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Your friendly monster summer camp

Welcome to Camp!
This book will be your guide to the game of Up North. Meant
to be played upon a tabletop with friends and whatever crazy
miniatures you can cook up, Up North is a game about
monsters. Well, more accurately, a game about monster kids and
what they do during the summer months. Camp is an escape
from the stress of daily life for the orcs, goblins, and trolls that
inhabit the dark spots on the map. This is a modern aged fantasy
world. It is here that lasting friendships are made, too many hot
dogs are eaten, and hearts are broken.

School is out, and you are spending the summer at the Camp of
your choosing with 4-6 other Campers. This Camp will be your
home as you, the Camper, and the Counselors tell a collective
story. They may be trying to kill you at times (the local dwarves
are not super keen on the camp’s existence after all), but in the
end, the goal is to build upon the lives of your Camper and
breathe life into the world for one more summer of fun. This is
your camp; tell the story you want to tell.

There is a second type of player who is in charge, but not really.


During each Quest, one Counselor acts as the guiding hand.
They will set the challenges, roleplay the non-player Campers
and Bad Guys and move the story forward. The Counselor also
preps each session they are running and adjudicates when
rulings must be made. While they may not control the voice of
one of the main Campers for that game, there role is important
in laying out the Quests for the Players to interact with. One
could play a game of Up North with the same Counselor for the
whole story, or you can switch between Campers and
Counselors to allow everyone to join in on the fun!
ATTENTION CAMPERS!
CHARACTER = 3 DICE
Body Mind Soul
Body represents your collected strength, agility, hardiness, and Mind represents your collected wit, charm, diligence, and other Soul represents your collected spirit, fervor, humanity, and other
other things related to your physical form. You will be granted a things related to your mental capacity. You will be granted a things related to your heart. You will be granted a single die that
single die that represents your ability with Body. single die that represents your ability with Mind. represents your ability with Soul.

If this is a d4 you are weaker than everyone else If this is a d4 you are not the sharpest stick If this is a d4 you have likely never talked to a fairy
If this is a d6 you shouldn’t pick a fight with a Troll If this is a d6 you probably were held back a grade If this is a d6 it means you may have attended a forest ritual
once time because a friend went
If this is a d8 you might be able to win a fist fight If this is a d8 you might actually graduate
If this is a d8 it means you have thought about the world outside
If this is a d10 you likely are comfortable swinging an axe If this is a d10 you regularly solve puzzles
yourself
If this is a d12 you will be leading your camp troupe into danger If this is a d12 you will be the thinker of your troupe
If this is a d10 you might have studied a particular book very
If this is a d20 you are probably a legend amongst the younger If this is a d20 you likely have won many spelling bees or other closely at the library
campers for a heroic act last summer such silliness.
If this is a d12 you likely are the one giving the speech ahead of
any sporting event
If this is a d20 you might have started a cult

Life = Body + Mind + Soul


You will start with 20 Life
GEAR = MORE DICE You can only carry 4 Gear Dice

Weapons Spells Chants


Weapons are dice made from Metal and Wood. They use your Spells are dice made from Plastic and Bone. They use your Mind Chants are dice made from Gems and Stones. They use your
Body for Attacks and are defended by Body. for Attacks and are defended against based on their color: Soul for Attacks and are defended against based on their color:
Reddish is defended by Body Reddish is defended by Body
Melee weapons cost the maximum number on the dice. For
Bluish is defended by Mind Bluish is defended by Mind
ranged weapons, multiply the maximum number on the dice by
Yellowish is defended by Soul Yellowish is defended by Soul
the range in inches.
Touch spells cost the number on the dice. For ranged spells, Whispered chants cost the number on the dice. For ranged
A knife (d4 melee) costs 4 coins.
multiply the number on the dice by the range in inches. chants, multiply the number on the dice by the range in inches.
A shortbow (d4 with 24” range) is 96 coins.
A freezing touch spell (d8 touch) costs 8 coins. A withering whisper chant (d10 whisper) costs 10 coins.
An arcane blast spell (d6 with 12” range) is 72 coins. A piercing cry chant (d8 with 6” range) is 48 coins.
You may add one special Keyword to your weapon dice. You may add one special Keyword to your spell dice You may add one special Keyword to your chant dice
Slow (8 coins): Defender’s Move is halved next turn. Fire (8 coins): Adjacent creatures to Defender take d4 damage Holy (8 coins): Gain d4 life when you deal damage
Bleed (10 coins): Defender takes same damage on the next turn. Telekinetic (12 coins): Move the Defender 2” Inscribed (12 coins): Defender must attack you next turn
Stun (20 coins): Defender can’t act for one turn. Arcane (20 coins): Reroll one die from Attack Blasphemous (20 coins): Deal double damage

