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Introduction 3
Adventures in Yeld 8
First adventure: Mermaid Hunters! 8
Second adventure: On the hunt! 21
Third adventure: Heroes in the making! 29
Further adventures in Yeld 36
48
hunters
Monster Special dice
Monster list
48
49
Monster spells 52
Guide book
A Yeld starter set
Stepping from our dull, dusty world through the door to Yeld
is terrifying and exciting. The door opens to a field of tall grass
surrounded by ancient forests, or to a snowy mountainside
overlooking a deep valley, or a windy desert with mysterious
cliffs looming in the distance. If you look back you’ll see a
large wood and stone framed door standing by itself, and
through it our world. But why look back? Yeld is strange and
magical and waiting to be explored, and the door home will
always be waiting for you… as far as you know.
3
How to use this Guidebook Your first Yeld game
Mermaid Hunters is a starter set for The Magical Land of If this is your first time playing Yeld you’ll want to read the
Yeld role playing game. This Guidebook will lead you and Rulebook with your friends, decide who will take the role of
your friends through your first adventures in the land of Game Master and create some characters.
Yeld.
Once you’re ready to start the Game Master can lead the rest
of the players through the First Adventure on page 8.
4
Lake Town: Lake Town is the largest village in the region,
Part 1: All the and sits at the mouth of a great river that feeds into the
Grand Lake. Built on top of an ancient sunken fortress with
places we’ll go! abandoned sewers running deep underground, Lake Town
has been a center of civilization in the remote Lake Region
since the time of the Old Kings. Traders and crafters come
from all over to buy and sell in the Lake Town market, and
Yeld is a game of exploration and discovery. We’ll start our the town guard always has an eye out for trouble makers.
first adventures in our own neighborhood, but once we
find the secret door to Yeld we’ll be able to explore the Lake The people of Lake Town are mostly King’s People and Fairies,
Region and meet the people of Laketown! although a few Mermaids, Squidmen and Toothfacers make
their home in the town as well, and visitors from the Animal
Lets learn about the places we’ll explore! Tribes are common. Rarely soldiers from the Prince’s armies
led by a Vampire Magistrate will pass through town.
The Lakes Region The Sunset Lakes: North of the Great Lake, the Sunset Lakes
border the swamplands and are known to be a dangerous
The Lakes Region is a tiny part of the magical land of Yeld. place. The Mermaids who live there are hunters and trappers,
Far from the fortress of the vampire Prince Dragul and his and often travel to Lake Town to trade. Enormous Howligtors
Hunters of Yeld, the people of the Lakes lead quiet lives prowl the Sunset Lakes, and dangerous gangs make their
surrounded by deep lakes and dark forests. Few monsters hideouts in the dark swamps nearby.
make their way into the Lake Region, although the lakes
themselves are home to Mermaids and Squidmen, and
dangerous Howligators and other monsters can be found in
the deep swamps.
5
People of Yeld
Yeld is full of all kinds of strange people. Some of them will
be happy to help the Friends, while others will want to hurt
them. Be careful!
6
First Adventure: Mermaid Hunters!
Part 2: Adventures On a warm summer day like any other, a new family moves
into the neighborhood “Haunted House”, stirring excitement
in Yeld among the local kids and sparking rumors among the
gossiping adults.
8
9
The Starting Scene! Story Scene: Prepare for Adventure!
The Friends have been asked by their parents to introduce Players will naturally want to search for useful items at the
themselves to the new kid on the block and spend the day beginning of their first game. If the players want to gather
getting to know them. This will be a perfect chance for some resources before their adventure they can choose to
the Friends to find out what happened to the family that have their Friends explore any of the following rooms and
previously lived in that house and confirm whether or not see what they find. We suggest only letting each Friend
the place is truly “haunted”! explore one or two rooms!
The parents of the new kid are going to be gone at work all Living Room: While in the Living Room the Friends can
day, but have offered to buy the Friends pizza when they watch TV by making a Brave roll, adding the Nap special die
get home if they help the new kid unpack and clean their (if they have it), against a Skill Challenge of 5. If successful
basement. the Friend gains an extra Restore Roll this Adventure
It’s a warm morning on an early summer day like any Garage: While in the Garage the Friends can search around
other. the sounds of traffic and children’s laughter can be by making a Brave roll, adding the See in the Dark Special
heard echoing throughout the neighborhood as the Friends die (if they have it), against a Skill Challenge of 5. The first
make their way to the front door of the new kid’s house. The Friend to succeed at the Challenge gains the Flashlight Gear
home resides at the peak of a dead end street and stands out item (see page 38)
among the identical row houses surrounding it. A fresh coat
of paint and a new fence hide the smoke damage from a fire
that only the locals will remember had happened. The new
kid answers the door, and the Friends now have a chance to
introduce themselves.
Note: When you are ready to move the adventure along you
can remind the Friends that the basement is still waiting to be
explored. They still need to clean and unpack the basement
or they won’t be getting pizza that evening. Having a parent
call and ask about their progress is a great way to do this.
10
Store Scene: The Basement!
As the Friends finally decide to head into the basement they The Friends will find that the source of the flooding is a
will notice immediately that the lights down there have gone small crawl space at the back of the basement. Once they
out and that the faint sound of water can be heard flowing climb through the crawl space the Friends will find a large
from somewhere further below. The new kid hasn’t actually dirt room, flooded ankle deep, occupied by several empty
been down to the basement before. They’ve been afraid to wooden barrels and crates with a rusted wheelchair sinking
go down to the basement ever since they moved in. Upon into the mud at the center of the room. On the far end of
reaching the bottom of the staircase the Friends will realize the dirt room stands a strange door, partially opened with a
the basement has flooded! small stream of water flowing directly from it into the rest of
the basement. This is the magical door to Yeld.
The basement is dark and wet, with just enough light shining
down the stairs for the Friends too look around. Theres no When the Friends try to approach the door, a Scuba Snake
sign of the fire that drove the previous owners out, but the will burst out from the shadows and start a fight!.
plain plywood walls and concrete floor seem recent. There
don’t seem to be any lights at all!
Note: If you haven’t read the Fight rules on page 9 of the
Rulebook now is a good time!
11
Scuba Snake Story Scene: Exploring Yeld!
A strange green snake wearing a custom fit snorkel. It seems
surprised by the Friends and is ready to fight them for its new After the Scuba Snake is defeated, the Friends will be able
territory! to examine the strange door and what lies beyond it. The
Rank 0 Bruiser first thing they will notice is a sign hanging from the door
Core dice: Strong 1 Tough 2 Smart 1 Brave 1 with writings from multiple strange languages. On closer
Special Dice: +1 Headbutt, +1 Excuse me! inspection the Friends will see a language on the sign they
Stuff: None can read: “If flooding occurs contact Miss Vanessa from up
Rewards: Some Coins river immediately!”
12
Notes: At this point you will need to get the Friends through
the door to Yeld and heading down river to find the rest of
the adventure! Here’s some ideas:
- The new kid wants to figure out what’s going on with their
new home’s basement! Why is there a magic door and scary
snakes? Old Soldier Shield
This bent and cracked shield belonged to a once proud warrior.
- The Friends may be eager to explore this new world, to Although it’s original owner is long gone, echos of their great
find out where the snake came from and who this “MIss battles can be felt by anyone who touches the shield.
Vanessa” is. Rare Rank 0 Gear
Effect: +1 Armor, +1 Black magic protection
- Is this weird door and part of the mystery of the haunted Cost: Loaned to the Friends by Baylen.
house and the missing teen? The kids may be too curious
NOT to explore!
15
Story Scene: The Cave! Advice for fighting Scuba Snakes again!
Once the Friends are ready to hunt their first Mermaid they The Friends are fighting Scuba snakes again, but this time
will need to make their way down the beach toward the cave the fight is a little different! The Friends will start on one
entrance. As they approach the Friends are ambushed by edge of the Action Board, and the Scuba Snakes will start on
two more Scuba Snakes, leaping from the grass and shouting the opposite edge. The Slimy Scuba Snake has the first Turn.
”Scuba Snake!” Remember, friends can roll Brave dice to try to interrupt
Monsters!
Slimy Scuba Snake Because half the Action Board is covered in Water the
A slimy Scuba Snake looking to finish what it’s kin started! Friends will move slowly. The Slimy Scuba snake has the
Rank 0 Trickster Swim special die, which allows it to move through Water
Core dice: Strong 2 Tough 1 Smart 1 Brave 2 spaces as if they were normal spaces! You’ll want to use this
Special Dice: +1 Deathwish, +1 Snake Skin, +1 Swim Monster to get close to Friends and attack.
