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Quickstart

This is a quickstart version of Dice Souls, a dungeon exploration game by Chris Bissette.
It’s meant to give you a sense of how the game works, and give you enough material to run a
session or two.

What Is This?
Dice Souls is a zero-prep dungeon exploration game. It shares some common DNA with
traditional fantasy roleplaying games, but has a much tighter focus and is designed for just one
or two players. It’s made up of:
» Play rules that emulate Souls-like video games, including the core mechanic: a push-
your-luck dice pool system that acts as both a conflict resolution and an in-game
currency that lets your character become more powerful over the course of the game.
» Generation rules for creating the world.
» Lots of monsters and unbelievable bosses.
This quickstart will guide you through creating a character and exploring a pre-built Region
of the world. You’ll fight some monsters, explore, die a lot, and eventually face off against your
first boss. The full book contains expanded character options, a system for generating Regions,
and plenty of monsters and bosses. It also includes advice for running the game as a GM, a
guide for playing the game solo, and safety tools.

Introduction
The world is dead and you stand on its corpse. The restless dead wander crumbling ruins,
souls tied to purposeless bodies that refuse to settle. All they know is hunger, pain, cold.
Violence.
You are one of them, but you possess what they don’t - purpose, and the Flame. You bring
peace to death, destroying their necrotic forms and swaddling their souls in warmth as you
transport them onward into the eternal slumber of true death.
But rest is temporary, and your Flame is only so strong. Each time you fall the souls escape
your grasp, returning to their bodies and cursing them to wander once more. Only when you
escape this purgatory will the souls you gather be able to be truly free.
Go. Wander. Kill, and be killed. Die, and be reborn again and again in your flame until one
day, perhaps, you will transcend the bounds of this place and shepherd the dead to another
realm.
The Campsite
Campsites are calm, safe spaces that act as checkpoints. Each Region begins with a Campsite.
The Reborn will return here every time they die, and they can choose to come back to a
Campsite to spend Soul Dice they have acquired on upgrades. More on that later.

You wake in agony, your mind filled with snatches of dreams and memories that pour
away like water down a drain the second you open your eyes. All you’re left with is a hollow
The Conversation feeling, and the sense that you’ve been here and done all of this before.

