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SHAMBLINGTON

BEGINNINGS ONCE UPON A TIME, there was a village called


Shamblington, in the midst of a fell and forbidding forest, rarely
visited by outsiders.
SHAMBLINGTON is a tabletop It has been said that long ago, there were roses in that forest,
roleplaying game for up to six that the barbed and tangled regions known now as thornwoods
players and one Guide. If you were places of joy, until the shadows came and the roses fell.
don't know how that part So it has been said, and most have laughed bitterly at the
works, zip back to Drivethru saying.
and download Fundamentals
Of Tabletop Roleplaying. There were three, though. Three who did not laugh, but
thought on that tale with sad faces. Three heroes, who were
the mighty of Shamblington. For Shamblington was ruled by the
Baron Ruen. And it was protected by the sword of Dame Enia.
THIS IS A LIVING DOCUMENT. It might be And the wards all around it were crafted and maintained by
updated every week for a month at some point; it the mystic, Xia.
might sit dormant for a few years. And these three heroes heard tell of some other piece to that
THERE'S MORE THAN THIS. Searching for Levi tale, some word that gave them hope. That led them to believe
Kornelsen (that's me) on DriveThruRPG will yield that the shadows might be lit, and there might be roses in the
other game work, much of which is influenced by forest again. And so they drew on their armour, drew up their
or connected to this in different ways. If you're powers and weapons, and went forth into the thorns last
interested in keeping up with me as I make things, month, promising a quick sortie of only a few days.
search for me on Google+; that's my main channel.
They have not returned.
THE CHARACTERS ( + - 0 ) are drawn from Adren, the brother of Baron Ruen, has claimed the baronial
the Fate Core font. The Fate Core font is © Evil seat, ignoring the claim of Ruen's heir Urte.
Hat Productions, LLC and is used with permission.
The Four Actions icons were designed by Jeremy Xia left much unfinished. An apprentice named Rha, left
Keller. without clear instructions, waits in the strange home of the
mystic. With Rha waits Nox, a youth with skin like dark burnt
brick. And another changeling child - a golden-skinned youth
named Aura - entered town only moments ago, coming to the
manor for answers.
Dame Enia's squire Marta and her sister Lali wait, too, at the
watchtower, and have just caught sight of the golden-skinned
traveller.
PREPARATIONS
YOU WILL NEED to assemble some pieces to continue the story in play:
• Some players, to take on the characters. If you're reading this page by
yourself, congratulations! You're the Guide; you play the world.
• Print the characters and reference sheets given at the back of this book.
If desired, cut the reference sheets into cards, and place in card sleeves
with playing cards to back them.
• Acquire fudge dice, at least four, and four per player is best.
• Get tokens. Squashy glass beads, that kind of thing. Lots and lots of
tokens; twenty or thirty per player isn't too many. You can also place
numbered dice with a face showing “how many tokens this is”.

AT THE TABLE, here's how your setup will look:


• Some stacks of cards for you to look through and
put out in front of you. Threats, places, the items
not in use, and a few aspects (wards, especially;
you'll usually just want to collect all the ward PLAYERS WILL NEED a set-up as well, and as Guide you'll want
cards for yourself). to help the players get that ready. You'll also need to decide
how much starting treasure and provisions you're giving out. If
• Your notes on the nasty, very bad, no good unsure, just tell everyone they each have five tokens to split up
things that the heroes will likely find or be led to between treasure, food and ammunition. Each player will need:
today.
• A character sheet.
• A big bowl of tokens, somewhere you can grab
from (and usually where players can too). • An action reference sheet, or the cards from it.
• A mostly-blank map in the middle of the table • A condition reference sheet, or the card from that.
(and a somewhat less blank one in your notes). • Access to dice and tokens.
The map in the middle of the table can easily be
made of place cards laid out in a grid, or it can be
a piece of gridded or hex-gridded paper.
DICE ROLLS ARE USED to resolve most action. Here's the
procedure for making a roll, step-by-step:
• The Guide declares the need to make a roll, names the action, and
THE names any changes to the stakes of the roll (the + and – bits) that
seem to be appropriate.
RULES • The player declares if they are rolling Boldly, Normally, or
Cautiously. They roll four fudge dice.
• If it was a bold roll, the player then rerolls everything that's not a
+. If a cautious one, they reroll everything that's not a -. If a
normal one, they don't reroll anything.
• The player spends the final dice results. On the action, things
marked with an exclamation mark (if any) are things that always
happen. Things marked - happen unless a - die is pent to
make them stop happening. Things marked with a + don't
happen unless the player spends a + die to make them happen,
and that's that.

