Dungeon Scum
Dungeon Scum
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TABLE OF CONTENTS
Introduction 4
Building characters 46
So how do you play this thing? 6
The campaign 53
Your figures on the table 9
The delve 58
Initiative 11
Monsters 63
Movement 13
Setting up the encounter 68
Missile fire 16
The loot 70
Melee 19
Magical items 72
Non lethal attacks 22
The quest 80
Morale 23
Running the game 82
The saving throw 24
Casual encounters 84
Combat without miniatures 25
Suitable miniatures 85
Weapons and gear 27
You made it this far 87
Magic spells 30
Designer notes 88
Odds and ends 39
The least you have to know 89
Character traits 43
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“Okay yeah, I suppose that was a bad idea”. He shook his head, looking back up at the gaping
chasm above them.
The elf scoffed indignantly “Bad idea? We’re in the heart of an evil temple to some deity-time-
forgot, food is low and now we’re fallen through 3 floors of this decrepit structure?”
“Yeah, like I said.. it might have been bad”. He waved his hand in the air, to underscore that it was
only a possibility.
A few paces away, the warrior was getting back up, groaning and grimacing as he ascertained
whether he had any broken bones.
“When you two are done bickering, maybe we can work on finding a way out?”
They both glared at him in unison. “Fine.. fine.. don’t mind me”.
He leaned down to retrieve his sword when he froze, the sounds of clattering mandibles coming
from the shadows around them.
“Ladies and gentlemen, we’re not alone!” he shouted as the horrors charged them from the
murky gloom.
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INTRODUCTION
Dungeon Scum is a set of adventure game rules, allowing fun, quick games with miniature
figures (or even without them, should you so desire).
Where a lot of “dungeon” games try to be either straight role playing games or purely tactical
experiences, Dungeon Scum aims to sit in the middle ground.
The core game experience is tactical combat using miniatures but those encounters are
surrounded with a narrative structure that is both suited to a traditional game mastered
experience as well as cooperative or solo adventuring.
We define it as:
In game terms, this means a short series of encounters that can be played for their own sake
or folded into a larger story.
It’s important to note that you can play non-dungeon adventurers with the rules as well, but if
you bought a game called Dungeon Scum, odds are you’re expecting at least a little bit of cave-
crawling.
FUNDAMENTALS
All dice used during gameplay are plain six-sided dice (“D6”).
If multiple dice are rolled, read each die individually.
Only add them together if the rules specifically tell you to do so.
Campaign gaming and most random generation will require percentile dice and a set of
standard polyhedral “roleplaying” dice will be handy.
All miniature figures should be based individually (figures intended for roleplaying games
almost always are).
The exact scale and size of bases aren’t terribly important.
QUESTIONS OF SCALE
On the gaming table, each figure represents exactly one creature except in the case of very
small critters, where a figure or marker might indicate a swarm of them.
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GAMING STYLE
A variety of gaming styles are possible in Dungeon Scum.
The rules assume that establishing and building a narrative is important and that you will
have at least some attachment to your characters, making them meaningful.
The game does assume a campaign is being played, but don’t let that discourage you from just
setting up a quick battle.
Competitive “tournament” play is not supported and is unlikely to work well with these rules.
FEEDBACK
If you wish to reach the author, you can do so at [email protected]
All feedback, questions and suggestions are welcome.
I try to respond to everything but if you don’t hear back in 2-3 days, don’t be afraid to email
me again, my inbox does get pretty sprawling.
THANK YOU’S
Mathew Sparkes for inspiration.
David Platt because this is the sort of game I think you would write.
Luigi Castellani because of your killer art.
Richard Garriott, Gary Gygax and Steve Perrin for being inspirations for us mere mortals.
INSPIRATION
A game is always a culmination of a thousand influences, some sublte and some overt.
If I had to pick a few, here’s mine:
Tabletop games:
Of course Dungeons & Dragons, particularly the TSR era.
The “OSR” (Old School Renaisance/Revolution/Revival/Refried Beans) community.
“Torchbearer” and “Four Against Darkness”.
Heroquest (The RPG by Stafford and Laws)
The “Mythic” GM Emulator.
Fighting Fantasy, Lone Wolf and Blood Sword gamebooks.
Board games like Descent and Warhammer Quest.
Video games:
Rogue/Angband/Dungeon Crawl.
Ultima/Bards Tale/Eye of the Beholder.
A little bit of Dark Souls.
Music:
Falconer Rhapsody of Fire
Stormwarrior Amon Amarth
GLORYHAMMER. ALL OF IT.
THE DISCLAIMER
This is a game of silly fantasy heroics. It’s not a political statement on..well..anything.
Heroes can be of any gender, belief, species, colour, orientation and configuration you can
think of.
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The role of GM may alternate or one player may be in the role in every gaming session.
Players may have a single hero or they may have a few each.
PICK UP PLAY
Some players may not care for campaign play or you may simply wish to put a few monsters
on the table and see what happens.
You will have to balance this yourself, but a quick, fun game can be had by just grabbing a few
figures off your shelf and putting together an excuse for them to battle.
COOPERATIVE PLAY
In a cooperative game, there is either no GM, players help each other come up with things, or
any player may temporarily step into the role of a GM for a single scene or encounter.
This is common when playing with a small group where you adventure together.
SOLO PLAY
You may opt to play on your own.
We have included as much help as possible to help run a campaign without requiring a Game
Master, though you will have to exercise your own creativity to get the most out of it.
This is well suited for players with limited time or scheduling difficulties as well as players
who enjoy blogging and creating little stories about their gaming sessions.
THE FOCUS
“Classic” fantasy gaming tend to be dungeon focused and for good reason: You don’t have to
create a complicated plotline and from a miniatures gaming perspective you can set up a big,
interesting set piece battle and just have at it. Perfect!
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This can vary greatly from group to group: Some groups may play out the dungeon crawling,
as the heroes traverse corridors and empty caves, others may limit it to pre-delve activities
such as information gathering and planning.
Some groups will have a lot of roleplaying and banter between the characters, while others
will keep things strictly to “business”.
During this part of the game, the players will also be asking questions of the Game Master and
carrying out any preparations needed.
If you prefer a more conventional war gaming approach, the talking will be mostly the Game
Master establishing the sessions scenario.
Note that scenarios will often involve unexpected circumstances or events: Players may come
up with schemes and plans, they may stop to argue over a plan or to interact with an NPC they
meet.
Some groups will want to play out part of the exploration process with miniatures, while
others prefer to stick to the pure combat.
Typically, people associate a fantasy campaign with characters gaining new items and abilities:
We’ve provided these things in the game rules.
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A TYPICAL SESSION
From the above, it should be clear that a “typical” session can take many forms.
In a low-narrative game, the Game master or scenario organizer may simply outline the
circumstances of the encounter, then set up the table.
“You’ve delved further into the pits of Carkaz, in search of the Black Sword.
In a more roleplay oriented game, you might play out the exploration process, letting the
players navigate through the tunnels and caverns, only setting up the miniatures when a battle
breaks out.
Likewise, players may take on projects of their own. A more politically oriented campaign may
involve extensive roleplaying sessions as characters talk to potential supporters or rivals.
The game rules generally assume that the focus is on the battle encounters, since that is where
the rules are most needed, but don’t let that dictate what you can do.
A longer or busier gaming session may feature a couple of battles, though typically a single
large encounter is good for one session.
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To make more sense of the game world, humanoids are typically divided into one of four
character levels:
Minions – Any regular grunts and hopefulls. They tend to lack significant motivation and
fighting skill. Run of the mill soldiers, militia, hired hands or bandits.
Elites have no character traits but unlike minions, they can benefit from situational bonuses.
All retainers will have character traits that give them advantages in certain situations.
Heroes receive significant benefits in the game system and will have multiple character traits.
CHARACTER TRAITS
“Traits” is a catchall system for how we distinguish our characters beyond their character
level.
A trait is essentially a short descriptor such as STRONG WILL, SWORDSMAN or MASTER
THIEF.
Traits will be described in detail later but for now, simply think of a few ways to describe a
given character.
Bonus:
The most common use for a trait is to grant bonus dice to actions.
Some players will wish to define their traits rather specifically while others, particularly in a
Game Mastered game may evaluate traits on a case-by-case basis.
Keys:
A situation on the gaming table may require a “key”. This means a character must posses a
relevant trait to proceed.
An example might be an arrow trap. The MASTER THIEF may be able to disable the mechanic
while an ACROBAT could vault over it.
Be creative.
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We’re stuck!
If the party finds themselves without a way to proceed, a desperation roll might take place.
Roll a D6 with a 5+ allowing the group to proceed.
This roll cannot be modified, rolled again, enhanced or otherwise manipuated and if it fails,
the party must find another way to progress entirely.
Enabler:
A trait may be an Enabler, permitting the character to do something at will.
For example, a conjurer may be able to SUMMON MICE at will while a lizardman might be able
to BREATHE WATER.
THE LEADER
For combat purposes, a group should have a figure designated as the Leader.
They don’t have to be a Retainer or Hero but it would often be the most logical.
EQUIPMENT
Characters can be assumed to have basic adventuring items available, such as torches, a bit of
rope and so forth.
