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CAULDRON

Swamp Skirmish from Hill Giant


Rules by Dellon Myette
Illegal Bootleg

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TABLE OF CONTENTS:
3: GATHERING MATERIALS
3: BUILDING A WARBAND
3: HEROES
4: CHARACTERS
4: ARMS LIST
5-6: CHARACTER ATTRIBUTES
7-8: SPELLS
9: RARE MUTATIONS
10: SET-UP
10: PLAYING THE GAME
10: UNCONTROLLED CREATURES
11-12: THE ACTIONS
13: SKILL CHECKS
13: LIFE
14: FORAGING TABLE
15-19: SCENARIOS
19: CAMPAIGN PLAY- GAINING
EEEXPERIENCE
19: SPENDING EXPERIENCE
20: SURVIVAL
20: PERMANENT INJURIES
21: ROLLING FOR TREASURE
22-23: MAGIC ITEMS
23: POTIONS
24-25: BEASTIARY
26-27: CREATURE TRAITS & ABILITIES

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GATHERING MATERIALS:
To play Cauldron you will need:
- 3-7 painted trolls, goblins, orcs and beasts
- a handful of twelve sided dice (D12)
- a two foot or three foot square game board (extra swampy)
NOTE: Players should not feel con ned to only using models that represent
traditional imagery of trolls, orcs and goblins. Pursue the desires of your heart.
- a measuring device
- a few tokens are always handy for tracking LIFE status conditions and
denoting TREASURE

BUILDING A WARBAND:
Each player has 250+6D12 gold which they may use to build their warband.
Warbands may have a maximum of seven characters. Players do not have to
spend all of their gold on initial warband creation.
After hiring characters for a warband, a player must then equip each of them,
choosing a weapon from the ARMS LIST (see page 4).
Lastly, a player may purchase any number of CHARACTER ATTRIBUTES
(see page 6-6) to apply to any number of their characters. These attributes are
designed with narrative play in mind, giving personality to each character.
However, it is not advisable to become too attached.

HEROES:
Any character with a total cost of 100 or more gold is considered to be a
HERO. For each HERO in a player's warband, they may roll once on the
treasure table (see page 21) before the start of a campaign. HEROES also
affect how experience is earned, as explained in the EXPERIENCE section.

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CHARACTERS:

GOBLIN ORC
GOLD COST: 30 GOLD COST: 45
MOVE: 4 MOVE: 4
COMBAT: +1 COMBAT: +3
BRAINS: +2 BRAINS: +2
DEFENCE: +1 DEFENCE: +2
LIFE: 5 LIFE: 6

SWARM: When an enemy character BULL CHARGE: Orcs gain +2


model is in melee combat with 3 or damage on a successful melee
more goblins, they suffer -1 to all attack directly following a move
skill checks, and -2 to MOVE when action.
attempting to ee.

TROLL BEAST
GOLD COST: 60 GOLD COST: 30
MOVE: 4 MOVE: 7
COMBAT: +3 COMBAT: +2
BRAINS: +1 BRAINS: +0
DEFENCE: +3 DEFENCE: +0
LIFE: 8 LIFE: 5

REGENERATE: Trolls regain 1 life TENACIOUS: Enemy character


each time they activate, up to their models may never attempt to ee
starting LIFE total. from melee combat with a beast.

ARMS LIST: WEAPON TYPE GOLD DMG


Most inhabitants of the
Cauldron arm themselves with Hand Melee 0 +0
nothing more than sharpened Weapon
sticks or rusty swords. A select Two-Handed Melee 5 +1
few may wield something more Weapon
dangerous or effective, for a
price. Bow Ranged 5 +0

Musket Ranged 10 +1

Big Rock Melee / 20 +2


Ranged
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CHARACTER ATTRIBUTES:
While it's not necessary, players are encouraged to purchase one or more
attributes for their characters. This will give them unique advantages in combat
and---more importantly---it will help to inform a player's decision when
selecting models to represent the characters in their warbands. Attributes may
only be purchased for a character when they are rst hired.

ARMOURED 10 Gold
This model is wearing something a bit more substantial than rags and robes.
Improve this character's DEFENCE by 1. Consider purchasing this keyword
twice for heavily armoured characters.
BEAST RIDER 35 Gold
This character chooses a beast as its mount, which is included in the cost of
this keyword. The rider and its mount are treated as one model. The rider may
never dismount. This character gains +2 MOVE, +1 COMBAT, -1 BRAINS, +1
DEFENCE and +3 LIFE.
BRAINDEAD -15 Gold
Another model must be assigned as this model's handler, at no cost. Multiple
characters may have the same handler, however, the handler cannot have the
BRAINDEAD keyword. If ever a BRAINDEAD model is further than 6 inches
from its handler during the start of its activation, and not in combat, it must roll
a D12 on the BRAINDEAD chart below:
1-4: This character spends its turn exploring its ori ces. It forfeits its activation.
5-8: This character moves its MOVE speed in a random direction. If it
encounters another character, friend or foe, it will attack.
9-12: Miraculously, this character has managed to maintain some level of
focus and may activate as normal.
BRAWLER 10 Gold
A model with this keyword is relatively pro cient at using whatever close
combat weapon they wield. Improve this character's COMBAT score by 1
when making a close combat attack.
FANATIC 15 Gold
When a character with this keyword has 1 LIFE, they gain +2 COMBAT, and
+2 DEFENCE. Their successful melee attacks deal an additional 1 DMG.
FAST 10 Gold
This character adds 1 to its MOVE stat.
HARD TO KILL 10 Gold
The rst time this character is reduced to zero LIFE each game, roll a D12. On
a result of 10+, this character is instead reduced to 1 LIFE.