Armor Barriers Aegis


Armor are dice made from Metal and Wood. They can be added Barriers are dice made from Plastic and Bone. They can be Aegis are dice made from Gems and Stones. They can be
to any Defense roll you make for Body. added to any Defense roll you make for Mind. added to any Defense roll you make for Soul.
PLAY = ROLL DICE
Challenges Contests Combat
There are points within the narrative of the game where the When there is a creature on the other end of things we call this a When things turn to blows, your Counselor will ask you to
Counselor informs the Camper they must make a Challenge roll. Contest. In this case the Attacker rolls a relevant Trait die place your Camper (or some trinket that represents them) on
They will tell the Camper which Trait die to roll (Body, Mind, or (including any gear die that might be relevant) and the Defender the table and then someone from your party will roll a d4. 1
Soul). Then the Counselor compares that roll against the Challenge rolls their own Trait die (and Gear die) based on what is or 2 and the opponents begin combat, 3 or 4 your troupe
table below. You must roll higher to pass the Challenge. For happening in the contest. For instance, you might try to goes first. Then, the two sides take turns moving, and
instance, you are trying to paddle quickly across the lake in a intimidate a fellow Camper. You roll your Body die and they roll performing an Attack or other behavior, until everyone has
leaking boat as piranhas follow you. Your Counselor may have you their Mind die to try to determine if they believe your bluster. If gone. Then you start the process over again with a d4.
make a Body Challenge to see if you are successful against a you roll higher, they have been intimidated.
Combat turns involve the following:
medium difficulty.
Move. Move the distance on your character sheet or less.
Attack. The Camper or Creature chooses up to two Gear die
of the same type to initiate the attack. They roll the Gear die
and associated Trait die. For instance, an Orc Warrior
attacking with two knives would be 2d4 + d10 for the attack.
Defense. The Defender chooses the appropriate Trait die
based on the type of attack and adds up to two defense Gear
die they have to the roll. For instance, a creature being hit by
a two knives rolls a d8 for their Body Trait die and a d4 for
the shield they are wielding.
Damage. You then subtract the Defense from the Attack. If
this is a positive number, the Defender subtracts this number
from their Life.
Death. When you reach 0 Life you have died. There may be
those with Powers that can bring you back.
CUSTOMIZATION
Career Gear Powers
Your career aspirations likely have already begun to shape you as a
Here are some options for gear in case you don’t want to
Camper. Your Body, Mind, and Soul are determine first by your Powers are special abilities you will get to use during your