The ashes of the fire lie cold in front of you and without thinking you light them. The flames
Dice Souls is a conversation between two players. One takes the role of The Reborn, the lick eagerly at the old wood but the heat does nothing to warm the chill in your bones. But
character navigating the world of the dead, fighting its denizens and solving the mystery of its it is what it is. At least you live, for now.
existence. The other plays The Guide, who populates the world and controls everything else in
it. If you’ve played traditional roleplaying games that use a GM or Referee, you’ll be familiar Who are you?
with the role the Guide plays. The Reborn should grab the character sheet from this quickstart pack and start to fill it out.
In general, we only use dice for two things: It’s best to do it in pencil, since the information on it will change a lot.
» The Guide uses them to generate the world and populate it with monsters, traps, and
treasure. They do this at the table as the Reborn explores. First, give yourself a name:
» The Reborn rolls dice when they fight enemies or trigger traps. » Bertram » Botild
Dice Souls has no mechanical system for dealing with things that don’t involve violence. » Somerwald » Estrith
Exploration, and the activities required to do it - climbing, swimming, sneaking, etc - should » Aloch » Wulfran
mostly be handled narratively, as a back-and-forth conversation between the Reborn and the
Guide.
What were you? Choose your class:
The Guide should keep a rough map of the world as the Reborn explores. This doesn’t need
to be anything more complex than a flowchart that shows how Areas connect to one another, Warrior - There is a fine line between fearless and reckless, and you aren’t sure which side of
and brief notes about what they contain. it you fall on. But your armour is strong and your weapon is a ludicrous size, so you’re ready for
The aim of this quickstart pack is to get you playing as fast as possible. It wouldn’t be much anything. Your weapon is an extension of your body. Any time you roll a 6 it counts as a Critical
of a zero-prep game if you had to spend an hour reading the rulebook before you got to play! Success, and you can use it to negate a failure.
Grab a friend, decide which of you is going to be the Guide and who will be the Reborn, and Priest - The old gods have abandoned the world, but you haven’t abandoned them. Your
let’s get moving. flesh is marked with their signs, your book is filled with obscene blasphemies, and your enemies
cower before your righteous cause. Your faith nourishes you. Any time you roll a 6, heal yourself
From now on, the Guide should read any text that looks like this aloud. It probably doesn’t
hurt to read out the big headers at the top of each section, too. by clearing one section of your Health Bar.
What weapon do you use to fight Death?
Text that looks like this is for drawing attention to important things. It’s most useful for
the Guide right now, but it’s not intended to be kept secret. You’re both learning the game » A blackened dagger, twisted by incomprehensible heat
together and should share this information. » A sword of gigantic proportions, the blade emitting plumes of smoke
» A two-handed saw, flecked with rust but still vicious
Let’s begin. » A mace coated with a rime of frost
» A heavy lead clapper from a bell on a bronze chain
» The words of your faith, read from a book bound in human skin
Draw a line through your Health Bar so that it’s split into two sections. This is your starting
health.
Place 2d6 in your Dice Pool. You will roll these every time you face an enemy.
A Beginning Aftermath
Once the Reborn has created their character, it’s time to explore the world. Now that the combat is over, one of two things is true. Either the Reborn succeeded in killing
the enemy, or the enemy killed the Reborn.
In a normal game of Dice Souls the Guide rolls on the Region table, generating Areas as
the Reborn enters them. For now we’ve generated the first couple of Areas for you, but the
Guide will get a chance to do it themself a little later on. Reborn Dies Reborn Lives
Ask the Reborn to describe what they look like as they step away from the Campsite and
into the first Area.
Every time the Reborn dies, they return to When the Reborn succeeds, they progress
Area 1: The Village Square the previous Campsite to start again and further into the world. Do the following:
the world ahead of them resets. Do the » Have the Reborn name the enemy
You step out into cold sunlight. The broken cobbles of the village square are slick with following: they just defeated and write it down
moisture. Dark, cracked windows stare down at you from the mouldering buildings that
ring the square. Above everything, the burned out chapel on the top of the hill watches » Have the Reborn name the enemy so that the time this enemy type
