Trapdoor PDF
Trapdoor PDF
Trapdoor PDF
Introduction............................................................3
Exploration and Encounter Phases..................... 6
Movement................................................................8
Ranged Attack........................................................ 9
Melee Attack........................................................... 10
Casting Spells, Reciting Prayers........................... 12
Miscellaneous Actions........................................... 13
Traps and Wandering Monsters...........................15
Damage and Death.................................................16
Creating a Hero...................................................... 17
Equipment...............................................................19
Traits.........................................................................22
Spells and Prayers...................................................25
Bestiary.....................................................................27
'The Brigands of Harrak's Hold' Quest...............30
Trapdoor Reference Sheet.....................................31
Hero Profile Sheets.................................................32
Directory..................................................................33
Acknowledgements
There are a goodly number of people who have aided me in a variety of ways in the seemingly
endless process of designing and writing Trapdoor. Not least is the support provided by my
family who have also been the game's longest suffering lab rats: I am indebted to Laura and Oliver
for both their endless patience and invaluable advice. Sincere gratitude for play-testing and
critiquing must also go to: Brent Spivey (Bombshell Games), Matt Yabsley, Breccan Kendall,
Chris Sabick, Stephen Dobson, Andreas Pscheidl, Mattias Frid, Victor Gondra, and the infamous
Alex Rogers. Joni Heinonen has done a tremendous job bringing the rules to life with his excellent
artwork. To anybody not mentioned above I can only humbly apologise for the omission. I raise a
flagon of ale to you all: without your diverse assistance and encouragement Trapdoor could never
have become a reality! May the Gods smile upon you and keep you on your quests!
The GM should be conversant with the rules laid out in this Pencils and erasers (or rubbers as we in the UK call them) are
manual and during gaming sessions reveals the quest area to another essential piece of equipment. Even better still are
players and controls everything that they encounter. rubber-topped pencils. These are used primarily by the hero
players for recording various things on their hero profile sheets
or, if they have been freshly sharpened, to keep megalomaniac
GMs in check.
Description SPE BRA ACC MEL RES VIT Traits & Equipment Points
Goblin Warrior 5 1 1 1 1 1 Small, Crude Spear 16
Human Knight 5 3 2 3 3/4 7 Swordsman, Sword, Shield 35
Profile Key
Description: This is where the model's name/type/race etcetera is written.
SPE: Speed. This is how far a model may move in squares. Most humanoids will have an average SPE of 5. Rated 1-10.
BRA: Bravery. This represents a model's heroism and determination. Rated 1-10.
ACC: Accuracy. This represents a model's prowess with ranged weapons. Rated 1-10.
MEL: Melee. This represents a model's prowess at close quarter fighting. Rated 1-10.
RES: Resilience. This represents a model's physical toughness and ability to defend itself. The first figure represents a
model's actual RES. If the model is equipped with armour a second figure will be given after a slash (see the Human
Knight) and this represents a models' basic RES plus the bolstering effects of any armour it might be wearing. Rated
1-10. Note that armour can artificially boost RES above 10.
VIT: Vitality. This represents a model's 'life' or 'wounds' and decreases as the model is injured. If it reaches nought the
model is dead or seriously injured and removed from play. Rated 1-12.
Traits & This is where any special rules - called 'traits' - and any equipment - armour, weapons etcetera - belonging to the
Equipment: model are listed.
Points: This reflects the value of a model in game-terms. The higher the value, the better the model. See below.
If there are no enemies currently present in the uncovered quest • Relaxed means that they are taken by surprise and the
area then the heroes are exploring the environment. This is heroes automatically take the first turn.
referred to as an 'Exploration phase'. Most quests will begin with • Alert means that the hero player who discovered them
an Exploration phase, as the heroes descend into a dungeon and must make an Observation ('OBS') Roll (p.13). If
begin exploring. successful the adventurers are more alert and react first,
taking the first turn. If not the GMinions surprise the
heroes and take the first turn. Heroes with the Tracker
Exploration Turns
trait may roll an additional d10 and choose the highest
result.
