Scrawl
SCRAWL
Related image Image source A gamebook system by Stuart Lloyd SCRAWL Text copyright © 2016 by Stuart Lloyd All illustrations in this book, including the cover are public domain.
Many thanks to all of the followers of and contributors to Lloyd of Gamebooks and of course my lovely wife Nicky and my adorable children.
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Beast, Evil, Horror, Man, Monster, Monsters And Heroes
Welcome to SCRAWL! SCRAWL is short for Solo CRAWL and that’s what you will be doing lots of in this game. Whether it’s hexes or dungeons or cities, you’ll be crawling all over them to split skulls and steal treasure. If you’re looking for a simulationist experience in a realistic representation of some historical period, then you might need to look elsewhere (preferably, my other solo game which is very low fantasy and takes inspiration from history). No, this is the game for people looking for pure undiluted OSR, murder-hobo, kick down the door and loot the dungeon kind of folks. Rule 1 – The rule of simplicity and serendipity In the interest of not getting bogged down in minutiae, I’ve sacrificed a lot of complexity for the sake of quicker and easier play. For this reason, there may be a situation which is not covered in the rules. For these situations, the rule of simplicity and serendipity reigns supreme. The rule is: If there is something in the rules that does not explicitly cover a situation that you are in, just assume you are able to take the most favourable result for your character. Rule 2 – The rule of voluntary complexity To make this game accessible, a lot of detail has had to be sacrificed. For example, in real life, food rots away after a certain amount of time, yet in the game, you could buy some food and leave it in your backpack forever. If you prefer a more simulationist experience, or if you want a greater challenge, you may add whatever rules you like. That’s fine too. So, rule 2, the rule of voluntary complexity is: If you feel the rules do not work to your liking, feel free to rule what you think should happen, even if it is to your detriment. Feel free to apply rules 1 and 2 as much as you like, at the same time and as consistently or inconsistently as you like. After all, this is a solo game experience, so “cheating” isn’t going to affect anyone else and I won’t be there to complain. I would prefer that you have an entertaining experience by bending the rules than have a miserable one by following them.
Creating your character First, you must choose a class for your character. Their class will determine what they are good and bad at. There are 6 classes. Fighter: A trained warrior who is good at fighting. Surprise. They are also good at performing physical feats such as climbing, swimming and riding. Fighters also have training in tactics, strategy, logistics and commanding troops. Trickster: This is the class you play if sneaking, picking locks, looking for traps and other nefarious deeds are your thing. Tricksters are good at all kinds of larceny. Sure, they aren’t great at fighting, but they can pull off a sneak attack and aren’t too shabby with ranged weapons. Wizard: This is the class if you want to use your brains. Wizards are great at deciphering ancient languages, engineering, history, legends and classifying monsters. They can also cast spells. A wizard knows 6 wizard spells from the list or wizard spells. Priest: The class for those with a religious temperament. Priests excel at knowing holy scripture and making inspiring sermons. Priests also have magic bestowed on them from their gods. Priests know the 3 priest spells. Traveller: A traveller understands navigation and survival in any wilderness and also in the sea. They are extremely fit and are expert hikers, climbers, swimmers and riders or all animals. Travellers also know how to deal with wild animals and how to hide and sneak in the wilds. They train with ranged weapons to aid their hunting. Bard: The bard is the class you choose if you want to excel at making a connection with people. Through entertainment and witty conversation, bards make fast friends in any strata of society. They also have a huge knowledge of myth and legend and a knowledge of some languages at their disposal and access to basic magical knowledge so they can read scrolls and cast cantrips. As you can see, classes have some abilities which overlap, so most situations will be solvable by more than one class.
Spells Wizards and priests are able to cast spells. Priests have no choice over which spells to cast. They must take the 3 listed below. Wizards may choose 6 spells from the list of 12 below. Choose wisely! When you cast a spell, you must deduct 1 Will point. If you have 0 Will points, you can still cast the spell, but you must lose 1 Vitality point instead. Wizards, priests and bards all have access to minor magic. This is magic that involves creating minor illusions, altering the appearance, smell and flavour of small items, repairing basic things and creating an orb of light. In game terms, minor magic allows your character to have a light source that you do not need to hold in one hand. Wizard spells Bolt: Creates a bolt of energy. This counts as a ranged weapon that automatically hits and deals 1 damage. Dispel: Negates the effect of one spell cast upon you or allows you to automatically succeed at any test that involves resist magic. Open: Allows you to automatically succeed at any test that involves lock picking. Illusion: Allows you to reroll any ability test against a humanoid. Levitate: Allows you to automatically succeed at any ability test that involves climbing or jumping. It also negates damage from falling. Shield: This spell will grant you 3 extra Vitality points that last for the duration of 1 combat or on one occasion when you are dealt damage. Damage is subtracted from these Vitality points first before being subtracted from your personal Vitality points. Prowess: You may cast this before or during a combat. It allows you to have 1 reroll for your ability tests for the remainder of the combat. Invisibility: Allows you to automatically succeed at a roll that involves hiding or sneaking. Scry: Allows you to automatically succeed at a roll that involves perception. Charm: Allows you to automatically succeed at a roll that involves persuasion. Speed: Allows you to automatically succeed at a roll that involves dodging or running. Also allows you to escape without taking damage. Strength: Allows you to automatically succeed at a roll that involves strength. It can also be cast before or during a combat so that for the remainder of that combat, whenever you hit an opponent, make a Fate roll. If you roll a 4-6, you may increase your damage by 1. Priest spells Bless: Allows you to reroll 1 Fate roll. Cure: This spell has two options. First, you could use it to restore 1 Vitality point. You could also use it to cure a disease, cure a poison or to prevent the damage from one poison from happening. This does not restore any points lost from the poison or disease. Holy Light: This spell creates an aura of holy energy that surrounds you for the duration of one combat. For as long as you are fighting undead or demons, this aura deals 1 damage to them at the end of every round.
Vitality and Will
Your vitality is a measure of your endurance. Vitality is reduced through being wounded or doing something physically demanding. In game terms, having a vitality of 0 means death. Your vitality cannot go above its initial score except by spending experience points or through powerful magic.
Will is a measure of your mental fortitude. Will is reduced through mental exertion such as stress, loss or intense fear. Having a will of 0 means mental exhaustion and any further loss of will results in loss of Vitality. Your Will can never go below 0. If you are at 0 will and your will is further reduced, those points are subtracted from your Vitality instead.
Your vitality and will both have values of 3 when you start.
Fate rolls and Fate points.
Some rolls you make cannot be affected by your skills and abilities – only blind luck. These rolls are Fate rolls. Fate rolls involve rolling 1d6, but they can’t be affected by your class. However, you can affect Fate rolls with Fate points. If you spend a fate point, you can reroll a Fate roll. Fate points are difficult to obtain, so spend them wisely! Your Fate points have no maximum – they can go to any value.
