
Treasure by Thistle Games is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 2.5 UK: Scotland License. Based on a work at www.treasurerpg.com. Permissions beyond the scope of this license may be available at www.thistlegames.com.
Treasure is a Design Game, which can be played as a boardgame, card game, desktop game or tabletop roleplaying game (RPG). Players take the part of Adventurers exploring fantasy worlds filled with magic and monsters. Adventurers come across various units, (including fellow Adventurers, Tribal Units and Monsters), as they take on challenges and try to survive constant danger.
A Design Game like Treasure differs from standard tabletop RPGs and boardgames by helping and encouraging players to use their own imaginations to shape gameplay. Instead of relying on fixed rules and game designers' imaginations, a Design Game provides a framework, or platform, which assists players to build on the framework by offering free, editable content. Players can then use and remix the content to customise and take control of the Design Game's 'rules', artwork and gameplay.
Treasure can be played in the same way as boardgames and RPGs but it's also a Visual Design Game. All skills and actions in the game can be displayed as icons or images. Players may choose to use text and/ or images. A free set of 500+ vector graphics makes it easier for players with computers to put together their own custom artwork.
Solo and Team options allow play without a Gamesmaster (GM).
Anyone familiar with RPGs or boardgames can start playing using the Quick Start Rules. Players who'd like to use Treasure's graphics during play can take a look at the Graphics section. Text only players can go straight to Chapter 1: Adventurers and make an Adventurer.
Titles
Skill
Titles
Title/
Image or Icon
Combinations
Subsets
Subsets
and
Combinations
Pairings
Subsets,
Combinations and Pairings
Edges
and Elements
Marking
Quick Marking
Skills
Designing
Adventurers
Designing
Adventurers Options Table
Currency
Currencies Table
Basic
Crafts
Basic
Crafts Table
Speed
Speeds
Table
Defences
Defences
Table
Alarms
Preferred Actions
Tribes
and
Tribal Weapons
Damage
Multipliers Table
Peaceful
Tribes
Table
Hostile
Tribes
Table
Lost
Tribes Table
Tribal
Skills
Tribal Skills
Table
Abilities
Abilities Table
Crafts
Crafts
Table
Extra
Weapons and Second Weapons
Extra Weapons
Table
Backstabs
Enchanted Items
Spells
Casting
Spells
Dark
Magic
Dark
Magic Table
Druidic
Magic
Druidic
Magic Table
White
Magic
White
Magic Table
Wizardry
Wizardry
Table
Buying
Skills, Items and Services
Buying
Skills, Items and Services Table
Missiles
Missiles
Options Table
Food and
Water
Weight
Limits
Weight Limits
Table
Stars
Auctions
Developing
Adventurers
Developing
Adventurers Options Table
Rituals
Duration of
Rituals
Rituals
Table
Honours
Honours
Table
Quests
Lifestreams
Shards
Shards
Table
Constellations
Ancient Constellations
Ancient
Coastal Constellations Table
Monks
Monks'
Table
Assassins
Assassins' Table
Performances
Performances
Table
Decorations/
Battle Honours
Decorations
Table
Marks
of Dishonour
Marks
of
Dishonour Markings Table
Marks of
Dishonour Table
Players'
Marks
of Dishonour Table
Acts
of Atonement
Acts of
Atonement Table
Homes
and Banks
Stored
Possessions Table
Resupply,
Reinforcements and Raising the
Dead
Temple
Altars Options Table
Raise
Dead
Outcomes Table
Design
Styles
Panels and
Labels Table
Markings
Table
Icon
Set
Alternatives Table
Combining
Icons and Actions
Using
Figures/ Miniatures
Figures
Options
Table
Design
Media
Style of
Play
Order of Play
Tables
Basic
Order
of Play Table
Shared
Outcome
Rolls
Strands
Order
of
Play Options Table
Scale
Revealing Chambers
Reveal
Table
Spellcasting
Options Table
Lighting and LOS
Lighting
Options Table
Line
of Sight (LOS)
Local and
Remote Alarms
Alarms
Options
Table
Alarms
Table
Applying
Preferred Actions
Preferred
Actions Options Table
Turns
Turns Options
Table
Campaign
and Local Events
Order of
Play
Preferred
Targets and Reputations
Concealing
Reputations
Actions
Magical
Effects Costs Table
Actions
Table
Hiding
and Hiding in Shadows
Lashing
Out
Reclaiming
Weapons
Healing
Replacing
Gems, Jewels and Dark Jewels
Testing
Skills, Modifiers and Outcomes
Modifiers Table
Damaging
Items and Collateral Damage
Poisons
Prisoners and
Slaves
Prisoners
and Slaves Table
Guests
Guests
Table
Gifts
and Bribes
Morale
Morale
Options
Table
Conversion
and Converts
Disguises
Design
Starting
to Design Complexes
Designing
Complexes Options Table
Cascading
Conditions and Events
Campaign
Conditions
Campaign
Conditions Table
Campaign
Events
Campaign
Events
Table
Cultures
Complexes
Complex
Markings Table
Complexes Table
Local
Conditions and Events
Local
Conditions Table
Local
Events
Local
Events Table
Selecting
Missions
Mission
Circumstances Table
Missions Table
Laying Out
Complexes
Layout
Options
Table
Standard Layouts
Ready-To-Run
Layouts
Standard
Layout
Rules
Solo
and
Team Layout Options
Random
Chambers
Table
Random
Entrances Table
Entrances
Summary Options Table
Exits
Exits Options
Table
Levels
Clustering
Clustering
Options Table
Chambers
Within Complexes
Complex
Contents Table
Using
Manifests
Entrances
to
Complexes
Entering
Complexes Table
Chambers
Passageways
Traps
Table
Rooms
Types of
Empty
Rooms
Empty
Rooms Table
Types of
Feature Rooms
Feature
Rooms with Multiple Zones
Feature Rooms
Table
Magic
Fountains
Magic
Fountains
Table
Tapestries
Tapestries Table
Enchanted Statues
Enchanted
Statues Table
Pitheads
Pitheads
Table
Globes
Globes
Table
Thrones
Thrones
Table
Caverns
Empty
Caverns
Occupied Caverns
Monsters
and Caverns Table
Caverns
with Multiple Zones
Caverns
Table
Accessories
Accessories
Table: Architectural Features
Accessories
Table: Costume
Accessories
Table: Dressing
Accessories
Table: Food and Drink
Accessories
Table: Furnishing
Accessories
Table: Materials
Accessories
Table: Miscellaneous
Accessories
Table: Senses and Sensations
Occupations
Ancients
Tribal
Group
Barbarians
Tribal Group
Brethren
Tribal
Group
Corsairs
Tribal
Group
Dark Elves
Tribal Group
Demonspawn
Tribal Group
Dwarves
Tribal
Group
Elves
Tribal Group
Goblins
Tribal
Group
Half Ogres
Tribal Group
Halflings
Tribal Group
Hobgoblins
Tribal Group
Northerners
Tribal Group
Orcs
Tribal Group
Ravenswings
Tribal Group
Seafarers
Tribal Group
Slavers
Tribal
Group
Southerners
Tribal Group
Trolls Tribal
Group
Watchers
Tribal
Group
Monsters
Monsters'
Abilities and Weapons Table
Gaze
Attacks
Monster
Venom/
Poisons
Roll
Twice
and Other Multiple Rolls
Giant
Scavengers
Predators
Giant
Reptiles
Pool
Predators
Undead
Daemons
Treasures Table
Barrels
Table
Bottles and
Kegs Table
Potions
Potions
Durations Options Table
Potions
Table
Poisons Table
Monster
Venom
Enchanted
Documents
Duration
of the Magical Effects of Enchanted
Documents
Documents
Options Table
Scrolls
Scrolls
Table
Enchanted Books
Enchanted
Books
Table
Enchanted
Items and Weapons
Duration
of the Magical Effects of Enchanted
Items
Enchanted
Items Tables
Ancient
Enchanted Items Table
Ancient Wands
Table
Ancient Orbs
Table
Talismans
Astral
Gates
Astral Gates
Table
Titles or
Elements List
Top
Level Elements
Elements
Glossary
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 curved and straight corners to quickly map out 'dungeons' or Complexes.
Print or save out copies of the Quick Start Order of Play Options Table, the Alarms Table, the Actions Table, the Reveal Table and the Modifiers Table. These tables are part of the Quick Start Kit download. They help players to run the game without having to look at the rules too often.
Basic Order of Play Table
(Outcomes 9+ on 2D6 with Modifiers)
The links below lead to two interactive charts.
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.
The Order of Play Options Tables work from left to right, top to bottom. Internet explorer users will need to download the Renesis player to use the charts' interactive features.
Quick Start Order of Play Options Table SVGPlayers roll 9+ on 2D6 +/- Modifiers to check to see if their actions are successful. For example, whenever an action targets a unit any Stars belonging to the targeting and targeted units act as a Modifier.
Choose between playing Solo, playing as a Team that shares responsibility for the 'rules' or playing with a GM.
Look at the Markings Table and decide between using some marks on Adventurers' Designs or simply using text and numbers to record changes during play.

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, including Adventurers, Tribes and Monsters. The text only adventurer shown below is an Elven Archer.

If you'd like to try out the graphics start by using a few basic icons alongside or instead of text.

Decide
whether you are going to use figures or counters to keep track
of play.
