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Lantern

Table of Contents
CREDITS........................................ 1 ENVIRONMENT........................ 11 Holy Barrier...................................... 17
WHAT IS AN RPG?..................... 1 Vision........................................................11 Invisible............................................... 17
WHAT IS LANTERN?................ 1 Light..........................................................11 Light...................................................... 17
DICE................................................ 1 Lighthaters........................................11 Nightvision........................................ 17
Objects....................................................11 Purify..................................................... 17
CHARACTER NAME.................. 2
Cover........................................................11 Restrain............................................... 17
BACKGROUND........................... 2 Seance................................................ 17
Concealment......................................11
Acolyte......................................................2 Shockbolt..........................................18
Searching..............................................12
Guard..........................................................2 Shockbolt, Minor..........................18
Finding Traps.................................. 12
Apprentice..............................................3 Silence.................................................18
Finding Secret Doors and
Cutpurse..................................................3 Stone Wall........................................18
Compartments.............................. 12
ACTION DICE............................... 4 Finding Tracks................................ 12 ARTIFACTS.................................19
Fight Die...................................................4
ADVERSARIES...........................13 THIRD PARTY LICENSE.........21
No Fight Die....................................... 4
Dark Variants...................................... 13 ADVENTURE: WHITESTONE
Task Die....................................................4
Acolytes of the Lost Moon..... 13 GORGE.........................................22
Sorcery Die.............................................4
Bandit.................................................. 13 Adventure Brief................................22
Almost Impossible Actions........5
Giant, Hill........................................... 13 Reaching Whitestone Gorge.22
Super Easy Actions..........................5
Goblin................................................... 13 The Map................................................22
Distraction...............................................5
Ogre......................................................14 1 - The Gorge.....................................22
DEFENCE...................................... 5 Hydra...................................................14 2 - The Island.....................................24
HITS................................................ 5 Savage Wolf....................................14 3 - Boulder Defences..................24
COIN............................................... 5 Skeleton.............................................14 4 - Kennel.............................................24
FEATS.............................................6 Wight....................................................15 5 - Trapped Tunnel........................24
Feat Descriptions..............................7 Wolf.......................................................15 6 - Cult Guardchamber..............24
GEAR...............................................8 Wyvern................................................15 7 - Food Store...................................24
Equipment............................................. 8 INCANTATIONS........................16 8 - Sleeping Area............................24
Weapons................................................ 9 Arcane Armour..............................16 9 - Hidden Crypt.............................24
Armour..................................................... 9 Bless.....................................................16 10 - East Bridge...............................25
TIME..............................................10 Break Magic....................................16 11 - Lookout Post............................25
GRID..............................................10 Dimensional Shift.........................16 12 - West Bridge..............................25
MOVEMENT...............................10 Duplication.......................................16 13 - Prison Chamber.....................25
COMBAT......................................10 Find Traps.........................................16 14 - Masked Cult Shrine............25
Combat Order...................................10 Fireblast............................................. 17 15 - Shaman’s Chamber............26
Declare Incantations....................10 Godbolt............................................... 17 16 - Lantern Oil Storage............26
Combat Move & Action..............10 Godbolt, Minor............................... 17 Conclusion..........................................26
EXPERIENCE..............................10 Hasten................................................. 17 Random Finds..................................26
Healing Hands............................... 17

List of Tables
Feat Table............................................................................................... 6 Light Source Table..........................................................................11
Equipment Table............................................................................... 8 Artifact Table......................................................................................19
Weapons Table................................................................................... 9 Whitestone Gorge Random Finds Table...................... 26
Armour Table........................................................................................ 9

ii
Rules

This document does not represent the


final version and is considered to be a
alpha playtesting version.

Version date: 30/12/21

http://monkeyblooddesign.co.uk

CREDITS
Designed and written by: Glynn Seal

Cover artwork, logo and layout by: Glynn Seal

Interior artwork: Publisher’s Choice Quality Stock Art © Rick Hersey / Fat Goblin Games

All work remains the copyright of its creator.

WHAT IS AN RPG?
In the game, many of the adversaries are fearful
of bright light, even from fire, and it can be used
as a weapon against them. These adversaries will
have the Lighthater flaw stated in their statistics.
We won’t waste space here telling you what a Lighthaters generally possess nightvision having
roleplaying game is, as it is assumed you already become so accustomed to the darkness in which
know the basic concept. If for any reason you don’t, they thrive.
then a simple Internet search will do a much better
Others, such as the characters played by the
job than I.
players, have got used to the lights they use to
protect themselves and do not have this hatred of

WHAT IS LANTERN? the light, instead they fear the dark.

Lantern is a rules-light tabletop roleplaying game.


Its rules are based around the fantasy genre. You
DICE
will need a Game Master and one or players.
Lantern uses an escalating dice mechanic to drive
In the world of Lantern, ever since The Darkening advancement and actions. We call this the Dice
four centuries ago, the sun and moon ceased to Train. This train begins with being unable to perfect
rise and the landscape was shrouded in perpetual an action, with the ‘none’. As an example, someone
darkness.. who is not versed in reciting incantations will have
None as their Sorcery Die entry.
Human populations coalesced around villages,
towns, and cities protecting themselves from Dice Train: None, D4, D5, D6, D7, D8, D10, D12, D14,
The Things Beyond The Light bathed in pockets of D16, D20, D24, D30, D40, D50, D60, D80, and D100.
orange light. Those that travel into the darkness do
As you gain more experience, you can increase the
so carefully and only when necessary. Light and fire
dice you roll for actions, moving them up to the
is their ally and protector.
next die in the Dice Train.

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Lantern

CHARACTER NAME GUARD


A guard is a trainee man-at-arms. Taught by the
Create a cool name for your character. These can best fighting men in the town, you are now ready to
be things such as Borrick the Protector, Sasha de defend it whenever the time comes.
Montague, Korvus Darkcloak, etc.
Your weapon is your protector and with it you seek
to vanquish those that dare step into the light.

BACKGROUND Fight Die 1d7


Task Die 1d5
All characters are human. At the Game Master’s Sorcery Die -
discretion you can play another species (such as an
Hits 6
elf, or halfling), but it is purely aesthetic and will not
confer any additional benefits or penalties. Gold 15
Feats Arm wrestling +1
Choose any Background that best describes how
Bending bars +1
your character got a start in their exploring career.
Force doors +1
Improved 1H weapons +1
ACOLYTE Lifting +1
Observation +1
Acolytes are religious devotees, who believe in Incantations -
the power of the gods. Their incantations are
manifested by the divine power of their deities.

They often pray for favour, forgiveness, light, and


aid for those that need it.

They wear the iconography of their god with pride,


believing that those who turn to their faith will lead
a better, more fulfilled life. With this, they look for
souls to save, bringing them into the fold of their
religion.

