
Treasure
Treasure is a tabletop roleplaying game (RPG) where players take the part of Adventurers exploring fantasy worlds filled with magic and monsters.
Treasure can be played in the same way as other RPGs but it is also a Graphic RPG. This means that all skills and actions in the game can be displayed as icons or images. Players may choose to use any mix of text and images to record changes to their Adventurers and keep track of play. We provide a free set of 500+ vector graphics to make it easy for players with computers to put together their own artwork. Though we still play with the sketched images that we used while designing and testing Treasure.
Solo and Team options allow play without a DM or Referee but, as with any RPG, storytelling and roleplaying work better with a Referee.
Anyone who is familiar with RPGs may want to start playing using the Quick Start Rules. Other players may prefer to start with Chapter 1: Adventurers and begin by making an Adventurer.
Contents
Subsets, Combinations and Pairings
Designing Adventurers Options Table
Extra Weapons and Second Weapons
Buying Skills, Items and Services
Buying Skills, Items and Services Table
Developing Adventurers Options Table
Marks of Dishonour Markings Table
Players' Marks of Dishonour Table
Replenishment, Reinforcement and Raising the Dead
Preferred Actions Options Table
Preferred Targets and Reputations
Hide and Hide in Shadows Table
Replacing Gems, Jewels and Dark Jewels
Testing Skills, Modifiers and Outcomes
Condition and Event Modifiers Table
Damaging Items and Collateral Damage
Chapter 4: Designing Complexes
Designing Complexes Options Table
Cascading Conditions and Events
Entrances Summary Options Table
Feature Rooms with Multiple Zones
Accessories Table: Architectural Features
Accessories Table: Food and Drink
Accessories Table: Miscellaneous
Accessories Table: Senses and Sensations
Chapter 5: Tribes and Monsters
Preferred Actions Options Table 2
Monsters' Abilities and Weapons Table
Roll Twice and Other Multiple Rolls
Potions Durations Options Table
Duration of the Magical Effects of Enchanted Documents
Duration of the Magical Effects of Enchanted Items
The speed and intensity of play that results from using Treasure as a Graphic Roleplaying Game encourages most players to either start with, or move to, icons and images. Players who do want to give graphics a try right away will find that the first icons that players come across are the 'easiest' to sketch and interpret or understand.
Treasure's 'rules' and tables use a standard approach to translating between text elements and graphic elements. Each text element, e.g. a Spell or a Weapon, has a Title and each Image/ Icon has an Image Title. Titled elements are shown within the rules by a Capital letter at the start of each Title. Titled elements may include actions and are elements that form an active part of the rules and can interact with other elements. There is a current Titles or Elements List at the end of the rules.

Each icon has a descriptive Title and a linked Icon Title. For example, the first two icons shown above represent Defence/ Shield and Healing/ Cross. The third icon, Halo, has the same Title and Icon Title; and represents a Halo Spell.
The game's encounter tables combine Titles and Image Titles along with other information, so it is necessary to follow a simple code or 'syntax' to use the tables with ease:
Moonlight = skill's Title
Moonlight/ Crescent = Moonlight (shown as) Crescent
There are a few variations, which players will come across in the tables:
Dagger - Poison = Dagger (with) Poison
Stars - Marks of Dishonour = Stars (marked with) Marks of Dishonour
Wand: Star-Tipped = Wand (type) Star-Tipped
Potion Label: Mist = Potion (type) Mist
Dagger - Poison: Black Bitterberry = Dagger (with) Poison (type) Black Bitterberry
Stalactites aka Upper Teeth = Stalactites or Upper Teeth
Bar - Stalactites: Blunted = Bar (with) Stalactites aka Upper Teeth: (type) Blunted
Chain Lightning (2) = Lightning Bolt (Number of Forks is 2)
Longsword (4) = Longsword (Number of Cutting Edges is 4)
Composite Bow = Arrow (Flights are Curved)
Marking of Designs, Complexes and the rules to record actions and changes in status is easy providing Designs and Layouts are designed to allow straightforward marking. Marking everything in detail is not necessary, and players are recommended to rely on stating or Declaring most moves and other actions, rather than marking every type of action or change in status. More marks can be kept off Adventurers' Designs by being set aside on a Panel such as an Adventure Log. The use of Hands can simply be shown by players' use of the relevant Gesture.

The markings shown above indicate that a unit's Defence has taken Damage, that a unit's Heal Spell cannot be cast and that a Halo Spell is in use.
Marking icons with cuts and gashes looks good and works well with certain media. However, marking 'onto' instead of 'into' icons and designs can be quicker. It can also be faster to use numbers for marking the few icons that change frequently, e.g. Defences.

Each of the Defences shown above has five edges, indicating a basic Defence of 50. The marking on each Defence shows that they have all taken six Damage. It is pretty clear what is recorded in each case, so players are as well choosing the style that they prefer.
Find two or more six-sided dice (D6), a few pencils and some paper. You may also want some table mats, coasters, books or card with a selection of curved and straight corners to map out 'dungeons' or complexes really quickly.

Set aside or print copies of the Quick Start Order of Play Table, the Alarms Table, the Actions Table, the Reveal Table and the Modifiers Table. These tables are all part of the Quick Start Kit download. They allow players to run the game without having to consult the rest of the rules too frequently.

Treasure's basic Order of Play is very straightforward. The Quick Start Order of Play Table breaks down each step used in Quick Start games, while the full Order of Play Options Table sets out all of the choices available to players.
Choose between playing solo, playing as a team that shares responsibility for the 'rules' or playing with a GM/ referee.

Look at the Markings Table and decide between using some marks on adventurers’ designs and adventure logs or simply using text and numbers to record changes during play.

Quickly make a few adventurers or try out some of the Ready-To-Run adventurers that come with the Quick Start Kit. Use text or a combination of text and quick sketches to represent units to begin with. The text only adventurer shown below is an Elven Archer.

Decide whether you are going to use figures or counters to keep track of play. Some basic counters are very helpful for keeping track of players' moves. Though it's well worth getting figures for each player, as this seems to help everyone see where they are and what part they're playing in the game.

Consider 'switching on' alarms within the rules at the earliest opportunity, as they're an important part of play. Treasure is a game rather than a simulation but the use of alarms, frequent bonuses, 2D6 rolls, clusters of monsters and similar devices create a sense of threat or immediate danger.
Agree the order in which players take their turns or note adventurers' total combination of speed, experience and honours, as this usually decides which unit, (i.e. an adventurer, a monster or a member of a tribe), can choose to move and act first within each side’s turn.

Use a copy of the Designing Complexes Table, a Ready-To-Run Layout and the Encounter Manifests/ Tables to play through a basic complex with the help of the Feature Rooms Table and the Caverns Table. These are included in the Quick Start Kit Download.

Add-in more options and customise play as you become more familiar with the game.

