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Contents
Acknowledgements ........................................................................................................................... 3
Contents .............................................................................................................................................. 4
Welcome to SCRAWL! ...................................................................................................................... 7
Creating your character(s) ................................................................................................................ 8
Abilities ............................................................................................................................................. 14
Powers ............................................................................................................................................... 17
The powers ................................................................................................................................... 19
Creating your own character(s)...................................................................................................... 29
Randomly generating a character .............................................................................................. 30
Starting character’s checklist .......................................................................................................... 31
Example characters .......................................................................................................................... 32
Standard starting characters ....................................................................................................... 32
Ordinary folk in the world.......................................................................................................... 35
Experienced adventurers in the world ...................................................................................... 36
Rules of SCRAWL ............................................................................................................................ 38
The core mechanic........................................................................................................................ 38
Ability tests ................................................................................................................................... 38
Tasks that can be automatically succeeded with an ability .................................................... 42
Creatures and combat ..................................................................................................................... 43
The number of creatures encountered ....................................................................................... 44
Creature special characteristics .................................................................................................. 45
Combat .............................................................................................................................................. 49
Outnumbered characters or outnumbered creatures .............................................................. 49
Avoiding combat.......................................................................................................................... 50
Precombat phase .......................................................................................................................... 51
Combat steps ................................................................................................................................ 52
Combat actions ............................................................................................................................. 54
Opponents who try to escape ..................................................................................................... 58
List of creatures ............................................................................................................................ 59
Ordeals ............................................................................................................................................ 112
Ordeals that the whole party can help with ........................................................................... 112
Fate rolls .......................................................................................................................................... 113
Double Fate rolls ........................................................................................................................ 113
Party Fate rolls............................................................................................................................ 113
Afflictions and death ..................................................................................................................... 114
Death ........................................................................................................................................... 116
Restoring Will and Vitality ........................................................................................................... 116
Equipment, services, weapons, armour and crafting ................................................................ 117
Buying and selling ..................................................................................................................... 117
Weapons...................................................................................................................................... 117
Armour ........................................................................................................................................ 121
Equipment................................................................................................................................... 122
Materials...................................................................................................................................... 130
Crafting items and cooking....................................................................................................... 131
Services ........................................................................................................................................ 140
Religious items and services ..................................................................................................... 144
Hirelings and followers ............................................................................................................. 148
Animals ....................................................................................................................................... 150
Animal items .............................................................................................................................. 152
Buildings ..................................................................................................................................... 153
Religion in SCRAWL ..................................................................................................................... 154
Your characters’ relationships with the deities ...................................................................... 155
Temples and shrines .................................................................................................................. 155
The Nameless Ones ................................................................................................................... 156
Disapproval of the deities ......................................................................................................... 157
Treasure........................................................................................................................................... 158
Mundane treasure ...................................................................................................................... 158
Potions, curiosities and scrolls ................................................................................................. 162
Quest treasures ........................................................................................................................... 171
Permanent magical items .......................................................................................................... 171
Experience and advancement....................................................................................................... 175
What a character can gain experience for ............................................................................... 175
What characters don’t get experience for ................................. Error! Bookmark not defined.
What can a character do with experience points? .................................................................. 176
How to play SCRAWL .................................................................................................................. 177
Appendix 1: Probabilities of success based on difficulty and number of rerolls ................... 179
Appendix 2: Probabilities of success based on difficulty, number of rerolls and being able to
reroll 1s. ........................................................................................................................................... 180
Appendix 3: Probability of rolling at least one 1 and/or at least 1 6 when X Fate rolls are
made. ............................................................................................................................................... 181
It’s the last game you will ever play! ........................................................................................... 183
Welcome to SCRAWL!
SCRAWL is short for Solo CRAWL and that’s what you will be doing lots of in this
game. Whether it’s hexes or dungeons or cities, you’ll be crawling all over them to
split skulls and steal treasure. If you’re looking for a simulationist experience in a
realistic representation of some historical period, then you might need to look
elsewhere.
In the interest of not getting bogged down in minutiae, I’ve sacrificed a lot of
complexity for the sake of quicker and easier play. For this reason, there may be a
situation which is not covered in the rules. For these situations, the rule of simplicity
and serendipity reigns supreme. The rule is:
If there is something in the rules that does not explicitly cover a situation that you
are in, just assume you are able to take the most favourable result for your
character.
To make this game accessible, a lot of detail has had to be sacrificed. For example, in
real life, food rots away after a certain amount of time, yet in the game, you could
buy some food and leave it in your character’s backpack forever. If you prefer a
more simulationist experience, or if you want a greater challenge, you may add
whatever rules you like. That’s fine too. So, rule 2, the rule of voluntary complexity
is:
If you feel the rules do not work to your liking, feel free to rule what you think
should happen, even if it is to your detriment.
Feel free to apply rules 1 and 2 as much as you like, at the same time and as
consistently or inconsistently as you like. After all, this is a solo game experience, so
“cheating” isn’t going to affect anyone else and I won’t be there to complain. I would
prefer that you have an entertaining experience by bending the rules than have a
miserable one by following them.
Creating your character(s)
Your SCRAWL character(s) are people who will wander a fantasy world, encountering
dungeons, monsters and traps. They could be mighty warriors, cunning thieves, wise
spellcasters, or they could be simple peasants, or non-humans. Or you could just create
your own custom character(s). Here is an explanation of your character’s stats.
Abilities
Your character’s abilities represent what they are good at. Throughout SCRAWL, your
characters will have ability tests. Ability tests list abilities that will be useful. For every
ability your character has that is listed, they get to roll an extra die and then take the best
roll. There are 36 abilities. Each character starts with 6 abilities and/or powers.
As characters gain experience, they may be able to learn more abilities. A character can
have a maximum of 12 abilities and/or powers combined.
Powers
A power is something a character can do, but it requires effort (in the form of losing 1 Will
whenever a power is used). Powers are usually more versatile than abilities, but the cost of
using them balances them out. Each character starts with 6 abilities and/or powers.
As characters gain experience, they may be able to learn more powers. A character can
also swap one power for another for a relatively small cost. A character can have a
maximum of 12 abilities and/or powers combined.
Vitality
Vitality is a measure of the character’s endurance. Vitality is reduced through being
wounded or doing something physically demanding. In game terms, having a Vitality of
0 means death. A character’s Vitality cannot go above its initial score except by spending
experience points or through powerful magic. A character’s starting initial Vitality is 6.
A character’s natural initial Vitality has a maximum of 12 (though items can increase
that).
Will
Will is a measure of your character’s mental fortitude. Will is reduced through mental
exertion such as stress, loss or intense fear. Having a Will of 0 means mental exhaustion
and any further loss of will results in loss of Vitality. A character’s Will can never go
below 0. If a character has 0 Will and their Will is further reduced, those points are
subtracted from Vitality instead. A character’s starting initial Will is 6. A character’s
natural initial Will has a maximum of 12 (though items can increase that).
Experience points
The main ways your characters gain experience points is from Insights, for finding Clues
and for gaining Inspirations. Your character can spend experience points to improve
themselves or they can use them for ability tests. Each character starts with 0 experience
points. Characters can spend experience points to act as if they have certain abilities or
to improve their Will and Vitality and learn new abilities and powers. The minimum
value a character’s Experience points can get to is 0.
Insights
A character can gain experience if they have some Insights. An Insight is an event that
happens to the character which they can gain experience for after a rest.
A character starts with 3 Insights that they can get. These Insights have a tick box next to
them. If a character gets at least 1 of these Insights, tick the box. Then if they rest, delete the
tick and give them 1 experience point for every tick deleted. They can get these Insights
again.
• Critical success - if a character rolled a 6 in an ability test and succeeded at that test,
they gain the critical success Insight.
• Critical failure - if a character rolled a 1 in an ability test and failed at that test, they
gain the critical failure Insight.
• Application of abilities - if the character took part in an ordeal that they used an ability
for (either as a required ability, to reduce to cost of the ordeal or if an ability prevents
a penalty to the character) that day, they will gain the application of abilities Insight.
Once a character has gained a particular Insight, they cannot gain it again until it has been
deleted.
Certain quests may have special Insights, so the character can gain more experience for
different things.
Clues
Clues are bits and pieces of information that your characters can pick up. Enough Clues can
lead them to a secret such as the location of a great treasure or to a realisation. Your
characters can spend Clues at certain points in the game to get these things. If a character
ever gets 3 or more Clues, they automatically gain 3 Experience points and the number of
Clues they have resets to 0.
Inspirations
An inspiration gives a character a great feeling of confidence – that they cannot fail at what
they do. A character may spend an inspiration before an ability test to reroll any 1s in that
ability test. They must do it before the ability test. As soon as a character has 3 or more
Inspirations, they automatically gain 3 Experience points and their number of Inspirations
resets to 0.
Fate Points
Fate points represent how lucky your character is. Some rolls you make cannot be
affected by abilities – only blind luck. These rolls are Fate rolls. Fate rolls involve rolling
1d6 and you can affect Fate rolls only by spending Fate points or Blessings (see below
for Blessings). If a character spends a Fate point, you can reroll a Fate roll. If you still
don’t get a roll you want, your character may spend another Fate point to reroll it. You
may do this as many times as your character has Fate points. Unlike spending
experience points to get extra rolls for ability tests, your character can spend Fate points
after seeing the result of a roll. Your character’s Fate points start at 0 and they have no
maximum – they can go to any value. The minimum score your character’s Fate points
can get to is 0.
Blessings
A Blessing provides a character with good luck. If a character rolls a 1 in a Fate roll, they
may spend a Blessing to reroll it. As soon as a character has 3 or more Blessings, they
automatically gain 1 Fate point and their number of Blessings resets to 0.
Treasure
The typical currency for the game is measured in the silver piece (sp). Each silver piece
has 0 Encumbrance, so 50 of them have an Encumbrance of ½.
Encumbrance
Encumbrance is a measure of how much a character can carry. A character can carry up
to 12 encumbrance points worth of items. This may not seem like much but take note
that some items have an encumbrance value of ½, such as bottles. Some items have an
encumbrance value of 0, such as clothes and jewellery. However, every 50 items with an
Encumbrance of 0 count as ½ encumbrance (if they have fewer than 50, it still counts as
0). This includes treasure. You need to keep track of the total encumbrance from all the
items and treasure that your character is carrying. If your character ever gets an item
that takes them over their encumbrance limit, then they must discard items until they
are at the limit or below it.
Time
Time is measured in days, hours turns and rounds depending on what the characters are
doing.
Their time will increase every time they travel, rest (not just sleep, but also do low
intensity things) or do other actions. There are 24 hours in a day. If a character rests for 8
hours, they can convert all of their Insights into Experience points. If they rest in a
shelter, they can restore 1 Will. If their Will is already at its maximum, they can restore 1
Vitality instead.
Once the time in hours reaches 24, reset it back to 0 and then add 1 to the party’s time in
days. If characters perform an action that takes the time over 24, add 1 to the days and
start counting the hours from 0 again.
Turns
When characters are exploring dungeons, time is measured in Turns. 6 Turns make 1 hour.
Rounds
When characters are in combat, time is measured in rounds. A round is a few seconds long.
Action points
Action points are how a character measures their effort in combat rounds. Each
character has 3 Action points to spend per combat round.
Battle Order
Battle Order is important if there is more than one character in the party. It determines the
order that the characters walk in. Being the 1st person in the Battle Order is usually perilous
as that means being the first person to set off traps or face monsters in confined corridors.
Being the last person in the Battle Order is also perilous as that person is most likely to be
ambushed.
Sometimes a trap or an encounter will only affect a certain number of people. The encounter
will say which person(s) in the Battle Order will experience the encounter.
Sometimes the encounter will affect a random party member. If the encounter affects a
random party member, then make a Fate roll and consult the table below to determine
which party member is affected. Sometimes an encounter may affect more than one random
party member, in which case you roll that many times. If you roll the same person, reroll
until you get a different one. Obviously, if there is only 1 person in the party, you don’t need
to roll. The encounter will just affect that person. The maximum number of characters in a
party in SCRAWL is 4, because balancing bigger parties would be a headache. Don’t come to
me with your real-life nonsense.
In a 2 character party
In a 2 character party, make a Party Fate roll.
In a 3 character party
In a 3 character party, make a Party Fate roll.
In some cases, the party may pick up a hanger on – a prisoner that they have saved or some
other companion. In this case, use the table for a 5 character party.
In a 5 character party
In a 5 character party, you need to make a Party Fate roll.
Notes
In some cases, players will have to keep track of events that happen. This may include
keeping track of codewords or just stating something that happened.
Abilities
There are 36 abilities in SCRAWL. These abilities represent training the characters
have in certain areas. As an adventurer, these abilities do not make them a
professional by any means. For example, having the Woodcraft ability does not
make your character a trained carpenter.
Most of the abilities are self-explanatory, but for the sake of completeness, here is a
quick description of all of them.
Alchemy
The ability to concoct potions and alchemical preparations from minerals.
Appraise
The ability to know the monetary or cultural value of certain items. This will allow
the character to recognise more items of treasure and artefacts.
Climbing
The ability to climb surfaces without falling off.
Cooking
The ability to cook food.
Deception
An ability that covers several nefarious actions such as forgery and lying.
Disguise
The ability to change appearance to go about unnoticed or to pass as another person.
Dodging
The ability to get out of the way of things quickly.
Foraging
The ability to find water or plant-based food in any area.
Hardiness
The ability to resist extremes of temperature and weather as well as diseases and
poisons.
Herbalism
The ability to identify useful plants and make herbal preparations from them.
Hunting
The ability to track game, catch it, skin it and obtain meat from it. This ability also
includes the ability to fish.
Intimidate
The ability to scare someone into doing something for the character.
Leathercraft
The ability to obtain hides and pelts from animals and to make and repair items
from leather.
Literacy
The ability to read and write and to decipher written scripts.
Melee Combat
The ability that grants a rerolls in hand to hand combat.
Metalcraft
The ability to make and repair items from metal.
Naturalist
The ability to look after animals and plants and to have an affinity with them. It also
allows the character greater control when riding a horse.
Nimbleness
The ability to jump long distances and balance well, such as on a narrow beam.
Occult
The study of the cosmic unknown and the study of creatures beyond the character’s
home plane.
Pathfinding
Knowledge of navigation, map reading and geography.
Perception
The ability to spot hidden things, such as secret doors and traps.
Perform
The ability to perform in different ways, such as with storytelling, singing, playing
musical instruments or even creating art.
Ranged Combat
The ability grants a reroll when using ranged weapons.
Reasoning
The ability to spot patterns, understand how things fit together and make links
between seemingly disparate events. This is a good ability to solve puzzles and
riddles.
Resolve
The ability to prevent baneful magic and other mind affecting situations affect your
character.
Running
The ability to run both quickly and over long distances.
Scrounging
This is the ability to find things the character needs in civilised areas, either through
scavenging or knowing where to find the right people.
Sleight of Hand
Deftness of hands that allows the character to pick pockets and perform magic tricks.
Stealth
The ability to sneak and hide.
Stonecraft
The ability to make items from stone, mine stone for resources and find where those
resources are buried.
Strength
The ability to lift, carry and push more than most people.
Swimming
The ability to swim.
Theology
Knowledge of the different deities and of religious rituals and relics.
Tinkering
The ability to identify, make and repair mechanical and clockwork contraptions. It
also helps to disarm mechanical traps and pick locks.
Woodcraft
The ability to cut down trees and to shape items from wood.
Worldliness
The knowledge of the customs of people from different places and the ability to
speak most languages at a basic level.
Powers
Characters are also able to choose powers as well as abilities. A power is different as
it costs Will to use, but it can provide more benefits than an ability.
A character may use a power at any point when they have a relevant ability test or
when they are required to use the relevant item. When a character uses a power,
they must deduct 1 Will point. If they have 0 Will points, they can still use the
power, but they must lose 1 Vitality point instead. The power resolves before they
pay the cost, which means that the character can use the Drain power or Cure power
on themself with 1 Vitality and survive.
If a character uses a power for an ability test, they must use the power before you
roll the dice.
The exact aesthetics of each power is left deliberately vague. This is so that you can
customise your character more. Many powers could be interpreted to be mundane
skills or characteristics that cost a lot of effort. Others are quite obviously magical
spells. Note that in SCRAWL, powers can be activated by thought or an act of will.
They do not need hand gestures or spoken lines (although characters might like to
do them once in a while for effect).
Time
This is the time needed to make the power happen.
0 Action points
This power can be used at any time. Usually powers that take 0 Action points to use can
only be used to react to certain circumstances, such as when an ability is required.
X Turns
These powers cannot be used in combat and take X Turns to use. If used in situations where
Turns are not being counted, the power is considered to take no time.
X hours
These powers cannot be used in combat and take X hours to use.
Target
This is who the power targets. This is given in the description.
Duration
Instantaneous
The effects of the power happen immediately.
X Combat rounds
The power lasts X combat rounds, including the combat round that it was used in.
X Turns
The power lasts X turns. If turns are not being counted, assume the power stops as soon as
the user performs an action that takes 1 or more hours.
X hours
The power lasts X hours. Some powers stop working after their effect has been used, or, if
the power’s effect has not being used, they stop working after a certain length of time (this
includes all the powers that provide rolls to ability tests). Some powers last for their
duration no matter how many times they are used (such as the Flame power).
The powers
Bless
Time: 1 Turn
Target: Every character in the party (including the character that used the power)
Duration: Instantaneous
Every character in the party (including the character who used the power) who has 0
Blessings sets their number of Blessings to 1.
Bolt
Time: 1 Action point
Target: 1 opponent
Duration: Instantaneous
The character may use this power as a ranged weapon or they may use it as part of
their actions in a combat round. They may use this power in the precombat phase. It
automatically hits and deals 2 damage to 1 opponent.
Burst
Time: 1 Action point
Target: Every character that isn’t the character who used the power and every opponent in
combat.
Duration: Instantaneous
The character may use this power as a ranged weapon or they may use it as part of
their actions in a combat round. They may use this power in the precombat phase. It
automatically hits and deals 1 damage to all opponents and everyone in your party
who isn’t the character who used the ability.
Camouflage
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Disguise or
Stealth abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Charm
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Deception or
Worldliness abilities for 1 occurrence or it allows the character to have 1 extra roll on
1 ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Commune
Time: 0 Action points
Duration: 1 hour
The power allows the character to act as if they have the Occult or Theology abilities for 1
occurrence or it allows the character to have 1 extra roll on 1 ability test that has at
least 1 of those abilities in the brackets. If such an occurrence does not occur within 1
hour of the power being used, then the power wears off. If a task requiring 1 of the above
abilities takes longer than 1 hour to complete, then this power cannot be used for that task.
Concentration
Time: 0 Action points
Duration: 1 hour
The power allows the character to reroll all 1s on 1 ability test withing the next 1
hour. When used, the power wears off. If such an occurrence does not occur within 1
hour of the power being used, then the power wears off. If the task takes longer than 1 hour
to complete, then this power cannot be used for that task.
Courage
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Hardiness or Resolve
abilities for 1 occurrence or it allows the character to have 1 extra roll on 1 ability test that
has at least 1 of those abilities in the brackets. If such an occurrence does not occur within 1
hour of the power being used, then the power wears off. If a task requiring 1 of the above
abilities takes longer than 1 hour to complete, then this power cannot be used for that task.
Cultivate
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Herbalism or
Naturalist abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Cure
Time: 1 Turn
Target: Any 1 character in the party (the character that used it can also be the target) or an
animal in the party.
Duration: Instantaneous
The character may use this power to restore 1 Vitality to the target. When targeting
another character, both the character using the power and the target must take 1
Turn.
Darkvision
Time: 0 Action points
Duration: 24 hours
The character does not need a light source to see properly for the duration of the
power.
Deftness
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Sleight of
Hand or Tinkering abilities for 1 occurrence or it allows the character to have 1 extra
roll on 1 ability test that has at least 1 of those abilities in the brackets. If such an
occurrence does not occur within 1 hour of the power being used, then the power wears off.
If a task requiring 1 of the above abilities takes longer than 1 hour to complete, then this
power cannot be used for that task.
Diligence
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Appraise or
Literacy abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Drain
Time: 1 Action point
Duration: Instantaneous
The character may use this power as a ranged weapon or they may use it as part of
their actions in a combat round. They may use this power in the precombat phase. It
automatically hits and deals 1 damage to 1 opponent. Then the character who used
this power gains 1 Vitality.
Embolden
Time: 1 Turn
Target: Every character in the party (including the character who used the power)
Duration: 1 hour
This power affects everyone in the party (including the character who used the
power). For the duration of the power, whenever a character makes an ability test to
avoid losing Will from the Fearsome characteristic, they get 1 extra roll.
Endurance
Time: 0 Action points
Duration: 24 hours
For the duration of the spell, the character counts as if they have the Animal characteristic
and the Breathe characteristic that they are wearing both furs and desert clothes and that
they are in a shelter.