Agree
the order or Slot in which players take
their Turns.
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, the Caverns Table and the Modifiers 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. Consider using some of the options on the Alarms Table at the earliest opportunity.
Most players start with a mix of text and a few graphics. Players who prefer to play without graphics can skip this section and the whole of Book 2.
Treasure's rules and tables use a standard approach to translate between text and graphics. Each text element, e.g. a Spell or a Weapon, has a Title and each Image or Icon has an Icon or Image Title.
All Titled elements are shown within the rules by a Capital letter at the start of each Title.
Titled elements may include actions and can interact with other elements. There is a list of Titles 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, a Halo, is a Spell with the same Title and Icon Title.
The game's encounter tables or Manifests combine Titles and Image Titles along with other information, so it's necessary to follow a simple code or 'syntax' to use the tables with ease.
Moonlight = skill's Title
Moonlight/ Crescent = Moonlight (shown as) Crescent
For example, an Adventurer is going to have a mix of Basic Skills, some more powerful skills and a few extra items. Players may chose to note or display every skill but Basic Skills are often Assumed to be present rather than being shown:
Basic Skills
That leaves an Adventurer to be displayed as a fairly short list of key skills and essential items:
Skills and Items
For players who want to stick to text that's all that's involved in displaying Adventurers and other units. For those who want to try visual play the same Adventurer can be translated directly into graphics:

There are a few variations in how Titles are set out, 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 is not necessary and players can Declare most moves and other actions instead of marking every change.

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 'on to' 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 they've all taken six Damage. It's pretty clear what's recorded in each case, so players are as well choosing the style they prefer.

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 wider selection of skills.
In Treasure designing Adventurers 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.
Players and Gamesmasters (GMs) can also use the Designing Adventurers Options Table to help to make other kinds of units such as Monsters and Tribal Units.
There are some basic rules which are worth noting before starting to design Adventurers:
Players roll 9+ on 2D6 +/- Modifiers to check to see if their actions are successful. For example, whenever a skill targets a unit any Stars belonging to the targeting and targeted units act as a Modifier.
When selecting a Tribe each Adventurer gains the skill to use the weapon preferred by their Tribe. Adventurers may become experts with other weapons but their Tribal Weapon skill remains with them.
An Adventurer with more than one Tribal Weapon in its Design should mark the Hilt or Grip of the weapon linked to another race with a single Crack. This shows which Tribal Weapon doesn't match the unit's Tribe.
When a unit uses its own Tribe's Tribal Weapon and rolls a natural 2 on 2D6 the action fails but the roll does not cause it to be unable to act in its next Turn.
When a unit using a Tribal Weapon from a different Tribe or an Extra Weapon rolls a natural 2 on 2D6 it Fumbles and is unable to act in its next Turn.
The skills available to Adventurers include:
New Adventurers have free access to all Basic Crafts, their Tribal Weapon and two Tribal Skills.
Tribal Abilities are inborn skills which cannot be gained through training alone. Abilities and other Tribal Skills can be shown on players' Designs or Assumed to be present when a Tribal Weapon is shown.
Skills work successfully when Adventurers select them as an action and 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 a limit of 20 Gems/ 4 Jewels.
Honours and Rituals only become available during play and any skill or item marked in the tables with an x is not available when designing new Adventurers.
Follow the steps set out in the Designing Adventurers Options Table to designing Adventurer and other Tribal Units.
| Step | Action | Icons To Display |
|---|---|---|
| Name | Name as text, icon or Assumed. | |
| Gender | Assumed as matching the player's gender unless Declared otherwise. | |
| Age | Assumed or shown on Campaign or Home Log. | |
| Currency | Note the amount of currency available to the Adventurer. | Each new Adventurer starts play with 20 Gems. They can keep these or use them to learn extra skills at the start of play. Players need to save some Gems to cast Spells 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 showing 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 |
| Spells | 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 | May affect units carrying 15+ items and/ or very large amounts of currency. | A Burdened unit is usually shown with a Footprint - Crack image. |
| Stars | Star: Blunted (5) |
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's 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 |
Take a note or Mark Currencies with a Notch or Notches to show when they've been used.
Gems, Jewels and Dark Jewels are committed before trying to cast a Spell or Ritual. They turn to dust during the casting if the Spell is cast successfully.
Jewels Attached to Enchanted Items can be used to cast Spells but the item will lose its magical properties without an intact Jewel.
An Enchanted Item with a Damaged or Fused Jewel can be Repaired at a Forge with a successful Mend Spell. Five Jewels are destroyed during the process.
Using Weapons, Crafts, Spells and Alarms typically requires an item that is Assumed to be present when the skill is present. If an item is lost this can be recorded on the Design by marking the skill with a Notch.
Actual skills which are missing can be marked with a Crack.
Damage to Adventurers' and other units' Defences can be marked singly with a Notch or in multiples of five with a Gash or Gashes.
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 been Killed or Captured.
| 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 | Units in possession of Treasure, including Jewels and Enchanted Items, can negotiate with other units by offering Treasure as a Gift. The offer of a Gift is often refused because receiving a Gift counts as an action, which may leave the recipient open to attack. When a Gift/ Bribe is accepted, the units making the agreement can require allied units with fewer Stars to stick to the deal. See Book 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 | The unit needs to enter the Zone carefully to conduct a thorough 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 any other unit's Search. A Search can be used to check for Traps. | 0 |
| 0 | Stitch | Needle | Restore D6 Defence before moving again. | 0 |
Adventurers exploring on foot have a basic Speed of two Zones/ Turn. This doesn't have to be marked on Adventurers' Designs, as it can be Assumed. A drop in Speed is also Assumed when leaving and occupying a Cavern occupied by a Pool Predator, as players have to Wade through the Cavern.
Other changes of Speed, including those due to wounds or magic, can be marked as shown on the Markings Table. The quickest way to mark Speeds is to display an icon for Mounted or Flying Speed and then mark it with Notches.
| Type of Movement | When | Icon | 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, 5 or 6 |
Units which are Held can neither move nor act.
Most Speeds can be Assumed as described above or because it's obvious that a unit's Speed is shown by another marking, e.g. a Defence will show when a unit is Wounded.
Players can select any one Defence at the cost shown. A Warrior's Shield or an Ancient Shield is not available to Adventurers at the start of play.
Gaining new Defences involves coming across an Enchanted Shield or defeating an opponent in possession of the right Defence. An Adventurer can take the defeated unit's armour and use Heal, Mend or Stitch to repair the Defence.
When drawing or designing Shields it's helpful to keep a clear distinction between Shields and other Design Elements of similar shape, e.g. a Gem or a Jewel.
| 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 more than one Shield up to the maximum available, e.g. a Curved Shield and a Classic Shield show a Defence of 50 in total.
It's possible for Documents and Enchanted Items to raise a Defence above 70.
Players can Assume that a Helmet is present without displaying one. Whether or not a Helmet is present makes no direct difference to a unit's Defence.
Any Adventurer, member of a Tribe or Monster that runs out of Defence is Wounded and unable to use skills. They can choose to Surrender at this stage and become a Prisoner with the opportunity to try to escape or, possibly, be Ransomed, (see Book 3: Running Play: Prisoners and Slaves Table).
Alternatively, a unit can open up a Panel within an Adventurer's Design and show a Heart which gives 10 more units of Defence. Doing so will be seen as a Refusal to Surrender and most opponents will not offer a second opportunity to Surrender.
A unit relying on its Heart can only move a single Zone/ Turn, which causes a D6 of Damage to the Heart. Staying still for 6 Turns restores 10 Defence. Further improvement is unlikely in Hostile Complexes.
Undead and certain Monsters, including Jellyfish, Wasps, Hornets, Fireflies, Tangleweed, Scorpions, Ants, Beetles, Spiders and Millipedes, have no Hearts and are considered Slain when their Defences are exhausted.
Daemons have a 'Blackheart', which can sustain 20 units of Damage. Once a 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 Book 3: Running Play. Alarms are an optional but highly recommended part of play. Alarms can be Local, with range limited to one Zone, or Remote, with a range of two or more Zones.
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 Book 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. Though Tribes will often behave as expected both individual units and groups do not have to stick to type.
Depending on the circumstances of particular campaigns and adventures Marks of Dishonour and Reputations can accumulate and units can be considered to be Hostile if they gain over five Marks of Dishonour.
It's possible for an Adventurer to gradually become a member of another Tribe by using Transform Rituals to acquire all the skills linked to a particular Tribe. A completely change of Tribe requires the unit involved to have its original Tribal Weapons skill removed with a Drain effect to complete the process.
When Monsters encounter other Monsters they will usually attack any non-Monsters in preference to other Monsters, unless compelled to do so.
Monsters that do not share a Cavern and come from different Types of Cavern will avoid attacking each other unless hungry or one has a clear advantage over the other.
Monsters can be found in Complexes for a variety of reasons:
Adventurers cannot enter the game as members of a Lost Tribe or a Tribe marked with a Star on the Tribes Tables unless by general agreement.
Adventurers can use weapons linked to Tribes other than their own. Units do not gain quite the same level of expertise as a unit from the Tribe directly linked to a particular Tribal Weapon. Marking the new weapon's icon with a Crack makes it clear which weapon remains as a unit's Tribal Weapon. Rolling a 2 on 2D6 when using a Tribal Weapon from another Tribe causes a Fumble and the unit misses its next Turn.