over the quiet buildings. A narrow, winding alleyway across from you leads away from the that just defeated them. Write this appears you can use the name the
square and further into the village - but the way isn’t clear. down, so that the next time this Reborn has just given them.
A shuffling figure luches towards you, flesh dripping from exposed bones. It brandishes a enemy type appears you can use the » Consult the enemy’s Soul value and
rusty cleaver, and with a hiss the creature is upon you. name the Reborn has given them. fill in this many segments of the
Defend yourself, or die.
» Place a mark next to this enemy’s Reborn’s Soul Track.
Combat is central to Dice Souls, and it’s time to learn how it works. Replay value. The next time the » Place a mark next to this enemy’s
All enemies have four values: Resilience, Damage, Replay, and Soul. For now you only need to Reborn fights this enemy they can Replay value. The next time the
worry about the first two. negate failures equal to the number Reborn fights this enemy they can
This enemy has Resilience 3, Damage 1, Replay 3, and Soul 3. of times Replay has been marked. negate failures equal to the number
Resilience is the enemy’s health. At the beginning of the game the Reborn deals one damage The next time the Reborn faces this of times Replay has been marked.
with each successful attack, so they need to hit the enemy three times to defeat it. enemy they can cancel one failure If the number of marks equals
Damage is how hard they hit when the Reborn’s attack fails. that they roll over the course of the the Replay value then the Reborn
fight. doesn’t need to roll and can simply
The Reborn always takes the initiative when facing enemies.
» Clear any filled segements on the narrate how they defeat this enemy
When you roll your dice while facing an enemy, you’re attacking. Describe Reborn’s Soul Track. type the next time they encounter
your attack and roll to see if it’s effective. If your roll succeeds, deduct Read the following: it. They do not fill in Soul Segments
your damage from their Resilience. If the enemy’s Resilience reaches when narrating successes in this way.
0, you have defeated them and fill in your Soul Track as appropriate. You die, and are reborn in fire. Once
If your roll fails, the Guide will describe how the enemy dodges your again the Campsite graces your eyes. Have the Reborn answer one of the
attack and counters. You take damage equal to the enemy’s Damage Clear any marks on your Health Bar, following Lore Questions, and write down
value. For each damage you take, mark one of the segments of and set out again to face the foe who the response. Only answer this question the
your Health Bar. If you mark both segments, you are felled you. first time the Reborn clears the area:
dead and the Guide will tell you what happens next.
The Reborn must venture out into the » A river ran through the village once,
The core mechanic is simple: any roll of 1 or 2 is a Village Square and face this enemy again. but it is dry and dead like everything
failure. If you don’t roll any failures, you succeed. Repeat this procedure until they defeat the else here. What was it called?
If the Reborn chose the Warrior class, they also have enemy. » The burned-out husk of the chapel
the ability to negate a failure if one of their dice rolls a 6. on top of the hill is visible from
If the Reborn chose the Priest class, they have the ability to heal everywhere in the village. Was it
themself if one of their dice rolls a 6. set aflame by people, or something
Continue the combat, with the Reborn describing their attacks and Other?
the Guide describing how the creature responds and counters, until one Now you can move to the next area.
of them is dead.
Area 2: The Back Alleys Between Areas
In a normal game of Dice Souls the Guide would generate this area by rolling (just like you So far the Areas you have explored have been directly connected to one another, but this
would have done with Area 1). Each time the Reborn clears an Area, the Guide increases doesn’t have to be the case all the time. Areas are points of particular interest, and in the full
their Map Score by 1. This is then added to the roll on the Region table, so that the Reborn game a Region’s description will tell you what lies between them. Just remember that if there
gradually progresses towards the Boss Room. was anything truly interesting or threatening in a space, it would be an Area. Narrate past the
We won’t have you roll for a new Area just yet, but you should still go ahead and increase connective tissue between Areas, using it as an opportunity to give a sense of scale to the world.
your Map Score by 1. The Areas in the Crumbling Village (the Region you are currently exploring) just up against