Fight Die 1d4


Task Die 1d4
Sorcery Die 1d4
Hits 5
Gold 15
Feats Maintain concentration +1
Divine lore +2
Persuade +1
Revive +2
Incantations Choose one only:
bless
healing hands

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Rules
APPRENTICE CUTPURSE
As an apprentice to a local wizard, you have Growing up in the dark alleys of the city, you have
learned the basics of arcane power. The time spent seen the grim side of life. You have cut your teeth
pouring over the dusty tomes filled with lore and scaling the city walls and hiding in the shadows
ritual have served you well. where the light doesn’t reach.

You want to gain more arcane knowledge and help Now is the time to leave the city and explore the
fight the foes beyond the light. darkness where untold riches are said to lie.

Fight Die - Fight Die 1d5


Task Die 1d5 Task Die 1d7
Sorcery Die 1d7 Sorcery Die -
Hits 4 Hits 5
Gold 15 Gold 20
Feats Alchemy +1 Feats Climb walls +1
Analyse artifact +1 Finding traps +1
Arcane lore +1 Finding secrets +1
Maintain concentration +2, Hearing +1
Understand magical languages +2 Stealth +1
Incantations Choose one only: Pick pocket +1
light Incantations -
nightvision

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Lantern

ACTION DICE TASK DIE


This die is used when carrying out physical,
Action Dice are used to carry out actions such as mental, or social tasks such as moving stealthily,
fighting, reciting incantations, or carrying out tasks remembering the icon of a lost god, persuading
such as forcing a door. a guard to let you past, or simply forcing a door.
Your starting Task die is determined by your
Taking an action requires a dice roll that needs to background.
beat a Target Number (or TN). The relevant action
dice start off at the lower end of the Dice Train Anyone can attempt a task. The TN will determine
depending on your chosen background. the chance of success.

The action die type can be improved with To succeed, roll higher than the TN of the task (as
experience, and the result can be improved with decided by the Game Master).
positive modifiers from gear, feats, incantations, or
Task Die + Modifiers > Task’s Target Number =
situational conditions.
TASK SUCCESS.

FIGHT DIE Feats can help improve the chances by adding


bonuses to the Task die.
This die is used when fighting adversaries.
Your starting Fight die is determined by your SORCERY DIE
background.
This die is used when reciting incantations or
To hit an adversary, roll higher than your adversary’s
attempting to unlock any information using a
Defence value (the TN).
character’s arcane or divine lore. Your starting
Attacker’s Fight Die + Modifiers > Defender’s Sorcery die is determined by your background.
Defence value = HIT.
To successfully recite an incantation and bring its
Successful hits cause the weapon’s Hit value to be power into effect, or use your arcane knowledge
removed from the opponent’s Hits total. to understand an effect, roll higher than the
incantation’s Casting value (the TN).
No Fight Die Reciter’s Sorcery Die + Modifiers > Incantation’s
Some backgrounds start with no Fight die, such as Casting value = INCANTATION SUCCESSFUL.
the Apprentice. This does not mean they cannot
fight, although they are very unskilled at such You can only recite incantations you know, and you
pursuits. may only recite as many incantations per day as per
the maximum value of your Sorcery die. A failed
To reflect this lack of training, they gain one place attempt counts as one use.
on the Dice Train for each point of Defence they
sacrifice that Round. They may never have less For example: A character with a 1d6 Sorcery die
than 1 Defence. can attempt to recite 6 incantations per day.

For example: An apprentice wearing padded


armour has a Defence of 2. He may lower his
Defence to 1 for one entire Round, to advance to
1d4 Fight die for one entire Round.

An apprentice with no armour and a Defence of


1, is unable to advance on the Dice Train this way,
and as such cannot fight back effectively.

It is also possible to spend EXP to advance onto


the Dice Train.

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Rules
ALMOST IMPOSSIBLE ACTIONS
DEFENCE
If your action dice + modifiers cannot exceed the
TN, then instead roll 1d100. Your chance of success This value is how well you can avoid getting hit. An
is equal to the maximum value of the action dice. attacker will need to roll higher than this value with
their Fight Dice plus modifiers o hit you.
Example: If you have a 1d4 action dice, it would
be 4% (a result of 01-04 on 1d100). This represents All characters start with 1 Defence.
the small chance of succeeding.

SUPER EASY ACTIONS HITS


If your action dice + modifiers are automatic
successes, then you succeed over and above what This determines how many hits you can take before
is necessary at your action as follows: dying.

A Fight: Doubles the amount of Hits done. If you have 2 Hits and get hit by a weapon dealing
A Task: An additional beneficial outcome that the 3 Hits (or hit three times by a weapon dealing 1 Hit),
player can suggest. The Game Master has final you are on -1 Hits and will die in 2 further Rounds
decision. unless you are saved with Revive (see Feats).
A Sorcery: The incantation has either its duration,

COIN
range, or area of effect doubled as per the
player’s choice. In the case of the roll being
used to understand some arcane or divine lore,
the character gains an additional beneficial
outcome that the player can suggest. The The amount of coin you have determines what you
Game Master has final decision. can afford to purchase, such as food, equipment,
and lodging.

DISTRACTION The amount of coin you start with is determined by


your background. You can find additional coin as
When carrying out an action, it is possible that you explore.
something may distract you from succeeding, such
Refer to the Gear Lists for the value of what things
as being hit while reciting an incantation.
cost.
In these instances, they cause a -1 penalty to the
action dice result.

If you get hit by one or more attacks, the number of


Hits taken is the value of the penalty.

The maintain concentration feat can help counter


this penalty, offsetting the penalty with its bonus.

For example: An acolyte is reciting

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Lantern

FEATS
Feat Category
Making traps Task, physical
Nightvision Natural*
Feats are tasks at which you are better than most Observation Task, physical
at. They generally allow positive modifiers to action Persuade Task, social
dice, such as bonuses to fighting, carrying out
tasks, or sorcery tests. Pick pocket Task, physical
Religious knowledge Task, mental
For example: Climb walls +1, would allow a
character to add +1 to their Task die result to Revive (prevent dying) Task, mental
climb a wall. Sailing (practical and lore) Task, physical
and mental
Feat Table
Siegecraft (practical and lore) Task, physical
Feat Category and mental
Alchemy Task, mental Stealth Task, physical
Analyse artifact Sorcery Stonemasonry (practical and lore) Task, physical
Appraise goods Task, mental and mental
Arcane lore Sorcery Tracking Task, physical
Astrology Task, mental Understand magical languages Task, mental
Astronomy Task, mental Woodworking (practical and lore) Task, physical
Bending bars Task, physical and mental
Blacksmithing (practical and lore) Task, physical Wrestling Fight
and mental Wilderness (practical and lore) Task, physical
Climb walls Task, physical and mental
Divine lore Sorcery
* Natural feats cannot be bought with EXP. They
Finding traps Task, physical do not add modifiers to action dice results, instead
Finding secrets Task, physical they are permanent features of the being to which
Force doors Task, physical they are applied.