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RUNTY -1/5 Gold
Reduce the base cost of this character by a fth, before purchasing any other
keywords. This character is much smaller than its counterparts, but may still
be worthy in battle. It suffers -1 to COMBAT, DEFENCE, and LIFE.
SCROUNGER 15 Gold
When making a FORAGE action, this character rolls twice, and may choose
which result to keep.
SHAMAN 15 Gold
A character with this trait improves their BRAINS skill by 1. Additionally, this
character knows two spells. The rst spell is chosen randomly by rolling a
D12, and the second is chosen by the player.
SHOOTER 15 Gold
A model with this keyword is relatively pro cient at using whatever ranged
weapon they wield. Improve this character's COMBAT score by 1 when
making a ranged attack.
SNEAKY 10 Gold
A character with this trait cannot be targeted by a ranged weapon from more
than 12 inches away.

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SPELLS:
The Target Number (TN) for casting or resisting a spell is always 9.

1. MOGDEN’S MADNESS
Target model within line of sight must pass a BRAINS skill check (TN 9) or
else it makes a move action towards the closest model, friend or foe. If it
comes into base to base contact with that character, it will attack.
2. MISTS OF BOLTROTH
A low and dense mist washes over the swamp. Line of sight and all weapon
ranges are reduced to 6 inches. At the end of each turn, roll D12. On a result
of 9 or higher the mist clears.
3. REVENGE
Make a +1 DMG BRAINS attack against an enemy model within line of sight. If
that enemy model took a friendly model out of action this round, make a +5
DMG BRAINS attack against that model.
4. FERNIL’S PROTECTION
Cast this spell upon a friendly character within line of sight. Enemy models
targeting this model have a -2 penalty on the appropriate skill check for the
rest of the game. This may not be cast on the same character more than once.
5. TOIL AND TROUBLE
Target character must succeed on a BRAINS skill check (TN9) or else it
becomes a small, pathetic, stinky frog (see Bestiary, page 24).
The frog is assumed to have incurred no damage, and enters the battle eld
with 1 LIFE. This character remains a frog until the spellcaster activates again.
The character is returned to the table with the wounds it had before it was
transformed.
NOTE: It is polite to provide a frog model to replace this character's model.
6. HUNGERING LOAM
A 3 inch disc of rough terrain is created from any point within the spell casters
line of sight.
7. BATTLE CRY
Target friendly character within 12 inches of the spell caster receives +3
COMBAT on their next melee attack. This buff does not stack from multiple
castings.
8. ROOTS FROM BELOW
Target enemy character must immediately pass a COMBAT skill check (TN 9)
or else they are rooted to the spot on which they stand. The af icted model
may make no actions until the spellcaster's next activation.
9. IMPENETRABLE WALL
The spellcaster creates a wall of roots that is 6 inches long and 3 inches tall, at
any point within line of sight up to 12 inches away. This wall can be climbed
over.
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10. LIGHTNING STORM
Three lightning bolts strike from the stormy sky above. Distribute 3 lighting
strikes on up to three target enemy characters anywhere on the board. They
must succeed on an uncontested DEFENCE skill check (TN 9) for each
lightning strike or else suffer 3 DMG. A failed attempt to cast this spell deals 3
DMG to the spellcaster.
11. DEATH BELCH
Characters in front of this spell caster in a 6" cone must make a DEFENCE
skill check against the total BRAINS roll for casting this spell, or else they take
3 DMG and are blinded by stomach bile, suffering -2 on all COMBAT skill
checks for the remainder of the game.
Note: A template is not required for this spell, although players are free to use
one. Otherwise, do what makes the most sense.
12. IN THE GLORY OF THE SWAMP
The spellcaster enhances the glorious magic innate to The Cauldron and
grants all characters, friend or foe, +2 BRAINS when casting spells for the rest
of the game. This spell may only be cast once per game.

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RARE MUTATIONS:
On a rare occasion, a denizen of the swamp may posses a deep connection to
the magic of the Cauldron, regardless of their spellcasting ability. Often, this
results in the manifestation of a mutated physical trait, giving that character a
unique boon.
For each character in a warband, you may roll a D12. On an 11 or 12, that
character receives a rare mutation. Roll another D12.

