapon. This
is similar to melee where the player rolls
equal to or under the characters Ranged
skill, Critical’s and fumbles follow the rules
outlined on page 48.
51
Called Shots Parry and Dodge
Delvers can make a called shot, this is aimed Every character involved in combat gets a
at a certain location or item rather than a react action, allowing them to either parry
general target. To make a called shot costs a or dodge a successful attack. Characters can
-20 penalty to the Ranged skill but does max parry melee, unarmed or thrown attacks
damage. this is done by the player rolling under their
delvers Fight skill, if the delver has a shield
Mounted Combat they gain a +10 to parry. To dodge a melee,
If the delver is on a horse or above the target unarmed or thrown attack they must roll
they gain a +10 bonus to their attack and under their Dodge skill. Delvers can also
parry, if they are below a mounted opponent attempt to parry (if they have a shield)
they are at -10 to attack and parry. Mounted or dodge a Ranged attack. They must be
characters cannot dodge. aware of the attack and then roll under the
appropriate skill.
Firing into Melee
Characters can fire into melee but a miss Stealth Attacks
on their target is a hit on the nearest other A Delver can attempt to creep up on a target
character engaged in the melee. and deliver a stealth attack. What this means
is that the target is unaware of the attack and
Grapple will not be able to defend. To successfully
A grapple can be attempted, and the target pull off a stealth attack the Delver must roll
can attempt to dodge. If they fail to dodge, a Stealth vs the targets Awareness, if they are
then they are considered grappled and must successful they hit and do double damage.
make an Endurance opposed test against There is no need to roll to hit
their attacker to break free.
52
GM: The Goblins have not spotted you and Scarlet rolls an 18 and Rogash a 27 both
you have the higher ground, unfortunately successes.
none of you have ranged weapons so what GM: you land amongst the Goblins, who are
do you want to do. completely shocked, and you can strike, don’t
Scarlet: We have surprise right? forget the +10
GM: You will have a free action of surprise, Rogash swings his sword and gets a 46 which
depending what you want to do. is a hit. The sword does 2d6+1 damage and
Tarik: I will sneak into the camp and attempt will cause bleeding if the damage is over half
to backstab the leader. its max. Rogash rolls damage and gets 10.
GM: Ok, the goblins are making quite a racket GM: The Goblin is wearing rags and bits
so have a +10 your stealth. of leather and has an Armour of 1, which
Tarik: Cool. reduces your damage to 9, this is over half
Rogash: I’m gonna jump down with a kind of the max and will cause bleeding.
attack from above. Scarlet: I rolled a 52 which is just barely a
GM: That will be a Athletics check but if you hit.
succeed you get a +10 to your attack roll. Scarlet rolls her spears damage of 2d6. and
Flame: I have a bolt spell I can fire from here, gets a 5.
Question if I hit the open fire can I hope to Scarlet: Oh only a 5!
get some of the goblins ignited by the flying GM: with the goblins armour of 1 that is
flames as the fire explodes? reduced to 4, you poke him and he stumbles
GM: If you get a critical then yes. back.
Flame: Ok I may just aim at the biggest goblin GM: On the new round and before anything,
I can see. Tarik roll your damage as you strike the boss.
Scarlet: I’m gonna follow Rogash down. Tarik: My dagger does 1d6+1, I roll a 5 which
GM: Ok so Tarik roll your stealth as you head is doubled to a 10.
down to the camp, hugging the shadows. GM: The strike is made at an unarmoured
Tarik rolls and gets a 57, this would of been location, and you feel your blade dig deep.
a fail but the +10 given by the GM makes it a The goblin yelps in pain and anger and drops
success. at your feet.
GM: Ok next round you will be behind the I need Initiative rolls from everyone.
one you think is the boss.
Scarlet, Rogash and Flame decide to coordinate
their attacks for maximum impact.
Armour and Shields
GM: Flame roll first for the bolt spell and lets
Wearing armour reduces the incoming
see how that works.
damage from a successful hit by its value,
Flames spell cost 2MP but she adds a further 2
so, if the damage from that spiked club is 7
to give her a +10%.
and you are wearing armour with a value of
Flame: I got 36 which is a hit.
3 then the damage is reduced to 4 (7-3=4).
GM: Great roll damage, its a spell so it ignores
Armour can also affect certain skills like
armour.
stealth and athletics due to its weight and
Flame rolls 3d6 for damage and gets 12.
bulk. This will often be a penalty of -10%. See
GM: The goblin is blasted backwards and
the Blacksmith in the town of Wreck Haven
lays in a heap of smoke. Rogash, Scarlet make
for more info.
your rolls.
53
Using First Aid to heal a wound involves
succeeding in the use of the skill, once this has
happened all damage effects are cancelled,
and the injured character receives d6 hit
points back. A critical result with First Aid
will double the amount of hit points returned
whereas a fumble will cause d6 damage to
the patient.

Using a healing potion will give a varied effect


based on the strength of the potion, a weak
potion will return d6 hit points, medium
2d6 and a strong potion 3d6. Potions are
discussed further in the Mages Guild found
in Wreck Haven.

Shields help block attacks by increasing the


Delvers parry attempt. The size of the shield
will often dictate the modifier percentage,
with small shields only offering a 5% bonus
and wall shields offering 20%. Shields do
not always block damage and again this is
dictated by the size and make of the shield,
more details can be found at the Blacksmiths.
Sleeping it off
Injuries You can also attempt to sleep off the injury
and let your bodies natural healing powers
Delvers will receive injuries as they travel take over. This is often a slow way of doing
through the dungeons deep below ground, things as 8 hours of rest will only heal back
these can be due to falls or traps or being 2d6 hit points, and often delvers are not in
attacked by monsters, however they are the position to spend a few days resting.
gained, they are all treated in the same way. So, its best to do this when you have some
downtime between adventures.
Healing Wounds
There are various ways to heal wounds, but Magical Healing
the two simplest and often effective ways are Delvers can also be healed with magic, and
with first aid and the use of healing herbs. like potions the amount of hit points they
There are many types of herb that grow on receive is based on the strength of the spell.
the island and they all have varying effects, Again, this will be gone into more detail in
but with a good forage skill and knowledge the Mages Guild of Wreck Haven.
of brewing the delvers can create their own
potions.
54
Damage Effects
Potency Rounds
Along with doing damage weapons can also Weak 1
have damage effects which will add to the
Medium 2
Delvers woes.
Strong 3
Bleeding
Bladed and piercing weapons can do bleeding Poison applied to weapons only take affect if
damage this takes effect when the damage bleeding damage is caused. The characters
inflicted is over half the weapons maximum cannot resist this kind of poison as it enters
minus any armour value. So, a weapon that the bloodstream directly and takes affect
does 2d6 damage will cause bleeding if it immediately. Often this kind of poison will
inflicts 6 or more damage on the target, have particular effects. See the Mages Guild
minus the targets armour. Bleeding reduces in Wreck Haven for Poisons.
the victims hit points by 1 per round until
the bleeding has been stopped, either by Death
using first aid or tightly holding the wound Death comes to us all and often to Delvers
(a character that decides to put pressure on it will come quicker than most. When a
their wound will be effectively one handed character loses all their hit points they
for actions and receives a penalty of -10% collapse and start heading towards the light,
to all actions). A second attack that inflicts sometimes what is beyond the light is not so
bleeding increases the hit point loss to 2 appealing and the character will resist.
points per round and so on.
At Death’s Door
Stun When a character hits 0 hit points they must
Blunt, bludgeoning weapons do stun damage. roll under their vitality percentage to stay
This is also based on doing more than half alive until someone can come an save them.
the weapons damage minus armour. When But the longer they wait the harder it gets
a character is stunned they can still act but to resist. From the second round the Vitality
are at -20% to do so. If the character receives percentage will drop by 10% and it will do
another stun affect they will fall unconscious this each round afterwards.
for 1d6 rounds and be unable to act. If the character fails their first roll they need
not roll anymore and in 3 rounds will drift
Poisoned into the light and be dead and gone.
Sometimes Delvers will come across poison,
either by ingesting it or being hit by a weapon Rogash: I am at 0 HP!
that has poison applied. When ingested the GM: Ok you collapse and need healing fast.
character must make a vitality test to see if Rogash: Someone save me!
they resist the effects of the poison, this is Everyone is fighting the goblins and none can
done by rolling equal to or under the Vitality come to Rogash’s aid.
percentage. if they succeed they do not suffer GM: Rogash you need to roll equal to or under
any effects, if they fail they take whatever your Vitality percentage.
effect the poison has. The potency of the Rogash: My Vitalty is only 32%!
poison determines how many rounds the GM: Roll.
character has to make Vitality tests for. Ian rolls and gets a 26.
Rogash: I’m hanging on guys.
Scarlet: I’m on my way.
55
The Way Out Scarlet: It’s the way out, but I heard snoring,
so we may not be out of danger just yet.
With the goblins vanquished the party have a Tarik: maybe it’s a guard monster?
quick look around and find a few items. They Flame: Lets go see, I have enough for one
then continue along the tunnel. After a few more bolt so I’m ready to go out fighting.
minutes of walking… GM: Ok, you all move forward.

GM: You feel a slight breeze coming from up The party follows the tunnel around until
ahead. finally they are standing inside a large cave,
Rogash: This might be the way out? beyond is a dirt road heading off into the
Scarlet: I might move ahead using stealth to distance, either side dead trees and brown
go check. grass and weeds frame the road. Just outside
GM: You can do that. the cave entrance is a wooden booth, it seems
Scarlet rolls her stealth and succeeds and to have been knocked together using parts of
moves quietly up the tunnel, as she gets wreckage and driftwood.
further in Scarlet begins to hear sounds, waves
crashing, the wind in the trees and snoring. Slumped over the booth is what appears to
She peers around a bend in the tunnel and be a man who is apparently asleep due to the
discovers a cave entrance, outside she can see loud snores coming from him. The party step
the sky and the tops of trees. It is the way out. forward and out of the cave as they do the
Scarlet hurries back to the party. man awakens with a snort and looks up at
the party with a wide grin.

Welcome to
Cragbarren
‘Well, well and here I was expecting to have a “So, everyone here is a castaway” Asks
quiet day’. The man grins again and looks the Scarlet.
party up and down. ‘I see you survived them
damn goblins, unless of course there were “No, there are people who were born here,
more of you and they didn’t make it’? villagers further out and even a city or two,
but this area is made up of castaways, not
Rogash steps forward ‘I’m sorry, but where many travel much further then Wreck Haven,
are we and who are you?’ not anymore.”

The man wipes down his shirt and tidies his “Wreck Haven?”
hair. “I’m Cedric and I’m the Guide. My job is
to wait here for any castaways to emerge out “Yes, Wreck Haven a village of castaways, it
of that cave”. He clears his throat. “Welcome was built a long time ago by survivors who
to Cragbarren, your new home from home. found the secret route to the beach...”
Many of us arrived here much like yourselves,
washed up on that damn beach and doing “There is a secret Route?” Tarik asks.
our best to survive that cave.”
56
57
“err yes” replies the guide “Yes, Wreck Haven verge of a storm, and the seems to crackle as
was built and since then it has got bigger if charged casuing erveryone to feel on edge..
as more castaways arrive, its more a town
then a village now I guess, we have a tavern, The one thing everyone notices is the lack of
a Blacksmith, a Trader and even a Mages insect or bird noises; no birds can be seen
Guild” He smiles obviously proud of how the flying above and thinking back there were no
place had grown. gulls or seabirds seen on the beach. It seems
that it’s not only ships that have a hard time
Flame steps forward, a puzzled look on her approaching the island.
face. “This may be a stupid question but why
doesn’t anyone build a boat and leave?” The party continues up the path until
eventually in the distance they can see the
The Guide shakes his head. “Many have tried, village, though calling it a village does not
trust me, but its that damn fog, you see. As do it justice, it is much larger and more like a
soon as you’re in it, you get turned around small town. The party can see people moving
and your back on the beach, also they say around the town and hear the hum of voices
monsters live in the waters, so…” as they near. It is obvious as they get closer
that many of the buildings were built from
“So, we are stuck here!?” Exclaims Flame. the driftwood and debris from the beach,
and they see that there are also buildings of
The guide nods. “Afraid so. But there’s stone, but these look much older.
plenty to see and do, and we have perfected
the making of ale you’ll be glad to hear.” He The centre of the town has what appears to
winks at Rogash. “Anyway, you should make be the Tavern, a large stone building with a
your way to Wreck Haven and meet your sign ‘The Castaways Rest’ hanging above the
new neighbours, they will be able to set you door. The party enters Wreck Haven.
up with some wood etc, so you can build
yourself somewhere nice.” He grabs a bundle
of what look like booklets from the booth
and passes them out to each party member.
“Here’s your guide to the island it should tell
you everything you need to know and get
you started, plus there’s a handy map inside
as well.”

The Road to Wreck


Haven
The road to the village of Wreck Haven is
nothing more than a dirt track bordered
by long dry grass and stunted dead trees,
In the distance can be heard the crashing
of the waves. Surveying the island from the
road the party can see mountains and more
forest, smoke rises in the distance and the
clouds hang heavy overhead, it seems that
the island appears to permanently be on the
58

Rules Summary
Page 9 - Attributes: Depending upon whether you choose quick or advanced character
creation you will either roll 3d6 (quick) or spend points (advanced). For quick creation you
will multiply the dice result by 5. whereas with advanced you multiply the 3.

Page 11 - Race: Either choose a template from the quick creator, choose a race or roll on
the race table.

Page 24 - Class: Choose one of the classes offered and apply all the benefits to the character
sheet.

Page 38 - Search the Beach: Roll on the table for starting equipment. This can be swapped
within the party.

Page 39 - Lighting the Way: Rules for torches, candles and lanterns, how long they last
and rolling the usage dice.

Page 42 - The First Obstacle: The first roll of the dice to beat a challenge. This is often
accomplished by rolling under or equal to the skill on a d100.

Page 42 - Helping Hand: Characters can help each other in accomplishing a skill as long
as they are at least trained in the skill. Helping adds +10% to the skill chance.

Page 42 - Hunger: Characters can use the Forage skill to find food. But each day the
character goes without eating or drinking they lose 5% to all their attribute percentages
until they eat.

