Professional Documents
Culture Documents
Hanson
Beta Test
v. 3/30/13
Contents
Introduction
Character Creation
11
17
Treasure
24
43
58
64
Abstract Dungeon
Since this is a beta-test document,
we want to hear your feedback.
Please take this short survey.
Introduction
Welcome to Abstract Dungeon! This is a beta-test version of a new
roleplaying game designed to be super fast and rules-light. Because this
is the beta test version of the game, it is still evolving and your feedback
is welcome. You can learn more about the playtest process at
www.sneakattackpress.com/abstractdungeon.
What Is a Roleplaying Game?
In a roleplaying game (also called RPG), you get together with a bunch of
your friends and create a story together. Most of the players control one
character, appropriate called a player character (or PC). Players interact
with a fictional world through that characters eyes. One player, called
the Game Master (GM for short) controls the rest of the world, including
friends and foes of the player characters.
Most RPGs dont have a way to win. You might have goals for your
character, such as to gain wealth, find a missing loved one, or found a
kingdom, but these are decisions you make, not a game mechanic. The
main goal of an RPG is just to have fun.
Abstract Dungeon is just one of many games out there, and
all of them (including Abstract Dungeon) have their strengths and
weaknesses.
To play a roleplaying
game, you get
together with a bunch
of your friends and
create a story
Speaking of Verisimilitude
Abstract Dungeon relies on the players and GMs to impose anything
resembling verisimilitude. Many games try to enforce this sense of
reality with mechanics, like rules that say a two-handed sword deals
more damage than a dagger. To keep Abstract Dungeons quick and
simple, we dont worry about these with codified rules, though GMs are
free to make such rules if its important to them.
PCs in Abstract Dungeons also play by different rules than
everybody else. They are innately more powerful than the vast majority
of NPCs. NPCs dont even use the same mechanics to accomplish their
4
goals. In fact NPCs mechanics only exist in relation to the PCs. If NPCs
interact with each other, the GMs simply decides what they wants
to happen based on the needs of the story. While we think this helps
Abstract Dungeon focus more on the PCs and their stories, some players
prefer a rule set that helps create an simulated world, where NPCs have
mechanics to reflect their place in that world, not their place in the PC
centered story..
Character Creation
Before you can play the game, you need to have a character. While
many game offer pre-made characters for those who want to get started
right away, character creation in Abstract Dungeon is so quick, we
recommend you create your own.
You can use the character sheet on the final page of this document
to record the result of your character creation.
Step 1: Abilities
The first step in creating your character is to assign your ability dice. All
characters start with the following:
One ability with four dice (this is your primary ability).
One ability with three dice.
One abilities with two dice.
One ability with one die.
You may assign these dice in an order you choose, or roll randomly on
the random ability flowchart on page 9. If you use the flowchart begin in
6
the middle (where it says "start here"). You will make a series of three
die rolls. Follow the die roles until the bring you to the final box which
gives you the values for your four abilities.
Toughness
Toughness represents your physical strength and endurance. It is the
primary ability for tasks such as climbing, jumping, swimming, and
breaking things.
Attacking with Toughness usually represents melee weapons,
unarmed combat, or throwing heavy items. It might also represent
intimidating somebody with your strength, absorbing the negative
effects of alcohol, or entertaining a crowd with your feats of strength.
Attacks against Toughness represent physical threats such as
weapon attacks, suffocation, or poisons.
Agility
Agility represents both your speed and your dexterity. It is the primary
ability for tasks such as balancing, tumbling, dodging, as well as delicate
tasks like opening locks and disarming traps.
Attacking with Agility usually represents ranged attacks and
light melee weapons like daggers or rapiers. It might also represent
impressing a crowd with acrobatics, or tripping somebody up with fancy
footwork.
Attacks made against Agility represent things that the character
must dodge away from, such as most ranged weapons, explosions, and
dragon breath.
Intellect
Intellect represents how intelligent and well educated you are. It is used
to locate clues, solve puzzles, harness arcane magic and recall important
information.
Attacking with Intellect often represents casting magic spells. It may
also represent attacks made with clever inventions, attempts to confuse
foes with words, or persuade them with a well reasoned argument.
Attacks against Intellect represent psychic attacks, charms, and
compulsions. They might also represent verbal assaults.
Spirit
Spirit represents your sense of empathy, your charisma, and your ability
to connect to the spirit world. You will use it to sense danger, convince
people with a passionate argument, or inspire your friends.
Attacking with Spirit typically represents harnessing holy magic or
tapping into the power of nature. It might also represent commanding
your foes to surrender through your sheer force of personality, or
channeling your emotions into physical attacks.
Attacks against spirit represent things that demoralize, drain your
will, or induce fear. Undead creatures like ghost and vampires frequently
attack spirit.
7
Step 2: Traits
At character creation, you assign your character three traits. Traits are
adjectives or short phrases that describe your character. Traits should be
fairly specific. Strong is too generic, but good at lifting things might
be appropriate. Traits do not have any description beyond the name,
you simply bring them into play when you think they might be useful.
You may either chose your traits or roll randomly. If you roll
randomly consult the table on page 10. Roll three different-looking
six-sided dice, and decide beforehand which die result will go in the
hundreds place, the tens place, and the ones place. Alternatively you
can roll on die three time, the first being the hundreds digit, then the
tens, then the ones. (Either way, this is called a hundreds-tens-and-ones
roll.)
Weve organized traits into several categories so that if you or the
GM wants to ensure that you have a trait in a certain category, you can
pick the category and just roll a tens and ones roll. The table have also
been organized so that the more out there traits have high numbers
for their tens digit. If you are trying to run a serious campaign, you might
reroll any tens digit that comes up a six.
If you chose traits, you are not limited to the ones on this list, but
consult you GM when assigning other traits.
4 Toughness
4 3 Intellect
2 Spirit
1 Agility
4 Spirit
3 Agility
2 Intellect
1 Toughness
Your primary
4 Toughness
ability is Tough2 ness.
5 3 Spirit
2 Agility
1 Intellect
Roll 1d6 for
your final stats.
4 Toughness
3 Spirit
3
6
2 Intellect
1 Agility
4 Spirit
3 Agility
2 Toughness
1 Intellect
4 Spirit
3 Intellect
2 Agility
1 Toughness
Roll 1d6
1-3
1-3
Start Here!
4-6
4 Agility
3 Toughness
2 Spirit
1 Intellect
4 Agility
3 Intellect
2 Toughness
1 Spirit
Your primary
ability is Agility.
Roll 1d6 for
your final stats.
Your primary
ability is mental.
Roll 1d6
4-6
4 Agility
3 Toughness
2 Intellect
1 Spirit
4 Spirit
5 3 Toughness
2 Agility
1 Intellect
4 Spirit
6 3 Toughness
2 Intellect
1 Agility
1-3
Your primary
ability is physical.
Your primary
ability is Spirit.
4 Spirit
4 3 Intellect
2 Toughness
1 Agility
4-6
4 4 Agility
3 Intellect
2 Spirit
1 Toughness
4 Intellect
3 Agility
2 Toughness
1 Spirit
5 4 Agility
3 Spirit
2 Toughness
1 Intellect
4 Intellect
3 Agility
2 Spirit
1 Toughness
4 Agility
6 3 Spirit
2 Intellect
1 Toughness
4 Intellect
3 Toughness
2 Agility
1 Spirit
9
1
Your primary
ability is Intel2 lect.
Roll 1d6 for
your final stats.
3
4 Intellect
4 3 Toughness
2 Spirit
1 Agility
4 Intellect
5 3 Spirit
2 Agility
1 Toughness
4 Intellect
6 3 Spirit
2 Toughness
1 Agility
Traits
Social Traits
111
Smooth talker
112
Seductive
113
Intimidating
114
Good at reading people
115
Liar
116
Honest
121
Well connected
122
Shunned
123
Feared
124
Pariahs
125
Misunderstood
126
Unflappable
131
Trusting
132
Blends into a crowds
133
Bombastic
134
Forgiving
135
Knows how to party
136
Creepy
141
Loner
142
Honest
143
Humble
144
Condescending
145
Good with kids
146
Good at insults
151
Knows how to find people
152
Famous
153
Streetwise
154
Orator
155
Pitied
156
Forgettable
161
Negotiator
162
Knows everybodys secrets
163
Divides and conquers
164
Looks that can kill
165
Has groupies
166
Loves everybody
Motives
311
312
313
314
315
316
321
322
323
324
325
326
331
332
333
334
335
336
341
342
343
344
345
346
351
352
353
354
355
356
361
362
363
364
365
366
Mental/Emotional Traits
211
Cowardly
212
Easily offended
213
Hot-headed
214
Friendly
215
Scheming
216
Naive
221
Prudish
222
Stern
223
Fickle
224
Imaginative
224
Practical
226
Level-headed
231
Forgetful
232
Depressed
233
Over confident
234
Superstitious
235
Cautious
236
Dependable
241
Reliable
242
Well-prepared
243
Resourceful
244
Skeptical
245
Patient
246
Fearless
251
Optimistic
252
Pessimistic
253
Obsessive compulsive disorder
254
Phobia
255
Schizophrenic
256
Multiple-personality disorder
261
Unforgiving
262
Angsty
263
Compulsive liar
264
Breaks out spontaneously into song
265
Paranoid
266
Insomniac
Physical Traits
411
Cast Iron stomach
412
Keen eyed
413
Foul mouthed
414
Fleet footed
415
Sharp eared
416
Strong armed
421
Strong scented
422
Luxurious hair
423
Always land on your feet
424
Wicked scar
425
Acute sense of smell
426
Bad breath
431
Built like a brick wall
432
Tall
433
Short
434
Sure footed
435
Soft footed
436
Captivate stare
441
Significant tattoo
442
Exotic hairstyle
443
Dirty
444
Albino
445
Double Jointed
446
Slender
451
Pointy teeth
452
Raze-sharp nails
453
Evil Eye
454
Thick Skinned
455
Fur
456
Halfbreed
461
Element infused
462
You are missing one of your body parts
463
You have an extra one of your body parts
464
Prehensile tail
465
Prehensile tongue
466
Part machine
10
Dice Pool
The central mechanic of the Abstract Dungeon system is the dice pool.
One thing that sets Abstract Dungeon apart from most games is that
you dont roll the dice your character takes action in the fictional world.