Dousing
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Foraging or
Scrounging abilities for 1 occurrence or it allows the character to have 1 extra roll on
1 ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Excavate
Time: 0 Action points
Duration: 1 hour
For the duration of the spell, the character counts as if they own both a pick and a shovel. If
the task requiring a pick or a shovel takes longer than the remainder of the power’s
duration, the character cannot do that task.
Fabricate
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Leathercraft or
Woodcraft abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Float
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Climbing or
Nimbleness abilities for 1 occurrence or it allows the character to have 1 extra roll on
1 ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Haste
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Dodging or
Running abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Hawksight
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Perception or
Ranged Combat abilities for 1 occurrence or it allows the character to have 1 extra
roll on 1 ability test that has at least 1 of those abilities in the brackets. If such an
occurrence does not occur within 1 hour of the power being used, then the power wears off.
If a task requiring 1 of the above abilities takes longer than 1 hour to complete, then this
power cannot be used for that task.
Hew
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Stonecraft or
Metalcraft abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Horoscope
Time: 1 Turn
Target: Every character in the party (including the character that used the power)
Duration: Instantaneous
Every character in the party (including the character who used the power) who has 0
Clues sets their number of Clues to 1.
Ignite
Time: 0 Action points
Duration: 1 hour
The power allows the character to create a fire that can be used as a normal fire for its
duration.
Illusion
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Perform or
Intimidation abilities for 1 occurrence or it allows the character to have 1 extra roll
on 1 ability test that has at least 1 of those abilities in the brackets. If such an
occurrence does not occur within 1 hour of the power being used, then the power wears off.
If a task requiring 1 of the above abilities takes longer than 1 hour to complete, then this
power cannot be used for that task.
Inner Strength
Time: 1 Turn
Choose 1 – the character that uses this may remove 1 Cursed, Despondency or Mania
affliction that they have; or the duration of the power, the character cannot gain the Cursed,
Despondency or Mania afflictions (this does not remove existing afflictions, however).
Might
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Melee Combat
or Strength abilities for 1 occurrence or it allows the character to have 1 extra roll on
1 ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Mist
Time: 1 Action point
A character may use this power as part of their actions in a combat round. If they do,
they may escape without having to roll an ability test to avoid their opponents’
blows for this round.
Recital
Time: 1 Turn
Target: Every character in the party (including the character that used the power)
Duration: Instantaneous
The character performs something – a saga, a song, some other art. Everyone in the
party (including the character who used the power) who has 0 Inspirations sets their
number of Inspirations to 1.
Sixth sense
Time: 0 Action points
Target: Every character in the party (including the character that used the power)
Duration: Instantaneous
This power can be used when the party encounters a creature or group of creatures.
If any of the creatures have the First Strike characteristic, this power negates the
effect of the characteristic.
If any of the creatures have a characteristic that involves taking an action in the
precombat phase (such as ranged attack X, ranged area attack X or summon), then
they cannot use that characteristic.
Telekinesis
Time: 0 Action points
Duration: 1 hour
For the duration of the spell, the character counts as if they own both some picklocks and a
toolkit. If the task requiring picklocks or a toolkit takes longer than the remainder of the
power’s duration, the character cannot do that task.
Toughness
Time: 1 Turn
Choose 1 – the character removes 1 Plague, Poison or Wound affliction that they have; or for
the duration of the power, the character cannot gain the Plague, Poison or Wound afflictions
(this does not remove existing afflictions, however).
Track
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Hunting or
Reasoning abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Transmute
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Alchemy or
Cooking abilities for 1 occurrence or it allows the character to have 1 extra roll on 1
ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Voyage
Time: 0 Action points
Duration: 1 hour
Choose one – the power allows the character to act as if they have the Pathfinding or
Swimming abilities for 1 occurrence or it allows the character to have 1 extra roll on
1 ability test that has at least 1 of those abilities in the brackets. If such an occurrence
does not occur within 1 hour of the power being used, then the power wears off. If a task
requiring 1 of the above abilities takes longer than 1 hour to complete, then this power
cannot be used for that task.
Creating your own character(s)
Just choose the abilities and/or powers that you want your character to have and get
on with it. If you want to see how and when each ability and power can be, take a
look through this book first to see when each ability and power can be useful. One
place to look at is the combat manoeuvres section to see which abilities might help in
combat.
Obviously, you can follow rules 1 and 2 (which basically boil down to “do what you
like”), but having characters with 6 abilities and/or powers with a Vitality of 6 and a
Will of 6 is a good starting point.
If you want to play ordinary folk in the world, then having characters with 4 abilities
and/or powers along with having a Vitality of 4 and a Will of 4 would suit an
ordinary person.
In general, the more abilities and powers the better, but you could just choose a
small set of abilities and powers that make your character super focussed on one
area.
Randomly generating a character
If you want to, you could partially or completely generate the characters’ abilities
and/or powers randomly. To do this make a Fate roll. On the roll of a 1-3, the make a
double Fate roll on the random abilities table. On the roll of a 4-6, make a double
Fate roll on the random powers table. If an ability or power is rolled up a second
time, just reroll on that table again.
Abilities: Choose 6 abilities and/or powers. Or however many you want. Write down all the
abilities that your character has. Starting characters can’t be experts in any abilities.
Powers: You may also choose powers from the powers list. Each power costs the same as one
ability.
Initial Vitality: 6
Initial Will: 6
Initial Fate: 0
Initial Experience: 0
Initial Encumbrance: Add up the encumbrance values of all the items the character has (3 from
the raw provisions and 1 from the full waterskin for a total of 4).
Action Points: 3
Clues: 0
Blessings: 0
Inspirations: 0
Insights: None
Notes: None
Titles: None
Number of characters: That’s up to you. Anywhere between 1 and 4. There is a limit to 4 people
per party (characters + hirelings).
Battle Order: If there is more than one character in the party, then the Battle Order needs to be
determined.
You can fill in all these detail on the character sheet to be found here.
1: No, you are not going to get starting equipment with a monetary value more than what a
peasant could earn in several years! You are getting a reasonable amount of equipment based on
what a starting character should get instead.
Example characters
In case you would like some inspiration, here are some example characters. I have split them
into 3 groups – standard starting characters (with 6 abilities and/or powers), ordinary folk
(with 4 abilities and/or powers, 4 Vitality and 4 Will) and experienced adventurers (with 9
abilities and/or powers and a combined Will and Vitality of 18). Enjoy!
Assassin
Abilities: Stealth, Disguise, Deception, Melee Combat,
Sorcerer
Abilities: Worldliness, Occult, Intimidate
Psion
Abilities: Occult, Resolve, Perception
Warlock
Abilities: Melee Combat, Dodging, Occult, Literacy
Fighter
Abilities: Melee Combat, Ranged Combat, Strength, Hardiness, Literacy, Metalcraft
Wizard, abjurer
Abilities: Literacy, Reasoning
Wizard, conjurer
Abilities: Literacy, Reasoning
Wizard, diviner
Abilities: Literacy, Reasoning
Wizard, evoker
Abilities: Literacy, Reasoning
Wizard, illusionist
Abilities: Literacy, Reasoning, Sleight of Hand, Deception
Wizard, necromancer
Abilities: Literacy, Reasoning
Wizard, transmuter
Abilities: Literacy, Reasoning
Rogue
Abilities: Stealth, Perception, Tinkering, Scrounging, Disguise, Sleight of Hand
Cleric
Abilities: Hardiness, Theology
Bard
Abilities: Perform, Literacy, Worldliness, Deception
Druid
Abilities: Naturalist, Herbalism, Literacy,
Barbarian
Abilities: Melee Combat, Strength, Hardiness, Dodging, Running
Powers: Courage
Ranger
Abilities: Ranged Combat, Foraging, Naturalist, Pathfinding, Hardiness, Woodcraft
Paladin
Abilities: Melee Combat, Resolve, Hardiness, Theology
Monk
Abilities: Melee Combat, Dodging, Nimbleness,
Warrior-wizard
Abilities: Melee Combat, Dodging,
Mystic
Abilities: Melee Combat, Theology, Literacy
Elementalist, Fire
Abilities: Occult, Literacy, Reasoning
Elementalist, Water
Abilities: Occult, Literacy, Reasoning
Elementalist, Earth
Abilities: Occult, Literacy, Reasoning
Elementalist, Air
Abilities: Occult, Literacy, Reasoning
Elementalist, Darkness
Abilities: Occult, Literacy, Reasoning
Knight
Abilities: Melee Combat, Ranged Combat, Naturalist, Strength, Worldliness, Literacy
Ordinary folk in the world
If you want to play ordinary people, for a challenge, then that’s great. Ordinary people in
the game start off with 4 Vitality, 4 Will and 4 abilities/powers.
Beggar
Abilities: Deception, Disguise, Scrounging, Sleight of Hand
Blacksmith
Abilities: Appraise, Hardiness. Metalcraft, Strength.
Carpenter
Abilities: Appraise, Woodcraft, Pathfinding, Hardiness
Entertainer
Abilities: Perform, Worldliness, Disguise, Nimbleness
Farmer
Abilities: Foraging, Hardiness, Herbalism, Naturalist.
Fisherfolk
Abilities: Fishing, Swimming, Hardiness, Nimbleness
Hunter
Abilities: Hunting, Ranged Combat, Running, Stealth
Innkeeper
Abilities: Appraise, Cooking, Foraging, Scrounging.
Miner
Abilities: Climbing, Hardiness, Stonecraft, Strength
Monk
Abilities: Herbalism, Literacy, Reasoning, Theology.
Noble
Abilities: Deception, Worldliness, Literacy, Melee Combat
Sailor
Abilities: Pathfinding, Climbing, Hardiness, Swimming
Soldier
Abilities: Melee Combat, Strength, Hardiness, Running
Tanner
Abilities: Appraise, Cooking, Hunting, Leathercraft
Trader
Abilities: Appraise, Deception, Literacy, Worldliness,
Experienced adventurers in the world
Experienced adventurers in this section have 9 abilities and/or powers and the sum of the
Vitality and Will is 18. An experienced adventurer could probably take on a whole dungeon
alone and would consider most overland encounters to be an annoyance rather than a
dangerous risk.
Experienced fighter
Abilities: Melee Combat, Ranged Combat, Strength, Nimbleness, Dodging, Running,
Hardiness,
Vitality: 11
Will: 7
Experienced rogue
Abilities: Deception, Disguise, Dodging, Nimbleness, Perception, Reasoning, Sleight of
Hand, Stealth, Tinkering
Vitality: 9
Will: 9
Experienced cleric
Abilities: Theology, Hardiness, Resolve, Herbalism, Literacy, Strength, Worldliness
Vitality: 8
Will: 10
Experienced wizard
Abilities: Occult, Literacy, Reasoning, Alchemy
Vitality: 7
Will: 11
Experienced ranger
Abilities: Climbing, Cooking, Foraging, Hardiness, Hunting, Naturalist, Pathfinding,
Ranged Combat, Woodcraft,
Vitality: 11
Will: 7
Experienced Bard
Abilities: Deception, Disguise, Perform, Worldliness, Literacy
Vitality: 9
Will: 9
Experienced paladin
Abilities: Theology, Hardiness, Resolve, Melee Combat, Strength,
Vitality: 10
Will: 8
Rules of SCRAWL
The core mechanic
The mechanics of this system revolve around the 6-sided dice (d6). You will need to roll 1d6
to determine the outcome of events. There are many situations where you can get rerolls. If
you are allowed to reroll, you may roll an additional 1d6 and take the best value from the
dice you have rolled.
Ability tests
Ability tests have a difficulty value. To succeed at an ability test, you need to roll a result on
a d6 that is equal to or higher than that difficulty value.
In parentheses there will be the ability(s), item(s) and codeword(s) that are relevant to the
tests. For each of these things in the brackets that apply to your character, you may roll 1
extra die (so if you have 2 abilities mentioned in the bracket, you may roll an extra 2 dice).
For example, the ability test to swim across a cold lake would state:
Another example would be an ability test to dig a hole. This would state:
Another example is an ability test to convince a noble to take action would be easier if the
character had a prestigious reputation. The test would state:
Some items or codewords will be used up in the process of getting the reroll (for example,
food). In this case, an asterisk (*) will be by that thing’s name. If the character uses
something with an asterisk by it to get an extra roll, you must remove it from their character
sheet.
For example, if a character is trying to repair a strange machine, this process might be
helped by adding a contraption to it. The ability test would state:
In another example, if a character is looking for a secret door, they may have found a clue
earlier to help them find it. The ability test would state:
If the character uses the Clue, they get a reroll, but then they lose the Clue as that piece of
information is no longer useful.
In some ability tests, the character can only get an extra roll if they have 2 or more
items/abilities combined (for example a rope+grapple). In this case a plus sign (+) will be put
between the items/abilities to show that both (or more) are needed. The character may only
get an extra roll if all of the items and/or abilities apply.
For example, if a character is trying to climb a wall to get through a window, the ability test
would state:
Some ability tests require the character to have an item, ability or codeword before they can
even attempt it. For example, a character cannot get a gem that is lodged in a stone cave wall
without a pick no matter how strong they are. These ability tests will have the required item,
codeword or ability in brackets after the test number with the phrase “Required:” before it.
The required item, ability or codewords will be before the other items codewords and
abilities that give rerolls. Required items do not give a character extra rolls. They are needed
to attempt the test at all.
If more than 1 item, ability or keyword is required could be used, but only 1 is needed, then
the item(s), ability(s) and keyword(s) will be listed with commas.
For example, when cutting through vines in the jungle, the ability test will state:
Make an ability test with a difficulty of 4 (Required: dagger, sword, axe) (Strength).
If two or more ability(s), item(s) or keyword(s) are needed, then there will be a + between
the words.
For example, if a character needs to write an entertaining saga, the ability test will state:
Make an ability test with a difficulty of 4 (Required: Quill and ink+Literacy) (Perform).
If a character does not have the required item, codeword or ability, they automatically fail
the ability test.
If a character spends 1 experience point, they can act as if they have an ability of their choice
on 1 occasion or you can get 1 extra roll for an ability test. This means that you can spend 2
or more experience points to get 2 or more extra rolls, 3 to get 3 extra rolls and so on. It also
means that if an ability is required, then a character can spend 1 experience to act as if they
have that ability, so that they can take the test.
Characters can also spend 1 experience point or 1 Inspiration to reroll the dice whenever
they roll a 1 for that ability test. Spending an Inspiration gives the character confidence in
the test, so they won’t make horrible mistakes.
Characters can spend experience points to get extra rolls and 1 experience point to reroll all
1s on a roll.
You must decide before you roll for the ability test if you want to spend an Inspiration or
experience points and how many experience points you will spend.
Spending experience points to act as if your character has an ability is an equivalent of your
character having picked up a random talent or piece of information that just happens to be
useful in this situation. For that reason, spending experience points only works if the ability
test takes 1 hour or less. If it takes longer, then it requires specialist knowledge beyond what
spending experience points can do.
Keep an eye out for what kind of ability the test is for. Your character may have an item or
power that allows them to get an extra roll for it. Any abilities that will give your character
an extra roll will be presented in bold. For example, it may say ‘Make an ability test with a
difficulty of 4 (Climbing)’. If your character can use the Float power and spend 1 Will point
to do so, they will get an extra roll for this test. You must choose for your character to use
their powers before you roll for the ability test. Using a power only works if the ability test
takes 1 hour or less.
To succeed at an ability test, you need to get equal to or over the difficulty on a d6. If you
roll more than 1 die, you only need to succeed at 1 roll to succeed at the test.
You may choose your character to automatically fail an ability test. If you do so, they just
accept the consequences of failure without having to make a roll.
1) Check if any item(s), keyword(s) or ability(s) are required for the test. If there are and
your character does not have them, they automatically fail. Turn to the relevant
section for failure. If there are no required item(s), ability(s) or keyword(s) or if there
are and your character meets the requirements, go to step 2.
2) Look at the difficulty number and the ability(s), item(s) and keyword(s) that provide
extra rolls.
3) Decide if your character wants to automatically fail the test. If they do, turn to the
section for failure. If they don’t, go to step 4.
4) Calculate how many dice you need to roll (1 + the number of ability(s), item(s) and
keyword(s) your character has and is willing to use) and then make sure whether
your character can reroll 1s or not. Then go to step 5.
5) Decide if you want your character to spend experience points to act as if they have a
particular ability, or, if your character has that ability, decide if you want them to
spend an experience point to reroll 1s for this roll. If you wish, your character can
spend 2 experience points – 1 to act as if they have a particular ability and 1 to reroll
1s for the ability test. Spending experience points takes no game time. Then go to
step 6.
6) Decide if your character wants to use any powers to act as if they have a particular
ability or if they want to use it to reroll 1s on the ability test. Using powers may take
time. Then go to step 7.
7) Roll the dice. If 1 or more of the rolls is equal to or greater than the difficulty of the
ability test, your character has succeeded. Go to step 8. If all the rolls are lower than
the difficulty of the ability test, then your character has failed. Go to step 9.
Remember, that if all the rolls are lower, but you have rolled at least 1 1 and your
character is able to reroll 1s, reroll those dice until you roll a number that isn’t a 1.
Then determine if your character has succeeded or failed.
8) Check your dice. If 1 or more of the dice has a 6, then your character gains 1
experience point. Then go to step 10.
9) Check your dice. If 1 or more of the dice has a 1, then your character gains 1
experience point. Then go to step 10.
10) Turn to the section instructed in the text.
Tasks that can be automatically succeeded with an ability
Characters can automatically succeed at some tasks if they have an ability. This usually
happens when the characters are performing a task in the absence of danger and other
distractions. For example, someone with the Literacy ability who is trying to decipher an
ancient tome in the comfort of their own tower will be able to do so without having to make
a roll. Characters can spend experience points or use powers to act as if they have the
relevant ability for these situations, but only if the task takes 1 hour or less. If it takes longer,
the little bit of experience that they have picked up in this area has no effect.
Creatures and combat
It’s not all exploration and treasure, you know. You’re going to have to deal with some
creatures eventually. On the plus side, deal with does not necessarily mean fight. I mean,
your character might be one of those rogue types who would rather sneak past monsters
whilst they sleep and steal their treasure. That’s perfectly valid, because I want all classes to
succeed here. Just don’t expect it to be easy. Or to work all the time.
Type: Tells you what group the creature belongs to. Some powers and items affect particular
groups of creature.
Difficulty: The number you need to roll equal or above to hit the creature. Also tells you
which classes get rerolls.
Attacks: The number of attacks the creature has. The creature will distribute its attacks
evenly amongst the number of people in the party, starting with the 1st person in the Battle
Order, then the 2nd etc. If the creature has more attacks than the number of people in the
party, then it will focus more than 1 attack on a character. That character will need to make
as many ability tests as the number of attacks focused on them, but if they win more than
one, they can only damage the creature once.
Damage: The number of points of damage that the creatures deal with a successful hit.
Items: The items that creatures leave behind if a character kills them. Characters cannot get
these items if the creature flees or if they avoid combat through other means.
Sometimes, you may come across the number X. In this case, X will be explained.
Creature special characteristics
A lot of creatures have special characteristics and this bit explains what they are. Some
characteristics are intrinsic to the creature and all creatures have to have them (for example,
all basilisks have the Magical Attack ability to represent their petrifying eyes). Other
characteristics are common to most creatures, which is why they are included, but some
characteristics can be added or removed based on circumstances. For example, goblins do
not normally have the Frist Strike characteristic, but if a goblin waits in ambush for the
party, it will.
Beserk
A beserk creature fights in a rage, wildly swinging their weapons around. Characters who
roll against a beserk creature in combat get 1 bonus roll against them in melee combat. This
is a drawback, but beserk creatures usually do 3 damage with each hit and/or have at least 2
attacks.
Cowardly
At the end of each combat round, check the creature’s Vitality and also how many members
of its party are still alive. This creature will attempt to escape if loses more than ½ of its
Vitality from when it started the combat (round up). It will also try to escape if, at the end of
the round, more than ½ of its party have either been killed or have escaped (round up). This
creature will attempt to escape at the end of the round where either of the conditions apply.
Credulous
The creature can be convinced that it shouldn’t attack the characters.
If all of the creatures in the group have the Credulous characteristic, the characters may attempt
to deceive them in the precombat phase.
Each character must convince every creature in the group. This takes 3 Action Points. In game
terms, this means each character must make an ability test with a difficulty equal to each
creature’s difficulty (Deceit, Disguise). All of the tests must succeed for the party to avoid
combat. If 1 or more tests fail, the characters will have to fight.
Demoralise
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in addition to
taking damage, they must make an ability test equal to the difficulty of the creature’s (Resolve).
Failure means they gain the Despondency affliction.
Distracted
A distracted creature is not really paying attention to its surroundings for some reason. Maybe it
is usually a peaceful animal and is not looking for a fight. Maybe it is an inexperienced guard
that is just daydreaming.