The Exploration phase is divided into unlimited turns in which
the heroes move cautiously through the quest area.
If any more GMinions are discovered during an Encounter phase
- including Wandering Monsters - they may be activated
• During a turn each hero can move and perform an
normally during the subsequent GM's turn.
action (or vice-versa).
• Players must adhere to a fixed order of activation agreed
at the beginning of each quest and which must be Encounter Turns
maintained throughout all the Exploration phases of
that quest. The Encounter phase in Trapdoor is comprised of alternating
• Players cannot return to their character once they have turns in which the battling sides - the heroes and GMinions -
finished with it that turn, no matter if it has unspent attempt to best one another.
SPE or an unused action remaining.
• Once all the player models have been consecutively • During their turn each model can move and perform an
dealt with a turn is over and another begins. action (or vice-versa).
• Neither the players or GM may return to a model once
As soon as a hero moves into a position where a tile containing they have finished with it that turn, no matter if it has
an enemy is revealed the Exploration phase immediately ends unspent SPE or an unused action remaining.
and an Encounter phase begins (see next). • During Encounter phase turns heroes may deviate from
the fixed sequence of activation agreed for the
Exploration phase.
• A turn ends when the active side has done all they
Note: To discourage dawdling during Exploration phases GMs
wished to do and declared that their turn is finished.
can inflict penalties on the hero players. The author's preferred
Their opponent may then begin their turn and so on.
method is that after six consecutive Exploration turns he starts
rolling a d10. On a 1 a wandering monster attacks the party
When - if ! - the last GMinion has been destroyed the Encounter
(randomise who is attacked). On each subsequent turn after the
phase immediately ends and an Exploration phase begins anew.
first roll he minuses an extra '1' from the roll, thus increasing
the chances of an encounter and the incentive of the party to
get a move-on! Placing Board Pieces
As mentioned earlier Trapdoor should ideally be played using
Encounter Phase modular dungeon tiles. The tiles are laid out by the GM as the
hero players uncover them by moving through the quest area,
An Encounter phase occurs as soon as any areas of the quest are with only pieces and their contents being revealed that the hero
uncovered that contain GMinions. When this happens the heroes models can 'see' (there is no limit to this sight, provided there are
cannot use any remaining movement or actions pertaining to the no obstructions). Rooms and their contents should not, for
Exploration phase: they must ready themselves for battle! instance, be placed until any doors serving them have been
opened by the hero players and corners cannot be seen around
until they are reached. For edification a number of images
regarding this system are provided opposite.
i. The beginning of an Exploration phase. The players elect that ii. Dave the Elf begins moving down the corridor. However he
the Elf Ranger ('Dave the Elf') should go first. has only progressed two squares before the GM stops him. Dave
has uncovered a corridor to his left. The GM places this new area
and its contents for the players to see. Once this is done Dave the
Elf is free to continue his movement.
iii. Elves begin their careers with SPE 6, so Dave has 4 SPE iv. However, Dave is an impetuous Elf and decides to open the
remaining. He uses 3 of these to move to the nearest doorway, door. The GM consults his quest map and duly places the
which the GM informs him is unlocked. He hasn't used his contents of the area beyond for the players to see. The uncovered
action yet so he could now attempt to listen at the door or room contains a GMinion, which immediately triggers an
maybe search the corridor for any hidden features. Encounter phase.
Scale and Distance • Models that wish to make a Ranged Attack can do so
only if they move no more than half their SPE value,
rounding up (unless they have the Hunter trait).
As mentioned previously Trapdoor should be played on
Casting Spells and reciting Prayers that are ranged are
modular board tiles which are segmented into uniform squares.
not subject to this restriction.
These squares are used to measure things like movement and the
reach of ranged weapons and some Spells and Prayers. A rating
of '1' in this context directly relates to 1 square, so for instance: 1 Running
SPE = one square. Bear in mind that when we later speak of
models being 'adjacent' we mean in adjoining squares. Models may run, which means that they can move twice
consecutively. The second movement counts as an action.