Instead you roll all the dice at the start of the game or whenever you
refresh (see page 14). When you start play each ability has a number
of dice equal to your score in that ability. You also roll one die for each
trait, and a single bonus die (after youve leveled up you might have
more than one die per trait, or multiple bonus dice. See page 15). As you
adventure you will also find permanent treasure that have dice attached
to them. You also roll permanent magic item dice at the start of the
adventure, but not single-use treasure like potions.
Make sure to keep them organized according the ability, trait, or
treasure that granted you the die, because for most things it matters
what kind of die you use. The easiest way to do this is to place your
character sheet flat on a table, then put your dice on the corresponding
part of the character sheet. You can also use different color dice
to represent the different abilities. If you have the dice for it, we
recommend matching the dice color to the ability ovals on the character
sheet (red dice for Toughness, etc.)
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As you go about the adventure, you will slowly deplete the number
of dice you possess. There are two ways that you reduce your dice pool:
spending them to accomplish goals and taking damage. When you
make attacks you always spend one or more dice. You must spend the
entire die and may not save some of it for later. When you take damage
however, you take a value of damage. This might eliminate entire an
entire die, or reduce the value of one or more dice.
Challenges
Things that require PCs to spend dice are generally known as challenges,
and they come in two main varieties: conflicts and obstacles. The main
difference is that in a conflict PCs are in danger if they do nothing, but
against an obstacle they are not. A band of hostile goblins is a conflict,
while a locked door in an obstacle.
Conflicts
Conflicts are challenges that the PCs need to overcome that include
danger. Battles are the most common type of conflict in Abstract
Dungeon, but conflicts might also include negotiations, interrogations,
and environmental dangers. Conflicts involve some sort of danger
to heroes, may it be physical, social, or psychological. If there is little
danger, the conflict is either an obstacle or not a really a challenge at all.
In the latter case simply allow the PCs to succeed. Climbing a tree is not
worthy of a conflict. Climbing a tree while its on fire is. Haggling with a
sword merchant for a lower price is not worthy of a conflict, but trying
to negotiate the surrender of an opposing army qualifies.
Setting up a Conflict
The first thing that happens in a conflict is that the GM sets up the
opposing side by rolling dice for each opponent in the fight. Weaker
opponents are represented by single dice, while stronger opponents are
represented by more dice (bosses are represented by lots and lots of
dice).
Making Attacks
Each round the players take turns to declare what they want to do and
how to spend their dice. The player character always act before their
opponents. Each player can spend up to one ability die, one trait die,
and one treasure die per round (a maximum of three dice). Players may
spend fewer dice, and need not spend any dice if they so desire. Among
the players there is not set order to who goes first, and most usually
players just speak up when they have a good idea.
These dice defeat any number of enemy dice whose total is equal
to or less than the PCs total dice spent. If the heros dice are enough to
defeat the enemys dice, then any extra value from the dice is lost. It
may not be banked or partially applied to enemies.
If the PCs die is less than the enemys, then they have the option of
working towards a partial defeat. In this case place the PC die next to the
12
Goblins
Ogre
enemy die. Other PCs can, on their turns, use their dice to work toward
further defeating the challenges dice. When the total value of the PCs
dice is equal to or greater than the enemy;s die, then remove that die
from the challenge.
When all the dice of the challenge are removed, the challenge
itself is also defeated. The specifics of defeated means depends on the
nature of the challenge, and how the PC acted. In combat it often means
slaying the monsters or knocking them out, but it can also mean forcing
them to flee or surrender. If defeated by magic, enemies might be put
to sleep, blown up, or turned to stone. In a social conflict defeating the
challenge means that the PCs convinced their opponent to agree with
them, forced them to back down, or negotiated an arrangement that
works for everybody.
Taking Damage
After the player characters act, any threats they have not defeated get
to act and deal damage. The challenges statistics describe the amount
and type of damage (see Monsters and Other Challenges on page 43).
Damage is always a value rather than a die. When you take damage
subtract the value of the damage from dice in the appropriate dice pool.
If you wish, you can spread this among several dice in the ability pool or
take it all from a single die. So if you take two damage to Agility, you may
lower of your Agility dice by two, or two dice by one. Because damage
is a value, you cannot place it all on a die whose value is less than the
damage value (though you can place enough on that die to reduce it to
zero, in which case you discard the die).
Damage targets one of the four one or more ability scores by
default. If the damage scores are listed with an or (Toughness or
Agility) the player may chose to remove the damage from either or both
abilities. If the damage is separated by an and (Intellect and Spirit)
then both of these dice pools suffer that amount of damage.
Players may attempt to divert damage to a different ability or a
different player may volunteer to have his character take the damage
instead, however both these options increase the amount of damage
dealt.
The first step in diverting damage is convincing the GM that it is
possible by describing how you are going to do it. For example a holy
knight hit by an orcs blade might say that hes using Spirit to cast a
healing spell to cure the physical damage, and thus takes the damage
from Spirit.
13
If the GM accepts your rational, you may deduct the damage from
the other die pool. Doing this, however, increases the damage you take.
If you use an ability adjacent to the default ability or use a trait instead
of the ability, increase that damage by one. If you use the ability across
from the default ability increase the damage by two.
Taking damage for another character is also possible, but also
requires you to give the GM a good explanation for what you want to do
(perhaps you leap between your friend and the dragon). Doing this also
increases the damage by one. Furthermore, if you choose, you may both
take the damage for a friend and use a different ability, but the damage
increases both for changing the ability and for changing the target. If
you use Intellect to divert an attack against your friend that normally
deals one damage (Toughness) you would deal four damage to your
Intellect, one extra for changing the target and two extra for changing
to a non adjacent ability. This might represent cast a spell to summon a
magic shield to block an spiders bite. Because you cast the spell so fast,
you experience additional mental exhaustion.
Some magic items have dice pools that can be used specifically to
absorb certain types of damage. Using magic items to absorb damage in
the manor that they are intended does not increase the damage taken.
If your GM is especially generous she might allow you to use magic items
in unconventional ways to absorb damage. Again, this would increase
the damage. For example the GM may allow you to use your flaming
sword to prevent cold damage. If you are so lucky, the damage increases
by one.
Obstacles
Obstacles are similar to conflicts, except they do not have a damage
phase. In general an obstacle should offer the PCs some kind of a
rewards. This might be a concrete reward like extra treasure, or a
story based reward, like giving the PCs clues to solve a murder. If the
PCs action does not offer any kind of reward, just let the PCs do it. For
example a PCs who wants smash a treasure chest to get the gold inside
is facing an obstacle, but a holy zealot who wants to smash some idols of
an evil god should just go ahead and narrate it.
Because obstacles do not deal damage, you do not need to take
turns as with conflicts, nor are you limited to spending a single die from
each category.
Refreshes
In Abstract Dungeon, you may sometimes be able to refresh some or all
of you dice pools mid adventure. These generally fall into two categories
depending on who initiates them. These are either PC refreshes or GM
refreshes.
PC Refreshes
When player characters initiate refreshes, you typically get rid of all dice
you currently have, and re-roll all your dice pools (as though you started
a new adventure). The PCs also need to justify why they are regaining
14
GM Refreshes
When the Game Master grants the PCs a refresh, the PCs keep all dice
they have not spent and gain additional dice. The GM might allow you
to regain all of your dice (in which case you wind up with more dice in
many pools than you initially started with), or she might allow you to
only refresh some of you dice, such as gaining back three Ability dice
and one Trait die.
GM refreshes are commonly used to reward the PCs or as tool to
propel the story. What might seem like a generous refresh may actually
signify that you are about to face a terrible battle (have some dice...
youll need them).
one. So if the adventure is initially worth three XP, and you take one PC
refresh before completing it, you instead receive two XP.
As you gain XP, you level according to the level advancement chart
on page 17. (For math geeks out there you increase in level when your
XP = [current level]2).
Variation: GM Fiat
This optional rules replaces the standard rules for leveling and
advancement. Instead of tracking XP, the GM simply tells the PCs to
periodically level up. This method saves time on book keeping, but if
you use this rule also consider modifying when the PCs are allowed
to initiate refreshes. Without the XP sacrifice there are no mechanical
intensives for them not to refresh often.
Benefits of Leveling Up
As you level up you gain additional dice in your dice pools. Every time
you level up, you add one die to one of your dice pools. A default
progression is suggested on the table below, but the GM is free to alter
what pools you add to at which levels.
When you add dice to traits, you may either increase the number of
dice dedicated to a single trait, or add a new trait. Your primary ability is
the one that started at four at level one, and all other abilities are nonprimary.
Level Advancement
Level
1
2
3
4
5
6
7
8
9
10
11
Total XP
0
1
4
9
16
25
36
49
64
81
100
16
GM Jobs
Have Fun
Never forget, this is a game, and people play games to have fun. You and
the rest of the players should have fun or theres no point. All of the rest
of the guidelines below (and all the rules in this book) are designed to
help you have fun. We think they should help, but if any of them get in
your way, feel free to disregard them.
That being said everybody has bad nights, and some game sessions
are less exciting than others. However if you find that you or another
player is not having fun its time to have a talk. Maybe you need to take
the campaign in a new direction, or maybe youd like to step down as
GM and become a regular player. In extreme circumstances you might
even switch to a game other than Abstract Dungeon (yes there are such
things) or even another hobby.
smell to detect the orc sneaking up behind him, and give him a thwack
when the orc is not looking? It is a little far fetched. Maybe if the PCs
are in a lightness environment and the heightened sense of smell really
would be useful.
In general you want err on the side of letting the PCs do their thing,
but sometimes there will just be no good explanation on how that die
can work. Thats okay. The PCs will still survive the fight, and the player
will get another chance to spend that die.
If youre starting a new campaign, youll also want to give the
players a rough idea of what the world is like. You dont have to have an
entire atlas and history created (in fact we recommend that you dont).
You do want to have a name for the town that PCs start out in though,
including a few ideas of who important NPCs might be and what some
major threats and mysteries in the region are.
As you get comfortable with Abstract Dungeon and your gaming
group, you may even want to create opportunities for the players to
contribute to the story line. For example if theres an long abandoned
wizards tower not far outside of town, the PCs have doubtlessly heard
rumors about it. Ask them to each write down a rumor of terrible danger
and another rumor of great reward that can be found in the wizards
tower. You can then use these rumors to help shape the adventure, and
of course, like all rumors they may not all be entirely true.