When a unit using a weapon rolls an unmodified 12 on 2D6 the attack succeeds and often 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 | |
| Hira-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 in the Tribal Tables, the number shows the number of any extra Design Elements. These include:
Missiles weapons which are not normally used as Hand-to-Hand (H2H) weapons, e.g. Bows, Crossbows, Shuriken, Darts, Catapults and Chakrams, can target units within the Chamber the unit wielding the weapon is occupying.
Weapons which are, primarily, Hand-to-Hand weapons (H2H) may only be used as Missile Weapons as shown by the range shown in the Tribal Tables or the Extra Weapons Table.
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 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 + Snaps standard Blade 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 no need to show Tribal Skills as part of an Adventurer's Design, because they can be Assumed to be present due to the presence of a Tribal Weapon.
Each Tribe has its own unique combination of two Tribal Skills, as shown on the Tribal Skills Table.
| 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 |
Abilities are innate Tribal Skills. No items are required to use an Ability and there is no charge in terms of actions or costs. Nor is it necessary for a roll to be made for the skill to be in effect.
| 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 6 extra items without becoming Burdened. Finally, there is a +2 Modifier when trying to break Standard Items. |
Items are required to use Crafts and the necessary items are present when a new Adventurer selects a Craft. Both Crafts and related items can be purchased.
Crafts do not usually target an opponent, so outcomes are rolled with 2D6 + Stars and any other suitable Modifiers.
There is no charge to use Crafts but the loss of a necessary item during play prevents the use of a Craft. This can 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, such as a dry, vertical, stone wall. The chance of success can be adjusted to allow for easier or more difficult conditions. Tiger's Claws can also be used as a weapon if a unit is in possession of the actual items. |
| G | Disguise | Mask | A Disguised unit can move through a Zone while observed without causing Alert or Alarm to other units. See Book 3: Running Play: Disguise Modifiers Table. Groups of units can share a Disguise and make a single roll to check their Disguise. They must share the same Modifiers, such as Costumes, for extra Modifiers to apply. |
| G | Fishing | Fishhook | This Craft lets units catch a Fish in any calm Pool Chamber. Each successive Turn of Fishing increases the chance of a catch by +1. 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 which has left the unit's Line of Sight (LOS) for a Turn. An opponent formed as Mist cannot be tracked in this way. |
| G | Make Trap | Caltrop | This Craft improvises a basic Trap to delay or injure 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 out of the Light of Sight (LOS) of the next unit to enter the Chamber. A unit may choose to Search a Chamber containing a basic Trap, in which case the unit may be able to find the Trap and leave the Chamber or Disarm the Trap. A Moonlight Spell or an Ancient Torch may also give warning. The Trap is a rushed job so it has to be triggered within a Turn. |
| G | Mend | Hammer | Mend allows immediate repairs to Damaged Missiles or repairs Magic Weapons and other Enchanted Items taken to a Forge. |
| 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 many Ingots, Gems or Jewels as usual during a Turn. |
| G | Unlock | Key | Unlock allows units to attempt to Unlock Doors, Gates, Traps, Chests and Treasure Chests. |
It's reasonable to allow Adventurers without a Craft some chance of attempting the action associated with a Craft. However, to succeed should require a roll of 12 on 2D6 modified by the unit's Stars and other relevant modifers. 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.
Using more than one weapon in combination is possible when the weapons work well together. 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 wielded.
A Second Weapon can be ready for use, but it takes an unmodified roll of 11 or 12 on 2D6 with the First Weapon to allow a Second Weapon to then be used in the same Turn as part of the same action. A natural 12 still adds a Multiplier but a Backstab action is not available.
| Cost | Weapon | Image | Damage | H2H | Range | Notes |
|---|---|---|---|---|---|---|
| C | Blazing Log | As Torch | D6 | Y | 0 | As
Torch Lit Hearth, Brazier or Forge required. |
| G | Blowpipe | Dart | D6 + Stars | N | 0, 1 | |
| G | Branding Iron | Branding Iron | D6 | Y | 0 | Anyone hit by a natural 12 from a Branding Iron in a Room containing a Hearth, a Forge or a Brazier takes 3D6 Damage and is left with an almost indelible Brand. |
| C | Bucket | Bucket | D6 | Y | 0 | An extra D6 Damage applies if the Bucket is full of something heavy, e.g. ice or coal. |
| 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 | D6 x Stars | Y | 0, 1, 2 | The actual weapon needs to be found or bought. Success with a thrown Chakram returns it 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 | Hira-Shuriken | Hira-Shuriken | D6 x Stars | Y | 0, 1, 2 | The actual weapon needs to be found or bought. |
| C | Hook | Hook | D6 | Y | 0 | |
| Hot Coals | Lit Brazier, Forge or Hearth Required | 3D6 | N | 0 | Hot Coals can act as a Missile Weapon but the unit carrying out the attack takes 2D6 Damage unless protected when picking up the coals. | |
| I | Ingot | Ingot | D6 | Y | 0 | Ingots are too heavy to hurl into another Zone with any accuracy, unless thrown by a unit with Strength. |
| 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 a Web Spell. The target is limited to moving 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 | The actual weapon needs to be found or bought. |
| 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 also apply. When a unit Declares a Backstab its Slot is moved to the end of its Team's Turn.
Enchanted Items are detailed in Book 6: Treasure: Enchanted Items.
Players have a free choice of Spells when creating a new Adventurer. Gaining more Spells or Rituals involves finding an Enchanted Book, Scroll or similar Document containing instructions specific to the Spell or Ritual.
It's possible to pay to learn a Spell or Ritual from a unit that already knows the Spell or Ritual.
A Transform Ritual, which clones a skill belonging to another unit, can also equip an Adventurer to use a Spell or Ritual.
All Tribes can and will use Dark Magic, Druidic Magic, White Magic, Wizardry and Rituals when they have the skills to do so. The use of certain Spells and Rituals may result in Marks of Dishonour and/ or the loss of some Honours.
Casting a Spell successfully calls for a basic roll of 9+ on 2D6.
The Stars of both the caster and the unit with the most Stars among those targeted by a Spell modifies rolls.
Additional Modifiers, such as Resistance, also adjust the chances of success. The Modifiers Table sets out the likely Modifiers.
The successful casting of a Spell costs a Gem.
A successful spellcasting, which involves making physical contact with the target, assumes contact has taken place so long as both units are within the same Zone.
Successful Spells usually have an immediate effect.
Effects that bring about a change of form or create a form, such as Animate, persist until the new form is destroyed or changed again.
Units involved in issuing a Command carried by magic should Declare any instructions at the point when the Spell is cast successfully.
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 miscast.