AS THE GUIDE, you'll find that the rules are really heavily “player-
facing”. When your monsters get their 'turn' in fights, you don't make TAKING TURNS is referenced by all over the place,
fighting rolls – you force players to make fighting rolls against those as the thing you do when there's a fight. The
monsters. And it's all like that. assumed method for taking turns goes like this:
As Guide, you just decide. What kind of encounter goes here? Who • The things opposed to the characters act; each
does the monster attack? Should the players roll for something, or does gets a turn in whatever order the Guide likes,
it just succeed or fail outright? Should this roll be a little different with which it might or might not use to force a
another thing to spend + and – to get or avoid? Is there treasure in the character to make a roll.
tomb under the shrine? Your call. If you like randomness, that's your • The characters and any Guide-played friends they
decision too. Make the references into cards and shuffle them, or roll have act; each gets a turn in whatever order they
dice, as you like. like, or just going around the table, which they
Do get to know the actions that the players have material for, and then can use to make rolls or do other things.
call for those to be used! Make the players roll to get things, to avoid • Then the opposition goes again, and so on.
things, anytime you're not ready to just nod or feel like you must say no.
• Sometimes the players go first.
OTHER RULES BITS GARGOYLE

CONDITIONS are pretty straightforward once rolls and actions are understood. A
couple of things that might not be obvious on those references:
• When a player takes two wounds or gets +2 Tangled, they add two tokens to
that aspect if it's on them, or get it out and put two tokens on it.
Gargoyles can fly; they can only be
• If it seems like a character or place should get a second copy of an aspect, they fought at range, unless they choose
to engage up close.
don't – if tokens are being added, add them to the existing copy of the aspect.
12
BITE CLAW
+2 Wounded +1 Wounded
THREATS Have a few components to look at: Brawl Brawl
ROCK DROP
• Some notes on special rules, which are given in pretty plain +3 Wounded
language. Volley
• A big red dot, with a number in it. This is the “maximum
health” of the threat. When a threat takes wounds, put
the tokens right onto it instead of on an aspect. When the
tokens hit this number or higher, the threat is defeated,
SHRINE 20 downed, or killed.
• Below health, attacks are listed. These are each given a
name, the aspect they add to or inflict (and how much, if
so), and whether they are close combat or ranged attacks.

Most shrines have long been PLACES have a few rules pieces as well as their general description:
stripped of all valuables, but not yet
all – and some shrines are wakeful • A note on whether conflicts in the area usually start close-up or at range, and a
tombs, as well. note on how likely the area is to be warded.
Mixed: Conflicts here start entirely
as the situation demands. • A “normal threat limit” in a black dot. When a monster with a maximum health
larger than this appears here, it's odd. This doesn't mean Guide won't ever have
Warded: Always. The warded such a creature there – but it does mean that when it happens, it may bear
aspect can't be removed from a investigating.
shrine (even with conjuring).
However, there are usually no
tokens on the aspect.
Every character has room for treasure
and provisions, and can carry up to ten
ITEMS of each before they need to split them
into “two items”. One treasure will
buy you one provisions, at market.
Treasure can also be used to buy other
TREASURE PROVISIONS
items, as listed below – the number in Tokens here are money you Tokens here are food; spend
the orange dot is the treasure value of can spend to buy things; each one to cancel getting hungry,
the item. item has a “treasure value”. or to turn a token on hungry
into one on weary.

