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BENEATH
TOUR TORIEL
ASCENT TO PRIME: LEVEL ONE
This is an introductory adventure geared towards learning how to play the Cortex Prime roleplaying
game. It is the first in a series of five adventures that start very simple and slowly develop more
complexity as you play.
Keystone is Primed by Cortex, the award-winning world-building tabletop RPG system for forging
unique, compelling game experiences from a set of modular rules mechanics.
If you’d like to give it a try, you’ll need a few friends, some pens and paper, some tokens or counters,
and some polyhedral dice. You can play online through video conferencing or face-to-face around a
table. Each adventure takes a few hours to play: think of it like making your own movie.
Once you’ve gathered your players and materials, read the following aloud:
On the high plateaus of the roof of the world stands the spire of Tour Toriel, a tower of rock
and ancient ruins that predates all of recorded history. Within the fortress that clings to its
unassailable slopes reigns the Dread Tyrant, whose power is so great that every kingdom and
city in the land has bent to his dominion. One year ago, a terrible purple hole opened in the sky
above the spire. Harvests began to spoil in the fields; unspeakable new monsters spilled out of
the wilderness. The wise women, the priesthoods, and the scholars cannot explain what is
happening, but all signs are clear as to the source: something in Tour Toriel has gone awry, and
will destroy the world if it is not stopped.
You are a band of heroes dedicated to finding out what has gone wrong in the spire and
stopping it. It is almost certainly a suicide run, but doing nothing is only a slower death. You
have discovered a secret entrance to the caves under the mountains upon which the spire rests.
Your plan is to delve this dungeon and work your way upwards into the castle. There, by hook
or by crook, you will discover the source of this calamity and—hopefully—the means to end it.
My friends. We are going to teach each other how to play Cortex by playing a Cortex game.
This game is staged in five levels, and each level introduces new rules to the game. We start
very simply in Level One and slowly add more layers and options until we are playing with a
whole bunch of interlocking options in Level Five. Throughout this adventure, I will be
reading boxed text passages like this, and I will be using this ridiculous voice whenever I do so.
v0.1.4
CREATING LEVEL ONE CHARACTERS
BETHANY BERG
Then read the following: While the acid burns they suffer are painful,
player characters can be rescued before the
In this test we are also going to select an digestion turns into real physical damage. The
effect die. This is a die that you did not experience of being engulfed and digested is
use to add to your total. We don’t care more than a little upsetting, however, so,
about what number the die rolled, just they’ll take Demoralized stress equal to the
the die size. The bigger the effect die, effect die you set aside when you rolled the
the bigger and more effective your effort difficulty pool.
was. If you have no eligible dice, your
effect is ④.
④
A MISCHIEF OF RATKIN
They may not talk, but they sure can
swarm and devour.
BOSS TRAIT:
RATKIN SWARM
⑩ COWARDLY
No matter what action the player is taking, Once again, each player who does not beat
roll A Mischief of Ratkin’s Mob trait, Claws the Mischief ’s attack roll gets hurt. If they
and Teeth, and that player’s highest stress. haven’t been hurt yet, they gain Injured stress
Total the two highest die results for the test equal to the Mischief ’s effect die that you set
difficulty and set aside the largest remaining aside.
die as the effect die.
If they already have a die rating in Injured
If a player rolls higher than A Mischief of stress, it will get more serious: if the
Ratkin, they’ll inflict stress. Ask the player Mischief ’s effect die is larger than the stress,
which stress they inflict: Demoralized, step up the stress to match the effect die.
Exhausted, and Injured. The stress starts Otherwise, just step up the stress one step. If
equal to the player’s effect die or, if it already the stress is stepped past ⑫,⑫ the character is
has that stress at that die size or higher, the taken out, and cannot act for the remainder
stress steps up. of the combat.
If the stress is larger than the mischief ’s Mob
⑥ the player takes out a couple of
die size (⑥), FLEEING
the ratkin entirely; eliminate the stress and When there is only one die left in the
remove one die from the Mob trait for the mischief ’s Mob trait, the ratkin will attempt to
rest of the encounter. flee. Roll their Mob trait plus Cowardly d10
and assemble a total. Describe the ratkin
If any player rolls a 1, describe them scurrying and limping away. Tell the players
stumbling over the detritus of the ratkin nest, they can act to stop their escape by rolling
losing track of one ratkin until it is nearly too dice and beating the difficulty you just set. Or
late, or some other minor inconvenience. they can just give in and let the ratkin escape.
This doesn’t change the result of their roll,
but it’s a little spot of colorful detail to add to
the unfolding story. LOOT
If the players decide to ransack the ratkin
Some players may try to do something that nests (rude!), they may find the remains of an
isn’t directly attacking the ratkin. Setting up adventurer or two who was not as lucky as
an advantage for use later, assisting another they were. Ask each player what they’re
player, or even healing, are more complicated hoping to find on the bodies. Each player
maneuvers handled with rules that haven’t yet gains a d6 asset for that thing. The Fighter
been introduced. Tell the players that later might find a Battered Shield d6, the Wizard
these sorts of actions will use different rules might find a Soul Gem d6, the Bard might find
and yield different benefits. For now, every a Rather Fetching Sash d6, and so on. Each
action will have the mechanical effect of player can add that asset to their character
whittling down the Mischief ’s dice: describe sheet.
how their displays of teamwork and forward
planning intimidate ratkin into fleeing.