Experience and advancement
You gain experience points for performing mighty deeds and overcoming (note: not necessarily killing in combat) monsters and other opponents. You can spend your experience points to improve yourself or you can use them for ability tests.
If you spend 1 experience point, you can reroll a die for 1 ability test or you can act as if you have a class of your choice on 1 occasion.
If you spend 6 experience points, you can increase your Will by 1 then restore it to its initial level.
If you spend 12 experience points, you can increase your Vitality by 1 then restore it to its initial level.
You may get the opportunity to learn a new ability or spell. This will cost experience points.
You start the game with 3 experience points, as you are not a green rookie. You can use these for rerolls or try to save them to increase your stats.
King, Arthur, Men, People, Kingdom, Sword, English
The core mechanic
The mechanics of this system revolve around the 6 sided dice (d6). You will need to roll 1d6 to determine the outcome of events. However, there are many situations where you can get rerolls. If you are allowed to reroll, you may roll an additional 1d6 and take the best value from the dice you have rolled.
Ability tests
Ability tests have a difficulty value. In parantheses you will have the class(es), item(s) and codeword(s) that are relevant to the tests. Some of these things will be used up in the process of getting the reroll (for example, food). In this case, an asterisk (*) will be that thing’s name. If you use something with asterisk by it to get a reroll, you must remove it from your character sheet.
To succeed at an ability test, you need to get equal to or over the difficulty on a d6. If you have rerolls, you only need to succeed at 1 roll to succeed at the test.
Some ability tests can be automatically passed if you meet a particular condition. This usually happens when you are performing a task in the absence of danger and other distractions. For example, a wizard who is trying to decipher an ancient tome in the comfort of their own tower will be able to do so without having to make a roll.
Keep an eye out for what kind of situation the test is for. You may have an item or spell that allows you to automatically succeed at it. The situation will be presented in bold. For example, it may say ‘Make a climb test with a difficulty of 4 (Fighter, Traveller)’. If you can cast the levitate spell, you will automatically succeed at this test.
Situations that each class is good at
You probably want to know what kind of situations different classes get rerolls for, so that you know how to make your decisions when exploring the land or the dungeons. Well here they are.
Fighter
Melee combat (against all opponents), ranged combat, strength, climbing, jumping, swimming, riding, dodging, running, tactics.
Trickster
Ranged combat, lock picking, sleight of hand, sneaking, hiding, dodging, perception, disarming, climbing, jumping, running, disguise, trading.
Wizard
Minor magic, wizard magic, resist magic, magical script, artifice, lore, languages.
Priest
Minor magic, divine magic, melee combat (against undead and demons), religion, inspiration.
Traveller
Melee combat (against animals and plants), ranged combat, strength, climbing, jumping, swimming, riding, running, survival, pathfinding, tracking, sailing.
Bard
Persuasion, minor magic, resist magic, magical script, artifice, lore, performing, languages, inspiration, religion, trading, sleight of hand.
Most of the abilities are self-explanatory, but for the sake of completeness, here is a quick explanation of all of them,
Melee combat: The ability that grants rerolls in combat. Fighters get rerolls against all opponents. Travellers get rerolls against animals and plants and priests get rerolls against undead and demons.
Ranged combat: The ability to use ranged weapons and thrown weapons.
Strength: The ability to perform feats such as lifting, pushing and charging.
Climbing: The ability to climb slopes without falling.
Jumping: The ability to jump long distances.
Swimming: The ability to swim.
Riding: The ability to ride and look after horses and fight whilst mounted.
Dodging: The ability to get out of the way of things quickly.
Running: The ability to run both quickly and over long distances.
Tactics: The ability to direct large numbers of troops in a mass battle.
Lock picking: The ability to open locked doors and chests.
Sleight of hand: Deftness of hands that allows you to pick pockets and perform magic tricks.
Sneaking: The ability to move quietly.
Hiding: The ability to not be detected.
Perception: The ability to spot hidden things, such as secret doors and traps.
Disarming: The ability to neutralise traps.
Disguise: The ability to change your appearance to look like someone else.
Trading: The ability to know the price of goods and where they will sell for more.
Minor magic: A collection of simple spells, such as small illusions, minor telekinesis and the ability to change the qualities of small items. Good for entertainment. It also allows you to create an orb of light that follows you around. This means that you do not need to use a hand to hold a light source in a dungeon, so you can use a two handed weapon or a shield.
Wizard magic: The ability to cast wizard spells.
Magical script: The ability to read the language of magic. This allows you to use magical scrolls.
Artifice: The ability to use magical wands and staves and even repair magical items.
Lore: A knowledge of history and legend.
Languages: An ability to translate spoken and written nonmagical languages.
Divine magic: The ability to cast priest spells
Religion: Knowledge of the gods, the prayers for each god and each religion’s customs.
Inspiration: The ability to motivate people to do things and improve their morale.
Survival: The ability to find food and water in all terrains and also to protect yourself in hostile climates.
Pathfinding: Knowledge of navigation, map reading and geography. Also knowledge of customs in different places.
Tracking: The ability to find living things in the wild and know where they have headed.
Sailing: Knowledge of how to operate naval vessels from rowboats to ships.
Persuasion: The ability to get people to do what you want.
Performing: The ability to perform in different ways, such as with singing, reciting stories, playing musical instruments or even creating works of art such as stories or paintings.
Resist magic: The ability to prevent baneful magic affecting you.
Remember that you may find someone who is willing to train you in an ability. It would normally cost some experience points, but it will be worth it.
You might also find training to fight with a particular melee or ranged weapon. In game terms, if you use this weapon in combat, you can get an extra reroll if you use this weapon. This stacks with any other rerolls you get in combat, so a priest who is trained to use a mace will get 2 rerolls when they fight an undead opponent (one for being a priest and one for using a mace).
Image result for teaching
Encumbrance A character can carry up to 12encumbrance points worth of items. This may not seem like much, but take note that some items have an encumbrance value of 0, such as your clothes, jewellery and keys. Notes You may need to make notes of other things that need to be tracked. You may get codewords and titles as your reputation spreads. Time Time is measured in days. Your time will increase every time you move to another hex, rest in an inn or do other actions. Time is important as some quests may have a time limit. Some events might happen at particular times of the year.
Starting characters
Starting characters have the following items and stats:
Classes: Choose 1
Spells: If you are a wizard, you choose 6 spells from the wizard list. If you are a priest, you have the 3 priest spells. Bards can use minor magic, but they don’t know any of the other spells. Otherwise, you have no spells.
Initial vitality: 3.
Initial will: 3.
Initial Fate: 1
Initial experience: 3
Starting items: A weapon of your choice, up to 3 days worth of food, 3 torches, flint and tinder.
Initial gold: 25gp
Initial time: 0
Money and treasure
The typical currency for the game is the gold piece. 50 gold pieces or part of 50 gold pieces count as 1 item of encumbrance. You can also find gems to trade with. 500 gold pieces worth of gems (or part of 500 gold pieces) count as 1 point of encumbrance. As you can see, it is easier to carry gems than coins.