| 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 Zombie. It can be given a Command to guard a Zone or to attack a single target. A Command cannot be altered. A unit can usually only have a single Animate unit in play. | 1 | T | |
| 2 | Drain | Scythe | A Drain Spell 'steals' a single Craft or Ability. The caster temporarily gains 2D6 Defence. The target can select which Craft or Ability is taken. | 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 Damage to a single target or freezes a Lock shut for the rest of a Turn. Frostbite can freeze 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 equal to a Dose of Black Bitterberry. Players and GMs may agree the use of a wider range of Poisons. See Book 6: Treasure: Poisons Table. | 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 raise a Local Alarm. | 1 | T |
| No. | Title | Image | Effect | Range | Area | Alarm |
|---|---|---|---|---|---|---|
| 1 | Harvest | Sickle | Druids can find or adapt the Ingredients needed to make Potions and Poisons. The Druid states which Potion is going to be made and rolls a D6/ Turn. A 6 means an Ingredient has been found if at all possible under Local Conditions. Currency cannot be found in this way. | 0 | T | |
| 2 | Honeycomb | Honeycomb | Scavengers find it hard to resist Honeycomb. Druids can roll 2D6 to see if Scavengers within 2 Zones leave their Lairs to get some of the 3D6 Healing offered by each batch of Honeycomb. | 1 | Z | |
| 3 | Love | Rose | The spellcaster gains a +2 bonus on rolls concerning Gifts/ Bribes, Conversions and Disguises. | 0 | T | |
| 4 | Pollen | Pollen | A successful casting attracts Swarms and other Insects. They move towards the Druid from up to 2 Zones away. The Druid can issue a Command to each Swarm or Insect. | 1 | Z | |
| 5 | Snowball | Snowball | A Snowball causes 2D6 Damage to a target, making any Tribal Unit the Snowball hits so angry it uses a H2H attack as its next action. | 1 | T | |
| 6 | Wall of Thorns | Thorn | A Wall of Thorns starts to grow very rapidly. It causes D6 Damage to get through after one Turn, 2D6 Damage after 2 Turns and 3D6 after 3 Turns. The wall remains until it takes 30 Damage. | 1 | Z |
| No. | Title | Image | Effect | Range | Area | Alarm |
|---|---|---|---|---|---|---|
| 1 | Halo | Halo | An aura equal to Torchlight forms around the target. Its main effect is to add a Modifier of +1 against attempts to use Dark Magic on the unit or item while the Spell lasts. | 0 | T | |
| 2 | Heal | Cross | Heals 2D6 Damage to a Defence. | 0 | T | |
| 3 | Rainbow | Rainbow | Any Undead within a Zone illuminated by a Rainbow Spell take 3D6 Damage. | 1 | Z | |
| 4 | 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 | |
| 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 | This remedy can be applied or consumed to halt the effects of Poison or Disease. Whitewater can also be thrown at Undead creatures, Demonspawn or Daemons, causing 3D6 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's possible to make out figures within the affected Zone but other Zones cannot be targeted from inside 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 for each Star. | 1 | T | 1 |
| 3 | Shatter | Shatter | A Shatter Spell can break or Fuse a handheld item such as a Jewel or a Longsword. The unit holding the item must possess a Mark of Dishonour for the Shatter Spell to work. Damaged Enchanted Items need a new Jewel. A shattered Dark Jewel explodes causing 3D6 Damage throughout a Zone. | 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 | A Starburst 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 |
Adventurers may choose to purchase skills and services using Treasure gained while exploring. After completing or abandoning a Mission Adventurers can journey to distant cities, libraries 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 an expensive purchase, as many Tribes fear Animated creatures, making spellcasters reluctant to use the Spell. | |
| Buy Enchanted Item | Varies | See Book 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 Ingredients | D6 Jewels | The basic charge for a range of Potion Ingredients is a D6 Jewels. The cost of Ingredients used in making Poisons when a Poisons Table is in use should be 6D6 Jewels. | |
| 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 should be easy to come by in Complexes where they're used. It's fair to allow units expecting to come across icy conditions to equip themselves with Crampons. | |
| Guard | D6 Jewels/ Mission | Guards can be from Peaceful or Hostile Tribes. They are short-term Henchmen working for a fee. However, those from Peaceful Tribes won't commit acts resulting in Marks of Dishonour. If Guards are exposed to greater risk than players' units they may Mutiny. | |
| Healing | D6
Gems/ Spell or D6 Jewels/ Potion | Healing is relatively inexpensive to buy in safe locations. Cures for Diseases and antidotes for Poisons may be available at similar prices. | |
| Henchman/ woman | 5 Jewels/ Mission | 1/10 | A Henchman is usually a Guard drawn from the Tribal Manifests. A Peaceful unit will often hire Peaceful Henchmen. Hostile units typically hire Hostile Henchmen. Peaceful Henchmen remain loyal unless asked to commit acts resulting in Marks of Dishonour. If Hostile Henchmen are exposed to greater risk than players' units they may Mutiny. |
| Hire Forge/ Workshop | D6 Jewels | Purchasers are required to leave weapons and Jewels that are not required outside the premises. | |
| Learn Craft | 3D6 Jewels | Costs can be avoided by learning a Craft from a Document found during an adventure. | |
| Learn Ritual | 10D6 Jewels | Costs can be avoided by finding the Ritual among Documents found during adventures. | |
| Learn Spell | 5D6 Jewels | Costs can be avoided by finding the Spell among Documents found during adventures. | |
| Mercenary | 4D6 Jewels/ Mission | 1/10 | A Mercenary is usually drawn from the Tribal Manifests. A Peaceful unit will typically hire Peaceful Mercenaries, while a Hostile Adventurer will generally hire Hostile Mercenaries. If half of the 'hired' units within a Team or party are Slain, or exposed to greater risk than players' units, the rest will demand to retreat from the Complex and Mutiny if players' units insist they stay. |
| Raise Dead | 12D6 Jewels | 12D6 is the cost for each attempt and any outcomes resulting from a successful casting are based on the Type of Altar used to cast the Ritual. | |
| 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 Book 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 should be quite easy to come by in Complexes where they're used fairly often. It's reasonable to allow units expecting 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.
Players can choose to completely skip checks for the use of Missiles. It's also easy to show extra Batches by showing more than one Missile.
| Type of Missile | Number in Batch | Select |
|---|---|---|
| Arrow | 24 | |
| Bolt or Quarrel | 12 | |
| Catapult Shot | 12 | |
| Dart | 12 | |
| Hira-Shuriken | 5 |
Adventurers can manage without Food and Drink for 24 hours. Each further day without Food or Drink causes 3D6 Damage.
It's assumed that players can
carry the items linked to Basic
Crafts, Crafts and Defences. None of these items
is considered to be particularly heavy, as any armour used by units
cannot be heavy or unwieldy enough to be a Burden.
Adventurers
can carry two weapons and
up to 50 Gems, Jewels or Dark Jewels without
incurring any penalties. Adventurers may also carry another 12 Standard
Items
without being Burdened by weight or bulk. Items that players can
include within their limit may include:
An Adventurer can, therefore, carry 15 items without being Burdened. Strength adds an extra 6 items to the limit and makes it possible to carry injured comrades at normal Speed.
| Item | Counts as No. Items | Select |
|---|---|---|
| Body/ Fallen or Injured Comrade | 12 | |
| Chest or Treasure Chest | 6 | |
| Ingot | 1 | |
| Items linked to Basic Crafts, Crafts and Defences | 3 | |
| Loot | 1/ Varies | |
| Minor Feature | Varies | |
| Protected Potion | 1 | |
| Twenty Gems, Jewels or Dark Jewels | 1 | |
| Weapon | 1 |
Units are likely to be Burdened while attempting to move Features.
Carrying anything over the limit reduces an Adventurer's Speed to a Zone/ Turn.
Units usually swap between the various items in their possession without using an action.
Burdened units need to use an action to bring items to hand.
Gems, Jewels or Dark Jewels may be lost or damaged during play. Capture will result in their loss, as will immersion resulting from a unit losing all its Defence within a Pool Chamber.
Adventurers can explore dungeon, temple and cavern Complexes of all shapes and sizes. As a guide, the Types of Complexes used by Tribes are 'graded' by the number of Chambers they contain, which is shown by the number of Stars marked on a Complex's Keystone.
At the start of play an Adventurer's Design should display a Star. Each of the points on the Star should be Blunted to show the unit has not gained any Experience.
Adventurers usually receive a Share when they've completed a Mission within a Complex. A Share Sharpens a single point on a Star. The number of Shares available to a group of Adventures depends on the difficulty of the Mission. Five is the standard number of Shares for Conquering a Complex.
Each successive Share resulting from a series of expeditions results in another Sharpened point being removed until a Star is complete. When a Star is complete the Adventurer gains a +1 Modifier when carrying out actions, including defending him or herself from Spells, Rituals and physical attacks.
Adventurers may wish to consider a choice of Enchanted Items or other Treasures in place of a standard Share. Adventurers can also elect to allow Adventurers to take an entitlement to challenge a particular opponent single-handedly as a Share.
Adventurers can gain as many as five Stars. 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. GMs may opt 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 Treasure found during adventures. The proceeds can be shared equally or by prior negotiation.
Over a series of adventures units will gain more Gems and Jewels, which can be spent on more skills. They will also find other Treasures including Enchanted Items, Potions and valuable Documents. Other kinds of individual advancement are set out in the Developing Adventurers Options Table.
| Option | Icons to Display | Select |
|---|---|---|
| Rituals | Rituals | |
| Honours | Honours | |
| Decorations/ Battle Honours | Decorations | |
| Marks of Dishonour | Marks of Dishonour | |
| Acts of Atonement | Removes Marks of Dishonour | |
| Home/ Banks | Home Panel | |
| Stars | Stars | |
| Constellations | Constellations |
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 any Stars held by the targeted unit with the most Stars among those 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 issuing a magical Command should Declare instructions at the point when the Spell is cast.
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 miscast.
When cast successfully Rituals have an immediate effect unless a Talisman is in use.
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 | Casting a Cauldron Ritual lets a player make a Potion. It's assumed the caster enters a Complex with the Ingredients for one Potion of his/ her choice. Additional Ingredients for particular Potions may be purchased or found in some Complexes. | 0 | Target | |
| 3 | Chain Lightning | Lightning (2) | Chain Lightning jumps from target to target within a Zone. Anyone armed with a Metallic Weapon sustains 5D6 Damage. A Damage Multiplier affects those struck by Chain Lightning inside a Pool Chamber. | 1 | Zone | 1 |
| 4 | Commune | Censer | A Commune Ritual makes it possible to look through a Door or Entrance to see the Type of Chamber and any current Occupants who are not Hidden. | 1 | Target | |
| 5 | Fire Storm | Meteor (5) | When a Fire Storm is cast 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. It 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 lets the recipient take the form of a largely transparent vapour. A Search, an Ancient Torch or a Moonlight Spell are needed to target Mist. Items held at the time of casting are part of the Mist but cannot be used. Mist is not Damaged by non-magical weapons. An action is needed to re-materialise unless Whitewater strikes the Mist. A Whirlwind or Maelstrom causes Mist 6D6 Damage. | 0 | Target | |
| 8 | Raise | See: Altar | See Book 1: Adventurers: Replenishment, Reinforcement and Raising the Dead. | 0 | Target | |
| 9 | Sacrifice | See: Altar | See Altars/ See Book 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 within Line of Sight (LoS). The Swarm can only be harmed by intense fire or frost and has a Defence of 30. | 1 | Zone | 1 |
| 11 | Transform | Claw (3) | A Transform Ritual can clone a single skill of choice from a Tribal Unit and transfer it to the spellcaster. When a Transform is Combined with a Monster's Blood Potion it becomes possible to clone skills from Monsters. The cloned unit has to be alive at the time of casting. Spellcasters may only cast one Transform Ritual within each Complex. | 0 | Target | |
| 12 | Whirlwind | Whirlwind (6) | Torches, Braziers, Hearths, Lanterns, Forges 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 |
Honours are won by gaining groups of skills and completing difficult tasks. When an Honour is gained an Adventurer can choose to Assume that the skills required to gain the Honour are present without displaying them.