SICKLE
2 You deal two damage per hit, and
can spend + to remove three
tokens from tangled on any target 3
BOW
Tokens on the bow are small lots of arrows
– ammunition. A bow can be bought with
you can reach. five, and added arrows are 1 treasure each.

SPEAR

4 You deal three damage on a hit,


and can spend + to free someone
stuck in a fight within reach, 6
SPELLBOOK
This is used to store a condition. You can
pray to put tokens on the stored condition,
feinting at their foe. moving it from storage onto a suitable
target. Only a conjurer can add a
condition to a spellbook.
AXE
4 You deal three damage on a hit,
and can spend + to increase this
by one per die spent. The items below can't be purchased; they must be acquired through play.

SWORD AND SHEILD


5 You deal two damage per hit, and
can spend + to hit repeatedly as
your trick.
RAVENS
Tokens here are friendly ravens that
will help you for a time. You can use
them to volley; two damage, “used
ammo” means that raven departs.

ARMOR
7 You can put one damage from any hit onto
armour, until there are five on it. During a
day or night of rest, you can remove one of
THE KEEPSAKE
Points the direction to a “place of
darkness” by some magic. A compass
these tokens as you tinker it back into shape. for finding adventures.
GUIDE TRICKS AND PREP

MAKE MAPS by putting places types in a grid, and moving a token


around for where the players are. Only “fill the map” a few steps
outward from home (there's a blank map for this later on).
DUPLICATE THREATS by laying cards face-down in a line right
beside the threat and noting “these are all this guy”.
USE TOKENS to track whatever you need a quick mechanism for.
Villagers in peril, hours left before the enemies arrive, whatever you'd
like to put into focus.
INTRODUCE NEW STAKES into rolls when you want to, both as
bad things that can be bought off by spending [-], and good ones to
gain with [+].
GIVE A BONUS DIE to add in to a roll if the characters have a good
plan or preparations that would give them an edge.
HAVE A VERY BAD PLACE ready for “Where is the keepsake
pulling us today?” - that's your default adventure. Grab old school
dungeons, reskin them to feel right, repopulate them, and use them
like crazy.

AND MOST IMPORTANTLY...


GO WHERE THE RULES DON'T. The two basic “social” actions are
both for dealing with groups; roleplay the one-on-one encounters. The
threats are interesting combat encounters, but they're hardly the only
things to meet in the forest. Combat can be fun, but puzzles are too, and
they don't need rolls or cards at all to dig into and have fun with.
Having a lot of colourful fiddly bits around is quite nice, but don't get too
distracted by them. They're around to make those parts of play fun and
quick, not to become the whole game.
FORETELLINGS

WHEN NOX AND AURA MEET FOR THE FIRST TIME, all the
world will hold it's breath for a moment. They are twins, and did not
know of each other.
Nox, in that moment, will crumble to ash. And then Aura will do
likewise, with Nox appearing where Aura stood moments before.
And again, and again.
By the third transition, both of these two will have understood and
felt the balance between them. They must decide which of them is
shrouded, and which material, at any given moment.

AFTER THIS STRANGE MEETING, there will be a door


within the house of Xia that was not there before.
In the room beyond that door there will be a pedestal. Above
that pedestal will float a pendant. And from that pendant, all
of the young and the brave will hear the low whispers of the
lost heroes, their mentors, given in prayer.
Sun watch over us. Moon watch over us. And if we should go SOME MIGHT STAY BEHIND. Those who have
beyond your sight, let this keepsake guide those who come after no player to speak for them will likely feel bound
us to all those places where the shadows lie dark, so they may to remain in Shamblington. After all, they will
bring light where we could not. reason, someone must watch over the doors to the
house of Xia, the watchtower of Dame Enia, the
If held, the pendant will pull, slightly, to the door of the house. town wards. If none in town are ready to raise an
Down the lane in town. Beyond the gates of town, into the outcry, Adren the usurper might well exert his
forest beyond. greed further yet.
If there are players to speak for every character, it
is likely that some chamberlain or turnkey from
Dame Enia's tower will volunteer for this duty
instead.
URTE, THE TRUE HEIR
CHARACTER
LOQUACIOUS

When you advocate, you gain + to spend as if it


were a die rolled.