Page 43 - Sneaking: Sneak is affected by the awareness skill of anyone who the character
is trying to avoid. The penalty is equal to the skill rank, so if the Guard is Trained then the
penalty is -10, Expert -20 and Master -30.

Page 44 - Surprise: When the character gets surprise on a target they receive a free attack
before the Initiative round begins.

Page 44 - Opposed Rolls: When the character is opposing another character or NPC both
characters roll and the lowest roll wins. In the case of a tie the player character wins.

Page 46 - Criticals and Fumbles: A critical result is achieved by rolling 10% of your
total skill chance, so a skill of 50% the critical would be 5% or less. A Fumble is 10% of the
difference between the skill chance and 100, so if your skill is 50% then the difference is
50% so again 5%.
59
Page 48 - Initiative: The players and GM roll a d10 and add the first number of the
dexterity percentage, so if the dex percentage is 35 the number is 3.

Page 48 - Actions: Characters get 3 actions per round, one of these is a movement action,
which allows the character to move up to 30ft, the other is a react action, which allows the
character to dodge or parry and finally the last action is for attacking, casting magic or using
a skill.

Page 48 - Attacking and Parrying: Must roll under the Delvers Fight skill if using Melee
and under the Ranged skill if using a ranged weapon.

Page 49 - Called Shots: To make a called shot at a particular body part or a small item
has a penalty of -20% to the Ranged skill but if successful the damage dealt is the maximum.

Page 49 - Firing into Melee: Firing into Melee is risky and a miss of the target means a
hit to the nearest character or NPC.

Page 49 - Grapple: A target can avoid a grapple with a successful Dodge if they fail they
are considered grappled and must make an opposed Endurance test to break free.

Page 49 - Stealth Attacks: To stealth attack a target the Delver rolls Stealth Vs the targets
Awareness, if successful the attacker does double damage, there is no need to roll to hit.

Page 50 - Armour and Shields: The Protection value of the armour is deducted from the
damage done. Shields aid in blocking attacks.

Page 51 - Healing Wounds: Healing wounds can be done with First Aid and using healing
herbs. First Aid heals d6 Hit Points, whereas healing herbs will vary.

Page 52 - Death: When you hit 0 HP a Vitality check is made, each round that the character
receives no help another Vitality check is made with the Vitality being reduced by 10% each
round until healing is done or failure.

Page 53 - Welcome to Cragbarren: - The characters leave the cave.


60

Wreck Haven
Wreck Haven was built almost a century ago infrequent and often involve goblin attacks
by one of the first people to be shipwrecked or undead, most of which can be repelled
on the island after the fall of the grand city with a little effort. The area around Wreck
(see the Castaways Guide to Cragbarren Haven is heavy with caves, dungeons, ruins
book). After finding their way through the and graveyards, so it’s surprising there are
caves that lead from the beach the survivor not more.
came across the ruins that are now called
Wreck Haven. Over the centuries as more andWreck Haven is a Hub, it is a starting location
more people were washed up on the beach for the characters and should suit all their
along with wood, treasures and supplies needs up to around 5th level. The town will
Wreck Haven has grown, with many homes provide basic weapons and armour, low
built along with a Tavern, Mages Guild, level spells and a variety of gear. We strongly
Blacksmiths and Traders. suggest that the characters utilise Wreck
Haven fully before adventuring to the more
Wreck Haven has a population of around 200 dangerous parts of the Island or attempt to
people, most of whom have never left the reach the city of Gnarling.
town since been washed up on the island.
Over the years the more adventurous types Cragbarren has no currency as no one mints
have ventured out but they mostly move on coins and this is most obvious in Wreck
to the city or are never heard of again. Haven, money like gold coins only have
value as a metal and most dealings are done
Wreck Haven does have issues with monsters through barter. Sometimes what may appear
but as its close to the beach these are valuable to a delver is worthless to a trader.

Blacksmith

Mages
Guild
Traders
Tavern
61
The Castaways Rest Group experience is earned by discovering
a new location, completing an adventure,
The tavern is owned by Happy Harod, a jovial meeting the objective or fulfilling optional
barrel of a man who was washed up on the side quests. This is a lump sum divided up
beach 20 years ago and inherited the Tavern amongst the party members.
from the previous owner. The tavern is a
part stone part driftwood building, with the Event XP
stone section being the remains of a century Discovery 50
old ruin. Over the years the tavern has been
Completion 100
furnished and now looks like many taverns
throughout the world, with a large seating Objective 75
area, a stage for performances and a good Side Quests 50
selection of tasteful decoration.

Harod brews his own ale and liquors at Personal experience is earned from critical
the back of the tavern, using plants and rolls and fumbles, killing monsters and good
vegetables found growing on the island and roleplaying.
his ales have become legendary. Occasionally
a barrel of something or a crate of wines will Event XP
get washed up and these are the Taverns Critical/Fumble 50
‘Special reserves’ for festivals or important
events. The tavern does a range of food Good Roleplay 100
mainly fish stews, but sometimes rabbit, Monsters Lvl
chicken and other animals that can be hunted Lvl 1 10
will crop up on the menu. Lvl 2 25
Lvl 3 50
Downtime
Delvers should use the Taverns of Cragbarren Lvl 4 75
as places to conduct their downtime. To heal Lvl 5 100
and collect their findings, to discover new Lvl 6 250
places, to explore and gather information. Lvl 7 500
There are always rumours being whispered
Lvl 8 750
in the taverns. The Tavern is also where the
Delvers will level up. Lvl 9 1,000
Lvl 10 1,250
Levelling Up
Delvers can only level up in a tavern, they
cannot level up whilst adventuring and I Adventures
recommend that GMs wait until they reach a The tavern is home to adventures, rumours,
tavern before handing out experience points. tales of dismay and wonder. Delvers should
have access to most of what goes on in the
Gaining Experience area via the tavern. The old man with the
Delvers gain two types of experience, group treasure map, the local whose child has gone
and personal. missing, the curious curse infecting the town
and so forth should all begin at the tavern.
62
The Blacksmith GM: You are at the Blacksmiths.
Rogash: I need a new sword.
Sixty years ago, Er-varin found himself GM: Er-varin has a longsword for sale with a
washed up on the beach of Cragbarren value of 8
along with 2 other survivors and his elven Rogash: I have this studded club, two daggers
crafting tools. As an elf blacksmith he would I got off the goblins, a gold goblet and 20 ft of
not normally share his skills with non-elves rope.
and for almost 10 years he did not. After GM: He will offer 1 for the club, 2 each for the
realising that like everyone else he was stuck daggers, 1 for the goblet and 4 for the rope.
on the island and that his skills would help Rogash: Ok I agree, and I will keep one of the
others thrive and survive he eventually built daggers.
himself a place to set up shop and began the GM: Deal.
demeaning task of making nails, fixing tools
and sharpening blades.

Er-varin resents using his crafting tools that


have been passed down through generations
of elven crafters on non-elven and common
tools, but he realises how important his
position is and how much others rely on his
skills.

Wreck Havens Blacksmith can make low level


weapons and armour. The delvers also have
access to the forge to craft low level items
and repair low level weapons and armour.

Bartering
There is no actual currency on Cragbarren
but that does not mean money does not
exist. Over the centuries chests of gold and
silver coins have washed up on the beach, the
ruins and crypts often hold caches of coins.
Coins are often melted down and used to fix
weapons or make tools and money is really
only worth its weight rather than whether
It’s made of gold or silver.

Bartering is the main source of trade and


every weapon and piece of armour has a
trade and sale Barter value. The sale value
is how much the delver will pay for the item
and the trade is how much they will receive
to use as barter for something else, all values
are numerical.
63
Often, it’s the useful items and the scrap that Skins - Trade 1, Sale 2
is valued higher than the gold and trinkets, From skins comes leather, and for every skin
though it is said that Er-varin can do some one piece of leather is gained. The delver
magical things with gemstones. must cure the skins in order to make leather
which will involve a crafting skill and a curing
rack. The size of the animal determines the
Crafting number of skins that can be harvested.
Delvers can attempt to craft their own
weapons and armour with access to crafting
tools and components. Each weapon and Animal Skins
type of armour has a craft column (CPT) Small 1
which indicates how many components are Rabbits, Badgers, etc
needed to craft that piece of gear. Medium 3
Sheep, Wolves etc
Components
There are 3 types of component Wood, Metal Large 5
and Skins that the delver must collect in Cows, Horses, Trolls etc
order to craft weapons and armour. Each Gigantic 10
component also has a trade and sale value Giants, Wyverns, etc
per piece.

Wood - Trade 1, Sale 2 Start the Craft


Wood can be gathered from trees, ruins, the
beach and salvaged from other items. When a When the delver has gathered all they need
delver wishes to gather wood, the GM checks and has access to the tools and workspace
the table below and rolls the appropriate die they need, they can attempt to craft the item,
type. weapon or armour with a Craft roll. Crafting
takes time and an item will take 1 hour for
every component needed. So, if an item
Location Roll
needs 3 components the crafting will take
Trees 2d8 3 hours. A craft roll must be made for each
Ruins 1d8 hour of crafting.
Beach 1d8
Items 1d6 If all the crafting rolls are a success the delver
succeeds and has a nice shiny new item, to
Metal - Trade 2, Sale 3 name if they choose. If at any point a craft roll
Metal can be mined, found in ruins, and fails, the delver can continue to craft but an
salvaged from items. Mining metal ores extra hour is added to the time to redo the
involves a pickaxe and access to a mine with mistake. Delvers have the option to ignore
an ore vein, if mined the amount rolled on the failure but if they do the item is only half
the dice indicates per day. as good as it should be, i.e. Armour has only
half the armour points, weapons do half the
damage and so forth.
Location Roll
Mine 2d10 On a fumble the crafting fails and the delver
Ruin 1d8 loses all the components, a critical success
Items 1d4 adds a +2 to the damage or armour points of
the item.
64
Armour GM: Your armour reduces the damage to 5.
Scarlet: Phew thats more manageable.
The blacksmith in Wreck Haven can only
craft standard armour types and has limited Damaging Armour
resources, often it is helpful to bring him Armour has hit points, once the hit points
components which will keep the cost of the reach zero the armour no longer protects the
item down. Most armour and weapons will wearer and must be repaired or discarded.
take the number of components + 2 in hours Armour only loses hit points when the player
for the blacksmith to make. chooses the armour to take all of the damage
from an attack. When a player chooses this
Magical Armour option, the armour loses an equal amount
The Blacksmith cannot make magical of hit points to the damage taken and the
armours and delvers will need to travel to character takes no damage at all, even if the
the City of Gnarling to have those made or be damage is higher than the armours hit point
lucky enough to find some in a nearby ruin or max.
dungeon. Most magical armour either adds
extra armour points or some kind of magical GM: The Dragons breath hits you.
effect and if the delver suspects that the Rogash: Damn, ok I will let my armour take
armour they just dragged from the corpse all the damage.
or skeleton of an ancient warrior could be GM: How many hit points does your armour
magical, the mages guild should be able to have?
help clarify that. Rogash: Its chainmail so 20.
The GM rolls the dice and the result is 28 points
Shields of damage.
Shields can be made by the blacksmith and GM: Your armour is destroyed.
will add a bonus to parrying attacks based Rogash: Well I’m still standing but I have no
on the type of shield used. Shields also have armour, gonna need to get to a blacksmith or
hit points which are reduced by successfully find something around here to fix it.
parrying critical hits.
Repairing Armour
Parrying with a shield reduces any incoming Armour is repaired using the crafting rules.
damage taken by the shields defence number, The character must have the components
and the tools to be able to do the repair. The
so if the defence number is 8 it will deflect 8
points of damage away from the target. components needed to repair all the armours
hit points is equal to the number mentioned
Protection Points (PT) in the crafting column, to repair back half the
Every set of armour has a number of hit points needs half the components and so
Protection points. These represent how they on. Time etc is the same as the crafting rules.
protect the character, and is the number
removed from the damage inflicted by an Penalties
attack. The larger the number the more Some armour gives penalties to Stealth and
damage the armour absorbs. Athletics, this penalty will vary on the type
of armour worn. Penalties are marked on the
GM: The Goblin does 8 points of damage armour table.
against you.
Scarlet: I am wearing Leather Armour with
protection of 3.
65
Armour Table
Type PT HP Penalty Sale Trade CPT
Skins 1 5 0 2 1 2
Animal skins sewn together
Padded 2 7 -5% 4 2 3
Studded material padded with wool
Soft Leather 3 10 -5% 6 3 5
Cured skins, sewn together and strengthened
Hard Leather 4 12 -10% 8 4 10
Boiled leather, strengthened with studs
Chain/Leather 5 15 -10% 10 5 8
A mix of soft leather and chain sections
Chain 6 20 -10% 12 6 20
Chain sections attached to a padded lining
PT-Protection, HP-Hit Points, CPT-Components

Leather Armour Padded


66
Weapons A Delver carrying a dagger that faces ofF
against an enemy carrying a spear or other
The Blacksmith has a selection of weapons long weapon (we will use a spear for this
found around Wreck Haven and crafted by example) will need to close on the spear
himself. The selection is not exhaustive and wielder to attack, until they do the spear
to find more exotic or better crafted and even wielder has a +10% advantage on the Delver.
magical weapons the delvers need to search But, once the Delver has closed in they
ruins, dungeons and crypts as well as travel receive a +10% advantage against the Spear
to the city and visit the master smiths there. Wielder.
Like armour weapons can also be crafted
and repaired using components, they can be Closing in can be done by simply parrying
traded and also broken down into component or dodging the attack and stating that the
parts. Delver is moving into the attack. Attacks
by the spear wielder are then confined to
Melee Weapons pushbacks or close attacks.
Swords, axes, daggers and hammers are all
considered Melee Weapons. They can be used Parry Damage
Parrying an attack with another weapon
to attack and parry and use the Fight skill to
do so. Some weapons will have special rules rather than a shield can damage both
based on damage effects, length and whether weapons, those mighty warriors with
they can be concealed. notches in their blades are evidence of this.
Weapon damage from a parry is determined
Damage Effects by the weight of the attacking weapon Vs the
All weapons have a damage effect which weight of the parrying weapon.
is caused by inflicting more than half the
weapons maximum damage minus the Using a dagger to parry the blow from a
targets armour. great axe may stop the axe from cleaving your
skull in half but it will damage the dagger
Ragosh hits a goblin for 9 points of damage, significantly, which is why shields were
Ragosh’s weapon does 2d6 damage with a invented.
max damage of 12 and the Goblin has armour
of 2. Ragosh’s damage of 9 is reduced by the The table below shows the result of parrying
goblins armour of 2 to a 7, which is higher with weapons of different weights:
than half the weapons max damage.
• No Effect – No damage taken by either
Damage effects vary by weapon. For more on weapon
Damage effects see pg. 54. • Absorbs/Does Half – The weapon takes/
inflicts half the damage rolled
Weapon Length • Absorbs/Does Full – The weapon takes/
The weapons length will also effect turn inflicts the full damage.
order, whatever the result of Initiative is.
Attacking
Parrying Light Medium Heavy
Light No Effect Absorb Half Absorb Full
Medium Does Half No Effect Does Full
Heavy Does Full Does Half No Effect
67