Note: If you don't own or desire to play Trapdoor using tiles Models may not run and Charge.
divided into squares an alternative can quite easily be
managed: all you need is a tape measure! If playing using 28- Jumping
20mm models simply convert all SPE and ranges to inches. A
model with SPE 5 can thus move 5 inches. If using 15-10mm Models can attempt to Jump over pits and low obstacles (tables,
models then just use cm in the same manner. Bear in mind that barrels etcetera). The model must be adjacent to and have
when we speak of models being 'adjacent' this will mean in enough remaining movement to clear the obstacle, which should
base contact. be designated in squares. Jumping requires the model to pass a
standard OBS Roll (p.13), taking into account the following
Movement criterion:
All models may move once per turn. Each model has a value • For each square over 1 wide the obstruction the Jumper
given under it's SPE characteristic which indicates how many subtracts 1 from its OBS Roll (so a chasm 3 squares
squares the model may move each turn. wide = -2 to the OB Roll.)
• If it wishes a Jumper may use any unused SPE to boost
• Models that are able to move may do so up to their the results of the OBS Roll (so 2 SPE = +2 to OBS Roll).
maximum SPE allowance. At the GM's discretion some This must be declared before making the OBS Roll.
terrain may impede movement. • If a Jump is made successfully then any remaining SPE
• Actions can be performed only before or after may afterwards be used normally. In this way a model
movement, subject to any restrictions detailed in the could, for instance, leap across a gorge and then Charge
pertinent action descriptions in the following chapters. an opponent on the far side.
• Models cannot move through either friendly or enemy • If the Jumping roll is failed the model remains where it
models. is and may do nothing else that turn.
• Models cannot move diagonally around corners • A roll of 1 indicates a critical error has been made. If
(including doorways). the Jumper was attempting to leap over a pit, it falls in
• Models cannot move freely through squares that are and suffers appropriate penalties. If attempting to leap
adjacent to an enemy that is not either Shaken, over a low obstacle the model remains where it is and
Unconscious or in Melee, unless the moving model becomes Shaken.
possesses the Stealth trait. • Note that Jumping does not count as an action.
• If a model moves into a square adjacent to an enemy
then the moving model has deliberately Charged and Climbing
must immediately stop and make a Melee Attack.
• A model that has already performed an action that turn Models may Climb rocks faces, ladders, ropes and similar
cannot in the same turn end any movement adjacent to vertical obstacles, at the GM's discretion.
an enemy model (id est Charge).
• If a model inadvertently begins a turn adjacent to an • Climbing models climb at a rate of half their SPE,
enemy that is not either Shaken, Unconscious or in rounding up.
Melee with someone else, it must either immediately • If attacked they count as Shaken unless they have the
move out of adjacency prior to performing any action, Acrobat trait.
otherwise it is considered to be in Melee with the • A Climbing model may expend its action to Climb at
enemy and must behave accordingly. double speed (id est, normal SPE).
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i. In this example a party of heroes have opened a door into an ii. After a discussion amongst the hero players it is decided that
inhabited room, triggering an Encounter phase. According to the Jakkov the Barbarian should be first into the room. Jakkov
GM's quest map the GMinions - 2 Goblin Warriors - are Relaxed moves 2 squares into the room, ending adjacent to one of the
so the players take the first turn. Goblins. This is a Charge and Jakkov will gain an extra dice
when making his subsequent Melee Roll.
iii. The barbarian player rolls his two d10 and chooses the highest iv. The Goblin only has 1 VIT so losing it kills the hapless
result, in this case '7'. To this he adds his MEL characteristic of 3 creature instantly! The model is removed from the board.
for a total of 10. This is a MEL Roll. Jakkov's player duly notes the 2 advancement points he has
The GM rolls a '5'. To this he adds the Goblin Warrior's RES gained for inflicting 1 VIT damage on his hero profile sheet. He
characteristic of 1 for a total of 6. This is a RES Roll. may do nothing else this turn and may now hand over to one of
Jakkov's MEL Roll is highest. 10 minus 6 gives a MoV of 4. his companions.