TACTICIAN

When you brawl, you can spend + to knock away


a weapon or attack the enemy has. Until after it
acts again, it does not have that attack. This does
not stop that attack from hitting you, however.

Your father, Baron Ruen, is lost to the Thornwild. Your uncle


Adren has usurped your place, with the guards of Shamblington
at his call. You must seek strength and allies beyond.

Other Items & Tokens:

SICKLE TREASURE PROVISIONS


You deal two damage per hit, Tokens here are money you Tokens here are food; spend
and can spend + to remove can spend to buy things; each one to cancel getting hungry,
three tokens from tangled on item has a “treasure value”. or to turn a token on hungry
any target you can reach. into one on weary.
LALI, THE KIND
CHARACTER
WOODWALKER

When you travel, you take one less weariness,


never attract new threats, and can pass any of your
rolled dice you wish to others to be spent as-is.

HEALER

When resting for an extended period (enough to


heal wounds and weariness), you remove an added
token from each. If others are resting at the same
time (or during a stretch when you are not), you
can grant this benefit to one other character
You've always been ready to help the bright creatures of the instead, giving them extended care.
wood; you made friends there once. Lately, though, the dark
creatures are all you see at the edge of town.

Other Items & Tokens:

RAVENS TREASURE PROVISIONS


Tokens here are friendly ravens that Tokens here are money Tokens here are food; spend
will help you for a time. You can use you can spend to buy one to cancel getting hungry,
them to volley; two damage, “used things; each item has a or to turn a token on hungry
ammo” means that raven departs. “treasure value”. into one on weary.
MARTA, THE SQUIRE
CHARACTER
WARDEN

When you brawl, you can spend + to force one


foe into a corner; it can only choose to fight you
when it gets a turn.

SALVO

When you volley, you can spend + to grant +


to up to three other characters who are also
volleying.

Your master Dame Enia followed the Baron into the wood last
month. You have resolved to go out and find out what
happened to her, but you know you won't survive there alone.

Other Items & Tokens:

SWORD AND SHEILD TREASURE PROVISIONS


You deal two damage per hit, Tokens here are money you Tokens here are food; spend
and can spend + to hit can spend to buy things; each one to cancel getting hungry,
repeatedly as your trick. item has a “treasure value”. or to turn a token on hungry
into one on weary.
RHA, MYSTIC STUDENT
CHARACTER
EVOKER

When you volley, you may choose to throw fire


instead of using a weapon or rocks. If you do, you
deal two damage with each hit, and ignore the
need for ammunition.

CONJURER

When you pray, the ward (or other effect) never


seals itself against you. In addition, you can pray
to reduce, rather than increase, the tokens on the
conditions warded, enchanted, and tangled. If
doing this would remove the last token, you can
Your tutor Xia went into the woods an month ago with the choose to “capture” the condition in your
Baron. You cannot keep the wards around the town active alone. spellbook, so long as your spellbook is presently
You need Xia, or some greater source of power. empty.

Other Items & Tokens:

SPELLBOOK TREASURE PROVISIONS


This is used to store a condition. You Tokens here are money Tokens here are food; spend
can pray to put tokens on the stored you can spend to buy one to cancel getting hungry,
condition, moving it from storage things; each item has a or to turn a token on hungry
onto a suitable target. “treasure value”. into one on weary.
AURA, CHANGELING
CHARACTER SUNSPEAKER

When you pray at a ward, you can choose to


spend + to use the power of the ward. Remove
a token from it, and deal three damage to any
creature that the ward still has enough tokens to
increase usual damage on. This damage doesn't
receive the ward bonus, however.