Hearing Task, physical Tasks such as woodworking are both physical


Improved 1H weapons Fight (practical) and mental (lore) tasks. The physical task
refers to the implementation of the skill to make
Improved 2H weapons Fight something. The mental task refers to knowledge of
Improved defence Natural* the skill and its use.
Improved incantation Sorcery For example: A character has the woodworking
Improved missile weapons Fight feat at +1 and wants to check to see if he
Improved movement (+5 feet) Natural* recognises the makers marks carved onto a
ship’s figurhead. He can try to work out the carver
Improved reactions (+1 to combat Natural* by rolling his Task die +1 against the TN.
order roll)
Jumping Task, physical Game Masters can create new feats if they wish
that are tailored to specific areas of interest related
Languages Task, mental to their game, such as fungal lore or arcane portals.
Leadership Task, social
Leatherworking (practical and lore) Task, physical
and mental
Lifting Task, physical
Maintain concentration Task, mental

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Rules
FEAT DESCRIPTIONS
Improved incantation: Grants a bonus to Sorcery
die rolls.
Improved missile weapons: Grants a bonus to
Alchemy: Allows identification of potions and Fight die rolls using missile weapons.
poisons. Improved movement: Grants a bonus of +5 feet
Analyse artifact: Allows the properties of artifacts movement. You can only enhance this feat to a
to be revealed. maximum of +10 feet.
Appraise goods: Allows the value of objects to be Improved reactions: Grants a +1 bonus to the
estimated. Combat Order roll. You can only enhance this feat
Arcane lore: Allows the understanding of to a maximum of +2.
effects that follow the laws of the arcane. Allows Jumping: Used for jumping across rivers or
identification of magical scroll contents such that chasms, leaping up to ledges, or safely dropping to
any arcane incantations contained within can be the ground.
learned. Languages: Used to understand unfamiliar
Astrology: Understanding of the effects of the stars languages.
and planetary bodies and their influence on earthly Leadership: Used to influence others to take
matters. Used by sages and fortune tellers to orders and instructions.
predict the future. A good way to make additional Leatherworking (practical and lore): The practical
coin. element is a physical task that can be used to
Astronomy: Understanding of the constellations, repair leather armour, clothing, and other leather
comets, and other heavenly bodies. objects. The lore element is a mental task that can
Bending bars: Used for bending materials such as be used to understand such things as which are
iron. Can be used to pull apart the bars of a gate the best leathers to use or how to tan hides, etc.
allowing someone to squeeze through. Used for Lifting: Used for lifting objects off the round, or up
pulling things apart. and out of the way.
Blacksmithing (practical and lore): The practical Maintain concentration: Allows distractions to be
element is a physical task that can be used to minimised when carrying out a task or reciting an
repair armour, weapons, and other metal objects. incantation. (see Distraction)
The lore element is a mental task that can be used Making traps: Allows traps to be made and placed.
to understand such things as where to find the best Nightvision: Allows vision as if it was daylight.
ore or how to make something specific. There are no penalites for being within a light
Climb walls: Used for climbing walls, ropes, source’s seondary area of effect, or being fully
ladders, etc. outside a light source’s area of effect.
Divine lore: Allows the understanding of Observation: A chance to spot something out of
effects that follow the laws of the divine. Allows the corner of your eye. Observation is an active
identification of magical scroll contents such that task and the character or adversary must be being
any divine incantations contained within can be vigilant.
learned. Persuade: Used to influence others to do things
Finding traps: Allows the finding of natural and they might otherwise not wish to do.
man-made traps. Pick pocket: Used to pick the pockets of the
Finding secrets doors and compartments: Allows unwary.
the finding of secret doors and compartments, as Religious knowledge: Used to recall information
well as concealed entrances. about deities, religious festivals, iconography, etc.
Force doors: Used for forcing open stuck doors, or Revive: Used to prevent a character or adversary
moving lids of sarcophagi, etc. Used for ‘shoving’ from dying. The TN is equal to 1 + the amount of
things. negative Hits the dying target has. For example: If
Hearing: Used to detect odd noises, voices and a character is dying on -2 Hits, they can be revived
overhear conversations. with a successful Task check with a TN of 3 (1 +2)
Improved 1H weapons: Grants a bonus to Fight die Sailing (practical and lore): The practical element
rolls using 1-handed weapons. is a physical task that can be used to sail or captain
Improved 2H weapons: Grants a bonus to Fight die sailing vessels. The lore element is a mental task
rolls using 2-handed weapons. that can be used to understand such things as
Improved defence: Grants a +1 bonus to Defence. navigation techniques and hazards, tides, and
You can only enhance this feat to a maximum of +2. currents, etc.

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Lantern

GEAR
Siegecraft (practical and lore): The practical
element is a physical task that can be used to lay
siege to fortifications. The lore element is a mental
task that can be used to understand such things as
which are the best ways to siege castles and cities, Gear is what you can find or buy to own. It consists
as well as the benefits of various siege engines and of equipment, weapons, and armour.
methods of tunnelling, etc.
Stealth: Used to move silently, and hide in shdows.
Stonemasonry (practical and lore): The practical EQUIPMENT
element is a physical task that can be used to
carve and shape stone. The lore element is a This is the equipment that explorers and
mental task that can be used to understand such adventurers need to find their destinies.
things as which stones are best to use for different
applications, how to quarry and move stone, etc. Equipment Table
Tracking: Used to find tracks and identify the Equipment Coin
quantity and type of creatures or people that have
left them. Can be used to identify droppings, etc. 10-foot pole 1
See Finding Tracks (p. 12) Backpack 3
Understand magical languages: Used to read Bedroll 2
and interpret magical writings (except scrolls; see
Arcane or Divine Lore feats). Chain, 10-feet long 5
Woodworking (practical and lore): The practical Crowbar 3
element is a physical task that can be used to Flint and steel 1
make wooden objects, support timbers, door
frames, etc. The lore element is a mental task that Glass vial, empty 2
can be used to understand such things as the best Grappling hook 3
woods to use and where to find them, treatment Iron spikes ×10 2
techniques, etc.
Wrestling: Used to grapple with adversaries Lantern (30-foot radius) 10
instead of fighting. Wrestling is used instead of Mirror, handheld 8
fighting with a weapon and if the target is not Net, 25-feet square 3
also opting to wrestle, it is done with a -2 penalty
to Defence. Instead of doing harmful damage, Oil, lantern (Lasts 2 Turns) 2
wrestling deals ‘submission damage’. Once an Rations, 1 day 2
adversary reaches 0 Hits, they are still alive, but Rope, 50-feet long 5
give up their fight (until they are released).
Wilderness (practical and lore): The practical Sack 1
element is a physical task that can be used to Scroll case 2
survive in the wilderness and darkness, build a Tent, two-man 5
camp, etc. The lore element is a mental task that
can be used to understand such things as how Torch ×6 (15-foot radius. Lasts 1 Turn) 2
to find and collect water, where to find animal Waterskin 2
burrows, etc.