Basic armour and hand to hand weapons are assumed as part of the combat rules and do not
require explicit mention.
Even if organized into a warband, individual members may peel off to operate individually, for
example to station a sentry or spread out over a wider area.
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INITIATIVE
YOUR TURN
The game is played in a series of turns, during which both players will act with their figures.
Turns represent a variable amount of time.
For example, if an archer ambushes from a concealed position, it’d stand to reason they’d act
first.
PUSH OR HOLD
If the player ops to Push, an initiative roll must be made with the higher score activating next.
Each enemy Down so far this turn +1 Leader with leadership traits +1 per trait
Each enemy Horrible death so far this turn +2 Enemy Leader Down (not +2
cumulative)
Bulk:
If the figure just activated wore Heavy armour, reduce the subsequent initiative roll by -1.
Tracking:
It can be helpful to track temporary initiative bonuses each turn, using either markers, chits or
a distinctly coloured or shaped die placed somewhere prominent.
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The action can be done before or after the move but characters cannot perform an action mid-
move.
Tracking activations:
In larger games, it can be helpful to place a small marker next to characters that already
activated.
WARBANDS
If minions with suitable training are within 1” of each other, they can activate as one entity.
This allows them to use the Warband Move rule described later.
They may include up to one Elite when doing so.
PASS
A character may opt to Pass, remaining in place and taking no action.
They cannot change their mind later in the turn.
TIME PASSAGE
In the event that exact time passage is important, for example if waiting for aid or for a
contraption to charge up, apply this rule:
In any turn where a character went Down or died Horribly, a single minute passes at the end
of the turn.
If neither happened, 1D6 minutes will have passed.
All time-related events, whether keyed to game turns or minutes will take place at the END of
a turn, when all characters have gone.
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MOVEMENT
MOVEMENT BASICS
A character may move in any direction during their turn.
They may move less than the allowed movement distance.
Characters can turn as often as desired and facing is generally not a factor in game-play.
A character may not willingly move within 1” of an enemy figure, unless they intend to enter
melee.
MOVEMENT DISTANCE
Movement depends primarily on character level.
Consult the table below and roll the indicated number of dice.
The highest score is the number of inches that can be moved this turn.
Example:
Rolling a 2 and a 5 allows you to move 5”, rolling a 5 and a 5 would let you move 6”.
No armour:
Figures not wearing any armour treat all 1’s on the dice as a 2, for all intents and purposes
including bonus movement.
Monsters:
Monsters do not use character levels but will have their own pool of movement dice indicated
in the rules.
If the dice code indicates a +, add it to the final movement score.
For example, a move of 2D+2 would mean roll 2 dice, pick the highest then add +2 to the total.
Stunned:
If a character has been Stunned, they must ignore all movement dice scoring a 5 or 6.
This can cause all movement dice to be dropped, preventing the character from moving but
not taking other actions.
Remember, your figures don’t have a perfect view of the battle and don’t know if a goblin is
trying to sneak up on them or if the field is littered with invisible turtles.
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WARBAND MOVEMENT
To use warband movement, any number of minions and up to one elite must be within 1” of
each other, forming a “chain”, “blob” or other formation.
They must end their movement within 1” of each other, though the formation does not have to
be exact.
MOVEMENT TRAITS
Any character trait related to movement will add +1” to the final movement score.
For example, a Hero that is FLEET OF FOOT would roll 3 dice then add +1 to the final score.
TERRAIN
To cross through most terrain features on the table, such as water, muddy ground, rubble or
bushes requires a character to be in “terrain mode”.
Reduce your available movement allowance by 1”.
For the rest of this turn, the character can move freely through any terrain features that are
not obviously impassable.
Movement points cannot be saved up which may cause a figure to be unable to cross if the dice
are bad.
When climbing, if you have help from an adjacent character, suitable traits or climbing gear,
reduce the cost to 2”.
MOVEMENT ACTIONS
Many minor actions can be performed while moving, such as retriving weapons, grabbing a
sword off the ground, handing an item off to another character and so forth.
HAULING
A Stunned character could be grabbed and hauled by any friend in contact with them.
This prevents the Stunned character from moving on their own.
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BARGING THROUGH
A figure can attempt to knock an equal-sized or smaller figure out of the way while moving.
If the roll fails, the character bounces off and must stop their movement (and turn) 1”away
from the target.
MELEE
A moving character contacting an enemy figure will engage in Melee combat.
If any die scores a 5+, the barricade is damaged. Any successes on a subsequent attempt (or
two successes on one attempt) will shatter it.
The character cannot take any actions while doing so, other than attempting to Barge through.
At the end of the move, they are Stunned (from exhaustion and from trying to gather up all the
equipment they dropped)
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MISSILE FIRE
MISSILE BASICS
An active character armed with a missile weapon (or innate ability that allows ranged attack)
may conduct missile fire as their action.
A character may pick any target in sight but the line of fire may not cross through any
intervening figures, friend or foe.
Large monsters may shoot over the heads of smaller ones however.
Generally, a figure cannot be targeted if a single limb or similar happens to stick out of cover.
A substantial part of the figure must be visible.
Bad sight:
In scenarios where visibility is limited or the two forces are uncertain about what they are up
against, the Game Master may require a D6 roll to identify a target before it may be fired upon.
The required roll is a 5+ if the two figures did not have a line of sight to each at the beginning
of the turn, it will be a 3+ if they did.
No roll is required to identify an enemy attacking you. The hail of arrows makes it fairly
obvious that something is going on.
ATTACK DICE
To make an attack, you must determine how many attack dice will be rolled.
Additional dice may be added as follows, however the number of dice cannot exceed the
“maximum dice” cap on the chart above, unless explicitly permitted in the rules.
Hence, Minions are nearly always restricted to 2 dice.
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Non-dice bonuses:
Some weapons may provide a bonus that is unrelated to extra dice.
For example, a magical crossbow may negate defensive dice or permit multiple shots.
Such bonuses do apply to Minions and are not affected by the dice cap.
VOLLEY FIRE
Minions in warband formation may attack as one.
Select one figure in the warband to “lead” the attack. Range and dice are based on this figure.
If the warband has at least 3 members, add an additional D6 to the attack roll.
ROLLING TO HIT
Roll the pool of dice and count any 5’s and 6’s.
DEFENCES
The target may roll for any defensive benefits they have.
Tally up any dice allowed below and roll that number of D6.
Every 5-6 negates one successful firing die.
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FUMBLE TABLE
For a faster game, simply use entry 4 for all non-Retainer, non-Hero fumbles.
DOWN
If 2 hit dice remain after rolling defensive dice, the target goes DOWN.
Place the figure lying down. They will take no further part in the scenario but may be
important if one side is trying to take prisoners.
STUNNED
If a character is Stunned, they must discard any movement die scoring a 5 or 6 and will suffer
a 1 die penalty to any actions attempted.
Mark the figure in some suitable fashion. After their following activation, they recover
automatically.
Multiple stuns:
If a Minion is Stunned while already Stunned, they have been knocked senseless and go Down.
Elites, Retainers and Heroes ignore additional Stun results. They wouldn’t have made it this
far if they gave up after being knocked over the head a bit.
AREA OF EFFECT
Some attacks may inflict an area of effect.
Select a target point within range and roll a D6 on the table below.
A Hero may roll twice, picking either result.
Once the location has been determined, apply the effects to any target in the effect radius,
typically 2”.
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MELEE
MELEE BASICS
Any character moving into contact with an enemy will enter Melee.
Resolve the combat immediately upon making contact, before activating any other characters.
A charater entering Melee cannot perform any other action this turn.
Being attacked in Melee does not prevent you from performing any actions of your own this
turn (unless you die, that will typically prevent many activities).
MELEE DICE
To attack, tally up any attack dice available.
Stunned characters CAN enter a melee but must roll one less die.
DEFENSIVE DICE
The target may receive defensive dice.
Tally up any dice permitted below, roll them and remove one attacking success die for every 5
or 6.
If this removes all attacking success dice, the attack is a FAILURE.
Defensive dice cannot turn an attack into a FUMBLE under any circumstances.
Note that heavy armour provides only 2 Defensive dice against melee attacks, whereas it
provides 3 dice against missile fire.
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1 Attacker must retreat 3”. 4 Attacker is Stunned and must retreat 3”..
2 Defender receives a free attack with full dice. 5 Both combatants are Stunned and knocked
back1” each.
3 Attacker goes Down (Hero is Wounded) 6 Attackers weapon unable to be used for
remainder of encounter.
INJURIES
2 attack dice not negated by defensive dice will cause the defender to go Down.
If they are a Hero they are Wounded instead, as discussed in the Missile combat rules.
They keel over, dismembered and brutalized in an awful fashion making it very clear that they
are indeed dead.
Such a death will impact morale and in a campaign game, the character is permanently dead.
Heroes tend to luckier but such a blow will cause them to go Down.
BACKING OFF
A defender will often have to retreat.
A retreat move cannot make contact with another enemy.
Stunned defenders will become Stunned after finishing their retreat move.
FOLLOWING UP
If the defender goes Down or suffers a Gruesome Death, the attacker may take a free 3” move
in any direction and may enter a new Melee combat.