Melee Weapons Table


Type DMG Effect HP LTH WGT Sale Trade CPT
Axe d8 Bleed 15 Short Light 4 2 5
Broadsword d8+2 Bleed 20 Med Med 9 3 7
Chain d6 Stun 15 Long Med 5 2 3
Club. Iron 2d8 Stun 25 Med Heavy 10 4 5
Club. Wood 2d6 Stun 20 Med Heavy 7 2 4
Cutlass d8 Bleed 20 Med Med 8 3 5
Dagger d6 Bleed 15 Short Light 3 1 4
Great Axe 2d8+1 Bleed 25 Med Heavy 10 4 9
Great Hammer 2d8+1 Stun 25 Med Heavy 11 4 10
Great Sword 2d8 Bleed 25 Med Heavy 10 4 9
Halbard 2d6+1 Bleed 20 Long Heavy 8 3 7
Hammer d8 Stun 20 Med Med 8 2 6
Longsword d8+1 Bleed 18 Med Med 8 3 7
Mace d8 Stun 18 Med Med 7 2 5
Machette d6+1 Bleed 16 Short Light 3 1 4
Main Gauche D6+1 Bleed 16 Short Light 4 2 5
Trident D8 Bleed 12 Long Med 7 2 5
Short Sword D6+1 Bleed 16 Short Light 4 2 5
Spear d6+2 Bleed 10 Long Light 6 2 4

Tags
A weapon can have added, or come with, a Tag, what a Tag does is add an effect that increases
the weapons damage or weight etc. Tags can also be magical giving strange arcane effects
when a critical attack is made or a word is uttered. Below is a selection of Tags and their
effects.

Standard Effect Magical Effect


Blunt - 2 Damage Blessed +2 against Undead
Light +1 Initiative (Creature) Slayer +2 against Creature
Poisoned +1 Poison Damage Cursed -1 Initiative
Rusty +1 Poison Damage Danger Sense Will vibrate when danger near
Sawtoothed +2 Damage Flame +2 Fire Damage
Sharp +1 Damage Growth Will grow to a Great Weapon
Spiked +1 Damage/Bleeding Lightening +2 Electric Damage
68

Ranged Weapons Table


Type DMG Effect HP Range Sale Trade CPT
Axe. Throwing D8 Bleed 15 END x 2 4 2 5
Bola Grapple Stun 10 END x 3 3 1 4
Crossbow. Light d8 Bleed 12 320 6 3 4
Crossbow, Heavy d12 Bleed 16 400 8 4 6
Dagger. Throwing d6 Bleed 15 END x 3 4 2 4
Hunters Bow d8 Bleed 10 400 6 3 5
Longbow d8+1 Bleed 8 600 6 3 5
Shortbow d8 Bleed 8 320 5 2 5
Sling d6 Stun 6 END x 3 3 1 2

Shields
Shields PT WGT Block Sale Trade CPT
Buckler 6 Light 5% 8 3 3
Round 9 Medium 10% 12 5 5
Kite 12 Heavy 15% 15 7 8
69
Ranged Ammo
Ammo Effect Sale (per 1) Trade (per 1) CPT
Arrows - 2 1 2
Arrows, Barbed +1 Damage 3 1 2
Bolt - 2 1 2
Bolt, AP* Ignores 5pts of Armour 4 2 2
Darts - 2 1 2
Stone - - - 1
AP = Armour Piercing

Weapon Component Concealed Weapons


Small weapons can be concealed with
Guide either a successful sneak or Dexterity roll.
Whilst concealed any attacks are considered
Type Components surprise attacks. A successful Awareness roll
Axes 2 Metal, 2 Wood, 1 will allow someone to spot the concealed
Leather weapon, but only if the character knows or
Bolas 2 Leather, 2 Wood suspects a concealed weapon to be there.
Bows 2 Wood, 3 Leather
Ranges
Clubs 4 Wood or Metal, 1
Ranges will differ by weapons and all ranges
Leather
are in feet. Weapons which are thrown
Crossbows 3/4 Wood, 1/2 Metal i.e. Daggers, Axes, Slings and Bola’s, their
Daggers 1 Wood, 2 Metal, 1 range is based upon the Endurance of the
Leather character throwing them and the number is
Great 4/5 Metal, 2/3 Wood, 2 the maximum range of the throw.
Weapons Leather
Hammers 1 Wood, 4 Metal, 1 Example
Leather A Throwing Axes range is Endurance x 2
because Axes tend to be heavy, if the characters
Maces 1 Wood, 3 Metal, 1
Endurance is 11 then the maximum range is
Leather
22 feet.
Pole Weapons 2/3 Wood, 2/3 Metal, 1
Leather If miniatures are being used on a grid then
Swords 1 Wood, 4 Metal, 2 we recommend that a square or hex is 5ft,
Leather so in the above example the character could
throw the Axe just over 4 squares.
Grapple
Bolas and some other weapons will grapple
the target often by wrapping around the legs.
On a successful hit the target is grappled
and considered immobile until they make a
successful Dexterity roll to free themselves.
Until they are freed they are considered
Stunned.
70
Flotsam Traders
Many years ago, the merchant that runs
Flotsam Traders was washed up on the beach,
when she was found it seems that she had
lost her memory. The people of Wreck Haven
took her in and started calling her Flotsam.
Flotsam did not speak common and her
clothes seemed strange, along with this no
other debris from a wrecked ship seemed to
get washed up with her, which was unusual.
As of today, no one, not even Flotsam knows
how she appeared on the beach or where she
came from.

Flotsam is human, but small, she can now


speak common and seems to have an
uncanny knack for fixing things or finding
the value in whatever is washed up or found
on the island. Flotsams wares change all the
time, and no one can ever be sure what they
will find in the merchant’s store, but often
whatever you need can be found there.

Apart from travelling gear, tools and food


Flotsam has also acquired a library of books,
scrolls and maps that anyone can peruse, Books and Maps
they are not for sale, but people are welcome Flotsam is quite proud of her collection of
to read or copy any of the material. Flotsam Books and Maps and the back of the store has
pays a good price for any books, scrolls or become a small library over the years. Some
maps found or produced on the island. of the books are written in strange languages
with a Learning critical success needed to
Gear understand them. Other books are histories
Anything can be found at Flotsam with and tales of other lands, sometimes known,
rarer items appearing on a d6 roll of 4,5 often unknown but all very old. The GM can
or 6. Flotsam like the rest of Wreck Haven use Flotsams library as a place to gather
works mainly with barter and see’s coins clues or to start adventures, as the Delvers
as a material worth melting down for read about hidden treasures, lost tombs or
components. The Gear Table is really just an secret dungeons that are supposed to exist
example and the GM should feel free to add on the island.
any items not seen on the table using the
Gear listed as an example of cost. Also, rarity There is also a vast variety of maps available,
of an item should be up to the GM and their some of the island, others of elsewhere, they
cost and value based on what the GM decides, range from professional to hand drawn and
but anything could end up on the beach. some have no indication of what they are of
or where. Again, these could be an interesting
adventure plot or treasure to be found.
71
Gear, Books and Maps Table
Item Description ENC Rarity Sale Trade
Gear
Backpack Adds +5 to Encumbrance - UC 5 2
Barrel Can hold 10 gallons of water 10 C 6 2
Bedroll For sleeping on 1 UC 4 1
Blanket Large enough for one person 1 C 3 1
Bottle Can hold a pint of fluid - C 2 1
Candle (5) Made of animal fat 1 C 5 3
Chain 5ft long 2 C 3 1
Climbing Gear +10% to climbing 5 R 10 6
clothes Clothes found and dried out 2 C 2 1
Crowbar +5% to opening locked doors 2 UC 4 1
Fishing Gear Enables the user to catch fish 2 C 7 3
Flask Holds a pint of fluid 1 C 4 2
Ink Used for writing - R 2 1
Lantern Needs Lamp oil 1 UC 7 2
Lamp Oil For the Lantern - UC 6 4
Lock Pick +10% to pick locks - R 12 7
Mirror Reflective metal - C 3 1
Pole A 10ft Pole 3 C 3 1
Rations Enough for one meal 1 C 4 2
Rope 20ft of Hemp Rope 4 C 5 2
Shovel Wooden Shovel for digging 2 UC 5 2
Spikes Iron Spikes x 5 1 C 5 1
Tent 2 Man tent 4 R 9 3
Tinderbox Used for lighting fires 3 C 6 2
Torch 1 C 1 1
Waterskin Holds a gallon of water 4 UC 4 2
Books and Maps
Large Book A large old book of history 3 UC - 4
Small Book A small book of tales and folklore 1 UC - 3
Scroll A scroll of lists and names 1 R - 6
Treasure Map Maybe of Cragbarren maybe not - UC - 7
Land Map Of a strange island - C - 5

C=Common
UC=Uncommon
R=Rare
72
Carrying it all Book and Map List
Encumbrance is only used when carrying D10 Books
items, worn items such as clothes, armour
1 History of the Island
and weapons are not calculated as part of the
characters encumbrance limit. The general 2 The City of Stench, an overview
rule is that a character can wear one suit of 3 Ftgahn c’thaf yargat
armour, one small weapon, and two medium 4 Indoor Plumbing, Worth it?
or one large weapon. Beyond this everything 5 How to grow Mushrooms
else is extra.
6 Avoiding Danger, A guide.
Each item of gear has a number and this 7 Realms of the Gods
number is deducted from the characters 8 Fauna and Flora of Cragbarren
encumbrance limit, if the encumbrance 9 That be a Goblin!
limit is ever reached then any extra gear 10 Dragons and how to cook them.
is considered a burden and for every 2
points over the characters limit reduces the
D10 Maps
characters Endurance and Dexterity by 5%. 1 Map of a Crypt
2 Lost city of Fangholme
On the Gear Table the encumbrance listed 3 A map of local Barrows
is for a single item and for multiples that 4 Large dungeon map
number should be increased to reflect the
5 Treasure map of a forest
number carried. For items that carry fluids
the number is for a full container. 6 A picture of a cave entrance
7 Plans of a large Temple
8 Hand drawn map of small island
9 Old map of Stench
10 Map of a cave system
D10 Scrolls
1 A list of ingrediants
2 The Solution to a puzzle trap
3 A list of riddles
4 The alphabet of a strange
language
5 Faded Spell Scroll
6 Brief History of Elves
7 A Drawing of an ornate door
8 A collection of unknown symbols
9 A List of Elven Names
10 A letter to a King

Reading books or scrolls can add +5% to a


attribute if the GM feels it is appropiate.
73
The Mages Guild The Library
The Library is managed by a Halfling called
The Wreck Haven Mages Guild was started Ono who has been working the library for
by Henrigin Maltarin, or as he prefers to be over twenty years. Ono’s knowledge of the
known Loremaster Maltarin. A renowned libraries book collection is impressive, and
(apparently) Researcher, Mage and Historian he can find and bring any book requested
throughout the lands. He can often be seen within minutes. Ono can also help source
rummaging through scrolls and books in the particular information, however obscure
main library of the Guild. from the library’s shelves, and if the books
cannot supply the exact information Ono will
Henrigin is a Mage and a pretty good one, find the closest the library has to it.
he can come across as a bit grumpy and will
snap at anyone not using his full title when Books cannot be removed from the library,
speaking to him. He has no love of Flotsam but Ono does allow people to spend as
and will appear angry if asked about the long as they like reading and browsing. The
Flotsam library, growling about how the library also accepts donations of books and
books and scrolls need to be here in the guild scrolls of any kind.
where real scholars can read them, not in
some shambles of a trading store.

Henrigin has been on the island for nearly 70


years and knows Cragbarren extremely well
as he has travelled to the city of Gnarling,
walked the forest of the Abandoned and
has even got within a few miles of Stench. If
anyone asks about his travels the Loremaster
will launch into long and quite frankly rather
dull tales of his travels, talking of everything
from the changing colour of the soil to the
vivid dreams he had whilst he slept.

The Guild has other members also who


work the stores, keep the library tidy or help
anyone wishing to study or train and can be
found hurrying from one place to the next
or at their designated locations within the
building.

In truth, not many people visit the Guild as


most mages that have found themselves on
the island have wandered off, presumably to
the city of Gnarling where is there is a larger
guild and vast library, or went to study some
old crypt and never returned. But the Wreck
Haven guild will aid those mages just arriving
with spells and components.
74
Magic Traders The Store does not buy any magic items
The Wreck Haven Mages Guild also deals in delivered to it and accepts them as a donation.
magical items, potions and ingredients, all They will accept herbs, plants and other
guaranteed to be of the best quality and all ingredients as barter for potions etc and will
found and collected from around the island. also accept them in exchange for detecting
The guild only recently began taking Magic and evaluating magical properties of an item,
items found by adventurers as they were but the cost varies from item to item and is
originally always dealt with by Flotsam down to the GM to decide.
Traders, but due to the dangerous and
unpredictable nature of some items brought The following table is a list of ingredients
to Flotsam it was thought best that an and potions available to buy, and works on
experienced Mage took over the collection. the same barter system as the Traders and
the Blacksmith. Items also have a rarity
The Guilds Trade stores are managed by indicator, which not only tells the character
Lorian, an elven druid from Forestia who the value of the item but also informs the
washed up on the island ten years ago. Lorian GM how difficult that particular ingredient
has travelled the island extensively and has a will be to find. Each item also comes with a
good knowledge of the available herbs and location where that plants, herb etc is often
plants that grow around Wreck Haven and found.
beyond.