If all of the creatures in the group have the Distracted characteristic, the characters may attempt
to sneak past them in the precombat phase. This takes 3 Action Points. Each character must try to
not alert every creature in the group. In game terms, this means each character must make an
ability test with a difficulty equal to each creature’s difficulty (Stealth, Disguise). All of the tests
must succeed for the party to avoid combat. If 1 or more tests fail, the characters will have to
fight.
Docile
It is possible to avoid combat with this creature by doing something that calms it. This can
be done in the precombat phase or in a combat round and it takes 3 Action Points. To calm
a creature, the character must make an ability test with a difficulty equal to the
creature’s (Naturalist). If the character fails, then the creature will deal damage as if
the character lost the combat round (unless it is the precombat phase) and that
character cannot attempt to calm the creature again. If the character succeeds, then
the creature will leave combat. It can be treated as if it ran away.
Fearsome X
A fearsome creature inspires terror in its opponents. At the end of each combat round, any
character that made a melee attack against a Fearsome creature must make an ability test
with a difficulty equal to the difficulty of the creature (Resolve). Any character who fails
loses X Will.
Frenzy
Any creatures in the same group as a creature with Frenzy lose the Cowardly and Docile
characteristics for as long as that creature is alive.
First Strike
If your party faces a creature with First Strike, then they may not act in the
precombat phase.
Greedy
The creature may not attack the party if they provide it with treasure. A character may do
this in the precombat phase or in a combat round and it takes 3 Action Points. The
characters need to offer the creature a combination of silver pieces and/or trinkets
equal to ½ its initial Vitality (round up). If they do, the creature will stop fighting. It
can be treated as if it had fled combat.
Hex
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they must make an ability test equal to the difficulty of
the creature’s (Resolve). Failure means they gain the Curse affliction.
Infect
Whenever an attacker is damaged by the creature (in a melee or ranged attack), in
addition to taking damage, they make an ability test equal to the difficulty of the
creature’s (Hardiness). If they fail, the gain the Plague affliction.
Inspire
As long as there is at least 1 creature with Inspire in the group, the other creatures get +1
Vitality (this means that 2 creatures with Inspire do not grant the bonus twice, but if there
are two creatures with Inspire and 1 dies, then the group still gets the Inspire bonus)
Lead
Any creatures in the same group as a creature with Lead lose the Cowardly and Timid
characteristics for as along as that creature is alive.
Other
This is a feature that doesn’t cover the other special characteristics. It does not come up very
often. For example, mummies that take more damage if they are struck by a lit torch or lit
lantern.
Ranged attack X
This creature has some kind of attack that it can make from a distance, such as a bow or fire
breath.
In the precombat phase, if the characters do not try to avoid combat with the creature the
creature will attack a random member of the party with its ranged attack. That character must
make an ability test with a difficulty equal to the difficulty of the creature (Dodging). If they fail,
they lose X Vitality.
During combat, if all of the characters are being attacked by a creature without this creature
needing to attack a character (so if the characters are outnumbered or the characters are fighting
a creature than has enough attacks to damage all of them), then this creature will use its ranged
attack on a random character instead of joining the melee.
In the precombat phase, if the characters do not try to avoid combat with the creature the
creature will attack the whole party with its ranged attack. Each character must make an ability
test with a difficulty equal to the difficulty of the creature (Dodging). If they fail, they lose X
Vitality.
During combat, if all of the characters are being attacked by a creature without this creature
needing to attack a character (so if the characters are outnumbered or the characters are fighting
a creature than has enough attacks to damage all of them), then this creature will use its ranged
attack on all of the characters instead of joining the melee.
Ravenous
A ravenous creature can be subdued with food. A character may attempt to feed a Ravenous
creature in the precombat phase or during combat. This takes 3 Action points. The character
must then give the creature a number of provisions equal to ½ the creature’s initial Vitality
(round up). If they do, the creature will no longer take part in the combat and it will count as if it
had fled.
Summon (Creature)
In the precombat phase, the creature will use their powers to summon the creature mentioned.
At the beginning of each combat round, if the creature is not in melee combat and there are no
creatures mentioned in the summon present, the creature with summon will use their power to
summon the creature mentioned. This will take up the whole round (so they can’t attack).
Timid
It is possible to intimidate this creature into not attacking the party in the precombat phase
or in a combat round. Intimidating such a creature takes 3 Action Points requires making an
ability test with a difficulty equal to the creature’s (Intimidation, Infamous). The character
needs to be Infamous on the hex that they are currently on. Any creature that is successfully
intimidated flees the combat. If the creature is not successfully intimidated, they hit the
character as if the character lost a combat round (unless it is the precombat phase) and they
cannot be intimidated again.
Torment
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they must make an ability test equal to the difficulty of
the creature’s (Resolve). Failure means they gain the Mania affliction.
Venom
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they make an ability test equal to the difficulty of the
creature’s (Hardiness). If they fail, they gain the Poison affliction.
Vicious
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they make an ability test equal to the difficulty of the
creature’s (Hardiness). If they fail, they gain the Wound affliction.
Wardable
This is a creature that can be warded with certain words or actions in the precombat phase
or in a combat round. Warding such a creature takes 3 Action Points and is an ability test
with a difficulty equal to the creature’s (Occult, Theology). Any creature that is warded
flees from the combat. If the character fails, the creature will hit them as if the character lost
the combat round (unless it is the precombat phase) and that character cannot attempt to
ward that creature again.
Combat
If your party’s disagreements do come to blows, you are going to need to know how
to work it out.
If given an option, an outnumbered creature will focus its attacks on the character that is
easiest to hit (has the fewest rolls with its ability tests). In case all characters roll the same
number of dice, the creature will focus its attack on the character with the highest damage. If
that is equal, then the creature will focus on the character with the lowest Vitality. If all
things are equal, the creature will pick a random character to focus on.
If the outnumbered creature has 2 or more attacks, it will spread its attacks as evenly as
possible.
Some creatures have the same number of attacks as there are characters. They can damage
any characters fighting them that fail an ability test against them in combat.
There are many ways to avoid combat based on the special characteristics of certain
creatures (see above). Here are some other ways to avoid combat.
Cowardly creatures
Characters will have to fight cowardly creatures, but they will flee if they lose ½ their
Vitality (round up) or if ½ of their party is slain or flee (round up). Characters have the
option of chasing after them (see the entry) but may choose not to. If the characters don’t
want to leave witnesses or if the creatures have some treasure that the characters want, they
will usually chase them.
Escaping
Characters may have the option of escaping combat (see the combat actions below), If they
do, the creature(s) fighting the character have a chance for 1 last hit.
Characters can also attempt to escape combat as long as no creature they are facing has the
First strike characteristic. If at least 1 creature has the First strike characteristic, they have to
fight at least 1 round in melee. If no creature has the First strike characteristic, the characters
may flee. They do not need to make rolls to dodge melee hits, but if any creature has a
ranged attack or a ranged area attack, characters have to avoid those. Ranged attacks will
target random characters. Ranged area attacks affect all characters.
Peaceful interaction
Some creatures don’t want to fight. In some cases, their actions will be stated if the
characters just want to talk to them.
Precombat phase
1. Look up the creatures’ stats in the core rulebook (below).
2. Check if any creatures have First Strike. If at least 1 creature has First Strike, go to
step 5.
3. Check what characteristics the creatures in the group have. This will affect what
actions the characters can take.
4. Characters have 3 action points to perform an action. They can spend these Action
points on using powers, using items, using a ranged weapon or trying to avoid the
combat. To make a ranged attack, make an ability test against the target’s difficulty
(Ranged Combat). If the character succeeds, they hit their opponent and deal
damage as normal. If they try to avoid combat, decide how they will do this (see
above). If the characters end up having to fight, move to step 5.
5. The creatures will take any actions that they can take in the precombat phase, such as
using a ranged attack. When this is done, move onto step 6.
2. Each round of combat, each character has 3 Action points. Look at the combat
options below to decide how to spend them.
You will probably want each character to use their main weapon in every round, but
you have other options, depending on what abilities and powers they have.
If your character is fighting multiple creatures, they need to decide which creature
they are going to hit with their weapon(s).
Remember that spending experience points takes 0 Action points.
Some characters may not be able to join in with melee combat (because they are in a
narrow corridor and only the character in the front can fight for example). They can
still use ranged weapons against their opponents or they can use beneficial powers
on those characters fighting.
3. Any powers and items your character uses resolve now. This means that damage
dealing powers and items deal their damage to creatures now. This means that if
your character kills a creature, then they don’t need to fight it. However, if the
creature is cowardly and it has lost half of its Vitality, it won’t flee until the end of
the next round.
4. Make an ability test equal to the creature’s difficulty (Melee Combat). Remember to
include any other rerolls your character may have. Spending experience takes 0
Action points but it must be done before the roll is made. Repeat this process for
every creature your character is fighting.
5. If your character has succeeded in the ability test, they won’t be damaged by that
creature. If they succeed at an ability test against a creature they aimed an attack at,
they hit it. If your character failed an ability test against a creature, the creature hit
them. If the character aimed a blow at a creature they failed the ability test against,
they don’t hit the creature.
7. Repeat this process for each character in the party. Once you have completed this, go
to step 8.
8. After the melee combat rolls, creatures may be able to perform another action. If this
is the case, follow the instructions. Then go to step 9.
9. Any Creatures with the Cowardly characteristic, who, at the beginning of the round,
had lost more than ½ their Vitality or who had more than ½ of their group will flee.
A character may try to chase them. To catch them, a character must make an ability
test with a difficulty equal to the creature’s difficulty (Running). If they succeed, the
creature has to fight that character in the next round. If they fail, the creature escapes.
10. If all of the creatures have been dealt with, the combat is over and the characters
have won! If not, begin a new round and go to step 1.
Combat actions
Combat actions are what characters are allowed to do in combat. Below is a list of actions
characters can take in combat and how many Action Points they cost.
Aim
Requirements: Perception
Ambush
Requirements: Stealth, can only be done against a distracted creature
In the precombat phase, if a character is able to take an action, they may use an ambush action
against a viable opponent. They can attack with their regular weapon (using the normal number
of action points) and get 1 extra roll. If they hit, they will deal normal damage.
In combat, if a character attacks a creature that is aiming its blow at another character, they can
use the ambush action. They can attack with their regular weapon (using the normal number of
action points) and get 1 extra roll. If they hit, they will deal normal damage. If they hit this
creature, the creature will aim their melee attacks at the character that ambushed it to prevent
any more ambushes happening (so having 2 characters capable of an ambush would be fun!).
Banish
Requirements: Occult
A character can get 1 extra roll against any creature with the type outsider that they are
attempting to hit with their main hand weapon. This does not work against any other
creature type.
Bash
Requirements: Strength
A character can make another attack against the same opponent or a different opponent that
will deal 1 damage.
Defensive fighting
Requirements: None
A character is able to get 1 bonus roll against all of their opponents in combat. However, if
they succeed at the ability test, they deal no damage.
Dodge
Requirements: Dodging
Escape
Requirements: None
If a character uses this option in combat, they must make an ability test with a difficulty
equal to the difficulty of the creature they are fighting (Dodging, Running). If they fail, they
are hit and lose Vitality equal to the damage of the creature. The character must do this for
all creatures they are fighting.
If a character does this in the precombat phase, they must make an ability test with a
difficulty equal to the difficulty of the creatures present who have the Ranged attack or
ranged area attack characteristic (Dodging, Running). If there are several characters, the
creatures with the Ranged attack characteristic will target random characters. If they fail,
they are hit and lose Vitality equal to the damage of the ranged attack of the creature.
Feint
Requirements: Deception
Move
Requirements: None
A character can move from one opponent to another. If they have enough action points left over,
they may attack the opponent.
Off-hand blow
Requirements: Nimbleness, dagger or sickle in off-hand or empty off-hand
A character can make another attack against the same opponent or a different opponent. The
attack deals 1 damage.
Precise strike
Requirements: Perception+Strength
A character can may get 1 extra roll against the creature they are attempting to hit with their
main hand weapon.
Ready
Requirements: None
A character can have 1 extra reroll in a Melee Combat ability test or a Ranged Combat ability
test (depending on whether they are using a melee or ranged weapon) in their next combat
round.
Reckless attack
Requirements: None
The character can get an extra roll and reroll all 1s against any opponent they aim a melee
attack against this round. However, all opponents that attack them will automatically hit
them.
Riposte
Requirements: Nimbleness+Reasoning
A character can get 1 extra roll against the creature they are attempting to hit with their
main hand weapon.
Scare
Requirements: Intimidate, target creature has Timid or Cowardly characteristic
A character can get 1 extra roll against the creature they are attempting to hit with their
main hand weapon as long as that creature has the Timid or Cowardly characteristic.
Sanctify
Requirements: Theology
A character can get 1 extra roll against any creature with the type undead they are
attempting to hit with their main hand weapon. This does not work against any other
creature type.
Smash
Requirements: Tinkering
A character can get 1 extra roll against any creature with the type construct they are
attempting to hit with their main hand weapon. This does not work against any other
creature type.
Spot weakness
Requirements: Perception
Subdue
Requirements: None
Subdue only works on creatures with the humanoid, monster or wildlife types. If a character
uses this option, they only deal 1 damage on a successful hit. However, if they reduce the Vitality
of an opponent to 0 when they are using the subdue action, they knock them out instead of kill
them. The opponent’s Vitality will be equal to the amount of damage they have done using the
subdue action. If they have a length of rope, they character can tie up the opponent and take
them prisoner.
Tactics
Requirements: Reasoning
Taunt
Requirements: Perform
A character can gain the benefits of the item or power their used.
Cost: 1 Action Point if using a light weapon or unarmed, 2 action points if using a medium
weapon or 3 action points if using a heavy weapon.
The character strikes at an opponent. If they win the ability test against that opponent, they
deal damage to them depending on the type of weapon they are using. they may also use a
ranged weapon to attack an opponent but only if they are not engaging in melee combat.
They may only use their main hand weapon once per round, even if using it does not use up
all of their action points.
Weave
Requirements: Deception+Dodging
A character can get 1 extra roll against the creature they are attempting to hit with their
main hand weapon.
Alchemist, human
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: L minerals, L random
alchemical preparations, Special: Timid, Cowardly
Animated archer
Type: Construct, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Bow, Special: Ranged attack 2, Other – a
character with the Metalcraft ability may use the spot weakness action against this creature, Other – if killed,
characters can take 3 metal from this creature’s corpse.
Animated armour
Type: Construct, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: none, Special: Other – a
character with the Metalcraft ability may use the spot weakness action against this creature, Other – if
killed, characters can take 3 metal from this creature’s corpse.
Ant, monstrous
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Frenzy, Venom,
Vicious
Ant, queen
Type: Wildlife, Difficulty: 3, Damage: 0, Attacks: X, Vitality: 16, Items: None, Special: Frenzy, Ranged
attack 2 Inspire, Summon ant, giant, soldier, Other – when an ant queen’s Vitality is reduced to 0, a
horde of ants will crawl out of it. The characters now need to fight an ant swarm, medium.
Ape
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None Special: Docile, Ravenous,
Cowardly
Ape, alpha
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None Special: Frenzy
Ape, colossal
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 18, Items: None Special: Distracted, Ravenous,
Vicious
Ape, huge
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: None Special: Distracted, Docile, Ravenous
Ape, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None Special: Distracted, Docile,
Ravenous
Apefolk
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club Special:
Distracted, Docile, Ravenous
Apefolk, champion
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: Club Special:
Distracted, Frenzy
Apefolk, chief
Type: Humanoid/Wildlife, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Items: Club Special:
Distracted, Frenzy, Inspire
Apefolk, shaman
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Staff Special:
Distracted, Docile, Ravenous, Summon ape
Apefolk, warrior
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Club Special:
Distracted
Artificer, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None
Assassin, human
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: Dagger, Special: First strike, Venom
Assassin, human, champion
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: Sword, Special: First strike, Venom
Ball lightning
Type: Monster, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 2, Items: None, Special: Ranged attack 2
Banshee
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Special: Wardable, Demoralise,
Fearsome 1
Banshee, ancient
Type: Undead, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Special: Wardable, Demoralise,
Fearsome 2
Basilisk
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Venom, Fearsome 1, Other –
At the end of each combat round, any character that made a melee attack against the basilisk must make an
ability test with a difficulty of 3 (Resolve, mirror). Any character that fails loses 1 Vitality. If a character closes
their eyes, they can ignore the basilisk’s attack. However, they only have 2 Action Points per round.
Basilisk, giant
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: None, Special: Venom, Fearsome 1, Other –
At the end of each combat round, any character that made a melee attack against the basilisk must make an
ability test with a difficulty of 3 (Resolve, mirror). Any character that fails loses 1 Vitality. If a character closes
their eyes, they can ignore the basilisk’s attack. However, they only have 2 Action Points per round.
Bats, flock
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: Docile, Ravenous,
Cowardly, Distracted,
Bat, giant
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: None
Bear, brown
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None,
Special: Ravenous, Cowardly, Other: If killed, characters can get up to 3 raw provisions and 3
bone. Any character with Leathercraft and a dagger can spend 1 hour to get 3 pelts.
Bear, polar
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None
Special: Ravenous, Cowardly, Other: If killed, characters can get up to 3 raw provisions and 3
bone. Any character with Leathercraft and a dagger can spend 1 hour to get 3 pelts.
Bear, young
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None
Special: Docile, Ravenous, Cowardly, Other: If killed, characters can get up to 1 raw provision
and 1 bone. Any character with Leathercraft and a dagger can spend 1 hour to get 1 pelt.
Beetle, Giant
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None, Special: Docile, Ravenous,
Distracted, Cowardly
Blade grass
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 4, Items: None, Special: First Strike
Boar
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: None,
Special: Docile, Ravenous, Distracted, Cowardly, Other – if killed, characters can take 3 raw provisions
and 1 bone from this creature’s corpse. If any character has the Leathercraft ability, they can also take 1
leather.
Boar, alpha
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None,
Special: Frenzy, Ravenous, Other – if killed, characters can take 6 raw provisions and 3 bone from this
creature’s corpse. If any character has the Leathercraft ability, they can also take 2 leather.
Boar, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None,
Special: Docile, Ravenous, Distracted, Cowardly, Other – if killed, characters can take 4 raw provisions
and 2 bone from this creature’s corpse. If any character has the Leathercraft ability, they can also take 1
leather.
Boar, primordial
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None,
Special: Distracted, Ravenous, Other – if killed, characters can take 8 raw provisions and 4 bone from this
creature’s corpse. If any character has the Leathercraft ability, they can also take 3 leather.
Brassfolk
Type: Construct/Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None
Special: Credulous, Distracted, Other – a character with the Tinkering ability may use the spot
weakness action against this creature
Brass cyborg
Type: Construct/Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None
Brimstone fish
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly
Cavefolk, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, Special: Credulous,
Distracted, Cowardly
Celestial, greater
Type: Outsider, Difficulty: 4, Damage: 2, Attacks: 2, Vitality: 10 Items: None, Special: Lead, Inspire,
Fearsome 1
Celestial, large
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 8 Items: None, Special: Fearsome 1, Lead
Celestial, medium
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6 Items: None, Special: Fearsome 1
Centaur
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None Special: Distracted,
Ranged attack 2
Centaur, chief
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 10, Items: None Special: Distracted,
Ranged attack 2. Lead, Inspire
Centaur, reveller
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 14, Items: None Special: Distracted,
Ravenous, Beserk
Centaur, warrior
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 12, Items: None Special: Distracted,
Ranged attack 2, Vicious
Centipede, devastation
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted, Ravenous,
Venom, Vicious, Frenzy
Centipede, giant
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted, Docile, Ravenous,
Venom, Cowardly
Centipede, monstrous
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Docile, Ravenous,
Venom, Cowardly
Chimera
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: None, Special: Ranged area
attack 1, Fearsome 1
Cockratrice
Type: Monster, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: None, Special: Distracted,
Venom, Other – At the end of each combat round, any character that made a melee attack against the cockratrice
must make an ability test with a difficulty of 3 (Resolve, mirror). Any character that fails loses 1 Vitality. If a
character closes their eyes, they can ignore the cockratrice’s attack. However, they only have 2 Action Points per
round.