Campaign Building
The campaign is the largest unit of game planning that youll deal with. A
campaign is an ongoing narrative that last for many gaming sessions. You
can think of it as a television series or an ongoing series of books.
Typically a campaign features a set group of PCs and a world that
remains constant from game session to game session. Sometimes
campaign have overarching plots and recurring villains that tie the
various adventures together. Other campaigns are just tied together
by the characters and players who run them, and like many television
programs the campaign resets to the status quo at the end of each
week.
Setting Building
Creating your campaign often includes information about the world the
PCs live in, like the town they are based in, the kingdom they live in, and
the powerful enemies they might face. Dont feel like you need to create
all of this information up front. Start small, and add to the setting as
the story demands. Also feel free to enlist your players in this process,
especially when related to their PCs. If one of the PCs comes from a
distant land, ask them to describe it. If a PCs was trained in a special war
academy, ask the hero where it is, and what it taught.
Adventure Building
Adventures are the middle length unit of story in Abstract Dungeon.
It is equivalent to and episode of TV, or a single book in a series. In an
adventure there is a beginning, middle, and end. In most adventures the
20
PCs learn about a problem at the beginning of the adventure. Then they
work to solves this problem, and uncover more information about the
problem. At the end of the adventure they solve this problem.
Because Abstract Dungeon is such a quick game, you can complete
most adventures in a single game session lasting between two to four
hours, though some adventures make take two or more sessions.
Experience
When you craft an adventure to try to think about how many dice of
opposition the PCs are likely to encounter. The amount of opposition
determines how much XP the adventure should be worth.
In general an adventure is worth a number of XP equal to the
number of dice people are likely to face, divided by six, and then divided
again by the number of PCs. (So a group of four PCs who face defeat 48
dice worth of challenges would receive 2 XP each) If you have developed
the adventure before hand, you can let the PCs know how much
potential XP the heroes gain. Then if the players decide to take a refresh,
the potential XP decreases by one.
If you make up the adventure as you go along, you can instead
count the number of dice as the PCs defeat them. Then grant them one
XP per six dice per PC.
Treasure
As you create your adventure, you should also think about what kind of
treasure the PCs might find during the adventure. This treasure could
take any form, from gold to magic swords, to a lifetime supply of pies
(see the Treasure Chapter on page @@ for more).
In a default campaign PCs should have a number of permanent
treasure dice roughly equal to their level. Keep track of this, and when
you see some PCs falling behind on the treasure track, try to customize
the treasure to be something that appeals to those characters.
Encounter Building
The encounter is the shortest story unit in the game Abstract Dungeon.
It is the equivalent of a scene in a book or movie. In it, the PCs typically
encounter a single challenge, or possibly a few linked challenges. When
you create an encounter you are focused on the immediate level,
thinking about what the PCs will do in a very short amount of time.
Encounter Difficulty
PCs are likely to overcome nearly any encounter because the odds are
so heavily weighted in their favor, but some encounters take more effort
than others.
Easy: Easy encounters have fewer dice than there are PCs. They are
just about always resolved in one round, and frequently do not require
all the members of the party to participate. You should include a few
easy encounters in an adventure for small problems that the PCs can
easily overcome.
21
Standard: A standard encounters has more dice than there are
PCs, up to double the number of PCs. If the PCs want to overcome the
challenge in one round, they must all participate, and must either spend
some of their higher-value dice, or spend dice from multiple sources.
Standard encounters often last more than a single round and thus have
a chance to damage the PCs, but they seldom last a a third round. Most
encounters in your game should be standard encounters.
Difficult: Difficult encounters have dice equal to more than double
the number of PCs. PCs are unlikely to defeat the challenge in one
round, even if they spend multiple dice. The final encounter of an
adventure is typically a difficult encounter, and longer adventures might
have a few more difficult encounters along the way.
Challenge-Free Encounters
Not every encounter needs to contain a challenge. This frequently
occurs in social encounters, where the PCs just want to talk with
some NPCs, or maybe have a drink in the pub. These challenge-free
encounters are an important part of the game an add a lot flavor.
22
Wants...
To loot
To steal
To pillage
To conquer
To devour
The bones of a fallen comrade
To raise an army of undead
To enslave the masses
To pit enemies against each other.
The philosophers stone
To change the future
The greatest war on earth
To assassinate the King
Revenge
Redemption
A powerful secret
Attention
To make everybody understand
Release an unspeakable terror
To control the streets
To control the economy
To control the government
What the PCs have
To reclaim the wild
A horde of treasure
To corrupt the pious
To cleanse the impure
Dinner
A powerful magic item
To live
Blood
Immortality
Closure
A cure
To solve the ultimate riddle.
To open a gate to another plane.
23
Treasure
Treasure is a major tool that you can use to reward your players.
Treasure typically comes in the form of money, magic items, or wealth.
A die worth of gold represents a large some of money that the PCs can
spend to acquire expensive items. Magic items are enchanted items like
flaming swords and boots that let the PCs fly. Wealth represents nonmagical property that still give the PCs power and influence, such as a
tavern or the rights to a silver mine.
Treasure is also separated into permanent treasure and single-use
treasure. As the names imply, PCs can only use single-use treasure once,
but they keep permanent treasure until they are otherwise parted from
it.
Treasure has dice just like abilities and traits do, and PCs can spend
these dice to overcome challenges when it seems reasonable the
treasure would be useful. In most cases PCs roll their dice for permanent
treasure at the start of their adventure, but dont roll for single-use
treasure until they actually use it.
Money
Money represents whatever currency is present where the PCs live,
most commonly coins of gold, silver, and copper. In more unusual
settings it might also represent paper notes, coca beans, or living souls.
Money can also represent valuable goods that are easy to find buyers
for, such as precious gems.
Money is by default a single-use item (though the GMs section
contains ideas for making it a permanent item). PCs can use it directly,
such as by bribing a corrupt official, or they can use it to buy other
treasure.
By default, PCs can only use money to buy wealth, not magic
items (though as always the GM can adjust this). To purchase single-use
treasures, the PC just removes the money die and gains a die for that
item. To purchase permanent wealth, the PCs must spend an amount
of money equal to five times the value (in dice) of the item purchased.
PCs can also upgrade their items by spending five dice worth of money
for each die added to the permanent treasure. See the chart below for
details.
Treasure
Dice
1
2
3
4
5
4
5
24
Random Treasure
You can easily generate a random treasure by rolling on the tables
below. For completely random treasure, start with the treasure dice
table, then move on to the kind of treasure table, and proceed from
their. You begin on another table if you already know some of the details
(if you know you have want to give out a two dice weapon, just roll on
the weapon table).
The top of each table tells how many dice you should roll using the
d6 notation. For random treasure tables add dice together.
Treasure Dice Table (2d6)
Roll
Treasure Dice
2
5
3
4
4
3
5
2
6
1
7
1
8
1
9
2
10
3
11
4
12
5
General Treasure Table (1d6)
1-4 Single-use treasure
5-6 Permanent treasure
Single-Use Treasure Table (1d6)
1-3 Gold
4-6 Potions
Permanent Treasure Table (1d6)
1 Weapon
2 Armor
3 Ring
4 Rods, staffs, wands
5 Miscellaneous items
6 Wealth
25
26
Sample Treasure
The treasures described in the following section are examples of
treasure that player characters might find in your campaign. These are
not the only treasures they might find, so please come up with your own
ideas for new items to discover.
Weapons
Weapons are items that can be used to physically harm somebody, such
as axes, swords, or nunchucks.
Dancing
Weapon
At your command this weapon can animate and fight against your foes.
Disrupting
Weapon
These weapons are particularly effective against undead, by disrupting
the necrotic energies that fuel the creatures unlife. A single blow from
a disrupting weapon can reduce an undead creature to dust. Disrupting
weapons are frequently bludgeoning weapons like maces and hammers.
Special: When used against undead, treat any dice from the
weapons as though they had a face value of six.
Flame Tongue
Weapon
Upon command this weapon bursts into flame. It sheds light as torch,
and burns anything the blade touches.
Holy Avenger
Weapon
These weapons appear to be fairly ordinary in the hands of most
characters, but in the hands of the most pious warriors, they explode
with radiant power. If you are such a warrior, can use the holy avenger
to create a divine barrier to protect you and your allies from harm, in
addition to using the weapon to attack.
Special: Most characters cannot use more than 1 die from a holy
avenger. Holy warriors who can unlock its full potential can use all of
its dice. If you are such a character, when you use the weapon against
demons, devils, or undead, treat the value of any dice spent as one
higher than face value.
Talking
Weapon
When drawn from its scabbard, this weapon immediately begins
speaking. Each different weapon has its own personality and you may
wish to roll on the Traits Table on page @@ to determine just how the
weapon acts. Talking weapons grant their bonus dice either because
they give you advice, or because they hurt your foes.
27
Phasing
Weapon
This weapon is typically a missile weapon such as a bow or crossbow.
Projectiles fired from this weapon pass through solid obstacle until it
strikes a living target.
Venomous Weapon
This weapon secretes a poison that is passed into the bloodstream of
any creature it hits. Though many such poisons are deadly some merely
paralyze their victims, or render them unconscious.
Seeking
Weapon
Seeking weapons are ranged weapons. When the weapon is thrown it
homes in on its target, changing its path to go around corners, or follow
escaping foes. The ammunition from bows and crossbows similarly
follow their targets.
Special: This must be a ranged or thrown weapon
Slaying
Weapon
This weapon is designed to slay a particular kind of creature, chosen at
the moment of its creation. They are often carved with runes to state
their purpose, and glow whenever their designated foe is near.
Special: When used against creatures that the weapon is keyed
against, treat the value of any dice spent as though it were one greater
than face value.
When you discover a slaying weapon, make a tens and one roll to
determine what kind of creature it is keyed against.
Slaying Weapon
11
Angel
12
Beast
13
Bird
14
Cleric
15
Construct
16
Demon
21
Dinosaur
22
Dragon
23
Dwarf
24
Elf
25
Elemental
26
Fish
31
32
33
34
35
36
41
42
43
44
45
46
Ghost
Giant
Gnome
Goblin
Halfling
Hobgoblin
Human
Insect
Kobold
Lizardfolk
Lycanthrope
Mummy
51
52
53
54
55
56
61
62
63
64
65
66
Ooze
Ogre
Orc
Plant
Rabbit
Reptile
Skeleton
Spider
Troll
Vampire
Wizard
Zombie
28
Vorpal Blade
Weapon
These legendary blades are impossibly sharp, forged in a process long
since forgotten. They say that these swords can be used to slay even the
most powerful monsters.