When you stand in the center of the For the first two tests, roll ⑥⑥⑥ for the
room, a pressure plate releases a giant difficulty and invite any player to assemble
stone sphere, eight feet wide, which and roll a die pool for a plausible approach to
swings across the room on a pair of that end. The Ranger might shoot the rope,
ropes secured to the ceiling. the Wizard might burn through it with a gout
of flame, the Rogue might get tossed up to
scale the netting and cut through the rope.
THE STONE SPHERE The method is not terribly important; this can
Immediately roll ⑥⑥⑥ for the difficulty and be a fun opportunity for player inventiveness.
prompt players to assemble die pools to avoid
the stone sphere trap. Those who cannot beat For the last test, roll ⑧⑧⑧ and invite all
the difficulty gain Injured stress: a ⑥ if they players to roll to avoid drowning as the room
haven’t been hurt yet, or stepping up the fills up. Those who beat the difficulty can
stress’s rating if they have. swim up to the ceiling door uneventfully;
those who fail pick up Exhausted ⑧ stress
Then describe the great stone sphere slowly before making it out.
swinging to a halt, suspended in its rope net.
The stone comes to a rest underneath the In the chamber above, they find a large lever
ceiling hole, but the two ropes that suspend it and a rope ladder. The lever drains the
are anchored where the ceiling meets the wall. flooded room and unlocks the door, and the
This means that clambering up on top of the rope ladder can allow them to backtrack to
sphere only gets you halfway to the exit. encounters they’ve already visited, if
necessary.
STONE GUARDIAN
Anything you can do,
I can do better!
DIE POOL:
UNYIELDING ADVERSARY
If the Guardian is taken out, it might be Any actions taken by players who are not the
smashed to rubble, knocked off the arch, or hero on the bridge closest to the Guardian
convinced that the player characters should be will automatically fail. Shots ricochet off its
allowed to pass over the arch unmolested. rocky skin; passionate entreaties are ignored
Describe something appropriate, and make it with stony indifference.
juicy to celebrate the player’s victory.
If the players persist, the Guardian shouts,
If the challenger is taken out, describe the “Only the chosen champion may challenge
Guardian pushing, smashing, or throwing me! You'll get your chance when this one
them back across the arch to the landing fails.” Then explain that there are rules for
where the player characters entered. The cooperation that have not yet been
challenger may not start another contest for introduced. The purpose here is to play a
now; they’re beat. The characters might contest in isolation so everyone understands it
backtrack to the Torture Chamber (or explore later when additional rules are added in.
a different corridor and conveniently find it, if
they haven’t already) to recover their stresses
before trying to get past the Guardian again. MORE GUARDIANS
It’s possible, even probable, that the heroes
will dispatch the Guardian before everyone
gets a chance to practice the contest rules.
Depending on time and interest, you can add
a series of Guardians to the scene so that
everyone can roll in a contest to get across the
chasm. Or you can just say that the first
Guardian taken out defeats the encounter and
the rest may cross freely.
GUARDIAN GIVES IN If you choose to feature more Guardians,
read the following once the first challenger
Technically, there is one makes it across:
missing step to this contest
example, and that’s the option Suddenly, the chamber’s ceiling rumbles
for the Guardian to give in and grinds. Looking up, what you might
and accept defeat. For have originally took to be stalactites all
teaching purposes, this across the ceiling are quite clearly hanging
adventure skips that step, but feet. One pair of feet twitches, raining
GMs may choose to employ it, down gravel and dust, and then the feet
especially if the difficulty rises slide downward, revealing legs and a
to 16 or more (which the body, arms, and a head. Another
Guardian usually can’t beat) or Guardian drops out of the ceiling, lands
if the scene is dragging. neatly on the arch, and shouts, “Who
dares challenge me to win passage over
my bridge?”
This encounter is an opportunity for players If the player roll does not beat the difficulty,
to recover their stresses, either reducing their the stress stays on the character sheet,
impact or eliminating them entirely. Any untouched.
character can attempt to recover any other
character’s stresses (or even recover their Players can attempt to recover each stress
own), although some characters like the Cleric once per visit to the torture chamber. If they
will be more adept in the endeavor. want to try again, they’ll need to go confront
another encounter and then return to the
torture chamber.
SET THE DIFFICULTY
Whenever a player elects to recover stress, the
GM will roll ⑧⑧and
⑧⑧ the stress’s die rating.
Add together two of the die results (not
necessarily the highest, if you are feeling
generous) and set aside the third die as the
effect die.