Ingredients and Potions Table


Name Effect Location Rarity Sale Trade
Anders Cleft Used to make Healing Potion Caves C 3 1
Cave Rose Used to make Antidote Caves UC 5 2
Corpse Tongue Used to make Levitate Potion Corpses UC 5 2
Dead Fingers Used to make Antidote Corpses UC 5 2
Forgotten Bark Used to make Levitate Potion Forest R 10 6
Grapple Moss Used to make Healing Potion Rivers C 2 1
Grave Petals Used to make Night Vision Graves R 12 7
Potion
River Fruit Used to make Invisibility Potion Rivers UC 5 2
Rock Berries Used to make Invisibility Potion Caves R 10 6
Potions
Antidote Cures any Poison - C 12 7
Healing Heals 1d8 HP - C 8 4
Invisibility Invisibility for d10 rounds - UC 20 9
Levitation Levitation for d6 rounds - R 20 11
Night Vision Night Vision for 1 hour - UC 15 7
75
76
Magic difficulty modifiers to do that. The table also
The Guild can help characters learn new shows the positive modifiers to casting spells
spells and also sells and creates scrolls. below your current level also.
They have a training and meditation area for
Mages and Witches to use to test spells and Scrolls
to gain back used Magic Points. Using a scroll will allow you to cast a spell
without using up magic points but you will
Using Magic still need to make a casting roll to see if you
Using magic involves knowing the spell you succeed. Also, if the spells level is higher
wish to cast and rolling the dice, success than the Mage should be able to cast, there
indicates that the spell has been completed. is no penalty or bonuses to the casting skill.
Characters can expend more Magic Points Scrolls only work once and are then used up.
to give them an increased chance of success,
with every extra 1 magic Point used adding a Staffs & Wands
5% to the casting skill. A staff or a wand can be used to store Magic
Points and even magical effects giving the
Running out of Magic Mage or Witch an advantage and back up
Sometimes a character will use all their if they use up all their MP. Some staffs and
magic points, when this happens they can wands can even help the user to focus and
no longer cast magic and must rest. A full will add a bonus to the characters casting
8 hrs sleep will allow the character to gain skill when they are being used. We go into
back all their magic points, with 4 hours more detail on magic items in the future
gaining back half and 2 hrs gaining them just Delve books available from FGFantasy.
1d6. Alternatively, the character can choose
to meditate, three hours of meditation will Casting Fumbles and Critical’s
have the same effect as 8 hours of sleep. But Sometimes things do not go to plan and
any interruption during the meditation will a Mage will fumble or everything goes
cancel out the effect and the character will amazingly right and the mage Critical’s, when
need to start the meditation again from the this happens the spells effect can change for
beginning. better or for worse depending on the result.
There are two tables one for Fumbles and
Casting above your Level one for Critical’s, when one of these happens
Characters can cast magic at levels much the player should roll a d100 and consult the
higher then they should as long as they know table that matches the circumstances.
the spell. The table below shows the different

Difficulty by Spell Level Chart


Spell level
Caster Lvl 1 2 3 4 5
1-2 0 -10 -20 -30 -40
3-4 +10 0 -10 -20 -30
5-6 +20 +10 0 -10 -20
7-8 +30 +20 +10 0 -10
9 - 10 +40 +30 +20 +10 0
77
Casting Fumbles Casting Critical’s
D100 Effect D100 Effect
01 - 10 The Spell explodes causing 5d6 01 - 10 The Spell has double the desired
damage to all in a 5ft radius. effect.
11 - 20 Spell does the opposite of its 11 - 20 The spell lasts twice as long
effect. 21 - 30 Caster receives a +10% to next
21 - 30 Spell fail. The Caster loses their casting
voice for d6 rounds 31 - 40 A spirit appears and aids the
31 - 40 Caster summons a monster by caster for d6 rounds
mistake (GMs choice) 41 - 50 The spell reveals a hidden door
41 - 50 Loud bang and then nothing or item.
51 - 60 Spell fail. Caster goes blind for 51 - 60 Caster receives +20% to next
d6 rounds casting.
61 - 70 Spell Fail and Caster takes d6 61 - 70 All party members are at +5%
damage for d6 rounds
71 - 80 Spell Fail. Caster glows brightly 71 - 80 Caster receives d6 MP
for 2d6 rounds 81 - 90 Casting costs no MP
81 - 90 Spell Fail and caster loses half 91 - 00 Caster receives +d6 MP and +d6
their MP for 1 day HP permanently.
91 - 00 Spell fail and caster collapses
unconscious for 2d6 rounds
78
Mage Spells
1st Level
Spell MP Spell MP
Alarm 3 Shield 5
Effect Effect
Caster sets a sigil to send an alarm when The Caster creates a shield of energy that
someone other than the caster passes by. deflects all physical attacks for 4 rounds
Control Moisture 5 Sting 3
Effect Effect
Caster can control air moisture, turning it The Caster can sting a target up to 100 ft
into water or ice. away doing d6 damage
Detect *Choose* 3
Effect 2nd Level
Caster can choose from Magic, Evil,
Undead etc. This spell can be taken Spell MP
multiple times Armour 7
Identify 3 Effect
Effect The caster forms magical armour, allowing
Caster can identify a magic item and the them to deflect 5 points of physical
type of magic it has damage and move for an hour.
Leaf fall 4 Dark Shroud 4
Effect Effect
Caster can slow their fall and gently drop The caster wraps themselves in shadows
to the ground. granting them a +20% to stealth moves
Levitate 6 and hiding.
Effect Elevate 8
Caster can rise up to 10ft into the air and Effect
travel above ground and their normal The caster can lift any object up to half a
pace. ton in weight up to 30 ft off the ground.
Missile 5 Lasts 6 rounds
Effect Enhance Weapon 7
Caster fires 3 Missiles from their hand Effect
with each missile doing d6 damage. The caster enhances a weapon which will
Protection 5 do double damage for 10 rounds.
Effect Heat Ray 9
The caster is protected against magic Effect
attacks of 1st level. for higher levels it will The caster fires a ray of heat from their
cost a further 5MP for each lvl above 1st hand, the ray has a range of 50ft and does
4d6 damage ignoring armour
79
Spell MP Spell MP
Invisibility 6 Fireball 8
Effect Effect
The caster or target goes invisible for d6 The caster throws a fireball upto 20ft
rounds. They can move and act as normal that explodes in a 10ft area causing 4d6
during this period. damage to all within the area.
Shrink 8 Fly 10
Effect Effect
The caster can reduce the target to a The caster can fly for 10 rounds and will
quarter of its actual size. This effect will travel at 3x their normal pace.
last for 1 hour. Haste 8
Spider Climb 5 Effect
Effect The caster or their targets will move twice
The caster is able to climb walls and as fast. This means that they will have
ceilings as if they were a spider. Effect lasts twice as many turns and move at double
10 rounds. their Pace.
Unlock 7 Lightning Bolt 8
Effect Effects
The caster can unlock any normal or The caster sends a lightning bolt 40ft
magically locked door or chest. Effect lasts causing 5d6 damage to a single target.
per door or lid etc. Paralyze 12
Water Walk 7 Effect
Effect The target must succeed in an Endurance
The caster is able to walk on water. They roll or become paralyzed for d10 rounds
walk their normal pace and the effect lasts Remove (Choose) 10
6 rounds. Effect
Caster can remove a type of effect of their
3rd Level choosing from a curse, poison, paralyze etc
Slow 7
Spell MP Effect
Dispel (Choose) 7 The target moves at half their pace and can
Effect only act every two rounds for d10 rnds
The caster can choose the dispel type from Wall of Wind 10
magic, evil, undead etc. This spell can be Effect
taken multiple times.
The caster creates a wall of wind that will
Fear 7 deflect all physical attacks. If the attack is
Effect a fumble the wall throws the attack back
The caster causes fear to up to 3 targets. at the attacker or someone close to the
The targets must succeed an Empathy -10 attacker. The wall lasts d10 rounds.
roll or flee.
80

4th level Spell MP


Wall of Flame 14
Spell MP Effect
Blade Storm 15 The caster creates a wall of flames. This
Effect wall can be formed around something or
in front of something. Anything passing
The caster sends a storm of small blades
through the wall takes 4d6 damage. Lasts
towards their target. The storm lasts
for d10 rounds.
3 rounds and each round does 3d6 to
anyone within its 30ft area. A Dexterity
-20 success is needed to avoid or leave the 5th Level
area.
Confusion 9 Spell MP
Effect Cloud of Steam 10
The target is confused and will act as if Effect
stunned for d6 rounds. they cannot act The caster creates a cloud of hot steam
or even defend themselves. A successful that covers a 50ft area, causing 3d6
Learned -20 check will snap the target out damage to everyone within the cloud.
of it. Lasts d10 rounds.
Create Food 9 Cone of Cold 10
Effect Effect
The caster creates enough food for 5 Caster sends a cone of cold 10ft that has an
people for 1 day or 1 person for 5 days. area of 10ft, causing 3d6 cold damage.
Flame Shield 7 Polymorph 15
Effect Effect
Caster creates a shield of flame which Caster can turn target into any of creature,
they can use like a normal shield with lasts d10 rounds
the flames doing 2d6 damage against any
Stone Wall 14
weapon it successfully defends against.
Effect
Gas Form 10
Caster creates a stone wall that can be
Effect
placed around anything or in front of the
The caster can turn themselves into caster. The wall gives a protection of 15
gas or smoke, they can still control their against all attacks.
movement but cannot lift, push or attack a
Tentacles 10
physical target. lasts d10 rounds
Effect
Locate (Choose) 6
Caster sends out black tentacles from their
Effect
palm that extend 5ft and do 3d6 damage
The caster can choose a Locate type from
Teleport 20
magic, treasure, danger, hidden etc. This
spell can be taken multiple times. Effect
Caster can teleport themselves or others
to any known location within 10 miles of
their position.
81
Witch Spells
1st Level
Spell MP
Spell MP Inflict Wound 6
Animal Friend 4 Effect
Effect The caster inflicts a wound by touch on the
Caster can communicate with animals and target casuing d6 damage
can calm animals in distress or aggressive. Light 3
Does not work on magical or possessed Effect
animals.
The caster creates a light all around them
Bane 3 that will light an area of 10ft and last 1
Effect hour.
Caster can inflict a penalty of -10% on a Witch Bolt 5
single targets actions for 1 round Effect
Charm 4 Caster sends a bolt of energy from the
Effect palm that has a range of 100ft and does d6
Caster can charm a target, the target can damage.
attempt to resist by rolling a successful
Empathy. Once charmed the target will
agree with whatever the caster says and
2nd Level
will not attack them. Lasts d6 rounds
Spell MP
Cure Wounds 6
Bark Skin 7
Effect
Effect
Caster can heal back d8 hit points to the
target. Casters skin becomes like bark granting
them a Armour protection of 4 for d10
Detect Magic 4
rounds
Effect
Calm 8
Caster can detect magic up to 100 ft away.
Effect
They cannot determine the type of magic
only its location. Caster can calm both animal and
humanoids in the area. Those calmed will
Fear 5
not attack the caster. Can be resisted with
Effect a successful Empathy test.
Caster causes fear in the target forcing Curse 8
them to move away from the caster as
Effect
far as possible. Target can resist using
Empathy. Lasts d6 rounds Caster inflicts target with a penalty of
-30% on all actions for d6 rounds.
Hex 5
Dark Vision 6
Effect
Effect
Caster inflicts target with a penalty of
-20% on all their actions for d4 rounds Caster or target can see perfectly normal
in total darkness for d10 rounds. Does not
include magical darkness.
82
Spells MP Spells MP
Ensnare 7 Conjure Animals 10
Effect Effect
The caster calls upon nature to grab The caster can conjure small animals into
and trap the target with brambles and existence.
branches. The target is unable to move and Dispel Magic 8/10/12/14
is considered prone. Target can resist with Effect
a successful Endurance Test at -10%
Caster can dispel Magic in an area or in
Form Water 6 the form of a ward. The MP totals above
Effect indicate the cost for each level of spell
The caster can form water from the air. starting at 2nd level (1st level spells are
They can form 1 pint of water per attempt. free to Dispel).
Healing Touch 6 Fly 10
Effect Effect
Caster can heal poison damage by Caster can fly for 10 rounds and can move
touching the target. Purging all poison. at 3 x their normal pace.
Resist Poison 8 Mass Heal 12
Effect Effect
Caster can resist poison effects. Caster can heal d8 HP on up to 4 party
Ward 7 members at once,
Effect Speak with Dead 12
Caster places a ward on a wall or tree and Effect
any one not a friend of the caster will take Caster can speak to the recently dead. The
2d6 damage when passing the ward. Ward corpse cannot of been dead for longer than
lasts until activated. 3 days and up to 3 questions can be asked
Web 6 with yes/no answers.
Effect Speak with Plants 8
Caster creates a web that will wrap itself Effect
around the target. Those caught in the web Caster can talk with plants. They can ask
are considered prone. Targets can resist by one question, with a second question
making an Endurance test at -20% costing an extra 5 MP
Storm 13
3rd Level Effect
Caster causes a storm to erupt, with wind,
Spell MP rain, thunder and lightning. The storm can
Cloud of Thorns 9 be placed and all movement is reduced by
half and actions are at -20% for those in
Effect
the storm.
Caster sends a cloud of Thorns towards
Remove Curse 8 + Curse Lvl
their target. Cloud covers a 10ft area and
does 2d6 damage per round for 1d10 Effect
rounds. Caster can remove curse
83
Spell MP Spells MP
Water Walk 10 Wall of Wood 15
Effect Effect
The caster is able to walk on water. They Caster creates a wall of wood which can be
walk their normal pace and the effect lasts placed around or in front of caster/target.
6 rounds. Wall gives 4 armour and has 30 hp