Jakkov's Axe (Hand Weapon) has DAM 2. He cross-references
MoV4 and DAM2 on the Damage table and finds that the Goblin
has lost '1' VIT.
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Disarming a Trap
If a trap has been detected a foolhardy player may wish to
disarm it.
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Picking Locks
Heroes may attempt to listen at closed doors to discern if there Passing Items
are any creatures on the other side.
Players may wish to pass items between their characters during a
• Listening at door requires an adjacent hero passing an quest – potions, weapons etcetera. Models passing items must be
OBS Roll . adjacent to one another. This counts as an action for the passing
• If successful the GM must give some general indication model and requires no test. Neither model may be in Melee.
as to whether and how the room is occupied.
• Only one attempt to listen may be made per door.
Note: There are obviously eventualities that may arise that are
• Listening at a door may not be attempted during an
not sufficiently covered by any of the above. In such instances
Encounter phase.
the GM should improvise and be open to suggestions from
players. Trapdoor is not a true rpg, but it does contain rpg
elements! The spirit of both fairness and fun should
characterise your approach to play.
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If a trap is triggered:
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16
Races
Note: If it seems that your starting adventurer is rather fragile
Having decided upon a class, the next choice is to select a race then you are correct! The profiles created using the above
for your hero. Again these are drawn from traditional fantasy process represent heroes at the beginning of their careers and
tropes. From the doughty, but slow Dwarf to the nimble, but so bereft of adventuring experience, leaving plenty of room for
fragile Elf, each race has peculiar advantages and disadvantages. improvement as they go from quest-to-quest gaining
Bear in mind that some races are restricted as to what classes advancement. Impatient players or those looking for
they can choose from and also how far they may advance their entertaining one-off games may agree that each character starts
characteristics (see 'Maximum Characteristics' below). The table with four advancement rolls and 300 gs to spend on equipment
below provides any modifiers and traits that will be immediately to make things more 'juicy'.
applied to your fledgling hero's class profile once you have
decided upon it's race.
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• Room is allotted in the adventurer profile sheet for recording advancement points.
• Gold schillings may also be exchanged for advancement points at the rate 10 gs = 1 point
• GMs may wish to award additional advancement points if they feel the quest demands it.
Making Advancements
For every 25 advancement points gained a hero may roll upon the Hero Advancement Table below. Re-roll any repetitions of traits
(unless Study). Make a note of how many advancements a hero has made overall.
+1 to applicable
Cleric Fearless Adept Champion *Study *Study
Characteristic
Knight Fearless Indomitable Champion Hunter Brute
Mage Fearless Adept *Study *Study *Study
Ranger Fearless Sharpshooter Hunter Marksman Indomitable
Thief Fearless Sharpshooter Burglar Acrobat Hunter
*Study: May permanently increase the Casting/Reciting Bonus of an existing Spell/Prayer by 1 or choose a new Spell or Prayer.
Spells and prayers may have their bonus increased a total of 4 times.