Special: The dice in the vorpal blades pool are all sixes. They can
only be used to defeat a creature that has a head, and in defeating the
creature you chop off its head.
Winter
This weapon in perpetually covered in a layer of frost. It is cool to the
touch, but that is nothing compared to the devastating cold it delivers to
any foe it strikes.
Armor
All armor and shields have a special use for their dice. When you takes
damage from a source that the armor might protect against, you may
reduce the damage from the armor instead of the ability. This does not
change the value of the damage (unless otherwise noted).
Bone
Armor
This suit of mail is made from the bones of people or animals. In
addition to protecting you, it is a ghastly sight to behold. At least to most
people. Necromancers and the like might find it stylish.
Breastplate of the Silver Host
Armor
This silver plate armor seems to always be polished to a perfect shine.
Upon command, white feathered wings spring from the back of the
armor and carry you aloft.
Special: When damage from demons is applied to the armor,
reduce the value of the damage by one (minimum of zero).
Dragon Shield
Armor
This shield is engraved with the face of a fierce dragon. It is particularly
the effective against attacks made by dragons.
Special: When you apply damage from a dragon to the shield,
reduce the value of the damage by one (minimum of zero).
Dwarven Plate
Armor
This heavy plate armor was forged by ancient dwarves using long lost
techniques. It is nearly indestructible.
Elven Chain
Armor
This fine chain shirt is made from mithral and crafted by the elves. It is
29
so light and flexible, it feels like a cloth shirt, yet it is strong enough to
withstand any arrow.
Glamored
Armor
This suit of armor is enchanted with powerful illusionary magic so that it
can take the appearance of any kind of outfit you wish.
Interposing Shield
Armor
This shield is enchanted with magic runes that help it protect not only
you, but also your allies.
Special: If you take damage for an ally that you could reasonably
apply to the shield, you can apply the damage to the shield without
increase the amount. (Normally you increase the damage amount when
taking it for an ally).
Mail of the Burning Legion
Armor
This black iron mail is hot to the touch but does not burn the wearer.
Upon command a dozen chains burst forth from the armor. You can
command these change to attack foes, or use them to carry yourself
along like they were spindly legs.
Special: When damage of an angel is applied to the armor, reduce
the value of the damage by one (minimum of zero).
Shadowed
Armor
Darkness clings to this armor. It not only protects you, but also aids in
attempts to go unseen.
Snake Skin Suit
This armor is made from snake skins and grants you extra protection
from poisonous attacks.
Special: When damage of venomous creature is applied to the
armor, reduce the value of the damage by one (minimum of zero).
Throwing Shield
You can use this circular shield to block attacks or throw it at enemies
like a discus. When thrown it always returns to your arm.
Rings
Rings are small metal bands that you can place on your finger. While the
magical effects might occur whenever you wear the ring, you only get a
benefit from it when you spend the dice.
Animal Friendship
Ring
When you wear this simple loop of leather, animals seem less hostile
and more likely to follow your commands.
30
Elemental Command
Ring
These rings come in for different varieties, each allows you to control
one of the four classic elements, air, earth, fire, or water. In addition,
while wearing the ring, elemental creatures of the appropriate type are
more likely to parlay with you or consider you an ally.
To determine the nature of the ring roll on the table below.
Ring of Elemental Control
1
Air
2
Earth
3
Fire
4
Water
5-6
Reroll
Invisibility
Ring
This plain gold ring makes you disappear from sight whenever you place
it on your finger.
Feather Falling
Ring
A feather pattern is engrave along the edge of this ring. If you fall while
wearing it, the ring slows your descent, protecting you from harm.
Special: When you take damage from falling, you may apply the
damage to the rings dice without increasing the damage.
Mind Shielding
Ring
Runes of protection adorn this jade ring. It helps keep your mind safe
from psychic intrusion.
Special: The dice from this ring cannot be used to make attacks.
Instead they absorb damage from mental attacks without increasing the
damage value.
The Ram
Ring
This bronze ring has a head of a large ram engraved on the front of it.
Upon command, a battering force erupts from the rams head, bursting
down doors or knocking down foes.
Regeneration
Ring
This ring greatly speeds up natural healing allowing you to recover from
mortal wounds in just a few hours.
Special: You can transfer dice from the ring of regeneration to
Toughness or Agility, You may only do so while you are not in a conflict,
and you cannot increase these abilities beyond their normal value.
31
Shielding
Ring
This ring creates an invisible shield of force roughly three in diameter. It
floats several inches away from the ring. You can move the force shield
with a wave of your hand.
Special: The dice from this ring cannot be used to make attacks.
They can be used to absorb damage from anything that a shield of
invisible force could block without increasing the damage value.
Spell Turning
When magic spells are cast at you while wearing this ring, you are able
to turn them back at their caster.
Special: When you are damaged by a magic spell, you may apply
the damage to the rings dice with no increase in damage. If you do, the
caster suffers an equal amount of damage.
Three Wishes
Ring
This platinum ring has three large rubies clustered together in a triangle.
When you make a wish, one ruby turns to dust, but your wish is granted.
Special: This treasure does not have permanent dice attached to
it. Instead when you make a wish, you may roll six dice to represent the
outcome of that wish. Unlike the standard rules for magic treasure, you
may spend all six of those dice in a single round. When you have used
all three wishes, the ring loses its magical powers (though its still a nice
ring).
Alternatively, with GM approval, your wish might grant you a single
permanent die in one ability, trait, or treasure.
Wizardry
Ring
This silver ring is engraved with arcane runes. It allows spell-casters
to draw power from the ring to fuel their spells allowing them to cast
more each day. Despite the name it works for all kinds of magic, not just
wizard magic.
Special: You can transfer dice from the ring of wizardry to Spirit
or Intellect, You may only do so while you are not in a conflict, and you
cannot increase these ability beyond their normal value.
Potions
Unlike most treasure, you do not roll your potion dice at the start of the
adventure. Instead roll your potion dice only after you decide to use the
potion. Once you have used the potion you may use the dice at any time
until the potions duration expires, or you refresh your dice. After you
consume a potion it is gone forever.
Dragon Breath
Potion
The cloudy reddish-brown liquid is so spicy it feels like your mouth is on
fire. As you breath out a gout of flame bellows from your mouth.
32
Fire Resistance
Potion
This orange potion is numbs your mouth as you drinking it. Though
there is no immediate effect, but should you stick you hand in a fire, you
feel nothing but a slight tingle. This potion lasts for one day, or until you
spend the dice.
Special: You cannot use these dice to make attacks. Instead when
you drink the bottle, you gain a die pool that you may use to absorb
damage dealt by fire.
Flying
Potion
This cloudy white potion has no flavor and you barely can tell you are
drinking it. Once you have, however, you are able to fly off the ground
though pure force of will. This flight lasts 10 minutes, or until you have
spent all the dice.
Gaseous Form
Potion
This bottled is sealed with wax, but has no liquid within it. However if
you inhale the air inside, your form loses substance, so you resemble
little more than a billowing cloud. In this form you can pass through any
opening that is not air tight, and most attacks pass right through you.
You remain in this form for 10 minutes or until you have spent the dice.
Growth
Potion
As you drink this potion it seems to produce far more liquid than the
beaker indicated. Upon drinking it you grow to double your height and
gain tremendous strength. This growth lasts for one hour, or until you
spend the dice.
Healing
Potion
These crystal blue liquids have a sharp bitter taste. Drinking them causes
cuts, bruises, and burns to repair themselves and after drinking it you
feel refreshed. When you drink the potion, before rolling assign the dice
to either Toughness or Agility. You cannot assign more dice than your
maximum value.
Heroism
Potion
This sparkling golden drink tastes like all the greatest flavors from a
sumptuous feast. When you drink it you become the paragon of battle.
All your attacks, whether sword or spell are tremendously effective.
Invisibility
Potion
Upon drinking this potion you become invisible. Other creatures cannot
see you, though you can still be heard, smelled, and touched. You
33
become visible again after expending all the dice of the potion, or after 1
hour, whichever comes first.
Love
Potion
This clear liquid is sweet almost to the point of decadence. After
consuming it, the drinker becomes completely enamored with the next
creature of the species and gender that the imbiber would normally be
attracted to. This infatuation lasts for one day, or until the dice granted
are used up.
Special: Unlike most potions this potion is not intended to be drunk
by a PC, and they gain no dice for drinking it. Instead they gain the dice
benefit if they are the object of the drinkers affection.
Mana
Potion
These sparkling red liquids bubble and fizz in your mouth. It restores
your mystical power and mental energy. When you drink the potion,
before rolling assign the dice to become either Intellect or Spirit. You
cannot assign more dice than your maximum value.
Shape Stealing
Potion
This liquid appears clear until you add the final ingredient, a hair from
the creature you wish to duplicate, at which point it takes on a flavor
and color distinct to that creature. It allows you to take on the form of
one creature roughly equal in size and shape (a dwarf might imitate and
elf, but not a giant or a wolf). This transformation lasts four hours.
Shrinking
Potion
There is only a tiny drop of flavorless liquid in the vial. After drinking it,
you shrink down to just one tenth your size. You remain that way for one
hour, or until you expend the dice pool.
34
Icicle Wand
Wand
This wand seems to be a broken icicle that never melts. It is cold to the
touch but does not damage your skin. It magnifies the power of coldbased magic.
Immovable Rod
Rod
With a click of a button this rod freezes in place, and cannot be moved
by any means.
Fairy Wand
Wand
This wand seems to be a living branch of oak that continues to grow
leaves even though it is not attached to a tree. Fairy wands amplify
the power of enchantments that alter targets emotions, feelings, or
thoughts.
Rod of Lordly Might
Rod
This metal rod has a large ball at the top and several buttons. Pushing
these buttons can transform the rod into several shapes, including a
sword, axe, spear, ladder, or vaulting pole. Another button can make the
rod point to magnetic north.
Staff of the Arch Magic
Staff
This powerful staffs are prized by spell casters everywhere. They
enhance any kind of magical attack that the you make. In desperate
situations you can even break the staff to unleash its power all at once.