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Rules
WEAPONS ARMOUR
To defeat adversaries, a character needs weapons. Characters need armour to protect themselves.
Weapons that hit their opponents inflict damage to Armour increases a character’s Defence value
their Hits value. making them harder to hit.

Your fist, foot, or head is your most basic weapon. Armour Table
Unarmed you deal 1 Hit when you attack, but your
Physical
Fight Dice result is modified by -1.
Task & Defence
Armour Coin
Weapons Table Sorcery Value
Weapon Hits Coin Penalty
Unarmed; punch, kick, or headbutt 1 free Shield, buckler - +1 7
(-1 to Fight die rolls) Shield, medium -1 +2 10
Axe 1d2 10 Shield, tower -2 +3 25
Axe, 2-handed (cannot use a shield) 1d3 20 Padded - +1 10
Bow* (100 feet range) 1 25 Leather or hide - +2 20
Club 1 free Ring -1 +3 30
Crossbow* (50 feet range) 1 30 Chain -2 +4 45
Dagger (throw 20 feet) 1 5 Scale mail -3 +5 60
Flail 1d2 10 Full plate -4 +6 100
Flail, 2-handed (cannot use a shield) 1/2 15
A shield bonus to Defence is cumulative with
Lance (for horseback use only) 3 25 any armour worn. You can only wear one type of
Mace 1d2 10 armour at a time.
Morningstar 1d2 10 Bulky armour and shields interfere with physical
Polearm, 2-handed (cannot use a 1d3 20 tasks and the flow of energies needed for reciting
shield) incantations. Physical Task and Sorcery die are
rolled with the penalty stated above. These are
Scythe, 2-handed (cannot use a shield) 2 5
cumulative.
Sling* (30 feet range) 1 3
Spear (throw 30 feet, 2 Hits if used 1/2 7
2-handed but cannot use a shield)
Staff, 2-handed (cannot use a shield) 1d2 free
Sword 1d2 10
Sword, 2-handed (cannot use a shield) 1d3 20
Warhammer 1d2 10

* It is assumed that ammunition for missile/ramged


weapons is always available and never runs out.

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Lantern

TIME DECLARE INCANTATIONS


At the start of every round, anyone attempting to
Time in the game is measured in Rounds (10 recite an incantation that Round, must declare
seconds) and Turns (10 minutes). it. This is because they may become distracted
during reciting (see Distraction).
A 1 hour = 6 Turns = 360 Rounds
A 10 minutes = 1 Turn = 60 Rounds
COMBAT MOVE & ACTION
GRID A character can move (up to 30 feet) and act in any
order they wish. They may move 30 feet and carry
out an action; carry out an action and then move
When exploring or when game time switches to 30 feet; or part move, carry out an action, and then
Rounds, the amount of movement characters have move the rest of their movement.
available becomes important. Characters with the Improved movement feat get an
The game utilises a grid of 5-foot squares. additional 5 feet of movement per Round.
Characters can fight with adversaries that are in

EXPERIENCE
grid squares adjacent to them with hand-to-hand
weapons. If they are further away, they can use
incantations or missile/ranged weapons, such as
bows and crosswbows.
After each session played, a character gains 1 EXP.
They may spend EXP at any time (even midway

MOVEMENT through a session) as follows:

3 EXP: Move from none to the first dice in the Dice


Train for a previously unusable action dice.
Everyone can move up to 30 feet during their slot 3 EXP: Learn a new Incantation.
in the 10 second combat Round. Some adversaries 2 EXP: Increase one of their action dice to the next
can move further or less than 30 feet in a Round. die in the Dice Train.
2 EXP: Choose a new Feat (except for Natural

COMBAT
feats) at +1.
1 EXP: Increase their Hits by 1.
1 EXP: Increase a Feat by +1.
1 EXP: Increase their Coin by 20.
When combat starts. Time switches to being
recorded in Rounds.

COMBAT ORDER
Each character rolls their unmodified Fight die.
Characters act in this order, highest goes first. The
Improved reaction feat allows a +1 bonus to this roll.
The same results act simultaneously. Game Master
controlled adversaries that draw with characters
always go after the characters.

This order is retained throughout the combat,


unless a character or adversary decides to delay
their actions until later in the Round.

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Rules

ENVIRONMENT
Lanterns, torches, light-creating incantations, and
light-shedding magic weapons cause 1 Hit damage
per Round to those that remain in the light source
primary area of effect.

VISION Fire (even from sorcery) is treated as light in this


regard, so flames that give off light cause damage
to those that are vulnerable.
It is always dark in the Lantern world, and as such,
characters are unable to interact easily with the Example: If a description of an artifact,
world without light sources. They cannot see in incantation, or piece of equipment states that it
the dark unless they have equipment, artifacts, or sheds light in a given area, then it in considered
incantations that allow it. to be strong enough for the lighthater flaw effect
to occur. A firebolt is fleeting and momentary
LIGHT so is not considered to produce additional
damaging effects on those with the lighthater
flaw.
Light sources allow a character to see in the dark.
Basic light sources that characters may have
access to are as follows: OBJECTS
Light Source Table Objects generally have Hits that need to be
Primary Secondary depleted before they are broken or smashed. The
Light Source Radius Radius Game Master can assign Hits to objects as they
(feet) (feet) wish. Here are some examples:

Candle 5 10 Wooden door or table: 3 Hits


Torch 15 30 Iron door: 10 Hits
Stone sarcophagus: 5 Hits
Firebug Lantern 20 40
Lantern/Street Lantern 30 60 Some things just need a little persuasion like a
stuck door, or a heavy sarchopagus lid. This is
Campfire 40 80
where the Game Master decides on a TN for the
Small bonfire 60 120 Task. Guards get a bonus of +1 when forcing doors.
Large bonfire 120 240

If within these primary areas of light, characters act


COVER
unimpeded. Between the primary area of effect
and upto twice the radius from the light source is Hiding behind hard objects provides bonuses to
considered the secondary area Defence depending on how you
of effect, within which they suffer use it, as follows:
-1 to all Action Die (Fight, Task, Light source A Fully covered: Cannot be
and Sorcery) where vision is hit or Fight back.
necessary. A Partly covered: Can Fight
Outside this secondary area of at -1, gain +2 Defence.
effect, all actions that rely on
sight are either impossible (at
the Game Master’s discretion) or Primary CONCEALMENT
at -4 to the action die roll. area of effect
Soft cover such as bushes and
shadows can help a character
Lighthaters Secondary conceal themselves. This
area of effect (-1) provides a penalty of -1 or more
In some instances, such as
when fighting adversaries with to adversary’s Observation Task
the Lighthater flaw, light can be Outside area of effect rolls (as per the Game Master’s
used as a weapon. (impossible actions or -4) discretion).