Honours are awarded to individual Adventurers. Where an Honour involves slaying or vanquishing a certain type of opponent the award should only be made when the Adventurer is largely responsible for slaying or vanquishing the opponent, i.e. usually half the Damage or equivalent.
Unless stated otherwise there's no charge for attempting to use Honours but a roll of 9+ on 2D6 is modified by the Stars of the Honoured and any target. Further Modifiers may apply.

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 works in a standard way, e.g. a Chakram is used like any other weapon. The frequency with which particular skills can be used is shown in the Honours Table.
Just as certain deeds can lead to the award of Honours, Adventurers can also commit actions that are dishonourable and infamous. Such acts result in Marks of Dishonour, which are marked as Notches on Adventurers' Stars. These can affect Adventurers' eligibility for various Honours.
Marks of Dishonour can only be removed through Acts of Atonement or by the use of certain Enchanted 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 Reputation. (See Book 3: Running Play: Preferred Targets and Reputations).
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, as most don't concern themselves with Tribal Units' Reputations.
| Required Task/ s | Title | Image | Skill/ s | Effect |
|---|---|---|---|---|
| All Magic | Archmage | Triquetra | Sacrifice - Oracle - Teleport | An Archmage can use all Spells and Rituals. They can also use the effects available to those with All Spells. Archmage's have Expert Skill in Languages. |
| Slay Complex Leader (Solo) | Assassin | Hira-Shuriken | Assassinate | The unit can use Hira-Shurikens and the Assassins' Table. |
| All Crafts | Bard | Tambourine or Harp | Calm | A Bard can carry out Performances. |
| Capture Assassin (Solo) | Bounty Hunter | Shacklebolt | Shackle | If an opponent Fumbles or misses with a H2H Weapon a Bounty Hunter can try to Disarm and Bind the Unit during the next Turn. |
| Slay a Royal Lich (Solo) | Defender | Fleur De Lis | Turn Undead | Any Defender is able to try to Turn Undead. If successful Undead will not enter the same Chamber as the Defender. A Defender can also attempt to Perform a Battle Hymn. |
| All Druidic Spells | Druid | Torc | Shapeshifter | Druids can Transform themselves to add a Claw, Jaws, a Beak, Talons, a Horn, a Tusk, Mandibles, Pincers or Tentacles to their Design for a Turn. Druids have Basic Languages. |
| Ten or more Marks of Dishonour, i.e. Beyond the Pale | Inquisitor | Tongs | Interrogate | Captives can be Interrogated to map a D6 of the closest Chambers yet to be Revealed. Allowing an Interrogation can bring a Mark of Dishonour. |
| 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. A Mage is Skilled in Languages. |
| Slay a Vampire | Monk | Chakram | Martial Arts | The unit can use a Chakram and the Monk's Table. A Monk should not seek to accumulate personal wealth. |
| All Dark Magic | Necromancer | Sacred Dagger | Sacrifice | The unit may use all Dark Magic and make Sacrifices. Sacrifices require access to a Hostile Altar. A Sacrifice of 30 Jewels gains a Wish. The Wish can be used to gain a shift of one row up or down within a Treasure Table or an Encounter Manifest. Necromancers have Basic Languages. |
| Slay a Daemon and carry no Marks of Dishonour | Paladin | Spur | Righteous Fury | A Paladin causes 2D6 extra Damage v's Undead and Daemons when using H2H weapons. |
| Slay an Ancient Monster and carry less than six Marks of Dishonour | Ranger | Hawk's Lure | Tracking and Lure | Rangers know how to Track opponents. Any unit moving faster than a Walk or Wade without a Disguise leaves traces a Ranger can follow. If the trail is lost a Tracking check in the right Zone might pick up the trail again. Rangers are also able to Lure Scavengers and Predators out of their Caverns with a 9+ on 2D6. |
| 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. Seer's have Basic Languages. |
| 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. Wizards Druids have Basic Languages. |
Experienced
players and their Adventurers soon start to complete a series of major
trials, which can be recognised as Quests. These challenges go beyond
the short terms aims of Missions. Both players
and players'
Adventurers may choose to display a Shard of pure, crystallised
Starlight for each Quest. The Quests available to players are
shown below:
Participating
requires an Adventurer to
play a full part in the Capture or Conquest, including 'playing as part
of a team'.
Defeating
an opponent usually involves causing more than half of the Damage to
the
opponent.
When
an Adventurer completes one of these Quests the player and the
adventurer can collect a
Shard. Players are welcome to display their Shards on websites, in
'Sigs', as part of their avatars and so on. This is in recognition of
their skill and experience as players.
Keeping track of Adventurers', players' and Teams of players' successes is easily done by printing or making a copy of the Encounter Manifests and the Types of Complexes. With basic hyperlinks it's very easy to use Treasure's tables and images to create rich, multimedia Lifestreams, which bring together Adventurers' Designs, campaign and scenario records, players' embedded media and a customised rule set. Book 2 looks at how sets of Panels, e.g. Adventure Logs, Scenario Logs and character sheets, can fit together much like desktop windows or web pages.
The benefits of collecting Shards include using them to gain an extra action or move an extra Zone during a Turn. This represents the edge experience and frequent action gives Adventurers, and other units, after completing Quests.
The ability to use each Shard is only available once/ Complex.
A unit with Shards can use up to 3 Shards at once.
| Cost | Image | Effect |
|---|---|---|
| Shard | Shard | Move an extra Zone |
| Shard | Shard | Attempt an extra action |
| Shard | Shard | Form Constellation |
Players can choose to use their Adventurers' Shards to form Constellations.
A Shard needs to be marked as Shining and connected to other Shining Shards to take the form of a known Ancient Constellation.
A Shard cannot be put to other uses while part of a Constellation and only takes effect when a complete Constellation is formed.
A single Adventurer can form a Constellation, but it may be necessary to form shared Constellations to create larger Constellations.
Units forming a Constellation surrender a Shard each when the Constellation is formed.
Constellations allow units to Shape future events by forming a link between actions on the ground and in the skies above. Each Constellation is capable of bringing about a particular Campaign Condition or Event. A Constellation starts to bring about a Campaign Event or Condition through a 9+ on 2D6, modified by the Stars of those Shaping Events against the number of Stars forming the target Constellation.
The effects of a Constellation acting upon Campaign Conditions or Events start immediately but it takes time for the link between ground and sky to result in an outcome. Roll 2D6 to arrive at the number of days before the effect kicks in.
Knowledge of the Ancient Coastal Constellations and other Constellations is usually found within Complexes belonging to Lost Tribes.
| Title | Stars | Element: Event or Condition |
|---|---|---|
| Serpent | 7 | Earthquake |
| Octopus | 7 | Flooding |
| Scorpion | 7 | Desert |
| Sea Eagle | 7 | Hurricane |
| Bat | 7 | Dustbowl |
| Stingray | 7 | Tsunami |
| Dragon | 7 | Meteor |
Monks are able to use a selection of special skills set out on the Monks' Table. Roll 9+ on 2D6 adjusted by Stars and other relevant Modifiers to use a skill successfully.
Assassins can attempt to use each skill once/ day. Effects are immediate and have standard Spell durations and permanence unless shown otherwise on the Monks' Table.
| Title | Image | Effect |
|---|---|---|
| Counter Punch | Chakram | Much of the Damage from a H2H blow is passed back to the attacker. Both the Monk and the Attacker take the same Damage. |
| Five Pointed Palm Exploding Heart | Chakram | The Monk attacks a Tribal unit's Heart directly. If the unit has less Stars than the Monk a successful strike Slays the unit the next time it moves. |
| Iron Fist | Chakram | The Monk can strike opponents for 4D4 Damage. |
| Iron Shirt | Chakram | The Monk becomes Immune to H2H Attacks for a Turn. |
| Thunderbolt | Chakram | A Thunderbolt Disarms a Tribal opponent and leaves them in Fear of the Monk. The unit should check as if a Fear Spell has been cast. |
| Tornado Kick | Chakram | A Tornado Kick can cause 3D6 Damage and Stun the target. |
Adventurers are able to use specialised skills. Roll 9+ on 2D6 adjusted by Stars and other relevant Modifiers to use a skill successfully.
Assassins can attempt to use each skill once/ Complex.
| Title | Image | Effect |
|---|---|---|
| Assassinate | Hira-Shuriken | Attempts to Slay a single Tribal Unit, which has already been Damaged twice in the same Turn . |
| Forgery | Hira-Shuriken | If successful the Assassin can make Forged Documents. It takes D6 Turns to prepare a copy and 3D6 Turns to make a Document with only a description. Complicated forgeries may take longer and be more expensive. |
| Deep Cover | Hira-Shuriken | The Assassin who passes three Disguise checks in a row doesn't have to undergo checks by new Observers from the rest of the Tribe within the Complex. |
|
Miraculous
Escape | Hira-Shuriken | A single H2H or Missile Attack, which should Damage the Assassin, has no effect. |
| Warning | Hira-Shuriken | A successful Backstab Action lets the Assassin offer a Surrender instead of delivering Damage. A unit which accepts Surrender is Bound. If a unit declines the Assassin's offer the Damage goes ahead as normal. |
| Whisper | Hira-Shuriken | The Assassin warns a unit or units from a neighbouring Zone. The few glimpses of the Assassin makes units viewing the Assassin's Zone check for Fear. The Assassin may choose whether or not fellow Adventurers check for Fear. |
Bards can use a range of Performances. Roll 9+ on 2D6 adjusted by Stars to use a skill successfully.