CYCLIC

Starting from the moment you and Nox first meet,


only one of you can be material at any time; the
other is always shrouded. You never heal by
resting; instead, when the material twin would do
so, the shrouded twin is whisked to the material
one and you swap which of you is shrouded and
which is not. The material twin can also provoke
The wizard Xia took you from the village in youth; you were the switch by concentrating for a few minutes.
raised in the forest by spirits sent to you. You just arrived in
town; Xia is to explain everything on your birthday - today.

Other Items & Tokens:

SPEAR TREASURE PROVISIONS


You deal three damage on a Tokens here are money you Tokens here are food; spend
hit, and can spend + to free can spend to buy things; each one to cancel getting hungry,
someone stuck in a fight within item has a “treasure value”. or to turn a token on hungry
reach, feinting at their foe. into one on weary.
NOX, CHANGELING
CHARACTER NIGHTBORN

If you sneak up on an enemy, and attack them


unaware, they make no attacks during the first
brawl roll you make. Additionally, when sneaking,
you can lead; spend - to grant - to up to three
other characters who are also sneaking.

CYCLIC

Starting from the moment you and Aura first


meet, only one of you can be material at any time;
the other is always shrouded. You never heal by
resting; instead, when the material twin would do
so, the shrouded twin is whisked to the material
one and you swap which of you is shrouded and
which is not. The material twin can also provoke
The wizard Xia stole you from the forest in youth, and raised the switch by concentrating for a few minutes.
you in his manor, as his champion. He was going to explain all
this on your birthday, but he's missing.

Other Items & Tokens:

AXE TREASURE PROVISIONS


You deal three damage on a Tokens here are money you Tokens here are food; spend
hit, and can spend + to can spend to buy things; each one to cancel getting hungry,
increase this by one per die item has a “treasure value”. or to turn a token on hungry
spent. into one on weary.
ACTIONS

BRAWL VOLLEY EVADE TRAVEL


Roll to brawl when you are Roll to volley when you're Roll to evade if you try to move Roll to travel when you take a
caught up in a fight. engaged in or dodging from through a dangerous area or past half-day to journey.
ranged combat. If you have no threats.
You are hit by all attacks made by ranged weapon, you're throwing You cover one measure of distance,
the foe; cancel one per die. If rocks (1 wound each). You can You cover one measure of distance. such as a 'space' on a gridded map.
fighting several foes at once, foes declare “I'm not shooting” Keep a tally of distance covered;
after the first attack only once each. before rolling. the Guide will state how many are Put two tokens on the weary aspect.
needed to get where you're going. Avoiding this danger costs one die
You're stuck in the fight, and can't You use up a token worth of per weariness cancelled.
move away on your next turn. ammunition (ignore this if you're An item carried is snagged, tangled,
not shooting, or throwing rocks). or lost; the Guide decides what. You make noise and leave a trail;
You hit a foe and deal wounds as enemies can follow you.
for your weapon; one wound if You are hit by all ranged attacks An enemy on the way hits you or a
unarmed. made by foes; cancel one per die. hazard on the scene affects you. You move an added measure for
each die spent to do so.
You perform the trick allowed by You hit a target! Your weapon sets You cover more distance; add one
your weapon, if armed. You can effect; it may allow multiple dice. more to your total tally per die You help a fellow-traveller; they
often spend multiple dice on this. spent this way. can roll and spend another die.
You sprint across the area, closing
the gap to an attacker.