4th Level 5th Level


Spells MP Spells MP
Attacking Plants 12 Cloud of Insects 13
Effect Effect
Caster causes nearby plants and trees Caster summons a swarm of stinging
to attack a target, whipping branches, insects to attack target. Insect acts as a
stinging nettles etc each attack does d6 swarm (See Bestiary).
damage and number of attacks is based on Force Strike 10
nearby plant life. Effect
Control Water 10/13/16/20 Caster sends out a force wave that hits a
Effect 10ft area causing 3d6 stun damage.
Caster can control bodies of water, creating Greater Curse 12
waves, whirlpools, or even causing pools Effect
of water to divide. MP cost is based on size
of water from small pond to lake. Caster inflicts target with a penalty of
-30% on all actions for d10 rounds.
Dominate Beast 12
Quake 20
Effect
Effect
Caster can control beasts (aggressive
animals) and command them. A beast Caster causes an Earthquake that effects
will not act outside of its nature. lasts d6 a 50ft area causing 10d6 damage to
rounds. everything within the area.
Invisibility 10 Raise Dead 12 + lvl of corpse
Effect Effect
The caster or target goes invisible for d8 Caster can raise a corpse and animate
rounds. They can move and act as normal skeletons. They act as undead but
during this period. controlled by the caster (see Bestiary)
Polymorph 13 Reincarnate 14 + lvl of target
Effect Effect
Caster can turn target into any creature, Caster can reincarnate recently dead
lasts d10 rounds target. Spell must be performed within a
day of death. Target comes back with 1hp.
Summon Beast 11
Effect
Caster can summon a beast to their side,
this includes wolves, lions, bears etc.
84
85

City of Stench
Centuries ago the city of spires became ancient priests that created items of wonder
the city of stench, no one knows why this and magic and how these weapons and
happened or how but at some point, it all fell armour that can make mortals into gods
down. If you spoke to the oldest person on just lay scattered about just waiting for the
Cragbarren they would tell you that the city right party of adventurers to stumble upon
became corrupt, that the ground swallowed them, and these storytellers will fix you with
up the buildings and churches and then a rheumy eye and ask if you are that party,
spewed out death, that deep beneath the and you will wonder and ask yourselves the
island evil dwells and it manifested itself same question.
by rupturing and creating the rotten and
pungent orifice that now dominates the city, The Timeline
a running pustule of rot and evil. So many of you are wondering what came
first the fall of the city or the island becoming
There are tales of adventurers travelling hidden and the simple answer is no one
to the city and never returning, even tales really knows, though the fact they both exist,
of adventurers that did return and told of and both happened centuries ago could have
undead armies and demons, but the very a connection. The theory that the island sits
fact these adventurers returned makes their upon a demonic rupture that leads to the
stories somewhat less believable. deeper levels of hell would answer the why
for both events, so maybe the real question
The fact is that as you approach the city you should be how long! How long before the
will notice that it rises above the surrounding whole island becomes overrun by the undead
land as if it has been risen up by some great and demons?
hand, this makes the city impossible to enter
without climbing up to it, and it is a perilous Getting There
climb of jagged rocks and blood sucking Nothing is stopping any have-a-go hero from
roots. The only way to enter is to find the travelling to the city and climbing the cliffs
tunnels that formed after the city rose up, or travelling through the tunnels except a
but even these have become the homes to healthy sense of survival and working gag
monsters and other foul beasts. A dense fog reflex. There may be treasures awaiting
of evil hovers above the city and on certain beyond, and items of wonder, but there are
days will flow and wind its way through also hordes of undead and demons also
the abandoned streets and thoroughfares, wandering those city streets, so maybe make
winding its way into temples and homes, a sure you are ready before making any rash
fog that obscures the vision and corrupts all decisions.
it touches.

Go to any inn on the island and some old


fart or bard will be telling a tale of the city,
they will weave songs and poems about
the riches found beyond the rocks, of the
rewards offered by angels upon the slaying
of the great beast that resides there. They
will speak of experiments conducted by
86
The Facts Entering the city is dangerous, those that
So, what is really happening in the city, is survive the tunnels will find them a cakewalk
it really infested with undead, is it actually compared to the streets and buildings they
ruled by a demon, does it have treasures lead to. The undead are relentless and if
waiting to be found and are there magical the adventurers create to much noise then
items and weapons hidden away in temples they will need to face the demon. If by some
and tombs? The simple answer is yes! chance the city is rid of its evil the group will
be hailed as heroes, vanquishers of a great
The people who lived in the city and were horror, but then they will have grabbed the
trapped when it rose became the undead attention of even greater demons that await
guardians of the place, under the control their chance below the island.
and magic of a demon. These zombies
prowl the streets and will attack and try to For GMs the city of stench is not a simple
feast on anyone entering the city. They are adventure and delvers at low levels should be
not all humans, there are undead animals, discouraged to enter unless the GM is tired
elves, dwarves and even halflings, stumbling of listening to them and needs a way to kill
around searching for brains. them off quick (TPK). The rewards should
meet the challenge and we have included a
As people fled the city they left their wealth treasure generator later in this chapter for
behind and this means that the city is filled your use.
with gold and silver as well as books and
scrolls. The unknown treasures that can
be found in the temples, the mages guild
buildings and the palaces of the wealthy are
unfathomable, but it must be a lot.

3
4

1
87

The City
There are 4 key locations in the city along with 3. Temple
a number of smaller locations, all locations
have the potential to hold adventure, A grand temple to a forgotten god, or a
mystery, treasure and danger. We encourage temple to demons that summoned its own
the GM to make the city your own by placing destruction? No one really knows who the
weird and wonderful locations and secrets Temple is dedicated to, but tales of great
within it. The tunnels can exit in any area the healing, the raising of the dead, miracles and
GM chooses and it does not need to be where glorious boons are told in inns and around
we suggest. The fog that covers the city rises camp fires across Cragbarren.
and lowers without any real rhyme or reason
and we suggest the GM rolls a d6 and on a 1-4
the fog is above the city and on a roll of 5-6 4. The Rupture
its lowered and now covers the city, lowering
visibility, spoiling food and water and making The rupture burst through the earth and
surprise attacks more likely. immediately began to corrupt the ground
around it, from its depths flew beasts,
spirits and a stench of rot. The shards of the
1. Tunnels rupture blackened and crystallised forming
a palace of decay. As time went on and the
These tunnels lead into the city and are the corruption spread, the palace grew and then
only route other than climbing the cliffs. eventually slowed and from its bowels a
The tunnels wind beneath the city and exit mighty steed was heard, time seemed to stop
somewhere within it, (the exit can be placed and the air was still and part of the palace
wherever the GM chooses). dissolved into the earth and from within the
Demon Gaggathron appeared, erupting like
2. Mages Guild a malevolent gush of vomit from a rotted
canker, it wasn’t very pleasant and many
A large crumbling building that still seems were horrified by what they saw, but not for
to emanate power. Its outer walls are carved long. Gaggathron rode his nightmare horse
with symbols and strange languages of through the streets corrupting all he saw and
ancient magic. The guilds doors have not turning the people of the city into his living
been opened for hundreds of years and many dead army.
say that it will only open to the one that it
awaits or has the key. What that means no The black crystal palace is not just the home
one really knows. to a demon but is also the gateway to hell and
whatever badness exists deep beneath the
This once great building was used as a island. So, probably best avoided or at the
meeting place, a holder of law and knowledge, very least admired from a distance.
training rooms for apprentice mages and a
place of commerce for the sale and trade of
magical items and equipment. The libraries
of Cragbarren have offered rewards for the
cities books and scrolls and many have gone
seeking items of tremendous power hidden
within the guild’s walls.
88

The Tunnels
Deep beneath the city are the tunnels and a get to roll 3 times on the treasure table.
route into the city above. The tunnels are not
a safe option, and many would prefer to risk E. Junk Pile
the climb than face whatever has taken up This cave is filled with years and years of
residence within those caves and chambers. discarded junk from the hundreds of victims
Where in the city the tunnels exit, is up to that the spider has caught and devoured.
the GM and this can be anywhere, but we do Everything from bones, clothes, old weapons
recommend not in the key locations (2,3 and and gear lie scattered about in mounds.
4). Searching here will take time and 5 rolls on
the treasure table.
A. Entrance
A dark cave with scattered debris of leaves, F. Cave Pool
branches and the odd animal bone. A Tracking Part of the cave is flooded and the floor of
or Learning check shows that something or the cave lowers to the north till the water
somethings have passed through the cave becomes pretty deep, deep enough to
recently. There are two exits from the cave. obscure a cave entrance that leads to H. To
the west is another cave G.
B. Side Cave
The cave shows signs of activity, this is mainly G. Old Smugglers cave
in writing on the cave walls in a strange This was once a store room for smugglers
language and the two empty cages that stand who would transport wares stolen from the
against the far wall. Searching the cages will city many centuries ago, it is now home to a
reveal animal droppings, small bones and d6 group of 5 sewer goblins. There is a 1 in 6
brass coins. chance that the goblins will not be here when
the party arrives (1 on a d6), if this is the
C. Large Cave case then the party will encounter them if
The cave is dark and damp, to the north can they travel to H and beyond. The cave is filled
be heard the sound of dripping water. To with old rotten crates, debris hoarded by the
the southwest is another tunnel which has goblins and other rubbish. On a -20% Search
been blocked by webs, which are the first success the party could find a Blessed, sharp
indication that a giant spider is resident Longsword.
here. The spider lives on the ceiling awaiting
anyone to pass underneath which is when it H. Submerged Cave
attacks and then carries its prey to D where The only way to reach this cave is to swim
it stores all its food. down from F and swim through the tunnel.
Anyone doing so needs to make an athletics
D. Food Storage check entering and exiting the tunnel and also
Hanging from the ceiling and lying around on swimming across to the tunnel to area I. For
the floor can be seen cocooned mounds, each every 30ft swam the character must succeed
one wrapped in web. This is the food storage an Endurance check or start to drown and
of the spider in C. Opening the cocoons lose 2 hp a round. There are air pockets in H
you will find a variety of Goblins and small that cancel out a need for the Endurance but
animals mostly with the odd wolf and orc. If replaces those with an Athletics.
the adventurers open up all the cocoons they
89
90
If the Sewer Goblins were not encountered M. Chain Cave
in G then they will be encountered here and The route to this cave can be filled with
will attack, sensing they have the advantage. undead, and the tunnel is pretty narrow
During combat characters must succeed an making the journey very treacherous. The
Endurance check each round with injuries main cave has a rusted chain hanging from
giving the checks a -10% penalty. a large hole in the roof, on the floor attached
to the chain is a large rusted bell which must
I. Goblin Hideout weigh almost half a ton, and presumably
This is where the Sewer Goblins live when broke through into the cave when the city
not in G or swimming in H. The tunnel fell. This is the only way up to the city.
leading to J is barricaded with a small hatch
allowing access to the larger cave. Any Sewer
Goblins confronted in H will retreat to here if
City Locations
they start losing the advantage and they will
Adventurers entering the city of stench will
attempt to destroy the barrier and arouse
need to know what they are searching for,
the monster in J. There are a few belongs
where they are going, if they are seeking a
scattered about the cave and a successful
particular object which is said to be hidden
search will result in one roll on the treasure
in a certain location that would need to be
table.
known as well. As time has gone by the city
has crumbled and decayed and any store
J. Monster Cave signs or street names have long since faded,
A Tentacled horror lives in this cave and feeds so we have included a random location table
of the evil energy emanating from below. so that GMs can roll to determine which
The horror was placed here by Gaggathron building the characters are currently in or
to guard the tunnels and make sure no one close to.
passes. The horror needs no food and will
exist forever just to fulfil its purpose. The
sewer goblins have been feeding off what the D100 Location
horrors kills by sneaking in and snatching 01 - 07 Alchemists
what they can. 08 - 13 Large House
14 - 17 Tavern
K. Trapped Cave 18 - 22 Blacksmith
This cave is half filled with water which
23 - 26 Jewellers
has been infected with a wasting disease,
touching the water with naked flesh starts 27 - 30 Small House
to decay whatever touched it. This causes 31 - 35 Tailor
whoever touched the water to lose d10 36 - 41 Armourers
dexterity. Another barricade blocks off L. 41 - 50 House
51 - 56 Trader
L. Barricaded Cave
This is a large barricaded cave filled with 57 - 61 Small Library
undead that have fallen from above into cave 62 - 71 Taxidermist
M. The undead walked from M to L because 72 - 80 Carpenter
of noises made by the Sewer Goblins. At any 81 - 87 Stone Mason
one time there are at least d20 undead in the
88 - 94 Tavern
cave.
95 - 00 City Jail
91

Treasure Table 1 Treasure Table 2


D100 Treasure D100 Treasure
01 - 04 Gold idol 01 - 04 10ft Rope
05 - 08 Longsword 05 - 08 Old Book
09 - 12 Invisibility Scroll 09 - 12 Treasure Map
13 - 16 Sharp Dagger 13 - 16 Ring +5% Sneak
17 - 20 Iron Goblet 17 - 20 Rusty Longsword
21 - 24 Gold Bracelet 21 - 24 Lantern Oil
25 - 28 Magic Ring of +1 Armour 25 - 28 Lock Pick
29 - 32 5 Crossbow Bolts 29 - 32 Leather Boots
33 - 36 Healing Potion 33 - 36 Elven Cloak +5% Ranged
37 - 40 Warhammer 37 - 40 Mace
41 - 44 Leather Jerkin 41 - 44 Crowbar
45 - 48 Small Shield 45 - 48 Compass
49 - 52 10ft Chain 49 - 52 Wand of Fireball 5 charges
53 - 56 Empty Backpack 53 - 56 Old Iron Armour
57 - 60 Lantern 57 - 60 Glass Eye
61 - 64 Battle Axe 61 - 64 Necklace +5% Search
65 - 68 2 Iron Bars 65 - 68 Light Crossbow
69 - 72 Scroll of Missile 69 - 72 Silver Mirror
73 - 76 Longbow 73 - 76 Quiver of 10 Arrows
77 - 80 Chain Shirt 77 - 80 Hunters Bow +10% Ranged
81 - 84 Spiked Club 81 - 84 Potion of Spider Climb
85 - 88 Iron Helmet 85 - 88 Healing Potion
89 - 92 Large Shield 89 - 92 5 Parchment Pages
93 - 96 3 Candles 93 - 96 Sawtoothed Dagger
97 - 00 Jethrics Orc Slayer Axe 97 - 00 Blessed Spear
92
The Demon Gaggathron Attributes
No one really knows much about the demon
Dexterity: 80%; Endurance: 95%;
except for the fact he controls the city of
Learning: 85%; Vitality: 95%; Empathy:
stench. Those that have faced Gaggathron
40%.
never really lived to tell of it and generally
people now tend to stay away from the city
MP: 55, HP: 78, PT: 12 Spikey.
and its resident undead controlling hell
spawn master.
Skills
Awareness: 75%; Arcane: 70%; Casting:
Gaggathron normally lets his horde of
82%; Dodge: 65%; Fight: 80%; Tracking:
undead deal with any interlopers, but when
63%.
that fails he has been known to make an
appearance sat upon his giant hell steed and
wearing his spiked armour. For those that Weapons
have witnessed his anger (or at least say they Spawn Spear
have), the demon wields a huge barbed spear Spiked, Poisoned Spear - 1d12+4
and massive great sword.
Great Sword of Rending
Gaggathron is both a level 10 Fighter and Sawtoothed, Sharp Greatsword - 2d8+3
Level 10 Witch with all the benefits that
brings.
93

Bestiary
The island of Cragbarren is a dangerous Regeneration – Monster can regenerate
place, and towns and villages are few and limbs and heal wounds, must be destroyed
far between. Its many tombs and dungeons with fire.
are infested with all manner of monster and
beast, all happy to eat your face off if you Fire breathing – Monster can breathe fire
wander to close, or go where you are not and can create a cone of flame up to 6 ft in
wanted, such is the life of a shipwrecked length, doing 2d6 fire damage to anyone
delver. inside the cone.