Any such subsequent Melee’s allow the defender one additional Defensive die.
A character could potentially fight any number of melees if they keep dispatching opponents
in convenient proximity to each other.
Continue adding additional Defensive dice with each subsequent fight in the same activation.
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ATTACK EXAMPLE
My Hero has a base of 3 dice and is a SWORDSMAN according to his traits, giving me an extra
die.
Two successes not negated means my hapless opponent goes Down and I may follow up 3” in
any direction.
Had they managed to negate one of my dice, they wouldhave been Stunned instead.
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To do this, drop one of the attack dice and give the target an extra Defensive die IF they are
wearing armour.
If the target goes Down, they’ve been knocked out and can be captured, sat on, hauled around
and generally made fun of.
Characters with traits related to toughness or recovery receive one chance to wake up at the
end of the FOLLOWING turn.
Roll a D6 per relevant trait. If any of the dice score a 6, the character comes to but is Stunned.
If the knock-out blow scores a Gruesome Death result, you’ve hit them too hard and they go
Down as normal (Heroes are Wounded). Oops!
ENTANGLING ATTACK
A character with a chain, net or similar tool may attempt to Entangle an opponent.
Typically the range of such tools is 2” though a special character may be able to do so at range,
for example by throwing a set of bola.
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MORALE
WHEN TO TEST MORALE
At the beginning of the game turn, each side tests morale if they took any casualties last turn.
FEAR SCORE
When prompted to test morale, tally up your Fear score below:
HOW TO TEST
Roll 1D6.
If the roll does not score ABOVE the fear score, the morale of the group drops by one.
Groups begin the game Okay and become Rattled.
If they were already Rattled, they will Scramble.
Okay:
The default state.
Rattled:
The group is starting to feel uncertain. A demoralized force might begin the game in this state.
No in-game penalties.
Scramble:
The group abandons the field.
Figures within 3” of a friend will recover them to prevent their capture.
Those completely surrounded must surrender.
TERROR
If an enemy inflicts Terror, you must test morale every turn regardless of losses.
This does not apply if no figure has a line of sight to the Terror causing creature or if it is
currently over 12” away.
NO MIND NO FEAR
Undead horrors and magical constructs are typically mindless and do not test morale.
They may be programmed to end the fight when a certain number of losses have been taken.
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In such situations, if all else fails, the character can fall back on the Saving Throw.
If a character ended up in the disastrous situation by their own choice, for example opting to
dive into a pool of acid, or was already given another dice roll to avoid a situation, for example
a roll to disarm a trap, a Saving Throw does NOT apply.
DICE POOL
The number of dice given depends on the level of the character.
Minion 1
Elite 2
Retainer 3
Hero 4
Unlike other rolls, Traits do not typically add dice though a Game Master may award a single
bonus die at their discretion.
HOW TO TEST
Roll the pool of D6’s.
If at least one die scores a 6, the character escapes relatively unscathed.
On any other result, they must suffer their fate.
WHEN TO TEST
As discussed, saving throws should be used when misfortune strikes in a significant and
detrimental way, without the players having a chance to avoid it.
Let’s take the example of a trap that causes the victim to go Down.
If the player had the character set off the trap on purpose, no saving throw applies, as it is a
direct result of a player choice.
If a character rolls to disarm the trap, fails and sets it off, they’ve already had a chance to avoid
the trap and a saving throw does not apply.
If the GM announces that the front character has stepped on a trap and goes Down, a saving
throw applies as the characters had no way to avoid this.
With regards to monster abilities, abilities that involve an attack roll, spell casting roll or
similar do not require a saving throw to be issued, though for particularly serious effects, it
could be considered.
Attack forms that take effect through, for example, a gaze or mere presence should offer a
saving throw.
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This chapter gives some guidelines for how to play without miniature figures.
You can utilize real-life measurements to do so, particularly if using a dungeon map.
1” of tabletop distance can be equated to about 3 yards of real space as needed.
A simpler option is typically to give all distances in “Moves”, a move being the distance a
human can move in a single round.
Example:
“As you enter the room, you see a band of orcs huddling around a fire. They leap up and grab
their weapons when they see you.
They’re about one move away and they are led by a shaman two moves away.
As many fantasy battles takes place at relatively close quarters, exact distances rarely become
important.
When using narrative movement, it’s typically to reduce the time span of a turn from 1 minute
to 30 seconds or so.
Some groups will combine this with miniature figures, moving the figures around a scaled-
down sketch map or a floor plan drawn on a white board.
This can help visualize who is in sight of who, who is in front and so forth, even if you do not
exact measurements or use the miniature figures for resolving the battles.
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This is considerably less than we might expect to move in 30 seconds, let alone a minute, but
effective, practical movement rates in a dank dungeon where monsters can lurk behind every
corner are likely to be low.
Characters that only receive 1D for movement will roll a D6. A 1 means they don’t move this
turn (due to hesitation or confusion).
Characters that would roll 3D for movement may roll a D6 with a 1 indicating they move an
additional move this turn.
Missile weapons are “close range” (meaning the enemy does not get bonus Defensive Dice)
within 2 moves.
If the party is ambushed by a cave beast, let it attack the lead character in Melee.
If the heroes wish to disengage and pelt it with arrows, let them do so.
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BASIC WEAPONRY
Most melee weapons can be summarized as “Basic weapons”.
This encompasses the vast majority of swords, axes, maces and other implements of death and
dismemberment.
A character armed with such a weapon will engage in combat using the normal rules offered
in the combat chapters of the game.
Lackluster weapons:
A weapon that is particularly lacking, damaged, rusty or plain ineffective is considered
Lackluster.
This has no effect against enemies not wearing armour, but against an enemy with any
Defensive dice derived from armour, they will be entitled to one additional Defensive die.
When fighting with a Master Crafted weapon, a single 1 result on the attack dice can be rolled
again.
ARMOUR
Body armour can be divided into three broad categories for gaming purposes:
Unarmoured:
A character wearing only ordinary clothes or a few, scattered scraps of leather or metal is
Unarmoured.
They receive no Defensive dice due to armour (though they may receive them from other
sources as normal) and Lackluster weapons are at no particular disadvantage against them.
Light:
Anything from leather armour to a simple mail shirt to a small shield will qualify as Light
armour.
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Heavy:
Extensive mail hauberks, rigid plated armour or large shields all qualify as Heavy armour.
Such a character receives 2 Defensive dice in combat, raised to 3 if facing Lackluster weapons
or any missile fire.
However, when a Heavy armour figure takes a turn, the subsequent initiative roll is taken at a
-1 penalty.
Shields:
Shields are considered part of the overall armour worn by the character and not contribute
Defensive dice on their own.
Magical shields are a common treasure however and may provide all manner of benefits.
Some magical shields DO provide Defensive dice and will add to those of any armour worn.
ADVENTURING GEAR
A wise adventuring party may bring all manner of equipment with them.
Typically this is relegated to the roleplaying parts of the adventure but a well prepared party
may have additional options open to them during a battle as well, for example using a rope to
scale a wall.
Rather than keep meticulous lists of item costs, players can feel free to write down typical
adventuring gear they would like their character to carry.
A Game Master has veto power of course.
Torches or lantern
Flasks of oil
Travel rations
Wooden pole
Rusty “master key” (5+ roll to open any plain lock)
Holy symbol
Bag of small pebbles
Rope
Tool bag
Thief tools
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HEALING SALVE
A dose of healing salve can be used to aid a character in difficulties.
A character must spend an action and can either heal themselves (if they are not Down) or a
comrade they have moved into contact with).
Very small, identical items count as one item, for example a bundle of torches or a bag of
pebbles.
A character that has a trait related to strength, or endurance may carry a single additional
item if they are not wearing Heavy armour.
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MAGIC SPELLS
FUNDAMENTALS OF MAGIC
Spell casting provides an entirely new aspect to combat encounters, allowing highly unusual
and irregular tactics.
This chapter provides rules and spells for a few different “schools” of magical thought.
If you opt for a “Sword” focus, then player characters will be unable to learn or obtain magical
spells, though they may be able to use magical items they find.
Spellcasting will be strictly the domain of the enemies you face down in ancient ruins and
forgotten dungeons.
In a “Sorcery” focus, magic is assumed to be available to everyone and player characters can
utilize it, using the rules found below.
CASTING A SPELL
Spell casting is an Action and doing so will prohibit the caster from taking other actions,
including Melee combat or Missile fire.
Stunned characters CANNOT cast spells, except for Miracles and Cantrips.
A clear head is required.
Specific schools of magic will have their own casting rules and requirements listed below.
A character must obey all limitations for the school in question.
MAGICAL ATTACKS
Spells relying on attack dice cannot be fumbled.
3 or more success dice not negated by defensive dice will cause a Gruesome Death.
OBTAINING SPELLS
Character creation may provide for spells and players can obtain magical scrolls and
spellbooks allowing magic to be learned.
In a campaign game, a character may attempt to learn from any written source of magic.
Roll a D6 and consult the table below.
Rolling the indicated score or higher allows the spell to be learned. The spell is erased from
the scroll or book.
A failed roll means no progress but the character may try again after a future adventure.