create your own based on your dice on hand.
Career. While these will be altered slightly by your Heritage and Quests. These are determined by your career (or future
future Improvements, your starting point is your career. Knife. metal d4, melee weapon, 4 coins improvements) and can only be used once per Quest. Use them
Each career is given a dice color. This does not have any impact, Axe. metal d8, melee weapon, 8 coins wisely.
(unlike spell and chant colors) it is merely meant to help distinguish Sword. metal d8, melee weapon, bleed, 18 coins
the various classes while sitting around the table. Adept Treasure can be added to your Gear this Quest
Maul. wood 2d12, melee weapon, stun, 44 coins Guardian Become immune to damage for one turn
The following careers are the standard ones for Campers in the Up Shortbow. wood d4, 12” ranged weapon, 48 coins Mage Roll Mind die twice during an attack. Keep both
North. However, if you want to mix and match your own career
you can. Your dice must add up to 18 however, which means you Pistol. metal d20, 24” ranged weapon, 480 coins Mystic Spirits tell you one piece of critical information
have an array of d6, d6, d6 or d4, d4, d10 or d4, d6, d8. Leather. wood d4, armor, 4 coins Shaman Turn into an animal for 10 minutes of real time
Warrior Regain full life
Dice BODY MIND SOUL Plate. metal d12, armor, 12 coins
Adept Purple d6 d8 d4
Guardian
Mage
Mystic
Orange
Blue
Green
d8
d4
d4
d4
d10
d6
d6
d4
d8
Fireball. red plastic d4, 6” ranged spell, fire, 32 coins
Inflict Hex. yellow plastic d12, touch spell, 12 coins
Arcane Blast. blue plastic 2d12, 6” ranged spell, 144 coins
Heritage
Your heritage (or your parents) determine your movement
Shaman Yellow d4 d4 d10 Amulet. plastic d6, barrier, 6 coins speed, size of your miniature’s base, and the Trait die that is
Warrior Red d10 d4 d4 Lightning Strike. emerald d6, 12” ranged chant, 72 coins improved. You increase the noted die by one step, so a d4
becomes a d6, or a d12 becomes a d20.
Stench. amber d4, whisper chant, blasphemous, 24 coins
Character Sheet
Move Size Die +1 Step
Holy Symbol. amethyst d8, aegis, 8 coins Goblin 4” 1” Mind
You are meant to place your physical dice on the character Orc 6” 1” Soul
sheet. It has hexagons and circles where each die sits between Troll 5” 2” Body
rolls.
CAMP APPLICATION
Career
Name: Dice BODY MIND SOUL
Adept Purple d6 d8 d4
When I grow up I want to be: Guardian Orange d8 d4 d6 MOVE LIFE SIZE
Mage Blue d4 d10 d4
Mystic Green d4 d6 d8
Shaman Yellow d4 d4 d10
Warrior Red d10 d4 d4
I will use my 30 coins to buy:
Power: Once per Quest
Adept Treasure can be added to your Gear this Quest MIND
Guardian Become immune to damage for one turn
BODY SOUL
Tell us about yourself: Mage Roll Mind die twice during an attack. Keep both
Mystic Spirits tell you one piece of critical information
Shaman Turn into an animal for 10 minutes of real time
Warrior Regain full life