Maximum Characteristics
A hero may only advance so far, before reaching the pinnacle of their profession. The maximum characteristics that each class-race
combination may achieve are given here:
Maximum Characteristics
Human Halfling Dwarf Elf
SPE BRA ACC MEL RES VIT SPE BRA ACC MEL RES VIT SPE BRA ACC MEL RES VIT SPE BRA ACC MEL RES VIT
Barbarian 6 9 5 8 6 9 - - - - - - 6 9 5 8 7 10 - - - - - -
Cleric 6 9 6 8 5 9 - - - - - - - - - - - - - - - - - -
Knight 6 9 7 9 6 9 5 8 6 7 5 8 5 9 6 9 7 10 7 9 9 10 5 9
Mage 6 9 5 6 5 7 5 6 5 5 4 6 5 9 4 5 6 8 7 9 7 7 5 7
Ranger 6 9 8 7 5 8 5 8 8 6 5 7 5 9 8 7 6 9 7 9 10 9 5 8
Thief 7 9 8 7 5 8 5 8 8 6 5 7 - - - - - - 8 9 10 8 5 8
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Melee Weapons
Weapon Damage Rating Special Rules Class Cost Points
Great Weapon 4 Cumbersome, Two-handed B/C/K 190gs 12
Bastard Sword 3 B/K 150gs 8
Pole Arm 3 Two-handed, Long Reach B/K 150gs 8
Spear 2 Long Reach B/K/M/R 120gs 6
Hand Weapon 2 All 100gs 5
Staff 1 Long Reach All 70gs 4
Dagger 1 Silent T 50s 5
Crude Weapon ? As normal weapon, but -1 Damage rating. Not Staff or All -50gs -3
Dagger.
Fists 1 -1 MoV when consulting DAM table All - -
Cumbersome: Fail MEL Roll on roll of 1 OR 2.
Long Reach: If Charged enemy loses charge modifier. Not active if user is already in Melee, unless existing opponent is outnumbered, Shaken or
Unconscious.
Silent: May be used in conjunction with the Stealth trait when Charging.
Two-handed: May not be used in conjunction with a shield.
Armour
Armour Special Rules Class Cost Points
Helmet Head, +1 RES B/C/K 75s 3
Great Helm Head, +2 RES K 150gs 5
Shield +1 RES B/C/K/R 75gs 4
Leather Jerkin Body, +1 RES All 75gs 4
Hauberk Body, +2 RES B/C/K/R 150gs 8
Brigandine Body, +3 RES, -1SPE B/C/K 215gs 12
Plate Armour Body, +4 RES, can't Run K 280gs 15
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Potions
1d10 Potion Special Rules Cost Points
1-2 Stout Porter User is Fearless for the remainder of the current Encounter phase. 30gs 2
3-4 Potion of Swiftness User's SPE is doubled for this turn. 15gs 2
5-6 Healing Potion Restores two VIT points. 30gs 2
7-8 Potion of Stealth User has the Stealth trait for remainder of the current Encounter phase. 35gs 2
9-10 Strong Healing Potion Restores four VIT points. 55gs 3
Miscellaneous Equipment
Item Special Rules Class Cost Points
Lock Pick Set Roll an extra d10 and choose the highest result when making an OBS Roll for T 25gs 2
picking a lock. If double '1' is rolled the set is broken.
Crowbar Roll an extra d10 and choose highest result if user attempts to force a lock. B/K/R/T 15gs 2
Rope Roll an extra d10 and choose the highest result when making an OBS Roll for All 20gs 2
Jumping.
Map All heroes in party may roll an extra d10 and choose the highest result when All 50gs 3
making OBS Rolls for searching. A map may only be used for one quest and is
discarded afterwards.
Torch Roll an extra d10 and choose the highest result when making OBS Roll for All 35gs 2
searching. If a '1' is rolled the torch is extinguished and rendered useless.
Blessed Water Declare use at beginning of player's turn. The model becomes Fearsome to Undead All 30gs/15gs 2
for the duration of the current Encounter phase. to Clerics
Greek Fire Requires an action to throw and has a range of 1-5 squares. Hits target sqaure C/B/K 50gs 3
automatically, but user must roll 1d10: if '1' is rolled then the substance ignites from
the user's square. Effects are the same as Rain of Svarog spell.
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• Roll an extra d10 and chooses the highest result when making Casting or Reciting Rolls.
• Only those possessing the Mage or Cleric trait may be Adept.
When Melee attacker model gains +1 to MoV when consulting Damage table.
Roll an extra d10 and choose the highest result when making OBS Rolls for Picking Locks and
Disarming Traps.
Roll an extra d1o and choose the highest result when making MEL Rolls.
Deadly May breathe or vomit a deadly substance - be it flame, gas, ichor etcetera - from its mouth or some 8
Breath other orifice, engulfing multiple opponents.