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A 1 means a mishap occurred and the spell is permanently erased from the scroll or book.
Scroll Spellbook
Minion Not possible 6+
Elite 6+ 6+
Retainer 6+ 5+
Hero 5+ 4+
TEACHERS
A campaign may give an opportunity to study under a great teacher, for example as a reward
for a quest completed.
SCHOOLS OF MAGIC
Each school of magic has its own rules governing how it is cast and how often it may be used.
If a character has learned any spells from a school they are ATTUNED to it.
Characters could learn from another school but the learning roll will only succeed on a 6.
Once ATTUNED, a character can never change the school they are ATTUNED to.
A Game Mastered campaign may provide more, or specific, spells to the party as rewards for
all manner of missions and quests.
Each gaming group will have to determine what is an appropriate amount of spell casting for a
given game and if particular spells will be too powerful.
You may always opt to introduce a version of a powerful spell that has a significant drawback
or penalty associated with it, as a “corrupted” or partially forgotten spell.
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SORCERY
This school uses magical energy to produce direct, physical effects on the world.
It’s a very popular school for battlefield sorcerers.
Casting requirements:
Sorcery spells require significant concentration.
If intending to cast a Sorcery spell, the caster may reposition themselves 1” but cannot
otherwise move in the same turn.
A Wounded Hero must roll a D6, with a 3+ being requried to concentrate. Failure to do so
prevents spell casting this turn but the Hero may attempt a non-casting action as normal.
Casting limitations:
Sorcery spells are limited use.
Each spell available to the character may be cast once per encounter.
If the character is Retainer or Hero level, roll a D6 upon casting with a 6 allowing the spell to
remain available.
A character could learn multiple “copies” of the same spell, permitting multiple uses per
encounter.
Spells:
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CONJURATION
This school specializes in calling things to the casters aid, allowing them to garner allies and
resources at the wave of a hand.
Casting requirements:
Conjurations require the caster to remain still without moving.
If a character has been Wounded, they may attempt a Conjuration but the attempt is
dangerous.
Roll a D6 with a 1 causing the character to go Down.
Casting limitations:
Conjuring takes significant energy reserves.
The character receives a Fatigue counter every time they cast a spell from this school.
If attempting to cast a spell while having any Fatigue counters, roll a D6. If the roll is equal or
under the fatigue counters, the character is incapable of casting ANY spells (from any school)
for the remainder the battle and becomes Stunned for their next activation.
Spells:
All conjuration spells must be targeted within 6” and line of sight.
If the conjurer goes Down or leaves the battle, at the end of each turn, the player may select
one of their conjurations that will vanish into thin air.
Conjured creatures may be activated this turn. See the Monster section for details on
particular creatures.
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MIRACLES
This school is less magical practice and more training in requesting aid from divine beings.
With suitable fervour and willpower, the gods themselves may interfere on behalf of a
character.
Casting requirements:
The caster may move normally while casting a mirale.
To cast a miracle, roll a D6. A roll of 1 indicates the characters request was not heard and
nothing happens.
A failed casting does not permit another action to be taken instead.
Casting limitations:
A character can attempt to request up to 3 miracles during any one encounter.
Failed attempts do not count against this limit.
Spells:
Miracles can never target the caster.
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WITCHERY
Frequently forbidden, witchery draws energy from the world around the caster, forming it into
personal magic.
Casting requirements:
A character may move but must drop any movement die scoring a 4-6 while performing
witchery.
This can cause the character to be unable to move if all movement dice are dropped.
A character that has no visible characters within 8” cannot perform any witchery spells,
regardless of the intended target.
Casting limitations:
The first time a witchery spell is used, roll a D6 to determine how much energy has been
absorbed.
If a Hero is within 8” upon casting, add +1 to the total.
The roll is the number of additional witchery spell uses that may be performed during this
encounter.
Spells:
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ENCHANTMENTS
This school uses magical energies to enhance, bolster and empower characters.
Casting requirements:
The caster must remain stationary.
If the caster is Wounded, a 3+ roll is required. On a failure, no other actions are possible this
turn.
Casting limitations:
Upon casting an Enchantment, the caster becomes Stunned for their following activation.
Spells:
Once cast, an enchantment expires on a D6 roll of a 1 at the end of each turn, including the
turn it was cast.
All enchantments have a range of 12” and may affect the caster or one target in range and
sight.
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CANTRIPS
Less a school and more a collection of simple incantations and practical folklore, cantrips can
be found almost anywhere.
Casting requirements:
A cantrip can be cast as part of a movement action, by expending 1” of movement.
It does NOT require an action and does not prevent the character from performing another
action, though a character may not use two spells in the same turn.
Casting limitations:
Roll a D6 for each use with a 1 preventing any more cantrips from being used this encounter.
Spells:
UTILITY MAGIC
This is not a school of magic, but rather the simple tricks that any practicioner of magic could
expect to perform.
If a player can think of a minor, personal and insignificant trick or effect that fits their school
of magic, let them do it at no cost or dice roll.
Examples include a sorcerer lighting his pipe with a touch or a conjurer summoning a coin to
give to a beggar.
Clever players can no doubt find all manner of uses for such tricks. As a Game Master, allow
this as long as it is reasonable, fun and does not permit entire encounters to be bypassed.
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QUEST SPELLS
Many magical incantations are only useful on a relatively large time scale, typically outside the
confines of a pitched battle.
We call these “Quest Spells”. Every magical school has access to these and while the details of
how they work can differ, the effects are the same.
A sorcerer may assemble a key from magical energy given solid form while a conjurer may
summon a copy of the actual key. Either way, the result is an open door.
Quest Spells require several ingredients to cast and thus may only be used once per gaming
session.
The effects are described in a minimal fashion, so interpretation and creativity is encouraged.
Creative players and GM’s could think of a trillion new spells to add to this list.
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Of course, a specific challenge or problem may warrant a special or custom mechanic of your
own design.
Think of these as a set of standard tools.
Unless the Game Master decides otherwise, attempting anything in this chapter takes a
normal action, allowing the character to move normally but not make an attack or cast a spell.
Magic-wielding characters can often bypass the need for a test by suitable use of spells.
To get something done, the player should articulate exactly what they are trying to achieve.
In a friendly game, you will have to agree on what the results of failure are, typically that the
action fails.
If you have a Game Master, they should explain the consequence of failure before any dice are
rolled.
Failed actions can usually be attempted again next turn but exceptions may apply, such as rolls
to avoid a trap or hazard.
Roll 2D6, add +1D6 for a Hero and +1D6 for each applicable trait or piece of equipment.
SLOW Cannot move and attempt the action COMPLICATED Two dice must score a 5-6 to succeed.
DANGEROUS If the action fails, the character goes SPECIALIZED The action can only be attempted if
Down on a D6 roll of 5-6. the character has a relevant trait or
piece of equipment.
This trait or gear cannot provide a
bonus.
LOCK PICKING
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FIGURING IT OUT
Problem solving can be handled in the same manner.
It may involve investigating a murder scene, translating an ancient text or solving a puzzling
contraption.
If the scenario involves a Game Master, the GM will prepare a number of clues to be given to
the players.
Roll 2D6, add +1D6 for a Hero and +1D6 for each applicable trait.
Particularly good equipment, resources or aid can add another 1D6.
URGENT For each attempt, one clue or piece SPECIALIZED Can only be attempted with access
of information that has not yet to specialized equipment, relevant
been discovered will become character traits or suitable
permanently unavailable. research resources.
COLLABORATIVE Multiple characters can assist each BREAKTHROUGH Every success allows an additional
other. D6 to be rolled.
TALKING IT OUT
The need for social skills can take many forms:
Bluffing, brow-beating, intimidation, persuasion and smooth talking.
On a gaming table, this is typically used to escape trouble or gain access to restricted areas.
Persuasion has obvious limits. If a battle has broken out,, it generally won't be possible any
longer (if you could even hear something talking over the screams of the dying).
Roll 2D6, add +1D6 for a Hero and +1D6 for each applicable trait.
At least one die of 5-6 will get agreement or compliance on something that has low import or
limited risk.
Two or more dice will be needed for more extensive persuasion.
As long as a character continues to roll at least one 5-6, they may continue rolling each turn,
until the required number of dice have been achieved.
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AGGRESSIVE Failure to get any 5-6 dice will result ONE Only one attempt can be made.
in the recipient attacking, sounding CHANCE
the alarm or otherwise making a
ruckus.
A TOKEN OF OUR Attempt requires some type of gift or SHORT The effects will only last for 10
APPRECIATION bribe. LIVED minutes.
RECEPTIVE TO Characters fitting specific group gain DISLIKES Characters fitting specific group must
+1 die. roll 6’s to count.
UNDOING SOMETHING
A task may be trying to undo, breach or solve an obstacle set by another character at an earlier
time.
This can come up if two player characters are rivals or if the campaign features a recurring
villain with defined traits.
Examples may include following the trails of a character, disarming a trap they set or figuring
out a puzzle they have left behind.
If the defender uses an appropriate trait to defend, for example a STEALTHY ranger using his
woodland skills to obscure his tracks, the “attacker” must have a relevant and suitable trait to
be permitted a roll at all.