Stuff: None
Reward: Roll once on the Loot table The Slimy Scuba Snake has some neat Special dice. The
Snake Skin Special die can be added to Tough rolls until the
Monster loses its first tough dice. That means until the Slimy
Scuba Snake loses a Tough die it will be rolling 2 dice to
Sassy Scuba Snake defend against the friend’s attacks! Of course, once it loses
A sassy Scuba Snake looking to finish what it’s kin started! its only Tough die it’ll be dead. Thats where the Death Wish
Rank 0 Bruiser Special die comes in! Death Wish allows the Monster to keep
Core dice: Strong 2 Tough 2 Smart 1 Brave 1 taking normal Actions as if it were still alive for one more
Special Dice: +1 Trip, +1 Excuse me turn after it loses its last Tough die. This snake won’t go
Stuff: None down easy!
Rewards: None
The Sassy Scuba Snake isn’t as tricky as his buddy, or as fast.
Instead he has an extra Tough die, which means the Friends
will have to successfully attack him twice before he dies. He
Special Rules for this fight! has an Excuse me ! die to help him interrupt Friends, and a
trip Special die that he can add to attack rolls. If his attack is
- Because the Friends are on a beach, half of the Action successful the Friend will lose a Strong and Brave die instead
Board spaces will have the Water effect (see page x of the of a Tough die!
Rulebook).
- Monsters sometimes have Special dice that Friends don’t Time for some medical attention? After the fight is over if the
have access too. These are called Monster Special dice. You Friends have been hurt they may want to take a moment to
can find a list of Monster special dice, including Death Wish make a Restore Roll to regain any lost Core dice (see page 18
and Snake Skin used in this fight, in the Guidebook on page of the Rulebook). The Friends can each only make a limited
48. number of restore rolls every session, but its best to use them
when they need them.
16
After the Friends defeat the Scuba Snakes they can make
their way into the cave. The cave is dark and damp. The Challenge! If the Friends try to open the door or knock they
signs of a small camp litter the entrance and a creepy skull will find it to be locked. The Friends can make their way into
and crossbones hangs from the cave ceiling. the room by succeeding at either of the following challenges
or unlocking the door correctly
Pick the lock! The Friends can try to pick the lock by making
Challenge! Since the cave is very dark and scary the Friends a Smart roll, adding the Pick Locks Special die (if they have
will have to make a Brave roll, adding the See in the dark it), against a Skill Challenge of 8.
Special die (if they have it), against a Challenge of 6 or lose
a Brave die! Break the door! The Friends can try to break down the door
by making a Strong roll, adding the Break Special die (if they
If any of the Friends have the Flashlight (Gear Item) and have it), against a Skill Challenge of 10.
pass this Challenge every other Friend automaticlly passes
as well! Solve the puzzle! The Friends may place the Coral Earring
item on to the open hand of the statue, which unlocks the
Once inside the Friends will find only one path leading door through some sort of hidden mechanism and magic. If
deeper into the cave. The singular path narrows and descends the Friends have forgotten that they have this item, or can’t
until the Friends reach a sturdy driftwood door blocking the figure out the puzzle, they can make a Smart roll against a
passage. Hanging from the ceiling and rocking back and Skill Challenge of 6 to get a hint.
forth above the door is a bronze statue of a Mermaid.
17
Wounded Mermaid Deni Advice for fighting Deni!
Deni got hurt trying to escape a fight between the Mermaid gang
and the local town guards. The others left her behind because she Unlike the Scuba Snakes the Friends have already fought,
was just slowing them down. Now with nothing left to lose, Deni Deni is a real challenge! She’s wounded and desperate to
makes her last stand in the ruins of an old Mermaid hideout. survive! The Friends can try to talk to her, but Deni won’t
Rank 0 Trickster listen, and will attack as soon as they say anything!
Core dice: Strong 2 Tough 2 Smart 2 Brave 1
Special Dice: +1 Swim, +1 Charge The Friends start the fight on one edge of the Action Board.
Stuff: Stabbin’ Dagger (Rank 0 Dagger) +1 Brave Deni starts on any space beyond the center line. Deni has
Rewards: Mermaid Scale (Loot Item), each Friend receives the first Turn.
Some Coins.
Deni is fast. Her 2 Brave dice (plus 1 Brave from her Dagger)
lets her move up to 3 spaces each turn! And her Swim die
allows her to move through Water spaces as if they were
Special rules for this fight! normal spaces. Even better, Deni’s Charge Special die lets
her move 1 more space on her first Action during a fight,
- The cave is partially flooded. The GM chooses 8 spaces on and add 1 extra die to her attacks. So the best way to use
the Action Board that are covered in Water. Deni is to have her move close to a Friend, attack them, and
then move away.
- The Friends suffer the effect of the Darkness during this
fight (see page 18 of the Rulebook). Darkness means Friends will only be able to see and attack
Monsters in spaces next to them. Use Deni’s speed to keep
- When the Friends reduce Deni to 0 Tough dice they may away!
choose whether or not she is killed.
Deni hits with 2 Strong dice (or 3 on her first Action, thanks
- If the Friend who reduced Deni to 0 Tough dice chooses not to Charge). That can be enough to overwhelm Friends.You
to kill her they will receive a Good! Special die. If they decide probably don’t want to kill one of the Friends on their first
to kill Deni they’ll receive an Evil! Special die. Good! and adventure, but don’t worry if you do! Friend’s who die in
Evil! Special dice measure how good or evil your friend has Fights become Ghosts, and can come back to life later in
become while exploring Yeld. These special dice also have the adventure. Read the Ghost section on page 16 of the
other uses in the full version of The Magical Land of Yeld Rulebook to find out whats up!
RPG.
18
Adventure Rewards!
Wrap Up Scene!
After defeating Deni the Friends can leave the cave and head
back to Baylen to get their reward. If they decided to let Deni
live they’ll need to drag her with them!
The Sushi Kid also asks the Friends if they came through the
magical door. He doesn’t know much about the door itself,
but he has noticed that the river has recently been diverted
by a giant boulder and flooded the fields around the door.
The Sushi Kid says he thinks he can move the boulder and
stop the flooding with the help of a little magic, and suggests
that the kids should check back with him later.
The Sushi Kid will happily sell Food items and a selection of
other Stuff to the Friends in exchange for Coins. He stocks
all the Normal and Rare items found in the Stuff Guide (see
page 37). If the Friends don’t have enough Coins to buy
what they want they can visit the Sushi Kid in Lake Town
during their next adventure.
If the Friends still have the Coral Earring (Loot item) then
the Sushi Kid will want to buy it from them for Some Coins.
He’s curious where the Friends found it.
19
Second Adventure: On the hunt! The starting scene!
The Friend’s adventure into the magical land continues as Whether the Friends start this adventure from Baylen’s shack
they head to Lake Town in search of Baylen, who promised by the lake or after returning to the magical door, they’ll
the Friends a reward for the Mermaid they defeated. With need to head to Lake Town to meet with Baylen. They can
each Mermaid the Friends track down and defeat they’ll follow the Sushi Kid’s directions or discover a path leading
collect more rewards and get closer to finding Miss Vanessa, through a small forest around the edge of the lake.
who may be able to explain the flooded basement and
mysterious magical door! After a short walk the Friends start to see signs of civilisation.
Farm houses and fields, a dirt road and the walls of a fairytale
style town. Pointy eared humans (called King’s People) and
Note: Although the next adventure is meant to take place white furred monsters similar to Baylen (called Fairies) can
right away before the Friends return home, the players be seen preparing the fields for the coming season, and
may decide to have their Friends go back through the door fishermen are returning home early after a slow days work.
before they continue. If the Friends do return home between The locals seem wary of the Friends, and as they approach
adventures we suggest that hey only stay for a short time the gates of Lake Town they’re met by the Town Guards.
and return to Yeld as soon as possible.
Story Scene: Discovering Lake Town!
Special guest stars this adventure! As the Friends approach the front gates of Lake Town they’re
stopped by two Guards. The Guards don’t recognize the
-Baylen Grizbah: The Fairy constable of Lake Town. Baylen Friends and want to question them before allowing them
mistook the Friends for Mermaid Hunters and sent them off in. The Guards want to know who the Friends are and why
to capture or kill the Mermaid Deni. Now he wants them to they’re visiting Lake Town. Most importantly, they want to
hunt down even more Mermaids! know if the Friend’s know anything about the kidnapping of
Lake Town’s Mayor Jamms!
-Mayor Jamms: Well loved by the people of the Lake Region
the Mayor was elected to office nearly 20 years ago, and Jamms is the beloved Mayor of Lake Town, a Red Fox known
has served ever since! Mayor Jamms is a good Fox, even if throughout the region for his cunning, shrewd business sense
sometimes he makes the wrong choices. and personal style. Rumor is that the Mayor was kidnapped
by Mermaids! Once the Guards question the Friend they’ll
-Citizens of Lake Town: The citizens of Lake Town are a warm allow them into town, but if the Friend’s mention that they’re
and welcoming bunch who come from all over Yeld. They Mermaid Hunters the Guards will tell them that Constable
don’t think the Friends seem TOO strange, and will happily Baylen is expecting them, and they should go to the town
show them around town! hall right away!