Cockroach, giant
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None, Special: Docile, Ravenous,
Distracted, Cowardly
Cockroach, monstrous
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Docile, Ravenous,
Distracted, Cowardly, Infect
Crab, giant
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 10, Items: None, Special: Docile, Ravenous,
Distracted, Cowardly
Crab swarm
Type: Wildlife Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: Docile, Ravenous,
Distracted, Cowardly
Crocodile, adult
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None, Special: Docile, Ravenous,
Distracted, Cowardly, Vicious
Crocodile, young
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Docile, Ravenous,
Distracted, Cowardly, Vicious
Crocotroll
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 12, Items: Two handed axe, Special: Distracted,
Greedy, Ravenous, Fearsome 1, Vicious
Cthuloid
Type: Humanoid/Outsider/Monster, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None Special:
Distracted, Fearsome 1, Torment
Cthuloid, large
Type: Humanoid/Outsider/Monster, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 8, Items: None Special:
Distracted, Fearsome 1, Torment
Cthuloid, giant
Type: Humanoid/Outsider/Monster, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 10, Items: None Special:
Distracted, Fearsome 2, Torment
Cultist, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, Special: Distracted, Cowardly
Dark delver
Type: Monster Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None Special: None
Deep one
Type: Humanoid/monster Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: spear Special:
Distracted, Cowardly
Demon, bone
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8 Items: None, Special: Distracted,
Wardable, Fearsome 1, Other - when a medium bone demon’s Vitality is reduced to 0, it will shatter
into bone shards which will fly out and may impale anyone nearby. Every character that made a
melee attack against it the round it was reduced to 0 Vitality must make an ability test with a
difficulty of 3 (Hardiness). Any character that fails will lose 2 Vitality.
Demon, crab
Type: Outsider, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 12, Items: None, Special: Distracted,
Wardable, Fearsome 1
Demon, darkness
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: First strike,
Fearsome 1, Other – a darkness demon can surround itself in darkness that will snuff out all light.
While the darkness demon still lives, characters have 2 Action Points per round instead of 3.
Demon, eye
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Fearsome 1,
Demon, four-armed
Type: Outsider, Difficulty: 4, Damage: 2, Attacks: 2, Vitality: 8, Items: None, Special: Distracted,
Fearsome 1, Vicious
Demon, huge
Type: Outsider, Difficulty: 4, Damage: 3, Attacks: 2, Vitality: 10, Items: None, Special: Distracted,
Ranged area attack 1, Fearsome 1
Demon, ice
Type: Outsider, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Wardable, Fearsome 1, Other – characters making a melee attack against the ice demon only have 2
Action Points instead of 3.
Demon, iron
Type: Outsider/Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 16 Items: None, Special:
Distracted, Wardable, Vicious, Fearsome 1
Demon, large
Type: Outsider, Difficulty: 4, Damage: 2, Attacks: 2, Vitality: 8, Items: None, Special: Distracted,
Ranged attack 1, Fearsome 1
Demon, medium
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6 Items: None, Special: Distracted,
Wardable, Ranged attack 1, Fearsome 1
Demon, primarch
Type: Outsider, Difficulty: 4, Damage: 3, Attacks: 2, Vitality: 12, Items: None, Special: Ranged area
attack 1, Torment, Summon demonic spirit, Fearsome 1
Demon, rot
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Wardable, Fearsome 1, Infect, Other – when a character fails an ability test to do a melee attack
against a rot demon, they will lose 1 provision.
Demon, servant
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted,
Wardable, Fearsome 1
Demon, slime
Type: Outsider/Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6 Items: None, Special:
Distracted, Wardable, Fearsome 1, Other – if a character is damaged by an slime demon, starting with
the round after they lost Vitality, they will lose 1 Vitality at the end of every combat round due to acid
damaging them. They may spend 3 Action Points to clean off the acid. They can clean it off at the end
of combat.
Demon, small
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3 Items: None, Special: Distracted,
Wardable, Ranged attack 1
Demon, sovereign
Type: Outsider, Difficulty: 4, Damage: 3, Attacks: 2, Vitality: 16, Items: None, Special: Summon
medium shadow, Ranged area attack 1, Torment, Fearsome 2
Demon, spike
Type: Outsider, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: None, Special: Distracted,
Wardable, Fearsome 1, Ranged area attack 3, Vicious
Demon, snake
Type: Outsider, Difficulty: 4, Damage: 3, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Wardable, Fearsome 1, Venom, Infect
Demon, summoner
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted,
Wardable, Summon demonic spirit , Fearsome 1
Demon, tormentor
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Wardable, Torment, Fearsome 1
Demonic spirit
Type: Outsider, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 3 Items: None, Special: Distracted,
Wardable, Torment, Fearsome 1
Dragon, forest
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Special: Distracted, Venom, Fearsome
1
Dragon, steam-powered
Type: Monster/Construct, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 14, Special: Distracted, Ranged
area attack 1, Fearsome 1, Vicious, Other - when a steam-powered dragon’s Vitality is reduced to 0,
some of its parts will animate and attack. At the beginning of the next combat round, the characters
now need to fight a 3 trashlings.
Dragon, swamp
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Special: Distracted, Ranged area
attack 1, Venom, Fearsome 1
Dragon, swamp, large
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 16, Special: Distracted, Ranged area
attack 1, Venom, Fearsome 1
Dragonfolk
Type: Monster/humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Special: Distracted, Ranged
attack 1
Dragonfolk, sentry
Type: Monster/humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Special: Ranged attack 1
Dragonfolk, warrior
Type: Monster/humanoid, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Special: Distracted, Ranged
attack 1
Drake, ice
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 16, Items: None, Special: Distracted,
Ranged area attack 2, Fearsome 1
Dryad
Type: Humanoid/Monster, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Summon wolf, Frenzy, Torment
Dwarf
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Axe Special: Credulous, Distracted,
Dwarf, blaster
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Pick, shovel Special: Distracted,
Ranged attack 3
Dwarf, miner
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Pick, shovel Special: Credulous,
Distracted,
Dwarf, warrior
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Axe Special: None
Eagle
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: None
Eagle, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None
Eagle, primordial
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None
Efreet
Type: Outsider, Difficulty: 4, Damage: 2, Attacks: 2, Vitality: 8, Special: Ranged attack 1
Eldritch abomination
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: X, Vitality: 12, Items: None, Special: Distracted,
Torment, Fearsome 1
Eldritch beast
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted,
Torment, Fearsome 1
Eldritch crawler
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Torment, Fearsome 1
Eldritch eyebeast
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Torment,
Fearsome 1
Eldritch swarm
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: Distracted,
Torment, Fearsome 1
Elephant
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 16, Items: None
Elephant, alpha
Type: Wildlife, Difficulty: 3, Damage: 4, Attacks: 2, Vitality: 20, Items: None
Elf, wood
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Axe, Bow Special: Distracted,
Ranged attack 2
Elk
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly, Other – if killed, characters can take 6 raw provisions and 3 bone from this creature’s
corpse. If any character has the Leathercraft ability, they can also take 2 leather.
Elk, large
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None, Special: Docile 3, Cowardly
Evil Image
Type: Humanoid, Difficulty: 3, Damage: Same as the character, Attacks: 1
Vitality: Same as the character’s initial Vitality -2, Items: Same melee weapon as the character, but if
the character’s weapon was magical, this one is a nonmagical version (good try!). The image also has
the same armour and/or shield as the other character (the nonmagical versions!) but no other items.
Special: None
Explorer, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4,
Eye, disenchanter
Type: Monster, Difficulty: 3, Damage: 0, Attacks: X, Vitality: 4, Special: Fearsome 1, Other – whenever
any character uses a power in combat (even a character attacking other creatures), they must make an
ability test with a difficulty of 3 (Resolve). If they fail, the power does not work, but they still lose 1
Will.
Eye, evil
Type: Monster, Difficulty: 3, Damage: 0, Attacks: X, Vitality: 4, Special: Demoralise, Fearsome 1
Eye, radiation
Type: Monster, Difficulty: 3, Damage: 0, Attacks: X, Vitality: 4, Special: Fearsome 1, Other – at the end
of each combat round, each character (including ones not attacking the radiation eye) must make an
ability test with a difficulty of 3 (Hardiness). Any character that fails loses 1 Vitality.
Fairy
Type: Humanoid/Monster, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 3, Items: None, Special: Cowardly,
Wardable
Fairy, curser
Type: Humanoid/Monster, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 3, Items: None, Special: Wardable, Hex
Fairy, monarch
Type: Humanoid/Monster, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 5, Items: None, Special: Lead, Inspire,
Fairy, slasher
Type: Humanoid/Monster, Difficulty: 5, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Wardable
Fairy, tormenter
Type: Humanoid/Monster, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 3, Items: None, Special: Wardable,
Torment
Fighter, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, Special: None
Fire vortex
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: X, Vitality: 6, Items: None, Special: Distracted,
Fishfolk
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Spear, Special: Credulous,
Distracted, Timid, Cowardly
Fishfolk, captain
Type: Humanoid/Wildlife, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Items: Spear, Special: Lead,
Inspire
Fishfolk, champion
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: Spear, Special: Lead
Fishfolk, harpooner
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Spear, Special: Cowardly,
Ranged attack 2
Fishfolk, lookout
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Spear, Special: Cowardly
Fishfolk, shaman
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Staff, Special: Distracted,
Summon small water elemental.
Fishfolk, recruit
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Spear, Special: Distracted
Fishfolk, warrior
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Spear, Special: Distracted
Fishfolk, wavecaller
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Staff, Special: Distracted,
Summon medium water elemental
Floating eyebeast
Type: Monster, Difficulty: 4, Damage: 2, Attacks: X, Vitality: 16, Special: Fearsome 1, Ranged attack 1,
Other – at the end of each combat round, each character (including ones not attacking the floating
eyebeast) must make an ability test with a difficulty of 3 (Hardiness). Any character that fails loses 1
Vitality, Other – whenever any character uses a power in combat (even a character attacking other
creatures), they must make an ability test with a difficulty of 3 (Resolve). If they fail, the power does
not work, but they still lose 1 Will.
Fly, giant
Type: Wildlife, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Docile, Distracted,
Ravenous, Cowardly, Infect
Fly, monstrous
Type: Wildlife, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Docile, Distracted,
Ravenous, Cowardly, Infect
Fly, spitting
Type: Wildlife, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Ranged attack 1,
Docile, Distracted, Ravenous, Cowardly, Infect
Flying weapon
Type: Construct, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: none, Special: Vicious
Frenzied knotweed
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: None
Gargoyle
Type: Construct, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: none, Special: First Strike
Genie
Type: Outsider, Difficulty: 4, Damage: 2, Attacks: 2, Vitality: 8, Special: Ranged attack 1, Hex
Geotitan
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 14, Items: None, Special: Distracted,
Fearsome 1, Vicious
Ghost
Type: Undead, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 3, Special: Distracted, Wardable,
Demoralise, Fearsome 1
Ghoul
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Wardable, Infect, Fearsome 1
Ghoul, acid
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Wardable, Ranged attack 2, Fearsome 1, Other – if a character is damaged by an acid ghoul (ranged
or melee), starting with the round after they lost Vitality, they will lose 1 Vitality at the end of every
combat round due to acid damaging them. They may spend 3 Action Points to clean off the acid. They
can clean it off at the end of combat.
Giant
Type: Humanoid, Difficulty: 3, Damage: 3 Attacks: 1, Vitality: 10, Items: Maul
Giant, frost
Type: Humanoid, Difficulty: 3, Damage: 3 Attacks: 1, Vitality: 10, Items: Maul
Giant, Hill
Type: Humanoid, Difficulty: 3, Damage: 3 Attacks: 1, Vitality: 10, Items: Maul
Giant, Rock
Type: Humanoid, Difficulty: 3, Damage: 3 Attacks: 1, Vitality: 12, Items: Maul
Gladiator
Type: Humanoid, Difficulty: 4, Damage: 2 Attacks: 1, Vitality: 8, Items: Sword, Special: Vicious
Goat
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: None, Special: Credulous, Distracted,
Docile, Ravenous, Cowardly Other – if killed, characters can take 3 raw provisions and 1 bone from this
creature’s corpse. If any character has the Leathercraft ability, they can also take 1 leather.
Goblin
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: Dagger,
Goblin, chief
Type: Humanoid, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 6, Items: Sword
Goblin, sentry
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: Dagger,
Goblin, slinger
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: Dagger, sling
Goblin, warrior
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Dagger,
Golem, bomb
Type: Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: none, Special: Distracted,
Other – when the bomb golem’s Vitality is reduced to 0, it will explode. Every character that made a
melee attack against it the round it was reduced to 0 Vitality must make an ability test with a
difficulty of 3 (Dodging). Any character that fails will lose 3 Vitality.
Golem, clay
Type: Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: none, Special: Distracted, Other
– a character with the Stonecraft ability may use the spot weakness action against this creature, Other
– if killed, characters can take 10 stone from this creature’s corpse.
Golem, clockwork
Type: Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: none, Special: Distracted, Other
- when a clockwork golem’s Vitality is reduced to 0, a horde of clockwork beetles will swam out of it.
At the beginning of the next combat round, the characters now need to fight a clockwork beetle
swarm, Other – if killed, characters can take 3 metal from this creature’s corpse. If any character has the
Tinkering ability, they can also take 1 contraption.
Golem, flesh
Type: Construct, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: none, Special: Distracted,
Golem, ice
Type: Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Ranged attack 1
Golem, iron
Type: Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 18, Items: none, Special: Distracted, Other
– a character with the Metalcraft ability may use the spot weakness action against this creature, Other
– if killed, characters can take 18 metal from this creature’s corpse.
Golem, mud
Type: Construct, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Golem, sand
Type: Construct, Difficulty: 4, Damage: 2, Attacks: 2, Vitality: 8, Items: none, Special: Distracted,
Golem, slime
Type: Construct, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 10, Items: None, Special: Distracted,
Venom
Golem, stone
Type: Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: none, Special: Distracted, Other
– a character with the Stonecraft ability may use the spot weakness action against this creature, Other
– if killed, characters can take 12 stone from this creature’s corpse.
Gorgon
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Special: Distracted, Venom, Fearsome
1, Other – At the end of each combat round, any character that made a melee attack against the gorgon must
make an ability test with a difficulty of 3 (Resolve, mirror). Any character that fails loses 1 Vitality. If a character
closes their eyes, they can ignore the gorgon’s attack. However, they only have 2 Action Points per round.
Granitefolk
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Credulous,
Distracted, Cowardly
Granitefolk, warrior
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Griffin
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Fearsome 1
Special: Cowardly
Harpy, hunter
Type: Humanoid/Monster Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None
Harpy, medium
Type: Humanoid/Monster Difficulty: 3, Damage: 1 Attacks: 1, Vitality: 4, Items: None
Harpy, primordial
Type: Humanoid/Monster Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None
Hawkfolk, archer
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, bow
Hawkfolk, medium
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club
Hawkfolk, warrior
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Club
Special: Distracted
Hellbats, flock
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 4, Items: None, Special: Distracted,
Ranged attack 1
Hellbat, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 3, Items: None, Special: Distracted,
Ranged attack 1
Hellbat, monstrous
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Ranged attack 2
Hellhound
Type: Outsider Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 3, Items: None, Special: Distracted,
Wardable, Ranged attack 1, Fearsome 1
Hermit, human
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Staff, Special: Credulous,
Distracted, Timid, Cowardly
Hidden beast
Type: Outsider, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: First strike
Horse
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 5, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly, Other – if killed, characters can take 5 raw provisions and 3 bone from this creature’s
corpse. If any character has the Leathercraft ability and a dagger, they can also take 2 leather.
Hydra
Type: Monster, Difficulty: 3, Damage: 3, Attacks: X, Vitality: 14, Items: None
Special: Venom, Fearsome 1, Other - the hydra restores 1 Vitality at the end of each round, up to a
maximum of 14, unless it was hit by a lit torch or a lit lantern, a magical weapon or damaged by a
power that round (such as Blast or Burst)
Ice vortex
Type: Outsider, Difficulty: 3, Damage: 2, Attacks: X, Vitality: 6, Items: None, Special: Distracted,
Imp
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 2, Special: Distracted,
Imp, ice
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: none, Special: Distracted,
Ranged attack 1
Imp swarm
Type: Outsider, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: Distracted
Insect swarm
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 8, Items: None,
Invisible stalker
Type: Outsider, Difficulty: 6, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: None
Jackal, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None
Jackal, alpha
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None
Jaguar, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly
Jaguar, medium
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 3, Items: None
Jelly, acidic
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 8, Items: None, Special: Distracted, Other
– if a character is damaged by an acidic jelly, starting with the round after they lost Vitality, they will
lose 1 Vitality at the end of every combat round due to acid damaging them. They may spend 3
Action Points to clean off the acid. They can clean it off at the end of combat.
Jelly, corrupted
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 8, Items: None, Special: Distracted, Infect
Jelly, infested
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 8, Items: None, Special: Distracted, Other
- when an infested jelly’s Vitality is reduced to 0, ooze will leak out. At the beginning of the next
combat round, the characters now need to fight a medium eldritch ooze.
Jelly, multi-hued
Type: Monster, Difficulty: 3, Damage: 3, Attacks: X, Vitality: 24, Items: None, Special: Ranged area
attack 3, Venom, Infect, Other - when a multi-hued jelly’s Vitality is reduced to 0, ooze will leak out.
At the beginning of the next combat round, the characters now need to fight a large eldritch ooze.
Jelly, poisonous
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 8, Items: None, Special: Distracted,
Venom
Jelly, spotted
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 8, Items: None, Special: Distracted,
Ranged area attack 1
Knight, human
Type: Humanoid, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 10, Items: Sword, Special: Lead, Inspire
Leech, giant
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 2, Items: None
Special: First strike, Other – When the giant leech has won a combat round against the opponent it
was trying to damage, in all subsequent rounds, it will continue to do its damage whether it wins or
not until it is dead.
Lich
Type: Undead, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 10, Items: None, Special: Ranged area
attack 2, Hex, Fearsome 1
Lion
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None
Lion, enraged
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None Special: None
Lithopede, adult
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted, Ravenous,
Venom
Lithopede, giant
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: None, Special: Distracted,
Ravenous, Venom, Vicious
Lithopede, grub
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly
Lithopede, hydra
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: X, Vitality: 12, Items: None, Special: Venom, Vicious,
Fearsome 1
Living slick
Type: Monster, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Venom, Fearsome 1
Lizardfolk, archer
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, Special: Ranged attack
2, Cowardly.
Lizardfolk, chief
Type: Humanoid, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Items: Club, Special: Lead, Inspire
Lizardfolk, hunter
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, Special: Cowardly.
Lizardfolk, medium
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, Special: Distracted,
Timid, Cowardly.
Mammoth
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 16, Items: None
Special: Distracted, Docile, Ravenous, Cowardly, Other: If killed, characters can get up to 16 raw
provisions and 8 bone.
Manticore
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: None, Special: Distracted,
Venom, Fearsome 1
Mechalich
Type: Undead/Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: None Special:
Distracted, Ranged area attack 1, Hex, Vicious, Fearsome 1
Mechazombie
Type: Undead/Construct, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 8, Items: None, Special:
Distracted, Fearsome 1, Vicious
Mimic
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None, Special: First Strike
Minotaur
Type: Humanoid, Difficulty: 3, Damage: 3 Attacks: 1, Vitality: 8, Items: two-handed club Special:
Distracted, Fearsome 1
Minotaur, warrior
Type: Humanoid, Difficulty: 3, Damage: 3 Attacks: 1, Vitality: 10, Items: two-handed axe Special:
Vicious, Fearsome 1
Mummy
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None
Special: Distracted, Fearsome 1, Other – a lit torch or lit lantern deals 3 damage on a hit.
Mummy, warrior
Type: Undead, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None
Special: Distracted, Fearsome 1, Vicious, Other – a lit torch or lit lantern deals 3 damage on a hit.
Mummy lord
Type: Undead, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: None
Special: Fearsome 1, Hex, Other – a lit torch or lit lantern deals 3 damage on a hit.
Mummy king
Type: Undead, Difficulty: 4, Damage: 3, Attacks: 1, Vitality: 12, Items: None
Special: Fearsome 1, Hex, Infect, Other – a lit torch or lit lantern deals 3 damage on a hit.
Mummy sandcaller
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None
Special: Distracted, Fearsome 1, Summon sand vortex, Other – a lit torch or lit lantern deals 3 damage
on a hit,
Mummy, scarab
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None
Special: Distracted, Fearsome 1, Other – a lit torch or lit lantern deals 3 damage on a hit, Other – when
a scarab mummy’s Vitality is reduced to 0, a horde of scarab beetles will crawl out of it. The
characters now need to fight a scarab beetle swarm.
Special: Distracted, Fearsome 1, Summon giant scorpion, Vicious, Other – a lit torch or lit lantern
deals 3 damage on a hit
Mutant abomination
Type: Monster, Difficulty: 3, Damage: 2 Attacks: X, Vitality: 12, Items: None
Special: Distracted, At the end of combat, any character that was damaged by a mutant abomination
must make an ability test with a difficulty of 3 (Hardiness). If they fail, they catch a mutant plague
and must roll on the mutations table to see what happens!
Mutant beast
Type: Wildlife/Monster, Difficulty: 3, Damage: 2 Attacks: 1, Vitality: 6, Items: None
Special: Distracted, Ravenous, Docile, Cowardly, Other - At the end of combat, if a character was
damaged by a mutant beast, they must make an ability test with a difficulty of 3 (Hardiness). If they
fail, they catch a mutant plague and must roll on the mutations table to see what happens!