Sometimes screaming and hiding from Acid blood – The monster has acid for blood,
shadows can be a good option but other each time a slashing attack succeeds there
times being able to understand and put a is a 20% chance acid will spray out hitting
name to the face buried ear deep in your the attacker, doing d8 damage to flesh and
eternal organs can be good to, and this is why armour.
the bestiary exists. This collection of horrors
has been compiled by the best researchers Invisible – The monster is invisible (yeah, I
and story tellers on Cragbarren from the know how’s that fair).
insane ramblings of madmen and the last
gasping breathes of hapless adventurers. As Fast – The monster is very fast, meaning
far as anyone is concerned this is a definitive melee attacks are at a -20% penalty to hit,
guide to surviving the island. and Ranged are at -30%.

Format Organic Weapons – The monster has blades


Each monster has a description often in both and crap growing out of its limbs, meaning it
words and pictures (for the dwarfs amongst does a few more attacks than usual.
us) and also a list of their known abilities and
types of attack, sometimes the information Diseased – The monster is diseased and will
may seem incomplete and in those instances attempt to affect its target by biting them, if
the authors would appreciate any updates to bitten the target must make a Vitality check
what is already known to be written down or become infected.
and delivered to the nearest Mages guild or
tavern. Poisoned – The monster has poison running
through its veins and can use it to attack by
Monster Abilities either spitting or scratching the target.
Some monsters have abilities that seem
strange, magical or just plain unfair and Annoying – The monster is just annoying,
these will be listed when appropriate. Below either because the noise it makes, its ability
is a list of the more common abilities you to avoid everything, or some other reason.
may encounter. Anyone engaging with them are at -10%

Bad Breath – Monster stinks causing anyone Trans-Dimensional – The monster exists
getting within 3 ft to make a endurance check in various dimensions at the same time and
or spend a round retching. can move between them, this allows them to
disappear and then reappear somewhere
else.
94
Immune – The monster is immune to certain Special Ability & Feature
types of attacks. Each monster has a special ability and this
can be also rolled on a handy table.
Infravision – The monster can see heat.
D10 Ability Feature
Stupid – The monster is an idiot and
1 Breathes Fire Tribal
confusing, convincing, deceiving or
distracting them is all at +10%. 2 Acid Blood Solo
3 Infravision Pairs
Fearless – The monster has no fear and will 4 Fear Ambush
not runaway at the sight of your big sword, 5 Fearless Aggressive
even if they appear to be losing.
6 Poisoned Talkative
Fear – The monster induces fear, and 7 Diseased Magical
everyone needs to succeed at an Empathy 8 Annoying Grudge
test or run away. 9 Stupid Relentless
10 Invisible Cunning
Creating Monsters
Appearance
Not enough monsters in the bestiary? Then The monsters appearence will be the first
build some more, its pretty simple and only thing the adventurers will experience so
takes a few tables. here is a table for that,

Level to Attribute Ratio D10 Limbs D10 Features


The monsters attributes should reflect its 1 4 Legs 1 Hairy
level so we have a simple table to do that for
2 Long Arms 2 Scaley
you. The number under attribute is the base
percentage before adding skills. 3 2 Heads 3 Dripping wet
4 Face in 4 Claws
Level Attribute MP/HP Chest
1 30 26 5 4 Arms 5 Tusks
2 33 32 6 Short Legs 6 Short
3 37 35 7 Multijointed 7 Tall
4 42 40 8 Wings 8 Fat
5 45 45 9 No limbs 9 Huge
6 50 50 10 Tail 10 Tiny
7 53 55
Roll twice on limbs and once on features, re-
8 58 60 roll any duplicates.
9 63 65
10 70 70
95
96
Ankheg
Found deep underground the Ankheg was weight of their carapace.
once a small insect that was often encountered
by miners when digging for gold or minerals, Ankhegs are well armoured and in certain
considered more of a nuisance than a threat. ways this is their downfall as their armour
This all changed when the demon Gaggathron scrapes against itself causing a loud ‘scritch’
appeared. Many insects and animals became noise which in tunnels will echo and forewarn
twisted or mutated if they were close to the anyone of the Ankhegs presence, almost like
city of stench when it fell, this led to more an early warning system.
mutation as the centuries passed.

The Ankheg was one of those mutated


Information
and from a small nuisance a large threat
Name: Ankheg Level: 3
emerged with the Ankheg now inhabiting
Special Abilities: Fast
some tunnels and caves in packs of 4 – 5
being led by a large alpha male. They became
more aggressive and intelligent ambushing
Attributes
Dexterity 40%, Endurance 35%, Learning
unwary miners and delvers who strayed to
37%, Vitality 42%, Empathy 27%
close to their hives.
HP: 37, MP: 0, PT: 8
An Ankheg can grow up to 5 ft long with
an alpha growing up to 7 feet long. Their
mandibles can crush metal and easily bite Skills
through bone. They will attack as a pack and Awareness: 47%, Dodge: 50%, Fight: 45%
attempt to flank the enemy. Ankheg are fast
and can climb similar to a spider but cannot Weapons
hang from a ceiling or overhang due to the Mandibles - 2d6, Bleed
Talons - 1d8, Bleed
97
Basilisk
The basilisk is possibly one of the most feared Information
monsters on the island as it can turn to stone
anyone that is caught in its gaze. Luckily, Name: Basilisk Level: 6
they are very rare which is due to the lack of Special Abilities: Fear
breeding they do. This lack of breeding means
that the basilisk is kind of endangered, which Attributes
hasn’t stopped adventurers and even hunters Dexterity 62 %, Endurance 67%, Learning
from placing warnings in areas basilisks are 46%, Vitality 60%, Empathy %
known to travel, or even hunting and killing
the basilisk at any opportunity, with bounties HP: 52, MP: 0, PT: 6
being offered in towns and villages.
Skills
Basilisks control territory and rarely leave it, Awareness: 55%, Dodge: 59%, Fight: 56%
this can include areas of forest, old buildings
or caves, often their territory is only a few Weapons
miles and easily avoided accept when that Claws x 4 - 1d6, Bleed
area is part of someone’s farm or a portion of Bite - 1d6+1, Bleed
a town then it becomes a problem. Stare - Turn victim to stone. Victim must
succeed in a Empathy test or become stone.
A basilisk will defend its home but not
actively seek out trouble, it will hunt for food
which basically involves catching its unlucky
victim in its gaze turning them to stone and
then strolling up and eating them, basilisks
are pretty lazy in this way.
98
Blink Hound
No one is really sure where blink hounds attack they do so with both claws and teeth,
came from or even when they first appeared, attempting to pin the victim down and rip
most surmise they arrived with the demon out their throat. They do feed off their kills.
others, that they were summoned by some
crazed wizard who then lost control, either
way they are on the island and are a threat.
Information
Name: Blink Hound Level: 4
Blink hounds look like large dogs (they range
Special Abilities: Trans-Dimensional
from 4 – 7 ft in length) with a mottled furry
hide. They have large pure white eyes that
glow in the darkness and a rat like tail which Attributes
they can use to gain balance on narrow Dexterity 43%, Endurance 40%, Learning
ledges or branches. The reason behind their 30%, Vitality 44%, Empathy 27%
name is down to the ability they have to blink
out of existence and appear elsewhere. At HP: 40, MP: 0, PT: 5
first the blinking ability was thought to be
a form of invisibility but in facts its trans- Skills
dimensional, the hound actually travels Awareness: 50%, Dodge: 53%, Fight: 60%
through dimensions to appear somewhere
else. This travel is never any more than 50 Weapons
ft, but it can be a little disconcerting when Claws x 2 - 1d8, Bleed
faced by a large hound only for it to suddenly Bite - 1d6+1, Bleed
disappear and then reappear 50 ft away.

Blink hounds have been known to travel


in pairs and are often found in forests or
mountainous areas with their hides matching
the area they are in, allowing a basic kind
of camouflage (-10% to spot). When they
99
Chaos Beast
Looking like a badly drawn octopus, the A chaos beast can grow to up to 8ft and
chaos beast is an anomaly and thankfully will hover around 5ft off the ground. Once
pretty rare on the island. Upon seeing one it reaches its prey it will attack with its
many think it is fake, something made by tentacles, grappling the victim and dragging
lunatic to drive away trespassers, but this it towards its mouth so that it can bite and
is one of the clever things about the chaos eat it, theres no real finesses just drag and
beast, a false sense of absurdity. chew.

Large and octopus like the chaos beast lives


no where near water but moves and acts
Information
as if it is deep undersea, it moves slowly,
Name: Chaos Beast Level: 6
waving around its tentacles as it makes
Special Abilities: Fearless
its way towards its prey. The things weird
lopsided eyes seem to move erratically in its
head and it makes a strange whining noise
Attributes
Dexterity 55%, Endurance 60%, Learning
that emanates from behind its jagged and
42%, Vitality 60%, Empathy -
crooked teeth. The target of the chaos beast’s
attention is often rendered defenceless from
HP: 53, MP: 0, PT: 6
either wondering what the hell the thing is,
or laughing so much that before they know
it the beast is upon them (spotting a chaos Skills
beast involves a successful Learning roll or Awareness: 65%, Dodge: 65%, Fight: 75%
be transfixed for d6 rounds).
Weapons
Tentacles - 1d6, Grapple
Bite - 1d8, Bleed.
100
Chimeria
When the demon erupted out of the pit the monster. Large bounties are offered for proof
chimera followed close behind and quickly of chimera kills, which to some may be an
began to terrorise the island, it was more incentive to hunt these beasts.
terrifying because the beasts that form the
chimera no one had ever seen before, namely
the lion.
Information
Name: Chimeria Level: 7
The chimera is formed from a dragon, lion
Special Abilities: Poisoned, Breathes Fire,
and goat and each has its own special ability
Flight.
making the chimera a deadly opponent and
one best avoided by anyone wishing to see
the next day. They often attack by swooping Attributes
Dexterity 60%, Endurance 62%, Learning
down on their victim and grabbing them
58%, Vitality 67%, Empathy -
before flying up and dropping the victim
from height. To stop this from the happening
HP: 63, MP: 60, PT: 9
the unlucky victim will need two things, the
ability to dodge really well and a ranged
weapon, shooting the wings of the chimera Skills
will stop its ability to fly and ground it, though Awareness: 78%, Casting: 68%, Dodge:
this result is often not an improvement. 75%, Fight: 80%

On the ground the chimera uses its different Weapons


abilities to render most victim’s dead, the Claws x 2 - 1d6+1, Bleed
Dragon breathes fire, the Lion will claw, Bites - 1d8, Stun
and bite and the Goat will cast Witch spells, Poison - d6
this can all be done simultaneously, also Fire breath - d6 per round
the chimera’s tail is a poisonous snake
which will bite anyone trying to flank the Magic
Can cast up to 3rd lvl Witch spells
101
Dragon
Yes, there’s a dragon on the island... was declared living on the island.

...of course, no one actually knows where it So where is it?


is and only a few people can say they know
someone who met someone who’s brothers’ No one knows where it is, but they know its
friend’s uncle actually saw it, but it is there, big and dangerous and whoever finds it first
and how do we know, evidence! will be both dead and famous in that order,
but if more proof can be gathered, a claw,
The first sign that a dragon existed more scales, a sketch etc then the mages
somewhere on the island was the number guild will happily offer a reward.
of cows that went missing, no drag marks or
bloodstains, meaning they were physically
lifted up and carried. Of course, this could
Information
have been any number of flying horrors that
Name: Dragon Level: 10
infest the island, but the real deal breaker was
Special Abilities: Breath Fire, Flight, Fear
when a delver returned to the city of gnarling
with a dragon scale. The delver claimed she
had found a few just lying around in a cave Attributes
in what appeared to be a nest of sorts, but Dexterity 75%, Endurance 80%, Learning
they were to heavy to carry back, so she just 70%, Vitality 82%, Empathy 70%
grabbed one. This led to investigations into
the island’s history and dragons in particular, HP: 84, MP: 72, PT: 15
and yes dragons make nests and some even
shed scales as they grow, so hence a dragon Skills
Awareness: 90%, Casting: 90% Dodge:
75%, Fight: 95%

Weapons
Claws - 2d6, Bleed
Bite - 2d8, Stun
Fire Breath - d6 per round

Magic
Can cast up to lvl 5 Mage Spells
102
Ettin
Ettins are closely related to ogres, and ogres them become depressed, which often leads
are dumb, but Ettins have two heads which to violence.
in theory would mean that Ettins are more
intelligent, but no, they are as dumb as a bag
of frogs. The real difference with an Ettin
Information
and an ogre is that an Ettin knows its dumb
Name: Ettin Level: 3
and also knows it has two heads which in
Special Abilities: Stupid
theory should mean twice the brains, this
knowledge has made the Ettin very upset
and very dangerous. Attributes
Dexterity 28%, Endurance 40%, Learning
Ettins are paranoid they think that everyone 12%, Vitality 42%, Empathy 10%
is laughing at them and hence are always
looking to pick a fight (some rumours claim HP: 40, MP: 0, PT: 5
that they have been known to pick a fight
with themselves, each head arguing with the Skills
other). This means that they are probably Awareness: 30%, Dodge: 40%, Fight: 55%
best avoided, which is often hard to do as
they tend to go looking for a scrap and often Weapons
this involves entering villages and towns Club - 2d6, Stun
smashing stuff until someone fights back. Stomp - 1d8, Stun
Punch - d10 Stun
Ettins can reach up to 10ft in height and
are very strong, it’s not unusual to see one
brandishing a tree trunk as a weapon or
thrown rocks big enough to crush a small
dwelling. They can talk but will often reply
mostly with ‘shut up’, ‘fight me’ or ‘you
calling me stupid’.