DIRECT COMPETITION
By default tasks take place one at a time but some dramatic scenes may involve direct
competition.
A competition occurs when two (or more) characters are all attempting to do the same thing,
at the same time, and only one could win.
Each character rolls their dice as described above, adding one additional die if they have an
advantage that none of their competition do.
Count the 5-6 results and allow an additional die to be thrown for every 6.
If one character has more 5-6 rolls than the rest, they win the competition.
If there is a draw, every character must drop out except those tied for the most successful dice.
They will roll again, continuing to drop characters until only one remains.
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SEARCHING
Typically, if the players opt to search an area, theywill find whatever is hidden.
If you prefer rolling, simply roll a D6 per Retainer or Hero, add +1D6 if at least one of them has
a relevant Trait and add +1D6 if at least one Grunt or Elite is in the party.
FUMBLES (OPTION)
If you want a more dramatic game, if an action rolls no 5-6's and at least a single 1, a Fumble
takes place.
Roll 1D6 below for the result and apply as it may fit.
An action involving no physical risk would replace Down with the character making an enemy,
panicking or otherwise screwing the situation up bad.
This is particularly suitable for situations happening behind the scenes or being directed by
groups of characters, organizations or similar.
ROLL OUTCOME
1 Action fails
2-3 Players are alerted. Action will succeed unless they interfere
4-5 Action succeeds but alerts players
6 Action succeeds
An “alert” can take multiple forms: A rumour, anonymous tip, message from an old friend and
so forth.
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CHARACTER TRAITS
INTRODUCTION
Character traits in many ways are the currency of gameplay: Without traits, one character is
mechanically identical to another.
Many of the character inhabiting our worlds will be simple Minions or Elites: They can do
their jobs with reasonable gusto but are unlikely to change the world much, if at all.
Our Retainers and Heroes are the potential movers and shakers of our game world, as such
they warrant a bit more detail.
WHAT IS A TRAIT
A trait is a short descriptor, focused on a characteristic, notable feature or advantage of a given
character.
It allows the character to influence the game world in a tangible, mechanical way.
Examples:
The barbarian warrior is STRONG, VENGEFULL and STOIC.
The merchant is GREEDY, CUNNING and FLEET OF FOOT.
The captain of the guard has WILL OF IRON and is an EXPERT FENCER.
That being said, you don’t have to make it any more complicated than it needs to be:
Conjure up a mental image of the character you have in mind and then simply note down their
most significant qualities.
If you are working from an established source, find a descriptive text and underline the key
words.
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Some aspects of the game rules will have explanations given already: In combat, a trait
typically adds a die to your attack or defensive dice while movement traits let you move one
additional inch.
Traits are often restricted in some fashion, for example they may only apply in particular
circumstances.
A thief that is COWARDLY might get a movement bonus but only while running away, for
example.
PERSONALITY TRAITS
Characters will typically have one Personality Trait.
This is not typically used in game-mechanics but acts as a guide to roleplaying and decision
making.
A hero that is LOYAL would likely not go back on a promise to a friend while a COWARDLY
villain isn’t going to risk their neck to save another party member.
That doesn’t limit you to only employing the trait in that specific situation but it helps avoid
overly broad “universal” traits.
Typically, a conditional or limited trait is built by stating the effect (bonus dice or feature) and
a condition or limitation that applies to it.
Examples might include a ghost that can walk through solid walls, a character that can fly or a
vampire that reforms in their coffin when they have been slain.
Background, personality, appearance and demeanour are all up to the storytelling and
roleplaying and can make two different characters seem unique and distinct without ever
touching a single game mechanic.
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TRAIT EFFECT
STRONG +1 Die in melee
FLEET FOOTED +1” Movement.
MASTER SWORDSMAN +1 Die when fighting with a sword.
THICK SKULL If Stunned, roll 5+ on 1D6 to shake off.
DODGE +1 Defensive Die.
SERGEANT +1 to Morale tests.
BACKSTAB Negate enemy Defensive dice
STRONG VOICE +1 Die to persuasion attempts.
EAGLE EYES +1 Die to missile attacks when stationary.
QUICK THINKER +1 Die to solving puzzles.
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BUILDING CHARACTERS
INTRODUCTION
This chapter provides the rules needed to set up characters using the “official” method.
Generated characters will be largely random, in keeping with the tradition of classic fantasy
role playing games.
If you prefer a simpler and faster option or already have characters in mind, see the “quick
method” instead.
You’ll have to decide how many characters you want in your adventuring party.
A typical party may have 4 or 5 “main characters” split between Heroes and Retainers with
about the same number of Grunts or Elites to support them, but you may intend to go bigger
or smaller.
If you are creating your first party, 2 Heroes, 2 Retainers and 4 Minions is a good start.
GROUP COMPOSITION
If you want to roll up a group completely randomly, for example to generate an opposing
adventuring party, use the table below for each member.
ROLL CHARACTER
1-3 Grunt
4-5 Retainer
6 Hero
If creating a player character party, there should be at least one Hero, if none were generated,
replace a single Grunt with a Hero instead.
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QUICK GRUNTS
If you need to know the identity of a particular Grunt or Elite, roll below.
This is purely for flavour.
Grunts and Elites may be of any race you want, it won’t affect their combat abilities.
CHARACTER GENERATION
To roll up a Retainer or Hero, roll on each table below.
Feel free to tweak the results a little bit, especially if you are creating characters for an
established setting.
Background
Everyone is shaped by where they came from.
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Notable event
A defining event that pushed the character from a peaceful existence into the larger world.
Calling
Every adventurer travels for their own reasons, but most will have talents or inclinations that
put them in one of a few recognizable categories.
The Calling is rarely used in gameplay, though it should factor heavily in determining starting
traits.
Passion
Fantastic adventure lends itself to characters that are archetypes of a worldview.
Choose one of the below tables and roll to find the characters Passion, the core aspect of their
personality.
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Vices
ASSIGNING TRAITS
Retainers and Heroes must have a number of traits to distinguish them.
These can be assigned freeform or through random dice roll.
If you don’t like rolling, give each Retainer 1 trait and each Hero 3.
Characters with 3 or more traits may opt to take WEAPON TRAINING as their first trait to
ensure some combat potential.
When using the random trait table, no more than 2 rolls should be made on any one column.
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PERSONALITY TRAITS
Every character should be given a single additional Trait based on their Passion or at least
taking it into account.
This has no inherent game effect but may be used as an aid in roleplaying or to help
decisionmaking.
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STARTING GEAR
All characters begin the game with a basic melee weapon and protective gear adding up to
Light armour.
Optionally, you may trade the light armour for a missile weapon.
For every 4 characters, you may roll one additional time on the Starting Gear table and issue
the item to a character of your choice.
STARTING MAGIC
For every four Retainers or Heroes, one may be declared a spell caster.
Instead, you may opt to roll randomly, in which case any character will be a caster on a D6 roll
of a 6.
For each caster, roll to find their school of magic, then give them 2 random spells and a
random Quest spell.
ROLL SCHOOL
1 Sorcery
2 Conjuration
3 Miracles
4 Witchery
5 Enchantments
6 Cantrips
Magic users are limited to beginning with no more than 2 traits though they may learn more
later on.
HEIRLOOMS
When your characters have been created, roll once on the Magic Item tables given in the Loot
chapter and give the item to any one of your characters.
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A highly unique creature in your campaign world may have a unique racial Trait. If so, this
replaces one of the normal Trait choices for a character.
For example, if your Lizardmen all get SCALY (+1 Defensive Die), a lizardman Hero normally
entitled to 3 Traits would pick SCALY and 2 additional choices.
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THE CAMPAIGN
INTRODUCTION
The game assumes that you will be playing in a campaign, retaining the same group of
characters as you go along.
A campaign does not have to be a large, complicated affair with world-defining story lines.
In fact, it can be as simple as linking a few battles together and using the same group of
heroes.
Most campaigns fail due to spending too much time on planning and too little time actually
playing, so don’t be afraid to get stuck in and then worry about the details down the road.
CAMPAIGN SETUP
For a more story-driven campaign, you’ll benefit from establishing a basic premise.
An ambitious Game Master may wish to create an entire world, but in most cases, a few lines is
plenty to get things started and, more importantly, get everyone on the same page.
The premise should give a basic idea of what the characters are going to be getting up to and
what sort of adventure it is going to be.
If you are pitching the campaign to a gaming group, you’ll want to also outline how combat or
roleplay focused it’s going to be and if there is going to be a theme for the characters.
For a campaign with significant travelling, you’ll want a map, whether its just a quick sketch, a
ready-to-use map from another roleplaying game, one you find on the internet or even a real-
life map with the names changed.
The “World” section of these rules will provide an option for a “hex-crawl” where you can roll
up random terrain one hex at a time on a hex-map.
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THE STORY
A dungeon-crawling game doesn’t have to involve a story more complicated than “we’re poor
and unknown, we’d like to be rich and famous” but a good campaign will benefit from a story
supporting it.
This can be an over-arching plot, such as a big bad the players are trying to bring down, an
artefact they are questing for or a rivalry between two groups of adventurers.