1-2: WINGS
This character possesses a large set of bug-like wings. It gains the FLYING
keyword. It can freely move its MOVE speed in a straight line in any direction,
ignoring terrain.
3-4: EXTRA ARM
This character may hold an additional one-handed weapon and make an
additional attack with that weapon.
5-6: BARKSKIN
This character's esh is made of rough tree bark. It suffers -1 MOVE.
However, it also reduces all DMG taken by 2.
7-8: BUG SWARM
This character is constantly surrounded by a buzzing swarm of insects. It has
grown accustomed to these pests, however all other characters within 1 inch
of this character suffer a -1 penalty to all skill checks.
9-10: HALF SLUG
The bottom half of this character's body is a slug. It reduces its MOVE by 2
and gains the following spell.
PURVEYOR OF SLIME: The spellcaster emits a foul smelling pool of slime
D12 inches in diameter. This pool of slime is treated as rough terrain for all
other characters.
11-12: TERRIFYING VISAGE
This character has an unsightly and unsettling face, striking fear into the minds
of all who set eyes upon them. This character causes all characters, friend or
foe, within 3 inches to become TERRIFIED.
TERRIFIED: A creature that is terri ed must make a BRAINS skill check
(TN 9) before activating. If this skill check is failed, they are reduced to one
action this turn.

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SET-UP:
Games of Cauldron are played on a table 2 or 3 feet square, with 1 to 2 pieces
of terrain per square foot. More is better. This terrain should consist of trees,
small hills, pools of water, and marshy grass. Players decide together what
blocks line of sight, which terrain is considered rough terrain, and which terrain
is considered impassible.
Place treasure tokens equal to the number of players plus 3, randomly,
roughly 6 inches from any board edge and 6 inches from each other treasure.
Certain scenarios will give further instructions and ideas for terrain set up.
Players may agree on a scenario, or roll a D12 and let the dice decide.
NOTE: Rules for set up, much like the rest of this book, are simply guidelines.
Players are strongly encouraged to explore and expand on the themes in
Cauldron to create their own narrative experience.

PLAYING THE GAME:


Players roll a D12 to determine who deploys their warband rst. The player
who rolls the highest chooses a board edge and deploys all of their models
along that edge.
After the second player has deployed their warband, players will again roll a
D12 to determine who activates a model rst. Players alternate activating
characters until all models on the table are activated.
At the end of the round, any status or spell effects are resolved. Repeat this
process for 4 rounds, or until there is only one remaining warband, or until the
game has reached a natural conclusion. Note that no character may willingly
leave the board until round 3.

UNCONTROLLED CREATURES:
Unless otherwise stated, uncontrolled creatures (creatures not belonging to
any warband) will activate at the very end of the round.
They will use both actions to move towards the closest enemy character. If
they move into base to base contact with a character and have a free action,
they will ght.

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THE ACTIONS:
Each character may perform any two actions during their activation. With the
exception of the MOVE action, no action may be performed twice in an
activation.

MOVE:
A character may move in any direction up to its MOVE stat in inches.
Movement speed is cut in half while moving through rough terrain or climbing.

FIGHT:
A character that moves into base to base contact with an enemy character is
considered to be in melee combat. Characters in melee combat may make a
COMBAT skill check, adding any appropriate modi ers.
A character may not shoot while in melee, but may cast a spell or attempt to
ee. Characters that are out numbered in melee receive -2 to their COMBAT
skill checks.

SHOOT:
A character may declare an enemy character as a target and then make a
COMBAT skill check, adding any appropriate modi ers. Ranged weapons
have no maximum range, unless speci cally stated.
Characters with ranged weapons may shoot into melee, but they must roll a
D12 to randomly determine which model they hit. Enemy characters that are
not fully visible gain +2 to their DEFENCE rolls.

FORAGE:
Resources can be scarce in The Cauldron. Because of this, even in the heat
of battle, most residents of the swamp cannot help but to look around for
something useful.
A character may choose to spend an action to FORAGE, so long as they are 6
or more inches from an enemy character. If a character FORAGES, roll a D12
and consult the following FORAGE table (see page 14).
Any item found while FORAGING may be used in combat during this battle, or
saved for a future battle. Items found while FORAGING may be swapped
between characters between battles, but may only be used once.

CAST A SPELL:
Characters that know spells may use an action to declare they are casting a
spell. Each spell has a Target Number (TN) of 9. Make a BRAINS skill check
for this character and compare the result to the spell's TN. If the result is equal
to or greater than the TN, the spell is successful.

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Some spells may be resisted by the target enemy character, in which case
they make a BRAINS skill check. The TN to resist a spell is always 9.
Spell descriptions are listed in the SPELLS section. Failed spell castings
always cause one damage to the spell caster.