Equipment, services, weapons and armour Weapons Weapon Cost (gold pieces) Damage type Encumbrance
Dagger 1 Piercing 1
Staff 0 Bludgeoning 2
Club 0 Bludgeoning 2
Sling
2
Bludgeoning
1
Spear 2 Piercing 2
Axe 3 Slashing 2
Sword 15 Slashing 2
Mace/warhammer 15 Bludgeoning 2
Bow 15 Piercing 2
Two handed sword/axe 30 Slashing 3
Morningstar 30 Bludgeoning 3
Crossbow 50 Piercing 2
Masterwork gauntlets 50 Bludgeoning 0
Masterwork weapon As normal weapon x5 then + 50 As normal item As normal item
Dagger This weapon can be thrown, so it can be treated as a ranged weapon. However, you won’t be able to use it in hand to hand combat. You may be able to recover it if you win the battle, however. Staff A two handed weapon. You cannot use a shield or torch whilst using a staff. Club A simple weapon made from wood, possible with spikes. Sling This is a ranged weapon. Spear This weapon can be thrown, so it can be treated as a ranged weapon. However, you won’t be able to use it in hand to hand combat. You may be able to recover it if you win the battle, however. Axe This weapon can be thrown, so it can be treated as a ranged weapon. However, you won’t be able to use it in hand to hand combat. You may be able to recover it if you win the battle, however. Two handed sword/two handed axeThese weapons are two handed and you cannot use a shield or light source with them. If you hit an opponent with them, make a Fate roll. If you roll 4-6, you deal 2 damage. I you roll 1-3, you deal 1 damage.
Image result for sword Morningstar This weapon is two handed and you cannot use a shield or light source with it. If you hit an opponent it them, make a Fate roll. If you roll 4-6, you deal 2 damage. I you roll 1-3, you deal 1 damage. Crossbow This is a ranged weapon. Masterwork weapon A masterwork weapon allows you to reroll any combat ability test rolls of a 1. People who fight unarmed may buy masterwork gauntlets that give this bonus to unarmed combat.
Armour Armour Cost (gold pieces) Encumbrance
Light armour (+1 Vitality) 15 2
Heavy armour (+2 Vitality) 50 3
Shield (+1 Vitality) 15 2
Equipment Item Cost (gold pieces) Encumbrance
1 day’s food 1 1
Torch 1 1
Oil 1 1
Lantern 5 1
Shovel 2 1
Furs 3 1
Desert clothes 3 1
Pick 5 1
Mirror 10 1
Waterskin 1 1 (full) or 0 (empty)
Rope 5 1
Grapple 10 1
Iron spikes 3 1
Mallet 2 1
Flint and steel 1 0
Paper 2 0
Chalk 1 0
Charcoal 1 0
Mule 25 N/A
Horse and gear
75
N/A
Torches and lanterns A torch can only be used as a light source once. A lantern can be reused but it needs oil every time. Mule
Image result for medieval shop Allows you to carry 12 extra items of encumbrance. Horse and gear The saddlebags on the horse can hold 6 encumbrance points worth of items. A horse reduces Will loss when travelling.
Alchemical items Item Cost (gold pieces) Encumbrance
Healing salve 25 1
Potion of clarity 5 1
Acid 25 1
Holy water 25 1
Alchemist’s Fire 25 1
Smoke bomb 10 1
Healing salve This item can be used to restore 1 Vitality point. Potion of clarity This item can be used to restore 1 Will point. Acid This can be used as a ranged weapon or at the end of a combat round. It will automatically hit and cause 1 Vitality point of acid damage. Holy water This can be used as a ranged weapon or at the end of a combat round to undead creatures only. It will automatically hit and cause 2 Vitality points of damage. Alchemist’s Fire This can be used as a ranged weapon or at the end of a combat round. It will automatically hit and cause 1 Vitality point of fire damage. Smoke bomb This can be used to confuse opponents. It can allow you to escape from combat without being hit. Services Service Cost (gold pieces)
Night at inn 1
Healer 10
Blessing 100
Night at inn
Image result for alchemy Allows you to restore 1 Will point. Add 1 day to your time. Healer Restores 1 Vitality point. Can be used any number of times. Blessing Gain 1 Fate point.
Combat You will probably come across someone or something that you will have a disagreement with on your adventures. Usually, they are disagreeing with your desire to break into their homes and steal their treasure, but I’m not here to judge. Anyway, you probably want to know how to resolve combat. Here are the steps. 1. Before combat, you will usually have the chance to perform one action. This could be casting a spell, drinking a potion or making a ranged attack. To make a ranged attack, make an ability test against your opponent’s difficulty (Fighter, Trickster, Traveller). If you succeed, you hit your opponent and deal damage as normal. Then you enter the first round of combat.
If the first round of combat, make an ability test. You may reroll depending on what class you are. Fighters always get a reroll. Travellers usually get rerolls against animals and priests usually get rerolls against undead. If you succeed, go to step 3. If you fail, go to step 4.
If you have succeeded in the ability test, you have hit your opponent and adjust their Vitality accordingly. If their Vitality is now 0, you have won. Otherwise, go to step 5.
If you have failed, you have been hit and you must adjust your Vitality accordingly.
After the round, your opponent may be able to perform another action (usually a stunt or casting a spell). If this is the case, follow the instructions. If this is not the case, or after their action has resolved, go to step 6.
You may now cast 1 spell or perform one stunt (including escaping) if you wish. When you have made your decision, you start a new round. Go back to step 1.
Escape
If you have the option, you may escape from combat at any time. However, if you do, your opponent will get a free hit against you (there are ways to stop this – the Speed spell is the main one).
Multiple opponents
If you are fighting more than one opponent, then at the beginning of the round, you must decide which one you are going to hit. Then you must make an ability roll against all of them. If you succeed against the opponent you chose to hit, you hit them as normal. If you succeed against an opponent you didn’t decide to hit, then you inflict no damage. Any opponent you fail an ability test against hits you as normal.
Stunts in combat
You might be able to perform other actions besides hitting someone. Fighters are capable of the most stunts, but some other classes can do a few stunts.
Charge (all classes)
In the first round of combat, you may get an extra reroll, but you leave yourself open to attack. At the end of the combat round, make a Fate roll. If you roll a 1-3, your opponent gets a free hit. On a 4-6, nothing happens.
Defensive fighting (all classes)
You get a free reroll in combat, but if you win the round, make a Fate roll. If you get 4-6, you hit your opponent normally. If you get a 1-3, you deal no damage.
Ambush (Fighter, Trickster)
Before the combat, you can attempt to attack your opponent with a melee weapon. Make an ability roll equal to your opponent’s difficulty. If you succeed, you hit your opponent. If you fail, nothing happens.