All players need to get started are a few Counters/ Figures, some paper and pencils and a couple of standard six-sided dice.
Players can design and develop characters with the skills of their choice. Some players may prefer Adventurers that are clearly recognisable as specialist spellcasters, fighters or thieves. Others may choose to opt for Adventurers with a broader range of talents who are more clearly defined by their actions than their skills.
In Treasure designing Adventurers/ characters involves selecting a series of skills by following the steps set out in the Designing Adventurers Options Table. Players may also wish to take an early look at the Developing Adventurers Options Table to see how Adventurers can build-up their skills during play.
There are some basic rules that are worth noting before starting to design Adventurers:
When selecting a Tribe each Adventurer gains the skill to use the weapon favoured by their chosen Tribe. Adventurers may become expert in the use of other weapons but even a Magic Weapon cannot displace a Tribal Weapon unless a Magic Weapon is of the same type as an Adventurer's Tribal Weapon. An Adventurer with more than one Tribal Weapon within their Design should mark the Hilt or Grip of the weapon associated with another race with a single Crack.
When a unit uses its own Tribe's Tribal Weapon and rolls an unmodified 2 on 2D6 the action fails but the unit's Fumble does not cause it to be unable to act in its next Turn.
The skills available to Adventurers include Tribal Weapons, Basic Crafts, Extra Weapons, Alarms, (Tribal) Abilities, Crafts, Spells and, eventually, Honours and Rituals. New Adventurers have free access to all Basic Crafts, their Tribal Weapon and two Tribal Skills. They also have knowledge of three Spells at the start of play.
Tribal Abilities are innate skills that cannot be gained at a price through training. Abilities and Tribal Skills can be shown or Assumed on the basis of the presence of a Tribal 'marker', which is usually a weapon or a Figure.
Skills generally work successfully when Adventurers select them as an action and, having committed to attempting to use the skill, roll a modified total of 9+ on 2D6. The modifiers to be applied vary but can include Abilities which act as modifiers without having to be selected as an action.
Adventurers can choose a Defence, Extra Weapons, Alarms, Crafts, Spells and Services/ Items up to the limit of an initial allowance of 20 Gems/ 4 Jewels. They also have the three Spells with which they start play. Honours and Rituals only become available during the course of play and any skill or item marked in the tables with an X is not available when designing new Adventurers.
Designing Adventurers, and other Tribal units, is easily done by following the steps set out in the Designing Adventurers Options Table:
| Step | Action | Icons to Display |
Select |
Name |
| Name as text, icon or Assumed. |
|
| Gender |
| Assumed as matching the player's gender unless Declared. |
|
Age |
| Assumed or shown on Campaign or Home Log. |
|
Currency | Note or sketch the amount of currency available to the Adventurer. |
Each new Adventurer starts play with 20 Gems in the form of individual Gems or up to 4 Jewels. They can hold onto these or use them to learn extra skills at the costs shown for the various Defences, Extra Weapons, Crafts and Spells. Casting Spells is expensive and involves the destruction of Gems and Jewels, so players will need to save some Gems to use during their first adventure. |
|
Basic Crafts | Note or sketch or Assume the presence of Basic Crafts. |
The images representing Basic Crafts can be Assumed to be in place and need not be displayed unless called for. |
|
Speed | Note or sketch or Assume the presence of the Adventurer's highest Speed. | The image representing a unit's Speed can be Assumed to be in place and need not be displayed unless called for. |
|
Defence | Note or sketch the unit's Defence. | Shield |
|
Heart | Note or sketch or Assume the presence of the unit's Heart. |
The image representing a Heart can be Assumed to be in place and need not be displayed unless called for. |
|
| Helmet | Note or sketch or Assume the presence of a Helmet. |
The image representing a Helmet can be Assumed to be in place and need not be displayed. |
|
| Alarms | Assume the capacity to sound a Local Alarm. | Alarms |
|
| Tribe | Select a Tribe and note or sketch the Tribal Weapon linked to that Tribe. | Tribal Weapon |
|
Tribal Skills | Note or sketch or Assume the presence of Tribal Skills linked to the chosen Tribe. | The images representing Tribal Skills can be Assumed to be in place and do not need to be displayed unless called for. |
|
Abilities | Abilities are allocated as Tribal Skills. They can be noted or sketched or Assumed to be present as Tribal Skills. |
Abilities |
|
| Crafts | Crafts can be allocated as Tribal Skills and noted or sketched or Assumed to be present. Units may also purchase additional Crafts that need to be noted or sketched. |
Crafts |
|
Extra Weapons | Note or sketch any Extra Weapons purchased by the Adventurer. |
Extra Weapons |
|
Enchanted Items | Note or sketch any Enchanted Items available to the Adventurer. |
Enchanted Items usually only become available as Adventurers gain Experience. They are included at this stage for easy reference to all skills and to make players aware of the options that become available. |
|
| Spells | Each new Adventurer starts play with three Spells of choice. Note or sketch all Spells available to the Adventurer. |
Spell Icons |
|
Buying Skills, Items and Services | Select and note or sketch any Items or Services purchased by the Adventurer. | As Required |
|
Food and Water |
Select and note or sketch any Food or Water purchased by the Adventurer. | As Required (after 24 hours) |
|
| Weight Limits/ Burdened Units | Usually only affects units carrying 15+ items and/ or very large amounts of currency. | A Burdened unit is usually shown with a Footprint - Crack image. |
|
| Stars |
| Star/ s: Notched (5) |
|
Auctions |
| As Required |
|
Please note: Gems can be shown within or joined to other icons at this stage, i.e. contained or Attached, but Jewels are not Attached to other active Design Elements at this stage, because Jewels are usually Attached to Enchanted Items, which are found while exploring. Otherwise, Jewels are typically shown within 'inactive' Settings/ backgrounds, which are used to decorate Designs.
When designing Tribal units that are going to be used as opponents, as 'extras' or to allow players to participate in games/ campaigns that involve larger Complexes and more difficult opponents, it is possible to either use the Tribal Manifests to sketch out rough details or to continue straight on to the section of the rules concerning Developing Adventurers and the Developing Adventurers Options Table.
The common currencies are usually short stick-like bars of gold/ Ingots and Gems. In larger Complexes Jewels become a more common currency. Coins can be used in play but it is generally easier to work with Ingots, Gems and Jewels.
Currency operates as follows:
Title | Image | Exchange Rate | = | Exchange Rate |
| Coin | Hexagon | 5 Coins | = | 1 Ingot |
| Ingot | Ingot | 5 Ingots | = | 1 Gem |
| Gem | Gem | 5 Gems | = | 1 Jewel |
| Jewel | Brilliant | 5 Jewels | = | 1 Dark Jewel |
| Dark Jewel | Brilliant: Curved |
|
|
|
When casting Spells or Rituals a Jewel that has been used in part is broken down into its constituents, i.e. after attempting to cast a standard Spell costing a Gem but using a Jewel, four Gems remain available to the spellcaster. This can be displayed either by removing the Jewel and putting Gems in its place or by marking the Jewel with a Notch or Notches to show that a quantity equivalent to a Gem is missing.
When selecting a Spell (or Ritual) it is worth noting that spellcasters must relinquish a Gem each time a Spell is cast or a Jewel whenever a Ritual is cast. Gems, Jewels and Dark Jewels are committed before attempted castings and turn to dust during the casting regardless of whether the Spell has the desired effect.
Using Jewels Attached to Enchanted Items to cast Spells is possible but the item will lose its magical properties without an intact Jewel in place. An Enchanted Item with a Damaged or Fused Jewel may be repaired at a Forge with a successful Mend Spell (requiring an unmodified roll of 9+) but five Jewels are destroyed during the process. In addition, the repairs have to be carried out at a Forge. The origins of certain magic items match their availability to one or more of the Tribes as shown in the Tribal and Monster Encounter Tables.
Using Weapons, Crafts, Spells and Alarms typically requires possession of an item that is Assumed to be present when the skill is present. If an item is lost, broken or unavailable due to breakage or capture this can be recorded on the Design by marking the skill with a Notch. Icons such as Shen Rings, which show Abilities that require no items, are marked with a Crack if the skill/ Ability is missing. Some Honours also allow the use of a particular item, such as a Chakram or a Shuriken.
If a skill has been removed and a player wishes to retain the linked item within their Design, the skill can be marked with a Notch to show that the item is 'broken'. Damage to Adventurers' and other units' Defences can be marked singly with a Notch or in multiples of five with a Gash or Gashes.
Items that players can find include a wide variety of Treasures, ranging from Furs and fine food to precious objects and magic items. Many precious items and both Ingots and Gems can be added to Designs without restrictions. However, Jewels and Dark Jewels really need to be shown separate from/ Unattached to other Design Elements except when representing a Jewel or Dark Jewel that is Attached to a magic item. They can be displayed in a pouch/ pocket/ Backpack Panel, as described in the Panels and Labels Table.
All Adventurers from all Tribes begin play with some Basic Crafts that they can use providing they have any necessary items. These skills are not usually shown on Designs as they are Assumed to be present unless a player has surrendered, been killed or been captured. In which case, Adventurers have no items whatsoever and they have to try to await rescue or attempt to escape.
Cost | Title | Image | Effect | Range |
| 0 | Blade | Hunting Knife | D6 Damage. |
1 |
| 0 | Capture | Cord | Binds a Tribal captive. The captive becomes a Prisoner and cannot break free without assistance while the binding/ knots remain in place. | 0 |
| 0 | Gift/ Bribe | Treasure | Any unit in possession of an item of Treasure, including Gems, Jewels, Dark Jewels and all Enchanted Items, can attempt to negotiate or Parley with other units by offering Treasure as a Gift. The offer of a Gift is often refused simply because receiving a Gift counts as an action, which may leave the recipient more open to attack. Where a Gift/ Bribe is accepted, the units making the agreement can require other allied units with fewer Stars to keep to the arrangement. See Chapter 3: Running Play for further details. |
1 |
| 0 | Hide and Hide in Shadows |
Very Faded Imprint or Faded Imprint | The unit can attempt to Hide or Hide in Shadows. |
0 |
| 0 | Ignite | Furison | The unit can start fires under normal circumstances. |
0 |
| 0 | Ride | Stirrup | Riding. | 0 |
| 0 | Search | Torch | This skill involves searching a Zone very carefully. The unit needs to enter the Zone carefully to conduct the search. The Search should be Declared at the outset of a unit's Slot and other units must wait for the Search to be completed before gaining any knowledge resulting from another unit's Search. A Search can be used in a similar way to check for Traps that guard Treasure Chests and some Chambers. |
0 |
| 0 | Stitch | Needle | Restore D6 Defence before moving again. | 0 |
Adventurers exploring on foot have a maximum Speed of two Zones/ Turn of play. This does not have to be marked on Adventurers' Designs, as it is Assumed that Adventurers can move at this Speed unless shown otherwise. A drop in Speed is also Assumed when leaving and occupying a Cavern occupied by a Pool Predator, as players have to Wade through water within the Cavern. Any other changes of Speed, including those due to severe wounds or magic, can be marked by using the appropriate image/ marks from the following table:
| Type of Movement |
When | Image | Zones/ Turn |
| Held | Stunned, Held, Bound or Tangled. |
| 0 |
| Hiding | Hiding | Very Faded Imprint (Foot, Hoof, Wheel or Wing) No Toes or Clefts or Feathering. | 0 |
| Hiding in Shadows |
Hiding in Shadows |
Faded Imprint (Foot, Hoof or Wing) | 0 |
| Restricted | Mesmerised, Wounded, Swimming or Calmed. |
Footprint Marked with Notch. |
Move 1 or Act |
| Burdened | Burdened | Footprint - Crack |
1 |
| Walk or Wade |
Walking or Wading |
Footprint | 1 |
| Run | Running or Fighting, Riding Indoors, Pool Predator moving underwater between Pool Caverns within the same Complex or linked Complexes. | Footprints, which are Assumed unless an alternative is shown. Crampons also allow movement at this speed over icy surfaces. |
2 |
| Mounted, Hoofed or Riding |
Light Chariot, Horseback or Hoofed | Wheel or Horseshoe |
3 |
| Flying Indoors |
Flying Indoors |
Wing or Wings |
3 |
| Skating | Skating | Skate | 3 |
| Fly | Flying Outdoors |
Wing or Wings |
4 |
Units that are Held can neither move nor act.
Most Speeds can be Assumed as described above or because it is obvious that a unit's Speed is shown by another marking, e.g. a Defence will show when a unit is Wounded, there will be circumstances where units will make frequent changes to their speed. This can be recorded as shown on the Speeds Table or, perhaps more quickly, by applying a series of Notches to mark a downwards scale. For example, a unit could display a Horseshoe with three Notches when Hiding. This might clash with Hiding in Shadows or being Held but the context/ play will usually indicate which action is relevant.
A second copy of the Speeds Table is shown in Chapter 3: Running Play.
Players can select any one Defence at the cost shown. A Warrior's Shield or an Ancient Shield is not normally available to Adventurers at the start of play. The only ways to acquire such Defences involve either coming across an Ancient Shield or defeating an opponent in possession of such a Defence, taking the unit's armour and then using Heal or Stitch to repair any Damage to the Defence.
When drawing / designing the shapes of Shields it is important to maintain a clear distinction between a Gem or a Jewel and Shields. This simply means avoiding a representation of a Shield that matches the shape of one of the different types of currency.
| Cost | Defence | Image | Damage |
|
| 0G | Curved Shield | 2 Edged Shield |
20 Defence |
|
| 3G | Classic Shield | 3 Edged Shield |
30 Defence |
|
| 4G | Full Shield | 4 Edged Shield |
40 Defence |
|
| 5G | Battle Shield | 5 Edged Shield |
50 Defence |
| X | 10G | Warrior's Shield | 7 Edged Shield | 70 Defence |
| X |
| Ancient Shield | Finned Shield (2) |
50 Defence |
By agreement a Cloak and/ or a Tabard can be used as an alternative or complement to the Warrior's Shields that usually identify a powerful Defence.
Defences can be displayed as a combination of Shields up to the maximum available, e.g. a Curved Shield and a Classic Shield show a Defence of 50 Defence in total.
It is possible for Scrolls to temporarily raise a Defence above 70.
Players can Assume that a Helmet is present without displaying one or include a Helmet in an Adventurer's Design. Whether or not a Helmet is shown or present makes no direct difference to a unit's Defence, i.e. any part a Helmet plays goes unseen to allow them to be omitted from Designs without penalty or to be used as decorative Design Elements.
Any Adventurer, member of a Tribe or Monster that runs out of Defence is considered to be Wounded and unable to use any skills. They can choose to Surrender at this stage and that is perhaps the best option, as they will then become a Prisoner with the opportunity to try to escape or, possibly, be ransomed, (see Chapter 3: Running Play: Prisoners and Slaves Table).
Alternatively, a unit can open up a Panel/ window within a Design or an Adventure Log that displays a Heart capable of sustaining another 10 units of Defence. However, doing so will be seen as a Refusal to Surrender and most opponents will not offer a second opportunity to Surrender. In addition, until healed a unit that is relying on a Heart can only move a single Zone/ Turn and doing so causes a D6 of Damage to the Heart.
All Undead and Monsters including all Jellyfish, Tube Worms, Moulds, Wasps, Hornets, Fireflies, Tangleweed, Triffids, Scorpions, Ants, Beetles, Spiders and Millipedes have no Hearts and are considered 'dead' or slain when their Defences have been exhausted.
All Daemons have a 'Blackheart', which can sustain 20 units of Damage. Once the Daemon is slain the Blackheart will begin to crystallise and form a Dark Jewel. This takes as many Turns as required to roll a 6 on a D6.
Alarms are discussed in detail in Chapter 3: Running Play. Alarms are an optional but highly recommended part of play. Alarms may be either Local, with range limited to adjacent Zones, or Remote, with a range of two Zones. Players are usually unlikely to wish to set off Alarms during play, as they attract attention. Players should be aware of the effects of Alarms when selecting their skills, as some skills, including certain Spells, are likely to trigger Alarms when used. For example a Meteor Spell can cause a lot of Damage to enemies but often draws attention.
Preferred Actions are discussed in detail in Chapter 3: Running Play. They offer a quick way of deciding how units that Adventurers encounter will move and act. The options available to units as Preferred Actions during Solo and Team play are set out in the Tribal and Monster Manifests.
Adventurers can usually encounter two or three types of Tribe: Peaceful, Hostile and Lost. Members of Peaceful Tribes generally co-operate with other Peaceful Tribes, may attack Hostile Tribes and try to avoid conflict with Lost Tribes. Members of Hostile Tribes will attack all other Tribes but generally try to avoid conflict with Lost Tribes and may form alliances with other Hostile Tribes. Members of Lost Tribes often act in an unpredictable manner.
Tribes do not usually attack Complexes belonging to their own Tribe and the Tribes that Adventurers encounter may assume that Adventurers generally behave in a manner consistent with the Tribe as a whole. However, every member of a Tribe does not have to conform to type and some may prefer to live apart from their Tribe. While Adventurers are not required to live by the practices of their Tribe, as they gain Experience their Reputation will start to precede them in the form of Stars, Decorations, Honours and the presence or absence of marks applied to their Stars as a result of dishonourable actions, i.e. Marks of Dishonour.
The same position applies when dealing with groups of units. Tribes that are generally Peaceful can become involved in conflicts with other Peaceful Tribes depending on the circumstances of particular campaigns and adventures. During such conflicts Marks of Dishonour and Reputations accumulate and beyond a certain point units can be considered to be Hostile as a result of their actions. Any unit considered Beyond the Pale would be considered Hostile, though it is possible for units to redeem themselves.
Units' behaviour is generally reflected in the types of Honours and number of Marks of Dishonour gained during play. It is, occasionally, possible for an Adventurer to gradually become a member of a Tribe that would not normally be permissible/ possible. This can be done by using Transform Rituals to acquire all the skills linked to a particular Tribe. Any attempt to change Tribe also requires the unit involved to have its original Tribal Weapons skill removed with a Drain effect.
Monsters that have left their lairs will usually attack members of any Tribe and concentrate their attacks on opponents with the most Stars in a sequence that directs the first attack at the target with the most Stars, the second at the target with the second highest number of Stars and so on. Monsters that encounter other Monsters will usually attack non-Monsters in preference to other Monsters, unless compelled to act differently while under the power of a spellcaster. Monsters that do not share a Cavern and come from different types of Cavern will attack each other in the absence of alternative prey.
Monsters found in Complexes serve a variety of purposes and most Tribes can see the benefits of living alongside Monsters that add to the security of the Complex or are simply too much trouble to remove. Monsters will certainly keep to their lairs most of the time and providing them with food and a quiet life may often mean that they cause few problems for any Tribe that is sharing a Complex. At the same time, some Monsters, particularly the Undead and Daemons are likely to interfere in events within any Complex that they occupy and players may prefer to exclude some types of Monster from certain Complexes where they feel that it would be inconsistent to mix certain Tribes with certain Monsters.
When selecting an Adventurer's Tribe it is worth considering who or what will become their friends and foes. This is important not only in terms of which types of settlements or Complexes Adventurers will explore but also when encountering potential allies or enemies, including Prisoners, Slaves and Guests. Adventurers cannot enter the game as members of a Lost Tribe or a Tribe marked with a Star on the tables below unless by general agreement.
It is acceptable for Adventurers to use weapons associated with Tribes other than their own. However, units will not gain quite the same level of expertise as a unit from the Tribe directly associated with a particular weapon. Marking the appropriate icon with a Crack shows this and when the skill is put to use and a 2 is rolled on 2D6 the unit Fumbles and misses its next Turn.