USE AN ITEM:
Throughout a game or campaign, characters will acquire speci c items that
can aid them in and out of combat. Some of these are single use, while others
may be used many times. A character that wishes to use an item simply uses
one action to do so.

PICK UP TREASURE:
In each scenario, characters will have opportunities to collect treasures that
will potentially give them and their warbands an advantage in coming battles. A
character must be in base to base contact to pick up a treasure. Characters
may only carry one treasure at a time.

FLEE:
Sometimes it's important to know when to quit. A character that wishes to ee
melee combat must use an action to roll a D12 and add its MOVE stat to the
result. The character that it is eeing from must do the same. If the eeing
character's result is higher, that model may make a full MOVE action in any
direction.

NARRARTIVE ACTION
Players should talk amongst themselves and decide when it is appropriate or
interesting to allow their characters to make an action that falls outside of the
ones listed above.

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SKILL CHECKS:
Every turn, players will make COMBAT, BRAINS and DEFENCE skill checks
on behalf of the characters in their warbands. These will typically be
contested, meaning that both players are rolling dice. A tie always goes to the
attacker.

CHECKING UNCONTESTED:
When skill checks are not contested, there is a Target Number (TN) of 9. Add
the appropriate modi er to the roll and compare it to the Target Number. If it is
equal to or above 9, then the roll is successful.

CHECKING COMBAT:
All characters have a COMBAT skill that is used when making ranged or
melee attacks. Some characters may have special keywords that make them
better at shooting or ghting, and those modi ers are applied in the
appropriate situations.
The attacking character will make a COMBAT skill check, and the defending
character will make a DEFENCE skill check. If the attacking character's total is
higher than the defending character's total, then the attack is successful, and
the defending character loses LIFE equal to the difference, adding any DMG
modi ers.

CHECKING BRAINS:
All characters have a BRAINS skill. This skill is mostly used when casting or
resisting spells, as well as resolving some ATTRIBUTES and certain situations
in speci c SCENARIOS.

CHECKING DEFENCE:
All characters have a DEFENCE skill. This skill is used when a character is
being targeted with a ranged or melee attack. Defending characters will make
a DEFENCE skill check, contesting the enemy characters COMBAT skill
check.

LIFE:
This represents the amount of damage a character can endure before it is
taken out of action. When a character is reduced to zero LIFE, remove it from
the table. After the game, roll on the SURVIVAL TABLE for this character.

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FORAGE TABLE
1-3: Hmmm, There's Nothing Here
Does what it says on the tin.
4: Shiny Bit Of Metal
Gains DISTRACTING GLARE action: Enemy within 12” suffers -2 to ranged
COMBAT actions & spellcasting BRAINS checks for the remainder of the
round. One use only (as it is then dropped into the mud. Classic).
5: Grasping Vine
Gains GRAPPLE action: Target enemy within 6”. Both characters make
contested COMBAT checks. If the target loses, they are pulled towards the
user a number of inches equal to the difference in the dice rolls. One use only.
6: Perfect Throwing Rock
A character with a Perfect Throwing Rock may use it to perform a ranged
COMBAT action with +2 DMG. One use only.
7: Something Edible
A character may use an action to consume this... item. Roll a D12. On a result
of 4 or higher, this character regains 2 LIFE. One use only.
8: Arcane Fish Bones
After choosing to cast a spell, but before rolling to cast, a character may use to
increase their BRAINS score by 1 for the of casting that spell. One use only.
9-10: Mysterious Mushrooms
A character may use an action to consume a Mysterious Mushroom during
battle. One use only. After doing so, roll a D12 and consult the list below:
1-2: A Bad Thing Has Happened. Model is taken out of action & makes a full recovery.
3-5: Redcap. Gain +1 MOVE for the rest of the game.
6-7: Black Fungus. Gain +2 COMBAT for the rest of the game.
8-9: Yellow Shield. Gain +2 DEFENCE for the rest of the game.
10-12: Ego Death. This character has seen into a dimension beyond. It learns a
random spell. Reroll if the spell is already known by this character.
11: Poisonous Frog
A character may use an action to rub this poor frog on their weapon, or stuff it
in the bottom of their quiver. This weapon becomes POISONOUS for the
remainder of the battle. A character that takes damage from this weapon is
poisoned, and suffers -2 to all COMBAT, BRAINS, and DEFENCE rolls until
the end of the game. Multiple hits from a POISONOUS weapon do not stack.
12: Pickled Foot
A character may spend one action to consume this Pickled Foot. Their LIFE is
fully restored. Roll a D12. On a 10 or higher, they gain the DEATHLESS
keyword. DEATHLESS: This character never has to roll on the injury table.
They always make a FULL RECOVERY.