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Lantern
SEARCHING
The Finding Traps feat provides bonuses to the
Task die roll.

A character must actively state they are searching Finding Secret Doors and
an area. This takes 1 Round, and they can search
one 5 foot square of their choosing. They can do
Compartments
this as many times as they like. The complexity of the construction will determine
the TN for the Task die roll.
They can search an area to find traps, secret doors,
tracks, etc. The Finding Secret Doors and Compartments feat
provides bonuses to the Task die roll.
Finding Traps
The complexity of the trap will determine the TN
Finding Tracks
for the Task die roll. Anyone that enters the trapped The nature of the tracks will determine the TN
area activates the trap for them as well as others in for the Task die roll. The Task roll is modified
the trapped area. depending upon the following:

The format for traps is given as: A Each day since track left: -1
A Overgrown: -1
A Trap name: [Target Number to find] Effects A Rain: -1
A Snow: +1
Some trap examples are:
The Tracking feat provides bonuses to the Task die
A Pit Trap: [TN1] Fall 10 feet. Take 1 Hit. roll.
A Spiked Pit Trap: [TN2] Fall 10 feet onto spikes.
Take 1d4 Hits.
A Spear Trap: [TN4] Spears shoot from the wall.
Roll 4× 1d3 Fight Die against anyone in the area.
Successes deal 1 Hit.

12
Rules

ADVERSARIES
Giant, Hill
These colossal humanoids are notoriously grumpy.
There are Dark Hill Giant variants.
Adversaries are those that the characters may
come across in their adventures. They may have to Fight:.........................1d20
fight them, succeed at tasks against them, etc. Task:..........................1d8
Sorcery:..................-
Defence:................4
DARK VARIANTS Hits:............................28
Weapons:..............Tree trunk 1d6 or boulder 1d10
Some adversaries have ‘dark’ variants that have (throw 30 feet)
adapted to the loss of light in the by having the Coin:..........................40 plus 4% chance of an artifact in
nightvision feat as well as the lighthater flaw. lair.
Movement:...........30 feet
Here are some sample adversaries: Feats: ......................-
Flaws:.......................-
Acolytes of the Lost Moon Incantations:......-

These human cultists worship the lost moon and


prefer to live in temples out beyond the lights
Goblin
of the towns. They wear no armour, only robes Vile nasty things, about 4 feet tall and with muddy
covered in moon symbols. green skin and sharp teeth. There are Dark Goblin
variants.
Fight:.........................1d4
Task:..........................1d4 Fight:.........................1d4
Sorcery:..................1d4 (arcane) Task:..........................1d4
Defence:................1 Sorcery:..................-
Hits:............................2 Defence:................1
Weapons:..............Curvy dagger 1 (throw 20 ft). Hits:............................2
Coin:..........................2 Weapons:..............Spear 1/2 (throw 30ft)
Movement:...........30 feet Coin:..........................1
Feats: ......................- Movement:...........30 feet
Flaws:.......................- Feats: ......................-
Incantations:......Minor shockbolt, nightvision Flaws:.......................-
Incantations:......-
Bandit
Bandits cluster together in loose bands that look
for the unwary travellers. They can be found in the
towns and cities as well as the darkness beyond
the light.

Fight:.........................1d4
Task:..........................1d4
Sorcery:..................-
Defence:................1
Hits:............................2
Weapons:..............club 1
Coin:..........................1d6
Movement:...........30 feet
Feats: ......................-
Flaws:.......................-
Incantations:......-

13
Lantern
Ogre Savage Wolf
Over eight feet tall and a mixture of muscle and These huge, black-furred variants of the wolf
fat, these savage beasts beat to death first, then are solitary hunters. There are Dark Savage Wolf
decide if it was a good thing after. There are Dark variants.
Ogre variants.
Fight:.........................1d6
Fight:.........................1d10 Task:..........................1d6
Task:..........................1d4 Sorcery:..................-
Sorcery:..................- Defence:................3
Defence:................4 Hits:............................4
Hits:............................12 Weapons:..............Bite 2
Weapons:..............Giant club 1d3 Coin:..........................-
Coin:..........................20 plus 2% chance of an artifact. Movement:...........40 feet
Movement:...........20 feet Feats: ......................Stealth +3
Feats: ......................- Flaws:.......................-
Flaws:.......................- Incantations:......-
Incantations:......-
Skeleton
Hydra
Animated human bones reanimated by
The massive hydra has seven reptilian heads, its necromancers of the darkness cults.
maws lined with sharp teeth. They slither along on
wide, armoured, serperntine bodies. There are Dark Fight:.........................1d4
Hydra variants. Task:..........................1d4 (-1 if using a medium shield)
Sorcery:..................-
Fight:.........................1d14 Defence:................1 (3 with a medium shield)
Task:..........................1d6 Hits:............................2
Sorcery:..................- Weapons:..............spear 1/2 (throw 30 feet, 2 Hits if
Defence:................5 used 2-handed) or sword 1d2 or axe 1d2
Hits:............................32 Coin:..........................1d6 at burial location
Weapons:.............. 7× bites 2 Movement:...........30 feet
Coin:..........................250 plus 10% chance of an artifact Feats: ......................Nightvision
in lair. Flaws:.......................Brittle (blunt weapons cause an
Movement:...........40 feet extra Hit of damage for each successful strike).
Feats: ......................- Incantations:......-
Flaws:.......................-
Incantations:......-

14
Rules
Wight Wyvern
The corpses of vengeful undead. Wights are A large winged beast often mistakenly though to
dangerous adversaries and feared by any that have be a dragon. They have a tail sting that delivers a
survived an encounter with them. virulent poison. There are Dark Wyvern variants.

Fight:.........................1d8 Fight:.........................1d10
Task:..........................1d8 Task:..........................1d6
Sorcery:..................1d6 Sorcery:..................-
Defence:................2 Defence:................4
Hits:............................5 Hits:............................15
Weapons:..............death touch 2 (5% chance of instant Weapons:.............. bite 3 or tail sting 1d6. Those hit by
0 Hits). the tail sting twice are paralysed for 1d6 Rounds.
Coin:..........................1d100 in burial chamber. Coin:..........................3% chance of an artifact in lair.
Movement:...........30 feet Movement:...........40 feet/flying 60 feet
Feats: ......................Nightvision Feats: ......................-
Flaws:.......................- Flaws:.......................-
Incantations:......Shockbolt Incantations:......-

Wolf
These ferocious wolves hunt in packs. They are
often encountered in three or more at a time. There
are Dark Wolf variants.