Mutant beast, alpha
Type: Wildlife/Monster, Difficulty: 3, Damage: 3 Attacks: 1, Vitality: 8, Items: None
Special: Distracted, Frenzy, Fearsome 1, Vicious, Other - At the end of combat, if a character was
damaged by a mutant beast, they must make an ability test with a difficulty of 3 (Hardiness). If they
fail, they catch a mutant plague and must roll on the mutations table to see what happens!
Mutant humanoid
Type: Humanoid/Monster, Difficulty: 3, Damage: 2 Attacks: 1, Vitality: 4, Items: Club
Special: Credulous, Distracted, Timid, Cowardly, Other - At the end of combat, if a character was
damaged by a mutant humanoid, they must make an ability test with a difficulty of 3 (Hardiness). If
they fail, they catch a mutant plague and must roll on the mutations table to see what happens!
Mutant hunter
Type: Humanoid/Monster, Difficulty: 3, Damage: 2 Attacks: 1, Vitality: 4, Items: Club
Special: Cowardly, Other - At the end of combat, if a character was damaged by a mutant humanoid,
they must make an ability test with a difficulty of 3 (Hardiness). If they fail, they catch a mutant
plague and must roll on the mutations table to see what happens!
Mutant veteran
Type: Humanoid/Monster, Difficulty: 3, Damage: 2 Attacks: 1, Vitality: 8, Items: Club
Special: Lead, Fearsome 1, Other - At the end of combat, if a character was damaged by a mutant
humanoid, they must make an ability test with a difficulty of 3 (Hardiness). If they fail, they catch a
mutant plague and must roll on the mutations table to see what happens!
Mutant warrior
Type: Humanoid/Monster, Difficulty: 3, Damage: 2 Attacks: 1, Vitality: 6, Items: Club
Special: Distracted, Other - At the end of combat, if a character was damaged by a mutant humanoid,
they must make an ability test with a difficulty of 3 (Hardiness). If they fail, they catch a mutant
plague and must roll on the mutations table to see what happens!
Nightmare
Type: Outsider, Difficulty: 4, Damage: 0, Attacks: 0, Vitality: 8, Items: None, Special: First strike, Fearsome 2, Hex
Ninja, human
Type: Humanoid, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 6, Items: Sword, Shuriken (As stones),
Special: First strike, Ranged attack 1, Venom
Octopus, giant
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 4, Vitality: 6, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly
Ogre
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: Two handed axe, Special: Distracted,
Ravenous, Greedy, Fearsome 1
Ogre, boss
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: Two handed axe, Special: Lead,
Ravenous, Greedy, Fearsome 1
Ogre, chief
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: Two handed axe, Special: Distracted,
Lead, Inspire, Fearsome 1
Ogre mage
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 10, Items: Club, Special: Distracted, Ranged area
attack 2, Fearsome 1
Ooze, large
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 8, Items: None, Special: Distracted, Other
– when a large ooze is reduced to 0 Vitality, some of the ooze reforms. At the beginning of the next
combat round, the party must fight a medium ooze.
Ooze, medium
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 4, Items: None, Special: Distracted, Other
– when a medium ooze is reduced to 0 Vitality, some of the ooze reforms. At the beginning of the next
combat round, the party must fight a small ooze.
Ooze, small
Type: Monster, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 2, Items: None, Special: Distracted
Orc
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 4, Items: Axe
Orc, beserker
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 6, Items: Axe
Orc, sentry
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 4, Items: Axe
Special: Cowardly
Orc, shaman
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: Staff
Orc, warlord
Type: Humanoid, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Items: Sword
Orc, warrior
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Axe
Special: None
Pinefolk
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None
Pinefolk, warrior
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: None
Piranhas, shoal
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None,
Special: Greedy
Priest, human
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4,
Items: 1 prepared provision, 1 full waterskin, Special: Credulous, Distracted, Timid, Cowardly
Pteradon
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None,
Purple worm
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 16, Items: None, Special: Distracted,
Fearsome 1, Venom
Ranger, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Axe, bow, Special: Ranged attack
2
Ratfolk breeder
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club
Ratfolk, champion
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: Club, Special: Lead
Ratfolk, sentry
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club
Ratfolk, warlord
Type: Humanoid/Wildlife, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Items: Club
Ratfolk, warrior
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Club, Special: Distracted,
Greedy, Ravenous,
Rat, giant
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 1, Items: None
Rat, huge
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 3, Items: None
Rat, primeval
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None
Rats, pack
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: Docile, Ravenous,
Cowardly.
Rebel, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Sword
Robber, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club
Special: Greedy
Roc
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 16, Items: None, Special: Distracted,
Docile, Ravenous, Cowardly
Rug of smothering
Type: Construct, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: none, Special: First strike
Rust monster
Type: Monster, Difficulty: 3, Damage: 2, Attacks: X, Vitality: 8, Items: None, Special: Distracted, Other
– if a character is hit by a rust monster in melee combat, they will lose 1 of the following of their
choice: sword, two handed sword, two handed axe, mace, polearm, heavy armour, 1 metal.
Salamander, large
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: None, Special: Distracted, Ravenous
Salamander, medium
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted, Ravenous
Salamander, small
Type: Monster, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Ravenous
Sandworm
Type: Monster, Difficulty: 3, Damage: 4, Attacks: 1, Vitality: 30, Items: None, Special: First strike,
Fearsome 1, Vicious
Satyr
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None Special: Distracted
Satyr, reveller
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 8, Items: None Special: Distracted,
Beserk
Scavenger, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club
Scholar, human
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4,
Items: 1 quill and ink, 3 parchment, 1 lore tome, 1 prepared provision, 1 full waterskin, Special:
Credulous, Distracted, Timid, Cowardly
Scorpion swarm
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: Distracted, Docile, Ravenous,
Venom, Cowardly
Scorpion giant
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 8, Items: None, Special: Distracted, Docile, Ravenous,
Venom, Cowardly
Scorpionfolk
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 6, Items: None, Special: Distracted,
Fearsome 1, Venom
Scorpionfolk, hunter
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 6, Items: None, Special: Fearsome 1,
Venom
Scorpionfolk, stingflinger
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 2, Vitality: 6, Items: None, Special: Distracted,
Ranged attack 2, Fearsome 1, Venom
Scout, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Axe Special: First strike
Sea serpent
Type: Monster, Difficulty: 3, Damage: 4, Attacks: 1, Vitality: 30, Items: None, Special: First strike,
Fearsome 1, Vicious
Shadow, large
Type: Outsider, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 8, Special: Distracted, Wardable,
Torment, Fearsome 2
Shadow, medium
Type: Outsider, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 6, Special: Distracted, Wardable,
Torment, Fearsome 1
Shambling Mound
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: none, Special: First Strike, Cowardly
Shark
Type: Wildlife, Difficulty: 4, Damage: 3, Attacks: 1, Vitality: 8, Items: none, Special: Distracted, Docile,
Ravenous, Cowardly
Shrieker
Type: Wildlife Difficulty: 3, Damage: 0, Attacks: 0, Vitality: 4, Items: None, Special: First
strike, Fearsome 1, Other – at the end of each combat round, if the shrieker is still alive, and
if there are no other creatures in the room, a wandering monster will appear and join the
combat at the beginning of the next round. Roll on the wandering monster table for the
dungeon.
Skeletal rat, pack
Type: Undead, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: Distracted,
Fearsome 1
Skeleton, huge
Type: Undead, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Special: Distracted, Fearsome 1, Other –
Characters can take 4 bone from a dead huge skeleton.
Skeleton, large
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Special: Distracted, Fearsome 1, Other –
Characters can take 3 bone from a dead large skeleton.
Skeleton, medium
Type: Undead, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted,
Fearsome 1, Other – Characters can take 2 bone from a dead medium skeleton.
Skeleton, small
Type: Undead, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 2, Special: Special: Distracted, Fearsome 1,
Other – Characters can take 1 bone from a dead small skeleton.
Skeleton warrior
Type: Undead, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 8, Items: Sword, Special: Distracted,
Fearsome 1, Other – Characters can take 2 bone from a dead skeleton warrior.
Skull swarm
Type: Undead, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 4, Items: None, Special: Distracted,
Fearsome 1
Slug, giant
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: None
Special: Distracted, Docile, Ravenouts, Cowardly, Venom, Other – if 1 mineral is thrown at the slug as
a ranged weapon and it hits, it will do 3 damage. The mineral counts as a light weapon and is
consumed by the attack.
Smuggler, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club, Special: Credulous,
Distracted, Timid, Cowardly
Snake, giant
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None
Snake, poisonous
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 1, Items: None
Snakefolk
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Sword, Special: Distracted,
Timid, Venom, Cowardly
Snakefolk, champion
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: Sword, Special: Venom, Lead
Snakefolk, infector
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: dagger, blowpipe, Special:
Ranged attack 1, Venom, Cowardly
Snakefolk, warrior
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Sword, Special: Distracted,
Venom
Snowcat
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 3, Items: None
Special: Distracted, Ravenous, Docile, Cowardly, Other: If a snowcat is killed, any character with
the Leathercraft ability and a dagger can spend 1 hour to get 1 pelt.
Snowcat, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None
Special: Distracted, Ravenous, Docile, Cowardly, Other: If a snowcat is killed, any character with
the Leathercraft ability and a dagger can spend 1 hour to get 2 pelts.
Soldier, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: Axe, Special: Distracted
Sphinx
Type: Monster, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 12, Items: None, Special: Distracted,
Fearsome 1, Vicious
Sphinx, large
Type: Monster, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 16, Items: None, Special: Distracted,
Fearsome 1, Vicious, Hex
Spider, giant
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted, Docile,
Ravenous, Venom, Cowardly
Spider, monstrous
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Docile, Ravenous,
Venom, Cowardly
Spider, primordial
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Ravenous, Venom, Vicious
Stag
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Docile,
Cowardly, Other – if killed, characters can take 6 raw provisions and 3 bone from this creature’s corpse. If
any character has the Leathercraft ability, they can also take 2 leather.
Stag, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted, Docile,
Vicious, Cowardly, Other – if killed, characters can take 8 raw provisions and 4 bone from this creature’s
corpse. If any character has the Leathercraft ability, they can also take 3 leather.
Strangleweed
Type: Wildlife, Difficulty: 4, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: None
Statue, large
Type: Construct, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None, Special: First Strike,
Other – a character with the Stonecraft ability may use the spot weakness action against this creature,
Other – if killed, characters can take 8 stone from this creature’s corpse.
Statue, medium
Type: Construct, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Special: First Strike, Other – a
character with the Stonecraft ability may use the spot weakness action against this creature, Other – if
killed, characters can take 4 stone from this creature’s corpse.
Steel aberration
Type: Construct/Humanoid, Difficulty: 4, Damage: 3, Attacks: 2, Vitality: 8, Items: none, Special:
Distracted, Vicious, Fearsome 1, Other – a character with the Metalcraft ability may use the spot
weakness action against this creature.
Steel champion
Type: Construct/Humanoid, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None
Special: Distracted, Lead, Inspire, Other – a character with the Metalcraft ability may use the spot
weakness action against this creature.
Steel cyborg
Type: Construct/Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None
Special: Distracted, Other – a character with the Metalcraft ability may use the spot weakness action
against this creature.
Steel knight
Type: Construct/Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None
Special: Distracted, Lead, Other – a character with the Metalcraft ability may use the spot weakness
action against this creature.
Stegosaur
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 12, Special: Distracted, Docile, Ravenous,
Cowardly, Other – if killed, characters can take 12 raw provisions and 8 bone from this creature’s corpse.
Tapestry person
Type: Construct, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: none, Special: None
Thief, human
Type: Humanoid, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: dagger, Special: Distracted,
Timid, Greedy, Cowardly
Thug, human
Type: Humanoid, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 4, Items: Club
Tiger
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None
Tiger, large
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: None
Tiger, snow
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 8, Items: None
Titan
Type: Outsider, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Special: Distracted, Ranged attack 3,
Vicious
Toad, giant
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted, Docile, Ravenous,
Venom, Cowardly
Toad, monstrous
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Docile, Ravenous,
Venom, Cowardly
Trashloid, small
Type: Construct, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Special: First Strike
Trashloid, medium
Type: Construct, Difficulty: 3, Damage: 2, Attacks: X, Vitality: 6, Special: First Strike, Vicious
Trashloid, large
Type: Construct, Difficulty: 3, Damage: 3, Attacks: X, Vitality: 8, Special: First Strike, Venom, Vicious
Treefolk
Type: Wildlife, Difficulty: 3, Damage: 2 Attacks: X, Vitality: 12, Items: None Special: Distracted, Other
– a character with the Woodcraft ability may use the spot weakness action against this creature, Other
– if killed, characters can take 12 wood from this creature’s corpse.
Treefolk, large
Type: Wildlife, Difficulty: 4, Damage: 3 Attacks: X, Vitality: 16, Items: None Special: Distracted, Other
– a character with the Woodcraft ability may use the spot weakness action against this creature, Other
– if killed, characters can take 12 wood from this creature’s corpse.
Triceratops
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 16, Special: Distracted, Docile, Ravenous,
Cowardly, Other – if killed, characters can take 16 raw provisions and 10 bone from this creature’s corpse.
Triceratops, alpha
Type: Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 20, Special: Distracted, Frenzy, Other – if
killed, characters can take 20 raw provisions and 12 bone from this creature’s corpse.
Troll
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: Two handed axe, Special: Distracted,
Ravenous, Greedy, Fearsome 1
Troll, beserker
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 10, Items: Two handed axe, Special: Distracted,
Ravenous, Greedy, Beserk, Fearsome 1
Troll, boss
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: Two handed axe, Special: Distracted,
Lead, Fearsome 1
Troll, chief
Type: Humanoid, Difficulty: 4, Damage: 3, Attacks: 1, Vitality: 14, Items: Two handed axe, Special: Distracted,
Lead, Inspire, Fearsome 1
Troll, rocklobber
Type: Humanoid, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: Two handed axe,
Special: Distracted, Greedy, Ravenous, Ranged attack 3, Fearsome 1
Turtle, giant
Type: Humanoid, Difficulty: 3, Damage: 2 Attacks: 1, Vitality: 12, Items: None Special: Distracted,
Docile, Ravenous, Cowardly
Tyrannosaurus
Type: Wildlife, Difficulty: 3, Damage: 4, Attacks: 1, Vitality: 20, Special: Distracted, Ravenous,
Fearsome 1,
Unicorn
Type: Wildlife, Difficulty: 4, Damage: 2, Attacks: 1, Vitality: 7, Items: None Special: Distracted, Demoralise,
Cowardly, Other – if killed, characters can take the unicorn’s horn. It has an encumbrance of 1 and can be
used 1 time as a potion of healing.
Vampire
Type: Undead, Difficulty: 4, Damage: 3, Attacks: 1, Vitality: 10
Vampire, spawn
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6
Velociraptor
Type: Wildlife, Difficulty: 4, Damage: 3, Attacks: 2, Vitality: 8, Special: Distracted, Vicious,
Cowardly
Velociraptor, alpha
Type: Wildlife, Difficulty: 4, Damage: 3, Attacks: 2, Vitality: 10, Special: Distracted, Frenzy, Vicious,
Fearsome 1
Velociraptor, young
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Special: Distracted, Ravenous,
Cowardly
Werebear
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 12, Items: None,
Werebear, alpha
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 14, Items: None,
Werewolf
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None,
Werewolf, alpha
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: None,
Whip vines
Type: Wildlife, Difficulty: 3, Damage: 1, Attacks: X, Vitality: 6, Items: None, Special: None
Wild dog
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 3, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly
Special: None
Will-o-wisp
Type: Undead, Difficulty: 4, Damage: 1, Attacks: 1, Vitality: 3, Items: None, Special: Distracted,
Demoralise, Torment
Wolf
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 3, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly, Other: If a wolf is killed, any character with the Leathercraft ability and a
dagger can spend 1 hour to get 1 pelt.
Wolf, alpha
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Frenzy, Ravenous,
Other: If a wolf is killed, any character with the Leathercraft ability and a dagger can spend 1
hour to get 2 pelts.
Wolf, large
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Items: None, Special: Distracted, Docile,
Ravenous, Cowardly, Other: If a wolf is killed, any character with the Leathercraft ability and a
dagger can spend 1 hour to get 2 pelts.
Wolf, primordial
Type: Wildlife, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted, Ravenous,
Vicious, Other: If a wolf is killed, any character with the Leathercraft ability and a dagger can
spend 1 hour to get 2 pelts.
Wraith
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 6, Special: Distracted, Wardable,
Demoralise, Fearsome 1
Yeti, adult
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 3, Attacks: 1, Vitality: 10, Items: None,
Yeti, mutant
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 3, Attacks: 2, Vitality: 12, Items: None,
Yeti, young
Type: Humanoid/Wildlife, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None,
Zombie, exploding
Type: Undead, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 4, Items: None, Special: Distracted,
Fearsome 1, Other – when the exploding zombie’s Vitality is reduced to 0, it will explode. Every
character that made a melee attack against it the round it was reduced to 0 Vitality must make an
ability test with a difficulty of 3 (Dodging). Any character that fails will lose 3 Vitality.
Zombie, large
Type: Undead, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 8, Items: None, Special: Distracted,
Fearsome 1
Zombie, lifehunter
Type: Undead, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Fearsome 1
Zombie, medium
Type: Undead, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Fearsome 1
Zombie, husk
Type: Undead, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Fearsome 1, Venom
Zombie, plague
Type: Undead, Difficulty: 3, Damage: 1, Attacks: 1, Vitality: 6, Items: None, Special: Distracted,
Fearsome 1, Infect, Other – when the plague zombie’s Vitality is reduced to 0, it will release a cloud of
mould and infectious particles. Every character that made a melee attack against it the round it was
reduced to 0 Vitality must make an ability test with a difficulty of 3 (Hardiness). Any character that
fails will gain the Plague affliction
Actions
Characters have options on what actions they can take. An action normally takes time to do.
Once a character selects an action to take, they increase the amount of time that it takes and
then get the effect of that action.
Ordeals
An ordeal is an action where the character can reduce the cost in terms of time and other
characteristics using abilities, codewords and/or items.
When a character has an ordeal, you will be told that they cost a certain number of Will
points, Vitality points or hours (or other units of measuring time) and then given a list of
abilities, items and codewords in brackets afterwards. For every ability, item or
codeword that applies to that character, you may reduce the number by 1. However, the
minimum cost will always be 1.
For example, if an ordeal costs 3 Will and the Hardiness and Strength abilities reduce
the cost then if a character has 1 ability, the ordeal will cost 2 Will (3-1 = 2) and if they
have both, it will cost 1 Will (3-2 = 1).
Some ordeals can affect 2 statistics. For example, mining rock is an ordeal that costs both
time in Turns and Will points. If an item is listed in both costs, then the character only
needs 1 of that item to have both effects.
For example, digging a trench requires 8 party hours (shovel). 3 party members attempt
this at the same time and 1 of them has a shovel. This means that the number of hours is
8 -2 (number of party members beyond the first) – 1 (number of shovels) = 5 hours.
Another example – building a shelter takes 5 party hours (Woodcraft). 2 people attempt
it and neither of them have the Woodcraft ability. This means it takes 5 -1 (number of
party members beyond the first) = 4 hours.
Another example – clearing some rubble takes 8 hours (Strength, shovel). There are 2
party members, both have Strength and 1 has a shovel. This means that the number of
hours is 8 -1 (number of party members beyond the first) -2 (number of instances of
Strength) – 1 (number of shovels) = 4 hours.
Fate rolls
Fate rolls are events that do not depend on skill at all. They depend purely on chance.
Abilities and powers have no effect on Fate rolls. The 2 most common ways to influence a
Fate roll is with Fate points and Blessings.
After the result of a Fate roll, the character who made that roll may spend a Fate point or a
Blessing to reroll the result. A character may spend a Fate point on any result.
They may only spend a Blessing if the result is a 1. Spending a blessing only allows
characters to reroll the Fate roll once. If they roll another 1, they have to spend another
Blessing or Fate point to reroll again.
Note that unlike ability tests, characters can spend Fate points and Blessings after they see
the result and they can continue to spend them for as long as they have them.
Fate rolls are presented so that the lowest results have the worst outcomes (where that is
possible).
Apart from mutations (which last permanently until removed), each affliction is an
ordeal that lasts a certain number of days. A character can only have 1 affliction of
any 1 type at a time.
If a character has an affliction and they gain another affliction of the same type, the
number of days resets back to the maximum amount.
Curse
A curse reduces the character’s initial Vitality by 1 and reduces their initial Will by 1. Losing
a curse is an ordeal that costs 6 days (Hardiness, Resolve).
Despondency
The character’s initial Will is reduced by 1. Losing despondency is an ordeal that costs 6
days (Resolve).
Mania
The character’s initial Will is reduced by 1. Losing a mania is an ordeal that costs 6 days
(Resolve).