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SCENARIOS
Players should agree on a SCENARIO they want to play, or roll randomly
below:
1. Folly Of The Spores
2. Lord Of The Mound
3. Trolls In The Twilight
4. The Fungodracus Games
5. The Wizards' Magic
6. Endless Hunger Of The Bog
7. Beast Breaking
8. The Fish Seller
9. Grave Robbers' Dance
10. A King's Ransom
11. Infestation
12. Sunken Ramparts

1. FOLLY OF THE SPORES


Your warbands have wandered into a section of The Cauldron overgrown with
potent mushrooms. Each time a character makes a move action, it kicks up a
cloud of intoxicating spores. At the beginning of the move action, make a
BRAINS skill check (TN 9). If passed, activate as normal.
If failed, move D12 inches in a random direction. This will not bring a character
off the board, or over rough terrain. This counts as the characters move for the
turn. They may then perform one other action with a -1 penalty to the
appropriate skill.

2. LORD OF THE MOUND


Your warbands have stumbled into a clearing in the swamp. In the middle lies
a truly incredible spectacle; the tallest hill a goblin has ever seen, nearly three
full meters to the top. The last character standing on top of the mound earns
the title, “LORD OF THE MOUND” and gains the INCREDIBLY
INSPIRATIONAL keyword: this model gives +1 combat to all models within 6
inches for the remainder of the campaign, or until they are slain.

3. TROLLS IN THE TWILIGHT


All is dark in the swamp, save for a ickering light in the distance. As the
warbands approach this, they notice three ancient swamp trolls sitting around
a camp re, bickering about their dinner. Strewn around the camp re are
copious treasures and artifacts, ripe for the taking.
Place three ancient swamp trolls and one repit in the centre of the board, with
all treasures around them in a 12 inch circle.

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Any character more than 6 inches away from the re is unable to be seen, and
therefore untargetable with any ranged attack or spell. The three trolls are
preoccupied and therefore will not move towards and attempt to attack the
closest model, as is normal for, uncontrolled creatures. Instead, whenever, a
character ends their movement within 6 inches of the camp re, they must roll
a contested BRAINS roll against the closest ancient swamp troll. If the troll
wins the roll, they will move towards that model and attempt to attack them.
Characters with the SNEAKY keyword never have to make this BRAINS
check. Any musket or machine gun re will immediately alert all three trolls to
the presence of all characters, at which point they will move, towards and
attack the closest character, as normal. Characters gain 12D12 experience for
each troll taken out of action. (Stats for Swamp Troll found on page 24.)

4. THE FUNGODRACUS GAMES


As your warbands meet in the bog, they stumble upon the private hunting
grounds of Lady Fribbleguts.
In the center of the hunting grounds lives a fearsome Fungodracus, which has
broken free from its cage.
The Fungodracus will always move towards and try to attack the closest model
within LOS.
The warband which takes the Fungodracus out of action gains 100 experience
and 4D12 gold from the entertained noble.
The statline for the fungal dragon can be found in the Bestiary (see page 24).

5. THE WIZARD’S MAGIC


Legends tell of a time, long before The Cauldron ever existed, when powerful
mages watched over the land from atop their high towers. Giants walked
among the hills and men upon horses slew great dragons for sport.
Now, amongst the muck and the lth, ruins can be found that might indicate
that these stories may have some truth to them.
Your warbands have stumbled into a dry clearing, occupied by the ruins of an
ancient and massive stone tower. Among these ruins, many treasures can be
found. For this game, all treasures found count twice when rolling on
the treasure table.
Any character that has gathered treasure in this game must make a BRAINS
skill check for each treasure collected. If this skill check is failed, that character
gains the BRAINDEAD trait as they are driven mad by the corrupting magic
contained within this archaic treasure.

6. ENDLESS HUNGER OF THE BOG


When ever a model ends their movement, roll a D12 and add their movement.
If the result is less than nine, they become immobilised and begin to sink into
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the Bog. When it is their turn, the only single action they can perform is
ESCAPE by attempting to pass a successful uncontested Combat Check. If
after three turns this has not been achieved, the character is consumed by
The Cauldron and dies.

7. BEAST BREAKING
Place D12 Uncontrolled generic Beasts randomly in the table centre. All who
reduce a Beast to 0 Life make a post-game BRAINS check (TN9). On a
success, add the beast to the warband. Beasts attained in this way can take a
warband over 7 models.
Beast approach and attack the nearest model in line-of-sight at the end of
each turn in a random order.

8. THE FISH SELLER


Foolishly, one of the warbands has decided to capture the Fish Seller and
keep her as a hostage. Roll to see which warband is the stupidest, and
therefore the culprit.
The warband that has taken the Fish Seller hostage must assign her to one
character as her keeper, and must escape with her on the opposite board
edge.
The opposing warband can capture the Fish Seller by taking her keeper out of
action, and carrying her off that warbands opposing board edge. Picking up
the Fish Seller always uses one action
If, for some reason, the Fish Seller is left unattended, she will ee 6 inches
each turn towards the closest board edge.
The victorious warband gains either a reward or a ransom in the form of
10D12 gold. Either way, the Fish Seller survives, unharmed.
If any character attempts to physically harm the Fish Seller with any attack or
spell, they are immediately taken out of action, and permanently slain. This is
the way of the magic of the Fish Seller.