SNEAK ADVOCATE REVEL PRAY


Roll to sneak when trying to
sneak through an area. Roll to advocate when you try to Roll to revel when you socialize Roll to pray if you perform a
convince a group of a plan (the with a large group over an hour short ceremony to improve a
You cover one measure of distance. group must understand you). or more. ward.
Keep a tally of distance covered;
the Guide will state how many are You propose your plan, and can't Put two tokens on the weary aspect. The warding energy lashes out and
needed to get where you're going. roll to advocate for it again today. Avoiding this danger costs one die harms you; you take two wounds,
per weariness cancelled. weeping blood. Each die spent this
You make noise! Searching foes Your plan is unclear; someone who way stops one of the wounds.
find you. Alert foes will start agrees will change their mind later. You make someone angry, chosen
searching (unless busy). Awake but by the Guide. One die to cancel The ward seals itself against you;
oblivious foes become alert. Your plan bothers someone; that this means you choose who. Two you may not pray here again.
person becomes hostile to it. dice can be spent to annoy nobody.
You're visible; anyone that's alert or The ward is bolstered; add one
searching will spot you. You are convincing. Each die spent You steer the conversation. Ask the token to it. Spend as many dice this
this way improves overall attitude Guide one question per die spent way as you wish.
You cover more distance; add one to the plan one 'step' of: on this; they'll tell you what most
more to your total tally per die revellers say, and if any seem You reopen the ward to one person
spent this way. Hostile, Agitated, Dubious, dishonest or suspect about it. it is sealed against.
Wavering, Bargaining, Reluctant,
Compliant, Supportive, Enthusiastic.
CONDITIONS

HUNGRY TANGLED WEARY WOUNDED

At the end of any day away from If you are carrying more than three Each token here is “one wound”.
ready foodstuffs, put a token on items when you travel, add a token
this unless you use up provisions. here, in addition to other weariness If you have 7-9 wounds, you are
If there are tokens on this seriously injured; roll one less die.
If you already have a token on it, condition, then when you would from travel.
and would place another, take a take a turn, you may either skip If there are seven tokens here, any If you have 10+ wounds, you are
wound instead. While you have this that turn and remove a token from further tokens that would be put on down and only sometimes awake;
aspect, you cannot heal wounds. it, or take weariness equal to the it become wounds instead. at most, you can crawl slowly.
tokens on it and then act. If you When you rest for an extended
Use one provisions to clear this act while bound, roll one less die When you rest for an extended
token, or do so freely after a night period (a full night or day), take period (a full night or day), take
per token on any roll required. one token off this condition.
somewhere you are fed. two tokens off this condition.

INFESTED SHROUDED WARDED ENCHANTED

This condition affects a place.


Wards weaken the defences of
monsters. If wounds are given to a
You are ghostly, as is your gear. threat that isn't a human or natural
You cannot speak above a whisper creature (like a wolf or raven),
This condition, when it has tokens (and are always quiet if sneaking), compare the tokens on the ward to This condition affects a living thing
on it, connects you with a copy of deal no wounds with attacks, and the maximum wounds of the threat. that can't otherwise communicate,
the Spites threat. Only you can reduce damage done to you by such as a tree or animal.
fight those spites. This is inflicted as If there are more tokens on this
attacks to one wound each. You card than the maximum wounds of That living thing can now hear and
an attack by spites, and those spites can fly slowly, up to ten feet above
are the ones linked. that threat, each attack deals one speak, and gains a rudimentary
the ground. added wound to it. intelligence if it had none.
The spites may break off at any Any condition other than this one
time, but cannot be escaped by Most monstrous things avoid and Each hour, one token is lost from
on you fades away at a rate of one flee strongly warded areas outright. this condition.
fleeing. token per hour.
REGIONS