A unit which can carry out Performances can use each skill shown on the Performances Table once/ Complex.
| Title | Image | Effect |
|---|---|---|
| Battle Hymn | Instrument | The Bard and companions within the same Chamber gain a Damage Multiplier against Undead while the song is sung for up to 6 Turns. The Song sounds a Local Alarm. |
| Celestial Song | Instrument | A Celestial Song can Summon an Angel. The Angel can Raise a Peaceful Tribal Unit or grant a benign Wish. The song sounds a Local Alarm. |
| Madrigal | Instrument | Madrigals must be sung by more than one unit with the Madrigal skill. The song spreads one Chamber in every direction each Turn. The sound is so serene that all units ignore Alarms, including the Madrigal, while the song continues for up to 6 Turns. If the song is not sung successfully it sounds a Remote Alarm. |
|
Song of Silence |
Instrument | The Bard can attempt to exactly match the pitch of an Alarm and prevent the Song of Silence and the Alarm being heard. Units can Combine Slots to achieve this effect. If the song is not sung successfully it sounds a Remote Alarm. |
| Seafarer's Saga | Instrument | The song makes the Bard, and friendly units in the same Chamber, immune to the effects of Fear and any loss of Morale while the song is sung for up to 6 Turns. The song sounds a Local Alarm. |
| Song of the Sun | Instrument | Songs of the Sun must be sung by more than one unit with the skill. The song spreads bright Sunlight in a radius of one Zone each Turn. The song can continue for up to 6 Turns. If the song is not sung successfully it sounds a Remote Alarm. Hostile Tribes, Undead and Monsters suffer a penalty of -2 due to the bright light. |
Players and GMs may choose to award Decorations to units for showing exceptional skill or courage during play.
Decorations can be linked to Campaign Events or Local Events and are shown with a Decoration Label in the form of a Ribbon and a Medal or Decoration.
The choice of icon/ s appearing on the Decoration should reflect the Event or deed, e.g. a Decoration bearing a Thistle for an act of extreme bravery. The shape of the Decoration is not limited to those listed on the Decorations Table.
| Decoration | Label | Select |
|---|---|---|
| Ribbon - Cross Decoration | ||
| Ribbon - Circular Decoration | ||
| Ribbon - Star Decoration | ||
| Ribbon - Star Decoration | ||
| Ribbon - Event Decoration | ||
| Ribbon - Event Decoration |
Marks of Dishonour are given for carrying out unsavoury or despicable deeds. These are shown as Notches or 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 earns. | High Reputations lead to units becoming frequent Preferred Targets. |
Units which are Beyond the Pale and have not Disguised their Reputation 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.
The nature and intentions of Lost Tribes, and the number of Marks of Dishonour they might display, are decided when players or GMs decide what role a Lost Tribe is to going to take in 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 by Tribal Units.
| Action | Details |
|---|---|
| Assaulting a Peaceful Tribe | Attacks on Complexes held by a Peaceful Tribe may result in a Mark of Dishonour depending on 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. |
| Poisoning | Using Poisons outwith combat results in a Mark of Dishonour. Repeated use of Poison in combat may also result in a Mark of Dishonour. |
| Treachery | Betraying or attacking an ally results in a Mark of Dishonour. |
| Use of a powerful Hostile 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 can also be given to Adventurers for certain actions carried out by players:
| 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's 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 seeking to remove any Mark of Dishonour).
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 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.
| Action | Details |
|---|---|
| Make a Last Stand while others escape | Those taking a Last Stand must face an equal or greater number of opponents and delay them while other friendly units leave a Complex. |
| 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. |
| 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 Raised. |
| 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 destruction. |
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 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 gain more Treasure while exploring it becomes impractical to carry everything with them and they need somewhere safe to store their wealth. Players may choose to store their savings in a bank located in a major city. This results in a fee of 5% for each of 30 days of safekeeping.
Alternatively, players can select an allied or Home Complex and pay for the level of security they choose. For every 30 days a fee of 1 Gem/ Adventurer's Star has to be paid to guard possessions left at Home. Each Adventurer rolls 2D6 on the Stored Possessions Table to see what, if anything, happens to their possessions.
| 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. |
| 11 | 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 adds +1 to rolls but this increases the costs by a Gem/ 30 days. Mercenaries cost two Gems/ 30 days and add +2. Any natural roll of 2 on 2D6 still results in the loss of an Adventurer's 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, because their Reputations encourage resentment and revenge.
During play Adventurers can 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 items have been uncovered and removed or Damaged. The odds may change if, for example, a Search, a Moonlight Spell or an Ancient Torch are in use.
Adventurers Killed or Slain during play may return to the game in a number of ways.
When an Adventurer is Killed and the body is lost or left behind, the corpse may be Animated to create a Zombie or Skeleton. Hostile Necromancers that come across a Slain unit will often Animate the body as a Preferred Action.
Alternatively, Adventurers may Animate a corpse to use against the enemy or to get the body out of a Complex.
Players can agree that Temple Altars are inscribed with enchanted runes, which allow the casting of a powerful Raise Dead Ritual. Altars linked to Hostile, Peaceful and Lost Tribes produce different results when an attempt is made to complete the Ritual.
A body left behind while other Adventurers escape the Complex has to be rescued or retrieved within a single day by returning to a Resupplied 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 could be gone or may have been Animated.
If Necromancers or an Altar appear within a raided Complex, the Complex's Tribal Manifest will have been Resupplied to the point where at least half of the Tribal Units are still in place. If a Necromancer is the only option available within a Complex the replacements will be Animate creatures.
Where an Altar is present roll on the Tribal Manifest to check which units have been Restored. Roll on the Raise Dead Outcomes Table to see what happens to units, including any Adventurers who may have been Raised or Animated.
Adventurers can prevent a Complex from being Resupplied by putting the Altar beyond use. However, Reinforcements will usually arrive within a week to fully Replenish Complexes that have not been taken over.
| Altars | Effect | Select |
|---|---|---|
| No Enchanted Runes | None | |
| Enchanted Runes | Raise Dead Ritual |
Temple Altars enchanted with an eldritch wizardry are not in themselves either Hostile or Peaceful. The ritual and faith of those around the Altar shapes the Altar's magic as shown by the items upon an Altar.
Placing the item associated with a particular Type of Altar on the Altar and completing a successful casting of the linked Spell can Reconsecrate the Alter, which then acts as the Type of Altar shown by the item on the Altar.
Providing an Altar is intact, units capable of spellcasting can Raise the Dead if they have enough Gems, Jewels or Dark Jewels. The conditions for other Rituals apply, including the Stars of both the caster and the targeted unit.
When a body or most of the remains of a Zombie or Skeleton are taken to a Peaceful, Hostile or Lost Tribe's Temple and Raised successfully, the outcome depends on the circumstances set out in the Raise Dead Outcomes Table.
Roll D6 and deduct the recipient's total number of Dishonours from the total.
| No. | Peaceful Altar | Hostile Altar | Lost Tribe's Altar |
|---|---|---|---|
| 1 | Remains Dead | Remains Dead | Remains Dead |
| 2 | Remains Dead | Zombie | Reincarnate as Hostile |
| 3 | Raised Alive | Skeleton | Raised Alive |
| 4 | Raised Alive | Undead | Raised Intact |
| 5 | Raised Intact | Raised Alive | Reincarnated as Peaceful |
| 6 | Raised Intact | Raised Intact | Reincarnated as Tribal |
A unit that's 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 when revived.
A unit that's 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's 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 is identified.

Designs representing Adventurers, other units, Complexes, Chambers and even the game's rules, can all be thought of as a series of overlapping, interactive Panels or windows.
When designing Adventurers the arrangement of icons across a series of Layers and Panels is often guided by the amount of marking an icon is likely to receive. For example, an Adventurer's Defence, as shown by a Shield, will need to be marked on many occasions.

It's possible to make Designs that can accommodate marking and take account of the Design Style, Design Media and Style of Play that players prefer. Other possible approaches include breaking an Adventurer's Design into more than one Panel and completely break up a Design for display on cards.
Dungeon Complexes can also be considered in terms of a sets of Panels arranged in Layers.
The borders and headings throughout the rules can also be marked. The Markings Table sets out options for marking headings, subheadings and page borders to indicate which rules are in use.
When considering Design Styles in more detail it's worth noting some of the considerations and options that may affect players' choices.
The styling of icons can be varied so long as each icon's value remains unaltered. Shape, being Attached to a Panel/ Label and orientation may all contribute to the symbolic value of an icon.
There's a wide range of Settings that players can use to develop their Designs. Settings are decorative icons and other Design Elements that have not been given 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's nothing to prevent players agreeing to assign particular values to Settings but these may not be recognised by other groups of players.

Design Templates can be saved on computer and revised repeatedly by simply dragging icons into template files.
Please note: zoomorphic elements can be marked with a Crack to indicate that the actual creature is not present.