When a unit using a weapon rolls an unmodified 12 on 2D6 the attack succeeds and also causes a bonus Damage Multiplier to be applied to the target. Damage Multipliers operate in steps, so a single Damage Multiplier results in x2 Damage, a second Multiplier raises that to x3 Damage, and a fourth multiplier results in x4 Damage. Some examples of the amounts of Damage that can be caused are shown below in the Damage Multipliers Table:
| Action | Basic | Basic 'Range' |
Natural 12 | Selected Weapons Natural 12 |
Backstab |
Dagger | D6 + Stars |
1-11 | 2-22 |
| 3-33 |
| Enchanted Longsword |
2D6 + Stars |
2-17 | 4-34 | 8-68 |
|
| Hari-Shuriken | D6 x Stars |
0-30 | 0-60 |
|
|
| Meteorite Bow | D6 + Stars |
1-11 |
| 3-33 |
|
| Triple Dagger | D6 + Stars |
1-11 |
| 3-33 | 4-44 |
Where a number follows an icon, the number indicates the number of extra Design Elements shown. These include the number of Cutting Edges on Blades, the number of Edges or Fins on Shields, the Curves of Clouds, the number of Forks on a Lightning Bolt, the number of Wards in a Key's Bit, the number of Points on a Star and the shape of Flights on Blowpipe Darts, Arrows and Bolts/ Quarrels.
Missiles weapons that are generally not used as Hand-to-Hand (H2H) weapons, e.g. Bows, Crossbows, Shuriken, Darts, Catapults and, under certain circumstances, Chakrams, can target units within the Chamber that the unit wielding the weapon is occupying. Weapons that are, primarily, Hand-to-Hand weapons (H2H) may only be used as Missile Weapons as indicated by the range shown in the relevant table. Players are only likely to need to develop a more detailed description of ranges if play involves moving from basing measurements on Zones to a more detailed scale. For example, it makes little difference if a Battle Axe is thrown or wielded under the standard rules. However, if players or a Referee want to break Chambers down into hexes with a fixed scale, it may become appropriate to take into account the distance that a Dagger can be thrown within a Chamber.
Combined Design Elements are shown with a Dash. For example, when Venom has been applied to a weapon.
|
| Speed | Type | Weapon | Image | Damage | H2H | Range |
|
| Footprints | Dwarves | Warhammer | Warhammer | 2D6+Stars | Y | 0, 1 |
|
| Footprints | Elves | Composite Bow | Arrow (Curved Flights) |
D6+Stars | N | 0, 4 |
|
| Footprints | Halflings | Catapult | Catapult | D6+Stars | N | 0, 1, 2 |
|
| Footprints | Northerners | Battle Axe | Battle Axe | 2D6+Stars | Y | 0 |
|
| Footprints | Southerners | Broadsword | Sword (2 Edged Blade) |
2D6+Stars | Y | 0 |
|
| Speed | Type | Weapon | Image | Damage | H2H | Range |
|
| Footprints | Barbarians | Double Axe | Double Axe | 2D6+Stars | Y | 0 |
|
| Footprints | Corsairs | Scimitar | Scimitar | 2D6+Stars | Y | 0 |
|
| Footprints | Dark Elves | Hand Bow | Quarrel (Curved Flights) |
D6+Stars | Y | 0, 1 |
| X | Horseshoe | Demonspawn | Mace | Mace | 2D6+Stars | Y | 0 |
|
| Footprints | Goblins | Morning Star | Morning Star | 2D6+Stars | Y | 0 |
|
| Footprints | Half Ogre | Spiked Club | Spiked Club | 2D6+Stars | Y | 0 |
|
| Footprints | Hobgoblins | Twin Blade | Twin Blade | 2D6+Stars | Y | 0 |
|
| Footprints | Orcs | Axe | Axe | D6+Stars | Y | 0, 1, 2 |
| X | Wing | Ravenswings | Triple Dagger | Triple Dagger | 2D6+Disarm Tribal Opponent on a 12. | Y | 0 |
|
| Footprints | Slavers | Obsidian Blade | Obsidian Blade | 3D6 | Y | 0 |
|
| Footprints | Trolls | Twisted Blade | Twisted Blade | 2D6+Stars | Y | 0 |
|
| Speed | Type | Weapon | Image | Damage | H2H | Range |
| X | Wing | Ancients | Stellar Adze | Stellar Adze | Converts | Y | 0 |
| X | Footprints | Brethren | Harpoon | Harpoon | 2D6+Stars | Y | 0, 1 |
| X | Footprints | Seafarers | Seafarer's Seax | Jewelled Seax | 2D6+Stars | Y | 0 |
| X | Footprints | Watchers | Swordbreaker | Swordbreaker | 2D6 and Snaps Standard Blade Weapons on a 12. | Y | 0 |
This table sets out the skills available to each Tribe at no starting cost. Other Tribes can learn Tribal Skills that are Crafts at a later stage by paying the necessary price as shown on the Buying Skills, Items and Services Table. Adventurers cannot purchase or gain the Abilities of Tribes other than their own, except through the use of certain magic items and Rituals, e.g. a Transform Ritual. There is generally no need to show Tribal Skills, (whether Abilities or Crafts) as part of an Adventurer's Design, as they can be Assumed to be present, because of the presence of an active Tribal Weapon. However, when a skill or, in the case of Crafts, an item, is missing or Damaged it may be helpful to display the relevant icon either within the unit's main Design or as a note or reference within an Adventure Log or similar Panel.
Each Tribal unit begins with a combination of Tribal Skills unique to their Tribe, so it is possible to avoid displaying a Tribal Weapon by including the correct combination within a unit's Design. This can become a little complicated when units gain more skills at a later stage, (including Crafts and when using a Transform Ritual or a Runesword to acquire/ 'steal' a skill). However, if a player really wishes to avoid displaying a particular Tribal Weapon within a Design, this can be resolved quite easily, (possibly by Coupling or Pairing the icons with the use of an otherwise unassigned Label such as a Shield).
Type | Weapon | Damage | Skill | Skill |
| Ancients | Sacred Adze | Converts | Hands | Resistance |
Barbarians | Double Axe | 2D6+Stars | Climbing | Strength |
Brethren | Harpoon | 2D6+Stars | Resistance | Hunting |
Corsairs | Scimitar | 2D6+Stars | Fishing | Diving |
| Dark Elves | Hand Bow | D6+Stars | Disguise | Resistance |
| Demonspawn | Mace | 2D6+Stars | Immunity | Courage |
| Dwarves | Warhammer | 2D6+Stars | Immunity | Mining |
| Elves | Composite Bow | D6+Stars | Climbing | Unlock |
| Goblins | Morning Star | 2D6+Stars | Mend | Unlock |
| Half Ogre | Spiked Club | 2D6+Stars | Mining | Strength |
| Halflings | Catapult | D6+Stars | Immunity | Unlock |
| Hobgoblins | Twin Blade | 2D6+Stars | Mend | Mining |
| Northerners | Battle Axe | 2D6+Stars | Immunity | Strength |
| Orcs | Axe | D6+Stars | Climbing | Hunting |
| Ravenswings | Triple Dagger |
2D6+Disarm | Luck | Climbing |
| Seafarers | Jewelled Seax | 2D6+Stars | Immunity | Diving |
| Slavers | Whip | 3D6 | Strength | Unlock |
| Southerners | Broadsword | 2D6+Stars | Hunting | Luck |
| Trolls | Twisted Blade | 2D6+Stars | Strength | Courage |
| Watchers | Swordbreaker | 2D6+Snap | Disguise | Immunity |
These are properties of Tribes. No item is required and there is no charge in terms of actions or costs to use the skill. Nor is it necessary for a roll to be made for the skill to be in effect. Shen Rings can be shown with a Notch when appearing as an Ability, because no physical item is usually present or required. A Crack is added to any Ability that has been lost but remains on display within a Design. Units that already indicate which Tribe they belong to by displaying a Tribal Weapon can Assume that the Abilities associated with their Tribe are present.
Title | Image | Effect |
| Courage | Thistle | The unit gains a modifier of +2 against Convert, Fear and Mesmerise effects. |
Diving | Seashell | The unit can recover Loot/ Treasure from the bottom of Pool Chambers and both move and act when Swimming. |
| Immunity | Trefoil | Blade Venoms and Disease do not affect units with Immunity. |
| Luck | Rosette | The unit gains a modifier of +2 when rolling to Disarm, i.e. Unlock, Unlock Traps or Disarm a Tribal Opponent. |
| Resistance | Shen Ring | The unit gains a modifier of +1 when magical effects may act on the unit. |
| Strength | Portcullis | The unit gets a modifier of plus +2 when Smashing Doors and is able to carry an injured comrade at normal Speed. The unit can also carry up to 6 extra items without becoming Burdened. Finally, there is a +2 modifier when trying to break Standard/ Ordinary Items. |
Items are required to use Crafts and the necessary items are present when a new Adventurer selects a Craft. Both Crafts and items can be purchased. There is no charge to use Crafts but the loss of a necessary item during play prevents the use of a Craft and should be marked with a Notch on the Craft's icon.
| Cost | Title | Image | Effect |
| G | Climbing | Tiger's Claw | Climbing gives units the chance to climb sheer slopes, e.g. a dry, vertical, stone wall. The chance of success should be adjusted to take account of easier or more difficult conditions including lighting and overhangs. A roll of 9+ modified by a unit's Stars is needed to succeed. Tiger's Claws can also be used as a weapon if a unit is in possession of the actual items. |
| G | Disguise | Mask | A unit that can Disguise itself can move through a Zone while observed without causing Alert or Alarm to other units. See Chapter 3: Running Play: Disguise Modifiers Table. Groups of units can share a Disguise and make a single roll to check whether or not a Disguise is working. However, they must share the same modifiers, such as complementary Costumes and the Disguise Craft. Units with a Disguise Craft have a basic knowledge of all Peaceful and Hostile Tribal Languages. |
G | Fishing | Fishhook | Any unit with a Fishing Craft can catch a Fish in any quiet Pool Chamber. The unit simply rolls a D6 and a roll of 6 results in a catch. Each successive Turn of Fishing increases the chance of a catch by 1 until a Fish is caught. Once a Fish has been caught it can be eaten to gain a D6 Defence. |
G | Hunting | Hunting Horn | Hunting allows a unit to sound a Remote Alarm and track an opponent that has left the unit's Line of Sight (LOS) for a Turn. An opponent that has been turned to Mist cannot be tracked by this method. |
| G | Make Trap | Caltrop | A successful attempt to use this Craft allows a unit to improvise a basic Trap that delays or injures the next unit entering a Chamber. The targeted unit can select whether it loses the rest of its Turn or takes 2D6 Damage. The Trap must be made when out of the Light of Sight (LOS) of the next unit to enter the Chamber. The Trap is ready to work as intended when a roll of 9+ modified by a unit's Stars is rolled. It is possible that a unit may choose to pause and Search a Chamber containing a basic Trap, in which case the unit may be able to find the Trap and either leave the Chamber by the same Entrance or Unlock or Disarm the Trap. A Moonlight Spell or an Ancient Torch may also warn a unit before a basic Trap is triggered. The Trap is a rushed job so it has to be triggered within a Turn or it is no longer effective. |
| G | Mend | Hammer | Mend makes it possible to attempt to repair Damaged Arrows and Darts on the spot or repair Magic Weapons and other Enchanted Items (by replacing the Jewels Attached to most Enchanted Items at an additional cost of 5 Jewels). Repairing Enchanted Items, including Magic Weapons requires access to a Forge. A roll of 9+ modified by a unit's Stars is needed to succeed in carrying out these kinds of repairs. |
G | Mining | Pickaxe | A unit that understands Mining can check each Turn to see if Pitheads and other mining related finds, such as a Gold Rush Event, yield twice as much gold, Gems or Jewels as usual during a Turn. A roll of 9+ modified by a unit's Stars is needed to succeed. |
| G | Unlock | Key | This Craft allows units to attempt to Unlock Doors, Gates, Traps, Chests and Treasure Chests. A roll of 9+ modified by a unit's Stars and any other relevant modifiers is needed to succeed. |
It is reasonable to allow Adventurers without a Craft some chance of attempting the action associated with a Craft. However, it will often require an unmodified 12 on 2D6 to succeed. The chances of success may also be varied according to circumstances. For instance, everyone will find it easier to scale a rough wall and harder to scale an overhang.
The use of more than one weapon in combination is possible but only when both weapons are suited to such use. Consequently, a Trident can be used while a Net is held ready and Daggers, Triple Daggers, Chakrams, Shurikens, Hunting Knives, Swordbreakers and Hooks can be held ready while a Sword, Hammer or Axe is being wielded. On most occasions there is no reduction in the time involved in launching a standard attack with either weapon, so a further Turn is required to use/ wield the Second Weapon. However, an unmodified roll of 11 or 12 on 2D6 with the First Weapon does allow a Second Weapon to then be used in the same Turn as part of the same action. A natural 12 still gains any bonuses that would usually be applied but a Backstab action is not available.
Cost | Weapon | Image | Damage | H2H | Range | Notes |
| C | Blazing Log | As Torch Lit Hearth or Brazier Required | D6 | Y | 0 |
|
G | Blowpipe | Dart | D6+Stars | N | 0, 1 |
|
G | Branding Iron | Branding Iron | D6 | Y | 0 | Slavers using this weapon treat it as a Tribal Weapon. Anyone within a Room containing a Hearth or a Brazier that is hit by a Branding Iron with an unadjusted 12 on 2D6 takes 3D6 Damage and is left with an almost indelible Brand. |
| C | Bucket | Bucket | D6 | Y | 0 | Damage only applies when filled with water that has been frozen. |
| G | Cake - Candles |
Cake - Candles | Stuns | Y | 0 | A target struck by a Cake and Candles is Stunned for a single Turn. |
| J | Chakram | Chakram | D6xStars | Y | 0, 1, 2 | An Honour is required to use this weapon. Unless found during play, the weapon is present for a unit's next adventure after winning the linked Honour. Successful use of a Chakram as a Missile Weapon returns the weapon to the user's grasp. |
| J | Crossbow | Crossbow or Quarrel (Straight Flights) | 2D6+Stars | N | 1 - 6 |
|
G | Dagger | Dagger | D6+Stars | Y | 0, 1 | A unit with a Dagger can try to Backstab an Outnumbered opponent to gain a Damage Multiplier. |
| DJ | Devil's Pitchfork |
Pitchfork | 2D6 | Y | 0, 1 | A Dark Jewel is required as payment for a Devil's Pitchfork. Other currencies to the same value will not be accepted. |
| C | Hammer | Hammer | D6 | Y | 0, 1 |
|
| J | Hari-Shuriken | Hari-Shuriken | D6xStars | Y | 0, 1, 2 | An Honour is required to use this weapon. Unless found during play, the weapon is present for a unit's next adventure after winning the linked Honour. |
C | Hook | Hook | D6 | Y | 0 |
|
| Hot Coals | Lit Brazier Required |
2D6 | N | 0 | Hot Coals can be used as a Missile Weapon but the unit carrying out the attack will take D6 Damage unless its hands are protected. |
| I | Ingot | Ingot | D6 | Y | 0 | Ingots are too heavy to hurl into another Zone, unless thrown by a unit with Strength or a Daemon. |
| J | Longbow | Arrow (Straight Flights) |
D6+Stars | N | 1 - 6 |
|
| J | Longsword | Sword (4 Edged) |
2D6+Stars | Y | 0 |
|
| J | Net | Net (Assumed with Trident) | Entangle | Y | 0 | A successful attack with a Net is similar to the effect of a Web Spell. The targeted unit is limited to a single move during its next Turn. |
| G | Pickaxe | Pickaxe | D6 | Y | 0 |
|
C | Quarterstaff | Staff | 2D6+Stars | Y | 0 |
|
J | Sacred Dagger |
Curved Dagger | D6+Marks of Dishonour (to maximum of Beyond the Pale) | Y | 0, 1 | An Honour is required to use this weapon. Unless found during play, the weapon is present for a unit's next adventure after winning the linked Honour. |
C | Spade | Spade | D6 | Y | 0 |
|
J | Spear | Spearhead | D6+Stars | Y | 0 - 3 |
|
J | Tiger's Claws | Tiger's Claws | D6+Stars | Y | 0 |
|
C | Torch | Torch | D6 | Y | 0 | The cost applies when Torches are purchased in Batches of 20. |
| J | Trident | Trident | 3D6 | Y | 0, 1, 2 |
|
C | Whitewater | Whitewater | 4D6 | N | 0, 1 | Damage only applies to the Undead, Demonspawn and Daemons. |
A unit wielding a Dagger can attempt to Backstab an Outnumbered opponent for a Damage bonus. The unit must Declare a Backstab at the start of its Slot. The target needs to be identified at the start of the stabbing unit's Turn. Further bonuses may still apply. When a unit Declares a Backstab its Slot is moved to the end of its Team's Turn.
Enchanted Items are detailed in Chapter 6: Treasure: Enchanted Items.
Players have a free choice of Spells when creating a new Adventurer. However, thereafter Spells and Rituals can only be added to a Design when an Adventurer locates an Enchanted Book, Scroll or similar Document that provides instructions specific to the Spell that an Adventurer wishes to acquire. Units can pay to acquire the knowledge required to cast a Spell or Ritual but the costs are high. A Transform Ritual that clones a skill belonging to another unit can also equip an Adventurer to use a Spell.
All Tribes can and will use Dark Magic, White Magic, Wizardry and Rituals when they have the skills to do so. The use of certain Spells may result in Marks of Dishonour or the loss of Honours for certain units but some units will consider this an acceptable loss. Units that can only retain their Honours by avoiding Marks of Dishonour will be more reluctant to use such magic.
Casting a Spell successfully usually calls for a roll of 9+ on 2D6. The successful casting of a Spell costs a Gem. The Stars of both the caster and the unit with the most Stars among those targeted by the Spell will often modify the roll. Additional modifiers, such as Resistance, will also affect the chances of success. The Modifiers Table sets out the possible range of modifiers that may apply.
When casting a Spell that involves making physical contact with the target a successful spellcasting assumes that contact has taken place providing both units are within the same Zone.
When cast successfully Spells usually have an immediate effect. Magical effects that cause Damage have a permanent effect in so far as the Damage has to be healed or mended. In addition, effects that bring about a change of form or create a form, such as Animate, only create the new form once but it does persist until destroyed.
Units involved in issuing a Command carried by magic must Declare any instructions at the point when the Spell is cast.
When a Spell is cast that involves rolling a natural 12 on 2D6 various bonus effects may apply. A natural 12 always indicates a successful casting.
A successful Spell or Ritual charges the caster with magic and if the unit chooses to cast a further Spell or Ritual in its next Turn it gains a bonus of +1. This effect is cumulative but a natural 2 still results in a miscasting.
No. | Title | Image | Effect | Range | Area | Alarm |
| 1 | Animate | Bone | An Animate Spell re-animates a slain member of a Tribe as a Skeleton or a Zombie. It can be given a Command to guard the Zone where it was animated or to attack a single unit or to leave the Complex. The Skeleton or Zombie persists until destroyed. Once a Command has been issued it cannot be altered. A unit can usually only have a single Animate unit in play at one time and a successful casting involves rolling a 9+ on 2D6, which is modified by the caster's Stars and the target's Star's prior to death. |
1 | T |
|
2 | Drain | Scythe | A successful Drain Spell 'steals' a single skill or Monster's Ability that the target can no longer use. The caster temporarily gains 2D6 Defence until the additional Defence is depleted. |
0 | T |
|
3 | Fear | Skull | The victim of a successful Fear Spell uses its next Turn to move away at full Speed, sounding a Local Alarm in each Chamber within its immediate range as it does so. |
0 | T | 1 |
| 4 | Frostbite | Snowflake | A Frostbite Spell causes 2D6 frost Damage to a single target or freezes a Lock shut for the rest of the Turn. The Lock can still be Smashed, Unlocked magically or warmed. A Meteor Spell, Fire Storm Ritual or lightening strike of any kind will weld the Lock shut. Frostbite can also freeze the water in Buckets and Barrels. |
0 | T |
|
5 | Poison | Goblet | The caster can extract and prepare Poison from a slain Monster's Venom. The Spell makes a single Dose of Venom equivalent to a Dose of Black Bitterberry. Players and Referees may choose to allow the creation of a wider range of Poisons. See Chapter 6: Treasure: Poisons Table. Using Poison may result in a Mark of Dishonour. |
0 | T |
|
6 | Web | Web | A single Monster or two Tribal units next Turn can be reduced to a move of one Zone. Most actions cannot be attempted during the target's next Turn. However, a unit caught in a Web can still raise a Local Alarm. | 1 | T |
|
No. | Title | Image | Effect | Range | Area | Alarm |
| 1 | Heal | Cross | This much used Spell Heals 2D6 Damage to any Defence. |
0 | T |
|
2 | Rainbow | Rainbow | Any Undead within a Zone illuminated by a Rainbow Spell take 3D6 Damage. | 1 | Z |
|
| 3 | Seek
| Compass Rose | A Seek Spell helps the caster to know which direction to take to find the nearest Chest or Treasure Chest. A Path is Partially Revealed to show the type of Chambers on the way to the nearer of the two. | Varies | Z |
|
| 4 | Halo | Halo | The effects of a successful Halo Spell include casting a fine aura equivalent to Torchlight around any unit or item that the Spell is cast on. However, its main effect is to provide a modifier of +1 against attempts to use Dark Magic on the unit or item while the Spell lasts. | 0 | T |
|
| 5 | Sunshine | Sun | If the Spell succeeds a single target is momentarily blinded and drops any physical weapon or item in current use. It must spend a Turn retrieving the item to reclaim it. Providing another unit has not already picked it up. |
1 | T | 1 |
| 6 | Whitewater | Chalice | The Whitewater created by this Spell acts as an antidote to many Poisons and Diseases. The Spell must be cast within a Turn of the Poisoning and the remedy applied or consumed to prevent the effects of Poisoning. Whitewater can also be thrown at Undead creatures, Demonspawn or Daemons, causing 4D6 Damage for a successful strike. | 0 | T |
|
No. | Title | Image | Effect | Range | Area | Alarm |
| 1 | Fireworks | Firework | A Fireworks Spell fills the air with a cloud of sparks, crackling light and smoke. It is possible to make out figures within the affected Zone but other Zones cannot be targeted from within the affected Zone. | 1 | Z | 1 |
| 2 | Lightning | Lightning Bolt (1) |
This Spell causes a target D6 Damage for each Star held by the caster. In Pool Chambers the Damage is 2D6/ Star. | 1 | T | 1 |