Mutation
A mutation is a fundamental and permanent change to the body’s make up. Such
changes are damaging, permanently reducing stats, but they also give your character
new abilities. Characters cannot lose mutations unless some magic removes them.
Mutation table
Fate roll Effect
1 The character’s nose grows to a snout, their teeth become longer and
sharper, the hairs on their body grow longer and they feel like they are
growing an extra stomach! The character loses 1 Vitality permanently.
However, the character gains the Animal label.
2 Gills appear in the character’s neck and torso. Their skin becomes a dull grey
colour and looks a bit scaly. The character loses 1 Vitality permanently.
However, the character gains the Breathe label.
3 The character’s legs change shape – they become longer and more
musclebound. The character loses 1 Vitality permanently. However, the
character may reroll any 1s on all ability tests that require the Running
ability.
4 The character feels little spikes growing from their hands and feet. Black
hairs spring up all over their body. They have become part spider! The
character loses 1 Vitality permanently. However, the character may reroll any
1s on all ability tests that require the Climbing ability.
5 The character’s muscles grow huge! The character loses 1 Vitality
permanently. However, the character may reroll any 1s on all ability tests that
require the Strength ability.
6 The affliction changes the character’s body, making their skin harder giving it
a yellow colour. The character loses 1 Vitality permanently. However, the
character may reroll any 1s on all ability tests that require the Hardiness
ability.
Plague
Plague occurs when your character catches a particularly nasty disease. The
character’s Vitality is reduced by 1 and their Will is reduced by 1. Losing a plague is
an ordeal that costs 6 days (Hardiness, Resolve).
Poison
A character is poisoned when toxin is going through their veins. The character’s initial
Vitality is reduced by 1. Losing a poison is an ordeal that costs 6 days (Hardiness).
Wound
Your character’s initial Vitality is reduced by 1. Losing a wound is an ordeal that costs 6
days (Hardiness).
Death
Death is a real possibility in the dangerous life of the adventurer. Adventurers can and will
die of pretty much anything – a sword to the gut, starvation, a fireball, scrofula etc.
Character death
If a character should die, then the surviving members of the character’s party could (and
would feel like they should) perform proper death rites for that character. Death rites
involve returning the deceased character’s remains to a settlement and paying the official to
perform the deceased character’s chosen death rites. If the deceased character was an initiate
to a deity, then temples dedicated to the same deity perform the death rites for free.
Performing the death rites for a deceased character gives all the remaining characters 1
Blessing. If any character returns to the site of the deceased character’s death rites, they may
visit the deceased character’s grave. If they do, and if they have 0 Blessings, they can set the
number of Blessings they have to 1.
Hireling death
The characters probably won’t feel as attached to hirelings as they are to each other, but the
hireling’s friends and family feel very attached to them.
The characters should return the hireling’s remains to the site they hired them and pay for
their death rites within 30 days of the hireling’s death. If they do not, after the 30th day, the
spirit of the hireling will curse the characters who were with them when they died. Each
character who was in the party with the hireling when they died will gain a Curse affliction.
The next most common way of restoring Will and Vitality is by sitting down and having a
meal. A meal takes 1 hour (6 Turns). When a character has a meal, they consume 1 provision
and 1 water. When a character consumes a meal, they can restore 1 Will. If their Will is
already at its maximum, they can restore 1 Vitality instead. They may do this any number of
times in a day.
Other ways of restoring Will and Vitality include herbal preparations and buying services
that restore Will and Vitality. Characters can also learn the Cure power or find magical
potions of Cure or Healing.
Equipment, services, weapons, armour and crafting
This section tells you all about the things that your characters can buy, sell and make in the
world of SCRAWL. They may not be able to buy all items all of the time. In less civilised
areas, they may only buy items deemed essential. This chapter has the full list of everything
the characters can buy. To see what they can buy in different areas, refer to the sites and
settlements book. In some areas, your party may not be able to buy anything!
Weapons
Weapons are really great for avoiding long arguments. When an orc doesn’t want the party
stealing its stuff, sticking it with a sword can really save time and tedious conversation. But
characters don’t need to stick an orc with a sword. No there’s clubs, axes, maces, hammers,
bows, slings and all kinds of implements they could use instead. In fact, we have something
here for everyone. We even have little daggers and hammers for the little darlings in your
life. Come and take a look.
Weapon types
Weapons are light, medium or heavy. Here is how they are different:
Medium weapons
These weapons require 2 Action points to use, deal 2 damage on a hit and have an
encumbrance of 2.
Heavy weapons
These weapons require 3 Action points to use, deal 3 damage and have an encumbrance of 3.
Heavy melee weapons require 2 hands to use so characters cannot use a shield whilst using
them. Characters also cannot use them if they need to carry a light source.
Axe
An axe is a medium weapon that can be thrown or used in close combat. It also helps with
felling trees and can be used by someone with the Woodcraft ability to make large wooden
items, such as a raft. An axe can be crafted from 1 stone and 1 wood by a character with a
dagger and 1 Stone and the Woodcraft and Stonecraft abilities or from 1 metal and 1 wood
by a character with a dagger and a hammer and the Woodcraft and Metalcraft abilities.
Blowpipe
A blowpipe is a light ranged weapon. It can be crafted from 1 wood by a character with a
dagger and the Woodcraft ability.
Bow
A bow is a medium ranged weapon. It can be crafted from 2 wood by a character with a
dagger and the Woodcraft ability.
Club
A club is a medium melee weapon. It can be crafted from 2 wood or 2 bone by a character
with a dagger and the Woodcraft ability.
Crossbow
A crossbow is a heavy ranged weapon.
Dagger
A dagger is a light weapon that can be thrown or used in close combat. It can also be used
by someone with the Woodcraft or Leathercraft abilities to craft items with wood or leather
components. A dagger can be crafted from 1 stone by a character with 1 stone and the
Stonecraft ability or it can be crafted from 1 metal by a character with a hammer and the
Metalcraft ability.
Hammer
A hammer is a light weapon that can be thrown or used in close combat. It can also be used
by someone with the Metalcraft ability to craft items with metal components.
Lit lantern
A lit lantern can be used as a light ranged weapon in a pinch. Normally most characters
would not choose to use a lit lantern, but it may come in handy as a last resort or if the
characters are facing a creature that has a weakness to fire such as a mummy or a hydra.
Lit torch
A lit torch can be used as a light melee weapon in a pinch. Normally most characters would
not choose to use a lit torch, but it may come in handy as a last resort or if the characters are
facing a creature that has a weakness to fire such as a mummy or a hydra. A torch can be
crafted from 1 wood by a character with a dagger and the Woodcraft ability. It can be lit in a
fire or with a flint and tinder.
Mace
A mace is a medium melee weapon.
Maul
A maul is a big club. It counts as a heavy melee weapon.
Polearm
A polearm is a pole with a large axe on the end. It counts as a heavy melee weapon.
Sickle
A sickle is a light melee weapon. It may also come in handy for collecting plants for food or
herbs. A sickle can be crafted from 1 metal by a character with a hammer and the Metalcraft
ability.
Sling
A sling is a light ranged weapon.
Spear
A spear is a medium weapon that can be thrown or used in close combat. A spear can be
crafted from 1 Stone and 1 Wood by a character with a dagger and 1 stone and the
Woodcraft and Stonecraft abilities or from 1 metal and 1 wood by a character with a dagger
and a hammer and the Woodcraft and Metalcraft abilities or it can be crafted from 1 wood
and 1 bone by a character with a dagger and the Woodcraft ability.
Staff
A staff is a light melee weapon. It can also be used for making a tent. It can be crafted from 1
wood by a character with a dagger and the Woodcraft ability.
Stone
Stones can be thrown as light ranged weapons. They are easy to find and they can also be
used by someone with the Stonecraft ability to make items that have a stone component.
Sword
A sword is a medium melee weapon.
Unarmed combat
A character’s fists count as a light melee weapon.
Armour
The downside with hitting monsters is that makes them want to hit your characters back.
However, there is armour to deal with that problem.
Armour in SCRAWL increases a character’s Vitality because that is the simplest way I could find.
A character is allowed one suit of armour and one shield. When they put armour on or use a
shield, their current and initial Vitality increases by the amount stated for that armour or shield.
Shields require one hand to use, so if a character needs to hold a light source, they cannot hold a
shield. If they have a two-handed weapon, they cannot use a shield.
When a character takes the armour off, their current and initial Vitality decreases by that
amount. However, taking armour off cannot reduce a character’s Vitality to less than 1. It
reduces it to 1 instead (so a character can’t die if they drop a shield, just like in real life).
Table of armour
Light armour
Light armour increases a character’s Vitality by 1 and has an encumbrance of 1. It can be made
by a character with 2 leather, a dagger and the Leathercraft ability or it can be made by a
character with 2 metal, a hammer and the Metalcraft ability or by a character with 1 leather, 1
metal, a dagger, a hammer and both the Leathercraft and Metalcraft abilities.
Heavy armour
Heavy armour increases a character’s Vitality by 2 and has an encumbrance of 2.
Shield
A shield increases a character’s Vitality by 1 and has an encumbrance of 1. It needs to be held in
the character’s off-hand so a character cannot use a two-handed weapon with a shield. It can be
made by a character with 2 wood, a dagger and the Woodcraft ability or it can be made by a
character with 2 metal, a hammer and the Metalcraft ability or by a character with 1 wood, 1
metal, a dagger, a hammer and both the Woodcraft and Metalcraft abilities.
Equipment
Item To buy (sp) To sell (sp) Encumbrance
Flint and tinder ¼ - ½
Torch ¼ - 1
Lantern 1 - 1
Oil 1 - ½
Furs 5 3 ½
Desert clothes 5 3 ½
Mirror 5 3 ½
Picklocks 5 3 ½
Toolkit 5 3 ½
Component 5 3 ½
Poison 5 3 ½
Muse powder 5 3 ½
Writing kit 3 2 ½
Parchment ½ - 0
Cook’s kit 3 2 1
Pick 3 2 2
Shovel 3 2 2
Spikes 3 2 1
Rope 3 2 1
Grapple 3 2 ½
Fishing kit 3 2 1
Canvas 8 4 4
Spyglass 24 12 ½
Lodestone 12 6 ½
Map 24 12 ½
Metal 2 1 ½
Trinket 2 1 0
Pelt 2 1 ½
Lore tome 12 6 1
Artefact - 3 ½
Bauble - 5 ½
Gem - 5 ½
Codex - 3 ½
Relic - 3 ½
Contraption - 3 ½
Special key - 3 ½
Quest treasure - 30 ½
Alchemical preparation 3 2 ½
Herbal preparation 3 2 ½
Potion of Clarity 30 15 ½
Potion of Cure 30 15 ½
Alchemical preparation
These are preparations made with minerals. An alchemical preparation comes in a
bottle. After using an alchemical preparation, if the character hasn’t broken the bottle,
they can reuse the bottle.
Artefact
Artefacts are items from a bygone age that, when studied, can give some information on
what that age was like.
Bauble
A valuable ornament or piece of jewellery. Can be sold for money.
Canvas
A canvas can be used with 4 staves to make a tent. A tent can act as a shelter for all of
the characters in the party.
Codex
A book or scroll that contains valuable information. They can be sold to collectors.
Component
A component is something that is used up when using a power. It could be a magical
spell component or a substance that provides a sensation in the person taking it. When a
character uses a power, they can use 1 component up instead of losing 1 Will. Remember
to delete the component.
Contraption
A mechanical device that can be found and sold to a scholar or collector.
Cook’s kit
This consists of a small pan, a pestle and mortar, a small sieve, a knife, a fork and a
spoon. It helps cook raw food and prepare alchemical and herbal preparations.
Desert clothes
These protect the character from the heat and sand of the desert. They reduce the effect
of ordeals on arid terrain.
Fishing kit
This consists of a rod, net and bait. It helps catch fish.
Gem
A valuable stone or mineral.
Grapple
A metal hook that can be tied at the end of a rope to aid in climbing.
Furs
These provide warmth. They reduce the effect of ordeals on tundra.
Herbal preparation
A preparation made with herbs. A herbal preparation comes in a bottle. After using a
herbal preparation, they can reuse the bottle.
Lantern
A lantern needs a bottle of oil to fuel it. When it has a bottle of oil, a lantern acts as a light
source for 6 hours (36 turns). When it is used up, it can be refilled. A lit lantern can be hurled
at an opponent as a light ranged weapon. If it hits, it deals 1 damage, but it may do more
damage to creatures susceptible to fire.
Lodestone
A lodestone is a magnetic rock that can act as a crude compass. It helps with navigation.
Lore tome
A book containing information on a certain topic.
The first time a character studies a lore tome, if they have the Reasoning ability as well as
the Literacy ability, the first time they read a lore time, they gain 1 Clue. If they don’t have
the Reasoning ability, if they have 0 Clues, they can set the number of Clues they have to 1.
Lore tomes can be studied more than once. Every time after the first time a character studies
a lore tome (taking 1 hour), if they have the Literacy ability and they have 0 Clues, they can
set the number of Clues they have to 1.
Map
A map requires a character with both the Literacy and Pathfinding abilities to use. A map
covers a particular hex. All of the sites are already on the map, so if the characters buy a map
for a particular hex, they can roll up the sites for the hex without having to explore the hex
or roll up encounters. Characters can also make maps to sell, but it is very rare to find
someone who sells or buys maps.
Metal
A piece of metal that can be used for crafting metal objects. Metal is worth money because it
needs to be smelted from minerals.
Mirror
It provides a reflective surface.
Muse powder
Muse powder is a potent, dangerous substance. Taking muse powder takes 1 Turn. The
character who takes it gains 1 Inspiration. Then they lose 1 Will and gain the Despondency
affliction. Muse powder does not need to be stored in a bottle.
Oil
Oil comes in a bottle. It can be used as 1 mineral or 1 fuel. It can also fuel a lantern. After
using the oil, characters can reuse the bottle.
Parchment
Parchment is used for writing on. It can be used to make maps or journal entries.
Pelt
A pelt is the furry coat of an animal. 1 pelt is enough fur from a small animal. A character
needs the Leathercraft ability to get a pelt from an animal. A pelt has an encumbrance of ½.
Pick
This is used to smash through rock.
Picklocks
These tools are required to pick the lock of a locked door in order to open it.
Poison
Poison can be applied to a dagger, a sickle or blowgun darts. Doing this takes 3 Action
Points. The poison stays on this weapon for 1 Turn. During this time, any creature with the
type humanoid, animal or monster will lose 3 Vitality if they are hit by the poisoned
weapon. Poisons have no effect on constructs, outsiders or undead. Any character who
drinks the poison gains the Poison affliction. Characters may keep an empty bottle
afterwards.
Potion of Clarity
A potion that, when drunk, restores 1 Will. If the character’s Will is at its maximum, they
restore 1 Vitality instead.
Potion of Cure
A potion that restores 1 Vitality when drunk. Characters may keep an empty bottle
afterwards.
Writing kit
A writing kit consists of a quill and ink and pieces of charcoal for making marks. It is used to
write things. It can be used to make maps and write journal entries. It needs parchment to
do that.
Relic
An item that the followers of a particular deity would find valuable.
Rope
A length of rope which can be useful for pulling someone out of a pit, tying something
(or someone!) up or climbing down a slope. If combined with a grapple, it can be used to
climb up things.
Shovel
A tool used for digging.
Spikes
Iron spikes can be used with a hammer to climb surfaces or they could be used for other
reasons.
Spyglass
A spyglass allows a character to see long distances. It reduces the time taken to explore a
hex.
Toolkit
This is used for manipulating mechanisms, such as for disarming traps.
Torch
This acts as a light source, but it can only be used once. It requires a flint and tinder to
light it. A torch lasts for 1 hour (6 Turns). In a pinch, a lit torch can also be used as a
weapon – it will deal 1 damage on a hit.
Trinket
A small item used for adornment made from relatively common materials.
Food and drink related items
Bottle
This is a glass bottle that can contain 1 liquid or hold enough liquid to contain a
preparation or magical potion (see below).
Provision, prepared
This is food that that has been made, such as bread, or cooked, so it contains more
nutrients.
Provision, raw
This consists of raw meat, pulses, vegetables or fruits.
Waterskin
A waterskin can hold up to 3 of any 1 type of liquid.
Bone (encumbrance 1)
Bone covers the teeth, horns and bones of living creatures. It can be carved by anyone who
can also carve wood.
Coal (encumbrance 1)
Coal can be mined. 1 coal can count as 1 fuel or 1 mineral.
Crystal (encumbrance ½)
A crystal counts as 1 mineral or 1 component.
Herb (encumbrance ½)
Herbs are plants that have a beneficial effect on the body. Herbs can be used to make herbal
preparations.
Leather (encumbrance 1)
Leather can be obtained from the skins of certain animals. It can be used to make some
armour and other items.
Metal (encumbrance 1)
Metal has to be obtained from minerals by heating it. This is a process called smelting. Metal can be
used to make weapons, armour and some tools. It can also be sold.
Mineral (encumbrance ½)
Minerals are small rocks that are made from uncommon materials, such as the sparkling pyrite, the
white cubic rock salt or the liquid metal quicksilver. Minerals can be used to make alchemical
preparations.
Obsidian (encumbrance ½)
A lump of obsidian counts as 1 gem, 1 component or 1 mineral.
Pelt (encumbrance ½)
A pelt is a furry part of an animal’s hide. Pelts can be sold in some settlements and they can be used
to make furs.
Stone (encumbrance 1)
Stone is not very useful for much, but it is readily available. Characters can throw stones as a ranged
weapon and they can make a few stone items.
Oil (encumbrance 0)
Oil is a thick, flammable liquid. Oil needs to be stored in a bottle or skin. Oil can count as 1 fuel or 1
mineral. It can be used to fuel lanterns.
Wood (encumbrance 1)
Wood comes from trees. It can be used to make wooden items and it can be used as fuel to make fire.
Crafting items and cooking
If a character has the Woodcraft, Metalcraft, Leathercraft or Stonecraft abilities,
they can make their own weapons, armour and tools. If they have the Herbalism
ability, they can make herbal preparations. If they have the Alchemy ability, they
can make alchemical preparations. If they have the Cooking ability, they can turn
raw provisions into twice that number of prepared provisions. Below is a list of
things that characters can make, what they need to make them and how long it takes.
Making fire
Some crafting requires fire to undergo. Fire requires 1 fuel (common fuels are wood, coal, oil
and vegetable oil) and a flint and tinder to light it (which is not used up). Making a fire takes
0 hours (if in the wilderness) or 1 Turn (if in the dungeon). Fire lasts for 1 hour. A character
can use fire for warmth, to light torches or other fires and to cook with simultaneously.
1: A character may cook any number of raw provisions on a single fire to create twice that
number of prepared provisions.
Items that the characters can craft with the Woodcraft ability
To craft an item with the Woodcraft ability, the character needs a dagger and
sometimes an axe.
Items that the characters can craft with the Leathercraft ability
To craft an item with the Leathercraft ability, the character needs a dagger.
Items that the characters can craft with the Stonecraft ability
To craft an item with the Stonecraft ability, the character needs a stone.
Items that the characters can craft with Alchemy and Herbalism
Journal entry
A character who makes a journal entry. If they have 0 Clues, they can set the number of
Clues they have to 1.
Map
A map lists all the sites in a hex. A character who has not been to the hex that the map
covers can use the map to act as if they have already explored the hex. Maps can be sold.
Metal
Metal is a material that a character with the Metalcraft ability and the correct tools can craft
items from.
Tent
A tent can act as a shelter for all characters in the party.
Magical items that the characters can make
Characters can make consumable magical items. These require components, which can be
expensive or need to be made as well. Also, the chances of success are low. Characters need
to pass an ability test to make a magical item. If they fail, the components are wasted. See the
section on potions, curiosity and scrolls for what items the characters can make.
2: After the character has spent the time to make the object, they must make an
ability test with a difficulty of 6 (Occult, Theology, Reasoning, Tinkering). If the
character succeeds, they make a curiosity of their choice. If they fail, the resources
are used up and the character doesn’t make the item.
3: After the character has spent the time to make the object, they must make an
ability test with a difficulty of 6 (Occult, Theology, Alchemy, Herbalism). If the
character succeeds, they make a potion of their choice, except a potion of healing.
Characters cannot make a potion of healing. If they fail, the resources are used up
and the character doesn’t make the item.
4: After the character has spent the time to make the object, they must make an
ability test with a difficulty of 6 (Occult, Theology, Literacy, Perform). If the
character succeeds, they make a scroll of their choice. If they fail, the resources are
used up and the character doesn’t make the item.
Alchemical preparations
Alchemical preparations are made by someone with the Alchemy ability, 1 mineral, 1 water, fire
and a cook’s kit.
Acid
Time: 1 Action point
Target: 1 opponent
Duration: Instantaneous
The character may throw this preparation at an opponent as a ranged weapon. If they succeed at
an ability test equal to the difficulty of the target (Ranged Combat), they deal 2 damage to that
opponent. The character may also throw it during melee combat. If they succeed at an ability test
equal to the difficulty of the target (Melee Combat), they deal 2 damage to that opponent.