Like Ogres Ettins are not modest and rarely


do they where clothes, not even for armour.
Having a large naked Ettin rampaging
through your village can often be distracting
but also gives the would-be hero something
to aim at as most Ettin seem to be male
(females do exist, but
they are a lot calmer
and modest than the
males). Ettins can be
distracted by alcohol
which is a weakness,
but can also make
them either more
aggressive or have
103
Fungus
It’s everywhere, in the caves, under trees inward until it has surrounded the unwary
and on the side of walls and houses, and victim, waiting for it to sleep or rest before
most of it is beneficial, but some fungus does slowly engulfing it and absorbing everything
not want to play nice and this is due to its till there is nothing, but a dried husk left.
sentience. I know what your thinking how is
fungus a threat, and your right how could it The fungus itself is recognisable by its purple
be, well, imagine if you will, a fungus that has wrinkly hood and its almost bone like tendril/
a hive mind and moves. Still not convinced, leaves, often the fungus is dormant, especially
ok imagine exploring a cave and the fungus after its fed, but any kind of physical attack,
around you is slowly moving, surrounding (picking, stepping on, brushing against) will
you, slowly but surely getting closer and be seen as a threat.
closer, you may not notice at first, as it inches
its way up your leg and before you know it
your engulfed.
Information
Name: Fungus Level: 2
Yes, malignant fungus exists but only in the
Special Abilities: Fearless
really dark places deep underground, it isn’t
fast, and it won’t parry your attacks, but it
will eventually get you. The fungus is a single Attributes
living organism and can stretch for miles, Dexterity 25%, Endurance 33%, Learning
once it has spotted its prey it will slowly move 30%, Vitality 38%, Empathy 18%

HP: 35, MP: 0, PT: 4

Skills
Awareness: 40%, Dodge: 30%, Fight: 53%

Weapons
Suffocate - The fungus envelopes the
victim until they are dead.
104
Ghost
Many have died on the island over the Ghosts cannot die, they are already dead,
centuries and some have been a bit annoyed but they can be banished for a short time.
about it, those ones have returned as ghosts. The only real way to kill a ghost is to find the
The funny thing about ghosts is they do not original body and either bury it or burn it.
stray far from where they died so you tend Some ghosts are known by the islanders and
to get a lot around battlefields, cities and new arrivals may be told about the helpful
towns. Caves and crypts, old towers and lost ones so not to cause any misunderstandings,
places often have ghosts of passed delvers, but there are always plenty more to be found
evil wizards or innocent civilians murdered whose intentions are not so clear.
by evil wizards.

Not all ghosts are bad, and some will offer


Information
advice, give warnings or lead delvers to
Name: Ghost Level: 5
treasures, which is great. Unfortunately,
Special Abilities: Fear
ghosts can be pretty scary and often the
reaction to their appearance isn’t a favourable
one, meaning that the delvers either run Attributes
away or attack, this will frustrate and anger Dexterity 48%, Endurance 45%, Learning
a ghost leading to the complete opposite of 45%, Vitality 50%, Empathy 43%
what they originally intended.
HP: 50, MP: 0, PT: 6 (Immune to non-magical
weapons)

Skills
Awareness: 58%, Dodge: 65%, Fight: 55%

Weapons
Soul Slash - 1d10 - Ghosts hand passes
through target and slashes at soul.
105
Goblins
If there is one thing the island has in
abundance its goblins, they are everywhere
and, in all types, and sizes. If asked people
will say that the goblins have always been on
the island and judging by how well they have
adapted to the various environments, that is
probably true.

Goblins are annoying and like stated above


have adapted to the island, in the swamps
there are swamp goblins, in the sewers and
dark tunnels there are sewer goblins, in
the lakes and underground pools there are
aquatic goblins. Whatever type of goblin
you can think of is somewhere on the island.
The one redeeming factor is that they barely
change above the normal goblin intelligence
or physical prowess.
Information
Goblins live in tribes of up to 30 members
with the stronger goblins ruling over the Name: Goblin Level: 1
weaker. Goblins are opportunists and will Special Abilities: Annoying
ambush and attack in force what they
consider stronger foes. If overwhelmed, Attributes
they will run and attempt to lure the threat Dexterity 38%, Endurance 30%, Learning
into another ambush. They are cunning and 28%, Vitality 31%, Empathy 16%
annoying.
HP: 26, MP: 0, PT: 3

Skills
Awareness: 40%, Dodge: 58%, Fight: 40%,
Ranged: 48%

Weapons
Dagger - d6, Bleed.
Sling - 1d6, stun

Create-a-Goblin
GMs should feel free to create whatever type
of goblin you like using the Creating Monsters
rules on page 92.
106
Harpy
Apparently, according to local legend, a Information
ship carrying a quantity of Harpy eggs was
wrecked on the island. The eggs were found Name: Harpy Level: 5
by a local wizard as he strolled along the Special Abilities: Flight
beachfront, and he decided to try and hatch
them. This was over two hundred years Attributes
ago so no one really knows for sure if that’s Dexterity 56%, Endurance 48%, Learning
actually true. Either way Harpies now exist 40%, Vitality 55%, Empathy 30%
on the island.
HP: 45, MP: 0, PT: 4
Harpies are only found in the northern part
of the island where they can be seen hunting Skills
and breeding. They are aggressive and will Awareness: 50%, Dodge: 76%, Fight: 60%
attack anything or anyone they consider food
without a pause. They tend to live in broods Weapons
of up to 10 harpies and the average harpy Claws x 2 - d6 + 1, Bleed.
will grow to about 4ft with a 6 ft wingspan. Grab - Will attempt to grab and lift up and
Harpy eggs are prized by alchemists and then drop victim, dodge roll needed to avoid.
collecting them will gain the lucky survivor
a few rewards.

It is easy to spot a harpy infested area as they


do tend to circle their breeding and hunting
areas, failing that the sound of their strange
human like Caws should warn most that they
are approaching a dangerous location.

Harpies attack by swooping down and either


grabbing their victims or clawing at the eyes,
they will also attack using their razor-sharp
teeth. It is said that harpies can confuse and
stun their prey by making a strange, almost
songlike sound, but this could just be caused
by the confusion of their attacks.
107
Minotaur
Rare and solitary Minotaur’s are almost Information
mythical in nature many legends are told of
how they are great warriors transformed by Name: Minotaur Level: 10
evil magic, how the horns of the minotaur Special Abilities: Fearless
have magical powers, that they guard great
treasures, and so forth. Whether this is true Attributes
or not is undecided, what is known that in an Dexterity 70%, Endurance 85%, Learning
abandoned castle on the island a minotaur 65%, Vitality 80%, Empathy 55%
resides.
HP: 75, MP: 0, PT: 10
Currently there is only one minotaur known
of on the island, there could be more, but they Skills
haven’t been discovered or no one has lived Awareness: 75%, Dodge: 80%, Fight: 90%
to tell of them. The one that is known guards
a castle, the reason being one of many, some Weapons
say that the minotaur was once a king that Weapon - +2 varies on weapon
was transformed into a minotaur, others say Gore - d10 Bleed.
that it guards the treasure of a king and will
do so until death.

The minotaur will not attack unless someone


gets to close, it will not communicate so
cannot be reasoned with or deceived. It will
at first bellow a warning to any would be
trespassers and only attack if the warnings

are ignored. The minotaur stands around 8ft


tall and will use weapons as well as trample
foes and attempt to gore them with its horns.
108
Mound Horror

After the city fell and became stench the


ground ruptured spewing out all kinds of Information
darkness and vile, some of this seeped into
the earth and over the years contaminated Name: Mound Horror Level: 4
the marsh areas on the outskirts of the city Special Abilities: Diseased, stench causes a
and beyond the city walls. This ichor of stun effect, Vitality roll to shake off effects.
evil gave rise to the Mound Horrors, living Regeneration.
monsters of moss and root, feeding off the
blood and rot of the undead of the city mostly Attributes
and the blood and fluids of unwary victims Dexterity 38%, Endurance 50%, Learning
when they can. 25%, Vitality 52%, Empathy -

Mound Horrors smell bad and are followed HP: 45, MP: 0, PT: 6
by a miasma of stench wherever they go,
this smog can cause disorientation and can Skills
even choke and stun living beings. If that Awareness: 35%, Dodge: 45%, Fight: 65%
isn’t enough the mounds are also pretty
tough opponents, healing at a rapid rate and
Weapons
controlling the plant life nearby to attack and
Club - 2d6, Stun
hold victims. No one is sure how they gained
Talons - 1d8, Bleed
the ability to see, hear and even make sounds
Plant Life - Can control plant life to grab
but as a package it makes one terrifying
victim and hold them. Endurance test to
adversary.
escape
109
Night Wraith
The island is dangerous outside of the Information
cities and major towns, and it can be pretty
dangerous inside the cities and towns as Name: Night Wraith Level: 5
well, but its not more dangerous than it is at Special Abilities: Infravision
night, when the sun goes down and the moon
comes out the horrors seem to become more Attributes
prevalent. One of these horrors is the Night Dexterity 50%, Endurance 45%, Learning
Wraith. 38%, Vitality 42%, Empathy 10%

Night Wraiths are not wraiths, why they HP: 43, MP: 0, PT: 4
got called that is presumably because they
seem to glow at night and whoever penned Skills
the name thought they were wraiths, in fact Awareness: 48%, Dodge: 65%, Fight: 65%
Night Wraiths are demons or something
close to one. They are the minions that Weapons
torture the poor souls that find themselves Claw x 2 - d6+1 Bleed
in purgatory. When the rupture in the city of Bite - d6 Bleed
stench appeared and spewed out its contents Soul Suck - Will latch on and begin to
the Night Wraiths were one of the things suck, victim will lose 1 Attribute per rnd,
spewed forth. Endurance test to shake of a Night Wraith.
Night Wraiths can always be found in the City,
crouched like glowing gargoyles on the side
of the mage’s guild or the temples, waiting
for those foolish or brave enough to risk the
city’s terrors. They have also travelled across
the island adopting ruins and craggy cliffs as
their homes.

Night Wraiths feed off souls, when they


attack their main method is to latch on and
start sucking the lifeforce from the victim.
They can claw and bite their victims in the
hope of weakening them enough to not put
up much of a fight.
110
Ogre
Lumbering around the island stealing sheep, armour if they can find something they can
wrecking homes and generally making a attach or wrap around themselves, this can
nuisance of themselves are the Ogres, these often be chains or planks of wood. Ogres
large monsters are almost childlike in their tend to be quite solitary only seeking others
outlook and feel that because they are big to mate.
they can do what they like. There is no real
plan to what they do except to bully anything
smaller than themselves and eat, and eating
Information
can include anything made of meat.
Name: Ogre Level: 6
Special Abilities: Stupid
The Ogres have been a major problem on the
island for years and many villages and towns
have anti-ogre devices installed around their Attributes
Dexterity 38%, Endurance 60%, Learning
perimeters (sharpened spikes or bear traps).
30%, Vitality 65%, Empathy 10%
These can work as long as the ogre isn’t too
hungry or there’s an easier target nearby.
HP: 58, MP: 0, PT: 8
Ogres can grow up to 12 ft tall and are often
very muscular and overweight, they will use Skills
crude weapons like tree trunks, blades made Awareness: 37%, Dodge: 45%, Fight: 75%
from sharpened metal etc. They can wear
Weapons
Large Weapon - Normal damage +3
111
Ooze
In the dark places deep underground or Information
hidden away in crypts and tombs one may
stumble upon these strange monsters just Name: Ooze Level: 3
waiting for someone or something to wander Special Abilities: Infravision, Regeneration
past. The common Ooze is an anomaly no one
is really sure why they exist or even where Attributes
they come from. Theories on what an ooze Dexterity 30%, Endurance 40%, Learning
is, range from the build up of bad energy, 10%, Vitality 38%, Empathy -
sort of an ectoplasmic residue created from
the ghosts of murder victims to a strange HP: 37, MP: 0, PT: 3
mold. Other theories suggest they are just
slime from dead things that some mage gave Skills
sentience to at some point in the past. Awareness: 30%, Dodge: 40%, Fight: 55%

Oozes are slow and so they play the waiting Weapons


game, they form on ceilings where they blend Grab - Will attempt to grab victim, can be
in nicely with the stone or moss and when avoided if noticed with Dodge, if not noticed
something that is edible passes underneath Dodge is at -30%
they either drop engulfing the victim or they Engulf - Ooze drops and engulfs victim.
grab their prey with a tendril and drag it up. Victim must make a vitality test each round
or start to suffocate. Successful Endurance
Oozes are not fans of fire and carrying a opposed test removes Ooze.
burning torch rather than a lantern will
guarantee immunity from being engulfed by Oozes are immune to bladed and piercing
an ooze. But they have no issue with being weapons. but receive double damage from
pierced or slashed with the wound just flames.
healing instantly, even if the ooze is cut up in
tiny pieces the ooze will seek to reform itself.
112
Orc
Orcs have taken over old towers and towns in
the west and have sent raiding parties both
north and south of their lands, they tend not
to travel too far east and many believe this
is due to the fact that it’s where they started
from and presume there is nothing there.
Orcs are intelligent and aggressive, and some
will trade with other races, though it’s not
advised.