Alternatively, it can simply emerge from the adventures played with each game suggesting the
next one:
Take down an Orc warlord early in your adventuring career and you may have made enemies
of his infernal master.
If we boil it down in a miniatures game, “story” is “why we fight”. Its the gravy that turns
potatoes into a meal (if you’ll forgive the awkward metaphor).
Even a tiny bit of narrative connection can work wonders to light up an otherwise
conventional campaign.
After each session, you can roll for a plot direction if you like.
If you use this table, roll on it after you have finished the gaming session.
Establish or discuss what is the most obvious next scene.
For example, if you just rescued the princess, the minions of the evil overlord may attack to get
her back.
The table can also be used after the group has decided what the next action will be.
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*Establish a narrative link from the last encounter to the next one.
*Determine what today’s session is going to involve.
*Set up and play out the table top battle.
*Determine any injuries sustained, experience gained, recruiting, looting and bartering
needed.
*Establish the next story step.
The chapter titled “The Delve” will provide tools to set up a random dungeon expedition,
focused around miniatures combat.
INJURIES
If a character sustained injuries in a battle, roll on the table below to find their recovery
prospects.
Minions and Elites are treated the same on the table.
When a character Ascends, they gain one “level”: A Minion becomes an Elite.
Elite’s become Retainers and gain a single character Trait and a Personality Trait.
Retainers become Heroes and gain an additional character Trait.
Defeating a monster with more Combat Dice than your own Dice cap qualifies as a Superior
Foe.
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Heroes can only benefit from this if it happens at the conclusion of an epic story line or the last
battle of a campaign.
If so, they will be awarded one Trait.
RECRUITING
If the party is short of 8 individuals, you can always go to the local bar and scare up 1 or 2
Minions to join you.
A third empty spot can be filled with a recruiting roll.
LIVING EXPENSES
If the party has any gold available, they must give up one Sack of Gold per gaming session to
cover lodging, food, medical supplies and booze.
If the party has no gold at all, they can scrape by on donations and by relying on friends.
ECONOMY
If the group has gained Gold, they may spend it on equipment provided they are not stuck in a
jungle far from civilization.
Generally, a Sack of Gold will buy an Adventuring Gear item, a plain weapon or a suit of light
armour.
Two Sacks will buy a suit of heavy armour or a dose of healing salve.
Unwanted items are generally unlikely to fetch significant monetary rewards, as the gear is
often in pretty bad condition after hauling it out of a dank, monster-infested hellhole.
Tally up the purchase price for the items sold and roll that many D6.
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Magic items:
Magic items cannot be purchased or sold in the market place, however, players may donate
them to temples, the kings guard, knightly orders or similar .
This will award 1 Sack of gold for a potion or scroll, 3 Sacks for any other item.
DISENCHANTMENT
If a character is slain, any magical item they carried at the time of death becomes
Disenchanted on a D6 roll of 5+, turning it into a completely mundane item with no trace of
magic remaining in it.
The Game Master may wish to provide rumours, inn tales or stories of what is going on around
the party, bearing in mind the challenges in communication in a pre-industrial society.
The table below can be used to provide a bit of spice and potential story hooks.
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THE DELVE
WHAT IS A DELVE?
In gaming terms, an expedition into a dungeon, cave, ruin or other unpleasant place is a
“Delve”.
In a typical gaming session, the Delve acts as the central experience on the gaming table,
though not every session may involve a Delve and not every campaign must revolve around
dungeoneering.
There’s a number of online tools that will generate a random dungeon map for you at the click
of a button, but if you desire a dice-based process, this simple table can be used to determine
what lies behind a door.
KEY MOMENTS
We break the Delve into a number of Key Moments that take place before the Final Encounter.
You can vary the number of moments but if you have too many, the party may be unable to
finish the Delve.
Three is a good number for a typical Delve.
The players may opt to break off the Delve and retreat to the surface after any encounter.
Characters that are injured during an encounter will not be available for the remainder of the
Delve but their equipment may be claimed by other characters.
The outcome of injuries cannot be checked until the party has retreated to the surface.
If you wish to randomize the number of Key Moments, play out 2, then roll a D6 with a 4+
indicating that the Final Encounter takes place now.
If it does not, roll a new Encounter and check again after each has been resolved.
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ENCOUNTERS
You may use a prepared encounter, create something on the fly or roll on the table below:
Minions:
The party encounters a group of enemies that qualify as Minions on the table top.
Exact descriptions aren’t needed but you may roll to find the specific identity.
If the Minions are defeated or driven off, roll a D6 per Minion faced with every 6 offering a
Loot roll.
Bandits, orcs/goblins and cultists roll a second pair of D6. Each 6 gives a magical item
(determined at random) to a random member of the group.
They will use these items whenever possible.
If the wielder is slain, a D6 roll of 5-6 causes the item to be disenchanted and lost.
On any other roll, the item is added to any other loot acquired.
Avoiding conflict:
Sacks of Gold or Rations of Food may be offered as a bribe.
Roll a D6, if the roll is equal or lower than the amount of items offered, the encounter can be
avoided.
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Puzzle:
The party finds something inexplicable.
Use the Figuring It Out rules in the “Odds and Ends” chapter.
On a D6 roll of 4+, the puzzle will require two successful dice to solve. Otherwise it will require
one.
If a character has a bag of pebbles, they may sacrifice it to reroll all 1’s on the dice.
Supplies:
The remains of a previous adventuring party.
Roll twice below:
Trap:
A devious trap has been encountered.
If the party wishes to push through, one Minion goes Down from the injuries.
This is done using the Figuring It Out rules from the “Odds and Ends” chapter.
On a roll of 4+, the trap will require two successful dice to solve. Otherwise, it will require one.
If the character has Thief tools, a Tool bag or a Wooden Pole, they may sacrifice the item to
reroll 1’s.
Failure to disarm the trap causes the character attempting it to go Down on a D6 roll of a 5+.
This does NOT disarm the trap.
Each character may attempt to disarm the trap only once, but any character may “sacrifice”
themselves to bypass it by going Down.
Safe spot:
The party finds a place to rest up without risk of ambush.
If characters in the party have been Wounded or gone Down, they can recover on a D6 roll of a
6.
The party must have torches/lanterns and must consume at least one ration of food to get this
chance.
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Minion squad:
Encounter a group of Minions led by Elites.
Roll 1D6+2 to find the size of the group, adding +1 for every Hero in the players party.
Every third enemy will be an Elite.
Roll for rewards, additional weapons and bribes as per a regular Minion encounter above.
If rolling for potential Loot rolls, add an additional die for every Elite in the group.
Shortcut:
The party finds a shortcut through the dungeon.
Roll a D6. On a 5-6 it will require the group to sacrifice either a Rope or a set of Thief tools to
bypass it.
If the shortcut is used, the party may skip one encounter or, if the next encounter would be the
Final Encounter, reduce the number of Minions faced by 2.
Monster:
Go to the Monster section of the rules and roll randomly to see what you are facing.
If you win, gain a Sack of Gold, then roll 3D6 and gain a Loot roll for every 5-6.
Merchant:
You find a travelling merchant.
You may buy and sell items, just as you would in town.
Evil parties may rob the merchant, gaining 2 Sacks of Gold but adding 2 additional Minions to
the Final Encounter.
Delay:
The party finds themselves with an obstacle.
Roll for the nature of it:
If the delay cannot be passed, the party must endure another encounter and the Final
Encounter will add 2 additional Minions.
Treasure:
The party finds unguarded treasure!
Gain a Sack of Gold and roll 3D6 with each 5+ permitting one roll on the Loot table.
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Help:
A random Minion offers to help the group.
They will stick with you for the rest of the Delve.
If this would bring you above 8 characters, they will leave after the Delve is finished, otherwise
they may be kept at your discretion.
INTERMISSIONS
Between each Key Moment, you may opt to roll for an Intermission.
These are minor events that can be taken as flavour, used to spawn a roleplaying scene or even
as inspiration for future events.
If you are purely interested in the mechanical aspects of the game, you can ignore this at your
discretion.
After defeating the encounter, the heroes will obtain 3 rolls on the Loot table.
If they faced off against 8+ Minions/Elites, add an additional Loot roll and add a second
additional roll (for a total of 5) if they faced off against 12 or more.
ESCAPING
We assume that a responsible adventuring party is mapping their path into the complex and
can escape if need be.
If a Delve is abandoned after an encounter or the party opts to flee from a battle, they will
return to the surface with anything they have obtained so far.
Note that Downed or slain characters must be physically retrieved to reclaim their items,
otherwise they are lost to the horrors of the deep!
A sadistic Game Master may enjoy the idea of outfitting the goblins and cave critters with
abandoned magical items for a later encounter.
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MONSTERS
INTRODUCTION
No adventure game is complete without a selection of horrors to face off against.
The critters provided in this section should be viewed as a starting point. A creative Game
Master may cook up any number of terrors to bother the adventurers.
MONSTER STATISTICS
Monsters are given simple statistics to control them in the game.
Speed The number of dice rolled when moving. Pick the highest as normal.
A + after the dice total is added to the final score.
Attack The number of attack dice rolled.
If X2 is listed, the monster attacks twice per turn. X3 three times per turn and so forth.