Special: You may break the staff in a retributive strike. If you do you
do, you gain a number of dice equal to ten times the number of dice
that the staff had. You must immediately use these dice to attack your
enemies (this ignores the normal limit for magic item dice).
Unfortunately your allies also take damage equal to five times the
number of dice the staff possessed (applied however they wish). You
must roll on the table below to determine your fate.
Retributive Strike
1 You take damage equal to five times the number of dice the staff
possessed
2 You take damage equal to ten times the number of dice the staff
possessed
3 You teleport to far off location
4 You teleport to another plane
5 You instantly die
6 Roll again twice
35
Staff of Healing
Staff
This staff is infused with healing magic. It can close wounds and remove
disease with a gentle touch.
Special: You can use a die from the staff to replenish a die of
Toughness or Agility to one PC (this cannot increase the PCs die pool
beyond its maximum).
Staff of Fire
Staff
The oaken staff seems to constantly smolder. It is warm to the touch and
emits a thin trail of smoke, but it is never consumed. Upon command,
some or all of the staff bursts into flame. It also enhances any fire spell
cast while wielding it.
Staff of Snakes
Staff
Upon command, this staff transmutes into a venomous snake. The snake
follows your commands to the best of its ability.
Transmuters Staff
Staff
This staff can change its shape into anything you desire. It enhances
magic that alters the physical form, such as turning somebody into a
newt.
36
Wand of Wonder
Wand
These powerful but dangerous wands directly channel chaos magic.
They produce different results nearly every time that they are used.
Special: Do not roll the die for a wand of wonder until you decided
to use it. In addition to rolling the die you spend, you should also roll
two tens-and-ones rolls and consult the tables below to see what the
wand produces. If the you can find a way to justify why the result of the
tens-and-ones roll is useful, you may spend the die. Otherwise the GM
may attempt to justify why the result backfires, and if she does so, you
take damage equal to the die. If she does not, than no result comes from
the die.
Wand of Wonder Table 1
11
Explosion of
12
Ray of
13
Beautiful
14
Spell of
15
Flying
16
Spray of
21
Venomous
22
Binding
23
Smelly
24
Invisible
25
Golden
26
Boiling
31
Transformed into
32
Flesh to
33
Shimmering
34
Sleeping
35
Ninja
36
Man-eating
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66
Hallucinogenic
Rapidly growing
Flaming
Cloud of
Invincible
Rabid
Forgotten
Bolt of
Hail of
Rain of
Mocking
Screeching
Cone of
Ravenous
Undead
Overwhelming
Slimy
Biting
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
35
36
65 Worms
66 Skulls
Monkeys
Plants
Miscellaneous Items
Miscellaneous items are magic items that do not fit easily into other
categories.
Boots of Jumping
Miscellaneous Item
The stylish boots have thick rubber soles that put a bounce in your step.
When you wear them you gain the ability to make leaps of astonishing
distances.
Boots of Water Walking
Miscellaneous Item
These fine leather boots are well oiled. They enable you to walk on
water (and other similar liquids) as though it was solid ground.
37
Mushrooms
Vines
Swords
Fog
Armor
Badgers
Tome
Lightning
Arrows
Stones
Laughter
Eels
Cold
Zombies
Spiders
Darkness
Chain of Binding
Miscellaneous Item
Upon command, these thick iron chains wrap themselves around a
target of your choice, and do not release the creature until you issue
another command.
Coin of Good Luck
Miscellaneous Item
This appears to be a simple copper coin, but it is said to bring great
fortune on any who possesses it. In addition, when you flip it, the coin
always lands on the side (heads or tales) that you call out.
Crystal Ball
Miscellaneous Item
Crystal balls are powerful tools of divination. They allow those who stare
into them to view far off places. You can also attempt to use a crystal ball
to peer into the future, however, such visions are often shadowy and
imperfect.
Elven Cloak
Miscellaneous Item
Though it is made from a thing and light material, this cloak keeps you
warm in all but the coldest environments.
Ever-Full Stein
Miscellaneous Item
This large silver beer stein always remains two-third full of ale regardless
of the how much is drunken from it. Despite this it never spills, and the
ale cannot be poured into other containers.
38
Flying Carpet
Miscellaneous Item
This carpet is a yard wide and twice as long. It is woven in an intricate
patter by what must be a talented artist. Upon command the carpet
rises into the air and bears you aloft.
Glasses of X-Ray Vision
Miscellaneous Item
These anachronistically named glasses allows the wearer to see through
nearly any solid substance. Lead and possibly certain other substances
determined by the GM block the x-ray vision.
Hat of Disguise
Miscellaneous Item
This hat first seems to be a simple gray wool cap, but when worn, it
transforms to match whatever outfit the character wears. The hat has
39
the power to cloak you in shroud of illusion. It can make the you look
like any creature of similar size and shape.
Helm of Telepathy
Miscellaneous Item
This ornate helm allows you to both project you thoughts to others, and
read the surface thoughts of nearby creatures.
Necklace of Vermin Friendship
Miscellaneous Item
This necklace is made of fine amber. It is enchanted with powerful
magic that causes insects, arachnids, and similar creatures to perceive
the wearer as a friend. It also enhances magical spells involving such
creatures.
Portable Hole
Miscellaneous Item
This seems to be a simple piece of black cloth, a circle measuring three
feet across. However when you place it on a surface and speak the
command word, a hole appears where none existed before.
Rope of Climbing
Miscellaneous Item
This strong hempen rope can be commanded to animate itself,
stretching upward so that creatures can climb it, even if there is nothing
for the rope to affix itself to. You can also command the rope to tie and
untie itself.
Spoon of Sustenance
Miscellaneous Item
When you place this wooden spoon in a bowl or similar vessel, it fills
that vessel with a bland but nourishing gruel.
Wealth
Wealth includes just about anything that is valuable and useful, but not
magical. In general wealth tends to be more useful outside of fights.
Art Object
This is a beautiful work of art. Most often it is a statue or painting, but
art objects also include fine rugs, illuminated manuscripts, or ornate
versions of mundane items. Most people value art objects for their
aesthetic qualities, but some people appreciate the art based on who
created it or purely for its monetary value.
Bling
Wealth
Bling is valuable jewelry, including necklaces, rings, bracelets and
piercings. It is not a single item, but a collection of several items. Bling is
intended to show off your wealth and impress other people.
40
Boat
Wealth
You have a boat. It might be anything from a canoe to a three masted
sailing ship. Boats are most frequently used when crossing bodies of
water, including lakes, rivers, and oceans.
Castle
Wealth
This is a large fortified structure. The main function of a castle is to
protect the land against invading forces, but they can also be used as
leverage in negotiations among nobles.
Crafting Shop
This is a small building that both manufactures and sells a particular type
of goods, such as clothing, shoes, weapons, armor, pottery, or carpentry.
Shops can provide you both with those goods, as well as a steady
income.
Fancy Clothes
Wealth
These clothes are particularly stylish and likely to impress the people
who see them. Their dice are likely to be used in social situations when
its important to give off an air of wealth or style. Multiple dice typically
reflect larger wardrobes filled with many fancy outfits.
41
Hirelings
Wealth
You have several employees who you pay a decent wage, and in return
they provide you with labor. These includes porters, butlers, stewards,
cooks, and the like. Hirelings are seldom skilled in combat. Note that you
do not actually own the hirelings, this just represents the fact that you
have enough money to regularly pay them. If you mistreat your hirelings
they will go elsewhere, and if you earn a reputation for causing their
deaths, you are unlikely to acquire more.
Library
Wealth
You own a large collection of books. These frequently help you look up a
specific piece of information on a particular topic.
Mine
You own the mining rights to underground minerals. This includes
precious metals like silver and gold, gems like diamonds and emeralds,
and more practical minerals like iron, tin, or salt. Mines are beneficial
both because they can provide you with the mineral in question, and
also because the can produce a stead source of income.
Mount
This is a riding animals, most typically a horse, but it could be a more
exotic animal like an elephant, griffin, or giant bee. You are encouraged
to come up with descriptions and names for your mounts. Mounts are
frequently used when traveling, and possibly during mounted combat.
Tavern
This is a drinking establishment and meeting place. It may also serve
food and offer lodging. You might use the dice of your tavern to gather
rumors or bribe somebody with free alcohol. More dice often represent
a larger or more popular tavern.
42
Monsters
Monsters are the most likely conflict for PCs to encounter. The represent
animate creatures that may have hostile intentions.
monster spends a die with a value equal to or greater than the value of
the attack it wants to make. Like PCs spending dice, if the die is greater
than the value of the attack, any extra is lost.
Dragon
Dragons are fearsome magical creatures that look like giant winged
reptiles. They come in several varieties that have different breath
weapons and prefer different environments.
All dragons tend to be greedy and arrogant. They hoard treasure
and consider themselves superior to all those around them.
Frost Dragon
10 Dice per PC
Super-Boss Monster
Attacks
6: Breath Weapon, 3 damage (Toughness or Agility) to all enemies.
5: Entomb, 3 damage (Toughness) to one enemy. That enemy is encased
in ice and cannot take other actions until it breaks out of the ice (4 dice).
4: Spawn Icelings, 3 icelings (1 die each) appear to attack the PCs.
Icelings deal 1 Agility or Toughness damage.
3: Aura of Fear: 1 damage (Spirit) to all enemies.
2: Tale Slap: 2 damage (Toughness or Agility) to two enemies.
1: Icy Bite: 3 damage (Toughness) to one enemy.
0: Claw: 2 damage (Toughness or Agility) to two enemies.
Vulnerable: Fire
Special Abilities: Double Attack (A dragon can make two attacks each
round. These attacks must have different values.)
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Forrest Dragon
14 Dice per PC
Super-Boss Monster
Attacks
6: Breath Weapon, 4 damage ( Toughness or Agility) to all enemies.
5: Cloud of Poison, 1 damage (Toughness) to all enemies. The cloud
hangs in the air and causes an additional 1 damage (Toughness) to all
enemies until the cloud is dispersed (4 dice).
4: Acid Spittle: 2 Damage (Toughness) to three enemies. Each target
also is taking continuous acid damage represented by one die on each
PC. Until the acid is removed the PC takes an automatic 1 Damage
(Toughness) durring each of the dragons turns.
3: Aura of Fear: 2 damage (Spirit) to all enemies.
2: Tale Slap: 3 damage ( Toughness or Agility) to two enemies.
1: Poisonous Bite: 3 damage (Toughness) to one enemy.