| 3 | Shatter | Shatter | A successful Shatter Spell can break or Fuse an individual handheld item such as a Jewel or a sword to the point where a Mend Spell needs to be used to repair the item. The unit holding the item must possess a Mark of Dishonour for the Shatter Spell to work. Damaged Enchanted Items require a new Jewel. A shattered Dark Jewel explodes causing 4D6 to the unit holding the item. | 1 | T |
|
4 | Meteor | Meteor (3) | A Meteor causes 4D6 Damage to all within the targeted Zone. |
1 | Z | 2 |
| 5 | Moonlight | Crescent | Moonlight Reveals all Hidden items, Traps and Disguised units, including units using a Mist Ritual. It also Reveals units that are Hiding in Shadows or Hiding. |
1 | Z |
|
| 6 | Starburst | Starburst | The Spell creates an airburst of bright light, fire and smoke. Missile Attacks cannot target the affected Zone for the rest of the Turn and all units within the targeted Zone take 2D6 Damage. |
1 | Z | 1 |
The outcome at this stage should be an Adventurer that is almost ready to join with others to explore straightforward Complexes like Outposts. The Adventurer's attributes may serve as the beginning of a straightforward written record or form a series of icons ready to be converted into a Design. Each Adventurer's list of icons can remain as it is and simply copying the images onto card to represent an Adventurer as a pack of cards is a popular choice. However, there are plenty of design options open to players and these can be combined with various Design Media and Styles of Play to create highly individual Designs. Designs will be discussed in some detail shortly but it can be helpful to consider how an Adventurer and any associated Design may develop during play before selecting a Design Style, Design Media or a Style of Play.
Adventurers may choose to purchase a variety of skills and services using the Treasure seized while exploring Complexes. Having completed or abandoned a Mission, Adventurers can journey to dungeons, cities and temples to acquire skills and items through trade and training.
| Skill or Service |
Cost | Shares | Extra requirements/ effects |
| Animate Dead | D6 Jewels |
| An Animate Spell is quite an expensive purchase, as many Tribes are fearful of animated creatures and spellcasters are often reluctant to use the Spell. |
| Buy Enchanted Item |
Varies |
| See Chapter 1: Adventurers: Auctions. |
| Buy Mirror | D6 Jewels |
| A large handheld Mirror is expensive to purchase and easy to break. Any successful physical attack on a unit carrying a Mirror breaks the Mirror. |
Buy Potion | 2D6 Jewels |
| Potions don't travel well but Adventurers can purchase the ingredients for a given Potion. |
Buy Potion Ingredients |
D6 Jewels |
| It is possible to go into great detail about the purchase of ingredients. However, as a general rule it is more straightforward to set a standard charge for a range of ingredients. The cost of ingredients used in making Poisons when a Poisons Table is in use should, usually, be 6D6 Jewels. |
| Buy Standard Non-Skill Item | Coin |
| Ordinary Items including Torches, a meal or basic accommodation for a night can be sold or bartered for. |
| Buy Standard Skill Item | Ingot |
| The items used to carry out skills need to be of high quality and are quite expensive. Batches of Missiles need to be bought as Standard Skill Items. See the Missiles Options Table for further details. |
| Buy Standard Weapon/ Batch of Missiles | Jewel |
| A properly weighted weapon made from the best materials is quite expensive to buy. |
Crampons | Ingot |
| Crampons are usually easy to come by in Complexes where they are used fairly often. It is reasonable to allow units that might expect to come across icy conditions to equip themselves with crampons. |
| Guard | D6 Jewels/ Mission or when guarding Stored Possessions Gem/ period of 30 days |
| Guards can be from Peaceful or Hostile Tribes. They are in effect short-term Henchmen who work for a fee rather than a share of any spoils. However, those from Peaceful Tribes will not commit acts that can result in a Mark of Dishonour. If half of the 'hired' units within a Team or party are slain or obviously exposed to greater risk than players' units the remainder will demand to retreat from the Complex and Mutiny if players' units insist that they stay. |
| Healing | D6 Gems/ Spell or D6 Jewels/ Potion |
| Healing is relatively inexpensive to buy in safe locations. |
| Henchman | 5 Jewels/ Mission |
1/10 | A Henchman is usually a Guard drawn from the Tribal Manifests. A Peaceful unit will typically hire Peaceful Henchmen, while a Hostile Adventurer will usually hire Hostile Henchmen. Peaceful Henchmen usually remain loyal unless asked to commit acts resulting in Marks of Dishonour. Hostile Henchmen remain loyal while their employer is successful. If their employer is slain or they are outnumbered repeatedly, most Hostile Henchmen will become unreliable. |
| Hire Forge/ Workshop |
D6 Jewels |
| Purchasers are required to leave weapons and Jewels that are not required outside the premises. |
| Learn Craft | 3D6 Jewels |
| The costs can be avoided by learning a Craft from a Document found during an adventure. |
Learn Ritual | 10D6 Jewels |
| The costs can be avoided by finding the Ritual among Documents found during adventures. |
Learn Spell | 5D6 Jewels |
| The costs can be avoided by finding the Spell among Documents found during adventures. |
Mercenary | 4D6 Jewels/ Mission, or when guarding Stored Possessions a Jewel/ period of 30 days | 1/10 | A Mercenary is usually a Mercenary drawn from the Tribal Manifests. A Peaceful unit will typically hire Peaceful Mercenaries, while a Hostile Adventurer will usually hire Hostile Mercenaries. If half of the 'hired' units within a Team or party are slain or obviously exposed to greater risk than players' units the remainder will demand to retreat from the Complex and Mutiny if players' units insist that they stay. |
Raise Dead | 12D6 Jewels |
| This is the cost for each attempt and any outcomes resulting from a successful Spell are based on the type of Altar used to cast the Spell. |
| Repair Enchanted Item |
6D6 Jewels |
| Damaged Enchanted Items that have lost their Jewel can be repaired at a Forge by using a Mend skill. |
| Sell Magic Item | Varies |
| See Chapter 1: Adventurers: Auctions |
| Sell Standard Non-Skill Item | Coin |
| Durable Standard Items can usually be resold at market for a fair price. |
| Sell Standard Skill Item | Ingot |
| Skill Items can usually be resold at market for the price of a Standard Skill Item. |
Sell Weapon | Jewel |
| Weapons can usually be resold at market. |
| Skates | Ingot |
| Skates are usually easy to come by in Complexes where they are used fairly often. It is reasonable to allow units that might expect to come across icy conditions to equip themselves with skates. |
| Slave | D6 Jewels |
| Hostile Adventurers can purchase Slaves belonging to any Tribe. The Slaves will carry goods but do not fight and usually try to escape if left unattended. |
Standard non-magical Missiles are bought in Batches and marked with Notches on the Shaft of the relevant item until a Batch has gone. The Missiles Options Table shows the size of each standard Batch and it is easy to choose to skip checks for the use of Missiles, to note alternative sizes for Batches, or to show more than one Missile to indicate the presence of extra Batches:
Type of Missile |
Number in Batch |
Options |
| Arrow | 24 |
|
| Bolt or Quarrel |
12 |
|
| Catapult Shot | 12 |
|
| Dart | 12 |
|
| Hari-Shuriken | 5 |
|
On an hour-by-hour basis it can be assumed that Adventurers have had plenty of food and drink before entering a Complex and that they are not going to need more during the next 24 hours. They may discover food and drink during encounters and use this to improve their Defence but there are no penalties for failing to come upon any food or water for a day. During a series of adventures or during long periods underground each day without food and water after the first takes a D6/ day from a unit's Defence. So, after 24 hours without food or water a D6 is lost, after 48 hours a further 2D6 is lost and after 72 hours a further 3D6 is lost and so on.
When deciding exactly what to buy and
sell,
players should consider the amount of weight that it is practical
to carry without becoming Burdened. It is assumed that players can
carry the items associated with the use of the various Basic
Crafts, Crafts and Defences that they normally use. None of these
is considered to be particularly heavy, as any armour that may be
used by units cannot be sufficiently heavy to become cumbersome if
units are to have any chance of surviving.
It is also reasonable to allow Adventurers to carry two weapons and
a selection of up to 50 Gems, Jewels or Dark Jewels without
incurring any penalties. Thereafter, Adventurers have the capacity
to carry another 12 'items' without being Burdened by the weight
and bulk of the items they are carrying. Items that players can
include within this limit are collections of up to 50 Gems, Jewels
or Dark Jewels, an Ingot of gold, a weapon, a carefully protected
Potion or Document and items of Loot such as Bottles of Wine.
Adventurers can drop or hand over the two weapons or the Gems,
Jewels and Dark Jewels in exchange for the capacity to carry a
further item for each of the options that is being
relinquished.
So, an Adventurer can typically carry 2 weapons, 50 Gems, Jewels or Dark Jewels and another 12 items without being Burdened. Strength can help as an extra 6 items can be carried without penalty and it is possible to carry injured comrades or a body at normal Speed.
Item | Counts as No. Items |
Select |
Body/ Fallen or Injured Comrade | 12 |
|
Chest or Treasure Chest |
6 |
|
| Ingot | 1 |
|
| Items associated with Basic Crafts, Crafts and Defences |
3 |
|
| Loot | 1/ Varies |
|
| Minor Feature |
Varies |
|
| Protected Potion |
1 |
|
| Twenty Gems, Jewels or Dark Jewels | 1 |
|
Weapon | 1 |
|
As a rule of thumb this means that a unit has to be carrying over 15 items and/ or unusually large amounts of currency to be likely to be Burdened. Units are also likely to be Burdened while attempting to move Features.
Carrying anything over and above the limit reduces an Adventurer's Speed to a single Zone/ Turn.
Units can usually swap between the various items in their possession without any penalty. However, they cannot use this effect to attack with two weapons during a single Turn and units that are Burdened have to use an action to bring Enchanted Items and Weapons to hand.
Units have to take decisions on how to deal with finds such as collections of Ingots and Treasure Chests. They can either take what they consider most valuable or leave bulkier finds to collect at the end of an adventure when a Complex has been cleared. Alternatively, they can attempt to move everything to a holding area within or just outside the Complex. The least favourable option is to simply try to carry everything, as an item like a Chest or a Treasure Chest weighs as much as four Standard Items, such as an Ingot.
Under most circumstances, carrying a fair selection of Gems, Jewels and Dark Jewels is unlikely to overburden Adventurers. However, when choosing how many Gems, Jewels or Dark Jewels to take into a Complex, it is worth bearing in mind that a variety of events may Damage or alter their value and effectiveness during the course of play. Capture will certainly result in their loss, as will immersion resulting from a unit losing all its Defence within a Pool Chamber as a result of Hand-to-Hand fighting within a Pool Predator's lair.
Adventurers can explore a series of increasingly large dungeon and cavern Complexes. Different Tribes will have Complexes that vary considerably in terms of both layout and occupation. Despite such differences, the Types of Complexes used by the Tribes can be 'graded' in terms of the number of Chambers that they contain. The number of Stars marked on the Keystone that represents each Complex indicates this. Initially, Adventurers are advised to tackle an Outpost, which is usually no more than a modest Complex used for hunting expeditions or scouting activities.
Players should include a Star/ s within an Adventurer's Design at the start of play but each of the points on the Star should be Notched to indicate that the unit has not gained any Experience.
When an Adventurer has taken effective control of a complete Complex by Conquest, Capture or another agreed measure, (see Chapter 4: Designing Complexes: Missions); the Notches on the Adventurer's first Star can be removed. As a result, the Adventurer will gain +1 when carrying out all actions including defending him or herself from Spells, Rituals and physical attacks. However, while a single Adventurer might be able to 'clear' an Outpost through good tactics and good fortune, the greatest chances of success lie with Teams of explorers.
When playing in Teams, Adventurers usually receive a fifth of a Share when a Complex is cleared. This allows a single Notch on a Star to be removed when a Complex is cleared. Each successive Share resulting from a series of expeditions results in another Notch being removed until a Star is complete. Adventurers may wish to consider accepting a choice of Enchanted Item or other Treasures in place of a standard Share. When negotiating Shares, Adventurers may also elect to allow Adventurers to take an entitlement to challenge a particular opponent single-handedly as a Share of Treasure or Experience.
Eventually Adventurers can gain as many as five Stars, as can their opponents. However, they only gain Stars or Shares of Stars for Complexes with the same or a higher number of Stars, (as shown on the Complex's Keystone), as the number of complete Stars possessed by the Adventurer. Referees may decide to modify these arrangements to create small but 'powerful' Complexes for quick adventures/ episodes.
Adventurers can use sealed bid or open auctions to share out magic items found during adventures. The proceeds can be shared equally or by prior negotiation. Future rights to attack particular opponents, various forms of Treasure and, eventually, even Complexes can be traded. The exact content of a 'Team' may include allies encountered during play. Public auctions might be arranged when play is being run by a Gamesmaster/ Referee.
Over a series of adventures units that survive will acquire more Gems and Jewels that can be spent on additional skills and Spells. They will also find other Treasures including Enchanted Items, Potions and valuable Documents. Adventurers can eventually learn extremely powerful Spells known as Rituals and acquire Honours that enable the use of other extraordinary abilities. As foes become more powerful and dangerous, Adventurers will need every weapon at their disposal. At the same time players will have to decide where their Adventurers' priorities will lie. Some may choose to gain wealth and conquer territory. Others may prefer to become great mages possessing the most powerful magic items. A few may even wish to consider the difficult lives of the Assassin, Monk or Paladin.
Option | Icons to Display |
Select |
Rituals | Rituals |
|
Honours | Honours |
|
Hands | Gestures |
|
Decorations/ Battle Honours |
Decorations |
|
| Marks of Dishonour |
Marks of Dishonour |
|
| Acts of Atonement |
|
|
| Home/ Banks | Home Panel |
|
| Stars | Stars |
|
| Replenishment, Reinforcement and Raising the Dead |
|
|
The use of Rituals involves
considerable
expense and the discovery or purchase of the knowledge needed to
both cast and control such powerful magic. Once an Adventurer has
learned a particular Ritual each successful casting requires the
destruction of a Jewel.
Rituals succeed when 9+ is rolled on 2D6, after taking
account of
the caster's Stars and the Stars held by the targeted unit with the
most Stars among those being targeted, (unless units are being
checked individually). Other factors, including Resistance, will
often act as further modifiers. The Modifiers Table sets out the
possible range of modifiers that may apply.
Units involved in issuing a Command carried by magic must Declare any instructions at the point when the Spell is cast.
When a Ritual is cast that involves rolling a natural 12 on 2D6 various bonus effects may apply. A natural 12 always means that a casting has been successful.
A successful Spell or Ritual charges the caster with magic and if the unit chooses to cast a further Spell or Ritual in its next Turn it gains a bonus of +1. This effect is cumulative but a natural 2 still results in a miscasting.
When cast successfully Rituals have an immediate effect unless a Talisman is in use. Magical effects that cause Damage have a permanent effect in so far as any Damage has to be repaired or restored. In addition, effects that bring about a change of form or create a form, such as Swarm, only create the new form once but it does persist until destroyed.
No. | Title | Image | Effect | Range | Area | Alarm |
| 2 | Cauldron | Cauldron | Units casting a Cauldron Ritual can make and consume a Potion. The Potion has to be consumed while fresh, (i.e. usually within the same Complex as where it was created), and before breakage or spillage during combat. It is assumed that the caster enters Complexes with the ingredients for one Potion of his/ her choice. Additional ingredients for particular Potions may be purchased in advance or found within Complexes, and, in particular, Laboratories. |
0 | Target |
|
3 | Chain Lightning |
Lightning (2) |
Chain Lightning jumps from the initial target towards anyone else within the Zone armed with a Metallic Weapon. The first victim sustains 6D6 Damage, the second 5D6 and so on until the charge dissipates or there are no further units to jump to. The effect progresses according to the Damage potential targets' current weapons can cause. Chain Lightning strikes those within the same Zone first but can jump between Zones with open Entrances. A Damage Multiplier affects those struck by Chain Lightning within a Pool Chamber that contains water. |
1 | Zone | 1 |
| 4 | Commune | Censer | A Commune Ritual makes it possible to look through a Door or Entrance to a Chamber and see the type of Chamber and any current Occupants that are not Hidden. | 1 | Target |
|
| 5 | Flame Strike |
Meteor (5) | When a Fire Storm is cast successfully, a rain of fire descends upon the targeted Zone, causing 6D6 to all units within the Zone. |
1 | Zone | 2 |
| 6 | Gate | Astral Gate | A Gate Ritual can form a weak Astral Gate, which can be used to Teleport to any Mirror within the Complex while the Ritual is in effect. Alternatively, a Gate Ritual allows Teleportation to an adjacent Zone. | 0 | Target |
|
| 7 | Mist | Cloud (4) | A Mist Ritual allows the recipient to assume the form of a cloud of largely transparent vapour. Those that become Cloaked in this way can move through keyholes unless the Lock is blocked, e.g. frozen. Their form is almost entirely transparent and, therefore, barely visible. There are a wide range of effects that act on a Mist Ritual. These are detailed at the base of the table. |
0 | Target |
|
8 | Raise | See: Altar | See Chapter 1: Adventurers: Replenishment, Reinforcement and Raising the Dead. | 0 | Target |
|
| 9 | Sacrifice | See: Altar | See Altars/ See Chapter 1: Adventurers: Replenishment, Reinforcement and Raising the Dead. |
0 | Target |
|
| 10 | Swarm | Hive | A Swarm Ritual causes 3D6 Damage to everyone in the same Zone as the resulting cloud of insects. The Swarm is winged and can be directed to guard a location or to pursue and attack a single target designated by the spellcaster. The Swarm can only be harmed by intense fire or frost and has a Defence of 30. | 1 | Zone | 1 |
| 11 | Transform | Chrysalis | A Transform Ritual makes it possible to clone a single skill of choice from a Tribal unit and transfer it to the spellcaster. When a Transform is Combined with the successful use of a Monster's Blood Potion it also becomes possible to clone skills from Monsters. The unit possessing the skill has to be alive and present at the time of casting. Spellcasters may only cast a single Transform Ritual within each Complex due to the shock to the system resulting from the Ritual. |
0 | Target |
|
12 | Whirlwind | Whirlwind | Torches, Braziers, Hearths and Fires are extinguished as a column of rapidly spinning air sweeps into and around a targeted Zone. Those within the Chamber are Stunned for a Turn, during which they can neither move nor act. |
1 | Zone | 1 |
Mist Rituals: a successful Search, Moonlight Spell or Ancient Torch is needed to direct the attacks of others within a Chamber at a unit formed from Mist. Units affected by a Mist Ritual take Damage from Spells and all types of fire, lightening and frost. They can also be Damaged by Magic Weapons but are immune to normal physical Damage including that from non-magical metals and wooden weapons. Inanimate objects worn or held at the time of casting also become part of the Mist and cannot be used until the Spell is exhausted. Other items cannot be held or moved while Cloaked and Cloaked units cannot act other than to move or Uncloak themselves. A Whirlwind or a Maelstrom will disperse a unit that has taken the form of Mist and a dispersed unit suffers terrible Damage when the magical effect wears off, i.e. 9D6. Once transformed an affected unit can use an action to rematerialise or be forced to rematerialise by a successful strike with Whitewater.
Honours are won through gaining certain combinations of skills and by completing various tasks. When an Honour is gained the Adventurer can choose to Assume that the skills required to gain the Honour are present without displaying them. (Except when required to because an item needed to carry out a particular skill has been broken. In which case, only that skill, and not the Honour which may have a number of effects, is suspended from use until the next opportunity to replace the item).
Honours are awarded to individual Adventurers and it is not possible to share the tasks involved in gaining an Honour. Where an Honour requires that a certain type of opponent is killed or vanquished by an Adventurer, the award can only be made when the Adventurer is largely responsible for slaying or vanquishing their opponent, i.e. more than half the Damage.