one another, claustrophobic and cramped.
The alleys twist and turn between the husks of buildings, winding cobbled paths with sharp The space between Areas is a good place to make sure you have updated your Map Score,
corners that could be hiding anything. Rooftops close in, blocking out the sky and the view
of the chapel above the village. It’s deathly quiet. The way ahead is blocked by barrels and and to ask the Reborn to answer a Lore Question about the Area they have just cleared. Have
timber leaning against the wall of a building. them answer one of the following questions now:
» The walls are covered in ancient graffiti, flaking red paint and crudely chiselled marks.
As well as enemies like the creature in Area 1, the world also contains deadly traps that may
You recognise the name of a long-dead deity repeated regularly. What is the name?
catch the Reborn unaware. This area contains such a trap.
» A number of bodies have been crudely crucified on the wall of a house. What does the
Traps have four elements: their Trigger, Telegraph, Evasion, and Effect. faded writing that surrounds them tell you about them?
The Trigger tells you when to make use of the trap.
The Telegraph is a description of what the Reborn sees and hears when the trap goes off, Area 3: The Watchtower
followed by the question What do you do? You should read this to the Reborn as it is written.
The Evasion is a description of how the effect of the trap can be avoided. If the Reborn’s Now that you’re a bit more used to how the game works, this Area and the Enemies in it
response to What do you do? matches the description, they do not need to roll to negate the are presented as you would find them in the full game. Some of the information provided
effect of the trap. If their response is close but not perfect you might decide to allow them to won’t mean anything to you yet - it will be explained on the next page, once the Reborn
cancel out a failure on the dice as a reward for getting close. has succeeded here.
(For example, the Evasion for a swinging log might be “Dive forward out of the way”. If the The Enemies in this area use ranged attacks. It is likely that the Reborn chose a melee weapon
Reborn responds that they drop to the ground, you might decide that this is enough to avoid at the start of the game, but you shouldn’t let this worry you. Equipment in this game is
the worst of the trap and let them cancel a failure. Use your own judgement, but remember that purely narrative. As they describe their attacks the Reborn may decide that they are carrying
the world isn’t fair and the Reborn will always get a chance to try again if they die.) some kind of ranged weapon, or they may decide to make use of debris as an improvised
weapon. The dice system remains the same.
The Effect is a description of what happens if the Reborn fails to evade the trap, and ends
Similarly, they may decide to break down the door at the base of the tower and close to melee
with a number in parenthesis that tells you the damage the trap deals.
combat with the enemies. The Area entry tell you how to deal with this.
The dice mechanic for evading traps is the same as the combat mechanic - roll the dice pool,
hoping not to roll a 1 or 2 on any dice. Watchtower
The Back Alleys contain the following trap: A high stone tower dominates the small clearing between buildings. A heavy wooden door sits
at the base. Figures at the top of the tower snarl and scream down at you, and their words are
Collapsing Wall quickly followed by arrows.
Trigger: The Reborn tries to clear the rubble leaning against the Encounter: 2 Skeletons (Resilience 2, Damage 1, Replay 2, Soul 2)
building. Exits: Two
Telegraph: You hear and grinding of stone on stone, and the ground Special: The door is locked. Roll to break it down. On a success you get through. On a failure
rumbles slightly as the rubble shifts. What do you do? you get through, but you take 1 damage - either from the door itself, or from the enemies on
Evasion: Jump backwards out of the way. (Jumping forwards puts the the roof.
Reborn beneath the wall as it collapses). Lore Questions:
Effect: The wall collapses in a cloud of dust and heavy masonry, » What evidence is there that the tower was barred from the inside to prevent something
crushing you. (Damage 2) from getting in?
» A tattered flag still flies from the top of the tower. What symbol adorns it?
If the Reborn dies to the trap, return to the Campsite as before. If they evade it, increase your
Map Score by 1 and move on.
Getting Better Area 4
After fighting their way through to this Area, the Reborn’s Soul Track will now be full (in The Watchtower contains two exits, and you need to know where they lead to. That means
fact, they should have earned 7 Segments - more than enough to fill it). it’s time for the Guide to roll some dice. First make sure that the Reborn has answered a Lore