• EXPOSED STAIRCASE ⑧
• GEAR ASSEMBLY ⑧
Players may attempt to distract the kobolds to If the Kobold Attendants’ Mob is reduced to
allow the other player characters to act zero dice, read the following aloud:
unhindered. Simply attacking some kobolds
does not necessarily distract all the kobolds. As the last kobold falls, they reach
Getting all their attention is a test; roll the forward and grab your collar. They pull
Kobold Attendants’ Mob and Teamwork and you close and sputter: “The dragon’s not
add the two highest die results for the here to keep you out of the spire… it’s to
difficulty. If the player beats the difficulty, the keep them in!” Before they can say any
Kobold Attendants cannot assist the more, they loose a death rattle and expire.
DRAGONLING
It’s scared and confused and misses its
mommy, but most of all, it’s hungry. ⑧
BOSS TRAIT ⑧
SARAH MYLES
IMMATURE TITAN
⑩ FLAME BREATH
⑧
⑥ BABY TALONS ⑧
⑧ SCALES ⑧
The Dungeon Beneath Tour Toriel v0.1.4
23
⑩ CHAINED DOWN (STRESS)
MAKING A RUN FOR IT ADJUSTMENTS
Players might attempt to sneak past the This encounter is geared for a party of six
Dragonling and Kobold Attendants or even player characters. If you are playing with
simply rush the stairs. First, remind the fewer characters, this may be difficult to
players that the staircase is exposed and the impossible to win. For each ‘missing’
Dragonling breathes fire. The Dragonling is character, reduce the Kobold Attendants’ Mob
chained at the base of the stairs so the fact trait by one die. For every two missing
that it’s Chained Down won’t hamper its characters, reduce the Dragonling’s Boss trait
ability to barbeque them. Additionally, they by one die.
can see some tripwires and deadfalls on the
stairs, and there’s probably others that they
can’t see. That path features loads of dangers LOOT
and bull rushing them all at once is essentially Kobolds who fall in battle may be looted for
suicidal. gear. They have an assortment of small,
crude hand weapons, armor sized for small
If the players persist, here’s your absolutely people, and a few minor magic tools. After
bonkers die pool: the Dragonling’s Boss the encounter is over, ask each player what
⑧⑧⑧⑧⑧ and its Flame Breath ⑩, ⑩ the they want to find given those constraints and
Exposed Staircase ⑧,⑧ and then the Kobold give them each one ⑥ asset to represent that
Attendants can gang up to assist the thing.
Dragonling with ⑥⑥⑥⑥⑥⑥ (their Mob
trait) and their Trapcrafters ⑩.
⑩
A NOTE ON PEDAGOGY
That’s a total of ⑥⑥⑥⑥⑥⑥⑧ ⑧ ⑧ ⑧ While this multi-page description of the
⑧ ⑧ ⑩⑩,⑩⑩ which will reliably hit 16 without encounter may seem complex, it’s only this
even trying and be almost guaranteed to deal long because so many of the possibilities are
big effect dice. written out in exhaustive detail. At root, this
encounter really boils down to: a mob, a boss,
Gaining the top of the staircase requires each and a few scene distinctions. If anything, it’s
player winning a contest against that a reminder that not every encounter needs to
monstrous die pool. The Dragonling and end with whittling die pools down to zero,
Kobold Attendants are not going to give in and that the agenda of antagonists are rarely
under any circumstances—the kobolds are in perfect alignment.
cultishly devoted to their cause and the
Dragonling is starving to the point of
desperation—so that means each player
running through multiple contests, each one
ending in stresses until those stresses are
stepped past ⑫.
⑫
Thanks so much,
—Miriam Robern
CHANGELOG
• Added d8s to distinctions on Archetypes • Starting signature assets are d6 and are now
described as such.
• For Mobs and Bosses, when a stress is
stepped up past the Mob or Boss trait, the • Expanded assets paragraph in character
Mob or Boss trait is reduced by one die and the creation to note that characters may be
stress is eliminated. The italicized rule had been equipped with other things that are not rated
omitted. assets
• New “But I Was Being Careful!” section on • Added “Rest and Stress” to p30
page 7
• Noted that PCs coming back from being
• Dangerous Machinations’ Note on Pedagogy Taken Out return to play with d12 stress.
highlights the swim roll as not a test to escape
but a test to escape without consequences. • Added the Being Sneaky sidebar to p20
• The Stone Guardian is no longer labeled as a • Rebranded all iconography to conform to the
Boss terms of our license agreement.
• New section “Ganging Up” added to Duelling • Pretty dungeon map background
the Statue to explain why you shouldn’t and
can’t gang up on the statue • Sidebars are now sidebars
• Numerous instances of ‘smaller’ that should • Reframed the Kobold Welcome Mat as a
have been ‘smaller or equal’ amended chase sequence
• Stresses section in Rules Summary no longer • Added effect dice to the Flee the Cube!
makes references to complications, which encounter
haven’t been introduced yet. Also correctly
identifies the four GMCs who may have • Minor language fixes and corrections
stresses to roll (two had been omitted).
VERSION 0.1.4
• New “Mobs and Bosses” section in Rules
Summary for the Dungeon • Updated my name!