21
Lake Town sits on the edge of a very large lake, with piers Story Scene: Brightmelon Inn
extending deep into the water. The town’s buildings are
sturdy looking and built from stone and wood, separated by As the Friends head to the Brightmelon Inn they see that
a maze of hard packed dirt streets. The Friends pass several Lake Town has been hit hard by the Mermaid Gang’s attack.
businesses and homes as they look for the Town Hall. The townsfolk look shaken as they put out fires, and most of
the homes and businesses in town have closed and locked
As they make their way through town the Friends realize their doors.
that there must have been some kind of attack or accident!
Smoke fills the air and small fires are being doused by Even before they reach the Brightmelon Inn the Friends can
townsfolk with buckets of water. As the Friends approach hear the sounds of the crowds inside. The old inn is stuffed
the center of town, they can see that the street is littered with with townsfolk eating their evening meal and buying drinks,
rubble and ash from destroyedstreet stalls, and they watch and rumors about the Mermaid Gang and the kidnapped
as merchants rush to put out fires in the marketplace. Mayor are thick in the air. The Friends can talk to the
Innkeeper and buy Food Items for Some Coins, or trade their
At the steps leading to the crumbling Town Hall the Friends Lodging Token to rent a room for the night.
spot Constable Baylen. The Fairy is directing bucket brigades
and trying to calm the confused and angry people of Lake
Town. Baylen waves to the Friends as they approach, looking
relieved to see them. Staying at Inns: Friends who pay to stay at an Inn can regain
up to 1 lost Core die after a rest. Friends can also choose to
Baylen tells the Friends that Lake Town has been attacked! set any Inn as their Home Inn. If all of the Friends become
Just an hour ago Miss Vanessa and her Mermaid Gang Ghosts during a fight they’ll wake up the next day in their
forced their way into town, Kidnapped Mayor Jamms and Home Inn, with 1 Tough die restored!
set the market on fire!
Baylen needs help, and the Town Guards are busy keeping
order. Once again the Fairy constable looks to the Friends to Challenge! The Friends can talk to the Townsfolk in the Inn
solve his mermaid problem. to gather information about the Mermaid Gang and the
missing Mayor by making a Smart roll, adding the I know
Baylen wants the Friends to gather clues! Find out where the about grown ups Special die (if they have it), against an
Mermaids went and why they Kidnapped Mayor Jamms. Effort Challenge of 5. If successful the Friends learn that there
Baylen thinks the Mermaids had help from someone in town, are two people that could be working with the Mermaids. If
and tells the Friends they should go to the Brightmelon Inn the Friend fails they’ll still get the info they’re looking for, but
and try to gather information. Baylen also gives the Friends they will lose a Smart die as they are tricked into waisting
a Lodging Token that they can trade for a room at the Inn. time fetching drinks and food for the hungry Townsfolk.
The Friends can now collect their bounty of Lots of Coins for
defeating the Mermaid Deni (if they have Deni in custody
Baylen will take her to the town jail). The Friends can also
buy Normal Stuff from Baylen ( See page 39 for a list of
Normal Stuff the friends can buy).
22
The two suspects are... Challenge! The Friends can make a Strong roll, adding the
Run Special die (if they have it), against a Skill Challenge
Shammol the Squidman: A well liked but cautious Squidman
of 6. If successful the Friends catch Deon and he admits
sailor who came to Lake Town to retire just a few months
to helping the Mermaids kidnap the Mayor. Dion tells the
ago. Although he’s never caused any trouble, people
Friends that the Mermaids are hiding in the old sewers below
suspect he may be aiding the Mermaids because of the close
Lake Town and are waiting for nightfall to escape to the
relationship between their people.
Sunset Lakes. If the Friends fail their roll Deon will escape
into the sewers!
Deon the Goblin: Deon came to Lake Town as a Trade
negotiator on behalf of the local Goblin settlement many
years ago. People suspect he may have helped the Mermaids
because of his long complicated relationship with one of the
gang members, the Mermaid Brynn. Story Scene: Into the sewers!
The sewers under Lake Town are part of an ancient fortress
The Friends will have to decide if they want to stick together built thousands of years ago by the Old Kings.Heading down
or split up to investigate both leads at once. If the Friends into the pitchblack sewers, the Friends will have to navigate
visit Shammol first Deon will hear about it and skip town! small ledges, passageways and knee deep sludge as they
escapes and is last seen heading into the sewers below the search for signs of the Mermaid Gang.
town.
23
Mermaid Sister Brynn Special Rules for this fight!
As the eldest of the Mermaid sisters, Brynn likes to boss around
Gwynn and has a bad habit of stealing her younger sister’s - Place a token on one space of the Action Board representing
boyfriends. a lit Brazier. Either Mermaid may spend their Move or
Rank 0 Bruiser Action while in the same space the Brazier to put it out. If
Core dice: Strong 2 Tough 2 Smart 1 Brave 1 this happens the Friend’s will suffer the effect of Darkness for
Special Dice: +1 Stubborn, +1 Trip the rest of the fight (see page 18 of the Rulebook).
Stuff: Maiden’s Whip (Rank 0 Whip) +1 Reach
Rewards: Roll once on the Loot table -If Deon the Goblin fled into the sewers the Mermaids will
know the Friends are coming and start the fight with one
Banked Action each.
Mermaid Sister Gwynn
Gwynn may be younger and smaller than Brynn, but is definitely - If the Friend who reduces Brynn or Gwynn to 0 Tough dice
considered to be the smarter sister! chooses not to kill them they will receive a Good! Special die.
Rank 0 Trickster If they decide to kill the mermaids they’ll receive an Evil!
Core dice: Strong 2 Tough 1 Smart 1 Brave 2 Special die. Good! and Evil! Special dice measure how good
Special Dice: +1 Firebug, +1 Deathwish or evil your Friend has become while exploring Yeld. These
Stuff: Maiden’s Bow (Rank 0 Bow) +1 Trick Shot Special dice also have other uses in the full version of The
Rewards: None Magical Land of Yeld RPG.
The Friends will start the fight on one edge of the Action
Board, with the Sister starting on the other. Place the Brazier
near the middle of the Action Board. Unless the Friends
declare they are attacking first, one of the Sisters will get to
take the first Turn.
Gwynn can get a lot of use out of her Banked Action with her
Bow. Her Trick Shot Special die is only useful when she uses
a Banked Action, but it lets her target a different Friend with
her attack if she misses! Gwynn may want to bank her Action
each turn in order to use Trick Shot on her next Turn!
Gwynn also has the Firebug Special die, which can be useful
if she gets close to a Friend to set them on fire (see Monster
Special dice on page 48)!
24
Boss Fight: Confronting Miss Vanessa! Spell: Call Imaginary Friend
Challenge: 6 Range: 1 Space
After the Fight with the Mermaid Sisters is finished the Friends Normal White Spell
find a series of stone stairs descending deeper into the sewers. Effect: Summons a winged cat named Tibbert, Miss VSanessa’s
After a short climb the Friends enter a large circular room imaginary friend.
full of ancient pipes and drains. All the water and sludge
from the sewer runs to this room, vanishing into a thashing
whirlpool below. An ancient wooden bridge spans the room,
from one side to the other, and on the far side the Friends
can see a stairway that leads up into bright light.
25
Advice for fighting Miss Vanessa!
Special rules for this fight!
The Friends start on one edge of the Action Board, and Miss
- As soon as an attack causes Miss Vanessa lose a Core die vanessa starts on the opposite side. Unless the Friends decide
she will drop the Mayor into the whirlpool! If a Friend doesn’t to attack Miss vanessa will take the first Turn.
jump in to rescue the Mayor within 2 rounds he will die!
Miss Vanessa is the leader of the Mermaid Gang, and she’s no
- Jumping into the whirlpool to rescue the Mayor takes the pushover! She doesn’t use any weapons, but if miss vanessa
Friend’s Turn and removes the Friend from the fight. To gets close to the Friends she’ll still be a threat! She can add
successfully rescue the Mayor the Friend will have to make her Karate Chop or Disarm Special dice to her attacks. If she
a Strong roll, adding the Swim Special die (if they have decides to use Disarm she’ll take away a Friend’s Weapon
it), against a Challenge of 4. If the roll fails the Friend still instead of a Core die. Thats a big deal!
manages to save the Mayor, but loses one Tough or Strong
die as they struggle to stay afloat. Miss Vannesa also wears Armor, which lets her add 1 Armor
dice to all her rolls against Friend’s attacks. This means
- Once the Mayor has been rescued the Friend can try to she’s pretty tough and Friend’s will probably have to use the
rejoin the fight. On their next Turn the Friend can make a Action Chain to have enough dice to overcome her armor.