Defence The number of defensive dice rolled.
Life How hard the monster is to kill. See below.
LIFE POINTS
Rolling 2 “successes” on an attack roll (after factoring in defensive dice) inflicts a single point
of life damage to a monster.
Every success above and beyond the first two will cause an additional point of damage.
Monsters remain in the fight, with no penalties, until they are out of Life.
If reduced to a single Life point, a monster will try to make its escape from the battle.
MONSTERS BE MONSTERS
A monster suffering a Stun result is Enraged instead. It must move towards and try to attack
the character inflicting the Stun.
If multiple characters did, choose at random. All attacks must be directed against the offender.
Monsters are generally motivated by things completely alien to us and are not subject to
morale rules or any items, spells or abilities that influence morale checks.
MONSTER TYPES
We broadly divide monsters into three groups:
Monster Packs are smaller creatures that are often encountered in a group.
Lone monsters are encountered on their own and present a serious threat. A lone hero is
unlikely to succeed.
Ancient horrors are terrifying monstrosities that will take an entire, well-prepared
adventuring party to contend with.
When encountering monsters pick or choose at random whether you meet a pack or a lone
monster.
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Ancient horrors should only be encountered as part of a designed and prepared scenario.
They are not intended to be remotely “fair”.
MONSTER PACKS
To find the number encountered in the pack roll 3D6, dropping the highest and lowest die.
This can potentially result in a pack of only 1 monster but typically, you should encounter a
few.
If you feel the adventuring party is significantly stronger, add 1-2 additional enemies or give
them 1D6 Minions to assist.
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LONE MONSTERS
As the name implies, these creatures are encountered on their own, though a particularly
tough party may demand adding 1-3 minions to aid the creature.
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ANCIENT HORRORS
Once again, these monsters are not remotely fair.
A suitably large and imposing miniature should be select for these creatures.
Exact size is best left to your individual miniatures collection but a base about four times the
size of a normal character is often appropriate.
Defeating one of these creatures should avoid 5-6 Loot rolls and possibly even a few
guaranteed magical items.
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MONSTER BUILDER
If you need to create your own beasts, use the following as a guideline:
Special abilities can be picked from the list below or created out of whole cloth.
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While “realistically”, many battles would likely take place in a tunnel or corridor, this typically
makes for very poor gaming due to limited ability to move around.
An alternative is to have the battle take place over a stretch of dungeon, containing rooms and
corridors.
This requires you to map out the battle area, either using dungeon tiles, a sketched out map or
similar.
A Sprawl will consist of 2-4 (1D3+1) rooms with corridors connecting them.
As you place each room, connect it to the previous room with a corridor.
On a D6 roll of 5+, place an additional corridor connecting to anywhere you would like.
CLUTTER
If battling in a large space, place 1D6 obstacles in the room that must be moved around.
If you want to make the process more random, roll below:
DEPLOYMENT
If fighting in a single large space, the two sides will set up at least 1D6+6” apart.
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COMPLICATIONS
Optionally, roll for a complication.
Monsters are unaffected by Darkness and Surprise but are subject to other penalties.
GOING FIRST
On a D6 roll of a 1, the monsters move first, otherwise the heroes get the first go.
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THE LOOT
INTRODUCTION
The reason our characters adventure is typically for fame and eternal glory.
The reason our players adventure is typically for LOOT.
Winning an encounter will typically award Loot rolls, as may rewards for finishing quests or
aiding non player characters.
If playing on your own, all loot is typically random but a Game Master may always opt to
award specific items.
LOOT TABLE
For each Loot roll, simply roll on the table below.
Use the dice column that fits the style of game you are playing.
GOLD
Gold is measured in “Sacks of Gold”, each representing anywhere from 15-30 coins.
In a realistic setting, common currency would be silver, however we use “Gold” as a generic
term for all easily convertible treasure.
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MARTIAL ITEMS
Roll again to determine what you found or simply make something up.
Weapon types mainly matter for characters trained in the use of specific weapon classes.
If it would make no difference to your particular party, don’t worry about it, just take any roll
of 1-50 as a melee weapon and a 51-70 as a missile weapon.
ROLL ITEM
1-5 Dagger
6-15 Mace
16-30 Sword
31-40 Axe
41-50 Spear
51-60 Bow
61-70 Crossbow
71-90 Light armour
91-100 Heavy armour
HEALING SALVE
If healing salve is found, roll 2D6.
Each die rolling a 1-5 finds 1 dose while a 6 gives 2 doses.
ADVENTURING ITEMS
Roll below or simply pick something that makes sense.
ROLL ITEM
1-10 Torches or lantern
11-20 Flasks of oil
21-30 Travel rations
31-40 Wooden pole
41-50 Rusty “master key” (5+ roll to open any plain lock)
51-60 Holy symbol
61-70 Bag of small pebbles
71-80 Rope
81-90 Tool bag
91-100 Thief tools
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MAGICAL ITEMS
INTRODUCTION
Use this chapter to roll up random magical treasure.
These items are not intended to be strictly balanced against each other.
The focus is on items that are relevant on the tabletop battle field.
Future expansions may add “Quest” items that have applications outside of combat.
ITEM TABLE
ROLL CATEGORY
1-20 Weapon
21-35 Armour
36-45 Shield
46-60 Jewelry
61-70 Clothing
71-85 Potion
86-100 Writings
It takes a combat action to retrieve any magical item from the backpack, except for potions
which can be kept at the ready in a belt or shoulder pack.
Bonus dice and dice modifiers are cumulative from items, but two items that produce the
same effect are not otherwise cumulative.
For example, two items that both increase Movement Speed by +1” would both work together
for a +2” bonus but carrying a Storm sword and wearing Storm mail would have no extra
effect.
If in doubt, apply common sense and go with the option that doesn’t break the game.
WEAPONS
If desired, roll a D6 for the weapon type:
1 Dagger 4 Axe
2 Sword 5 Spear
3 Mace 6 Bow
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Roll below for the exact item. When writing weapons down, write the name as whatever
sounds best: For example a “sword” with the “corrosion” effect could be a “Sword of
Corrosion” or a “Corrosive Sword”.
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ARMOUR
Magical armours are not distinguished as light or heavy.
Instead, all Magical armour provides 2 Defensive Dice and has no initiative or movement
penalties.
Spell casters can cast spells while wearing magical armour.
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SHIELD
Shields are considered part of a characters armour and do not have a specific game effect on
their own.
A magical shield does not grant additional Defensive Dice on its own but will add its magical
effect (which may be Defensive Dice)
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JEWELRY
Jewelry typically take the form of rings or amulets.
Regardless of form, only one item of magical jewelry can be in effect at the same time.
Trying to use two will simply negate the effects of both until one has been removed.
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CLOTHING
Items of enchanted clothing can take various forms.
As with jewelry, a character can only gain the effect of a single item of enchanted clothing at
any given time.
Attempting to wear two will result in neither having an effect until one is removed.
For specifics, roll below:
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POTION
Quaffing a potion is a Movement Action, taking 1” of movement.
Attempting to drink a second potion while one is already active will make the character
violently ill and unable to function for the remainder of the encounter.
Potions with a duration will wear off on a D6 roll of a 1. Check at the end of each turn AFTER
the one in which the potion was consumed.
At the end of an encounter, all potion effects wear off.
Potions marked with * apply their effect and then dissipate immediately.
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WRITINGS
Magical writings can take the role of scrolls or books.
Scrolls contain a single spell and can be used as a teaching tool, as described in the Magic
chapter, or as a “single-use” spell usable by any character.
Casting a spell from a scroll always takes an action and succeeds with no dice roll, regardless
of the conditions that would apply if the spell was cast by a regular magician.
Once cast, the spell disappears from the scroll, making them single-use items.
Books cannot be used for casting but are much-valued as a way for spell-casters to learn
additional spells or for a character to begin magical studies.
A scroll contains a single spell, selected at random from the relevant magic school.
A book will contain 1D3 spells from the relevant school, selected at random.
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THE QUEST
THE QUEST IN GAME MECHANICS
A Quest is a series of individual adventures that lead to a final conclusion.
In some ways, it could be viewed as a larger-scaled version of a Delve.
In a dungeon-focused Quest, each chapter is an individual Delve but a Quest might also involve
other sequences.
Quests are often planned and run by a Game Master but we provide some tools to piece it
together for yourself.
STARTING A QUEST
You can opt to start a Quest at any time it seems appropriate, triggered by a meeting,
encounter or battle.
If you prefer to do it randomly, roll 2D6 after a Delve or at any suitable moment (such as when
meeting someone new). If both dice score a 5 or 6, then you have found a Quest.
QUEST GOALS
You should also select the length of the quest. It may be Minor, Major or Epic.
This will roughly determine how many steps are involved.
QUEST STEPS
For each step of the quest, you can insert any adventure of your own design or roll below for
the type of action you will have.
ROLL STEP
1 Roleplay segment
2 Wilderness encounter
3 Travel
4-6 Delve
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Roleplay segments may involve investigation or may be down-time while travelling, used to
flesh out characters.
If you prefer your game to be action-heavy and focused purely on tabletop battles, ignore such
segments.