Fight:.........................1d4
Task:..........................1d4
Sorcery:..................-
Defence:................2
Hits:............................2
Weapons:..............Bite 1
Coin:..........................-
Movement:...........40 feet
Feats: ......................Stealth +2
Flaws:.......................-
Incantations:......-

15
Lantern

INCANTATIONS
Arcane Armour
Casting Value:...2
Source:....................Arcane
Acolytes and Apprentices are versed in the ancient Effect:.......................The reciter gains +2 Defence for 3
lore that allows them to manipulate mysterious Rounds.
energies to bring forth light, fire, healing, amongst
many other magnificent powers. The power comes
from either a Divine source, such as their gods in
Bless
the case of an acolyte, or from an Arcane source in Casting Value:...2
the case of the apprentice. Source:....................Divine
Effect:.......................This incantation creates an
Acolytes and Apprentices are not restricted in immovable area of 15 feet radius. Any allies inside
which incantations they can choose, although an gain +1 temporary Defence until the spell expires. It
incantation will list which source it derives from. lasts for 1 Turn.
Reciting incantations from a source that is not
aligned with your background’s training, results in a
less effective recital chance. Break Magic
A Arcane reciters cast Divine incantations with a Casting Value:...The casting value of the incantation
Sorcery die 1 step less in the Dice Train. to be broken.
A Divine reciters cast Arcane incantations with a Source:....................Divine
Sorcery die 1 step less in the Dice Train. Effect:.......................Can end the effects of an existing
incantation instantly.
For example: An Apprentice (Arcane trained)
with a 1d6 Sorcery die who is reciting a Bless Dimensional Shift
incantation (Divine source), will roll a 1d4 for their
Sorcery die. Casting Value:...3
Source:....................Arcane
Acolytes or Apprentices can only gain additional Effect:.......................The reciter disappers and
incantations by finding them or being taught them. reappears up to 30 feet away from where they
They may go on quests to find this hidden lore. were orignally.
All incantations cast instantly on the turn that they
are recited. Duplication
Casting Value:...4
Source:....................Arcane
Effect:.......................Creates 1d3 duplicates of the reciter
which move and dance around the reciter. They
are identical to the reciter. Anything that targets the
reciter has an equal chance of targeting a duplicate
instead. Any damage dealt to a duplicate causes
that duplicate to disappear. Area effects still affect
the reciter and dupliactes equally. The duplicates
last 1d6 Rounds.

Find Traps
Casting Value:...3
Source:....................Divine
Effect:.......................The reciter can see traps
highlighted with a green haze within a 30 foot
radius. Lasts 3 Rounds.

16
Rules
Fireblast Invisible
Casting Value:...Equal to the amount of Hits to be Casting Value:...4
dealt (declare before reciting). Source:....................Arcane
Source:....................Arcane Effect:.......................The reciter and all of their
Effect:.......................A momentary arc of fire shoots forth equipment become invisible. The spell lasts 1d6
from the reciter’s hand. It’s range is 30 feet. It deals Rounds. or until the reciter makes a Fight die roll
Hits as decided before reciting. whichever is first.

Godbolt Light
Casting Value:...4 Casting Value:...2
Source:....................Divine Source:....................Arcane
Effect:.......................A momentary bolt of holy energy Effect:.......................This incantation allows an object to
shoots forth from the reciter’s hand. It’s range is 20 emanate light in a 30-foot radius. It lasts for 1 Turn.
feet. It deals 1d3 Hits.
Nightvision
Godbolt, Minor
Casting Value:...2
Casting Value:...2 Source:....................Arcane
Source:....................Divine Effect:.......................This incantation allows one target
Effect:.......................A momentary bolt of holy energy to see in the dark up to 100 feet away as if it were
shoots forth from the reciter’s hand. It’s range is 20 daylight. It lasts for 1 Turn.
feet. It deals 1 Hit.
Purify
Hasten
Casting Value:...3
Casting Value:...4 Source:....................Divine
Source:....................Arcane Effect:.......................Can neutralise the effects of any
Effect:.......................The reciter or anyone they target poisons, such as a wyvern’s sting. Also can remove
have their movement speed doubled. They also any poisons from food or drink. Requires 1 recital
gain an extra attack each Round. The incantation per different type of poison within a 5 foot square
lasts 3 Rounds. area.

Healing Hands Restrain


Casting Value:...Equal to the amount of Hits to be Casting Value:...5
healed (declare before reciting). Source:....................Divine
Source:....................Divine Effect:.......................A single human-sized target is
Effect:.......................Heals a target. Restores lost Hits as held immobile by the incantation. They have a 25%
decided before reciting. cumulative chance per Round of breaking the
divine bonds.
Holy Barrier
Seance
Casting Value:...6
Source:....................Divine Casting Value:...4
Effect:.......................An immovable barrier of holy Source:....................Divine
blades spring forth anywhere the reciter desires Effect:.......................Allows the reciter to ask questions
with its centre within a 60 foot range. It is 30 feet of the dead (not those that have come back from
long, 15 feet high, and 5 feet thick. The barrier is death such as skeletons and wights). Lasts for two
indestructable and lasts for 3 Rounds. Anyone questions. The dead do not have foresight, so can
passing through the barrier take 1d6 Hits. The nly answer what they would know of they were
barrier cannot be placed on top of a living being. living.

17
Lantern
Shockbolt
Casting Value:...4
Source:....................Arcane
Effect:.......................A momentary crackling bolt of
lightning shoots forth from the reciter’s hand. It’s
range is 30 feet. It deals 1d3 Hits.

Shockbolt, Minor
Casting Value:...2
Source:....................Arcane
Effect:.......................A momentary bolt of lightning
shoots forth from the reciter’s hand. It’s range is 30
feet. It deals 1 Hit.

Silence
Casting Value:...4
Source:....................Divine
Effect:.......................An immobile 15-foot diameter
sphere centred on the caster springs into being. It
prevents any noise such as talking, shouting, alarm
bells, or even incantations being recited. It lasts 3
Rounds.

Stone Wall
Casting Value:...5
Source:....................Arcane
Effect:.......................A wall of stone appears anywhere
the reciter desires with its centre within a 60 foot
range. It is 40 feet long, 20 feet high, and 5 feet
thick. The wall has 25 Hits. The barrier cannot be
placed on top of a living being.