Throwing acid destroys the bottle.
Phlogiston
Time: 1 Action point
Duration: Instantaneous
Phlogiston is fire given form. A character may use a bottle of phlogiston to make a fire. The fire
lasts for 1 hour. The character does not need a flint and tinder to do this and they may keep the
bottle afterwards. The character may also throw this preparation at an opponent as a ranged
weapon. If they succeed at an ability test equal to the difficulty of the target (Ranged Combat),
they deal 1 damage to that opponent. When thrown, the phlogiston counts as a lit lantern, so this
may do more damage to creatures susceptible to fire. Throwing phlogiston destroys the bottle.
Smoke powder
Time: 1 Action point
Target: N/A
Duration: Instantaneous
A bottle of smoke powder can be smashed on the floor to release a cloud of smoke around the
user. It will allow them to escape without having to roll an ability test to avoid opponents’ blows
for this round.
If you ever need to roll for a random alchemical preparation, use the table below:
Antitoxin
Time: 1 Turn
Duration: Instantaneous.
Curing salve
Time: 1 Turn.
Duration: Instantaneous.
Bottle required: Yes
Restorative salve
Time: 1 Turn.
Duration: Instantaneous
Bottle required: Yes
A character who uses a restorative salve may restore 1 Will. If their Will is at its
maximum, they restore 1 Vitality instead.
If you ever need to roll for a random herbal preparation, use the table below:
Fate roll Random herbal preparation
1-2 Antitoxin
3-4 Curing salve
5-6 Restorative salve
Other items
These are miscellaneous items that require both the Alchemy and Herbalism abilities to
make.
Component
Time: 0 Action Points.
Duration: Instantaneous
Bottle required: No
A component is something that is used up when using a power. It could be a magical spell
component or a substance that provides a sensation in the person taking it. When a character
uses a power, they can use a component up instead of losing 1 Will. Remember to delete the
component after using it.
Muse powder
Time: 1 Turn
Duration: N/A
Bottle required: No
Muse powder is a potent, dangerous substance. Taking muse powder takes 1 Turn. The
character who takes it gains 1 Inspiration. Then they lose 1 Will and gain the Despondency
affliction.
Poison
Time: 3 Action Points
Target: 1 weapon
Duration: 1 Turn
Bottle required: Yes
Poison can be applied to a dagger, a sickle or blowgun darts. Doing this takes 3 Action
Points. The poison stays on this weapon for 1 Turn. During this time, any creature with the
type humanoid, animal or monster will lose 3 Vitality if they are hit by the poisoned
weapon. Poisons have no effect on constructs, outsiders or undead. Any character who
drinks the poison gains the Poison affliction. Any creature that drinks the poison loses 3
Vitality.
Services
Services are things that the characters buy that aren’t items.
Services table
Service Cost (silver pieces) Time taken (days) Time taken (hours)
Ale (in flagon) ½ - -
Wine (in carafe) ½ - -
Wine, fine (in carafe) 10 - -
Water (in jug) 0 - -
Fare ½ - -
Fare, fine 2 - 1
Shelter ¼ 1 -
Stabling ¼ 1 -
Convalescence 1 - 1
Surgery 3 - 3
Counsel 3 - 3
Ship’s passage1 ½ per hex - -
Passage to another land 1
36 or 18 2
12 -
Bank 1 - 1
Make will 3 - 1
Pay will3 3 - 1
Increase Will 12 12 -
Increase Vitality 24 24 -
Learn ability 36 36 -
Learn power 36 36 -
Swap power 6 6 -
Performance ½ - 3
Death rites4 5 - 3
1: Only available on the edge of a water hex. Also, the water needs to not be surrounded by
land.
2: Passage to another land only costs 18 silver pieces to characters who pay in labour
(spending 10 hours a day working).
3: The cost can be paid for by one of the characters or taken from the money left in the bank.
Bank
A bank is a secure place to store valuables. Characters pay money to the bank to
install or withdraw money or items. They need to pay this fee each time.
Convalescence
The character can restore 1 Vitality point.
Counsel
A counsellor can remove 1 Curse, 1 Despondency or 1 Mania (choose 1).
Death rites
A deceased character is given a proper send off to the next life. This requires the remains of
the deceased character (they have an encumbrance of 6). Once the death rites are complete,
the other characters can gain 1 Blessing. Also, if the characters visit the site of the deceased
character’s death rites, if they have 0 Blessings, they set their Blessings to 1.
Fare
Fare is served in inns and other establishments. Fare counts as 1 prepared provision.
Fare, fine
Fine fare is made from a lot more elaborate ingredients than the standard fare. When
the characters eat this fare, if they had 0 Inspirations, they can set the number of
Inspirations they have to 1.
Increase Will
If a character spends 8 hours a day for 12 days training and 12 experience points, they can
increase their initial Will by 1 and restore it to its new maximum.
Increase Vitality
If a character spends 8 hours a day for 24 days training and 24 experience points, they can
increase their initial Vitality by 1 and restore it to its new maximum.
Learn ability
If a character spends 8 hours a day for 36 days training and 36 experience points, they can
gain a new ability.
Learn power
If a character spends 8 hours a day for 36 days training and 36 experience points, they can
gain a new power.
Make will
The character is able to leave instructions to the bank for who gets the money left at the
bank. The money can be split however the character wants to however many characters they
want to have them. If a beneficiary of the will dies, the bank keeps the money.
Pay will
Upon the death of a character, the bank will take the cost of paying the will from the
character’s money, then release the other money. If the deceased character had fewer than 3
silver pieces in coins (because their deposit was other items), the other characters will have
to make up the differences. Banks only accept payment in coins and not in items.
Performance
The character watches some performance for entertainment. If they have 0 Inspirations, their
Inspirations are set to 1.
Shelter
Shelter involves a place to stay that provides protection from the elements. If someone is in a
shelter when the day changes, then they don’t undergo an ordeal for the terrain that they are
on at the end of the day. This is a temporary shelter that lasts for 1 day.
Ship’s passage
This allows characters to move across the sea. Overland maps are split into hexes and the
price of the journey is calculated before they characters leave (so they have to know where
they are going before they leave!). Characters cannot take horses, mules, camels or carts on a
ship. They must be left behind.
Stabling
Stables can provide rest and food for animals. This counts as shelter for animals.
Surgery
A surgeon is able to remove 1 Plague, 1 Poison or 1 Wound (choose 1).
Swap power
With some training, a character is able to replace 1 of their powers with another power. This
may be desirable if a character gains abilities that the power grants or if they find out that a
power is not as useful as they thought it would be.
1: The character may trade a relic dedicated to the same deity that the temple is dedicated to for up to
5sp worth of services (change is not given!).
1: The character may trade a relic dedicated to the same deity that the temple is dedicated to for up to
5sp worth of services (change is not given!).
3: If the deceased character was an initiate to the same temple the deity is dedicated to, their death
rites are free.
If a character is an initiate to the same deity that the temple is dedicated to, then they can
gain 1 Blessing.
Eldritch book
An eldritch book contains the wisdom of the Nameless Ones and the zealots and mad
prophets that follow them.
A character with the Literacy ability can study an eldritch book. Studying an eldritch book
takes 1 hour.
The first time a character studies an eldritch book, if they either have the Occult ability or
they are an initiate to the Nameless Ones (In addition to the Literacy ability), they can gain 1
Inspiration. If neither of those apply, studying the eldritch book has no effect.
Eldritch books can be studied more than once. Every time a character studies an eldritch
book (taking 1 hour) if they have both the Literacy ability and they either have the Occult
ability or they are an initiate to the Nameless Ones, if they have 0 Inspirations, they can set
the number of Inspirations they have to 1.
Holy book
A holy book contains the holy scriptures of a particular religion.
A character with the Literacy ability can study a holy book. Studying a holy book takes 1
hour.
The first time a character studies a holy book, if they either have the Theology ability or they
are an initiate to the same deity that the holy book is dedicated to (In addition to the Literacy
ability), they can gain 1 Inspiration. If neither of those apply, studying the holy book has no
effect.
Holy books can be studied more than once. Every time a character studies a holy book after
the first (taking 1 hour), if they have both the Literacy ability and they either have the
Theology ability or they are an initiate to the same deity that the holy book is dedicated to, if
they have 0 Inspirations, they can set the number of Inspirations they have to 1.
Miracle
A miracle worker can remove any affliction – Curse, Despondency, Mania, Plague, Poison,
Wound or Mutation. Curing a mutation also removes any benefits of the mutation.
Renouncement
A character may renounce their worship of a deity and pay the price in silver to do
so. When they do, the character becomes neutral to that deity (they do not gain the
deity’s disapproval, however. That is reserved for people who actively harm the
deity’s followers).
Renounce the Nameless Ones
A character can renounce the Nameless Ones. This costs 20 silver pieces, but also
involves a ritual. Renouncing the Nameless Ones is an ordeal that costs 6 Will
(Hardiness, Resolve). If the character survives the ritual, they will become neutral in
the eyes of the new deities and they will gain the disapproval of the Nameless Ones.
Sermon
A sermon only affects initiates to the same deity as the temple. The initiate may watch a
priest perform a ritual and give a speech about their faith. If the initiate has 0 Inspirations,
they can set their number of Inspirations to 1.
If an initiate follows the Nameless Ones or if they have the Occult ability and if they pray at
it for 1 hour and if they have 0 Blessings, they can set their Blessings to 1.
If an initiate follows the same deity that the shrine is dedicated to or if they have the
Theology ability and if they pray at it for 1 hour and if they have 0 Blessings, they can set
their Blessings to 1.
Hirelings and followers
Hirelings are people the characters pay to accompany them on adventures. They
offer a variety of services. Characters might hire some hirelings for their abilities.
They might hire other hirelings because they will help them in combat.
Hirelings count towards the party member number. However, unlike party
members, the characters have to pay hirelings and if they want them to have a
certain item, the character that hired the hireling needs to buy it for them rather than
let them get it. This includes food and water for travelling.
Characters may dismiss a hireling at any time. If they do, they will return to where
they hired them and characters may hire them again at another time.
If a character misses a hireling’s payment, they have a chance to make up the wages
once they are back to the safety of a settlement where they can rest and buy food. It
also gives them an opportunity to sell treasure. If the character still doesn’t pay
them, then the hireling leaves and they will refuse to let the character hire them
again.
Some hirelings will only follow someone with a certain reputation. Some hirelings
will only follow someone who is prestigious in the area they live. Others will only
follow those who are infamous in the area that they are in. Others will only follow
initiates to certain deity. If the requirements stop being met, the hireling will leave as
soon as they reach a settlement.
Followers
Followers join the party out of some sense of attachment not associated with money.
Followers do not require payment – they simply require basic upkeep. A character’s
Prestige or Infamy will not affect whether the follower wants to stay with them.
Hiring a hireling
Characters can find hirelings if they explore a settlement and find them. Hirelings do
not work for just anyone. To hire a hireling, characters need to have the correct
prerequisites. Then they need to pay them their daily rate as a deposit.
Hireling and follower abilities and powers
Most hirelings and followers have abilities and/or powers. If they undergo an ability
test or an ordeal, then the hireling may do the ability test or ordeal instead. They are
the ones that lose Will from the ordeal or take the consequences if they fail the ability
test.
If the party is travelling, then them and their hirelings have to undergo the ordeal of
travelling and you need to subtract the appropriate number of Will points from each
hireling depending on their abilities and items. Characters may (indeed, they are
expected to!) give any hireling some food and water.
Hirelings that get involved in combat will have particular tactics that they can use
depending on their abilities and equipment.
You may give an animal food and water to reduce the effects of any ordeals.
Animals also have the Animal keyword. This accounts for an animal having long
hair for warmth, being able to digest grass or hunt small animals to supplement the
food and water the animals give them. For this reason, animals don’t lose as much
Will when travelling or exploring.
Animal table
Item To buy (sp) To sell (sp)
Goat/Sheep 3 2
Dog 5 3
Wardog 10 5
Mule 5 3
Horse/camel 20 10
Warhorse 40 20
Mounts
If an animal counts as a mount, then a character can ride it across terrains. If they do,
they may travel faster. This is shown in the time ordeal for the terrain. Both you and
the mount suffer Will ordeals for the terrain.
Animal death
If an animal in the party dies, then everyone will probably be very sad. However, animals in
SCRAWL do not require death rites the same way that sentient beings require them.
List of animals
Dogs
Dogs have a Vitality of 3 and a Will of 3. They have the Foraging, Hardiness,
Perception, Running and Hunting abilities in addition to the Animal characteristic.
Characters can take dogs into dungeons. If a character with a dog makes an ability
test where Perception is an ability, the dog may also make the test. If they succeed,
then they will try to point out the thing to the character. For example, the dog might
be able to spot a young boy trapped down a well. In game terms this counts as if the
character succeeded.
Goats/Sheep
Goats and sheep have a Vitality of 3 and a Will of 3. They have the Foraging and
Hardiness abilities in addition to the Animal characteristic. Goats and sheep cannot
carry saddlebags or pull carts and they can’t be used as mounts. Goats and sheep
don’t do very much besides munch on the undergrowth, but they can be milked or
used for sacrifices.
Milking a goat requires the Naturalist ability and 1 bottle or waterskin. A character
who fulfils these requirements can spend 1 hour milking a goat or sheep to get 1
milk. They may only do this 1 time per day per goat or sheep.
The goat or sheep can be killed at any point in order to provide 3 raw provisions, 1
bone and 1 leather or 1 pelt (character’s choice).
Mules
Mules have a Vitality of 4 and a Will of 4. They have the Foraging and Hardiness
abilities in addition to the Animal characteristic. Mules can carry saddlebags or pull
carts so they are useful as beasts of burden. They cannot be ridden as mounts.
Warhorses
Warhorses have a Vitality of 6 and a Will of 6. Warhorses can act as mounts.
Characters may only ride warhorses in the wilderness and never in a dungeon. They
also have the Foraging, Hardiness and Running abilities in addition to the Animal
characteristic. If a character has the Naturalist ability, they can train their warhorse
to fight in combat. The warhorse will attack the same creature its rider attacks and
deals 2 damage.
Wardogs
Wardogs have a Vitality of 3 and a Will of 3. They have the Foraging, Hardiness,
Perception, Running and Hunting abilities in addition to the Animal characteristic. If a
character with a wardog makes an ability test where Perception is an ability, the wardog
may also make the test. If the wardog succeeds, it counts as if the character succeeded.
If a character has the Naturalist ability and owns a wardog, they can train a wardog to
attack an opponent in combat. The wardog deals 2 damage and will normally attack the
same creature its owner attacks, but it can be sent to attack another creature.
Animal items
Characters can buy some items that go with animals and improve their carrying
capacity.
Barding
Barding can be put on a camel, horse or warhorse. It provides protection, giving the camel,
horse or warhorse a +1 increase to their Vitality.
Cart
Characters may use a cart with a horse, warhorse, camel or mule. A cart can carry 24
encumbrance worth of items.
Saddlebags
Characters may use saddlebags with a horse, warhorse, camel or mule. Saddlebags can carry
6 encumbrance points worth of items.
Buildings
If a character gets rich enough, they could buy a building.
Building table
Item To buy (sp) To sell (sp)
House 40 20
House
A house acts as a permanent shelter. If a character stores items in the house and
returns to it after all the characters have left the hex it is on, the contents may have
been stolen. If the house is in a benign settlement, make 2 Fate rolls. If both of the
rolls are a 1, all of the contents have been stolen. In a hostile settlement, make 1 Fate
roll. On the roll of a 1, all of the contents have been stolen.
Religion in SCRAWL
There are many deities and immortals on the plane of Kosmos, but each one represents one
of the six divine archetypes.
The divine archetypes are: Artisan, Death, Knowledge, Nature, Trickery and War. If you
need to randomly roll up a divine archetype, use the table below.
Artisan
This is the domain of anyone who builds or makes something. All craftsfolk pay homage to
an artisan deity in the hope that their creations are closer to divine perfection.
Death
This is the domain of death and death rites. Despite death being an unsavoury topic in many
cultures, the deities of death are not necessarily evil. Some recognise death as being part of
life and they are simply fulfilling a natural process. Other followers of death are reminded
that since death is inevitable then they should make life as good as possible for themselves
and those around them.
Knowledge
This is the domain of learning and information. Knowledge deities are the patron deities of
scribes, scholars and magic users.
Nature
This is the domain of druids, farmers, brewers and healers. It is the domain of all living
things and the reverence of natural wonders of the world. It is also the domain of sailors
who make offerings to the deity for safe passage at sea.
Trickery
This is the domain of thieves, merchants, tricksters and travellers. The trickery archetype is
also in charge of money and commerce.
War
This is the domain of conflict, both physical and nonphysical. As well as warriors, a good
many lawyers revere deities of war.
Your characters’ relationships with the deities
Characters can be viewed 3 ways by the deities. The most common attitude the deities have
towards your characters is neutral. The deities and their followers will not bestow any
special favour on the characters, but they are welcome into their temples and free to use
their services. This applies to initiates of other deities. Polytheism in the world of SCRAWL
is an established fact – there have been many tales of supernatural entities of the 6
archetypes and they continue their work even today. No deity is held up as the one true
deity and so the deity a person decides to follow is considered an individual choice.
To gain the benefits of worshipping a deity, a character can become an initiate of that deity.
Initiates get special benefits, such as blessings at shrines and reduced prices for services.
Finally, if a character does something to offend a deity or its followers, they will gain the
disapproval of that deity. Characters with disapproval are, at the very least, banned from
that deity’s temples and so they can’t use its services. In some cases, followers of that deity
may attack them.
A characters starts off as neutral with respect to the 6 new deities and they have the
disapproval of the Nameless Ones.
Shrines are constructions made to honour the deities. They may or may not have initiates
tending to them. For new deities, a character can pray at the shrine if they are an initiate to
the same deity that the shrine is dedicated to or if they have the Theology ability.
If an initiate follows the same deity that the shrine is dedicated to or if they have the
Theology ability and if they pray at it for 1 hour and if they have 0 Blessings, they can set
their Blessings to 1.
The Nameless Ones
As well as deities to the 6 divine archetypes, there are darker deities and demons who
demand sacrifice and the destruction of the society they inhabit. They are the Nameless
Ones. They have cults all over the land. The cults accept the desperate, the criminal and the
savage with promises of belonging and power. These cults thrive on slaughter and heresy
and any followers of the other deities will avoid them or attack them on site. Characters can
become an initiate of a cult to the Nameless Ones if they find a cult and live long enough to
persuade them to let them join their ranks instead of use them as a sacrifice. Any character
who becomes an initiate of the Nameless Ones will immediately gain the disapproval of all 6
deities (see below).
Initiates to the Nameless Ones are also able to sacrifice wildlife creatures, humanoids or
monsters at the shrines for benefits. If any character is an initiate to the Nameless Ones and
they bring a live wildlife creature (either a prisoner tied up or a wildlife creature the
character owns), monster or humanoid here (as a prisoner, so they need to be tied up) and
sacrifices them to the Nameless Ones then they can restore X Will, where X is equal to the
Vitality score of the creature. If the initiate gains any Will points when they have a
maximum Will score, they restore Vitality points instead. They also gain 1 Blessing.
Initiates to the Nameless Ones can also take advantage of the benefits of a cult lair without
any danger of being attacked by zealots. Some may decide that these benefits are worth
earning the disapproval of the deities.
It should be pointed out that since worship of the Nameless Ones has only been relatively
recently driven underground, shrines to the Nameless Ones are far more common in the
remote wilderness and in dungeons than shrines to the new deities. This means that being
an initiate to the Nameless Ones can be quite useful in dangerous situations.
Disapproval of the deities
It is possible to earn the deity’s disapproval. If a character is an initiate to that deity when
they earn its disapproval, they are no longer an initiate.
If the deity disapproves of a character then they will also not be allowed in that deity’s
temple, buy its items or use its services.
Characters automatically have the disapproval of the Nameless Ones unless they become an
initiate to the Nameless Ones. In other words, a character can never be neutral in the eyes of
the Nameless Ones. The Nameless Ones think in absolutes.
Treasure
Eventually, your party might be lucky enough to get some treasure. Sometimes, if
they find a special item, you may be told to make a Fate roll a table to see which one
you have.
Mundane treasure
Artefact
Artefacts are items from a bygone age that, when studied, can give some information on
what that age was like. A character can spend 1 hour studying an artefact. After doing
this, if they have 1 ability from the Appraise or Reasoning abilities and if they have
0 Clues, they can set the number of Clues they have to 1. If they have both abilities,
they can gain 1 Clue. Each character may do this once per artefact. Artefacts have an
encumbrance of ½.
Bauble
Baubles are valuable items that have been crafted, such as jewellery or ornaments. Baubles
can be sold for money. Baubles have an encumbrance of ½.
