Professional Documents
Culture Documents
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
http://monkeyblooddesign.co.uk
CREDITS
Designed and written by: Glynn Seal
Interior artwork: Publisher’s Choice Quality Stock Art © Rick Hersey / Fat Goblin Games
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
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Lantern
2
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.
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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.
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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.
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.
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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.
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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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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
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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
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.
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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.
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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.
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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:......-
Fight:.........................1d4
Task:..........................1d4
Sorcery:..................-
Defence:................1
Hits:............................2
Weapons:..............club 1
Coin:..........................1d6
Movement:...........30 feet
Feats: ......................-
Flaws:.......................-
Incantations:......-
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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:......-
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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:......-
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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.
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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.
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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.
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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.
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License
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Lantern
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.
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.
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Whitestone Gorge
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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 -.
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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.
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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
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