18
Rules

ARTIFACTS
These are magical items that can increase a character’s chance at succeeding. Some sample artifacts are
presented as follows:

Artifact Table
Artifact Type Power
Armour of Grallock Armour, leather Magical leather armour that provides an additional +1 bonus
to Defence.
Axe of the Minotaur Weapon, axe A two-handed axe that adds +2 to Fight die.
Helios Monocle Item, worn When worn, the wearer gains nightvision (as per the
incantation), but suffers a -1 penalty to Defence.
Lightbringer Weapon, dagger A dagger that sheds light in a 10 foot radius.
Orb of the Gol-Jabber Item, worn A six inch diameter milky crystal orb. Stores unused
incantation slots which can be used to heal Hits (one
incantation slot for one heal). Maximum of 6 slots.
Potion of Health Item, potion Restores 1 Hit.
Potion of Extra Health Item, potion Restores 2 Hits.
Potion of Super Health Item, potion Restores 3 Hits.
Potion of Nightvision Item, potion Allows the wearer to see in the dark as per the incantation of
the same name.
Rogue’s Cloak Item , worn Adds +1 to stealth tasks.
Sword of the Bear Weapon, 1H A one-handed sword that adds +1 to your Fight die.
sword
Zygor’s Helm Item, worn A four-pointed helm that allows its wearer can escalate their
Sorcery die one place up the Dice Train for one Round. Usable
1/day.

19
License

THIRD PARTY LICENSE


A third party license is coming in the official final release version.

21
Lantern

ADVENTURE: REACHING WHITESTONE GORGE

WHITESTONE GORGE
Whitestone Gorge is a 100 feet deep limestone
gorge that cuts into the surrounding woodlands. It
is part of an old trail that ran between Saint Argur
and Kesslington, but was eventually deemed too
dangerous to traverse because of bandits hiding in
ADVENTURE BRIEF the caversn of the gorge.

Eventually, a new and safer trail was cleared


Game Master Information: This is intended for thought the woodlands, and the gorge was left to
beginning characters who have gained 0 EXP. its fate.
As with all adventures that take place in the
Lantern world, it is always as dark as night. This It is now the home to The Masked Cult, and they
adventure takes place during a quarter moon, so have recently become a menace in the area,
vision is 20 feet whilst the moon is in the sky, and but have not until now have they taken such an
reduces to 0 feet when it disappers below the important cargo for the town. It is now that Lord
horizon. Jessop wants to enact some swift retribution, but
his men are spread too thin already.
Lord Jarrow, the head of the local fortified town
of Saint Argur, has asked for assistance. A few Typical masked cult members are bare-chested or
hours ago, a lamp oil merchant travelling to Saint half-dressed humans that carry clubs. They wear
Argur from the southern town of Kesslington has wooden masks with eye holes and painted white,
been ambushed. One rider fled on horseback and tied with a cord around the back of the head.
reaching Saint Argur, managed to alert Lord Jarrow
and his men. It is possible that the characters could masqurade
as cultists by obtaining masks and dressing
The merchant was passing near Whitestone Gorge accordingly.
when they were attacked. The attack was led by a
band of tribal-looking humans that wore wooden
masks painted white. Lord Jarrow knows them as THE MAP
The Masked Cult. He has no men to spare, so is
looking for anyone brave enough to go and rescue The map opposite shows the locations of torches
the merchant— assuming he is still alive—and bring fitted into iron sconces throughout the passage and
back the consignment of lamp oil. caves. These show the torch position, the primary
area of light (no penalties), the secondary are of
Lord Jarrow will pay 10 coin to each character on light (-1 penalty), and the generally unlit areas
completion and is happy to provide 50% upfront. (impossible actions or -4). See the section on Light
He doesn’t have any horses to spare, but will on p. 11 for more information.
provide lanterns and torches as needed.
Most of the boulder piles are big enough to hide
The entrance to Whitestone Gorge is 5 miles south behind.
of Saint Argur.

1 - THE GORGE
A Deep: The walls of the gorge rise up 100 feet
either side. They are climbable as a TN2 Task
roll. A falling character will suffer 1 Hit for each
50 feet they fall.
A Dead horse: one of the merchant’s horses.
A Dead merchant guardsman: Already looted.

22
Whitestone Gorge

23
Lantern
2 - THE ISLAND 6 - CULT GUARDCHAMBER
A Merchant’s wagon: On the south side of the A Guardchamber: This is the where the cult’s
islands is the merchant’s wagon, empty of lamp guards and lookouts gamble, armwrestle, and
oil barrels. wait on instructions from the cult leader.
A Horse: A horse is tethered to the wagon.
A Lookouts: Two masked cult lookouts are Masked Cult Guards (6): Fight 1d4; Task 1d4;
keeping watch to the north here (see location Sorcery -; DEF 1; HITS 2; Weapons clubs 1; Coin
11). 1d3; MV 30; Feats -; Flaws -; Incantations -.

3 - BOULDER DEFENCES 7 - FOOD STORE


A Lookout: A single masked cult lookout A Food: This cave is filled with vegetables, salted
is stationed here, watching the southern meat, and barrels of ale.
approach. If she spots anything, she starts
bellowing “Intruders!” to alert the others. The
lookout will then run to release the wolf in
8 - SLEEPING AREA
location 4.
A Sleeping Area: The cult use this area to sleep.
Masked Cult Lookout (1): Fight 1d4; Task 1d4; The floor is littered with piles of straw and
Sorcery -; DEF 1; HITS 2; Weapons clubs 1; Coin bedrolls.
1d3; MV 30; Feats -; Flaws -; Incantations -. A Sleeping Cultists: There are three masked
cultists sleeping. One is an acolyte of the cult.

4 - KENNEL Sleeping Masked Cultist (2): Fight 1d4; Task 1d4;


Sorcery -; DEF 1; HITS 2; Weapons club 1; Coin 1d3;
A Cage door: A cage door (3 Hits) made of MV 30; Feats -; Flaws -; Incantations -.
wooden pales blocks off the entance into this
Sleeping Masked Cult Acolyte (1): Fight 1d4; Task
cavern.
1d4; Sorcery 1d6; DEF 1; HITS 4; Weapons club
A Wolf Kennel: This cave is used as a kennel for
1; Coin 1d6; MV 30; Feats Divine lore +2; Flaws -;
the masked cult’s wolf pet. Inside the chamber,
Incantations  minor godbolt.
the wolf is sleeping unless alerted by the
masked cult lookouts in location 11, or released
by the lookout from location 3. 9 - HIDDEN CRYPT
Wolf (1): Fight 1d4; Task 1d4; Sorcery -; DEF 2; HITS
2; Weapons bite 1; Coin -; MV 40; Feats stealth 2; A Secret: This old, sealed crypt remains
Flaws -; Incantations -. undiscovered. It can be found with a TN4 Task
roll. It needs to be broken through.
A Sarcophagus: An intact sarchopagus contains
5 - TRAPPED TUNNEL a skeleton wrapped in rotted linen. The heavy
stone lid can be forced open (TN3 Task) or
A Tunnel: This tunnel is used as a trap for those smashed (5 Hits).
not familiar with the caves and passages. All A Artifact: Inside the sarcophagus, beneath
masked cult members go through the barracks the skeleton is a potion of extra health, and
area instead. Scrallabrugh—a dagger that sheds light in a 10
A Pit Trap: [TN1] Fall 10 feet. Take 1 Hit. The foot radius when its blade is not covered.
pit walls are reasonably smooth limestone.
Climbing out unaided is a TN2 Task.