Strong roll, adding the Climb Special die (if they have it),
against a Challenge of 4 to climb out of the whirlpool and Miss Vanessa’s real power is her spell casting! On her turn
back onto the bridge. If they succeed place the Friend on any she can roll Smart dice to try to cast either of her spells. Fire
edge of the Action Board. If the roll fails the Friend can try Hat sets a Friend on Fire, causing them to roll 1 less die on
again on their next Turn. every Action they take. They may even lose their Action!
Call Imaginary Friend lets Miss Vanessa summon a magical
- Reducing Miss Vanessa to 0 Tough dice knocks her out but creature to fight for her! Thats super helpful!
does not kill her. The Friends will want to bring her to Baylen
for questioning! Miss Vanessa’s best strategy is probably to keep away from
the Friends and spend her first Turn casting Call Imaginary
Friend. Once her magical pet can protect her she can cast
Fire Hat on the most dangerous Friend. She can Disarm a
Friend that gets too close, and if all else fails she can punch
the kids in the face with Karate Chop!
26
Miss Vanessa left the Sunset Lakes looking for answers. After
Adventure Rewards!
weeks of investigation she learned that the boy was from
another world, a strange land on the other side of a magical The adventure is over. Its time for rewards! If the Friends
door. She also learned that the Vampire Prince Dragul himself defeated Miss Vanessa or otherwise completed the adventure
had demanded that Mayor Jamms exile the boy and let him to the Game Master’s satisfaction they’ll each recieve 1
loose on the Lake Region. Angered by the Mayor’s cowardice, Reward die. If the Friends were unable to complete the
Miss Vanessa went to Lake Town to expose Jamm’s cruel deal adventure they won’t recieve a reward.
with Prince Dragul. But after an argument with the Mayor
Miss Vanessa was kicked out of town. The Mayor declared Friends can spend Reward dice to roll on the Treasure Table
her and her gang to be criminals, placing a price on her (see page 26 in the Rulebook) once and keep whatever
head and demanding the constable hire the finest Mermaid Treasure they discover for themselves. If they choose, the
Hunters to bring her to justice! Friends can instead use a Reward dice to gain a Special
die from the Special die list (see page 23 in the Rulebook).
The Mermaids swore revenge and began to plot to kidnap Reward dice can also be saved and spent later.
the Mayor.
End of the second adventure!
Wrap Up Scene!
Miss Vanessa tells the Friends that she had hoped to find
a way to help the boy, but now she is certain that Yeld has
claimed him and he has fully become a monster. Theres no
way for him to go home again, and only a Hero can truly
but the boys heart to rest.
27
Third Adventure: Heroes in the making! Story Scene! Return to Town Hall
After capturing the leader of the Mermaid Gang and rescuing At the Town Hall the Friends are stopped by two Town
the Mayor the Friends return to Lake Town. They’ve learned Guards. The Guards take Miss Vanessa away to the town jail
the truth behind the Mermaid’s feud with Lake Town. Can to await trial. Before shes escorted away Miss Vanessa pleads
the Friends put things right before they return home? with the Friends to find the Werewolf boy and put him out
of his misery before he hurts anyone else. She promises to
help them solve the flooding problem in their basement in
return, and tells the Friends how to find her gang’s hideout
Note: Although the next adventure is meant to take place in the Sunset Lakes.
right away before the Friends return home, the players
may decide to have their Friends go back through the door
before they continue. If the Friends do return home between -If Mayor Jamms survived the kidnapping he thanks the
adventures we suggest that hey only stay for a short time Friends for their bravery and promises them he’ll come clean
and return to Yeld as soon as possible. to the people of Lake Town and tell them the truth about the
feud with the Mermaid Gang. In the meantime the Mayor
heads home to recover from his ordeal, leaving constable
Baylen in charge.
Special guest stars this adventure!
-If Mayor Jamms is dead, Baylen will send for the town’s
-Baylen Grizbah: The Fairy constable of Lake Town. Baylen Mortician and inform the Friends that he will have Miss
mistook the Friends for Mermaid Hunters and sent them off Vanessa executed before sunrise tomorrow. Her crimes are
to capture or kill the Mermaid Deni. Now he wants them to serious and there will be no trial or delays!
hunt down even more Mermaids!
Baylen will happily pay the bounty for the Mermaids the
-Mayor Jamms: Well loved by the people of the Lake Region Friends have defeated, giving them all Some Coins. If the
the Mayor was elected to office nearly 20 years ago, and Friends already have Some Coins they can increase their
has served ever since! Mayor Jamms is a good Fox, even if Coin status to Lots of Coins. Friends can buy Normal Stuff
sometimes he makes the wrong choices. from Baylen (see page 39 for a list of Normal Stuff).
-Citizens of Lake Town: The citizens of Lake Town are a warm If the Friends try to defend Miss Vanessa constable Baylen
and welcoming bunch who come from all over Yeld. They will tell them that he needs proof that her story is true, and
don’t think the Friends seem TOO strange, and will happily even then her crimes can’t be easily forgiven. He suggests
show them around town! that if the Friends want to help prove that Miss vanessa isn’t
all bad they should head to the Sunset Lakes and see if they
-Miss Vanessa: Leader of the Mermaid gang terrorizing Lake can find any truth in her story.
Town. Vanessa and the other Mermaids weren’t always up to
good, but something happened that set them on the wrong
path.
-The boy with the beast inside: A teenage boy named Trevor
who stumbled into Yeld and stayed a little too long. Trevor
lost the use of his legs when he was young and relies on
crutches for mobility. It wasn’t long after discovering the
magical door that Trevor noticed that Yeld was beginning
to change him. Instead of going home Trevor decided to
stay in Yeld awhile, hoping the changes would give him the
power to walk on his own again. Yeld did change Trevor,
but it didn’t give him back the use of his legs. It transformed
Trevor into a Werewolf, a beast of indiscriminate rage and
uncontrollable violence.
Starting Scene!
The Friends have left the sewers and returned to Lake Town
with Mayor Jamms (dead or alive) and Miss Vanessa. Now
that they know the truth they can see that the situation is a
lot more complicated than they thought. Miss Vanessa isn’t
the villain she was made out to be… but she’s not blamless
either. The sun is setting, and whats left of it’s glow lights the
way back to the Town Hall where constable Baylen waits.
29
Story Scene! The Sushi Kid Story Scene! The Sunset Lakes
Its time for the Friends to leave Lake Town to explore the The way to the Sunset Lakes is a quiet and peaceful path
Sunset Lake and search for the Werewolf Boy. Whether they through a thick grove of willow trees, dimly lit by firebugs
want to help prove that Miss Vanessa doesn’t deserve to and ghostly lamps maintained by an unknown custodian.
be locked up (or put to death), they want to find and help The air grows colder and howls from distant wolves echo
the Werewolf Boy or they just want to find a way to fix the through the trees as the Friends step out onto the first
flooded basement so they don’t get in trouble the Friends will beaches of the Sunset Lakes.
have to head to the Sunset lakes to finish their adventure.
The Mermaid Hideout
Before the Friends leave Lake Town they can choose to stay Nestled between several small lakes, almost like an island
at the Inn to regain up to 1 lost Core die. They can also visit in a shallow ocean, the Mermaid Hideout sits defiantly
the town’s shops to buy Normal Stuff (find a list of Normal above the waters. The Hideout itself is a large, upturned ship
stuff on page 39). repurposed to function as a shelter and summer retreat. The
Friends spot a small row boat sitting at the nearby edge of
When the Friends are ready to leave Lake Town they will the beach that they can use to approach the hideout instead
head out the gates they came in through and follow the of wading across the shallow lake.
path around the lake and through the forest back toward
the magical door. As the Friends pass by Baylen’s hut and The hideout appears deserted from the outside, with no
they see that the Sushi Kid is still loitering about. sign of any Mermaids at all. If the Friends choose to go
inside they’ll see a large open room with tables and chairs
The Sushi Kid lets the Friends know that he has moved the surrounding a soot filled central fire pit. At the far end of the
boulder that was redirecting part of the river through the room there is a mangled and bent iron cage, smeared with
magical door, and that the flooding should be stopped! If dried blood and clumps of thick fur. An unconscious human
the Friends want to they can go home and shut the door teenage boy, covered in blood and ripped clothing, lies not
behind them now. The Sushi Kid isn’t sure, but he thinks far from the cage. Around the boy are the dead bodies of
that someone purposely placed the boulder in that spot to several Mermaids, half eaten and bloody.
cause flooding. Of course, if the Friends heard Miss Vanessa’s
story they know what really happened.
If the Friends ask the Sushi Kid how he managed to move Challenge! The Friends will have to make a Tough Roll,
the enormous boulder he’ll wink and tell them he used adding the I know about monsters Special die (if they
magic. The Sushi Kid will offer to sell the Friends the Old have it), against a challenge of 5. If successful the Friends
Wizard Diary. overcome their fear at the horrific sight and manage to stay
calm. If the roll fails the Friends will lose a Core die of their
Once the Friends have finished their business with the Sushi choice as they throw up at the gruesome sight!