Paladin Design: the Design is based on Kay Neilson's "Lad in Battle". The unit's skills include those of a Paladin, a Ranger and a Defender.
Honours have a variety of effects or unique skills linked to them. In most cases it can simply be Assumed that the skill functions in a standard manner, e.g. a Chakram is used in the manner of any other weapon. The frequency with which certain skills can be used is indicated in the Honours Table. Where an Honour indicates the presence of a series of other skills, e.g. when displaying a Triquetra, the normal approach to using these skills applies.
Just as certain deeds can lead to the award of Honours, Adventurers can also commit actions that are dishonourable and infamous. Such acts are marked as Notches on Adventurers' Stars and these affect Adventurers' eligibility for various Honours. Marks of Dishonour can only be removed through Acts of Atonement or by the use of certain magic items.

Honours Titles (Top Left Clockwise): Monk, Inquisitor, Defender, Necromancer, Assassin, Mage, Seer, Bounty Hunter, Wizard, Ranger, Bard, Paladin and, in the centre, Archmage.
Honours can be a mixed blessing for Adventurers, as the skills they confer can contribute to a fame or notoriety that builds a considerable Reputation. (See Chapter 3: Running Play: Preferred Targets and Reputations). When selecting where to direct attacks, multiple attackers will not simply direct all attacks at those with Honours. However, Tribal opponents will target Adventurers in sequence according to the total number of Stars, Honours, Decorations and Marks of Dishonour each Adventurer possesses, i.e. their Reputation. Monsters select targets according to Stars alone, because they are largely unaware of, or don't concern themselves with, units' Reputations.
Required Task/ s |
Title | Image | Skill/ s | Effect |
| All Magic | Archmage | Triquetra | Sacrifice - Oracle - Teleport |
The unit can use all Spells and Rituals. They can also use the effects available to those with All Spells. |
| Slay Paladin single-handedly | Assassin | Hari-Shuriken | Assassinate | The unit can use Hari-Shurikens. |
| All Crafts |
Bard | Tambourine or Harp |
Calm | The unit can attempt to Calm Scavengers and Predators that have left their Caverns and persuade them to return to their lairs. Roll 9+ on 2D6 modified by the Stars possessed by the unit with the Honour and the targeted unit. |
Capture Assassin single-handedly | Bounty Hunter |
Shacklebolt | Shackle | The unit can use a full Turn to immobilise a Tribal Opponent. If successful the target cannot move or act at its next opportunity and the Bounty Hunter can attempt to Bind the immobilised unit during the next Turn, providing that the Bounty Hunter has not taken any Damage between attempting the two actions. Roll 9+ on 2D6 modified by the Stars possessed by the unit with the Honour and the targeted unit. |
| Slay a Royal Lich single-handedly | Defender | Fleur De Lis |
Turn Undead |
The unit can attempt to Turn Undead. If successful this effect is comparable to casting a Fear Spell directed at all Undead within a Zone. Roll 9+ on 2D6 modified by the Stars possessed by the unit with the Honour and the targeted unit/ s. |
| Ten or more Marks of Dishonour, i.e. Beyond the Pale | Inquisitor | Tongs | Interrogate | The unit can interrogate captives to map a D6 of the closest Chambers that have yet to be Revealed. Any unit that takes part in or allows such interrogation, including the Inquisitor, also receives a Mark of Dishonour. Roll 9+ on 2D6 modified by the Stars possessed by the unit with the Honour and the targeted unit. |
| All Spells |
Mage | Triskel | Sacrifice - Oracle - Teleport |
The unit can use all Spells and the effects available to those with All Wizardry, All Dark Magic and All White Magic. |
| Slay a Vampire
| Monk | Chakram | Hands | The unit can use a Chakram and Hands. A Monk should not seek to accumulate personal wealth. Enchanted Items and enough currency to continue to conduct play can be held. Which may involve large sums if, for example, the Monk had to deliver a Ransom. |
| All Dark Magic |
Necromancer | Sacred Dagger |
Sacrifice | The unit may use all Dark Magic and make Sacrifices. Sacrifices usually require access to an Altar in an Evil Temple. A Sacrifice of 50 Jewels gains a Wish. The Wish can be used to take a second attempt at a dice roll that has failed or to bring about a shift of one row up or down within a Treasure table. It may also be used to assign the presence of a particular type of unit or Monster to a complex or a future encounter. |
| Slay a Daemon single-handedly and carry no Marks of Dishonour |
Paladin | Spur |
| A Paladin causes 2D6 extra Damage v's Undead and Daemons when using H2H weapons. |
Slay an Ancient Monster single-handedly and carry less than five Marks of Dishonour | Ranger | Hawk's Lure | Lure | Scavengers and Predators can be lured out of their Caverns, and, once out, across Zones. A successful attempt to Lure a Monster persuades the Monster to enter a Zone that offers no obvious danger. Once lured out of a Cavern a further successful attempt to Lure can cause the Monster to move to another Zone. If left to its own devices the Monster will usually return to its Cavern unless it comes into conflict with other units. |
| All White Magic |
Seer | Orb | Oracle | The unit can use all White Magic and act as an Oracle capable of Remote Viewing an adjacent Chamber once/ Complex, i.e. see the exact type of Chamber and/ or any Occupants and items. |
| All Wizardry |
Wizard | Wand: Star-Tipped |
Teleport | The unit can use all Wizardry Spells. The unit may Teleport a distance of one Zone once/ Complex. |
Units with the capacity to use mystic powers to alter or transform physical situations and substances can use a variety of Gestures to indicate that they are employing their powers. There is no charge for attempting to use such powers but a roll of 9+, modified by the number of Stars possessed by both the 'caster' and the intended target or recipient, is required for the power to work. There is no cost in terms of Gems or Jewels but attempting to use one of these powers is physically and mentally draining, causing 2D6 Damage to the unit's Defence. All effects are instant and have standard duration/ permanence unless stated otherwise within the Hands Table.
A unit with Hands can attempt to use each skill shown on the Hands Table but only once/ day.
Title | Image and Gesture |
Effect |
Coax | Beckoning Hand | This action can Lure a Monster from its lair. |
| Echo | Two Hands: Cupped |
This Gesture allows a Spell or Ritual that has affected a unit to be cast again but at the unit that cast the original Spell. The Spell that is going to become an Echo must have affected the unit using an Echo within the last Turn. The Spell is cast at no cost and the unit using the Echo does not have to pay any extra costs. The Gesture can take effect outwith the range and LOS of the unit using the Echo. |
| Laying on Hands |
Flat Hands: Facing Down |
Heals 2D6 of another units' Defence. |
| Prayer | Two Hands: Pressed Together | A modifier of +1 affects the next action carried out by the recipient. A 12 is still required on 2D6 for bonuses to apply. |
| Reach | Grasping Hand | This effect forms an Astral Hand for a single Turn. The Astral Hand can reach through Doors to turn Keys or grasp and remove the Contents of Chests and Treasure Chests without opening the Chest or Treasure Chest and possibly triggering a Trap. |
| Silence | Raised Index Finger - Lips |
A single unit is silenced for a Turn. This prevents the unit from further spellcasting or sounding spoken Alarms but the unit can use Enchanted Items apart from Scrolls and Books which may need to be read out. |
Strike | Clenched Fist | Causes 3D6 H2H Damage. |
Players and Referees may choose to award Decorations to units that conquer multiple Complexes, either in terms of a succession of Complexes or more than one Citadel linked or layered together. This might involve more than one Tribe and/ or a concentration or 'nest' of a particular type of Monsters.
Such awards can be linked to a Campaign Event or Events occurring at the time of play and can be shown using a Decoration Label in the form of a Decoration Ribbon and a Decoration. A Bar may be added to the Label if the same act or deed is performed more than once. Certain Local Events may also be considered so important or famous as to merit a Decoration. The choice of icon/ s appearing upon the actual Decoration depends on the type of action/ s being recognised in this way. Ideally, any icon/ s should be closely related to the nature of the Local Event, e.g. a Decoration bearing a Thistle would typically be expected to recognise an act of courage/ extreme bravery. The shape of the actual Decoration can be selected according to players' or Referees' choice and is not necessarily limited to those listed on the Decorations Table.
It may be thought reasonable to award Decorations for a variety of extraordinary feats and that might include tackling every size of Complex belonging to a single Tribe or tackling all Types of Complex linked to all Hostile or Peaceful or Lost Tribes.
Decoration Title | Label | Event Icon/ s |
|
| Decoration Ribbon - Cross Decoration |
|
| Decoration Ribbon - Circular Decoration |
|
|
| Decoration Ribbon - Star Decoration |
|
| Decoration Ribbon - Starburst Decoration |
|
| Decoration Ribbon - Bar - Cross Decoration |
|
| Decoration Ribbon - Bar - Circular Decoration |
|
| Decoration Ribbon - Bar - Star Decoration |
|
| Decoration Ribbon - Bar - Starburst Decoration |
|
Just as units can gain Honours in reward for and recognition of certain achievements, they can also receive Marks of Dishonour for carrying out unsavoury or despicable deeds. These are shown as Gashes marked on units' Stars. There is no set limit on the number of Marks of Dishonour that a unit can accumulate but players are not generally required to display any Marks of Dishonour beyond the first 10. At that stage a unit is considered as being 'Beyond the Pale' and held in fear and contempt by both enemies and allies.
Options | Effects | Select |
| Display no more than 10 Marks of Dishonour |
This option places units 'Beyond the Pale' after gaining more than 10 marks. |
|
| Display as many Marks of Dishonour as a unit 'deserves'. |
This option can result in huge Reputations that result in the unit becoming a frequent Preferred Target. |
|
When players decide to include Marks of Dishonour in play the standard Tribal Manifests show all Hostile Tribal units as having a Mark of Dishonour for every Star that they display. This default operates in the interest of speed of play, but players and Referees can agree that some Hostile units with no Stars have Marks of Dishonour and that some Peaceful units have had momentary or to some extent understandable lapses that have involved acquiring a Mark or Marks of Dishonour.
Units that are 'Beyond the Pale' and have not concealed or attempted to Disguise their Reputation in any way will not be offered Gifts or Bribes. They will also be shown 'No Quarter' in battle and suffer a penalty of -2D6 on the Stored Possessions Table, because they make themselves and their possessions targets for theft and vengeance.
The nature and intention of Lost Tribes, and the number of Marks of Dishonour that they display, is determined when players and/ or Referees decide what role, if any, a Lost Tribe is to going to take within the game.
Any Marks of Dishonour Attached to Guests, Prisoners or Slaves are allocated when consulting the Tribal Manifests after rolling on either the Guests Table or the Prisoners and Slaves Table.
Marks of Dishonour can greatly increase a unit's Reputation. The main effect of Adventurers' growing Reputations is their selection as Preferred Targets, (see Chapter 3: Running Play: Preferred Targets and Reputations). The selection of Tribal Preferred Targets according to Stars, Honours, Decorations and Marks of Dishonour means that those who strike fear into their Tribal enemies through their misdeeds may pay a price in terms of becoming Preferred Targets.
| Action | Details |
| Assaulting a Peaceful Tribe |
Attacks on Complexes held by a Peaceful Tribe may result in a Mark of Dishonour depending on the circumstances of the scenario. |
| Backstab | Adding a Damage Multiplier to a blow through a Backstab with a Dagger needn't result in a Mark of Dishonour, as such action may be taken in the heat of battle to defend allies or one's self. However, using a Backstab to attack a weak or weakened foe might warrant a Mark of Dishonour. |
Bullying | Repeated attacks on small or weak Complexes by large groups of powerful units are considered cowardly and a sign of weakness by even the most unpleasant Tribes. |
Cannibalism | Any unit taking part in Cannibalism receives a Mark of Dishonour. |
| Cowardice | Abandoning your allies or surrendering them to the enemy results in a Mark of Dishonour. |
Double-Cross | When a unit agrees to the terms of a Gift or Bribe and then double-crosses the other party involved in the negotiation. |
| Kill Captured |
Slaying a captured opponent or a Convert in cold blood 'earns' a Mark of Dishonour. |
Treachery | Betraying or attacking an ally results in a Mark of Dishonour. |
| Use of a powerful 'evil' Enchanted Item, Ritual, Document or Weapon. | A Mark of Dishonour can be awarded for using Ancient Curses, using any form of Sacrifice Ritual, (including the use of a Demon's Blade to perform a Sacrifice), and using an Inquisitor's Manual. Using Drain effects on units with fewer Stars can also be considered grounds for applying a Mark of Dishonour. |
| Violent Crime | Acts of unnecessary violence call for a Mark of Dishonour. |
| Violent Interrogation |
Any form of interrogation that draws blood or causes injury results in a Mark of Dishonour. That includes an Inquisitor's interrogation. |
Marks of Dishonour are also applied to Adventurers for certain actions determined by players, rather than the actions that they have directed their Adventurers to carry out:
| Task | Details |
| Betrayal | A player that breaks a clear agreement made outwith play that concerns the game should apply a Mark of Dishonour to his/ her most experienced Adventurer. |
| Cheating the Gods |
Players may choose to agree that it is acceptable to allow a dice roll to be taken again at the expense of surrendering a Star. The Star is removed or cancelled before the second or successive roll. This cannot be used for any roll involving a conflict or disagreement between players' Adventurers. |
| Freeloading | Been seen hanging back during play, then rushing forward when the rewards are being handed out. Take a Mark of Dishonour. |
Defenders and Paladins cannot have a single Mark of Dishonour marked on their Design without losing the relevant Honour, (unless actively engaged in removing any Mark of Dishonour). In the case of Paladins any 'Fall from Grace' requires them to return to their Chapter House where the Spurs are cut from their boots on the steps of the Chapel and their Banners are thrown down from their Chapter House to be trampled by those who have remained true to their Chapter.
Adventurers who want to remove a Mark of Dishonour may be able to do so through Acts of Atonement involving the types of tasks listed below. However, some units, particularly Hostile units may wish to avoid such actions, as the loss of Marks of Dishonour will have an effect on their Reputation and/ or Honours, e.g. an Inquisitor.
Acts of Atonement cannot remove a Mark of Dishonour resulting from Freeloading.
| Action | Details |
| Make a Last Stand while others escape | Those taking a last stand must face an equal or greater number of enemies and delay their advance by force of arms, thereby allowing other friendly units to leave the Complex or retreat to an area where they can be healed in safety. |
| Rescue an outnumbered Wounded Comrade | The rescuer must enter a Zone containing enough opponents to outnumber the number of friendly units within the Zone and help a comrade to escape either from the Complex or to a Zone where the comrade can be restored to health. |
Rescue Prisoner |
The unit needs to put its life at risk to rescue a Prisoner held in a Dungeon Chamber. |
Retrieve a Fallen Comrade |
The body of a fallen comrade must be removed from a Chamber occupied by enemy troops and taken from the Complex or restored to life. |
| Slay Daemon (not 'Spawn') | The unit must slay a Daemon either single-handedly or by causing the great majority of the Damage resulting in a Daemon's death. |
Complexes are typically represented by a Keystone containing a number of Stars equal to the scale of the Complex. For example, an Outpost is shown with a single Star.
Players may choose to open up an additional Panel/ window to record the storage of various items at a designated Home. An Adventurer's Home can be located in a friendly dungeon Complex or a variant such as a tower or temple Complex.
As Adventurers acquire more Loot and Treasure while exploring it becomes impractical to carry everything with them and they need somewhere relatively safe to store their wealth. This is particularly true if players have large numbers of Gems, Jewels, Potions or Documents in their possession. Under these circumstances players may choose to play safe and store their savings in a bank located in a major city. This will result in a fee of 10% for each period or partial period of 30 days of safekeeping.
Alternatively, players can simply open up a Design Panel marked with a Keystone appropriate to their Adventurer's Tribe and the level of security they want to pay for and Declare this as the Adventurer's 'Home'. For every period of thirty days a fee of 1 Gem/ Adventurer's Star has to be paid towards guarding any possessions left at Home and each Adventurer must roll 2D6 to see what, if anything, happens to their possessions. If more than one Adventurer selects the same Home they can elect to share or divide their fortunes before each roll on the Stored Possessions Table:
| Roll | Outcome |
| 2 | A natural disaster wrecks part of the Complex and destroys all of your possessions. |
3 | A raid by Hostile forces results in the loss of all possessions. |
| 4 | Flooding results in the loss of all fragile possessions including Scrolls and Potions. |
5 | Shockwaves from a distant earthquake results in the loss of all Potions. |
| 6 | Theft results in the loss of 2D6 of the Gems, Jewels or Dark Jewels left in storage. |
7 | All possessions are stored safely until the Adventurer returns. |
| 8 | All possessions are stored safely until the Adventurer returns. |
| 9 | All possessions are stored safely until the Adventurer returns. |
| 10 | All possessions are stored safely until the Adventurer returns. |
| 12 | All possessions are stored safely until the Adventurer returns. |
Each Guard paid to look after the possessions increases the costs by a further Gem per period of thirty days of storage but does add +1 to the dice roll. More determined Guards such as Mercenaries cost a Jewel/ period but each Mercenary adds +2 to the dice roll. Of course, any roll of 2 on 2D6 still results in the loss of Adventurers' possessions.
Units with more than ten Marks of Dishonour, i.e. those 'Beyond the Pale', have a penalty of -2D6 applied to rolls on the Stored Possessions Table, due to the manner in which their particularly unpleasant Reputation encourages those seeking vengeance or recompense.
When playing a series of adventures that take account of Campaign/ Local Conditions and/ or Events it is important to be consistent by ensuring that there is a match between Conditions and Events that are part of an overall campaign and any Conditions and Events linked to concealing or storing items. For example, while it might be unnecessary to take much account of the minor effects of a distant earthquake within a campaign, a major raid on a Complex while players are absent might need to be factored into the overall storyline.
During play Adventurers can simply conceal items by burying them or placing them somewhere that they consider safe. However, between leaving an item and collecting it, there is a slight risk of the items being discovered and removed. Roll 2D6 and a 2 means that the concealed items have been uncovered and removed or Damaged. This arrangement changes if, for example, a Search takes place, someone casts a Moonlight Spell or someone enters the Chamber carrying an Ancient Torch.
When playing with a Referee and/ or in a Campaign Setting it may be necessary or helpful to vary the options available to players seeking to safeguard their possessions.
Adventurers that are killed during play may return to the game in a number of ways.
When an Adventurer is killed and the body is lost/ left behind, the corpse may be reanimated to create a Zombie or Skeleton. Hostile Necromancers that come across a slain unit will often Animate the body as a Preferred Action. Alternatively, other Adventurers can attempt to Animate the corpse to either use against the enemy or to assist in getting the body out of the Complex. Players also have the option of carrying their comrade from the Complex.
A body that is simply left while other Adventurers escape the Complex has to be rescued or retrieved within a single day by returning to a Partially Replenished Complex. If a group of Adventurers wishes to attempt such a rescue they cannot buy services, learn new skills or replace any items before attempting the rescue or the body will be gone. If Necromancers or an Altar appear within the Complex, the Complex's Tribal Manifest will have been Partially Replenished to a point where at least half of the units are still in place. If a Necromancer is the only option available within the complex the replacements will be Animate creatures. Where an Altar is present roll on the Manifest to establish which units have been restored. Roll on the Raise Dead Outcomes Table shown below to see what has become of the units, including any Adventurers that have been affected.
Players can choose to agree that Temple Altars are inscribed with enchanted runes that allow the casting of a powerful Raise Dead Ritual. Altars 'belonging' to Hostile, Peaceful and Lost Tribes produce different results when an attempt is made to complete the Ritual. The Occupants of Complexes equipped with Temples will try to use their Altar to Replenish their forces both during and immediately after an attack on a Complex. Adventurers can prevent a Complex from being Replenished by putting the Altar beyond use. However, Reinforcements will usually arrive to repopulate Complexes that have not been taken over completely before Adventurers have time to return Home or visit another Complex. This limits Adventurers to the resources already in their possession when planning to re-enter a Complex that has been assaulted. However, they do have the opportunity to use spellcasting and other effects to restore their Defence in relative safety while outwith a Complex.
Altars | Effect | Opt |
| No Enchanted Runes |
None |
|
| Enchanted Runes | Raise Dead Ritual |
|
Temple Altars are often enchanted with an eldritch wizardry from the distant past and are in themselves neither Hostile nor Peaceful. It is the ritual and faith of those around the Altar that shapes the Altar's magic as signified by the items upon an Altar. By placing the item/ s associated with a particular type of Altar on the Altar and completing a successful casting of the Spell linked to the object, an Altar can be Reconsecrated. It will then act as the type of Altar designated by the item displayed upon the Altar.
Providing the Altar is intact, all units capable of spellcasting can attempt to Raise the Dead providing they have the number of Gems, Jewels or Dark Jewels required. The conditions required for other types of Rituals apply, including taking account of the Stars of both the caster and the targeted unit.
When a body or the remains of a Zombie or Skeleton are taken to a Peaceful, Hostile or Lost Tribe's Temple and a Raise the Dead Ritual is cast successfully, the exact outcome depends on the circumstances set out below:
Roll D6 and deduct the recipient's total number of Dishonours from the total:
| Peaceful Altar |
Hostile Altar | Lost Tribe's Altar |
|
1 | Remains destroyed |
Remains destroyed |
No outcome (can try again) |
|
2 | No outcome (can try again) | Zombie | Reincarnated as Hostile |
| 3 | Raised Alive |
Skeleton | Raised Alive |
4 | Raised Alive |
Skeleton | Raised Intact |
| 5 | Raised Intact |
Raised Alive | Reincarnated as Peaceful |
| 6 | Raised Intact |
Raised Intact |
Reincarnated as Tribal |
A unit that is Raised Alive returns to life in much the same condition as it was at the time of death. The unit only has a Defence of 2D6 in place and needs further rest and healing to recover fully.
A unit that is Raised Intact returns to life with its full Defence in place. There are no wounds or scars to heal and even a Brand caused by a Branding Iron will have been removed.
A unit that is Reincarnated is Raised Intact but in the form of a different body and often a different Tribe. Having rolled to discover the type of Reincarnation, the unit then rolls 2D6 and counts through the Tribal Manifests from the start until a Tribe of the right kind, (Peaceful, Hostile or any Tribe) is identified.