A wilderness encounter is essentially a single battle taking place in the fresh air.
It may put you against a monster, a group of enemy Minions or even an enemy adventuring
party. Be creative.
ROLL DESTINATION
1-15 Nearby location
16-30 Dungeons under nearby city
31-40 Faraway location
41-50 Old ruin
51-60 Remote island
61-65 Enemy stronghold
66-70 Foreign land
71-85 Underground dungeon complex
86-95 Forgotten land
96-98 Alternate dimension
99-100 Alternate plane of existence
In some instances, finding the means to reach the next location may be an adventure in its
own right.
QUEST STEPS
If the quest is Minor, after each segment, roll a D6. A roll equal or below the number of
segments played means the next step must be the conclusion.
For an Epic quest, roll 3D6, adding the scores together. By the end, you may no longer have any
of the same characters left!
THE CONCLUSION
The conclusion to a Quest should always be custom designed.
A typical end might feature multiple monsters, a particularly tough Delve or facing down an
army of enemy Minions.
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If you are setting up a new campaign, it’s a good idea to establish a few NPC’s in advance and
make them known to the players.
This gives them something to interact with and a way for you to feed information into the
campaign.
There’s often no need to design NPC’s as fully fledged characters as they will often not be
rolling dice for any activities.
If you do, using index cards tends to work fine.
REACTIONS
If you are not sure how a particular NPC would react, roll below.
Use the Reaction column in most cases and the Compliance column if the character is being
asked to do something.
A hostile NPC will refuse to help with anything and may try to make life harder, while a
negative NPC will require payment to even consider helping (and may still turn you down in
any event).
Friendly NPC’s will automatically agree to help provided if something that is not dangerous or
risky.
In a more well-developed campaign, your characters may begin the game with a friendly NPC
already known, for example, an old travelling companion or mentor.
An ambitious Game Master may want to have a lot of things going on behind the scenes, as it
makes for great story hooks.
If you know that a secret society is trying to find an artefact in the ruined temple the heroes
are exploring, then a sprawling three-way battle can become an exciting set-piece for that
gaming session.
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Try to avoid overwhelming the players with things going on and especially try to avoid forcing
events on the players at every turn.
In a typical campaign, making roughly one in three encounters be a reactive one can work very
well.
That gives the players a chance to pursue their own agendas and side objectives, while letting
you add some direction to the campaign as well.
If you prefer chance, a D6 roll of 5-6 after an encounter will let the “enemy” make a move next
gaming session.
Consider letting the players know in advance.
They’ll be frustrated if they cook up a plan and aren’t allowed to execute it.
Conventional wisdom is that if you are in the middle of a game, don’t stop to look things up.
Go with what seems right at the time and keep the game flowing.
The rules use fairly consistent mechanics, making it easy to improvise a “proper” solution on
the fly.
After the encounter is over, you can go look up the “proper” way to handle the situation.
If it turns out a character got cheated out of something, give them a small consolation gift, but
in general, rulings made during a game should stand for the duration of the game.
Its expected that groups will establish their own house rules and solutions as they play and
get more familiar.
If the group involves multiple players, make sure to write things down and keep them in a
central place where they can be reviewed easily.
WRITING SCENARIOS
At its core, a scenario doesn’t have to be more complex than “who is fighting and why?”.
If you write your scenarios down, try to keep it concise, maybe half a page to a page, including
applicable background information.
It helps to have a check list of things to consider when setting up the scenario.
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CASUAL ENCOUNTERS
INTRODUCTION
If the characters are simply exploring town, hanging out at the tavern or visiting the town
square, you can use the Casual Encounter table to drum up a bit of action.
THE TABLE
PEOPLE MET
If you need completely random people hanging around a location, roll any number of dice on
the table below to populate it.
After populating a location, free free to roll a couple of D10’s with a 10 indicating that a
random character is up to something.
ROLL UP TO ROLL UP TO
1 Looking to attack someone 4 Delivering a message
2 Planning a crime 5 Public disturbance
3 On the run 6 Problem with the law
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SUITABLE MINIATURES
FINDING MINIATURES
While we do include options to play without miniature figures, the game assumes you will use
them to resolve your combat encounters.
There’s a wealth of figures available on the market, along with a huge back catalogue of figures
no longer commercially available but sold second-hand online.
We will avoid listing specific miniatures ranges here, as it is hard to predict what will be
available in the future.
When searching for figures, look for both miniatures intended for roleplaying games, fantasy
wargames and historical wargames.
Officer and leader figures from the latter can often make excellent character figures.
SMALL SCALES
We consider 6mm and 10mm figures to be “Small Scales”.
The options for 10mm fantasy figures are somewhat limited but 6mm has a decent selection.
The biggest challenge in these scales will be finding hero type of figures.
One advantage is that figures from larger scales can be used as big monsters. A 10mm wolf
would be a good “dire wolf” in 6mm for example, while a normal sized lizard in 25mm scale
would be a towering terror in 10mm.
These tiny figures are often very cheap, making them ideal for building up a large collection
quickly.
They also allow you to play on a very modest gaming surface.
Do exercise caution when purchasing: Many 6mm figures are sold in “strips” and must be
separated before they can be used individually.
It’s often recommended to use bright paint jobs when using 6mm figures, to make them stand
out more.
One additional advantage is that wargames terrain is very cheap in this scale, allowing entire
villages and forests to be portrayed realistically.
MEDIUM SCALES
15mm and 20mm scale figures are extremely popular for historical gaming but fantasy
counter-parts have been a bit slower to materialize.
In many ways, 15mm is a good “middle” scale, the figures are large enough to identify easily
on the table but are still inexpensive and do not require a huge gaming table.
As with the smaller scales, some large-scale figures can make good monsters and giant
animals.
If gaming in these scales, make sure to look at the various medieval, renaisance and ancient-
era wargaming ranges for a huge selection of all manner of troop types.
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LARGE SCALES
25mm and 28mm (what is often called 32mm or “heroic”) scale has been the standard for
fantasy roleplay figures for a long time.
Several prominent manufacturers are available and you’ll have the easiest time finding
character and “hero’ type of figures.
The main downside in this scale is that they can take up a lot of space, if you wish to play out a
large battle and monster figures can get prohibitively expensive.
This can limit the ability to simply add a random monster for a one-off scenario, as painting up
a huge 20 dollar figure of a dragon just for one battle may not be appealing.
GOING 2D
An alternative to miniatures of plastic or metal is to go paper.
“Print and play” paper figures have become very popular in recent years and a huge variety is
available.
You will require a decent quality printer for them to look good, but the ability to print out
replacement troops on demand cannot be under-estimated and many of the designs are very
visually appealing.
Rather than paper “stands”, another option is to make card board squares or circles with
names or portraits on them and simply move them around.
This will miss the appeal of nicely painted figures but will get the job done at nearly no cost.
If you make visually pleasing counters, you could laminate them as a durable gaming set.
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Yet, in spite of all that, you never find any drinking water.
She shrugged.
It probably wouldn’t be drinkable in any event, but even so, it’d be nice to at least see some,
right?
What do the creatures down there drink anyway? The blood of adventurers?
Well, poor Garriott would keep them well fed for tonight.
On the upside, one man down, one less share of the loot.
In the morning, she’d have to pen a letter to his family.
In the morning.
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DESIGNER NOTES
Dungeon crawling as a game concept is almost as old as gaming itself and while it has grown
and faded in popularity, it has endured for very good reasons:
It is a self-contained experience that can fit into a larger storyline or be taken at face value.
It requires very little information to participate in.
It allows a series of challenges and obstacles to be faced in relative isolation.
Typically, dungeon crawling was only one aspect of a larger campaign, though in recent years,
there’s been a push towards a “purer” style focusing exclusively on the underground
environment, for example in board games like Descent or tabletop games like Torchbearer or
Four Against Darkness.
Such games tend to be focused primarily on the tactical aspects of the experience with the
character being expressed mainly in the context of the dungeon and their abilities to overcome it.
I think in some cases, that’s a bit of a pity though: Our characters do not cease to exist when they
enter the dungeon, nor should they be defined purely by that environment.
The Trait system of Starport Scum allows us to express a character in plain words, bringing a
complex personality alive in the game world, with in-game effects to match.
As such, it felt like an obvious bridge between character-focused roleplaying and tactical
dungeon-exploring.
With that in mind, everything else fell into place around it, allowing us to switch from a cave
battle to a forest encounter to simply hanging out at the tavern with relative ease.
The game is still ultimately rooted in wargaming, with the focus being on tactical battles and
consequently spells and magical items are geared towards that, but with fully featured task
systems attached to set up roleplaying challenges.
Starport Scum had succeeded by both providing a relatively structured “get a job,fight a battle,
level up and get loot” sequence as well as letting players piece together their own stories, and I
think Dungeon Scum provides the same, maybe even to a bigger extent.
Who knows? A campaign that begins in a simple goblin cave may end on the Elemental Plane of
Fire defeating the Demon King threatening all of reality.
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DAMAGE
Stunned combatant loses 1 die from actions
and discards 5-6’s on movement dice.
2 hits goes DOWN or Wounds a hero.
3+ hits is a gruesome death. Heroes go
DOWN.
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