Called hit (Fighter)
If you succeed at hitting your opponent, you can do something to reduce their fighting capability. Instead of reducing their Vitality by 1, you can get an extra reroll for the rest of the combat. You can only do this once.
Travelling
You might want to move around the countryside at some point, either because you want to explore or because you have killed everyone and looted all the treasure possible from the hex you are on, you psycho. Either way, if you move to another hex, you need to follow the following rules. Travel is tiring.
You can only move to an adjacent hex. Just making that clear in case you didn’t know.
When you move to another hex, increase your time by 1 day, then make a Fate roll and apply the results to the table for that hex. Travelling will usually result in Will loss, but this can be prevented if you have a horse, food or you are a Traveller.
Exploring the dungeons Eventually, you might have to venture underground to get your treasure fix. That’s great, but there are some issues. The main one is light. If you are a priest, wizard or bard, you know minor spells, one of which is creating an orb of light to float by you. If you don’t know minor magic, you are going to have to provide and carry your own light source. That means you need to use one hand to carry a light source. This means that you won’t be able to use a two handed weapon or a shield underground.
Armor, Armour, Horse, Horseback, Knight
Treasure Eventually, you might be lucky enough to get some treasure. Sometimes you will be instructed as to what treasure you will get and sometimes, you are able to roll randomly for treasure. If you are told to roll randomly, start with treasure table I and follow instructions. Remember that all treasure rolls are fate rolls and can be affected by Fate points and other means to manipulate fate rolls. Treasure table I Die roll Result
1-4 Roll on the valuables table
5-6 Roll on the items table
Items table Die roll Result
1-4 You get a special item.
5-6 Roll on the Magic items I table.
Magic items I table Die roll Result
1-3 You get a potion.
4-5 You get a scroll*.
6 Roll on the Magic items II table.
*Only wizards, bards or characters trained in magical script can use a scroll. If you cannot use a scroll, you get a potion instead. Magic items II table Die roll Result
1-2 You get a wondrous item
3-4 You get a wand*
5-6 Roll on the Magic items III table.
*Only wizards, bards or characters trained in artifice can use a wand. If you cannot use a wand, you get a wondrous item instead. Magic items III table Die roll Result
1-2 You get a magic staff*
3-4 You get an amulet/ring
5-6 Roll on the Magic items IV table
*Only wizards, bards or characters trained in artifice can use a staff. If you cannot use a staff, you get an amulet/ring instead. Magic items IV table Die roll Result
1-2 You get a weapon
3-4 You get some armour
5-6 You get an artifact
Valuables table Die roll Result
1-3 Coins
4-5 Gems
6 Art object
Coins table Die roll Result
1-3 You get 1d6 gold pieces
4-6 You get 1d6 gold pieces and roll again
Gems table Die roll Result
1-2 You get 1d6 gold pieces worth of gems
3-6 You get 1d6 gold pieces worth of gems and roll again
Art objects tables
Art objects can take many forms from jewelled rings to necklaces to statuettes to paintings. For this reason, you need to roll a die to see if an art object takes up any space in your backpack.
Art object encumbrance
Die roll
Result
1-2 The art object has an encumbrance of 2
3-4 The art object has an encumbrance of 1
5-6 The art object has an encumbrance of 0
Art object value Die roll Result
1 Add 1d6 gold pieces to the value
2-6 Add 1d6 gold pieces to the value and roll again
Diamonds, Treasure, Glowing, Wealth, Money, Rich Special items table Die roll Result
1-5 Alchemical item
6 Masterwork weapon
Alchemical item table Alchemical items are not magical and they are not as powerful as potions or scrolls, but they can be useful. Alchemical items all have an encumbrance of 1. Die roll Result
1 Healing salve
2 Smoke bomb
3 Acid
4 Holy water
5 Alchemist’s Fire
6 You get a potion of clarity and roll again
Healing salve This item can be used to restore 1 Vitality point. Potion of clarity This item can be used to restore 1 Will point. Acid This can be used as a ranged weapon. It will automatically hit and cause 1 Vitality point of acid damage. Holy water This can be used as a ranged weapon to undead creatures only. It will automatically hit and cause 2 Vitality points of damage. Alchemist’s Fire This can be used as a ranged weapon. It will automatically hit and cause 1 Vitality point of fire damage. Smoke bomb This can be used to confuse opponents. It can allow you to escape from combat without being hit. Masterwork weapon Pick a weapon of your choice (yes, you can do that. I’m not going to give you a random weapon – it’s not worth the complexity and if you’ve trained in a spear, I don’t want you finding a masterwork sword). If you prefer to fight unarmed, you may choose gauntlets as your weapon. This weapon is masterwork. This means that if you roll a 1 in combat when using this weapon, you get a free reroll.
Image result for spear Potions table Potions are small bottles of containing magical liquid. As potions are activated by drinking, all classes can use potions. All potions have an encumbrance of 1. Die roll Potion
1 Healing
2 Curing
3 Will
4 Strength
5 Invisibility
6 Speed
Potion of healing This potion restores all lost Vitality points. Potion of curing This potion removes one poison or disease. It does not restore any points lost from this poison or disease. Potion of will This potion restores all lost Will points. Potion of strength If you drink this potion, you can gain the benefits of the Strength spell. Potion of invisibility If you drink this potion, you can gain the benefits of the Invisibility spell. Potion of speed If you drink this potion, you can gain the benefits of the Speed spell. Scrolls table Scrolls contain the words to a wizard spell. They are written in magical script – something that most people do not know. For this reason, only Wizards and Bards can use scrolls. However, it is possible to be trained to read magical script, so other classes might be able to learn to read scrolls at some point. If you cannot use a scroll, you get a potion instead. To see what spell you have on a scroll, first make a fate roll to see what column of the scrolls table you roll on. Then roll again to see which spell in that column you have. All scrolls have an encumbrance of 0. Die roll Column 1 (1-3) Column 2 (4-6)
1 Bolt Prowess
2 Dispel Invisibility
3 Open Scry
4 Illusion Charm
5 Levitate Speed
6 Shield Strength
Wands table
Wands can be used by Wizards or Bards only to cast one spell once per day without losing Will. However, it is possible to learn artifice at some point if you have another class. If you cannot use a wand, you get a wondrous item instead. Roll a die to see what spell you may cast. All wands have an encumbrance of 1.
Die roll
Wand
1 Bolt
2 Dispel
3 Open
4 Illusion
5 Charm
6 Shield
Wondrous items
Wondrous items do not fit into any other category of magic item. Any character can use them.
Die roll
Wondrous item
Encumbrance
1 Boots of speed 0
2 Rope of climbing 1
3 Belt of giant strength 0
4 Gloves of swimming 0
5 Goggles of seeing 0
6 Cloak of Sustenance 0
Boots of speed
Allows you to automatically succeed at a roll that involves running.
Rope of climbing
Allows you to automatically succeed at a roll that involves climbing.
Belt of giant strength
Allows you to automatically succeed at a roll that involves strength.