Kid they can continue on to the Sunset Lakes
30
As the Friends approach the unconscious boy one of the Undead Mermaid’s Spells: The Undead Mermaid can cast
Mermaid bodies begins to twitch and slowly stand. The either of the following spells as her Action. To cast a spell
Mermaid is lifeless but somehow still alive! A zombie! The she rolls her Smart dice to try to meet the spells Challenge.
creature lets out a blood curdling scream as it starts a fight Friends resist spells by rolling Smart dice against the
with the Friends. Undead Mermaid’s roll. (See page 13 of the Rulebook).
Undead Mermaid
A Mermaid mage who was gravely wounded by the Werewolf Boy Refresh
and tried to use evil magic to sustain her life force. Now she is Challenge: 9 Range: Unlimited
cursed with undeath and mindlessly attacks any living creature Normal White Spell
she sees. Mages use this spell to heal hurt Friends.
Rank 0 caster Effect: Restores 1 Core dice to the caster or any Friend. This
Core dice: Strong 1 Tough 2 Smart 2 Brave 1 Spell can be cast on Ghost Friends to restore lost Tough dice
Special Dice: +1 Bite, +1 Poison, +1 Excuse me only.
Stuff: Gnawed bone (Rank 0 Staff) +1 Smart
Spells: Scary Face (Black Spell), Refresh (White Spell)
Rewards: Roll once on the Loot Table Scary Face
Challenge: 15 Range: 1 Space
Normal Black Spell
Scare a Monster!
Effect: On its next action the Monster must move as far away
from the Black Mage on the Action Board as possible and
may not cast spells or make attacks that target the Black
Mage. Additionally, the Monster may not participate in the
Monster Chain. Ghost Monsters are immune to this spell.
31
Story Scene: The Boy and the Beast Trevor never knew, but his little sister watched his
transformation from the other side of the door. The little
Once the fight with the Undead Mermaid ends the Friends girl didn’t understand what was happening, but she was so
can deal with the wounded boy. afraid that she slammed the door shut and tried to burn it
down with matches she found in the basement, just to keep
the monster from getting inside her house. The fire burned
the entire basement, and the girl was never able to tell her
Challenge! If the Boy transformed into a Werewolf and parents why she started it or what she had seen. Eventually
fled during the fight with the Undead Mermaid the Friends the family moved away, devastated that they could never
will need to track him down. The Friends can make Smart find their missing son.
rolls, adding the See in the dark Special die (if they have it),
against a Skill Challenge of 5 to track down the Werewolf. Broken and alone, Trevor crawled through the forest until
If successful the Friends will follow the Werewolf’s trail back exhaustion took him and fell into a deep sleep, transforming
across the lakes and through the forest, finally finding him back into a boy. A group of Mermaids from the Sunset Lakes
near the magical door. If the roll fails the Friends will have found him and took him back to their homes. Even though
to return to Baylen in Lake Town with their story and hope he had a monster inside him, the Mermaids tried to help,
he can help them track down the beast. showing Trevor how to control his anger and ease the beast
inside him. And when Trevor knew he couldn’t control
himself anymore the Mermaids sent him into the forest and
let him roam and howl and exhaust his rage until he turned
If the Boy is still unconscious after the fight and has not yet back into a boy. And for awhile this was enough.
turned into a Werewolf and fled the Friends can choose to
gently wake him. The Boy wakes up and seems surprised to The beast inside Trevor grew every day, and it was harder
see the Friends, but remains calm. He asks the Friends if they and harder for him to keep control. One day he lost himself
also came through the magical door, and he tells them his and transformed, attacking the Mermaids that had helped
name is Trevor. He has a sad story to share. him, including his Friend Miss Vanessa. After the attack the
surviving Mermaids fled, leaving Trevor alone.
Nearly a year ago Trevor discovered a strange door in the
basement of his home, a magical door that led to a land Trevor has resigned himself to the idea that he can never
called Yeld. Trevor tells the Friends of his time in Yeld, meeting return home and sadly believes that the only solution is to
the people of Lake Town, going on adventures with goblins live out the rest of his days as a horrible monster who will
and even celebrating his 13th birthday with a ghost. Trevor hurt anyone who gets near him, or find a way to die so that
visited Yeld as often as he could, sometimes sneaking away his soul can still rest in peace.
through the door in his basement for days at a time.
Trevor didn’t notice it at first, but once he turned 13 his body
began to change. The changes were small at first. Hair grew
along Trevor’s arms and back, and his teeth were sharper. It Choice! Trevor asks the Friends if they’ll put him out of his
almost felt like he was growing stronger, and Trevor began misery. The Friends can choose to help Trevor or insist on
to wonder if somehow he’d be able to leave his crutches trying to find another way to save him.
behind and walk. Trevor’s little sister noticed the changes
too, and watched one day as her brother snuck down to - If the Friends refuse to end his life Trevor will grow angry,
the basement and went through the magical door. She was transforming into a Werewolf in front of them and fleeing
worried for him, but was also afraid to tell her parents about the hideout, using his powerful arms to drag his body at
what she had discovered. incredible speeds across the lake and into the woods.
Eventually the day came when Trevor fully transformed - If the Friends chose to put Trevor down the beast within
into a beast, and after that nothing was the same again. Trevor will resist. As soon as the Friends strike Trevor he will
He had felt the change building inside him, but he was so transform into a Werewolf and lash out at the Friends before
sure he could control it. Instead he became a Werewolf in escaping across the lake and into the woods. The Friends
the middle of Lake Town, and hurt many people who had must make a Tough roll, adding Armor dice (if they have
been his friends. His transformation didn’t last long, but by it), against a Challenge of 4. Each Friend who fails loses one
the time he turned back into a boy the damage had already Core die of their choice. However, Trevor was wounded by
been done. The Mayor of Lake Town exiled Trevor. the Friend’s strike, and the Werewolf will will have one less
Tough die when they confront him later.
Alone and confused, Trevor tried to return home through the
magical door. But he discovered that when he got close to The Friends can make Smart rolls, adding the See in the dark
the door it seemed to push him back, as if an invisible force Special die (if they have it), against an Effort Challenge of
was keeping him from getting close. Later trevor learned 5 to track down the Werewolf. If successful the Friends will
that children from our world who stay in Yeld too long follow the Werewolf’s trail back across the lakes and through
become monsters, and can never go home again. But at the the forest, finally finding him near the magical door. If the
time Trevor was scared and confused, and only wanted to roll fails the Friends will have to spend all night searching
return to his own world. In his anger he transformed again, for the Werewolf, and will finally find him near the magical
growling and tearing at the dirt as he struggled to get closer door close to dawn. The Friends will be exhausted from their
to the magical door. search and won’t be able to make an Action Chain during
the first round of the fight with the Werewolf.
32
Story Scene! Battle at the magical door The Friends may try to capture or chase Trevor off instead of
killing him. To do this they’ll either need to Reduce his Tough
The Friends finally find Trevor at the magical door, still fully dice, his total Core dice or set him on Fire. The easiest way
in his Werewolf form. Unable to approach the door, Trevor for Friends to reduce Trevor’s Core dice is by using Special
howls and claws at the ground. As the Friend’s approach dice like Trip, Headbutt and Fight Dirty. A Friend with the
him Trevor growls at them threateningly. He won’t let them Firebug Special die, a Torch or the Fire Hat spell can try to
near the door. set Trevor on Fire.
Trevor’s attacks are dangerous but clumsy. He’ll only roll two
strong dice to attack, but thanks to the Huge Special die he
Werewolf Trevor can attack two Friends with a single attack, as long as both
A deadly beast terrorizing the Lake Region. Only heroes could
are in range. Trevor also has the Reach special die, which
hope to defeat such a powerful monster!
means that he can attack Friends up to two spaces away! So
Rank 0 Buiser
try to position Trevor so that he can reach more than one
Core dice: Strong 2 Tough 3 Smart 1 Brave 2
Friend with each attack.
Special Dice: +1 Fatty Fat Fatty, +1 Huge, +1 Reach, +1
Deathwish
If a Friend has Evil! Special dice Trevor will be able to add
Stuff: None
those dice to his attacks against them! But be careful, Friends
Rewards: Roll once on the Treasure table.
with Good Special dice can add those to any roll against
Trevor!
- The Friends can attempt to scare Trevor away from the door
and force him into the forest once he is weakened. If Trevor
is suffering the effects of Fire or has been reduced to 1 Tough
die a Friend can spend their Action on their Turn to roll their
Brave dice against Skill Challenge of 6. If successful Trevor
will retreat into the forest. If the roll fails, Trevor becomes
enraged and Banks an Action. Friends can attempt to scare
Trevor again if they fail.
33
Story Scene! Return to Lake Town The fate of Mayor Jamms
(If the Mayor is still alive at the end of the adventure.)
The Friends return to Lake Town, weary from their hard fight.