Devout The zealous follower of a religious faith upon whom the god(s) bestow their favour. As prayers
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• May move through solid objects and float over difficult/impassible terrain.
• May only be harmed by Spells, Prayers, and magic items.
Roll an extra d1o and choose the highest result when making BRA Rolls.
• If a model with the Fearsome trait Charges an opponent the latter must first take a BRA roll
(p.16).
• If passed then the Melee continues normally.
• If failed the the Melee continues normally, but the defender counts as Shaken.
• If a non-Fearsome model is attempting to Charge a Fearsome model it must take a BRA
roll.
• If it fails then instead of moving it is rooted to the spot with fear and may attempt to do
nothing else that turn (but is not Shaken).
• If passed then the model may Charge and Melee proceeds normally.
• Models that are Fearsome are immune to Fearsome themselves.
• Fearsome is not active while the Fearsome model is Shaken.
Glutton Greedy bastard who will even ignore immediate threats to stop and feed. -2
• After killing an enemy and if not still in Melee the model must make a BRA roll (p.16).
• If failed it spends this and the following turn next to the corpse feeding. If attacked then
treat as Shaken.
Roll an extra d10 and choose the highest result when making RES Rolls.
Large Big creature which dwarfs human-sized beings and is accordingly stronger. 4
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Marksman Spends too much time squinting at butts. Handy with a bow, though. 3
Defenders within long range of attacker's weapon do not gain extra d10 for RES Rolls.
Roll an extra d1o and choose the highest result when making ACC Rolls.
• If not involved in Melee or Shaken roll 1d10 at the start of the model's turn.
• If a 1-2 is rolled the model may do nothing that turn.
• If 3+ is rolled the model may behave normally that turn.
• A friendly Leader model within effective range means the Slow-witted model may roll an
extra d1o and choose the highest result.
Small Somewhat smaller than an adult human and accordingly hard to spot. 3
Roll an extra d10 when making RES Roll against Ranged Attacks and choose highest result.
Stealth Skilled at moving silently past foes, utilising shadows and cover. 6
• Models with Stealth may move freely through squares adjacent to enemy models.
• When a model with Stealth Charges or makes a Ranged Attack it treats the defender as
Shaken to simulate the surprise attack. Note that to receive this bonus the model may only
use a Dagger when charging and many not use Blackpowder weapons when making Ranged
Attacks.
If armed with a sword (Hand Weapon, Bastard, but not Great Sword) the model may roll an extra
d10 and choose the highest result when making a RES Rolls in Melee.
Roll an extra d1o and choose the highest result when making OBS Rolls for Searching and Alert
GMinions.
• Venom is transmitted to a defending model during a melee attack that causes loss of VIT.
• Roll 1d5. At the beginning of that many of its subsequent turns the defending model must
roll 1d10 and on a 1 – 2 roll loses 1 VIT.
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Spells
Spell Range Casting Description
Bonus
Icy Breath 8 4 A freezing wind issues from the caster's mouth enveloping the target in frost.
Iron Will 8/caster 4 The caster causes the target to be imbued with an unnatural courage.
Target acquires the Fearless trait for remainder of this and following turn.
Maximum Effect: target acquires the Fearless trait for remainder of current phase.
Master of Puppets 8 2 The caster concentrates on an opponent, entering it's consciousness and gaining
total control over it's faculties.
Maximum Effect: Effects last until end of Encounter phase. Caster cannot perform
an Action if controlling its' 'puppet'.
Rain of Svarog 6 2 A rain of molten fire descends from above, scorching all beneath it.
Shield of Beset 6/caster 3 A glowing, protective radiance surrounds the target, making it invulnerable to
harm.
During this and the following turn target may roll an extra d10 and choose the
highest result when making any RES rolls.
Teleport 4/caster 3 The caster is able to move an individual through solid matter to an advantageous
or disadvantagous position.
• Target can move 2x his movement, ignoring walls and other obstructions.