0: Claw: 2 damage (Toughness or Agility) to two enemies.
Special Abilities: Double Attack (A dragon can make two attacks each
round. These attacks must have different values.)
Fire Dragon
20 Dice per PC
Super-Boss Monster
Attacks
6: Breath Weapon, 5 damage ( Toughness or Agility) to all enemies.
5: Dancing flames, 2 damage (Toughness or Agility) to all enemies. The
landscape is also set on fire. This fire is treated as five dice challenge,
and until it is defeated it deals 1 damage (Toughness or Agility) to each
enemy every round.
4: Ignite: 3 Damage (Toughness or Agility) to three enemies. Each target
also is set on flame represented by one die on each PC. Until the acid
is removed the PC takes an automatic 1 Damage (Toughness or Agility)
during each of the dragons turns.
3: Aura of Fear: 3 damage (Spirit) to all enemies.
2: Tale Slap: 4 damage (Toughness or Agility) to two enemies.
1: Fiery Bite: 4 damage (Toughness) to one enemy.
0: Claw: 2 damage (Toughness or Agility) to two enemies.
Special Abilities: Double Attack (A dragon can make two attacks each
round. These attacks must have different values.)
Dwarf
Dwarves are a proud race of fierce warriors and expert craftsman.
They they are shorter than humans but way just as much, and the men
typically grow long beards. Though generally friendly, their stubborn
pride can put them at odds with others.
Dwarf Warrior
1 Dice Monster
Attack: Battle Axe, 1 (Toughness or Agility) to one enemy.
Resist: Toughness
Vulnerable: Agility
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Dwarf Berserker
3 Dice Monster
Attack: Sweeping Axe, 2 (Toughness or Agility) to two enemies.
Resist: Toughness
Vulnerable: Agility
Dwarf King
3 Dice +3 Dice per PC Boss Monster
Attacks
4: Intimidating War Cry, 2 damage (Spirit) to all enemies.
2: Sweeping Hammer, 2 damage (Toughness or Agility) to three enemies.
0: Crashing Hammer, 2 damage (Toughness or Agility) to one enemy.
0: Dwarven Curse, 2 damage (Spirit or Intellect) to one enemy.
Elf
Elves are a people with deep ties to nature and magic. They look like
splendor humans with pointed ears. Elves are generally good but can be
xenophobic and haughty.
Elven Archer
1 Die Monster
Attack: Longbow, 1 damage (Toughness or Agility) to one target
Resist: Agility
Vulnerable: Toughness
Elven Battle Cat
2 Dice Monster
Attack: Claws, 2 damage (Toughness or Agility) to one target
Resist: Agility
Elven Enchanter
3 Dice Monster
Attack: Charm, 1 damage (Intellect) to one target and 1 damage
(Toughness or Agility) to a different target.
Resist: Intellect
Elf King
3 Dice +3 Dice per PC Boss Monster
Attacks
4: Thorny Snare, 2 damage (Agility) to all enemies.
3: Condescending Monologue, 1 damage (Spirit or Intellect) to all
enemies.
1: Twin Arrows, 2 damage (Toughness or Agility) to two enemies.
0: Elven Blade, 2 damage (Toughness or Agility) to one enemy.
0: Snide Remark, 2 damage (Spirit or Intellect) to one enemy.
46
Giant
Giants generally appear to be large humans. There are several races of
giants that stand anywhere from nine to twenty feet tall.
Hill Giant
4 Dice Monster
Attack: Club, 3 (Toughness or Agility) to one enemy.
Resist: Toughness
Vulnerable: Intellect, Spirit
Frost Giant
5 Dice Monster
Attack: Sweeping Axe, 2 (Toughness or Agility) to two enemies.
Resist: Toughness, Cold
Vulnerable: Fire
Fire Giant
5 Dice Monster
Attack: Fiery Blade, 4 (Toughness or Agility) to one enemy.
Resist: Toughness, Fire
Vulnerable: Cold
Ghost
Ghost are spirits of the dead who cannot pass through to the next world.
They frequently have some tie to life that keeps them here. Individual
ghosts often have unique powers.
Ghost
4 Dice +4 Dice per PC Boss Monster
Attacks
4: Frightful Presence, 2 damage (Spirit) to all enemies.
3: Paralyzing Touch, 3 Damage (Spirit) to one enemy and that enemy
cannot attack next turn.
1: Ghostly Cleave, 1 damage (Toughness and Spirit) to two enemies.
0: Ghostly Blade, 1 damage (Toughness and Spirit) to one enemy.
0: Dark Stare, 2 damage (Spirit) to one enemy.
Goblins
Goblins are small humanoids with sharp teeth and large bat-like ears.
Their skin comes in a range of color from bright green, to rusty brown.
They often live by stealing from other humanoid communities.
Goblin
1 Die Monster
Attack: Spear, 1 damage (Toughness or Agility) to one enemy.
Vulnerable: Toughness, Intellect
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Chiefs Guard
2 Dice Monster
Attack: Hand axe, 2 damage (Toughness and Agility) to one enemy.
Vulnerable: Toughness, Intellect
Goblin Shaman
3 Dice Monsters
Attack: Dark Curse, 2 damage (Spirit or Intellect) to one enemy.
Vulnerable: Toughness, Intellect
Goblin Chief
3 Dice +3 Dice per PC Boss Monster
Attacks
2: Sweeping Axe, 3 damage (Toughness or Agility) to two enemies.
1: Soul-Crushing Insult, 3 damage (Spirit) to one enemy.
0: Battle Axe, 2 damage (Toughness or Agility) to one enemy.
Hangman Vine
Hangman vine is a carnivorous plant that ensnares its food in powerful
vines, than constricts it to death. After the food has died it secretes a
digestive enzyme and absorbs the meal through its flesh.
Hangman Vines
2 Dice Monsters
Attack: Choking Vines, 2 damage (Toughness or Agility)
Resist: Spirit
Hobgoblin
Hobgoblins are a humanoid race with pronounced teeth and graybrown skin. They revel in battle and frequently survive by raiding other
communities.
Hobgoblin Warrior
1 Die Monster
Attack: Longsword, 1 damage (Toughness or Agility)
Resist: Spirit
Hobgoblin Warmage
3 Dice Monster
Attack: Elemental Bolt, 1 damage (Toughness AND Agility)
Resist: Spirit
Hobgoblin Warchief
Goblin Chief
6 Dice +3 Dice per PC Boss Monster
Attacks
4: War Cry, 2 damage (Spirit) to all enemies.
2: Flashing Blade, 3 damage (Toughness or Agility) to two enemies.
0: Longsword, 2 damage (Toughness or Agility) to one enemy.
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Human
Humans are a race of people similar to real world humans.
Human Bandit
1 Dice Monsters
Attack: Sword or Crossbow, 1 damage (Toughness or Agility) to one
enemy.
Human Master Illusionist
6 Dice +3 Dice per PC Boss Monster
Attacks
4: Shimmering Blast, 2 damage (Intellect) to all enemies
2: Illusionary Target, 2 damage (Toughness or Agility) to one enemy and
2 damage (Spirit) to another. (An illusion causes on target to attack its
ally, and the attacker feels really bad about it)
0: Shimmering Ray, 2 damage (Intellect) to one enemy
Kobold
Kobolds are a race of small reptilian humanoids. They are weak and
cowardly, but also cunning and have a knack for traps.
Kobold
1 Die Monster
Attack: Spear or sling, 1 damage (Toughness or Agility) to one enemy.
Vulnerable: Toughness and Spirit
Kobold Elite Guard
2 Dice Monster
Attack: Short sword, 2 damage (Toughness or Agility) to one enemy
Vulnerable: Toughness and Spirit
Kobold Dragon Priest
3 Dice Monster
Attack: Flame Blast, 2 damage (Agility) to two enemies
Vulnerable: Toughness and Spirit
Kobold King
3 Dice +3 Dice per PC Boss Monster
Attacks
2: Kobolds War Cry, 2 damage (Spirit) to all enemies.
1: Acidic Spittle, 3 damage (Agility) to one enemy.
0: Dragon Claws, 2 damage (Toughness or Agility) to one enemy.
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Mummy
Mummies are corpses that have been preserved and animated with
necrotic magic. They frequently protect tombs.
Mummy
3 Dice Monster
Attack: Rotting Touch, 1 damage (Spirit AND Toughness) to one enemy.
Vulnerable: Spirit, Fire
Ogre
Ogres are large brutish humanoids that stand nearly eight feet tall. They
are often greedy and gluttonous and seldom very bright.
Ogre
3 Dice Monster
Attack 3 damage (Toughness or Agility)
Vulnerable: Intellect
Orc
Orcs are humanoid races with pronounced teeth, large noses, and
green-tinted skin. They are slightly larger and more muscular than
humans, and tend to live in societies where the strongest rules.
Orc Warrior
1 Dice Monster
Attack: Battle Axe, 1 Damage (Toughness or Agility) to one enemy.
Resist: Toughness
Orc Battle Priest
3 Dice Monster
Attack: Necrotic bolt 1 Damage (Toughness AND Spirit)
Resist: Toughness
Orc Chief
6 Dice +3 Dice per PC Boss Monster
Attacks
4: Intimidating Attack, 4 damage (Toughness) to one enemy and 1
damage (Spirit) to all other enemies.
2: Sweeping Axe, 3 damage (Toughness or Agility) to two enemies.
0: Battle Axe, 2 damage (Toughness or Agility) to one enemy.
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Oozes
Oozes are amorphous creatures that appear similar to giant amoeba or
shimmering cubes of gelatin.
Flesh Eating Ooze
2 Dice Monster
Attack: Flesh eating pseudopod, 2 damage (Toughness) to one enemy.
Gelatinous Cube
4 Dice Monster
Attack: Engulf, 2 damage (Toughness) to one enemy, and the target
cannot attack until it escapes (1 die obstacle) or the gelatinous cube is
destroyed.
Rat, Giant
Giant rats are similar to their smaller kin, but larger and more vicious.
Rat, Giant
1 Die Monster
Attack: Bite, 1 damage (Toughness or Ability)
Vulnerable: Toughness, Intellect
Skeleton
Skeletons are the bones of creatures that have been animated through
necromancy. They retain none of what they new in life, and do nothing
but follow the orders of their master.
Humanoid Skeleton
1 Die Monster
Attack: Rusty sword, 1 damage (Toughness or Spirit) to one enemy.