Gloves of swimming
Allows you to automatically succeed at a roll that involves swimming.
Goggles of seeing
These goggles allow you to see in the dark without needing a light source.
Cloak of Sustenance
This cloak allows you to travel without needing food or water.
Image result for cloak Amulets/rings Amulets and rings provide magical effects. You are able to have one amulet and two rings. When you find one, you need to roll on the table to see if you have an amulet or a ring. Then roll on the amulet or ring type table to see what magical effect you have. Any character can use amulets and rings and all amulets and rings have an encumbrance value of 0 and any character may use one. Amulet or ring table Die roll Item
1-2 Amulet
3-6 Ring
Amulet or ring type Die roll Item
1 Amulet/ring of Protection
2 Amulet/ring of Health
3 Amulet/ring of luck
4 Amulet/ring of Resistance
5 Amulet/ring of Mind Shielding
6 Amulet/ring of wishes
Amulet/ring of Protection
Image result for amulet This item increases your initial and current Vitality by 1. Amulet/ring of Health This item makes you immune to all poisons and diseases. Amulet/ring of Luck This item allows you to have a free reroll for all Fate rolls. Amulet/ring of Resistance This item reduces the damage from a type of energy. First, make a Fate roll to decide which column you need to roll for. 1-3 means column 1. A roll of 4-6 means column 2. Then make a Fate roll to see what energy type you are protected from. Reduce all damage from that kind of energy by 1 (this can take it to 0). Fate roll Column 1 (1-3) Column 2 (4-6)
1-3 Fire Lightning
4-6 Acid Cold
Amulet/ring of Mind Shielding This item increases your initial and current Will by 1. Amulet/ring of wishes This item can be used 3 times to cast any spell from either the wizard list or the priest list without losing Will.
Staves Staves give you multiple spells to cast. Only a Wizard or a Bard may use a staff to cast spells, but it is possible to get training in artifice, so other characters may learn how to use them at some point. If you cannot use a staff, you can get an amulet or ring instead. You may cast each spell once per day. You may not cast the same spell twice. Staves have an encumbrance of 2 and can be used as enchanted quarterstaves by any character if needs be. Die roll Weapon
1 Protection
2 War
3 Seeing
4 Deception
5 Enchantment
6 Life
Staff of Protection
This staff allows you to cast Dispel and Shield once per day without losing Will.
Staff of War
This staff allows you to cast Prowess and Strength once per day without losing Will.
Staff of Seeing
This staff allows you to cast Scry and Open once per day without losing Will.
Staff of Deception
This staff allows you to cast Illusion and Invisibility once per day without losing Will.
Staff of Enchantment
This staff allows you to cast Charm and Bless once per day without losing Will.
Staff of Life
This staff allows you to cast Cure and Holy Light once per day without losing Will.
Image result for magic staff Weapons If you find a magic weapon, you may choose what type of weapon you have. If you prefer to fight unarmed, you may choose gauntlets as your weapon. After all, I’m not going to get in your way if you’ve trained with a sword because finding a magic axe might be a bit of a kick in the teeth. Ranged weapons have a slightly different table. Then roll a die on the relevant table to see what enchantment you have. Die roll Melee weapon Ranged weapon
1 Skill Skill
2 Sharp/bludgeoning Sharp/bludgeoning
3 Vampire Vampire
4 Holy Avenger Holy Avenger
5 Slayer Slayer
6 Defender Hunting
Skill
You have a free reroll for all ability rolls in combat.
Sharp/bludgeoning weapon (depends on whether the weapon is sharp or blunt)
This deals 1 extra point of damage.
Vampire
When you deal damage with this weapon, you gain 1 Vitality point.
Holy Avenger
If you fight an undead creature or demon with a Holy Avenger weapon, you get a free reroll on ability tests and you can deal 1 extra point of damage.
Slayer
If you fight a monster with a Slayer weapon, you get a free reroll on ability tests and you can deal 1 extra point of damage.
Defender
You may increase your initial and current Vitality by 3 if you have a Defender weapon.
Hunting
If you use a Hunting ranged weapon against an animal, you get a free reroll on ability tests and you can deal 1 extra point of damage.
Image result for magic axe Armour First you need to roll on the armour type table to see if you have light armour, a shield or heavy armour. Then you need to roll on the armour enchantment table to see what enchantment the armour has. Armour type table Die roll Armour
1-3 Light armour
4-5 Shield
6 Heavy armour
Light armour has an encumbrance of 2 and increases current and initial Vitality by 1. Shields have an encumbrance of 2 and increases current and initial Vitality by 1. Heavy armour has an encumbrance of 3 and increases current and initial Vitality by 2. Armour enchantment table Die roll Armour
1-2 Protection
3-4 Energy Resistance
5-6 Spell Resistance
Protection This armour increases your current and initial Vitality by 1 more than normal armour of its type does (so light armour would increase your current and initial Vitality by 2 but still only have an encumbrance of 1). Energy resistance This item reduces the damage from a type of energy. First, make a Fate roll to decide which column you need to roll for. 1-3 means column 1. A roll of 4-6 means column 2. Then make a Fate roll to see what energy type you are protected from. Reduce all damage from that kind of energy by 1 (this can take it to 0). Fate roll Column 1 (1-3) Column 2 (4-6)
1-3 Fire Lightning
4-6 Acid Cold
Spell resistance This armour allows you to cast the Dispel spell once per day without losing Will.
Artifacts Artifacts are extremely powerful items that can come in all shapes and sizes. You are extremely lucky if you find one. Any character may use an artefact. They are just that powerful. Die roll Item Encumbrance
1
Staff of the Magi
2
2 Divine Robes 0
3 Crown of Lordly Might 0
4 Helm of Brilliance 0
5 Intelligent weapon As weapon
6
Ankh
0
Staff of the Magi
This allows you to cast any wizard spell without losing Will. You may use the staff once per day. It can also be used as an enchanted quarterstaff.
Divine Robes
Whilst wearing these robes, you may increase your initial and current Vitality by 1. These robes also allow you to cast the Cure, Bless and Holy Light spells once per day without losing Will.
Crown of Lordly Might
Allows you to automatically succeed at all rolls that involve Persuasion. You can also cast Scry, Bless and Prowess once per day without losing Will.
Helm of Brilliance
This gem encrusted helm reduces all damage from fire by 1. This helm also allows you to cast Bolt, Holy Light and Strength once per day without losing Will.
Intelligent weapon
You may choose what type of weapon you have. This weapon allows you to have a free reroll in combat and allows you to gain 1 extra experience point per encounter (so one encounter with multiple creatures still only gives you 1 extra experience point). Since the weapon has senses of its own, it also allows you to cast the Scry spell once per day without losing Will.
Ankh
If you die whilst wearing this amulet, you will be restored to life with full Vitality and Will at the point just before you made the decision that got you killed. The Ankh can only do this once. It also allows you to cast Cure spell once per day without losing Will. You can still use this ability after you have been resurrected.