GREENWOOD 8 WILDWOOD 10 THORNWOOD 15 MEADOW 7

Meadows are large, grassy clearings


Greenwoods are fairly open areas Thornwoods are dark, under heavy in the great forest. They are
of woods, with wide paths, standing Wildwoods are areas thick with foliage, growth, and ropes of favoured sites for Faun revels, and
stones, and old wards. trees and growth, shaded even by thorny vines; the scent of dry- sometimes home to Willow Wisps
day. rotting plant matter is everywhere. and others.
Open: Conflicts here start at range,
unless there's a reason not to. Obscuring: Conflicts start close up, Obscuring: Conflicts start close up, Open: Conflicts here start at range,
unless there's a reason not to. unless there's a reason not to. unless there's a reason not to.
Warded: Occasionally. These wards
are usually very worn-out, with only Warded: Almost never. Warded: Never. Warded: Almost never.
one or two tokens.

COTTAGE 10 SHRINE 20 STRONGHOLD 25 TOWN 0

Most shrines have long been


stripped of all valuables, but not yet Shamblington is extremely strongly
all – and some shrines are wakeful Strongholds are walled forts within warded – to an extent that is hard
Cottages in the forest are mostly tombs, as well. the forest, guarded by thorn to measure. The historical attacks
abandoned, but some house solitary knights, the risen dead, and worse. on those wards which the heroes of
folk – not all of them friendly. Mixed: Conflicts here start entirely the town turned back were equally
as the situation demands. Walled: Conflicts outside the walls strong, however. The prayers of
Mixed: Conflicts here start entirely start at range; inside, they start the populace will not maintain
as the situation demands. Warded: Always. The warded close up. them forever should such attacks
aspect can't be removed from a resume.
Warded: Occasionally. When one shrine (even with conjuring). Warded: Never. Also, wards cannot
is warded, the wards are often However, there are usually no be created in strongholds; such Characters can trade treasure for
strong. tokens on the aspect. places were built to resist warding. available items here.
MAP OF:

KEY

GREENWOOD

WILDWOOD

THORNWOOD

MEADOW

COTTAGE

SHRINE

STRONGHOLD

TOWN
THREATS

RAVEN SHADE FAUN SPITES

Ravens fly, and their swoops are


fast enough to defy attempts to
fight up close. All conflict with Spites are tiny and flying. They can
them is treated as ranged, even easily leave any close fight, and
though they're clawing. Fauns are amiable, stubborn, and can't really be hit at range, except
uninterested in anything of import. with ravens. When angered, they
Lali may offer a raven food - a Shades are shrouded - insubstantial. They take great offence when charge in at high speed to rip and
token of provisions - to befriend it All attacks on them are reduced to travellers refuse to join their revels. tear at the hair, clothes, and body
as an item, if combat has not dealing one wound apiece. of their target.
broken out.
6 7 8
3
CLAW CHILL HOWL KICK GORE HARRY INFEST
+2 Wounded - +1 Wounded +1 Weary +2 Wounded +2 Wounded +1 Wounded +1 Infested
Brawl or Volley Brawl or Volley Brawl or Volley Brawl Brawl Brawl Brawl

THORN KNIGHT ENTOMBED GARGOYLE ENDARKENED

Rusted armour filled with thorns,


thorn knights speak hollowly. Some
issue challenges to single combat, Gargoyles can fly; they can only be Endarkened are not weakened by
and will not curse one who agrees. fought at range, unless they choose wards. Where they go, wards
Hits on them do one less damage. to engage up close. falter; take one token off any
ward each time they act, in
9 Lacking ranged attacks, entombed
usually attempt to stay in hard
12 conflict. Where an endarkened
STAB SHEILD BASH BITE CLAW goes, other dark creatures follow.
cover until they can close in.
+2 Wounded +1 Wounded +2 Wounded +1 Wounded
Brawl Brawl 10 Brawl Brawl 20
CURSE RIP CLAW ROCK DROP CURSE CLEAVE
+3 Tangled +2 Wounded +1 Wounded +3 Wounded +3 Tangled +2 Wounded
Brawl or Volley Brawl Brawl Volley Brawl or Volley Brawl

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