Resist: Agility
Vulnerable: Spirit
Bear Skeleton
3 Dice Monster
Attack: Undead maul 2 damage (Toughness) AND 1 damage (Spirit)
Resist: Toughness
Vulnerable: Spirit
Spider
Spiders are eight-legged creatures with thick exoskeleton. Some spin
webs and some are venomous. They are not intelligent, but hunt or trap
prey.
Spider, Big
2 Dice Monster
Attack: Poisonous Fangs, 2 damage (Toughness) to one enemy
Resist: Agility
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Thornlings
Thornlings are small plant creatures that can take on a vaguely
humanoid shape. They are covered with thorns, which they can fire at
attackers.
Thornlings
1 Die Monster
Attack: Thorn Toss, 1 damage (Agility)
Resist: Agility
Troll
Trolls are large misshapen humanoids with thick green hides. They can
regenerate damaged body parts, provided they are not killed by fire or
acid.
Troll
4 Dice Monster
Attack: Claw, 2 damage (Toughness or Agility) to one enemy.
Special: If a troll is damage but not defeated at the end of the round, it
regains on die (it cannot have more than its starting dice).
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Tyrannosaurus Rex
The tyrant lizard king was once the greatest predator of its age, with
teeth the size of daggers. Though most have died out, a few exist on
secluded islands and in underground vaults.
Tyrannosaurus Rex
6 Dice Monster
Attack: Bite, 6 damage (Toughness or Agility) to one enemy.
Werewolf
Werewolves are cursed humanoids who turn into a terrible wolf-like
creature on the nights of full moons. When in this form the lose their
normal personality and become dangerous killing machines.
Werewolf
4 Dice Monster
Attack: Tooth and Claws, 2 damage (Toughness or Agility) to two
enemies.
Resist: All attacks that are not made by a silver weapon.
Special: Werewolves cannot be killed except by silver weapons. Anybody
bitten by one risks turning into a werewolf.
Winter Wolf
Winter wolves are giant white wolves that live only in the coldest
climates. In addition to their terrible bites, they can also exhale a blast of
icy cold breath.
Winter Wolve
3 Dice Monster
Attack: Freezing Breath, 1 damage (Toughness) to three enemies.
Icy Bite, 3 damage (Toughness or Agility) to one enemy.
Wyvern
Wyverns are large flying creatures akin to dragons. Unlike dragons, they
have two legs, a poisonous tale, and only animal-level intelligence. They
tend to dwell in mountains and are sometimes used as mounts by those
brave enough to train them.
Wyvern
3 Die Monster
Attack: Tail Stinger, 1 damage (Toughness and Agility) to one enemy.
Resist: Agility, Toughness
Vampire
Vampires are humanoid undead who survive by drinking the blood of
others. As they age they slowly increase in power.
53
Vampire
4 Dice Monster
Attacks: Longsword 3 damage (Toughness or Agility) to two enemies.
Enchanting Gaze, 2 damage (Spirit) to one enemy, and that enemy
cannot attack the vampire next turn.
Vampiric Bite (may only use on an enemy previously subjected to
Enchanting Gaze), 1 damage (Toughness AND Spirit) to one enemy.
Special: Vampires can only be killed by a steak through the heart, or
exposing them to daylight. If defeated in other ways, they turn into mist
and escape to their coffins.
Targets bit by a vampire risk turning into vampires after their death.
Zombie
Zombies are corpses that have been reanimated through dark magic.
They are do not retain anything they remembered in life, and exist only
to follow the commands of their master.
Zombie
2 Dice Monster
Attack: Slam, 2 damage (Toughness or Spirit) to one enemy.
Vulnerable: Spirit
Environmental Challenges
Environmental challenges are dangers posed by the world around
the characters. It includes things like wilderness journeys and major
obstacles that take hours or days to bypass. Environmental dangers
almost always have a number of dice based on the number of PCs.
Climbing
The climbing environment is used for long climbs such as a mountain or
a magic beanstalk leading to a cloud kingdom. Climbing a wall or tree is
either an obstacle or not a challenge (PCs can do it automatically).
Climbing the Mountains
3 Die +3 Per PC
Environment
Attack: Nasty Fall, 3 damage (Toughness) to one PC.
As you narrate
environmental
challenges you might
come up with specific
dangers that the PCs
face.
Surviving
PCs have to survive a lot of things, from spear wounds to the boring
droll of a government bureaucrat. The surviving environment, however,
applies to situations where the PCs are at risk of dying from starvation
or thirst or in extremely hot or cold environments. Surviving challenges
might apply in the desert or on a small lifeboat adrift at sea.
Surviving the Desert
4 dice +4 Per PC
Environment
Attack: Dehydration, 1 damage (Toughness) to each PC.
Social Challenges
Social challenges involve interacting with other people (people is used
rather loosely in a fantasy setting). They frequently damage Intellect or
Spirit.
Social challenges
frequently damage
Intellect or Spirit.
Negotiate a Surrender
This challenge is designed to represent the PCs talking to generals, kings,
orc chiefs, and others who might be leading an army or a nation to war.
It is not meant to convince two kobolds to give up fighting.
Negotiate a Surrender
3 Dice +3 Dice per PC Boss Social
Attacks
4: Unreasonable demands, 2 damage (Intellect) to all PCs.
2: Going around in circles, 1 damage (Spirit or Intellect) to three PCs.
0: Pointed insult, 2 damage (Spirit or Intellect) to one PC.
Obstacles
Obstacles are things that PCs need to expend energy to overcome, but
that do not really threaten them if left alone. In general there should be
some kind of benefit to overcoming obstacles. If there is no benefit, just
let the PCs succeed.
Obstacles are different from most challenges in that they do not
deal damage.
56
Climb
A climb is used when there is a small obstacle to climb such as a rope,
a wall, or a tree. For longer climbs, like scaling a mountain, use the
climbing environmental challenge. As with most other obstacles, there
should be some kind of reward or time pressure for the climb, otherwise
just let the PCs make the climb without spending dice.
Climb a Tree
1 Die Obstacle
Climb a Rope
2 Die Obstacle
Climb a Wall
3 Die Obstacle
Lock
Something is locked shut. It might be a door, treasure chest, or manacle
holding the kidnapped prince. PCs most commonly overcome locks by
picking them or breaking them.
Poor Lock
1 Die Obstacle
Average Lock
2 Dice Obstacle
Good Lock
3 Dice Obstacle
Hidden Item
An object is hidden someplace and the PCs want to find it. It might be
a stash of gold, a magical artifact, or the key they need to escape the
dungeon.
Hidden Under the Bed
1 Die Obstacle
Hidden in a Secret Compartment
3 Dice Obstacle
Looking for a Needle in a Haystack
5 Dice Obstacle
57
the any who attempt to pass through the Dark Forrest. So far several
merchants and travelers have perished passing through. One escaped
and lived just long enough to tell the tale.
XP
PCs who complete the adventure without refreshing receive 2 XP. Those
who take one rest receive 1 XP. If they take two or more rests, Eldin tries
to return the necklace. Haithot kills Eldin and reclaims the necklace,
then returns to his slumber. The problem is solved and the PCs gain no
XP.
Players Introduction
The adventure begins when a member of the Merchants Guild named
Sylvist advertises that shes looking to hire an armed escort to get
her through the Dark Forrest, and more importantly to discover what
happened to the others who passed through.
Sylvist is a gregarious woman in her early forties. She is also a
shrewd business woman who looks for any chance to squeeze another
copper out of her clients. She tells the PCs that for almost a week no
travelers have emerged from the Dark Woods, until yesterday. A man
limped into town, half gnawed to pieces. He muttered something about
teeth and claws before he passed away.
Sylvist intends to leave for Morvans Hallow tomorrow at first light
and hopes to hire the PCs to escort her there safely. She will give them
a small some of coin (no mechanical effect) if they manage that, and a
larger sum (one die) if they get her to Morvans Hallow and make the
woods safe again.
Sylvist is happy to answer an PC questions, but she does not know
much about the threat they will face. Normally it takes about eight hours
to reach Morvans Hallow, six of which are through the Dark Forrest.
The Dead Man
If PCs wish to examine the body of the man who came from the woods,
they are free to do so. They can tell obviously that he suffered many
bite wounds. Those who take a close look find more. If PCs investigate
physically they have a one die obstacle (resist Toughness and Agility) to
learn more. (Roll a single six-sided die. PCs must spend one or more of
their dice equal to or greater than the obstacle die to overcome it. Treat
PC dice from Toughness and Agility as though they were one lower than
face value). The PCs should narrate how they are using that die, and
it should make sense for both the source of the die and the problem
at hand. (For example a player would need a good rational for using
Toughness to investigate the body, as punching it until it talks would
probably not reveal much).
If the PCs succeed, they discover splinters of wood among bite
wounds. The wood splinters seem to have impaled themselves in the
victim. (These come from plants animated by Haithot.)
If PCs attempt to sense the body for any lingering magic, it is a two
dice obstacle (Resist Toughness and Agility) allows them to notice a
lingering aura of nature magic.
59
Yesterday a man
limped into town, half
gnawed to pieces.
At the Cairn
The entrance to Haithots Cairn is a rocky opening in the side of a
small hill. PCs who examine the entrance find that it has been recently
disturbed and they also see traces of ancient writing on a lintel stone
above the door. As a one die obstacle (vulnerable Intellect) PCs can
decode the ancient elven dialect and translate it as Here Lies Haithot,
protector of the forest. Do not disturb his rest.
The inside of the cairn is simple. A single hallway leads to Haithots
burial chamber.
Eternal Guardians
There are many animal bones scattered through out the passage. As the
PCs pass through, some of them assemble themselves into the forms of
great bears.
There is one bear skeleton for every two PCs.
Bear Skeleton
3 Dice Monster
Attack: Undead maul 2 damage (Toughness) and 1 damage (Spirit)
Resist: Toughness
Vulnerable: Spirit
61
Burial Chambers
When PCs reach the burial chamber, they find a large rock pile at the
center (Haithots body lies under the rocks). The rocks were recently
moved (by Eldin) so the skeleton is now easily accessible. Haithots spirit
rises from the stones. He appears as a spectral elf clad in animal skins
are wielding an oaken staff. Defilers, he says to the PCs. You shall pay
for your crimes with blood.