Image result for ankh
Monsters It’s not all exploration and treasure, you know. You’re going to have to deal with some monsters eventually. On the plus side, deal with does not necessarily mean fight. I mean, you might be one of those Trickster types who would rather sneak past monsters whilst they sleep and steal their treasure. That’s perfectly valid, because I want all classes to succeed here. Just don’t expect it to be easy. Or to work all the time. Monster name Type: Tells you what group the monster belongs to. Some effects affect particular groups of monsters. Difficulty: The number you need to roll equal or above to hit the monster. Also tells you which classes get rerolls. Vitality: The vitality of the monster. Special: Any special abilities the monster might have. Experience: The experience you get for killing or overcoming the monster. If you have . an experience point, make a Fate roll. On the roll of 4-6, you get 1 experience point. On the roll of 1-3, you get no experience points. If you fight multiple creatures, simply add up their experience values and gain that much. This means that you only need to make 1 Fate roll if you get a half. Fighting 3 golblins gives 1 . experience which means you gain 1 experience point and 1 more on the roll of a 4-6 on a Fate roll. You do not need to make 3 Fate rolls. Humanoids
Goblin/Kobold/Peasant
Type: Humanoid
Difficulty: 3 (Fighter)
Vitality: 2
Special: None
Experience: .
Orc/Bandit/Militia/Lizard Man
Type: Humanoid
Difficulty: 4 (Fighter)
Vitality: 3
Special: None
Experience: 1
Warrior (of most humanoid races)
Type: Humanoid
Difficulty: 5 (Fighter) Vitality: 4 Special: None Experience: 2
Gorgon
Type: Humanoid
Difficulty: 4 (Fighter)
Vitality: 3
Special: Petrifying gaze. At the beginning of a combat round, you need to decide whether to close your eyes or keep them open. If you close them, increase the gorgon’s difficulty by 2. If you keep them open, make a resist magic ability test with a difficulty 4 (Wizard, Bard) at the end of the combat round. If you fail, you lose 2 Vitality points as your body begins to turn to stone.
Experience: 2
Apprentice wizard (of most humanoid races)
Type: Humanoid
Difficulty: 3 (Fighter, Wizard)
Vitality: 3
Special: Magic. At the end of each combat round, make a Fate roll. If you roll 1-3, the wizard casts bolt and you lose 1 Vitality point. If you roll 4-6, the wizard casts nothing.
Countermagic: When you cast a spell against an apprentice wizard, make a Fate roll. On the roll of a 1-2, the spell is countered. On the roll of a 3-6, it resolves normally.
Experience: 1
Wizard (of most humanoid races)
Type: Humanoid
Difficulty: 4 (Fighter, Wizard)
Vitality: 3
Special: Magic. The wizard casts spells as follows:
At the end of the first round, the wizard casts poison gas. From the next round onwards, at the end of each combat round, you lose 1 Vitality point through poison.
At the end of the second round onwards, make a Fate roll to see what spell the wizard casts. If you roll 1-3, the wizard casts bolt. You lose 1 Vitality point. If you roll 4-6, the wizard casts nothing.
Countermagic: When you cast a spell against a wizard, make a Fate roll. On the roll of a 1-3, the spell is countered. On the roll of a 4-6, it happens normally.
Experience: 2
Priest (of most humanoid races)
Type: Humanoid
Difficulty: 4 (Fighter)
Vitality: 3
Special: Priest spells.
At the end of each combat round, make a Fate roll. If you roll a 1-3, the priest restores 1 Vitality point (up to their initial Vitality). On a 4-6, nothing happens.
Experience: 2
Knight
Type: Humanoid
Difficulty: 5 (Fighter)
Vitality: 7
Experience: 4
Special: None
Champion (of most humanoid races)
Type: Humanoid
Difficulty: 6 (Fighter)
Vitality: 6
Special: None
Experience: 4
Troll/Ogre/Giant/Cyclops
Type: Humanoid (Fighter)
Difficulty: 4
Vitality: 6
Experience: 4
Special: On a successful hit, make a Fate roll. On a roll of 1-3, lose 2 Vitality points. On the roll of 4-6, lose 1 Vitality point.
Pixie/Sprite
Type: Humanoid
Difficulty: 5 (Fighter)
Vitality: 2
Special: Minor curses: At the end of each round, make a resist magic ability test with a difficulty of 5. If you succeed, nothing happens. If you fail, lose 1 Will point.
Experience: 1
Centaur
Type: Humanoid/Animal
Difficulty: 5 (Fighter, Traveller)
Vitality: 4
Experience: 2
Special: Charge. At the beginning of combat, make a dodging ability test with a difficulty of 5 (Fighter, Trickster, Traveller) or lose 2 Vitality points.
Animals and plants
Centaur
Type: Humanoid/Animal
Difficulty: 5 (Fighter, Traveller)
Vitality: 4
Experience: 2
Special: Charge. At the beginning of combat, make a dodging ability test with a difficulty of 5 (Fighter, Trickster, Traveller) or lose 2 Vitality points.
Wolf/Dog/Boar/Eagle/Horse
Type: Animal
Difficulty: 4 (Fighter, Traveller)
Vitality: 3
Experience: 1
Special: None
Warhorse
Type: Animal
Difficulty: 5 (Fighter, Traveller)
Vitality: 3
Experience: 2
Special: None
Poisonous Snake
Type: Animal
Difficulty: 4 (Fighter, Traveller)
Vitality: 1
Experience: 1
Special: After combat, if you lost at least 1 round of combat to the snake, you must lose 1 Vitality and 1 Will from Poison unless you have a way of curing it.
Flock of bats/Giant rat
Type: Animal
Difficulty: 3 (Fighter, Traveller) Vitality: 2 Special: None Experience: .
Bear/Lion/Tiger/Velociraptor
Type: Animal
Difficulty: 5 (Fighter, Traveller)
Vitality: 5
Special: On a successful hit, make a Fate roll. On a roll of 1-3, lose 2 Vitality points. On the roll of 4-6, lose 1 Vitality point.