The basic underlying the use of icons and Designs to run play and set out Complexes are the same as those used to form Adventurers' Designs. There is no need for players or GMs to use a graphic based approach to designing and running Complexes.
There are some limits to the combination of Design Elements. Most involve icons that are Attached to each other to form a Design Element that should remain isolated from similar, separate icons. This often involves the use of Labels, which are a Type of Panel that brings together Design Elements to create subsets.
Labels are no different from an Adventurer's Panel, a Home Panel or an Adventure Log Panel, except that they often contain a further Layer or subset, which is, therefore, contained in another Panel that is acting as a Label, e.g. Potion Labels shown on a Adventurer's Log.
It's easier not to Attach Jewels and Dark Jewels to items/ icons unless an Enchanted Item is present. For the same reason, Labels Enclosing Conditions, Events, Keystones, Potions, Documents, Features and other Labelled icons should avoid containing icons other than those linked to the Label. Gems, Jewels and Dark Jewels can, however, be placed on Settings and items that have no magical version.
The Types of Panels and Labels discussed in the rules are shown on the Panels and Labels Table.
| Label Title | Type of Panel | Label Contents/ Attachments |
|---|---|---|
| Adventure Log | Panel | A Panel of players'/ GMs' 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 indicating the Contents of a Barrel at the point when it's encountered. |
| Bookmark | Panel | A Panel used to indicate the Title of an Enchanted Book. |
| Bottle | Label | Bottles can be used as Labels 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'/ GMs' design for recording 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. |
| 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's 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 to indicate 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, 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 which 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. |
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 icons.
Players can use Panels that are purely or largely for display, such as showing a portrait of an Adventurer.
The kinds of marks discussed in the rules are shown on the Markings Table.
| Mark | Units/ Adventurers | In Complexes | In Rules |
|---|---|---|---|
| Bar aka Bottom Jaw: Stalactites aka Teeth | Jaws | It's often easier to mark these details directly on Manifests and tables. | |
| Bar aka Bottom Jaw: Stalactites aka Teeth - Tears (3) | Fangs | It's 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's 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 or missing 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, which require the use of an item that's gone. | ||
| 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 the Speeds Table | ||
| Stars: Blunted | Partial Star | ||
| Stars: Gashed | Marks of Dishonour x5 | ||
| Stars: Notched | Mark of Dishonour | ||
| Stars: Sharpened | 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 Design Media available to players may influence their choice of Design Styles. Pencil, paper and a few Figures are fine. Cards also work well.
Designs prepared in computer drawing packages are helpful, as whole Designs or separate Panels can be printed, marked repeatedly, modified on screen at the end of play and printed again before the next adventure.
Rather than revise or even tear up a Design, it's often simpler to show the absence of an icon on an Adventure Log Panel or other Panel while the player decides whether or not to try to restore the missing skill or item.
When a unit gains an Enchanted Item, (other than a Scroll, Potion or Enchanted Book), it also gains the matching 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 Enchanted Item is gone.
If a unit is in possession of an Enchanted Weapon associated with a different Tribe from their own, the unit should continue to display its original Tribal Weapon.
There's a wide range of Design Styles open to players including sketches, brush work, comic art, tattoo art, mosaics, stained glass and woodcuts. If you don't have much time it's easy to drop a PDF into a painting pack and style blocks of icons using filters. Photoshop has the widest selection but GIMP and a variety of online services can apply many effects.

Coloured Cards: styling cards is easily done by adding or changing colours, adjusting line weights and applying filters.

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:
Colour has not been given 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 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 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 being given a value, including Crosses, Crowns and Stars. However, it's recommended that these options are not given 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 kinds of Escrolls found in heraldic achievements. They can help to make a great variety of distinctive Heraldic Designs. |
| Helmets | Helmet | There are many kinds 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 or seven-pointed Stars could be used. The use of six or seven-pointed Stars could be interpreted as an increase in the number of Shares required to receive a full Star. Stars are already marked frequently, so it's 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 kinds of Experience and/ or the Merging or creation of extra 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 the Label and extending or adding a table to the rules. The table should set out the range and value of icons which can be contained within the Label. The meaning of the original icon can remain unaltered when the icon is used as a Label but contains no icon/ s.
As noted above, Labels Enclosing icons shouldn't contain icons/ Design Elements other than those typically Enclosed and/ or Attached to the Label. Though it's possible to have an icon contained within a Label that rests inside another Label. Examples include:
If, for instance, players wish to use a wide 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 Book 6: Treasure).
Some Optional Tables have been included in the rules but players should feel free to stick to the basic value attached to an item 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 GMs can 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.

The styling of icons makes no difference to the values or effects linked to them during play.
When assigning icons it's helpful 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 harder to follow. The choice of values or meanings set out in the game's core rules is intended as a basic standard.
Feel free to make up your own additions or re-interpretations but please try to stick to the game's core 'Feature Set' to keep the game consistently scalable 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 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.
Clearly, players can Design their own Panels/ Labels in addition to those suggested as possible options. Providing of course that the assignment of a new Label or value 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 of play and the single choice of actions during play usually 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, units rolling an 11 or 12 with a H2H attack can use a Second Weapon to launch a Second Attack within the same Turn.
In addition, a unit trying to break a non-magical item can delay the completion of its Turn to Combine with another unit in attempting to, for example, Smash a Door. Having Declared its intention to do so, it cannot alter this decision unless, for example, the accompanying unit is Slain before its Slot comes round.
The game also tries to avoid Merging or combining effects within Labels, with the exception of a few Merged Labels including those for a Talisman. This example of a Merged effect is uncomplicated, as a Talisman has no effect until Merged. Brands and Decorations can also be Merged.
It's simpler to avoid Merging active icons and to also limit complicated interactions between sets of Labels and Layers.
Players and GMs can use their discretion when considering cumulative or Combined effects. For example, it might be possible to take account of three units in the same Team directing a series of successful Frostbite Spells at the same opponent during the same Turn. Treasure presents countless opportunities for these kinds of interactions and some are mentioned or illustrated within the rules:
Suggested approaches to these situations appear within the rules but there are so many possible interactions between game elements that players and GMs really have to consider them as they occur. The basic approach to use is to 'test' how reasonable an interaction seems to be. If an interaction appears likely or possible it can be given a value in terms of effects and Modifiers.
Whether playing with cards or character sheets/ Designs it's helpful to map Complexes and to keep track of units' positions. Relatively few Figures have the weapons and Shields linked to particular Tribes and Defences. However, that doesn't have to be a problem, as players can treat each Figure as a Panel linked to other Panels, which combine to represent an Adventurer/ unit. Options available to players are shown on the Figures Options Table.
| Display | Option | Select |
|---|---|---|
| Figure as Counter | Each Figure is simply a Token and it's Assumed that the Tribal Weapon is present if not displayed. The shape of the unit's Shield is shown on another Panel. Any non-Tribal Weapons shown may be Declared as representing Extra Weapons available to the unit. | |
| Part Figure/ Part Unit | A Figure sets out to represent a unit by displaying icons/ Design Elements that match some of the unit's skills or attributes. Some Figures, including those with flags or banners, can display quite a few identifying icons but finding a Figure that offers a close match may be difficult. This approach need not include the Tribal Weapon, which can be Assumed to be present on the basis of the Figure's other matching details. | |
| Figure as Unit | A Figure's features, e.g. appearance, rather than a Tribal Weapon, identifies a unit's Tribe. Particular weapons are not tied to particular Tribes. Fumbles happen to units that roll an unmodified 2 on 2D6 regardless of their Tribe. Other Tribal Skills can be Assumed to be present and Encounter Manifests can still be used as before, but with a free choice of Tribal Weapons. If Tribal Weapons are not linked to Tribes, Enchanted Weapons can explode in anyone's hand. |
The choice of media open to players is only limited by the availability of suitable materials. Designs roughed out in pencil and paper can be developed with coloured pencils or pastels. Acetates and an OHP pen offer a quick way of marking changes to Designs. Computer vector graphics and the range of papers, cards and acetates that can be put through printers offer further options. Computer email and messaging services can further extend the range of choices available to players.

Character sketches can be one of a series of panels used to display an Adventurer.
Players' preferred Style of Play can influence the choice of Design Styles and Design Media. The range of Styles of Play open to players is not limited by those set out below. However, those listed are those most likely to be used or combined by the majority of players:
Players may also wish to vary their Style of Play in terms of how they go about communicating with other players. The following options are among those available to many players:
This book breaks play down into the steps needed to run a game. The Quick Order of Play Table shows the main steps, while the Order of Play Options Table sets out the full range of choices available to players.
Treasure's Order of Play is pretty straightforward and can be summed up by the Basic Order of Play Table.
(Outcomes 9+ on 2D6 with Modifiers)
The results of rolls can be checked individually for each unit but it's usually easier to apply an action or outcome that affects multiple units through a single roll, which applies to all units but is then modified by the Modifiers affecting each unit. So, for example, a roll of 10 on 2D6 will apply to all units but some units may be Damaged while others are not because they have different Modifiers.
Each rule can be switched on or off by marking the rules as shown in the Markings Table in Book 2. To make it easier to quickly seelct a Style of Play, Treasure's rules identify groups of rules that can be 'switched' together. This involves selecting a group of options set out in the form of a Strand. Each Strand configures the rules to suit the preferences of a particular Style of Play. The following Strands are identified in the Order of Play Options Table:
The Order of Play Options Tables act as guides to the many options that can be switched-on or -off within each Strand.