• Can only move into known areas and must stop on an unoccupied square.
Maximum Effect: Target can move ANYWHERE on the revealed quest area with
the same restrictions as before.
Touch of Belenos 6/caster 3 Healing rays penetrate the target, reviving and restoring life.
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Maximum Effect: All lost VIT restored. If target is Shaken this is automatically
undone.
Wrath of Taranis 12 3 A bolt of lightning erupts from the caster's hand and smites the target.
Prayers
Prayer Range Reciting Description
Bonus
Divine Radiance 8 4 A holy light issues from the reciter's eyes enveloping the target with a blinding
radiance.
Maximum Effect: Target is Shaken and loses 1 VIT (Undead lose 2 VIT).
Holy Aura 6/reciter 2 The target is embued with a holy aura, hateful to all creatures of darkness.
Target becomes Fearsome to models with the Undead trait for remainder of this
and following turn.
Laying of Hands 6/reciter 3 Healing rays penetrate the target, reviving and restoring life.
Maximum Effect: All lost VIT restored. If target is Shaken this is automatically
undone.
Shelter of the 6/reciter 3 The protection of the gods is extended over the target, shielding it from harm.
Righteous
During this and the following turn target may roll an extra d10 and choose the
highest result when making any RES rolls.
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Trolls
Description SPE BRA ACC MEL RES VIT Traits Points
Hill Troll 6 4 3 4 5 4 Large, Slow-witted 26
Hill Troll Chieftain 6 5 3 6 6 5 Brute, Large, Leader 39
Mountain Troll 7 4 3 5 5 5 Fearsome, Brute, Large, Slow-witted 41
Mountain Troll 7 5 3 7 6 6 Brute, Champion, Fearsome, Indomitable, Large, 64
Chieftain Leader
Fen Troll 6 4 3 4 5 4 Amphibious, Large, Slow-witted 29
Ogres
Description SPE BRA ACC MEL RES VIT Traits Points
Ogre 6 5 3 4 4 4 Large 29
Ogre Captain 6 6 3 5 5 5 Brute, Large, Leader 43
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Undead
Description SPE BRA ACC MEL RES VIT Traits Points
Skeleton Warrior 4 2 2 2 2 2 Undead 15
Skeleton Veteran 4 3 3 3 3 3 Undead 20
Skeleton Lord 4 4 3 4 4 4 Champion, Fearsome, Leader, Undead 40
Crypt Wight 5 6 2 4 3 5 Champion, Fearsome, Undead 40
Ghoul 6 3 2 3 3 2 Frenzy, Glutton 19
Zombie 3 2 - 1 3 1 Slow-witted, Undead 7
Spectre 4 4 - 2 2 2 Ethereal, Undead 19
Wraith 5 6 - 4 3 4 Fearsome, Ethereal, Undead 31
Vampire Thrall 6 4 3 3 4 4 Frenzy, Glutton, Undead 25
Vampire Lord 7 7 5 7 6 8 Champion, Flying, Fearsome, Indomitable, Leader, 72
Undead, Venom
Liche 5 5 3 3 3 3 Leader, Mage (2 spells), Undead 40
Liche Master 5 7 3 4 4 5 Adept, Fearsome, Leader, Mage (4 spells), Undead 69
Necromancer As Human Acolytes, Mages and Archimages
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Assorted Gribblies
Description SPE BRA ACC MEL RES VIT Traits Points
Cave Slug/ Leech 3 2 - 1 2 1 Beast, Glutton 11
Giant Slug/ Leech 4 3 - 3 3 3 Beast, Glutton, Large 24
Rat Swarm 6 3 - 2 2 3 Beast, Glutton, Large, Venom 25
Bat Swarm 6 3 - 2 2 3 Beast, Flying, Large, Venom 32
Slime 3 3 - 3 3 3 Beast, Fearless, Glutton 25
Ooze 3 5 - 4 4 5 Beast, Fearless, Glutton, Large 34
Giant Spider 7 4 - 3 4 3 Beast, Large, Venom 35
Great Spider 8 6 - 5 5 5 Beast, Fearsome, Huge, Venom 57
Giant Toad/Frog 5 4 - 3 4 3 Beast, Large, Venom 33