Baylen waits at the Town Hall, ready to hear their news. - The Friends learn that Mayor Jamms has resigned from his
position and left town in the night, unable to face the people
of Lake Town now that everyone knows that he sent Trevor
away instead of finding a way to help the boy. The Mayor
The fate of Trevor the Werewolf has left a forwarding address and can be contacted by post.
Baylen has been appointed as temporary mayor.
- If the Friends capture Trevor and bring him to Lake Town
Baylen will promise to do his best to take are of the boy.
The Fairy constable tells the Friends that he doesn’t think
theres any way to reverse Trevor’s change. He’ll be a monster Wrap up Scene!
forever. But with help and patience the boy may be able
to control the beast inside him, at least in time. In the Tired and hungry, and worried that they’ve been gone
meantime, Trevor will live at the town jail, in the safety of a too long, the Friends head back to the magical door.
comfortable cell. Their first adventure in Yeld has been strange, scary and
a little sad, but also exciting. As the Friends step back
- If the Friends chased Trevor away Baylen will need to through the magical door and into the basement they talk
organize a hunting party to search for the Werewolf, to about what they want to do the next time they visit Yeld!
capture him, put him down for good or lead him somewhere
safe and far away from the Lake Region. Baylen doesn’t like
the idea of hunting this boy like an animal, but the safety of Adventure Rewards!
the people of the Lake region comes first.
The adventure is over. Its time for rewards! If the Friends
- If the Friends killed Trevor Baylen will nod in understanding. defeated Trevor the Werewolf or otherwise completed the
The fairy constable will tell them that the boy was suffering, adventure to the Game Master’s satisfaction they’ll each
and they did what needed to be done to make sure he recieve 1 Reward die. If the Friends were unable to complete
wouldn’t hurt anyone else. Baylen knows the Friends will the adventure they won’t recieve a reward.
carry the weight of this death with them for the rest of their
lives, but he comforts them by telling them that trevor can
finally be at rest and know some kind of peace. Friends can spend Reward dice to roll on the Treasure Table
(see page 26 in the Rulebook) once and keep whatever
Treasure they discover for themselves. If they choose, the
Friends can instead use a Reward dice to gain a Special die
The fate of Miss Vanessa from the Special die list (see page 23 in the Rulebook). Reward
(If Miss Vanessa is still alive at the end of the adventure.) dice can also be saved and spent later.
Miss Vanessa will thank the Friends for helping Trevor and
hopes that he can finally find peace. She is grateful that
the Friends were willing to hear her side of the story and
makes good on her promise to help the Friends clean up the
flooded basement, sheepishly admitting that the flood was
her fault to begin with. Miss Vanessa carefully transcribes
a Mermaid Spell Scroll that will magically dry the flooded
basement and fix any water damage. The spell can only be
used once.
34
Further adventures
in Yeld!
Your very first adventure in Yeld is over, but the magical land
is waiting for you to come back and explore! Continue your
adventures in Yeld by creating your own Adventure Maps
and telling your own stories!
When you’re ready to leave the Lake Region and explore the
rest of Yeld please purchase a copy of The Magical Land of
Yeld RPG!
In the Yeld RPG the Friends become trapped in Yeld after the
magical door closes. They’ll have to take on Heroic Jobs and
set out on a quest to face the evil Prince Dragul and his
Hunters of Yeld to win seven magical keys and unlock
the door home.
If the Friends can’t find their way home before they turn
13 they’ll be transformed into monsters, and trapped
in Yeld forever!
Buy The Mgaical Land of Yeld RPG and other Yeld RPG
products from:
Yeldstuff.com
and
DrivethruRPG.com
36
Weapon dice
Part 3. The Stuff Each weapon grants Weapon dice. These are Strong, Smart,
Brave and (rarely) Tough dice that you can add to your
Guide Friends Core dice as long as they are holding the weapon in
hand. Many weapons also grant Special dice.
This part of the book is all about the cool stuff you’ll find as Holding weapons
you travel Yeld. In this section we’ll list all the neat Weapons, Friends only gain the benefit of a weapon’s dice if they are
Armor, Clothes, Food and other items you’ll be able to find holding the weapon in their hand. Most Friends will gather
or buy. Some of these items are on sale at shops, while others a collection of weapons and items during their Adventures,
can only be found as Loot or Treasure. Weapons, Armor, but at the beginning of each fight they‘ll have to decide
Gear, Food, Clothes and any other items are collectively which they’ll hold. If a Friend wishes to draw a new weapon
called Stuff! or item during a fight or pick up a dropped weapon they’ll
have to spend an Action to do so.
Rules for Stuff Most weapons are held with just one hand, allowing the
Friend to hold a shield or gear item in their other hand.
Here’s all the rules for using the stuff you’ll find in Yeld! Two-Handed weapons require the use of both hands. Dogs
cannot use Two-Handed Weapons.
Rank 0 Items are meant for Friends newly arrived in Yeld who
have not yet accepted their role as Heros. Sometimes these
are the weapons the Friends are carry with them from home, Armor
like baseball bats and pocket knives. Every item you’ll find Friends and Monsters wear armor to protect themselves from
in the Mermaid Hunters adventure will be a Rank 0 item. attacks. While some Armor comes as full suits of mail or
impressive sets of plate, often Friends will find Armor that is
simply a single studded glove, a sturdy pair of leather boots
or a rusty helmet.
Shields
Shield can be used by any Friend or Monster and give +1
Armor dice. Shields can be used with other pieces of armor.
You’ll need a free hand to use a shield.
Clothes Items
Clothes give Friends Special dice or increase the number of
Food items they can carry. Each Clothes item takes up one
of 4 slots: Head, Chest, Arms or Legs (these slots are shared
with Armor). A Friend can wear 4 clothes items at one time.
Food items
Food items include any item that can be consumed and
grant Friends a bonus on their next die roll or other benefit.
A single Food item can be consumed at any time, including
right before a Friend takes an Action or defends against an
attack or spell. Each Food item can only be used once. Each
Friend can carry one Food item.
Gear Items
Gear items provide benefits while a Friend holds them in
hand. A Friend can carry up to 3 Gear Items, but can only
hold one at a time.
37
Home Items
Friends can choose a single item from this list when they
create their character. These are items the Friends will start
the game with and can bring with them to Yeld!
Darts
Shops in Yeld usually won’t buys stuff from little kids. From Dad’s dartboard.
However, some shops are on the lookout for strange and Normal Rank Ranged Weapon
unusual items. Friends can sell their Home Items to any Benefits: Use this weapon to make a ranged attack.
shop for Some Coins. Cost: Can be chosen when creating a character.
Pocket Knife
Nerdy Glasses The kind with a corkscrew and a blade!
The kind of glasses a real know-it-all would wear. Normal Rank 0 Weapon
Normal Rank 0 Clothes (Head) Benefits: +1 Fight Dirty
Benefits: +1 Excuse Me! You may only use this Special die Cost: Can be chosen when creating a character.
once during each adventure.
Cost: Can be chosen when creating a character.
Squeaky Toy
Makes an annoying noise when you squeeze it.
Swimming Badge Normal Rank 0 Gear
Earned at summer camp for swimming across the whole lake! Benefits: +1 Tease
Normal Rank 0 Gear Cost: Can be chosen when creating a character.
Benefits: +1 Swim
Cost: Can be chosen when creating a character.
Hockey Stick
Bandaids The best part about hockey is the fights, right?
A small box of Hello Kitty bandaids. Super cute! Normal Rank 0 Weapon
Normal Rank 0 Gear Benefits: +1 Trip
Benefits: +1 First Aid Cost: Can be chosen when creating a character.
Cost: Can be chosen when creating a character.
Karate Belt
Flashlight If you wear this you’ll know how to kick butt!
A sturdy flashlight. Normal Rank 0 Clothes Item (Legs)
Normal Rank 0 Gear Benefits: +1 Karate Chop. You may only use this Special die
Benefits: +1 See in the Dark once during each adventure.
Cost: Can be chosen when creating a character. Cost: Can be chosen when creating a character.
38
Lake Dagger
A tool of robbers, killers and spies.
Normal Rank 0 Dagger
Benefits: +1 Brave
Knee Pads Extra Benefit: This weapon can be thrown.
Your Mom makes you wear them for skateboarding. Cost: Can be purchased from any shop for Some Coins.
Normal Rank 0 Clothes (Legs)
Benefits: +1 Roll. You may only use this Special die once
during each adventure.
Cost: Can be chosen when creating a character.
Smashing Club
Sometimes a blunt weapon is better than a blade.
Normal Rank 0 Club
Benefits: +1 Strong
Cost: Can be purchased from any shop for Some Coins.
Confiscated Nunckucks
“You can have these back after you’ve learned your lesson!”
Normal Rank 0 Weapon
Benefits: +1 Charge
Cost: Can be found by searching the house during the first
adventure.
Normal Weapons
Field Bow
The traditional weapon of hunters and shepherds.