Experience: 4
Giant Beetle
Type: Animal Difficulty: 4 (Fighter, Traveller) Vitality: 5 Special: None Experience: 2 Crocodile Type: Animal Difficulty: 4 (Fighter, Traveller) Vitality: 4 Special: Large jaws: Whenever a crocodile hits you, make a Fate roll. On a 1-3, you lose 2 Vitality. On a 4-6, you lose 1 Vitality. Experience: 2 Giant Spider Type: Animal Difficulty: 4 (Fighter, Traveller) Vitality: 3 Special: Poison. At the end of combat, if you are hit by the giant spider, you must lose an additional 2 Vitality points from poison unless you can cure it. Experience: 1 Giant Lizard Type: Animal Difficulty: 4 (Fighter, Traveller) Vitality: 4 Special: Large jaws: If you are hit by a giant lizard, make a Fate roll. On a 1-3, you lose 2 Vitality points. On a 4-6, you lose 1 Vitality point. Experience: 2 Triceratops
https://upload.wikimedia.org/wikipedia/commons/thumb/b/b5/Triceratops_ricce_01.jpg/1024px-Triceratops_ricce_01.jpg Type: Animal Difficulty: 5 (Fighter, Traveller) Vitality: 6 Special: Large horns: When the triceratops hits you, make a Fate roll. On a 1-3, you lose 2 Vitality points. On a 4-6, you lose 1 Vitality point. Experience: 5 Tyranosaurus Rex Type: Animal Difficulty: 6 (Fighter, Traveller) Vitality: 7 Special: Large claws: When the tyranosaurus hits you, make a Fate roll. On a 1-3, you lose 2 Vitality points. On a 4-6, you lose 1 Vitality point. Experience: 7 Pterodactyl
Type: Animal
Difficulty: 4 (Fighter, Traveller)
Vitality: 4
Special: None
Experience: 1
Treefolk
Type: Plant
Difficulty: 4 (Fighter, Traveller)
Vitality: 5
Special: None
Experience: 2
Image result for trees with eyes Undead Zombie
Type: Undead Difficulty: 3 (Fighter, Priest) Vitality: 5 Special: None Experience: 1 Skeleton Type: Undead Difficulty: 4 (Fighter, Priest) Vitality: 3 Special: If you hit a skeleton with a bludgeoning weapon, make a Fate roll. On a 4-6, you deal 1 extra damage. On a 1-3, you deal normal damage. Experience: 1 Wraith Type: Undead Difficulty: 4 (Fighter, Priest) Vitality: 4 Special: Weapon immunity: Unless you are fighting with a silver or enchanted weapon, whenever you hit a wraith, make a Fate roll. On a 1-3, reduce your damage by 1. On a 4-6, you deal normal damage. Experience: 2 Vampire Type: Undead Difficulty: 5 (Fighter, Priest) Vitality: 5 Weapon immunity: Unless you have a silver or enchanted weapon, whenever you hit a vampire, make a fate roll. On a 1-3, reduce your damage by 1. On a 4-6, you deal normal damage. Hypnotism: At the beginning of the combat, lose 2 Will points. Drain: When the vampire deals damage to you, it gains 1 Vitality point (up to its starting value). Experience: 4
Banshee Type: Undead Difficulty: 6 (Fighter, Priest) Vitality: 4 Special: Scream: At the end of each combat round, make a fate roll. On a roll of 1-3, lose 1 Will point from the banshee’s scream. On a roll of 4-6, there is no effect. Experience: 3 Mummy Type: Undead Difficulty: 5 (Fighter, Priest) Vitality: 4 Special: Fire weakness: Fire deals double damage to mummies. Experience: 2
Demons
Demon Servant Type: Demon Difficulty: 4 (Fighter, Priest) Vitality: 3 Special: None Experience: 1 Lesser Demon Type: Demon Difficulty: 5 (Fighter, Priest) Vitality: 4 Special: Breathes fire at the end of every odd numbered round (1st, 3rd, 5th etc.). Make a dodging ability test (Fighter, Trickster) with a difficulty of 5. If you fail, you lose 1 Vitality point from fire damage. Experience: 2 Medium Demon Type: Demon Difficulty: 5 (Fighter, Priest) Vitality: 5 Weapon immunity: Unless you hit a medium demon with an enchanted weapon, whenever you hit the demon, make a Fate roll. On a 1-3, reduce your damage by 1. On a 4-6, you deal normal damage. Breathes fire at the end of every odd numbered round (1st, 3rd, 5th etc.). Make a dodging ability test (Fighter, Trickster) with a difficulty of 5. If you fail, you lose 1 Vitality point from fire damage. Experience: 4 Greater Demon Type: Demon Difficulty: 6 (Fighter, Priest) Vitality: 6 Large claws: Whenever a Greater Demon hits you, make a Fate roll. On a 1-3, you lose 2 Vitality. On a 4-6, you lose 1 Vitality. Weapon immunity: Unless you hit a greater demon with an enchanted weapon, whenever you hit the demon, make a Fate roll. On a 1-3, reduce your damage by 1. On a 4-6, you deal normal damage. Spell immunity: Whenever you cast a spell on a Greater Demon, make a Fate roll. On a roll of 4-6, it works as normal. Otherwise, it fails. Fire breath: At the end of every round, make a dodging ability test (Fighter, Trickster) with a difficulty of 6. If you fail, you lose 1 Vitality point from fire damage. Experience: 15 Monsters
Harpy
Type: Monster
Difficulty: 4 (Fighter)
Vitality: 3
Special: None
Experience: 1
Gargoyle
Type: Monster
Difficulty: 4 (Fighter)
Vitality: 4
Special: Blend in: At the beginning of combat, make a perception ability test with a difficulty of 4 (Trickster, Wizard). If you fail, it hits you and you lose 1 Vitality point.
Weapon resistance: Unless you have an enchanted weapon, when you hit a gargoyle, make a Fate roll. On a 1-3, reduce your damage by 1. On a 4-6, it does normal damage.
Experience: 3
Basilisk
Type: Monster
Difficulty: 4 (Fighter)
Vitality: 4
Special: Petrifying gaze. At the beginning of a combat round, you need to decide whether to close your eyes or keep them open. If you close them, increase the basilisk’s difficulty by 2. If you keep them open, make a resist magic ability test with a difficulty 4 (Wizard, Bard) at the end of the combat round. If you fail, you lose 2 Vitality points as your body begins to turn to stone.
Large jaws: If you are hit by a basilisk, make a Fate roll. On a 1-3, you lose 2 Vitality points. On a 4-6, you lose 1 Vitality point.
Experience: 4
Stone Golem
Type: Monster
Difficulty: 4 (Fighter)
Vitality: 6
Special: Blend in: At the beginning of combat, make a perception ability test with a difficulty of 4 (Trickster, Wizard). If you fail, it hits you and you lose 1 Vitality point.
Weapon resistance: Unless you are using a bludgeoning or enchanted weapon, when you hit a stone golem, make a Fate roll. On a 1-3, reduce your damage by 1. On a 4-6, you deal normal damage.
Experience: 4
Manticore
Image result for manticore
Type: Monster
Difficulty: 6 (Fighter)
Vitality: 6
Special: Sting. If the manticore hits you, make a Fate roll. On a 1-2, it hits you with its sting. On a 3-6, it hits you with its claws. At the end of combat, lose 1 Vitality point every time you are hit with its sting from poison unless you can cure it.
Experience: 6
Hydra
Type: Monster
Difficulty: 5 (Fighter)
Vitality: 6
Special:
Large jaws: If you are wounded by the hydra, make a Fate roll. On the roll of a 1-3, you lose 2 Vitality points. On the roll of a 4-6, you lose 1 Vitality point.