24
Whitestone Gorge
10 - EAST BRIDGE 13 - PRISON CHAMBER
A Ropebridge: 40 foot off the ground, this A Cage door: A cage door (3 Hits) made of
suspended bridge of wooden planks tied with wooden pales blocks off the entance into this
rope is sturdy but sways a lot. cavern.
A Cut the rope: The ropes at either end can be A Merchant & Guard: The merchant, Hans
cut making the bridge unusable. Ottoman and one of his guards are shackled
A Fighting: Combat on the bridge is tricky. to the wall in this chamber awaiting sacrifice.
Anyone fighting must make a TN1 Task roll or They are on half their Hits, but if provded
fall to the ground below taking 1 Hit. with weapons will fight with the characters to
escape.

11 - LOOKOUT POST Hans Ottoman (1): Fight 1d4 (-1 if using unarmed);
Task 1d4; Sorcery -; DEF 1; HITS 2 (currently on 1);
A Platform: The island provides a lookout Weapons unarmed 1; Coin -; MV 30; Feats -; Flaws
platform that rises 40 feet above the ground. -; Incantations -.
A Defences: Large boulders here provide an
additional 1 Defence to anyone defending Merchant Guard (1): Fight 1d6 (-1 if using unarmed);
against missile weapons fired from below. Task 1d4; Sorcery -; DEF 1; HITS 4 (currently on 2);
A Lookouts: Two masked cult lookouts are Weapons unarmed 1; Coin -; MV 30; Feats jumping
keeping watch to the north here. If they spot +1; Flaws -; Incantations -.
anything, they bang and rattle an old iron pot
with their clubs to sound the alarm. 14 - MASKED CULT SHRINE
Masked Cult Lookout (2): Fight 1d4; Task 1d4;
Sorcery -; DEF 1; HITS 2; Weapons clubs 1; Coin 1; A Trapped: The southern entrance into this large
MV 30; Feats -; Flaws -; Incantations -. chamber is trapped. The safe route is the
winding passage that winds northeast into the
centre of the chamber.
12 - WEST BRIDGE A Pit Trap: [TN1] Fall 10 feet. Take 1 Hit. The
pit walls are reasonably smooth limestone.
A Ropebridge: 40 foot off the ground, this Climbing out unaided is a TN2 Task.
suspended bridge of wooden planks tied with A Chanting Acolytes: There are three chanting
rope is sturdy but sways a lot. acolytes in this chamber. At the first sign of
A Cut the rope: The ropes at either end can be intruders, two rush to attack, while one runs to
cut making the bridge unusable. defend the shaman’s chamber (location 15) and
A Fighting: Combat on the bridge is tricky. extinguish to torch outside it.
Anyone fighting must make a TN1 Task roll or A Pool: The pool contains fresh drinking water fed
fall to the ground below taking 1 Hit. from an underground spring.
A Chanting: a low chanting can be heard coming A Niches: The niches in this chamber are taken
from location 14. up by stolen human statues that have had
white wooden masks attached to their faces.
A Altar: At the northern end of the chamber is a
sacrificial altar covered in dried blood. A curvy
dagger sits on the altar as well as a ceramic,
bowl.

Masked Cult Acolyte (3): Fight 1d4; Task 1d4;


Sorcery 1d6; DEF 1; HITS 4; Weapons dagger 1
(throw 20 feet); Coin 1d6; MV 30; Feats Divine lore
+2; Flaws -; Incantations  minor godbolt,
nightvision.

25
Lantern
15 - SHAMAN’S CHAMBER RANDOM FINDS
A Shaman’s Chamber: This chamber is decorated During the adventure, the Game Master might want
with stolen furniture and even has a four poster to add character to the gorge and its passage, by
bed strewn with plump cushions. finding random things. Use this table to bring the
A Bless: At the first sign of distrurbance, the passages to life.
shaman will recite bless in the chamber
doorway (giving him and the acolyte outside Whitestone Gorge Random Finds Table
his chamber a +1 Defence for 1 Turn). Roll
A Loot: Hidden (TN2 Task) within the chamber Random Find
(1d20)
is 1d30 coin, 2 rubies worth 20 coin each, 2×
potions of health, and a parchment containing 1 A broken white mask
the find traps incantation. 2 An intact white mask
Shaman (1): Fight 1d6; Task 1d4; Sorcery 1d8; DEF 3 A set of dice made from knucklebones
3 (leather); HITS 6; Weapons 2-handed scythe 2; 4 A dropped torch (unused)
Coin -; MV 30; Feats astrology +2, divine lore +2; 5 A half-used torch (30 Rounds, 5 minutes)
Flaws -; Incantations  nightvision,
bless, godbolt. 6 A pile of rabbit bones
7 A broken club etched with a kill tally
16 - LANTERN OIL STORAGE 8 A human skull
9 A human head impaled on a spear
A Lantern Oil Barrels: The barrels of lantern oil 10 A boar carcass
taken from the merchant’s consignment are
11 A broken dagger
being stored here. One is opened and half full.
A Torches: A pile of thirty torches wrapped with 12 A smouldering campfire (sheds no light)
linen can be found here ready to be dipped in 13 A wolf tooth necklace
lantern oil.
14 A cloak made of ferret pelts
15 A leather pouch with a slit bottom
CONCLUSION 16 A ancient golden coin
Returning to Saint Argur will see Lord Jarrow
17 An ammonite fossil sticking out of the
shower the characters with praise and also open limestone
the opportunity for more work. 18 An alcove with an unlit candle
He will pay each character 10 coin (or remaining
19 A woollen bedroll stained with blood
coin if paid upfront) as promised. 20 A smashed pottery bowl

If the merchant was saved and returned to Saint


Argur, he will reward the characters with 10 gold
coin each for saving his life. Also they gain an
additional 1 EXP each.

The merchant will also ask the characters if they


can escport him back to Kesslington for 5 coin
each. He may have other work for them too.

Depending on the amount of sessions taken


to complete, the characters can gain roughly 1
to 2 EXP, maybe up to 3 EXP if they rescue the
merchant.

26

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