9. GRAVE ROBBERS' DANCE


Deep in the swamp lies an ancient graveyard, littered with broken headstones
and mausoleums. This cemetery has gone relatively untouched, except by the
passage of time. The two warbands enter at the same time, beginning a race
to ransack the place and gather what they can.
Place2D12 tombstones randomly on the board. Characters may use an action
while in contact with a tombstone to search the grave for treasure.
Each time a character searches, roll a D12. On a 9+ there’s treasure. On a
6-8, nothing happens. On a 1-5, there's no treasure, and instead a zombie
crawls out of the grave.

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At the start of each round, a Swamp Ghost appears from a random tombstone.
Stats for both creatures can be found in the Bestiary (see page 24).

10. A KING'S RANSOM


Apparently there has been some sort of misunderstanding, and an
interpersonal squabble has broken out between the two warbands. It started
with name calling, but it ends in MURDER (This is the way of the swamp.)
Each player will select a character model from the opposing warband as their
bounty. The game ends when the rst player takes the target character out of
action.
They receive 8D12 gold, and may assign the ENDLESS BRAGGING RIGHTS
keyword to the character which dealt the nishing blow. The downed bounty
character rolls on the SURVIVAL TABLE as normal (see page 20).
ENDLESS BRAGGING RIGHTS: Once per game, a character with this
keyword may use an action to BRAG. Until the next initiative roll, all enemy
models suffer -3 to the appropriate skill check whenever they target any
character besides the BRAGGER.

11. INFESTATION
Despite the groveling, mongering, and in ghting that takes place in the
cauldron, its denizens are still capable of working together against a greater
threat. The two warbands must work together against a nasty infestation of
Ratmen that have overtaken a favorable sector of the swamp.
Warbands deploy on opposite board edges, and treasure tokens are placed as
normal. in the middle of the table, within a 12 inch circle, place D12+8
uncontrolled Ratmen. They always move towards and attempt to attack the
closest enemy character. Players are encouraged to work together to eliminate
this vermin scourge.
After the game, warbands gain 10 experience for each Ratman that they take
out of action. Additionally, for each Ratman taken out of action, roll a D12. on
an 11 or 12, attain a rat tail. A character may use an action to consume a rat
tail, giving it the CUT AND RUN attribute for the remainder of the game.
CUT AND RUN: a creature with this keyword may attack and then ee in the
same turn. Their attempt to ee automatically succeeds.

12. SUNKEN RAMPARTS


One of the warbands has made camp on the highside of a set of sunken and
derelict ramparts, a mossy and crumbled ruin of a bygone era. The ram-parts,
although mostly submerged in the bog, still stand tall, nearly twice the height
of the tallest orcs in the Cauldron. Along the ramparts sit 3 rusted but operable
cannons. Players should roll to determine which warband is attacking and
which warband is defending. The defending player begins with their warband
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deployed within the ramparts, the attacking player deploys their warband along
the opposite board edge. Any character may re a cannon using their BRAINS
skill. Cannon re resolves at +5 DMG. Defending characters make their
contested Defence skill check as normal. The game ends when the attacking
player captures all three cannons, or when the defending player eliminates the
attacking player's warband. Place treasure tokens as normal.

CAMPAIGN PLAY - GAINING EXPERIENCE:


After each scenario, each player will tally how much experience their
warbands gained in the previous scenario. Let all experience belong to the
entire warband, instead of individual characters.

CONDITION EXPERIENCE

Each treasure secured at the end of the game 15

Friendly character not taken out of action 10

Friendly non-HERO character taken out of action 25

Friendly HERO taken out of action 50

Enemy non-HERO character taken out of action 20

Enemy HERO character taken out of action 40

Any additional EXP as dictated by the scenario (x)

SPENDING EXPERIENCE:
Between scenarios, players may spend as much or as little experience as they
wish on their warbands, consulting the table below for costs.

CONDITION EXPERIENCE

Increase 1 skill or stat for one warband member by 1 75

Randomly learn a new spell, replacing one already known 100

Learn a new spell, keeping all spells previously learned* 150


*Characters without the SHAMAN keyword may learn
spells this way

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SURVIVAL:
After a battle, each character that was reduced to 0 LIFE rolls on the below
SURVIVAL table
RESULT INJURY EFFECT

1 SLAIN This character is permanently removed from


the game. All of its weapons and items are lost.

2-3 PERMANENT This character has received a lasting injury.


INJURY Roll on the Permanent Injury table below.

4-5 CLOSE CALL This character has been severely concussed. It


misses the next game, but afterwards may
return to the battle eld fully healed.

6-12 FULL This character makes a full and miraculous


RECOVERY recovery.