Regenerate: at the end of a combat round, if the hydra was damaged and none of that damage came from fire, make a Fate roll. On a 1-3, it gains 1 Vitality point. This goes up to its starting Vitality. On a 4-6, nothing happens.
Experience: 7
Chimera
Type: Monster
Difficulty: 6 (Fighter)
Vitality: 5
Special:
Large Claws: When a chimera hits you, make a Fate roll. On a 1-3, you lose 2 Vitality points. On a 4-6, you lose 1 Vitality point.
Fire breath. At the end of every round, the chimera will breathe fire which will cause 1 damage unless the hero succeeds at a dodging ability test of difficulty 6 (Trickster, Fighter).
Experience: 8
Fire elemental
Type: Monster
Difficulty: 5 (Fighter)
Vitality: 5
Special: Fire touch: All the damage a fire elemental deals is fire damage. When the fire elemental hits you, make a fate roll. On a 1-3, you lose 2 Vitality points. On a 4-6, you lose 1 Vitality point.
Experience: 4
Earth elemental
Type: Monster
Difficulty: 5 (Fighter)
Vitality: 7
Special: Rock skin: Unless you have an enchanted weapon, when you hit an earth elemental, make a Fate roll. On a 1-3, reduce the damage by 1. On a 4-6, you deal normal damage.
Experience: 6
Air elemental
Type: Monster
Difficulty: 5 (Fighter)
Vitality: 5
Special: Hurricane: At the end of each round, make a Fate roll. On a 1-3, lose 1 Vitality point from being knocked down. On a 4-6, you lose no Vitality points.
Experience: 4
Water elemental Type: Monster Difficulty: 6 (Fighter) Vitality: 6 Special: None Experience: 4
Dragon Type: Monster Difficulty: 6 (Fighter) Vitality: 9 Special: Aura of Fear: At the beginning of the encounter, you must lose 2 Will points through fear unless you succeed at a resist magic test of difficulty 6 (Wizard, Bard) Large Claws: When a dragon hits you, make a Fate roll. On a 1-3, you lose 2 Vitality points. On a 4-6, you lose 1 Vitality point. Scales: Whenever you hit a dragon, unless you have an enchanted weapon, make a Fate roll. On a 1-3, reduce your damage by 1. On a 4-6, it deals normal damage. Spell immunity: Whenever you cast a spell on a dragon, make a Fate roll. On a 1-3, the spell fails. On a 4-6, the spell works as normal. Fire breath. At the end of every round, the dragon will breathe fire which will cause 1 fire damage unless you succeed at a dodging ability test of difficulty 6 (Trickster, Fighter). Experience: 24
Image result for dragon
Traps Exploring dungeons, ruins and places where people store treasure is always full of surprises. Some of them are not pleasant. Traps are some of the less pleasant surprises you will find in the worlds. If you come across a trap, you need to make a perception ability test equal to the difficulty of the trap to spot it. If you fail, you will spring the trap and suffer its effect. If you do spot it, then you can avoid it. If you wish to disarm it and gain experience from that, make a disarm ability test equal to the difficulty of the trap. If you succeed, you get experience. If you fail, you set off the trap and suffer its effect. Trap descriptions have the following template: Trap name Difficulty: tells you the difficulty of the trap and the classes that can deal with it. Effect: What happens when you spring the trap. Experience: The amount of experience you get for disarming the trap. Special: Any other notes about the trap.
Spear trap Difficulty: 4 (Trickster) Effect: Unless you can make a dodging ability test equal to the difficulty of the trap, lose 1 Vitality point. Experience: 1 Special: If you disarm the trap, you may add a spear to your equipment list. Swinging axe trap Difficulty: 4 (Trickster) Effect: Unless you can make a dodging ability test equal to the difficulty of the trap, make a fate roll. On a roll of 1-3, lose 2 Vitality points. On a roll of 4-6, lose 1 Vitality point. Experience: 1 Special: If you disarm the trap, you may add an axe to your equipment list. Arrow trap
Difficulty: 4 (Trickster) Effect: Lose 1 Vitality point. Experience: 1 Special: None
Pit trap
Image result for pit trap Difficulty: 4 (Trickster) Effect: Lose 1 Vitality point from falling damage. Experience: 1 Special: None Trapdoor trap Difficulty: 4 (Trickster) Effect: Lose 1 Vitality point from falling damage. You also end up in a random room in the level below (if you are on the lowest level of the dungeon, this is a pit trap instead). Experience: 1 Special: None Poison needle trap Difficulty: 5 (Trickster) Effect: Lose 1 Vitality point from poison damage. Experience: 1 Special: None Alarm trap Difficulty: 5 (Trickster) Effect: Roll for monsters to fight. These monsters have no treasure. Experience: 1 Special: None Rune of fear trap
Difficulty: 5 (Trickster, Wizard) Effect: Lose 2 Will points. Experience: 1 Special: None Falling stones trap Difficulty: 5 (Trickster) Effect: Lose 2 Vitality points. Experience: 2 Special: None
Rune of curse trap
Difficulty: 5 (Trickster, Wizard) Effect: Lose 1 Fate point. Experience: 2 Special: None Fire bolt trap Difficulty: 5 (Trickster, Wizard) Effect: Lose 2 Vitality points from fire damage. Experience: 2 Special: None Lightning bolt trap
Difficulty: 5 (Trickster, Wizard) Effect: Lose 2 Vitality points from lightning damage. Experience: 2 Special: None Acid trap Difficulty: 5 (Trickster, Wizard) Effect: Lose 2 Vitality points from acid damage. Experience: 2 Special: None
Frost bolt trap Difficulty: 5 (Trickster, Wizard) Effect: Lose 2 Vitality points from cold damage. Experience: 2 Special: None Teleport trap Difficulty: 5 (Trickster, Wizard) Effect: Teleport to a random room in the dungeon. Experience: 2 Special: None
Poison gas trap
Difficulty: 5 (Trickster) Effect: Lose 2 Vitality points from poison damage. Experience: 2 Special: None Hail of arrows trap Difficulty: 5 (Trickster) Effect: Lose 3 Vitality points. Experience: 3 Special: None
Character sheet Name_______________ Character name____________ Class________________
Fate points
Treasure (encumbrance)
Vitality Initial__________
Current________
Will Initial__________
Current________
Spells
Time
Experience
Notes and codewords
Items (encumbrance)
Abilities
Explore strange new places, meet interesting creatures, kill them and steal their stuff!
Welcome to SCRAWL! Short for Solo CRAWL, SCRAWL is the OSR type solo game for people who want some good honest murder hobo, dungeon looting stuff with a minimum of time and fuss. This is the rulebook for SCRAWL. For more SCRAWL products, go to my RPGNow page. For insights into the creation of SCRAWL and to get products before anyone else, you can support me on Patreon. For more news and articles on gamebooks, visit www.lloydofgamebooks.com.