Sample Gear
Adept d10 blue touch spell, d10 weapon, d10 armor GEAR
Guardian d10 weapon, d10 yellow touch spell, d10 aegis
Mage d4 6” red ranged spell, d6 barrier
Mystic d20 yellow whisper chant, d10 armor
Shaman d8 3” ranged blue chant, d6 aegis
Warrior d12 melee weapon, d12 armor, d6 barrier
Heritage
Move Size Die +1 Step POWERS
Goblin 4” 1” Mind
Orc 6” 1” Soul
Parent’s Signature: _______________ Troll 5” 2” Body
SAMPLE CHARACTERS
Camper #1: Orc Warrior Camper #2: Goblin Mage Camper #3: Troll Mystic
MOVE LIFE SIZE MOVE LIFE SIZE MOVE LIFE SIZE

MIND MIND MIND


BODY Red SOUL BODY Blue SOUL BODY Green SOUL
Red d4 Red Blue d12 Blue Green d6 Green
d10 d6 d4 d4 d6 d8
GEAR GEAR GEAR
Melee Armor Barrier 6” Barrier Whisper Armor
Metal Metal Plastic Red Plastic Plastic Yellow Stone Metal
d12 d12 d6 d4 d6 d20 d10

POWERS POWERS POWERS


Regain full life Roll Mind die twice during an Spirits tell you one piece of
attack. Keep both critical information
COUNSELOR TOOLS
GETTING BETTER
Improvement New Powers
When the Counselors deem Campers have earned it, they will When Campers improve, they may choose to gain a new
grant them an improvement. They can choose one of the options power. These are just some examples of the types of powers
below when this occurs. If you are playing a full summer of camp they might gain, but don’t let them limit your ideas. Reminder
of Quests, your Campers may improve three to five times. that these can only be used once per quest.

+ 1 Step
Deal d20 damage to someone who successfully damaged you.
Roll Body die twice during an attack. Keep Both.
You increase ONE of your Trait Dice by one step. For example, Gain a small animal companion that joins you on your Quests
you have a d6 Body die. It becomes a d8. You should swap out Build one new Gear die for half price at the end of each Quest
your die accordingly and increase your Life by 2 as well. Note: by dismantling one of the Treasures from that Quest
when going from a d12 to a d20 you only need one improvement
and your Life increases by 8 instead of 2. Attack all creatures adjacent to you with a weapon attack. Use
the same roll for all of them

+ 1”
Reroll one dice roll
Choose a Challenge. Roll your Trait die twice and add the
Your movement increases by 1”. You should update your result together.
character sheet accordingly. Choose the max value on your Body die when trying to be
sneaky in a Contest
For 5 minutes of game time, your Body die increases by one
step.
The Counselors may have ideas of new powers, or you might as Pull a useful item out of your backpack despite seemingly not
well. Use this improvement to add a new power to your character having packed it for this Quest.
sheet either from the list to the right or based on something you
agree upon with your counselor.
PERMEATIONS
Weather Time Food
Weather permeates from the real world into the game world. You will notice that some powers deal in real time not game If you share a meal before, during, or after your game, the
Much like you dice become spells, you may find the day outside time. This is just one way that time may permeate the game Campers gain bonuses based upon the protein you consume.