Information
Name: Orc Level: 2
Special Abilities: Tribal

Attributes
Dexterity 33%, Endurance 37%, Learning
30%, Vitality 35%, Empathy 28%

HP: 30, MP: 0, PT: 5

Skills
Awareness: 40%, Dodge: 43%, Fight: 57%,
Ranged: 43%
Orcs appeared on the island less than a
hundred years ago when an orc ship was Weapons
washed up on the beach. The story goes that Sword, Rusted - d8+2 Bleed
one of the patrols from Wreck Haven doing Light Crossbow - 1d8, Bleed
their daily beach check for survivors saw the
orc castaways, realising the danger they were
in they quickly removed all signage leading
to the town and placed tracks pointing in the
other direction, the ruse worked, and the
orcs travelled away from Wreck Haven to the
west of the island.

The west of the island is infested with orcs,


there is a number of orc camps and an
orc stronghold, it is believed that up to 5
different orc tribes now exist and when they
aren’t fighting each other they are raiding
settlements and villages. It is rumoured that
some orc tribes have tried to unite the tribes
and form a larger enough force to attack the
city of Gnarling but there is little evidence of
this.
113
Ratlings
In all city’s rats exist and that is no different Ratling society is similar to human society
for the island, and though the rats would with each rat playing a role, be it the thieves
rummage through the discarded food and or the fighters, the mages or the bosses every
other rubbish, or make nests in the sewers rat has a purpose. They also vary in size and
and basements, they were never really colour, with the sneaky rats having dark
a major issue, that was until the demon brown or black fur, the mages having light
Gaggathron erupted into existence and brown or blond fur, the fighters being more
tainted everything with his stench. The rats mottled. Ratlings use weapons and wear
beneath the city grew and mutated and this armour, those that can use magic use witch
was passed on to other rats across the island, spells. They can also brew potions and make
and from this the Ratlings were born. bombs.

Ratlings are now as prevalent as Goblins


and a lot more of an issue, they are sneaky,
Information
spread disease and will steal whatever is not
Name: Ratling Level: 1
nailed down. Unlike goblins the Ratlings can
Special Abilities: Cunning
use magic and can also invent things, they
are quite smart in that respect. Ratlings are
also cowards preferring stealth or traps to
Attributes
Dexterity 35%, Endurance 32%, Learning
kill off their victims.
30%, Vitality 33%, Empathy 24%

HP: 25, MP: 23, PT: 5

Skills
Awareness: 40%, Brew: 40%, Casting:
40% Dodge: 55%, Fight: 70%, Sneak: 50%

Weapons
Any weapon
Poisons Vary

Magic
Witch spells based on level
114
Shrieker
that is evident from the explosion of energy
that is released upon their death.

Information
Name: Shrieker Level: 4
Special Abilities: Fearless

Attributes
Dexterity 40%, Endurance 45%, Learning
36%, Vitality 42%, Empathy -

HP: 40, MP: 0, PT: 5

Skills
Awareness: 56%, Dodge: 50%, Fight: 65%

Weapons
Scythes - d8+1 Bleed
Energy Absorb - The Shrieker will attempt
to absorb the magical energy from its victim
at d4 per round. Victim can use an opposed
Endurance test to escape.
As you wander the island at night or lie Explosion - Upon death the Shrieker
wrapped up in your bed you will sometimes explodes sending out magical energy in a
hear the scream of something horrifying, a 10ft radius and doing 4d6 damage to anyone
penetrating shriek that pierces the night and within the area of effect.
fills you with dread, this is the sound of the
Shriekers as they hunt.

The Shriekers were formed from the


bones of those killed in battle, created by a
necromancer who became shipwrecked on
the island over three hundred years ago. The
Shriekers now hunt the night seeking anyone
with magic to feed off their power as it is the
only thing that will sustain them.

The first thing you will notice is the Shriekers


lack of eyes or any facial features at all, the
Shrieker navigates by sensing magic and
a kind of bat like echo location. They hunt
down their prey and then absorb the energy
from them. Shriekers have no magical ability
but are formed from pure magic, something
115
Skeletons
Those that dabble in some of the darker Skeletons will wear armour and carry
magical arts will often come across the ability weapons and if the creator is lucky they
to reanimate the dead and this often leads to will often come ready supplied with these,
maniacal laughter and skeletons. Skeletons sometimes rusty but functional. Skeletons
exist because the magic that animates them can be found in most caves and dungeons, old
exists. When creating a skeleton, you need crypts and tombs and in abandoned castles.
to have a purpose in mind as this is what
the skeleton will do until destroyed, so this
could be guard that crypt, or brush the floor
Information
or patrol that forest, a skeleton needs to have
Name: Skeleton Level: 2
a purpose or it will never form.
Special Abilities: Fearless
Well-made skeletons will sometimes keep a
memory of what they did when living which
Attributes
Dexterity 30%, Endurance 35%, Learning
is very useful when giving them a purpose,
30%, Vitality 30%, Empathy -
there is no point assigning a skeleton a door
to guard if when it was alive it arranged
HP: 35, MP: 0, PT: Varies
flowers for a living. So, finding the remains
of warriors is often top of the necromancers
To do list. Skills
Awareness: 40%, Dodge: 40%, Fight: 45%

Weapons
Longsword - d8, Bleed
Medium Shield
116
Spider
If you think you can travel underground Information
without facing at least one giant spider
than you will be sorely disappointed, they Name: Spider Level: 4
are everywhere on the island and not just Special Abilities: Fast, Poisoned
underground. If its dark and perfect for
building a web in, then there will be a spider Attributes
or two present. Whether it’s a cave, forest, Dexterity 50%, Endurance 45%, Learning
old tower or abandoned mine. 32%, Vitality 48%, Empathy 10%

Giant spiders are exactly like their tiny more HP: 40, MP: 0, PT: 3
known kin except bigger, and when we say
bigger we mean a lot bigger. A spider can Skills
grow as large as a wagon or fill the grand hall Awareness: 52%, Dodge: 70%, Fight: 55%,
of a castle, its really all about the size of the Ranged: 60%
environment they find themselves, the more
space they have the bigger they grow. Weapons
Bite - d6 Bleed
It is relatively easy to spot if there is a spider Web - The Spider will shoot its web at the
about, it often begins with webs and then target, Dodge can avoid the web. If hit the
cocoons of past victims. If you see these than victim is considered trapped and will need to
you are close to or inside of a spider nest, succeed in an Endurance test -10% to break
your best next move is to back out slowly and free. If bitten whilst webbed the victim will
try not to touch anything. A spider seeks to become paralyzed in d4 rounds.
paralyze its prey so that it can wrap it up and
then feed off of it over time.
117
Tentacled Horror
Imagine if you will a mass of tentacles, like Information
a large knot, hovering 6ft off the ground and
you will have what is commonly called a Name: Tentacled Horror Level: 7
tentacled horror. Often found in mage towers Special Abilities: Poisoned
or under the city of stench these weird dangly
horrors are feared by human and monster Attributes
alike. Dexterity 55%, Endurance 60%, Learning
48%, Vitality 57%, Empathy -
Tentacled Horrors seem content to hang
around waiting for something to wander by HP: 60, MP: 0, PT: 6
which they can kill, this is done by waving
their tentacles around hypnotically until Skills
the victim is mesmerized and then slapping Awareness: 58%, Dodge: 65%, Fight: 70%
them to death. Once the prey has fallen they
inject a poison similar to a spider bite to turn Weapons
the prey’s innards to liquid and then slurp itTentacles x 4 - d8 Stun
out through their feed tentacle, it’s all pretty
Hypnotism - The tentacles wave around in a
gross. hypnotic way and anyone seeing this needs
to make a Learning Test or become stunned
Tentacled Horrors make good deterrents for d4 rounds.
against anyone stealing your stuff as long as
you have no intention on ever wanting your
stuff as Tentacled Horrors have no loyalty
and will feed off whoever.
118
Troll
Trolls look like giant goblins and there is Information
reason to believe that the two are distantly
related. Like goblins trolls are annoying and Name: Troll Level: 3
pretty ugly. Their skin is covered in tough Special Abilities: Stupid, Berserk
nodules of gristle which makes them look like
they have the pox, they have large pointed Attributes
ears and long hook noses. A troll can grow Dexterity 35%, Endurance 42%, Learning
as tall as 9ft and are sinewy with clawed feet 25%, Vitality 40%, Empathy 10%
and hands.
HP: 40, MP: 0, PT: 4
Trolls live in caves mostly and they
sometimes can be found as the leader of a Skills
group of goblins or at least the tough guy Awareness: 35%, Dodge: 45%, Fight: 62%
of the group. When enraged a troll will go
berserk attacking anything in its path, be it Weapons
friend or foe and will not stop until it is dead Weapon - Normal damage +2
or everyone else is. They will use weapons
and armour if provided for them but are
Berserker
quite happy using their claws.
The Troll will go berserk once its HP is
reduced by half. This berserk rage doubles
Trolls can communicate in a guttural goblin
the Trolls damage.
tongue and sometimes in common, but they
are not ones for negotiation and will often
get frustrated with any conversation that
gets complicated or confusing and just revert
to violence. Trolls tend to be solitary when it
comes to other Trolls and often you will only
ever see one, Trolls tend to fight for control
when they are together which is why goblins
seem to be a natural ally, they are always
weaker.
119
Zombie
If you get close enough to the city of stench a zombie the victim will sometimes become
you will notice two things, the first will be a zombie themselves, the only way to stop
the amazing stench the second will be the this is to remove the infected bite area. They
weird moaning emanating from behind its rarely carry weapons and if they do, they
walls. This moaning sound comes from the have no idea how to use them, armour is also
people of stench who are now all zombies. pointless as the only way to kill a zombie is
by destroying the brain.
Zombies are mindless brain eaters, they are
driven by a need to feed and that is really
it, they have no comprehension and are
Information
attracted by noise or sight, they have no
Name: Zombie Level: 1
sense of smell (which is probably a blessing)
Special Abilities: Stupid, Fearless, Diseased
and they really don’t do well with complex
things like opening doors or judging heights.
They tend to be slow and shuffling, with their
Attributes
Dexterity 30%, Endurance 35%, Learning
numbers and relentless, tireless pursuit
20%, Vitality 35%, Empathy -
being the one thing that actually benefits
them, as they will follow a potential meal for
HP: 25, MP: 0, PT: 3
as long as it takes.

Zombies also carry disease and if bitten by Skills


Awareness: 30%, Dodge: 30%, Fight: 45%

Weapons
Claws - d6 Bleed
Bite - d6 Diseased

Diseased
If bitten by a zombie the victim may
themselves become a zombie. For each bite
the victim must make a Vitality Test, if they
Fail they will become a zombie after d6
rounds.

Remove the Head


To kill a zombie the head needs to be
removed or the brain destroyed.
120
Delve Second Edition
Name: ______________________________________________

Race: __________________ Gender: __________________

Profession: ________________________________________

Character Sheet Level: ________ XP: __________ Pace: ________________

Attributes
U K T E M
Dexterity __ / __ % ____%
Skill -20% +5% +10% +15% +20%
Endurance __ / __ % ____% Acrobatics (Dex) 0 0 0 0 0
Learning __ / __ % ____% Ambush (Lng) 0 0 0 0 0
Arcane (Lng) 0 0 0 0 0
Vitality __ / __ % ____%
Athletics (Dex) 0 0 0 0 0
Empathy __ / __ % ____% Awareness (Emp) 0 0 0 0 0
Brew (Lng) 0 0 0 0 0
Hit Points ____
Cartography (Lng) 0 0 0 0 0
Magic Points ____ Casting (Lng) 0 0 0 0 0
Disarm/Set Traps (Dex) 0 0 0 0 0
Encumbrance ____ Disguise (Lng) 0 0 0 0 0
Dodge (Dex) 0 0 0 0 0
Armour Fight (End) 0 0 0 0 0
First Aid (Lng) 0 0 0 0 0
Armour Type:
Forage (Lng) 0 0 0 0 0
Herbology (Lng) 0 0 0 0 0
Armour PTs _____ Meditation (Vit) 0 0 0 0 0
Ranged (Dex) 0 0 0 0 0
Shield: Repair (Dex) 0 0 0 0 0
Tactics (Lng) 0 0 0 0 0
Ammo
Thievery (Dex) 0 0 0 0 0
Tracking (Lng) 0 0 0 0 0
Search (End) 0 0 0 0 0
Stealth (Dex) 0 0 0 0 0
Survival (Lng) 0 0 0 0 0

Weapon DMG Effect HP LTH WGT Range TAG


Spells

Spell Lvl MP Effect

Gear Appearance

Item Weight

Traits & Abilities


Delve
Attributes
Name _________________________________ Race _______________

Level ___________ Exp ____________ Gender _________________


Spells Gear
Dexterity __ / __ %

Endurance __ / __ %
Learning __ / __ %
Vitality __ / __ %
Empathy __ / __ %

Hitpoints: ______

Magic Points: _______

Weapon DMG Effect HP LTH WGT Range TAG

Delve
Attributes
Name _________________________________ Race _______________

Level ___________ Exp ____________ Gender _________________


Spells Gear
Dexterity __ / __ %

Endurance __ / __ %
Learning __ / __ %
Vitality __ / __ %
Empathy __ / __ %

Hitpoints: ______

Magic Points: _______

Weapon DMG Effect HP LTH WGT Range TAG


124

Welcome to Delve
You awaken on a beach surrounded by the debris from a wrecked ship, you are not alone
as others seem to be also awakening from their ordeal. You had no time to pack and all you
have is what is in your pockets or what you can find amongst the wreckage. This begins
your adventures on the island of Cragbarren.

Delve is a fantasy RPG of discovery and adventure, you are on a lost island with no way to
leave. The island is filled with dungeons, ruined cities, old caves, mad mages and monsters,
with a lot of opportunity for an awesome GM to create their own.

This book has everything you need to play:

• Both quick and advanced Character Creation.


• Rules for lighting and fighting your way across Cragbarren
• The town of Wreck Haven
• The City of Stench
• Gear and Equipment including crafting rules.
• Magic spells
• Bestiary
• And much more.

So grab a sword and some friends and go seek your fortune or just some adventure on the
island of Cragbarren.

FGFantasy

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