Giant Serpent 6 5 - 3 3 3 Beast, Large, Venom 35
Wolf 7 5 - 3 3 2 Beast 27
Dire Wolf 8 7 - 5 4 5 Beast, Fearless, Frenzy, Large 51
Cave Bear 7 7 - 5 5 5 Beast, Fearless, Indomitable, Large 54
Ye Creatures of Legende
Description SPE BRA ACC MEL RES VIT Traits Points
Minotaur 6 5 - 5 6 5 Frenzy, Large 34
Minotaur Lord 6 7 - 6 8 6 Champion, Fearless, Indomitable, Large, Leader 60
Cyclops 6 6 - 5 8 6 Indomitable, Large 42
Giant 8 5 3 5 6 5 Huge, Slow-witted 37
Mountain Giant 9 7 4 7 8 10 Brute, Fearsome, Huge, Indomitable, Slow-witted 68
Manticore 8 8 - 8 8 8 Beast, Champion, Flying, Large, Venom 70
Hydra 5 7 - 8 8 10 Beast, Indomitable, Large 61
Cold Drake 12 9 - 10 10 12 Beast, Champion, Fearsome, Flying, Huge 92
Fire Drake 12 9 - 10 10 12 Beast, Champion, Deadly Breath, Fearsome, Flying, 101
Huge
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FOR two moons a band of Orcish raiders have been the scourge of local highways, launching ambuscades on convoys and raiding
isolated farmsteads. Local rumour suggests that the robbers have made their lair amongst the crumbling masonry of Harrak's Hold, a
long-derelict Dwarven citadel hidden beneath the wild Barren Hills. Exasperated by this continuing threat to their livelihoods several
local merchants and other prominent citizens from local burghs have banded together and issued a not inconsiderable reward of 300
gs for whoever might be able to bring a halt to this reign of terror. Hearing of this offer and being in the vicinity, your company
promptly departs for the desolation of the Barren Hills to hopefully deal with the menace and claim the bounty.
C: Hidden behind the corner is 1x Rat Swarm (alert) which should
not be revealed until an adventurer walks by (if approached from
room B). The door opposite is rigged with a dart trap
(intermediate, temporary, 1 VIT).
The hero who opens the door is Shaken by the stench and is
immediately Charged by 1x Rat Swarm within the room,
triggering an Encounter phase.
Whether the room contains valuable items or not, it is simply too
revolting to be searched.
H: 1x Giant Spider
Alert
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Note that for both OBS and BRA Rolls certain traits and circumstances will allow Pole Arm 3 Two-handed, Long Reach B/K 150gs 8
the rolling of additional d10, with the highest result being chosen before adding the Spear 2 Long Reach B/K/M/R 120gs 6
appropriate characteristic.
Hand Weapon 2 All 100gs 5
Note that for ACC, MEL and RES Rolls certain traits and circumstances will allow
the rolling of additional d10, with the highest result being chosen before adding the Ranged Weapons
appropriate characteristic.
Weapon Short Medium Long Damage Class Cost Points
Range Range Range Rating &
Casting/Reciting Spells/Prayers Special Rules
• Caster/Reciter 1d10+Casting/Reciting Bonus
• 11+ = successful Short Bow 1-4 5-8 9-12 2 B/K/R/T 120gs 6
• If '10' rolled Cast/Recited to Maximum Power Bow 1-7 8-14 15-21 2 B/K/R/T 140gs 7
• Note that for Casting and Reciting Rolls certain traits and circumstances
will allow the rolling of additional d10, with the highest result being Long Bow 1 -10 11- 20 21 - 30 3 K/R 210gs 11
chosen before adding the appropriate Bonus. Crossbow 1 -10 11- 20 21 - 30 4 , Reload K/R/T 240gs 12
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