Because Haithot is a boss monster, he has much more dice than
most monsters, and he attacks slightly differently. He may spend any
of his dice to make an attack listed in his description that has a value
equal to or lower than the die he spends. He may always use his 0 attack
without spending any dice. Also feel free to improvise new attack similar
to those listed if you think a different description would better fit the
battle.
Haithot, Druid Ghost
6 Dice +3 per PC
Boss Monster
Attacks
5: Swam of Spectral Fangs, 3 damage (Body) to all enemies
2: Entangling Plants, 1 damage (Agility) to all enemy
1. Fire Toss, 2 damage (Body or agility) to one enemies.
0. Withering Touch, 1 damage (Body or Agility) to one enemy.
62
Treasure: If the PCs defeat Haithot and they search his remains, they
find his magical staff.
Staff of Fire
Staff 1 Die
The oaken staff seems to constantly smolder. It is warm to the touch and
emits a thin trail of smoke, but it is never consumed. Upon command,
some or all of the staff bursts into flame. It also enhances any fire spell
cast while wielding it.
63
Adventure Background
The orcs of Stone Tooth Mountains never appreciated Harg's baking.
Sure they'd eat pie, but they'd just as soon eat three-day-dead possum.
So Harg traveled to Morvan's Hollow hoping the townsolk would
understand the nuance of her baking.
At first the locals resisted, on account of her being an orc and all,
but once they tasted her scones they started to come around. Things
were looking great for Harg. But for every silver lining, there's a cloud.
64
Harg traveled to
Morvans Hollow
hoping the townsfolk
would understand the
nuance of her baking.
The village's other baker, Melville, saw his customers dwindle, and it did
not take long for him to figure why.
Melville sought to undermine Harg's bakery, so he ordered his
son Argon to sabotage Harg. But when Argon went to Harg's two very
unexpected things happened. He ate a muffin, and he fell in love.
Argon and Harg entered a whirlwind romance. For now they are
keeping it a secret, because Harg is worried about the community
accepting her, and Argon knows his father would be furious. Melville is
no fool though. He's noticed his son sneaking out at night, and sees that
Harg's bakery continues to prosper.
To make the situation even more urgent, in just a few days
Morvan's Hollow will host a regional baking competition, attracting
bakers from nearby towns and villages. Melville thought he had the pie
portion of the competition locked down, but now he's nervous Harg
might best him, and he would feel completely humiliated if a savage orc
took the top pie prize.
Now Melville's decided to go to more extreme measures. He's
looking for a band of mercenaries to get the orc out of here. One way or
another.
XP
PCs who help either Harg or Melville win the baking competition
without refreshing receive 2 XP. Those who take one rest receive 1 XP,
as do PCs who simply drive off Harg and refuse to get involved with
the baking competition. If they take two or more rests, they receive
no experience. In this case they run out of time to influence the pie
competition and somebody from out of town wins.
Players' Introduction
The PCs are relaxing at their favorite hangout, when the baker Melville
approaches them with an offer for work. He is concerned about a
terrible orc that has moved into town, and he needs bold adventures
to take care of the problem "the way that adventurers do." He offers to
reward them handsomely for their efforts.
Melville can tell the PCs where to find the orc, but he leaves out
many key details. For example he neglects to mention that the orc is
just trying to establish a small business for herself, or that her bakery
is taking away his business, or that she has midnight rendezvous with
Melville's son. Melville refuses to call Harg by name or even use a
feminine pronoun. He calls her "the orc" and "it.
If the PCs successfully get rid of Harg, Melville pays PCs
handsomely, granting them a die worth of money. He then offers
them another payment if they can help him win the upcoming baking
competition. See Bake Off on page 4.
Do not roll dice to represent Melville unless PCs come into physical
or social conflict with him. If they decide to interrogate Melville they
can get the true story out of him by eliminating half of his dice. (This
represents that he is not completely defeated, but that he's beaten
down enough to make some concessions).
65
Melville
6 Dice +3 Dice per PC Boss Monster
Attacks
4: Vapid Boasting, 2 damage (Intellect or Spirit) to all enemies.
2: Pie to the face, 2 damage (Agility AND Intellect) to one enemy.
0: Pie Cutter, 2 damage (Toughness or Agility) to one enemy
Other Townsfolk
If the PCs ask other people in town about the new orc, opinions are
divided into to camps, those who are terrified of her ("because... you
know... she's an orc"), and those that are her loyal customers ("she
might be an orc, but she makes a mighty fine danish.") PCs can find
people who share either of these opinions with no effort.
Harg's Bakery
Melville gives accurate directions to Harg's bakery, though of course he
doesn't mention it a bakery, calling it a "lair" or "den." Other townsfolk
can confirm the location.
Harg's bakery is a small shop with a small living space on the
second floor. Unless PCs arrive early in the morning (when she's baking)
or late at night (when she's secretly meeting with Argon), Harg is
working behind the counter. The bakery is filled with just about every
baked good imaginable, from basic bread, to decedent pastries.
Harg is polite but blunt. She has good intentions but is not good at
small talk and is still confused about many elements of human language
and culture. She probably greets the PCs by asking, "What do you
want?"
Harg opening answers most questions that the PCs ask about
her shop and her background. The only subject she evades is her
relationship with Argon. However if PCs defeat half of her dice, she
confesses the truth of that relationship. (If they defeat all of her dice,
she abandons her shop, moves out of town, or whatever else the PCs
want).
If the PCs befriend Harg, rather than drive her off as Melville
requested, she asks for their help with the upcoming baking
competition, offering the a life-time subscription to her pie of the
month club. See Bake Off on page 4.
Harg
6 Dice +3 Dice per PC Boss Monster
Attacks
6: Delicious Pie: 4 damage (Spirit) to all enemies.
3: Tempting Tarts, 3 damage (Spirit) to two enemies.
2: Rolling Pin, 2 damage (Toughness or Agility) to two enemies.
0: Baking Jargon, 2 damage (Intellect) to one enemy.
66
Argon
If the PCs learn about Argon, they might seek him out to get his side of
the story. He is easy to find, but he is reluctant to talk. However he's a
bit of a push over, and if PCs defeat him, he'll do what they ask.
Argon
3 Dice Social Challenge
Attack: Pitiful Story; 1 damage (Spirit) to all enemies.
Bake Off
In a matter of days, Morvan's Hollow will host a regional baking
competition. Both Melville and Harg hope to win, and ask for the PCs'
aid (assuming they're on speaking terms). Melville offers cold card cash
for their help. Harg can't afford to pay coin, but she makes a sweeter
offer. She will give the PCs each a free life-time subscription to her pie
of the month club if she wins the competiion.
There are two main things the PCs can do help the bakers win the
competitions. They can obtain some rare ingredients, or they can put
in a good word with the judges. Whoever the PCs decide to help, the
details of these choices remain the same.
Morvan's Salt
One ingredient the bakers want for their pies is a very rare kind of salt,
found only in caves near Morvan's Hollow, often called Morvan's salt.
Unfortunately these caves are inhabited by a band of goblins. As soon as
they see the PCs the regular goblins point their spears at the heroes and
the goblin shaman shakes his staff, rattling the many animal skulls tied
to it.
There are a number of standards goblins equal to the number of
PCs all lead by one goblin shaman.
Goblin
1 Die Monster
Attack: Spear, 1 damage (Toughness or Agility) to one enemy.
Vulnerable: Toughness, Intellect
Goblin Shaman
3 Dice Monsters
Attack: Dark Curse, 2 damage (Spirit or Intellect) to one enemy.
Vulnerable: Toughness
67
Dire Honey
Dire honey is even more delicious than normal honey, and thus is prized
by all the pie bakers of the land. Fortunately there is a dire hive not far
from Morvan's Hollow. Unfortunately the dire hive is guarded by dire
bees.
There are two dire bees for every three PCs in the group (round
bees up).
Dire Bee
2 Dice Monster
Attack: Sting, 2 damage (Toughness or Agility) to one enemy.
Resist: Agility
Vulnerable: Intellect
Ambrosial Berries
The third ingredient the pie makers request is ambrosial berries. Rumor
has it that there's a patch of berries growing in the Dark Forest near
Morvan's Hollow. Rumor also says that the way there is treacherous.
In order to get to the berries the PCs have to pass through several
natural hazards. First they have to navigate the forest, then they have
to cross over a gaping chasm, then finally they must force their way
through a patch of brambles. Treat this as a single encounter in terms of
the PCs spending their dice, but only have the hazard the PCs currently
face attack during its turn. (So if they defeat all of navigating the forest
and half of crossing the chasm in the first round, crossing the chasm
attacks them, but not getting through the patch of brambles.)
68
Of course bribing
a judge is against
the rules of the pie
competition, but if the
heroes put in a kind
word with the judges,
there's no harm in
that.
69
Bably Smagle
Bably Smagle is a halfling food connoisseur who has written several
popular cook books. She is also a snob about her food, and if she
doesn't love it, she quickly lets the chef know everything he did wrong.
If somebody does make a meal that impresses Bably, they will earn her
genuine respect.
Bably also has a short temper and misinterprets everything as a
slight against halflings. "Which by the way is a word created by 'you
people.' How you would like to be called double-lings? Halflings refer to
themselves as 'hobin' but you can't say that. It's our word."
Schmoose Bably Smagle
3 Dice per 2 PCs
Social
Attacks: No nonsense attitude, 1 damage (Intellect or Spirit) to all PCs
Conclusion
When PCs are ready to proceed (or if they take two rests) it's time for
the baking competition. If between obtaining ingredients and convincing
judges, the PCs succeeded at least four times, then the baker they
helped wins the competition with two out of the three votes. The baker
gives the PCs the promised reward (either a die worth of gold from
Melville, or a subscription to the pie of the month club worth one die
from Harg).
If the PCs obtained all the ingredients and talked up all the judges,
the judges' decision is unanimous, and the baker is showered with fame
and new business. The baker doubles the reward for the PCs (Melville
gives two dice worth of gold, and the pie of the month club subscription
is worth two dice instead of one).
Of course while the PCs befriended one baker, they probably
earned the life-long enmity of another.
Life-Time Subscription to the Pie of the Month Club
Wealth
1 or 2 Dice (see Conlclusion)
You get a free pie each month for the rest of your life. Each month it's a
different flavor. There's blueberry, apple, pumpkin, strawberry rhubarb,
coconut cream, French silk (even though there's no France), and many
more possibilities. And man, them pies is delicious.
70
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