Designs representing Adventurers, the dungeons Adventurers explore and even the game's rules, can all be thought of in terms of a series of layered Design Panels or windows employing various degrees of interactivity.
When designing Adventurers the arrangement or layout of Design Elements across a series of Layers and Panels/ windows is often guided by the amount of marking a Design Element is likely to receive. For example, an Adventurer's Defence, as shown by a Shield, will need to be marked on many occasions. That is no problem when using simple pen and paper Designs but a player who has spent time drawing an elaborate Design may not wish to mark it repeatedly. By treating Designs as a series of layered Panels it is possible to devise Designs that can accommodate marking and take account of the Design Style, Design Media and Style of Play that players prefer. Two approaches to this are to break a Design into two sections, (one possibly given over to an Adventure Log), or completely break up a Design for display on cards.
It often makes sense to avoid using all possible forms of marking when there are easier alternatives, e.g. when displaying Gestures and Declaring actions.
Dungeon Complexes can also be considered in terms of a series of interactive Panels, Labels or windows arranged in Layers much like a pack of cards. For instance, each Chamber has certain Features and some of these may be 'switched-on' or '-off' according to the circumstances of play, e.g. Lighting. Players can also interact directly with the Features shown on the Design associated with a particular type of Chamber, e.g. an Anvil found within a Forge may be Combined with a Mend action to repair Adventurers' Damaged Magic Weapons and Enchanted Items.
From this point of view the borders and headings throughout the rules need not be considered as simply empty space. The Markings Table sets out a number of options for marking headings, subheadings and page borders to indicate which rules are in use, not in use or modified.
When considering Design Styles in more detail it is worth noting some of the considerations and options that may affect players' choices:
The styling of icons that have been assigned a value within the game can be varied providing each symbol's value remains unaltered. Shape, attachment to a Panel/ Label and orientation may all contribute to the symbolic value of an icon.
There is a wide range of Settings that players can use to develop their Designs. Settings are icons and other Design Elements that have not been assigned a value within the game. Available Settings include Banners, Flags, Standards, Escrolls, Mantlings, Books, Crowns, Cloaks, Coronets, Supporters, zoomorphic elements, decorative borders and colours, shading and texture. There is nothing to prevent players agreeing to assign particular values to Settings but these may not be recognised by other groups of players. Please note: zoomorphic elements can be marked with a Crack to indicate that the actual creature is not present.
The principles underlying the use of icons and Designs to run play and set out Complexes are identical to those used to form the Designs that represent Adventurers. There is no need for players or Referees to employ a graphic based approach to designing and running Complexes and it is certainly more straightforward to begin by using Designs for Adventurers, while relying on tables and Encounter Manifests to run the game. That said, using icon based Log Panels and/ or packs of cards to represent Complexes and the course of events during play leads to faster game play and a more immersive game.
There are some restrictions to the combination of Design Elements. These mostly involve icons that are Attached or linked to each other to form a Design Element that should remain isolated from other instances of the same basic elements. This typically involves the use of Labels, which reassign or recombine Design Elements to create subsets that offer more options within the game. Their use is directly comparable to the cartouches used to contain pharaohs' names in ancient Egyptian art. Labels are, essentially, a type of Panel that has been assigned a particular role within the game and they are really no different from an Adventurer's Panel, a Home Panel or an Adventure Log Panel, except that they tend to deal with a single group of game elements, such as Potions, rather than a typical Panel that may contain several Labels.
Jewels and Dark Jewels should not be Attached to items/ icons unless a magical item is present, while Labels Enclosing Events, Keystones, Potions and Documents, Features, etc. should avoid containing icons/ Design Elements other than those linked to the Label. Gems, Jewels and Dark Jewels can be placed as Settings on items that have no magical version. However, it is much simpler to avoid using Gems, Jewels and Dark Jewels in this way.
The types of Panels and Labels discussed in the rules are as follows:
Label Title |
Type of Panel | Label Contents/ Attachments |
|
Adventure Log | Panel | A Panel of players'/ Referees' design containing records of on-going actions, durations and Campaign and Local Conditions and Events. It can include or be linked to a Home Log to record Campaign and Local Conditions and Events concerning a particular Complex. |
|
Adventurer/ Unit's Design |
Panel | A Panel displaying a unit's skills, current possessions and current markings. |
|
Ancient Orb | Label | An item that can act as a Label that contains an icon or icons associated with a particular type of Ancient Orb. |
| Ancient Wand | (External) Label | An item that can act as a Label that contains or attaches an icon or icons associated with a particular type of Ancient Wand. |
|
Backpack | Label | This kind of Panel is used to display currency, small items and/ or Potion ingredients kept in a Backpack or a similar container. |
|
Barrel | Panel | Barrels can act as a Label that indicates the Contents of a Barrel at the point when it is encountered. |
| Bookmark | Panel | A Panel used to indicate the Title of an Enchanted Book. |
|
Bottle | Label | Bottles can be used as Labels that show what kind of liquid the Bottle contains when found. |
Brand | (Merged) Label | A Brand is often shown as a circle with a single Band running across it. It can be turned into a Label by placing a Tribal icon or other identifying icon as a Merged icon shown within the Band. |
|
Campaign Condition |
Campaign Log | A Label displaying one or more current Campaign Condition/ s, usually shown within a Campaign Log. |
| Campaign Event |
Campaign Log | A Label displaying one or more current Campaign Event/ s, usually shown within a Campaign Log. |
Campaign Log | Panel | A Panel of players'/ Referees' design that records Campaign Conditions and Events. |
Cavern | Panel | A Chamber, shown with more Curved Edges or Corners than Straight Edges or Corners, which contains details of the Contents of a Cavern. These may concern Features, Accessories, Occupants, Traps, Campaign or Local Conditions and/ or Events and Treasures. |
| Coins | Label | Coins can be minted with images to form particular currencies as an option within the game. |
| Constellations | Panel | The shape/ arrangement of Stars across a Panel can form a Constellation. Players may choose to assign values to a range of possible constellations. |
|
Dark Jewel |
(External) Label |
Dark Jewels can be Attached to items to indicate that they are Enchanted Items fuelled by a Dark Jewel. |
| Globe | Label | An item that can act as a Label that contains an icon or icons associated with a particular type of Globe. |
| Home | Panel | Provides a Panel that displays items, Treasure, Decorations and Keystones, which a unit owns but does not usually carry. Other details such as Local Conditions and Local Events related to a Home Complex can also be recorded here. A Home Panel can also record details particular to a Complex rather than just a unit. It may, therefore be combined with Adventure Logs to build up a Complex's 'profile' or history. |
|
Hourglass | Label | When contained within an Adventure Log or Campaign Log this Label can mark the duration of actions. |
| Jewel | (External) Label | Jewels can be Attached to items to indicate that they are Enchanted Items powered by a Jewel. |
| Keg | Label | Kegs can act as Labels that identify the Contents of a Keg at the point when it is found. |
| Keyhole | Label | Keyholes can be used to indicate when a Lock or Padlock shown on a Door, Chest or Treasure Chest is Locked or Unlocked by marking the Lock with a Notch. |
Keystone | Label | Keystones contain Stars indicating the scale of different Complexes. They can be used to identify a Panel as a Home Panel. |
| Lectern | Label | Lecterns are a Feature that can act as a Label that indicates the type of Enchanted Book being dealt with. |
| Local Condition |
Label | A Label displaying one or more current Local Conditions, usually shown within an Adventure Log or Home Panel. |
| Local Event |
Label | A Label displaying one or more current Local Conditions, usually shown within an Adventure Log or Home Panel. |
| Magic Fountain |
Label | A Feature that can act as a Label showing what type of Magic Fountain is being dealt with. |
Decoration | Label | A Decoration Label combines a Decoration Ribbon and a Decoration, which Encloses a Campaign or Local Event icon and/ or other icons relevant to the Cascading Event for which the Decoration is being awarded. |
|
Medicine Jar | Panel | Ingredients for making Potions, including Poisons can be recorded on a Backpack or Medicine Jar Panel. |
| Passageway | Panel | A Narrow Rectangle, detailing the Contents of a Passageway, which may concern Features, Accessories, Occupants, Traps, Campaign or Local Conditions and/ or Events and Treasures. |
| Pithead | Label | A Feature that can act as a Label that contains an icon or icons associated with a particular type of Pithead. |
| Potions | Label | A rectangular Label with angled corners, which displays the different types and quantities of Potions. |
| Room | Panel | A Chamber, shown with more Straight Edges or Corners than Curved Edges or Corners, which details the Contents of a Room. These may concern Features, Accessories, Occupants, Traps, Campaign or Local Conditions and/ or Events and Treasures. |
| Scroll | Label | An item that can act as a Label showing what type of Scroll is being dealt with. |
Shield | Label | Shields are not assigned as Labels by default. |
| Spore | Label | A Spore can be converted into a Label if players wish to construct a Diseases Table. |
Statue | Label | A Statue can display an icon or icons that identify a particular type of Statue. |
Talisman | (Merged) Label | An item that can act as a Label that contains an icon or icons associated with a bonus effect. |
| Tapestries | Label | A Tapestry can display an icon or icons that identify a particular type of Tapestry. |
Tear | Label | A Tear/ s indicates the presence of a Poison and may or may not be contained within a Potion Label. In addition a Tear/ s can act as a Label that displays various types of Poisons if a Poisons Table is in use. |
As noted in the Glossary:
A Standard or Enclosing Label Encloses or encircles an icon or icons.
An External Label is a Label that is added to a Design Element rather than a Label that Encloses an icon. A line remains in place to distinguish the two elements and show that they are Attached to each other but not completely Merged. For example, the Jewel/ s Attached to the outer edges of many Enchanted Items are External Labels.
A Merged Label is a Label that unites Design Elements seamlessly. There is no distinguishing line to indicate that the icons are in anyway distinct or separate. Merged Labels are also not Enclosed when forming a Label, as compared to standard Labels, which often Enclose a single icon.
Designs can be spread across a number of Panels and/ or Layers. For example, a player may use a heraldic Design to record all skills, while maintaining an Adventure Log to record frequent markings to particularly active Design Elements. Alternatively, icons that are marked frequently may be shown in a border above, below or around a less interactive centrepiece.
Players can use Panels that are purely or largely for display, such as showing a portrayal of an Adventurer.
The distinction between Labels and Panels is quite flexible, as one can under certain circumstances turn into the other. However, the location of Labels within Panels is important to bear in mind when placing items according to their context or situation.
Marks can be applied to all game elements, including all icons, all Panels or Labels, all Layout Elements and the rules.
The types of Marks discussed in the rules are as follows:
| Mark | Units/ Adventurers |
In Complexes | In Rules |
| Bar aka Bottom Jaw: Stalactites aka Teeth | Jaws |
| It is often easier to mark these details directly on Manifests and tables. |
| Bar aka Bottom Jaw: Stalactites aka Teeth - Tears (3) |
Fangs |
| It is often easier to mark these details directly on Manifests and tables. |
| Bar aka Top Jaw: Stalactites aka Teeth
|
| Indicates the type of Cavern and the type or 'family' of Monsters occupying the Cavern. The number of bars in a Cavern can indicate the number of Monsters present. |
It is often easier to mark these details directly on Manifests and tables. |
| Bar aka Top Jaw: Stalactites aka Teeth: Blunted |
| If there are no Monsters or other units within a Cavern Chamber the exact type of Chamber can be shown by adding the correct number of Blunted Teeth. |
|
| Crack | A Broken Skill or a Tribal Weapon in use by a unit from a different Tribe. In the case of a Tribal Weapon being used by another Tribe, the Crack is usually shown on a weapon's Hilt or Grip. |
Broken Minor or Major Feature, including Chests, Doors and Locks. | Broken rule marked in heading/ sub-heading border or page border. |
| Dashed Line/ s or Chamber Shape |
| Multiple Zones |
|
| Gash | Damage to Defence x5 |
Damage to Defence x5 |
|
Glow | Active Item or Skill |
Active Events | Active Units |
| Glowstone |
| Glowstone |
|
Brilliant: Curved |
Blackheart/ Dark Jewel |
| Daemon's Heart |
| Lantern |
| Lantern |
|
More Curved Corners/ Edges than Straight Corners/ Edges |
| Cavern |
|
More Straight Corners/ Edges than Rounded Corners/ Edges |
| Room |
|
Notch | A Turn's duration as marked on Hourglasses, Sundials or Water Clocks. |
|
|
Notch on Arrow Shaft |
Arrow fired |
|
|
Notch on Dart Shaft |
Blowpipe Dart fired |
|
|
Notch on Bolt Shaft |
Bolt/ Quarrel fired |
|
|
Notch | Broken or missing item or use of one item from a Batch of items, e.g. Missiles or Torches. Notches may appear on Crafts and other skills that require the use of an item that is absent. |
|
|
| Notch | Damage to Defence |
Damage to Defence |
Altered rule marked in heading border or page border. |
| Notch | Dose/ s of Poison as marked by a Tear/ s, which may be contained within a Potion Label. |
|
|
Notch | Shuriken thrown |
|
|
| Notch | The use of Doses of Potions is marked on Potion Labels. Other liquids can be marked in the same manner. |
|
|
Notch | Unit of currency deducted from a larger unit of currency. |
|
|
| Notch | Unlocked Keyhole or Lock as marked on Keyholes or Padlocks on Doors and Chests that are being used as Labels. |
|
|
| Rectangle where Chambers join |
| Locked Door |
|
| Rectangle where Chambers join Set at Slight Angle |
| Unlocked Door |
|
Shine | Active Item or Skill |
Active Features |
Active Option |
| Sparkle | Active Item or Skill |
Active Units | Active Units |
Speeds | See Speeds Table |
|
|
| Stars: Notched |
Partial Star |
|
|
Stars: Gashed |
Marks of Dishonour |
|
|
Stars: Sharp | Full Star |
|
|
The Chamber is usually noticeably longer than it is wide |
| Passageway |
|
Torch/ Flame | Active Item or Skill |
Active Features |
Active Option |
Two short parallel lines set at an angle where Chambers join |
| Open/ Ajar Door |
|
Varies |
| Conditions |
|
| Varies |
| Events |
|
Wide Rectangle where Chambers join |
| Hardwood Door |
|
The
amount of detail
that needs to be
Revealed/
shown at any point depends on the Style of Play and the Strand that
are being used during play.
The materials or Design Media available to players and the way they prefer to use those materials may influence the selection of Design Styles. Pencil, paper and a few Figures are always a good option. As already mentioned, cards, which can be taken in and out of play when particular actions are performed, work particularly well. Designs prepared in computer drawing packages are also a good option, as Designs can be printed, marked repeatedly, modified on screen at the end of play and printed for the next adventure.
Compressing/ Crushing or Exploding Designs increases the range of design options available to players. There is no requirement for an Adventurer to Crush Design Elements, as, for example, the award of an Honour that can be used to Crush a Design does not necessitate the removal of subordinate Design Elements that may be central to the Adventurer's visual 'identity'. Exploding Designs during play and across a series of Panels or windows can be used to assist in marking Designs and becoming familiar with the range of icons and markings used within the game.
When a unit loses a Crushed item or skill, which requires an item that is Assumed to be present but not shown as a separate item, e.g. a Tribal Skill or a Basic Craft, it appears necessary to 'Explode' the icon to indicate that an item or a skill is absent. Rather than revise or even tear up a Design it is simpler to indicate the absence of the icon on an Adventure Log Panel or a separate Panel while the player decides whether or not to attempt to restore the missing skill or item.
When a unit gains a hold on/ possession of an Enchanted Item, (which excludes Scrolls, Potions and Enchanted Books), with an icon that matches a standard skill the unit retains or gains the associated standard skill. The image and the skill can be combined in a single image with a Jewel Attached to the icon. The skill remains even when the item is gone but the image should be 'Relegated' by marking that the Jewel is absent or by simply removing the Jewel and, when necessary, marking any skill that requires an item other than a Gem or a Jewel to show that the item is unavailable.
If a unit is in possession of an Enchanted Weapon associated with a different Tribe from their own, the unit can continue to display its original Tribal Weapon within the existing Design Panels, (such as the unit's main Panel displaying skills or on an Adventure Log), thereby indicating which Tribe the unit belongs to, while, perhaps, also showing that the actual item is not present by marking it as being absent.
The range of Design Styles open to players is only limited by players' imaginations. A few of the options include:
Icons
Icons and Setting
Stylised Icons
Heraldic
Banner
Bordered
Cartoon
Comic Art
Mosaic
Tattoo Flash
Stained Glass