Every time the Soul Track is filled, the Reborn adds another d6 to their dice pool. In the Question for the Watchtower and wants to move on from that Area (rather than heading back
short term, this changes their odds of success in combat - you are more likely to roll failures, to the Campsite).
but also more likely to roll a 6 and be able to use your class feature. When you generate new Areas, you roll on the Region Table and add your Map score to
In the long term, these extra dice (called Soul Dice to distinguish them from your base dice the result (which should currently be 3). The table gives you the name of the Area and a brief
pool) act as a currency that allows the Reborn to improve their character. Soul Dice can be spent description of what the Reborn can seen from the previous Area (the View). This allows them
by returning to the Campsite - on the understanding that every time you return their, either to make a decision about which direction to move.
by choice or through dying, the world ahead of you resets and you will be forced to repeat the The Watchtower has two exits, so you need to roll twice on the Region Table, read the two
same fights and evade the same traps to get back to where you were. descriptions to the Reborn, and then ask them which way they go. Depending on how the dice
Before moving on to the next area, explain this to the Reborn and ask if they would like to fall, it’s possible for an exit to link up with an Area you’ve already explored. If that Area didn’t
return to the Campsite. have multiple exits when the Reborn first came through it (like The Back Alleys, which formed
Area 2 of this quickstart), then they’ve found a shortcut and you should mark that on your map.
Resting If you roll the same Area twice, it’s up to you whether you roll again for the second exit or
When you return to the Campsite you heal any damage that you have suffered and you can have them both lead to the same place.
spend Soul Dice that you are carrying, removing them from your dice pool in exchange for
improvements to your character. You can never spend the two dice that you started the game Region The Crumbling Village
with. You can also “bank” Soul Dice, removing them from your dice pool and leaving them d6+Map Area View
at the Campsite until you return again. This allows you to venture out into the world without 4-5 The Back Alleys A winding cobbled street lined by derelict
risking losing your Soul Dice, so that you can save for a more expensive upgrade, but you are buildings
only able to bank dice twice per Campsite.
6 The Skull House A bleached white rooftop gleaming in the sun
Soul Dice can be spent on the following upgrades:
» Boost your Health Points 7 The Covered Walkway Steps leading up to a wooden bridge in a rotting
» Increase your damage enclosure
» Add a Critical Success to your dice 8 The Desiccated Grove The bleached bones of trees reaching vainly for
the sky
Upgrades Explained 9+ The Collapsed Chapel A small chapel on a hilltop, blank
Boost Your Health Critical Success windows staring down at the village
Add a segment to your Health Bar so that you Pick a non-failure number on your die and
can take more hits before being returned to a mark it on your character sheet (any number The descriptions of these areas are on the following pages. You now know everything you
Campsite. other than 1 or 2). When you roll your pool need to know to play out the rest of the session (at least until the Reborn reaches the Boss Room
Cost: 2 Soul Dice per segment and one or more of your dice shows that value, beyond the Collapsed Chapel).
choose one of the following: Things to remember:
Increase Damage » Use your Critical Success to negate a » The Reborn can always choose to return to the Campsite rather than moving to the next
At the start of the game, all successful attacks single failure that you rolled at the same Area, but this will bring all enemies back to life and reset all traps.
you make deal 1 damage to enemies. You can time as it » Increase your Map Score after the Reborn clears an Area for the first time.
spend Soul Dice to increase this damage and » If there are no failures in effect, use » Never name new enemies - ask the Reborn to name them after combat has ended.
make it easier to defeat enemies. your Critical Success to deal double » Ask the Reborn to answer a Lore Question every time they clear an area for the first time.
damage to your enemy » Roll on the Region table every time the Reborn picks a new route out of an Area.
Cost:
Cost:
2 Damage - 2 Soul Die
1 Critical Success - 2 Soul Dice
3 Damage - 3 Soul Dice (must first
2 Critical Successes - 3 Soul Dice
purchase 2 Damage)
(must first purchase 1 Critical
Success)
Area Descriptions Enemies