Normal Rank 0 Bow (Two-handed Ranged Weapon)
Sturdy Sword Benefits: +1 Strong
The weapon of choice for adventurers and soldiers.
Special: Comes with all the arrows you’ll ever need.
Normal Rank 0 Sword
Cost: Can be purchased from any shop for Some Coins.
Benefits: +1 Strong
Cost: Can be purchased from any shop for Some Coins.
Badger Knuckles
When a bare fist isn’t enough.
Normal Rank 0 Weapon
Forest Axe Benefits: +1 Strong
For those who value strength over all. Extra Benefit: Can be used with the Karate Chop Special
Normal Rank 0 Axe (Two-handed Weapon) die.
Benefits: +1 Strong Cost: Can be purchased from any shop for Some Coins.
Cost: Can be purchased from any shop for Some Coins.
39
Sputtering Torch
For bringing fire and light into the darkness.
Normal Rank 0 Weapon
Benefits: +1 Strong
Extra Benefit: Attacks with this weapon cause Fire.
Cost: Can be purchased from any shop for Some Coins. Laketown Vest
A lightly armoured vest used by the guards of Laketown.
Normal Rank 0 Armor (chest)
Benefits: +1 Armor
Normal Armor & Shields Cost: Can be purchased from any shop for Some Coins.
Normal Clothes
Serious Shield
A serious shield for serious soldiers! Mayor Hat
Normal Rank 0 Shield A special hat for fans of the Mayor of Laketown. It’s a souvenir!
Benefits: +1 Armor Normal Rank 0 Clothes (Head)
Cost: Can be purchased from any shop for Some of Coins. Benefits: +1 Negotiate. You may only use this Special die
once during each adventure.
Cost: Can be purchased from any shop for Some Coins.
Robber Gloves
Crusty Skeleton Helmet
Perfect for stealing stuff! But not from the shop where you bought
An old crusty helmet someone dug up in a swamp. It had a skull
them!
inside, so it probably belonged to a Skeleton!
Normal Rank 0 Clothes (Arms)
Normal Rank 0 Armor (Head)
Benefits: +1 Steal. You may only use this Special die once
Benefits: +1 Armor
during each adventure .
Cost: Can be purchased from any shop for Some of Coins.
Cost: Can be purchased from any shop for Some Coins.
Sneaky Socks
Giant Crab Mittens The sneakiest socks you’ll ever own! Made by snakes!
Made from a giant crab shell!
Normal Rank 0 Clothes (Legs)
Normal Rank 0 Armor (Arms)
Benefits: +1 Hide & Sneak. You may only use this Special die
Benefits: +1 Armor
once during each adventure.
Cost: Can be purchased from any shop for Some Coins.
Cost: Can be purchased from any shop for Some Coins.
40
Climbing Rope
A long rope with a hook on the end. Handy!
Normal Rank 0 (Gear)
Benefits: +1 Climb, +1 Do things with Rope
Cost: Can be purchased from any shop for Some Coins.
41
Rare Stuff
Here’s a list of the Rare items Friends can find as Treasure or
buy from the Sushi Kid or Baylen.
42
Loot
Semi valuable items are known as Loot. Loot is often found
after defeating monsters, completing chores, visiting the
Ghost Realm or discovering treasure. Some Loot is commonly
traded in parts of Yeld, and certain Jobs may find loot like
Junk or Bones handy.
Coral Earring: The New Kid found this when his family
moved in to their new house. It doesn’t look like a normal
piece of jewlery at all. Where did it com from? This item can
be sold to any shop for Some Coins.
43
Spells
Here’s list of spells Friends may be able to cast if they find a
spell book or spell scroll.
Refresh
Challenge: 9 Range: Unlimited
Fire Hat Normal White Spell
Challenge: 6 Range: 4 Spaces Mages use this spell to heal hurt Friends.
Set a Monster’s head on fire! Effect: Restores 1 Core dice to the caster or any Friend. This
Effect: The Monster will roll 1 less die for all Actions for the Spell can be cast on Ghost Friends to restore lost Tough dice
rest of the fight. Monsters can break this spell by spending only.
a Banked Action. This spell also causes the target to catch
Fire.
Swim Team
Challenge: 6 Range: 3 Spaces
Normal White Spell
Dive in as a team. The water is fine!
Effect: All Friends gain +1 Swim Special die on their next
Challenge roll or for the rest of the Fight.
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Part 4:
Heroic Mentors
After the heroics displayed by the Friends during their
adventure as Mermaid Hunters several of the Townsfolk
have offered to mentor the Friends in an effort to help them
reach their full potential and become Heroes. Whenever the
Friends return to Yeld they know that these Heroic Mentors
will be available to lend a helping hand and offer advice
when needed.
Friends can visit their Mentor any time they are in the
Lake Region to receive advice. Working with a Mentor will
give a Friend access to some unique benefits along with a
special quest that provides powerful Rank 0 Treasure when
completed. Its up to the Game Master to create an adventure
based on the quest’s description. Baylen’s lessons: While being mentored by Baylen a Friend
may spend 1 Good! die to permanently gain 1 Do things
If the Friends decide to continue their adventures eventually with rope Special die. Or, spend 1 Evil! die to permanently
the magical door will close, trapping the Friends in Yeld. At gain 1 Scare Special die
that point the Mentor will give the Friend’s their first Heroic
Jobs and set them on a quest to challenge the 7 Hunters of Quest: Haunted Ponds
Yeld to win their magical keys and free Yeld from the tyranny Baylen has gotten several reports of an angry ghost haunting
of the Vampire Prince! Continue your adventure in Yeld with a local fishing spot. Normally Baylen would send some Town
The Magical Land of Yeld RPG! Guards to deal with the problem but everyone is too afraid to
take on the task! Baylen offers a special reward to the Friends
if they are willing to deal with the Ghostly disturbance on
his behalf.
The 4 Heroic Mentors are!
Baylen’s Quest Reward: A Friend who is mentored by Baylen
Baylen Grizbah: The Friends will always have access to can collect this reward after finishing this quest. Other
Baylen as a Mentor. Friends receive Some Coins for completing this quest.
The Sushi Kid: The Friends will always have access to the
Sushi Kid as a Mentor.
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Spicy Bone Broth
A super spicy dish that will set a fire inside even the most seasoned
heroes!
Rare Food item
Benefit: Spend a Banked action to immediately make a
Restore roll (even during a fight) without it counting towards
the number of Restore rolls you can make this adventure.
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Quest: Lair’s Lake rendezvous Mentor: Mayor Jamms
Now that Miss Vanessa is stuck in Jail, there will be no one
to represent the Lake Region at the annual Pirate’s Summit! As a Mentor, Mayor Jamms is efficient and methodical.
Out of desperation, Miss Vanessa pleads with the Friends to Although Mayor Jamms has left Lake Town in self exile, a
represent her Mermaid gang at the summit and make sure series of apology letters addressed to the Townsfolk and even
no other criminal organizations try to claim the region as the Friends themselves provide a great deal of knowledge
their own. If the Friends succeed, Miss Vanessa promises to and wisdom. Through correspondence, the Friends can keep
tell them the location of a very special Treasure only she can in touch with Mayor Jamms and learn from his years of
give away. public service.
Miss Vanessa’s Quest Reward: A Friend who is mentored A Friend who is being Mentored by Mayor Jamms gains
by Miss Vanessa can collect this reward after finishing this access to the following benefits:
quest. Other Friends receive Some Coins for completing this
quest. Civil Servant: Friends who are being mentored by Mayor
Jamms gain 1 I know about adults! Special Die. This effect is
lost if the Friend switches Mentors.
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Part 5: The Monster Grateful Dead: Do stuff better as a Ghost! Add to all Ghost
Actions. (Bonus)
In this section you’ll find a list of Rank O Monsters to add to Headbutt: Add to attacks! If your attack is successful your
your own adventures, plus Special dice and Spells for those target will lose Smart and Brave dice instead of Tough dice.
Monsters to use! (Combat)
Monster Special dice list Huge: Attack two Friends at once. Both Friends will roll to
defend, and if either roll is successful the attack is cancelled.
Here’s a list of Special dice used by Monsters. If a Monster’s (Bonus) (Combat)
profile lists a Special die you can find it here! Friends cannot
buy Monster Special dice, although if they find an item that Jinx: Add to Strong and Smart rolls against Friends that have
has a Monster Special die they can use it. taken the same Action twice during this fight. (Bonus)
Acid Spit: After a successful attack against a Friend roll a die. Poison: If you make a successful attack against a Friend they
On a result of 6 that Fried looses a random Gear or Clothing will have to roll a die at the start of their next turn. On a roll
item until the end of teh Adventure.(Solo) (Utility) of 6 they’ll lose a Tough die. (Solo) (Utility)
Bite: Add to attacks instead of using a weapon. Biting makes Jump: Add to Strong to jump high and far! When moving
the Monster vulnerable, so targets of the Bite who survive the on the Action Board Monsters may move through a number
attack will roll 1 extra die if they attack the Monster during of spaces occupied by other Monsters, Friends or obstacles
the same round. (Bonus) equal to their Jump dice, as long as they end their Move on
an empty square. (Challenge) (Combat)
Carnivorous: When a Monster or Friend is killed within 2
squares on the Action Board roll a die. On a 6 you gain a Run: Run fast! Add to Brave when trying to get somewhere
Core die of your choice. (Solo) (Utility) fast or outrun a Friend. During fights you’ll move an extra
space on the Action Board for each Run dice you have.