Codex
A codex is a scroll that contains information – a saga, a treatise, an account of a
historical event. They are written in a lost or foreign language. A character can spend
1 hour studying a codex. After doing this, if they have 1 ability from the Literacy or
Reasoning abilities and if they have 0 Clues, they can set the number of Clues they
have to 1. If they have both abilities, they can gain 1 Clue. Each character may do this
once per codex. Codices have an encumbrance of ½.
Contraption
A contraption is a clockwork or mechanical device or a component to a larger clockwork or
mechanical device. A character can spend 1 hour studying a contraption. After doing
this, if they have 1 ability from the Tinkering or Reasoning abilities and if they have
0 Clues, they can set the number of Clues they have to 1. If they have both abilities,
they can gain 1 Clue. Contraptions have an encumbrance of ½.
Eldritch book
An eldritch book contains the wisdom of the Nameless Ones and the zealots and mad
prophets that follow them.
A character with the Literacy ability can study an eldritch book. Studying an eldritch book
takes 1 hour.
The first time a character studies an eldritch book, if they either have the Occult ability or
they are an initiate to the Nameless Ones (In addition to the Literacy ability), they can gain 1
Inspiration. If neither of those apply, studying the eldritch book has no effect.
Eldritch books can be studied more than once. Every time a character studies an eldritch
book (taking 1 hour) if they have both the Literacy ability and they either have the Occult
ability or they are an initiate to the Nameless Ones, if they have 0 Inspirations, they can set
the number of Inspirations they have to 1.
Gem
Gems are valuable stones that can be sold for money. Gems have an encumbrance of ½.
Holy book
A holy book contains the holy scriptures of a particular religion.
A character with the Literacy ability can study a holy book. Studying a holy book takes 1
hour.
The first time a character studies a holy book, if they either have the Theology ability or they
are an initiate to the same deity that the holy book is dedicated to (In addition to the Literacy
ability), they can gain 1 Inspiration. If neither of those apply, studying the holy book has no
effect.
Holy books can be studied more than once. Every time a character studies a holy book after
the first (taking 1 hour), if they have both the Literacy ability and they either have the
Theology ability or they are an initiate to the same deity that the holy book is dedicated to, if
they have 0 Inspirations, they can set the number of Inspirations they have to 1.
The first time a character studies a lore tome, if they have the Reasoning ability as well as
the Literacy ability, the first time they read a lore time, they gain 1 Clue. If they don’t have
the Reasoning ability, if they have 0 Clues, they can set the number of Clues they have to 1.
Lore tomes can be studied more than once. Every time after the first time a character studies
a lore tome (taking 1 hour), if they have the Literacy ability and they have 0 Clues, they can
set the number of Clues they have to 1.
Pelt
A pelt is the furry part of an animal. Pelts can be sold to people who can make clothes from
them. Pelts have an encumbrance of ½.
Relic, ancient
Ancient relics are important holy items dedicated to the Nameless Ones.
The first time a character meditates on a particular relic, if they are either an initiate
to the Nameless Ones and if they have 0 Blessings, then they can set the number of
Blessings they have to 1. If they also have the Occult ability, they can gain 1 Blessing.
Relics can be meditated on more than once. After the first time a character meditates
on an ancient relic, if they are an initiate to the Nameless Ones and if they have 0
Blessings, then they can set the number of Blessings they have to 1.
Characters may also gift ancient relics to temples of the Nameless Ones Relics have
an encumbrance of ½.
Relic, new
Relics are items that are important to a particular religion. When characters find a
relic for a new deity, if the deity archetype is not given, make a Fate roll to determine
which deity archetype it is for.
The first time a character meditates on a particular relic, if they are an initiate to the
same deity that the relic is dedicated to and if they have 0 Blessings, then they can
set the number of Blessings they have to 1. If they also have the Theology ability,
they can gain 1 Blessing.
Relics can be meditated on more than once. After the first time a character meditates
on a new relic, if they are an initiate to the same deity that the relic is dedicated to
and if they have 0 Blessings, then they can set the number of Blessings they have to
1.
Characters may also gift relics to temples of the deity that they are dedicated to.
Relics have an encumbrance of ½.
Silver pieces
Silver pieces are the currency of Kosmos, the world the characters start in. They have
an encumbrance of 0 (so 12 have an encumbrance of ½).
Special key
A special key is an item that opens any locked door or locked chest. It may not be key
shaped – it could be a rod or a disk or some other shape. Special keys have an encumbrance
of ½.
Trinket
A trinket is a small item used for adornment – it could be a necklace, bracelet or small
statuette. Trinkets have very little value, but a character may be able to sell a trinket for
money. Trinkets have an encumbrance of 0.
Potions, curiosities and scrolls
There are very few magical items in this world and most of them can only be used
once. Magic items are split into the groups of curiosity, potion and scroll.
If the party finds a random magical item, make a Party Fate roll below.
Curiosity
A curiosity is a strange object with magical properties. They come in all different shapes.
They are activated in different, but obvious ways, so any character can use a curiosity.
Curiosity table
Planar Shard
Type: Curiosity
Encumbrance: ½
Duration: Instantaneous
Your character may use this item to use its magic as a ranged weapon or they may
read it as part of their actions in a combat round. It automatically hits to deal 1
damage to each outsider creature that the party is facing in combat. It has no effect
on other creature types.
Firepowder Bomb
Type: Curiosity
Encumbrance: ½
Target: All characters and creatures present (including the character using the item)
Duration: Instantaneous
A character can throw the firepowder bomb into an area as a ranged weapon. It will
explode, dealing 2 damage to all creatures and characters in that area. It can also be
thrown during melee combat to deal 2 damage to all characters and creatures. It is
not something to be used lightly.
Holy symbol
Type: Curiosity
Encumbrance: ½
Duration: Instantaneous
Displaying a holy symbol releases its magic into an area. Your character may use this
curiosity as a ranged weapon or they may use it as part of their actions in a combat
round. It automatically hits to deal 1 damage to each undead creature that the party
is facing in combat. It has no effect on other creature types. Once used, the holy
symbol cannot be used again, its magic drained.
Lucky Charm
Type: Curiosity
Encumbrance: ½
Duration: Instantaneous
Encumbrance: ½
Duration: Instantaneous
The sonic cube emits an ultrasound pulse that damages nearby constructs. Your
character may use the sonic cube as a ranged weapon or they may use it as part of
their actions in a combat round. It automatically hits to deal 1 damage to each
construct creature that the party is facing in combat. It has no effect on other creature
types. Once used, the sonic cube cannot be used again, its magic drained.
Sunstone Amulet
Type: Curiosity
Encumbrance: ½
Target: N/A
Potion table
1: Make a Fate roll. If you roll a 1-5, there is a potion of Clarity. If you roll a 6, there is a
potion of Restoration.
2: Make a Fate roll. If you roll a 1-5, there is a potion of Cure. If you roll a 6, there is a potion
of Healing.
Holy water
Type: Potion
Encumbrance: ½
Target: 1 opponent
Duration: Instantaneous
Encumbrance: ½
Duration: Instantaneous
This potion allows the character to restore 1 lost Will point. If their Will is at its
maximum, they restore 1 lost Vitality point instead.
Encumbrance: ½
Duration: Instantaneous
Potion of Healing
Type: Potion
Encumbrance: ½
Duration: Instantaneous
A potion of Healing removes the Plague, Poison and Wound afflictions and restores
all lost Vitality.
Potion of Invisibility
Type: Potion
Encumbrance: ½
Duration: Instantaneous
This potion allows the character to act as if they have the Camouflage or Stealth
abilities for 1 occurrence or it allows the character to have 1 extra roll on 1 ability test
that has at least 1 of those abilities in the brackets. If such an occurrence does not occur
within 1 hour of the potion being drunk, then it wears off. If a task requiring 1 of the above
abilities takes longer than 1 hour to complete, then this power cannot be used for that task.
Potion of Restoration
Type: Potion
Encumbrance: ½
Duration: Instantaneous
This potion allows the character to restore all lost Will points. They can also remove
the Cursed, Despondency and Mania afflictions.
Potion of Strength
Type: Potion
Encumbrance: ½
Duration: Instantaneous
This potion allows the character to act as if they have the Melee Combat or Strength
abilities for 1 occurrence or it allows the character to have 1 extra roll on 1 ability test
that has at least 1 of those abilities in the brackets. If such an occurrence does not occur
within 1 hour of the potion being drunk, then it wears off. If a task requiring 1 of the above
abilities takes longer than 1 hour to complete, then this power cannot be used for that task.
Potion of Speed
Type: Potion
Encumbrance: ½
Duration: Instantaneous
This potion allows the character to act as if they have the Dodging or Running
abilities for 1 occurrence or it allows the character to have 1 extra roll on 1 ability test
that has at least 1 of those abilities in the brackets. If such an occurrence does not occur
within 1 hour of the potion being drunk, then it wears off. If a task requiring 1 of the above
abilities takes longer than 1 hour to complete, then this power cannot be used for that task.
Scroll
Scrolls have a magical formula written upon them and require the Literacy ability to
use. Scrolls crumble to dust after being used. Scrolls have an encumbrance of ½.
Scroll table
Fate roll Scroll
1 Scroll of Ancient Wisdom
2 Scroll of Divine Runes
3 Scroll of Forgotten Lore
4 Scroll of Heroic Sagas
5 Scroll of Holy Scripture
6 Scroll of Prophecy
Encumbrance: ½
Time: 1 Turn
Duration: Instantaneous
Your character may read this scroll to gain 1 Clue and 1 Inspiration.
Scroll of Divine Runes
Type: Scroll
Encumbrance: ½
Time: 1 Turn
Duration: Instantaneous
Encumbrance: ½
Time: 1 Turn
Duration: Instantaneous
Encumbrance: ½
Time: 1 Turn
Duration: Instantaneous
Encumbrance: ½
Time: 1 Turn
Duration: Instantaneous
Your character may read this scroll to gain 1 Inspiration and 1 Blessing.
Scroll of Prophecy
Type: Scroll
Encumbrance: ½
Time: 1 Turn
Duration: Instantaneous
Your character may read this scroll to gain 1 Clue and 1 Blessing.
Quest treasures
Quest treasures represent items of great value to various people. A quest treasure
could be a historical artefact or a rare gemstone, part of a rare animal or plant or a
finely made piece of jewellery. Several people may covet quest treasures and you
should be able to trade them for a lot of money or possibly other services. All quest
treasures have an encumbrance of ½.
The most common effect of a permanent magical item is to allow its owner to use a
named power without losing Will once per day. This means that if the character
doesn’t have the named power, then the magic of the item is useless to them (but the
item can still be sold as a quest treasure).
Armband of Strength
This item allows its user to use the Might power without losing Will 1 time per day.
It has no effect if the character does not know the power.
Arrowhead Necklace
This item allows its user to use the Track power without losing Will 1 time per day.
It has no effect if the character does not know the power.
Bracelet of Litheness
This item allows its user to use the Deftness power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Clouded Quartz
This item allows its user to use the Mist power without losing Will 1 time per day. It
has no effect if the character does not know the power.
Crystal Eye
This item allows its user to use the Sixth sense power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Dowsing Rod
This item allows its user to use the Dowsing power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Enchanted Flute
This item allows its user to use the Recital power without losing Will 1 time per day.
It has no effect if the character does not know the power.
Eternal Sulfur
This item allows its user to use the Ignite power without losing Will 1 time per day.
It has no effect if the character does not know the power.
Evergreen Leaf
This item allows its user to use the Cure power without losing Will 1 time per day. It
has no effect if the character does not know the power.
Fascinating Necklace
This item allows its user to use the Charm power without losing Will 1 time per day.
It has no effect if the character does not know the power.
Feathered Sandals
This item allows its user to use the Float power without losing Will 1 time per day. It
has no effect if the character does not know the power.
Ghoul Hand
This item allows its user to use the Drain power without losing Will 1 time per day.
It has no effect if the character does not know the power.
Headband of Concentration
This item allows its user to use the Concentration power without losing Will 1 time
per day. It has no effect if the character does not know the power.
Lodestone
This item allows its user to use the Voyage power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Obsidian Mirror
This item allows its user to use the Commune power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Philosopher’s Stone
This item allows its user to use the Transmute power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Platinum Blade
This item allows its user to use the Fabricate power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Quartz Prism
This item allows its user to use the Illusion power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Runestones
This item allows its user to use the Horoscope power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Saint’s Bone
This item allows its user to use the Bless power without losing Will 1 time per day. It
has no effect if the character does not know the power.
Silver Helm
This item allows its user to use the Inner strength power without losing Will 1 time
per day. It has no effect if the character does not know the power.
Silvered Boots
This item allows its user to use the Haste power without losing Will 1 time per day.
It has no effect if the character does not know the power.
Trowel of Digging
This item allows its user to use the Excavate power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Vial of Firepowder
This item allows its user to use the Burst power without losing Will 1 time per day. It
has no effect if the character does not know the power.
Willowbark Amulet
This item allows its user to use the Toughness power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Wolfskin Hood
This item allows its user to use the Embolden power without losing Will 1 time per
day. It has no effect if the character does not know the power.
Experience and advancement
Experience is a measure of useful information that the character has accrued. It can help them in
many ways.
A character can gain experience if they have some Insights. An Insight is an event that happens to the
character which they can gain experience for after a rest.
A character starts with 3 Insights that they can get. These Insights have a tick box next to them. If a
character gets at least 1 of these Insights, tick the box. Then if they rest, delete the tick and give them 1
experience point for every tick deleted. They can get these Insights again.
• Critical success - if a character rolled a 6 in an ability test and succeeded at that test, they gain
the critical success Insight.
• Critical failure - if a character rolled a 1 in an ability test and failed at that test, they gain the
critical failure Insight.
• Application of abilities - if the character took part in an ordeal that they used an ability for
(either as a required ability, to reduce to cost of the ordeal or if an ability prevents a penalty to
the character), they will gain the application of abilities Insight.
Once a character has gained a particular Insight, they cannot gain it again until it has been deleted.
Certain quests may have special Insights, so the character can gain more experience for different
things.
When a character takes the rest action, they lose all of their Insights, then they gain 1 experience point
per Insight.
It makes sense for characters to focus on tasks that they are well trained for because whether they
succeed or fail, they roll more dice and so have a greater chance of getting experience. There is a limit
to how much experience a character can gain in a day, so be careful how you spend the points!
Note that since using powers and spending experience points allow the character to act as if they have
an ability rather than actually give them the ability, using experience or powers to act as if they have
an ability does not give a character experience. However, if a character rolls a 6 or a 1 from an extra
die roll due to a power or spending experience, that does count.
This means that the more abilities that a starting character takes, the more likely they are to gain
experience. There are advantages and disadvantages to using powers – they reduce the need to carry
items and they are more flexible than abilities, but they cost Will won’t get as much experience.
There are 2 other common ways that a character can get experience:
• As soon as a character has 3 or more Clues, it leads to a realisation. The number of Clues the
character has resets to 0 and the character gains 3 experience points.
• As soon as a character has 3 or more Inspirations, it leads a deeper understanding into the
workings of their mind. The number of Inspirations the character has resets to 0 and the
character gains 3 experience points.
What can a character do with experience points?
Characters can spend experience points to improve themselves or they can use them
for ability tests.
A character can spend 1 experience point to act as if they have 1 ability of your choice on 1
occasion. This allows characters to do tasks that require certain abilities. This only works if
the task takes 1 hour or less. Also take note that since doing this does not give the character
an ability, they won’t gain experience for using it in an ordeal.
A character can spend 1 experience point to get a bonus roll to ability tests. A character can
spend as many experience points as they like to get as many extra rolls as they like, but they
must do this before the test. 1s and 6s rolled from these rolls can give experience points.
A character may spend 1 experience point to be able to reroll all 1s in an ability test. A
character must decide to do this before the test.
A character can train to increase their Will if they find a place to train, spend 12 experience
points, spend 8 hours a day for 12 days to train and 12 silver pieces. If they do this, they can
increase their initial Will by 1 then restore it to its initial level. A character’s natural
maximum Will cannot go above 12. However, a character’s maximum Will can go above 12
if they have items that increase it beyond 12.
A character can train to increase their Vitality if they find a place to train, spend 24
experience points, spend 8 hours a day for 24 days to train and 24 silver pieces. If they do
this, they can increase their initial Vitality by 1 then restore it to its initial level. A character’s
maximum Vitality cannot go above 12. However, a character’s maximum Vitality can go
above 12 if they have items that increase it beyond 12.
A character can train to learn a new ability if they find a place to train, spend 36 experience
points, spend 8 hours a day for 36 days to train and 36 silver pieces. If they do this, they can
gain a new ability. The ability that they gain may have to come from a list of abilities that the
place they are training at can offer rather than from the complete list. The maximum sum of
the number of abilities and powers that a character can have is 12.
A character can train to learn a power if they find a place to train, spend 36 experience
points, spend 8 hours a day for 36 days to train and 36 silver pieces. If they do this, they can
gain a new power. The power that they gain may have to come from a list of powers that the
place they are training at can offer rather than from the complete list. The maximum sum of
the number of abilities and powers that a character can have is 12.
A character can swap 1 power for another if they find a place to train, spend 6 experience
points, spend 8 hours a day for 6 days to train and 6 silver pieces.
There are several solos that you can play with SCRAWL. Some of them are between 50-
150 sections and some of them cover 2 sides of an A4 sheet of paper. You could play
your character in those solos in any order you wish. Characters can restore their stats
between quests, assuming that they have had appropriate rest and then you can use the
shop lists in this book to let them buy whatever they want with their fortune. They can
also visit a temple to any deity, including the Nameless Ones.
One way of playing SCRAWL is to let your characters just explore the dungeons. For
this game, you can assume that the characters go to a dungeon and then go to a town
with all the items and services possible on offer. To determine the dungeon type, you
could first make a Fate roll to randomly determine the terrain and then make a Fate roll
to randomly determine the dungeon on the terrain.
Another way of playing it is in the style of the roguelike Moria – in Moria, the dungeon
is an infinite number of levels, but on level 50 or below, you find the balrog, which you
must kill. That is the aim. For some reason, in the game, there is a town built upon a
dungeon stuffed with hundreds of monsters. In this version, there is a town and the
characters can delve into the dungeon. Every level is randomly determined as above. On
a level number of your choosing is the boss monster that needs to be slain (maybe a
large demon, elemental or dragon). Since the level numbers are very large, L can be
calculated by dividing the level numbers by 10 and rounding up (so for levels 1-10, L =1,
for levels 11-20, L = 2, for levels 21-30, L = 3 etc.).
Play hexcrawls
The hexcrawl is a game that allows you to generate a land to wander round and
populate it with settlements and dungeons for you to explore. You can also pick up
quests and complete them for fame and fortune. You might want to randomly generate a
land or use a premade map in a SCRAWL map book.
There’s nothing stopping you from mixing and matching. You could wander a land
using the hexcrawl supplements and then slip in the odd Small SCRAWL or 1 page
SCRAWL into a hex. In fact, the SCRAWL solos have suggestions for which hexes you
should play them on.
The future…
I have included some aspects in this system to include other versions of playing this
game which I will write in the future. Maybe your characters will want to lead a
unit, or run a settlement, or rule a kingdom or become a deity? Maybe your
characters want to travel to different planes and discover strange new treasures and
knowledge. All of these are in the pipeline…
Appendix 1: Probabilities of success based on difficulty and
number of rolls
Rerolling 1s gives a smaller bonus than a full reroll. It provides a bigger bonus for
lower difficulties.
In some situations, you will be told to make a certain number of Fate rolls. Usually,
something bad happens if at least 1 of the rolls is a 1 and something good happens if at least
1 of the rolls is a 6. Sometimes, both a good and bad thing can happen. Here are the
probabilities of those things happening.
1 Fate roll 2 Fate rolls 3 Fate rolls 4 Fate rolls 5 Fate rolls 6 Fate rolls
Probability of rolling 17% 31% 42% 52% 60% 67%
at least 1 1.
Probability of rolling 17% 31% 42% 52% 60% 67%
at least 1 6.
Probability of rolling 0% 6% 14% 21% 27% 33%
at least 1 1 and 1 6.
In some situations, such as working out the number of sites on a hex or the number of levels
in a dungeon, you are told to make 1 Fate roll. If the roll is a 1, then stop rolling. If not, make
2 Fate rolls. If at least 1 of the rolls is a 1, then stop rolling. If not, roll make 3 Fate rolls and
continue this process until 1 of the Fate rolls is a 1. This also applies if the number is a 6.
Welcome to SCRAWL! Short for Solo CRAWL, SCRAWL is the OSR type solo game
for people who want some good honest murder hobo, dungeon looting stuff with a
minimum of time and fuss.
This is the rulebook for SCRAWL. For more SCRAWL products go to my Drive Thru
RPG page at https://www.drivethrurpg.com/browse/pub/3777/Slloyd14.