your windows is impacting your story. space. Don’t be afraid as a Counselor to interact with this You may only choose one of these bonuses even if you have
concept in other ways. Maybe your troupe is having trouble multiple dishes.
Sunshine. Bad Guys can reroll their Trait die.
making a decision on where to go next on the Quest; a five
Beans. Campers can ignore the effects of Weather.
Clouds. No Effect. minute timer sitting on the table that signals an in game attack
can be a good way to speed up decision making. Bird. Campers can fly for 10 minutes of real time at the start
Rain. Campers can reroll their Body die.
of the Quest.
Snow. Campers can reroll their Soul die. Overall, with the thought that each Quest will take 2 hours of
play time, you will want to keep an eye on the time flowing Bovine. Campers gain 10 Life.
>100 Degrees Fahrenheit. Campers can reroll their Mind die. during the session and pivot the story accordingly. We all might Fish. Campers can breathe underwater.
< 0 Degrees Fahrenheit. All movement is halved for the Bad wish that the real world won’t impact our games, but the reality is
not quite the wish. Other Plant. Counselors can give extra Treasure they deem
Guys.
appropriate.
Pig. Campers can move easily through the densest of forest.
EXTRA TABLES
Creatures Locations Gear
Whenever you need to quickly describe a creature your Campers Pair these descriptions and locations to create countless places You may want to create new gear on the fly as Treasure for your
may encounter, use this table to describe what they see. for Campers to discover, from the magical to the mundane. Campers. Pull the die from a bag and describe as such.
d20 Description d20 Creature d20 Description d20 Location d20 Description d20 Gear
1 Lumbering 1 Gnoll 1 Crumbling 1 Den 1 Broken 1 Knife
2 Ethereal 2 Rat 2 Vine-Covered 2 Grove 2 Rusted 2 Machete
3 Snaggle-toothed 3 Wolf 3 Damp 3 Cave 3 Chipped 3 Fishing Pole
4 Mossy 4 Bear 4 Primordial 4 Pirate Ship 4 Basic 4 Hatchet
5 Diminutive 5 Toad 5 Carved 5 Bunker 5 Clean 5 Magnifying Glass
6 Rock hewn 6 Fairy 6 Twisted 6 Orchard 6 Dirty 6 Club
7 Bleeding 7 Goblin 7 Emanating 7 Camp 7 Abandoned 7 Tacklebox
8 Aggressive 8 Orc 8 Rotten 8 Statue 8 Engraved 8 Spyglass
9 Primeval 9 Troll 9 Towering 9 Village 9 Runic 9 Crossbow
10 Wretched 10 Human 10 Pocket-sized 10 Blacksmith 10 Unique 10 Slingshot
11 Slobbering 11 Dwarf 11 Dripping 11 Alchemist 11 Moldy 11 Tent
12 Tusked 12 Elf 12 Ancient 12 Inn 12 Twisted 12 Rifle
13 Gnarled 13 Ogre 13 Monumental 13 Lake 13 Shattered 13 Rope
14 Oafish 14 Satyr 14 Gloomy 14 Stream 14 Sparkling 14 Backpack
15 Eldritch 15 Auroch 15 Vivid 15 River 15 Scented 15 Coin Purse
16 Putrid 16 Snake 16 Decaying 16 Cliff 16 Misplaced 16 Helmet
17 Arcane 17 Spider 17 New 17 Field 17 Stolen 17 Armor
18 Youthful 18 Moose 18 Unspoiled 18 Valley 18 Rare 18 Shield
19 Gigantic 19 Hyena 19 Inviting 19 Hill 19 Epic 19 First Aid Kit
20 Friendly 20 Gnome 20 Mysterious 20 Workshop 20 Legendary 20 Flashlight
FISHING
This page provides an example of how Challenges, Contests, and Combat can be used in specific
ways to help tell the story of the Campers. Fishing might occur during a Quest, but also could
occur between things as downtime for the Campers. Let this inspire you.