Deadman's Hand Design: a Tattoo Flash styled Design displaying a Lich. The icons show that the Lich can cast all Spells and also has the skills of an Assassin, a Monk and a Bard.
These Designs may be allied to Panels including:
Adventure Logs
Home Panels
Campaign Logs
Backpack Panels
Colour has not been assigned any value within the game as it stands. This is to allow players to have a completely free choice of colour schemes, tints and shading when developing their own Designs. Players may choose to assign particular values or attributes to certain colours but these will not necessarily be recognised by other players.
There is nothing to stop players from agreeing to re-assign the value attached to certain icons but these may not be recognised by other groups of players. In addition, there is a trade off in terms of reducing the range of styles available to players. For example, if different types or styles of Star, such as Estioles, six-pointed Stars and rounded Stars, are reassigned players cannot have a free choice of styles of Stars when using a Star within their Designs.
There are several sets of icons that may be suited to this purpose including Crosses, crowns and Stars. However, it is recommended that these options are not assigned particular values linked to their shape, because they are very common Design elements which help players to style and individualise their Adventurers' Designs:
Icon Set | Icon | Alternatives |
| Crosses | Cross | Celtic Cross, Cross Moline, Latin Cross and more. |
| Crowns | Crown | Ancient, Eastern, Naval, Merovingian, Imperial, Palisado, Crown Vallary and others crowns are found in art and heraldry. |
| Escrolls | Escroll | There are countless types of Escrolls found in heraldic achievements. They can help to make a great variety of distinctive Heraldic Designs. |
|
Helmets | Helmet | There are many types of Helmet that can be used. These range from the plumed helmets of Ancient Greece to the heavier protection of Medieval helmets. |
Mantlings | Mantling | Mantlings are common in heraldry and can hold symbolic meanings. They often act as backdrop or 'canvas', which can serve to 'pull' the Design together. |
Stars | Star | Rounded Egyptian 'Duat' Stars and six, seven or eight-pointed Stars could be used. The use of six, seven or eight pointed Stars could be seen as implying an increase in the number of Shares required to receive a full Star. Stars are already marked frequently, so it is advisable to leave the choice of style up to players. In addition, players may reach a stage where they wish to arrange Stars into Constellations to recognise further types or amounts of Experience and/ or the Merging or existence of certain skills. |
Players can also agree to use certain icons as extra Labels to form sets of Attached and Enclosed icons for use in play. This can be done by selecting a Label and extending or adding a table to the rules, which sets out the range of icons that can be contained within the Label and the effects now associated with the Labelled items. The meaning of the original icon can remain unaltered when the icon acts as a Label but contains no icon/ s.
As noted above, Labels Enclosing icons should not contain icons/ Design Elements other than those Enclosed and/ or Attached to the Label. Though it is possible to have an icon contained within a Label that rests inside another Label. Examples include Globes, Tears, Ancient Orbs and Ancient Wands, which can easily be adapted to represent a range of extra effects:
Possible Label |
|
|
| Ancient Orbs |
|
|
| Ancient Wands |
|
|
| Barrels |
|
|
| Bottles |
|
|
| Coins |
|
|
| Enchanted Books |
|
|
| Globes |
|
|
| Kegs |
|
|
| Lecterns |
|
|
| Magic Carpets |
|
|
| Magic Fountains |
|
|
| Mosaics |
|
|
| Pitheads |
|
|
| Poisons |
|
|
| Scrolls |
|
|
| Stained Glass Windows |
|
|
| Statues |
|
|
| Tapestries |
|
|
| Tears |
|
|
| Thrones |
|
|
If, for example, players do wish to employ a wider range of Poisons they can simply add another Layer by using a Tear or a Tear shown within a Potion Label as a Label and referring to a Poisons Table. The two Layers formed by the Potion Label and the Tear Label retain their original value in terms of identifying a Poison. An example of an optional Poisons Table follows the Potions Table (See Chapter 6: Treasure).
It is easy to extend the rules to accommodate new options/ levels of detail by constructing a standard table with details of the Titles, Images, effects, ranges, durations and any Labels for each of the options. For example, the possible use of crowns as Labels that contain icons or to display different styles of crowns, (e.g. an Astral crown or an Ancient crown), linked to particular attributes/ effects could be set out in a table. The use of a Label could also be added to the Panels and Labels Table and, when required any modifiers linked to particular effects can be added to the Modifiers Table.
Some Optional Tables have been included at various points in the rules but players should feel free to stick to the basic value attached to a device that can be turned into a Label. When adding an extended Feature Set, (usually through revising or creating a table), it helps to remember that any previous use of the new Label as a Setting may not be practical. Players and Referees may decide to add and/ or extend tables to cover a range of possible activities, e.g. extra types of Chambers, Accessories, Climbing or more Traps. However, doing so can slow play.