PERMANENT INJURIES:
RESULT INJURY EFFECT

1-3 SMASHED FOOT -1 MOVE

4-6 MISSING FINGER -1 COMBAT

7-9 THUMPED ON THE HEAD A LITTLE TOO -1 BRAINS


HARD

10-12 BROKEN RIBS -1 DEFENCE

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ROLLING FOR TREASURE:
After the game's over, each player rolls 1D12 for each treasure their warband
successfully carried off the table edge. These rolled treasures can be given to
speci c characters, or they can remain in the warbands inventory. Characters
have no concrete limit on the amount of items they may carry, but it is
recommended to keep it to a reasonable number.

RESULT TREASURE

1-4 2D12 Gold

5-7 2 Potions and 2D12 Gold

8-9 3 Potions and 3D12 Gold

10-12 Magic Item, Weapon or Armor

MAGIC ITEMS:
1. Actual Machine Gun
Ranged, +3 DMG. A character with this weapon may make two ranged
COMBAT actions in a turn if they forfeit their MOVE action. If ever the user of
this item rolls a 1 when making a ranged COMBAT action, the Actual Machine
Gun becomes jammed and cannot be used for the remainder of the game.
2. Cloak Of Darkness
This arcane cloak is woven from strands of the night sky. A character wearing
this cloak can never be targeted with a ranged spell or attack from more than 6
inches away.
3. Flying Broom
A character with this item gains the "FLYING" keyword. It can freely move its
MOVE speed in a straight line in any direction, ignoring terrain.
4. Gilded Fish Head
This thing stinks. A character holding a Gilded Fish Head is so overwhelmed
by the stench that it suffers a -1 penalty to all skill checks. However, they may
never be targeted by enemy spells.
5. Heart Of The Tree Spirit
A character holding this item may use their full activation, once per game, to
raise up a massive tree at any point on the table. This tree has a base 4
inches in diameter. It fully blocks line of sight and cannot be own over. Any
character models within this circle are pushed to the outer edge of the 4 inch
circle and take 1 DMG.

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6. Lucky Knucklebones
Once per game, a character holding this item may reroll any COMBAT,
BRAINS, or DEFENCE roll.
7. ASM v2.12
Once per game, character holding the ASM v2.12 may choose any two
characters in LOS and switch their positions. Unwilling characters may make a
-1 BRAINS skill check (TN 9) to prevent this. Any character subject to the
effects of this machine takes 1 DMG.
8. Skull of Flubdidumkus the Forti ed
This skull's wearer's DEFENCE is increased by 1, and enemy characters
targeting the character with a spell suffer -1 to BRAINS.
9. Duplicity Idol
This item may be used between games to create a doppelganger of any
character, and may bring a warband above seven characters. If the
doppelganger is ever taken out of action, they are automatically SLAIN. A
warband may never have more than one doppelganger.
10. The Storm King's Stolen Hammer
This powerful magic relic left by swamp dwellers of ages gone by, must be
wielded with both hands. It decreases the MOVE and COMBAT stats of the
bearer by 1. Successful hits deal +3 DMG to the target and all characters
within 3" of the target.
11. Ghoul's Big Toe
Once per game, a character holding this may make a MOVE action up to 12",
as if they had the FLYING keyword. Roll a D12. On a 1-6, that character takes
2 damage, due to a rough landing.
12. Blade of the Swamp Lich
Melee, +3 DMG. Once per game, when a character makes a successful hit
with this weapon, they may choose to roll randomly on the spell table. That
spell is successfully cast and resolves immediately.

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POTIONS:
1-4. Potion Of Health
A character that drinks this potion regains 3 LIFE, up to their starting LIFE
total.
5-6. Explosive Concoction
A character carrying this potion may attempt to throw it up to 12" by making a
TN 9 COMBAT check. If successful, it deals 3 DMG to all within 3" of the
impact.
7-8. Potion of Corruption
When a character drinks this potion, their LIFE is immediately reduced to half
of their current total, rounded up. They immediately receive a +3 bonus to
COMBAT and BRAINS, and all melee attacks deal an additional 2 DMG. If this
character is taken out of action in the same game it drinks this potion, it must
roll twice on the survival chart and take the lowest result.
9-10. Dreadsnot Brew
When a character drinks this potion, they are immediately taken out of action.
Any treasure or items found while FORAGING are lost. This character does
not roll on the SURVIVAL TABLE. They make a FULL RECOVERY.
11. Gambler’s Ale
A character may drink this potion before the game, reducing their LIFE to 1.
They cannot gain LIFE during this game, but gain a free keyword of their
choice if they survive combat.
12. Potion of Resurrection
A character that carries this potion may
administer it to any friendly character
that has rolled the SLAIN result on the
survival table. That character is now
considered to have rolled the
PERMANENT INJURY result
(see page 20).