Challenge Contest Combat


Challenges are always the starting point for most things. This is Once a fish is hooked, the contest as begun. You can then call Not all fish want to be caught. In fact, none of them do. However,
a measure of the raw talent of the specific Camper. You might for a Contest as the Camper tries to reel them in! some might prove to be a bigger issue once they are brought into
use Body for casting, Mind to know where the fish are hanging the air.
d20 FISH BODY MIND SOUL
out, or Soul to brave a particular scary fishing hole.
1 Bluegill d4 d4 d4
FISH
2 Sunfish d6 d4 d4 L M S B|M|S ATT. DEF.
3 Trout d6 d6 d4
4 Lightning Eel d8 d6 d4 Lightning 10 2” 1” d8|d6|d4 d20, melee d4
5 Bass d8 d8 d4 Eel weapon armor
6 Catfish d8 d8 d6 Crocodile 20 5” 1” d12|d12|d12 d8 weapon, d10
7 Carp d8 d4 d8 melee, bleed armor
8 Stingray d8 d8 d8 Kraken 70 6” 4” d20|d4|d4 d20 weapon d20
9 Pike d10 d10 d10 melee armor
10 Walleye d10 d10 d10 Leviathan 90 9” 4” d20|d20|d20 2d20 weap. d20
11 Muskellunge d10 d12 d10 melee, stun armor
12 Crocodile d12 d12 d12
13 Giant Isopod d12 d4 d12
14 Shark d20 d12 d12
15 Dolphin d20 d12 d4
16 Octopus d10 d20 d10
17 Deep Angler d4 d4 d20
18 Barreleye d4 d20 d4
19 Kraken d20 d4 d4
20 Leviathan d20 d20 d20
UP THE HILL
Opening Conflict Treasure
Grotgug, the Camp chef, is looking for a special ingredient for Finding a Boulder Golem should be more difficult than just The journey up the hill might be long and winding and include
their stew that only grows up the hill from camp. Dangerous walking up the mountain. For instance, the campers might need any number of detours chosen by the Campers and the
creatures live there if you were to believe the Counselors. If you to use their Mind to track them, call upon the gods with their Counselor. The following represents a variety of things the
are to find a boulder golem, their eye imbues a stew with special Soul, or call out a challenge with their Body. None of these Campers may find useful in future Quests.
powers when cooked for the appropriate amount of time. individually should call the Boulder Golem to them. You can
Grotgug has a family recipe, just not enough time to make the build upon the successes and failures of their Challenges, Golem Fist. metal 2d10s, melee weapon, stun
trek themselves. Contests, and Combats to edge them closer to the Boulder This massive fist can be taken from the Boulder Golem if he is
Golem. Ensure you leave time for the final confrontation with slain. The magic coursing through it allows even the smallest of
Your troupe must decide how you want to approach this Quest.
the Golem (however it plays out), keeping at least 30 minutes for campers to utilize the weapon, smashing things in their way.
Your goal is to return to camp with a boulder golem eye. How
this portion of the Quest. If you have tricky campers, they may
you do this is up to you!
try to convince the golem to give up his eye in exchange for Grotgug’s Stew. single use power, you take the highest values
FOR THE COUNSELOR something else of value. Or they might just attack. on one dice roll during the Quest you consume this.
This Quest can include as many Challenges, Contests, and This is the famous stew from Grotgug. It is only available to the
The hill will also be unexplored by the Campers and so they
Combat as you deem fit. Let the Campers decide how they want Campers if they collect the Golem Eye.
might be searching for other things to add to their treasure chest
to find and obtain the boulder golem eye as it does not have to
while on the hill. Allow for diversions.
just be death and destruction. Invisibility Cloak. power, you become invisible for 10 minutes
CREATURES This invisibility cloak is an item of legend that has been lost in
L M S B|M|S ATT. DEF.
previous summers by a troupe of Campers.
Rat 10 4” 1” d4|d4|d4 d4 weapon, d4
melee armor
Wolf 20 8” 1” d8|d4|d4 d6 weapon, d6