Prince Riding Out in the Moonlight (Detail) by John Bauer
When assigning icons it is advisable to avoid changing or straying from the basic value or meaning associated with images/ icons already used during play, as this makes play less consistent and easy to follow or expand. The choice of values or meanings set out in the game's core rules is intended as a basic standard that has been tested and adopted for use in Treasure. Feel free to make up your own additions or re-interpretations but please try to stick to the core 'Feature Set' to keep the game consistently scaleable across Layers of Panels. For example, when adapting a Poisons Table to display a Web within a Tear within a Potion Label try to assign an effect that bears some easily recognisable relationship to a Web Spell.
The marking of icons, including zoomorphics, to identify icons as Settings rather than active Design Elements helps to avoid problems when a player wishes to use a particular symbol or image within a Design or Label that cannot accommodate the symbol or image as an active Design Element.
Players can clearly Design their own Panels/ Labels in addition to those suggested as possible options. Providing of course that the assignment of a new Label is acceptable to other players.
The rules identify various examples of the combination of 'powers', skills and items, which can Combine to have a cumulative or Combined effect or outcome. The game's Turn-by-Turn order and single choice of actions during play avoids complications involving simultaneous effects, e.g. two Spells cast into the same Zone at the same time.
However, there are examples of how such rules can be applied. For example, an enchanted Book of Hours allows a unit a form of extra action that can