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BEASTIARY
Listed below is every creature mentioned in the game scenarios, and some
that are not.
Players are encouraged to use these statlines to generate ideas for
homebrewed scenarios. This list is numbered in the event that players may
wish to roll randomly for creature encounters.

1. ANCIENT SWAMP 2. DIRE BAT


TROLL
MOVE: 6
MOVE: 4 COMBAT: +2
COMBAT: +3 BRAINS: +1
BRAINS: +4 DEFENCE: +3
DEFENCE: +2 LIFE: 6
LIFE: 18 TRAITS: Flying, Spooky, Cut & Run
TRAITS: Indomitable WEAPON: Claws +3
WEAPON: Branch Club +4

3. FROG 4. FUNGODRACUS

MOVE: 2 MOVE: 6
COMBAT: N/A COMBAT: +4
BRAINS: +0 BRAINS: +4
DEFENCE: +0 DEFENCE: +4
LIFE: 2 LIFE: 20
TRAITS: N/A TRAITS: Spore cloud, Flying
WEAPON: N/A WEAPON: Claws +3

5. HILL GIANT 6. LOST HUMAN IDIOT

MOVE: 4 MOVE: 3
COMBAT: +4 COMBAT: +1
BRAINS: +0 BRAINS: +2
DEFENCE: +4 DEFENCE: +1
LIFE: 16 LIFE: 5
TRAITS: Belligerent, Hard to kill, TRAITS: Terri ed
Stomp WEAPON: Hand Weapon +0
WEAPON: Branch Club
TREASURE: 200 Gold
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7. PRISMATIC SPIRIT 8. RATMAN

MOVE: D12 MOVE: 4


COMBAT: +0 COMBAT: +2
BRAINS: N/A BRAINS: +3
DEFENCE: +3 DEFENCE:2+1
LIFE: 2 LIFE: 3
TRAITS: Arcane Boost, Aimless, TRAITS: Cut and run
Flying, Incorporeal, Immobilise WEAPON: Claws +3
TREASURE: 30 Gold

9. SCALEY SNAPPER 10. SENTIENT HOLE

MOVE: 6 MOVE: N/A


COMBAT: +3 COMBAT: +0
BRAINS: +0 BRAINS: +0
DEFENCE: +2 DEFENCE: +0
LIFE: 8 LIFE: N/A
TRAITS: Swampwalk TRAITS: Enthrall, Emerge, Void
WEAPON: Claws & Teeth +2

11. SWAMP GHAST 12. ZOMBIE

MOVE: 4 MOVE: 4
COMBAT: +0 COMBAT: +2
BRAINS: +0 BRAINS: -2
DEFENCE: +0 DEFENCE: +1
LIFE: 3 LIFE: 2
TRAITS: Incorporeal, Spooky, Flying TRAITS: Hard to kill
WEAPON: Hand Weapon +0

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CREATURE TRAITS AND ABILITIES:
Creatures in the following bestiary have access to keywords and goodies that
regular characters don't. Consult this page when they come up.
Aimless
A creature with this keyword always moves in a random direction.
Arcane Boost
While within 6 inches of a creature with this keyword, other characters gain a
+2 bonus to BRAINS rolls.
Belligerent
A creature with this keyword is immune to any spell that requires a BRAINS
check to resist.
Cut and run
A creature with this keyword may attack and then ee in the same turn. The
ee action automatically succeeds.
Emerge
A creature with this keyword deploys at a random point on the table.
Enthrall
Other creatures beginning their activation within 6 inches of a creature with
this keyword must pass a -1 BRAINS check or else they make their full move
directly towards it.
Flying
A creature or character with this keyword can freely move its move speed in a
straight line in any direction, ignoring terrain.
Immoblize
Any other characters within 3 inches of a creature with this keyword are
completely unable to move or attack. spells may still be cast with a -2 penalty
to BRAINS.
Incorporeal
A creature with this keyword may only be harmed by spells.
Indomitable
A creature with this keyword may never take more than 4 DMG from a single
attack. (All dwarves innately have this keyword.)
Spooky
All characters beginning their activation within 3 inches of a creature with this
keyword must pass a BRAINS skill check (TN 9), or become
"Terri ed" (seepage 29).
Spore cloud
Whenever this creature ends its movement, it releases a cloud of intoxicating
spores in a 6 inch radius. Players may decide together the effect of these
spores.

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Stomp
When a creature with this keyword enters into base to base contact with an
enemy model, they automatically make a +2 DMG combat action, even
if they have already made two actions this turn.
Swampwalk
A creature with this keyword may use an action to submerge itself in any
terrain feature representing water. It may then reemerge from any other similar
terrain feature.
Terri ed
A creature or character that is terri ed must make a BRAINS skill check (TN 9)
before activating. If this check is failed, they are reduced to one action on this
turn.
Void
Any creature or character that comes into contact with a creature with this
keyword is immediately taken out of action and treated as if they had rolled the
slain result on the survival table. Be more careful next time!

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Illustrations by Ian Miller

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