Quest = 2 Hours Bear 40 6” 2” d12|d4|d4


melee, bleed
d8 weapon
armor
d8
Using Treasure
You start each quest at full Life. melee, slow armor Treasure is divided up amongst the Campers at the end of
Healing occurs between Quests. Golem 50 4” 4” d20|d4|d4 2d10 weap., d12 each Quest unless you have an Adept in your Troupe.
melee, stun armor They can start using one piece of Treasure immediately.
CABIN #5
Opening Conflict Treasure
There is a fifth cabin that sits at the edge of Camp. No one goes Approaching the Cabin should be an event in and of itself. You Treasure might be less available in this Quest then others as the
inside there anymore, especially not at night. Campers from can use challenges and contests to build up the tension ahead of focus is on the atmosphere of the game and the feeling of dread
previous years say that if you stand close enough during nights any actual combat with the Ghosts or Witch. that builds as the campers approach the cabin.
with a New Moon you can hear the whispers of dead campers that
Use a Body Challenge for campers sneaking up towards the Shriek. citrine d20, 12” ranged chant, blasphemous
were killed by a witch. Rumors say that those campers are bound
cabin. Be wary of things moving in the forest that aren’t ghosts
to the cabin for all eternity. This chant can be learned from the Swamp Witch if the campers
at all.
fight and defeat her.
It is currently a night of the New Moon and the counselors have
Use a Mind Challenge to gather clues from other non-player
been telling stories of Cabin #5 for several days now (as is Shrunken Head. bone, d10, barrier
Campers about what actually happened to Cabin #5. Maybe
tradition). Your troupe is likely intrigued by the stories of the
sprinkle in a few rumors that have nothing to do with a witch. This is carried by the Swamp Witch and resembles the head of a
ghostly campers, but what you do about it is entirely up to you.
Use a Soul Contest to commune with the spirits of the forest. young orc boy, still with his scout hat on.
FOR THE COUNSELOR Now is the time to blow the candles out and turn on the spooky
This Quest is meant to be a bit spooky. While Up the Hill was an music as your Camper struggles with fearful ghosts. Old Neckerchief. power, commune with the spirit of Camper
adventure, you should treat this one more as a horror movie. As This neckerchief seems to have been left in the cabin by one of
If the Campers enter the Cabin, they will be attacked by 3
such, be certain to sprinkle in detail that might tickle the edges of the dead Campers. If the troupe frees the spirits or somehow
Ghosts immediately. If they defeat the Ghosts and set their
your campers’ senses. It is also better to play this Quest at night, manages to sneak into the cabin, they may find this.
spirits free, the Swamp Witch will come to curse them for
perhaps with just candlelight illuminating your table.
disturbing this endless torment. This is the only way to free the
spirits, but you might have a different resolution to the Quest.
6 7
L M S
CREATURES
B|M|S ATT DEF
Mess Hall 1
Ghost 10 6” 1” d4|d4|d12 d4 touch d10
red chant aegis
Swamp
Witch
20 5” 1” d4|d8|d20 d20 12”
yellow chant,
d10
barrier 4 2
blasphemous
5 Forest
Dwarf Attack!
Opening Conflict Treasure
The local dwarven mine is fed up with the noise coming from the The battle should begin about halfway through the Quest. Spend You could give the campers a ton of Treasure with this Quest,
camp and the stench has become too much. Even for them. The the first hour letting the Campers plan their defenses. Then, but try to avoid leaving too many weapons behind. Dwarves
counselors have gotten word that a war party is on the march and when they seem to not quite be ready for the attack, shift the carry their dead home with them after all. That being said, it is
a call has been made to all campers to get ready! narrative to dwarven war chants building on the wind. The good to sprinkle meaningful weapons for your campers based on
stomp of boots and songs of battle should be the moment that the types of gear they like to use.
You have some time to prepare before the dwarves arrive. Now is
tells your Campers that the dwarves are almost upon them. They
the time to bolster your defenses, rally the troops, and ensure War Axe. metal d12, melee weapon, slow
will assume they have more time than they should. Attack quickly
there are traps a plenty for the coming onslaught. Meteor Storm. red plastic 2d12s, 6” ranged spell, fire
after this with a dwarven vanguard!
Rifle. metal d20, 24” ranged weapon
FOR THE COUNSELOR Mithril Mail. metal d8, armor
CREATURES
Depending on the power of your Campers, you can tailor the L M S B|M|S ATT DEF Skull Amulet. bone d8, barrier
number of each dwarf you send at the group. These are meant to Massive Maul. metal d20, melee weapon, stun
represent varying degrees and types of difficulty. This is definitely Dwarf 36 4” 1” d10|d6|d6 d12, weapon d8 Mithril Plate. metal d20, armor
a Combat heavy Quest, but know you also should give the Soldier melee, slow armor
Campers time to prepare for the dwarves before they get there. Dwarf 45 4” 1” d10|d12|d6 2d12 6” d8
Part of the fun of this Quest is thinking of what types of traps can Priest red spell, fire armor
be laid to aid the campers on their home territory. d12, weapon d8
melee, slow barrier
Dwarf 20 4” 1” d10|d6|d6 d20, 24” d8
Gunner weapon armor
Dwarf 60 4” 1” d20|d6|d6 d20, weapon d20
King melee, slow armor
Up North
Diddle Dee Diddle Dum
We train to eat the Humans
Up North
Diddle Doo diddle Da
We cook up Dwarven arms
Up North
Diddle Dee Diddle Dum
Elven toes Halfling hearts

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