Charge: Add to Strong and Brave dice during the first round (Challenge) (Combat)
of a fight. (Bonus)
Snake Skin: Add to Tough rolls. You cannot use Snake Skin if
Cry: Roll with Smart to defend against an attack instead you have lost a Tough die this fight. (Bonus) (Combat)
of rolling Tough. If successful the attacker hits the closest
Monster instead. Does not work if you are the only Monster Stubborn: Roll with Brave dice when being interrupted by
left alive or Cry has already been used on the attacker this Friends! (Bonus)
Round. (Combat)
Swim: Float, dive and fight while in the water. Monsters
Death Wish: Continue to take normal Actions for one extra with three Swim dice automatically pass any Challenge roll
Round after losing your last Tough die. (Solo) (Utility) to Move as normal on Water spaces of the Action Board.
(Bonus)
Fatty Fat Fatty: Add to Tough rolls if you have not yet taken
an Action this Round. (Bonus) (Combat) Tease: Piss a Friend off! Force a Friend to take their next
action against you. Roll with Brave dice. Friends roll Smart
Disarm: Add to attacks against a Friend within 1 square. dice to resist Tease. (Combat)
If successful the Friend drops any held Weapons. Friends
can spend an Action to pick weapons back up. Friends resist Tentacle: Add to attacks against Friends. If you succeed,
Disarm with strong. (Combat) instead of losing a Tough die both you and the Friend will
lose your next turns. If this attack is used with a Weapon do
Excuse Me!: Add to Brave dice when you interrupt Friends! not add those weapon dice. (Combat)
(Combat)
Trick shot: When a ranged attack you made with a Banked
Fight Dirty: Add to attack rolls! If your attack is successful Action misses you may target a different Friend who must
the target will lose Strong and Smart dice instead of Tough defend against your original roll or suffer the effects of the
dice. (Combat) attack. (Solo) (Combat)
Firebug: Add to Brave dice against a Friend within 1 square. Trip: Add to attacks! If your attack is successful your target
If successful the Friend loses a Clothes item until the end of will lose Strong and Brave dice instead of Tough dice.
fight and catches Fire. Monster must spend 1 Matches or be (Combat)
holding a Torch to use this Special die. Friends resist Firebug
with Brave dice. (Combat)
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The Monster list
The following is a list of ready to use monsters that the Game
Master can use in any adventure. We recommend using
a single Boss Monster and 1-3 other Monsters in a single
adventure.
Slim Slime
Slimes are what happens when lightning strikes a ghost. The Slim
Slime is the most common type found throughout Yeld. Once a
Broccoli Lobster Slim Slime grows too big it will split into two smaller slimes and
then continue the cycle, never losing its slim figure.
A foul beast of tiny stature! This land crustacean’s tail looks
Rank 0 Bruiser
miraculously like a head of broccoli. The Broccoli Lobster will
Core dice: Strong: 2 Tough: 2 Smart: 1 Brave: 1
often bury itself face first so only it’s tail is visible, making it seem
Special Dice: +1 Disarm
like a harmless vegetable.
Stuff: Slime Bubble (Rank 0 Shield, +1 Armor)
Rank 0 Bruiser
Core dice: Strong: 2 Tough: 2 Smart: 1 Brave: 1
Special Dice: +1 Stubborn
Stuff: Raw Broccoli Shell (Rank 0 Medium Armor, +1
Armor)
Squid Kid
A young squidling between the ages of seven and twelve. These
kids are raised on pirate ships and in fishing villages along Yeld’s
Skelebat coasts. Although many Squidmen align themselves with The Deep
against the Vampire Prince, plenty of them still live peaceful lives
The reanimation of bones into the form of a bat is one of the
under Dragul’s reign.
first spells practiced by would be Bone Casters. Though not a
Rank 0 Leader
very powerful Monster, in large numbers the Skelebat can be a
Core dice: Strong: 1 Tough: 1 Smart: 2 Brave: 2
dangerous foe.
Special Dice: +1 Tentacle, +1 Poison
Rank 0 Trickster
Stuff: Kelp Cuirass (Rank 0 Light Armor. +1 Armor),
Core dice: Strong: 2 Tough: 1 Smart: 1 Brave: 2
Refresh (White Spell)
Special Dice: +1 Headbutt, +1 Jump
Stuff: None
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Goblin Kid
A young goblin between the ages of seven and twelve. These
kids are only the second generation of goblins to be born in Yeld
and will probably never get to see their homeworld within their
Fairy Kid
lifetimes.
A young Fairy between the ages of seven and twelve. Even at a
Rank 0 Trickster
young age Fairies are often twice the size of other children. This
Core dice: Strong: 2 Tough: 1 Smart: 1 Brave: 2
makes them great at bullying other kids or standing up to bullies
Special Dice: +1 Jinx, +1 Fight Dirty, +1 Cry
who would harass their friends.
Stuff: None
Rank 0 Bruiser
Core dice: Strong: 2 Tough: 2 Smart: 1 Brave: 1
Special Dice: +1 Fatty Fat Fatty, +1, Tease, +1 Charge
Stuff: Wooden Sword (Rank 0 Sword, +1 Strong),
Wooden Shield (Rank 0 Shield. +1 Armor)
Young Wolf
A young pup of the Wolf Tribe. These courageous youngsters will
often wander into towns to play with other kids or steal livestock
for a tasty snack.
Rank 0 Trickster
Core dice; Strong: 2 Tough: 1 Smart: 1 Brave: 2
Special Dice: +2 Bite, +1 Carnivorous
Stuff: Heavy Fur (Rank 0 Light Armor, +1 Armor)
Ghost Kid
A native of the ghost world between the ages of seven and twelve.
These kids will often get lost in Yeld after accidentally passing over
from their own world. If a ghost kid stays in Yeld too long they will
become corrupted and take the form of a Possessor, forgetting all
about who they once were.
Rank 0 Caster
Core dice: Strong: 1 Tough: 0 Smart: 2 Brave: 1
Special Dice: +1 Grateful Dead
Stuff: Ghost Kiss (Red Spell)
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Cursed Great Wolf (Boss Monster)
A leader of the Wolf Tribe, possessed by the vengeful spirits of
long dead wolves.
Rank 1 Bruiser
Core dice: Strong: 2 Tough: 2 Smart: 1 Brave: 2
Special Dice: +1 Huge, +1 Run, +1 Bite
Stuff: Raspy Voice (+1 Excuse Me!)
Patchy Wolf Fur (Rank 1 light Armor, +1 Armor)
Reward: Roll on the Treasure table.
Mermaid Slicer
Mermaid bandits take what they want and hurt anyone who
gets in their way. They’re the whole reason Mermaid Hunter is
a proffession!
Rank 0 Leader
Core dice: Strong: 2 Tough: 2 Smart: 2 Brave: 1
Special Dice: +1 Swim, +1 Disarm, +1 Trick shot
Stuff: Mermaid suit (Rank 0 Light Armor. +1 Armor),
Mermaid Daggers (Two Rank 0 Daggers,+1 Brave)
Reward: Roll on the Treasure table.
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Monster Spells Refresh
Challenge: 9 Range: Unlimited
Here’s a list of spells that Monsters may be able to cast. A Normal White Spell
Monster can cast a spell if it’s listed in their profile’s Stuff Mages use this spell to heal hurt Friends.
section. Effect: Restores 1 Core dice to the caster or any Friend. This
Spell can be cast on Ghost Friends to restore lost Tough dice
only.
Fire Hat
Challenge: 6 Range: 4 Spaces
Set a Monster’s head on fire!
Effect: The Monster will roll 1 less die for all Actions for the
rest of the fight. Monsters can break this spell by spending
a Banked Action. This spell also causes the target to catch
Fire.
Scary Face
Challenge: 15 Range: 1 Space
Normal Black Spell
Scare the crap out of someone!
Effect: On its next action the Monster must move as far away
from the Black Mage on the Action Board as possible and
may not cast spells or make attacks that target the Black
Mage. Additionally, the Monster may not participate in the
Monster Chain. Ghost Monsters are immune to this spell.
Ghost Kiss
Challenge: 15 Range: 1 Space
Rare Red Spell
Reach through the divide between the worlds of the living and
the dead.
Effect: Target Ghost Friend loses a Core die of casters choice.
Ghost Monsters can cast this spell on living Friends, but
cannot cause them to lose Tough dice.
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Continue your adventure!