The Skull House The Desiccated Grove Hollow Skullbear
The small cottage is the colour of old bone. The small copse of trees might once have been The reanimated corpse of something that Eight feet tall, a mountain of fur and claws.
Unlike the rest of the buildings in the village an oasis of greenery among the tightly-packed was once human, possibly. The flesh is still wet The flesh of the face has melted away, revealing
it remains in one piece, looking almost as new buildings. Now it is dead, grey, a forest of on the bones. bubbling bone and grinding jaws.
as the day it was built. The door swings idly in twisted bones and creeping shadows.
Resilience 3 Resilience 6
the breeze, inviting you in. Encounters: 1 Skullbear
Damage 1 Damage 1
Encounters: 3 Hollows or 1 Fire Eater Exits: Two
Replay 3 Replay 5
Exits: One Special: A cold campfire sits in the heart of
the grove. It can’t be lit, but if the Reborn were Soul 1 Soul 4
Special: A small stone altar at the back of the
main room of the cottage holds a yellowing to carry a flame from the first Campsite here, Special If the Reborn fails two rolls in a
skull. Removing it from the house means they might find them self suddenly stronger... Knight row, the Skullbear wraps its arms around
bestows a curse on the Reborn, who can’t gain Lore Questions: Is there flesh inside that cage of armour, or is them and crushes their body for 2 damage.
Soul Segments until the skull is returned to » Whose corpse sits beside the long-dead it just metal given life by some eldritch magic?
the house. fire?
» Did the trees die naturally, or was the Resilience 7 Fire Eater
Lore Questions: You feel it before you see it, a wave of
life leached from them by some other Damage 2
» Whose journal lies next to the altar, means? blistering heat. Its flesh is so bright you can
and what dark secret does it hold? Replay 8
» What are the symbols hanging from barely look directly at it.
» What blasphemous text do you find in the branches, and what do they mean? Soul 6
the house, and how is it linked to the Resilience 4
» It’s easy to get lost in the grove. What
Damage 2
destruction of the chapel on the hill?
» What name does the skull whisper as
marks the safe paths? Skeleton
Bones, and aggression. Replay 4
you lift it from the altar?
» How did the skull come to be in this The Collapsed Chapel Resilience 2 Soul 3
The chapel can be seen from every point in Damage 1 Special If all of the Reborn’s dice show
house?
the village. Up close it looks bigger, more failures they are burned and take 1 damage
imposing. The roof has caved in and the Replay 2
every round of combat.
The Covered Walkway bell tower collapsed a century ago, but the Soul 2
A covered wooden bridge juts out from the heavy iron doors still stand.
village high above the dry riverbed, a hundred Encounters: 3 Skeletons or 1 Knight
long feet from bank to bank. The planks are Exits: One - to The Shrine (Boss Room)
rotten and treacherous, and when the wind
picks up the broken boards groan and sigh in Special: The exit to the Shrine lies at the
back of the chapel, a pair of large iron doors
one long death rattle.
that match those at the front of the building.
Encounters: 2 Skeletons or Pit Trap They vibrate gently in a steady rhythm, like
Exits: One a heartbeat.
Lore Questions: Lore Questions:
» Corpses hang from frayed ropes » The doors are carved with a scene of
beneath the bridge. What has been depraved abomination. What does the
done to their bodies? frieze show?
» What caused the river to dry up? » The chapel has been desecrated
» From here you can see a side of the multiple times. What is the worst
chapel not visible from the rest of the blasphemy here?
village. What is strange about it? » A memory of this place returns to you,
a flash of your life before you were
» One side of the bridge has been Reborn. What do you see?
scraped at by enormous claws. What » What is the name of the god
creature do they belong to? worshipped here?
Boss Room: The Shrine
Bosses are unique enemies. Once they’re dead, they don’t reappear in the game even if the
Reborn goes back to a Campsite.
When the Reborn rolls the dice when facing a Boss, they’re defending rather than attacking.
The Guide describes the attack and the Reborn narrates how they respond to it, then rolls to
see how effective it is. If the roll succeeds they evade and successfully counter attack, dealing
damage as they describe what it looks like. If the roll fails, the Reborn fails to evade the attack
and takes damage.
Bosses have three values - Resilience (how many successes are needed to kill them),
Damage (how hard they hit), and Soul Dice (how many dice are gained from defeating them
- Bosses don’t fill add to Soul Track, they just straight up give the Reborn extra dice).
Bosses also have a Unique Name and a set of Boss Actions.

Boss Actions & Narrative Telegraphing


Unique Boss Actions use a system called Narrative Telegraphing - a one-sentence description
of what an attack looks like. The Guide reads this aloud and then asks, “what do you do?”
The telegraphs have a specific response which negates the need to roll and allows the Reborn
to deal their damage immediately, if they respond correctly.
Every time the Reborn dies to a Boss that they have successfully damaged at least once, they
may ask the Guide to tell them the correct response to one of the Actions they have seen that
boss use. They will also learn the responses to Narrative Telegraphs through play, by reacting
appropriately when a Boss attacks.
Bosses have two sets of Actions - General Actions that the Guide can pick and choose from at
will, and Triggered Actions that occur when a Boss reaches a specific point on their Resilience
Track. Bosses also have their own set of Lore Questions for the Reborn to answer once they
have defeated the boss.
The boss for this Region is Ulfric, The Apostle.

Ulfric, The Apostle


Ulfric sits atop a befouled altar inside the shrine. Draped in burned vestments, his enormous
blade ripples with unholy power and his third eye bores deep into your heart. Kill him, or perish.
Resilience 20 Damage 3 Soul Dice 3
General Actions Triggered Actions
Big Chop Double Stab
Ulfric raises his sword high over his head
Triggered at Resilience 10 Lore Questions
with two bony hands. What do you do?
Ulfric dashes toward you with devastating » Was Ulfric human
The sword smashes into the ground, causing
a minor earthquake. The Reborn must jump as speed. What do you do? once, or is he Other?
the impact occurs. Ulfric’s smaller arms stab the Reborn » What is the cause of
Third Eye multiple times, dealing damage for each failure Ulfric’s suffering?
Ulfric’s third eye glows red. What do you do? result rolled. The Reborn must move toward » Now that he is slain,
The third eye unleashes a blast of red hot Ulfric, getting close to his body and inside his Ulfric remains dead.
energy. The Reborn must deflect it with their reach. Why is he different to
weapon or a shield. you and all the others?
After Ulfric
In the regular Dice Souls game, slaying Ulfric would be just the beginning. The Reborn
would move on to the next Region, and the next, and the next, slaying creatures and uncovering
the story of this world, growing more powerful and learning what they need to do to escape.
In this quickstart, the game ends here. You are welcome to play it again, using the Region
table to generate and populate the world rather than following the pre-generated Region
provided to you here. I have also provided an additional boss for you to use in place of Ulfric,
should you wish.
If you have enjoyed this quickstart please let me know, either by tweeting at me @pangalactic
or by leaving a review or a comment at loottheroom.itch.io/souls. And if you haven’t already
pre-ordered the full game, I’d be delighted if you did that as well.
Thanks for your time.

- Chris

Extra Boss: Ceolbald, Spider Priest


Something so big shouldn’t move so fast - but something so big shouldn’t exist in the first
place. Ceolbald towers over you, twelve feet tall and hard as rock, and his crosier tears the air
itself as he swings it back and forth.
Resilience 30 Damage 4 Soul Dice 4
General Actions Triggered Actions
Sweep Vicious Bite
Ceolbald pulls his crozier back behind his Triggered any time the Reborn deals
head, readying for a mighty blow. What do you
damage twice in a row.
do?
The staff changes direction at the last One of Ceolbald’s claws releases its grip on
second, sweeping across the ground in a wide the crozier for a moment. What do you do.
blow from wall to wall. The Reborn must leap Ceolbald grabs hold of the Reborn, fixing
over it or be dashed against the side of the them in place as he leans down and bites into
room. their flesh. The Reborn must dive backwards
Pounce out of Ceolbald’s reach to avoid the attack.
Ceolbald’s torso touches the floor as his legs
flex. What do you do? Lore Questions
Ceolbald leaps into the air, crashing onto
» Ceolbald is half construct, half beast,
the Reborn from above and driving them into
the ground. The Reborn must dash towards warped by twisted magic. What did he
where Ceolbald is standing before he jumps look like before his curse took hold?
to avoid the attack. » Ceolbald wears a bishop’s robes and
mitre. How did he come by them?
» Ceolbald’s body is covered in baubles
and trinkets. Many of them contain a
pungent, powdered substance. What
is it?

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