The Order of Play Options Tables offers step-by-step guides to playing Treasure. They're sized to fit US Letter and A4 pages. Players can use them to mark which Strands or individual setting/s are switched on. If your browser is having difficulty letting you see or use the charts, IE8, (plus the Renesis SVG Player), Chrome, Opera, Safari and Firefox and will let you view, use and print the charts.
Players can use the Order of Play Options Table to keep track of play and, with the SVG version, click on each step to be taken through to a related table or explanation in the rules. SVG software, including Inkscape, can be used to change the links to tables or explanations of your choosing. Otherwise the Order of Play Options Tables work from left to right, top to bottom.
Interactive and Print Ready
Quick Start Order of Play Options Table SVG
Order of Play Options Table SVG
Order of Play Options Table SVG (New Window)
Treasure has been designed to be keep play as quick as possible. Using a straightforward system where most Chambers are made up of a single Zone helps to speed up play. Larger Chambers, which might usually be encountered in larger Complexes, can be made up of Multiple Zones.
Each Zone representing a Chamber is typically considered to be roughly 30' x 30' or 10m x 10m. Each Zone representing a Passageway can be considered as 30' x 10' or 10m x 3m. Ceilings can be assumed to be roughly 10' or 3m high but players may wish to vary this to allow for the physical size of those occupying Chambers.
It's easy to design Complexes to include Chambers of many different shapes and sizes. However, for Solo and Team Play it's generally quicker to keep to the basic system of standard sizes and single Zones.
The different Types of Chambers within a Complex are Revealed as players advance and explore. Entrances, Lighting, Line of Sight (LoS), magic, Guests, Prisoners, Slaves, Campaign and Local Conditions or Events, Documents, Interrogation and Conversion can all Reveal Chambers and, possibly, some or all of their Contents. The Reveal Table shows the options available during play.
| Method | Image | Reveal general Type of Chamber, i.e. Partially Reveal Chamber | Reveal Chamber | Reveal Occupants (unless Hidden or Cloaked) |
|---|---|---|---|---|
| Ancient Orbs | Ancient Orb | See the Ancient Orbs Table to establish when an Ancient Orb may Partially Reveal Chambers. | See the Ancient Orbs Table to establish when an Ancient Orb may Reveal Chambers. | |
| Ancient Torch | Jewelled Torch | Yes | Yes | Yes, including Hidden units. |
| Cavern Entrance | Opening where Chambers join | Yes (Optional, providing Ready-To-Run Layout rules are in operation). | No | No |
| Censer | Censer | Yes | Yes | Yes. This may include Hidden units. |
| Conditions | Varies | Certain Campaign or Local Conditions may Partially Reveal Chambers. | Certain Conditions may Reveal Chambers. | Varies |
| Door (Locked) | Rectangle where Chambers join | Yes (Optional, providing Ready-To-Run Layout rules are in operation). | No | No |
| Door (Open/ Ajar) | Two short parallel lines set at an angle where Chambers join | Yes | Yes | Yes |
| Door (Unlocked) | Two short parallel lines where Chambers join | Yes (Optional, providing Ready-To-Run Layout rules are in operation). | No | No |
| Door (Hardwood) | Wide Rectangle where Chambers join | Yes (Optional, providing Ready-To-Run Layout rules are in operation). | No | No |
| Events | Varies | Certain Campaign or Local Events may Partially Reveal Chambers. | Certain Campaign or Local Events may Reveal Chambers. | Varies |
| Gift/ Bribe | Yes but may give false information. | Yes | Yes | |
| Interrogation by Inquisitor | Tongs | Yes | Yes | Yes |
| Jade Censer | Jewelled Censer | Yes | Yes | Yes |
| LOS | Yes | Yes | Yes | |
| Moonlight Spell | Crescent | Yes | Yes | Yes. This may include Hidden units. |
| Orb | Orb | Yes | Yes | Yes but not Hidden units. |
| Question Guest | Treat as a Gift/ Bribe. | |||
| Question Prisoner | Yes, along the Path to the Complex's Dungeon. Prisoners may offer false information. | |||
| Question Slave | Yes within a range of three Zones from the location where the Slave is encountered. | |||
| Search | Torch | Yes | Yes | Yes. This may include Hidden units. |
| Seek Spell | Yes, along the Path to a Chest or Treasure Chest. | No, apart from presence of a Chest or Treasure Chest. | No | |
| Treasure Map | Scroll: Treasure Map | Yes, along the Path to Treasure. | No, apart from the presence of a Treasure Chest. | No |
When Revealing Chambers, the general Type of Chamber (Room, Cavern or Passageway) will be Revealed first, i.e. the Chamber is Partially Revealed. Otherwise, the exact Type of Room, and its Contents are only Revealed when in direct Line of Sight (LoS), unless the method used to Reveal the area is known to be capable of Revealing more detail.
When players gain more detail about the Contents of a Chamber which is not directly connected to areas that have been Revealed, the Chambers that form a Path or 'vector' to the area can also be Partially Revealed.
A Spell or Ritual with an area effect can be cast in Darkness and targeted on the Zone in which the spellcasting originates. Players may attempt to cast Spells or Rituals that target individual units in Darkness but a 12+ on 2D6 is required unless the target wants to allow the spellcasting to 'hit' them. Enchanted Items can also be triggered in Darkness but not directed at individual targets.
Units cannot generally carry out an action directed at a Zone outwith their Line of Sight (LoS). However, players and GMs have the option of allowing Transparent Spellcasting, where Spells and Rituals can be targeted through Doors and possibly the walls of adjacent Rooms, and Remote Spellcasting through, for example, Magic Mirrors and/ or Astral Gates. The effects of extending the rules in this way work both for and against Adventurers and can result in unusual outcomes.
| Type of Spellcasting | Examples | Select |
|---|---|---|
| Spellcasting by LoS | Only Zones that are in direct view can be targeted. | |
| Transparent Spellcasting | Spellcasting directed at Zones that are in range but not in direct view. When a unit has already viewed a Chamber out of LoS and is within range a Spell or Ritual can be targeted at the Chamber. | |
| Remote Spellcasting | Spellcasting through Magic Mirrors and Astral Gates. |
Teleporting into a Chamber that has yet to be Revealed or a Partially Revealed Chamber might be possible but risky, with some danger of becoming embedded in the Occupants or a Feature. A decision on such an action would need to consider whether Transparent or Remote Spellcasting directed towards Chambers acts upon Occupants that might be expected to be in the Chamber when Revealed under normal circumstances.
Taking account of changes in Lighting can add to the atmosphere during play. However, keeping track of Lighting gives players and GMs something else to monitor during play. It can be simpler to set a single level of Lighting, which remains unaltered during play.
Torch or Lantern Light is the basic level of Lighting used in most Complexes. It's also possible to use continuous, steady Lighting by agreeing that Glowstones or bioluminescent Lichens, Mosses, Fungi and Glow-worms provide Lighting similar to Torch or Lantern Light.
| Type of Lighting | Examples | Select |
|---|---|---|
| Lighting is constant and unvaried | Luminous plants and animals radiate a low level of Light. Alternatively, the Complex is peppered with Glowstones. The Darkness Modifiers Table is not in use. | |
| Lighting is constant but can be altered | Lighting is Assumed to be constant unless events or a unit's actions alter the Lighting. Alternatively, the Complex is peppered with Glowstones. Chain Lightning can knockout the Glowstones within a Zone at a single attempt. A Lightning Spell can destroy a single Glowstone. Darkness Modifiers are in use. | |
| Lighting varies and can be altered | Lighting may vary because areas of the Complex allow external Light into certain Chambers. The Lighting within Complexes may also be varied according to a shift pattern. Darkness Modifiers are in use. |
All units can generally see over a distance of three Zones in the Torch-, Fire- and/ or Lantern Light that typically illuminates both Rooms and Passageways.
Closed Doors, Darkness and Cavern Entrances usually block a unit's current view or Line of Sight (LoS). LoS can also be blocked by certain Spells and magical effects or as a result of all Light sources within a Zone being extinguished.
Spells, Rituals and other ranged attacks such, as missile fire, cannot target individuals when there is no clear LoS. However, a Zone that blocks LoS in the absence of a physical barrier, e.g. a Darkened Room, can be the target of area effects while still blocking LoS.
Where a Door or similar Entrance between Rooms and/ or Passageways has been Smashed or is Open/ Ajar, it's possible to target the Zone or individuals with range effects. Due to their twisting entrances and galleries Caverns have to be entered to establish a LoS and no external LoS can be established from within a Cavern using normal eyesight.
Gaze Attacks do not work in complete Darkness.
While it's possible to cast Spells and use items that target a Zone in complete Darkness, it's not possible to read Documents such as Scrolls and Enchanted Books in complete Darkness.
Caverns are often darkened when entered and Adventurers will need to take a Torch, Lantern or other light source into such areas to be able to explore them in some degree of safety. Chambers can be darkened, by extinguishing all Lighting, including lit Hearths and Braziers.
Attempting actions in Darkness or Near Darkness modifies dice rolls by Peaceful and Hostile Tribes. Darkness Modifiers are shown on the Modifiers Table.
Most Alarms are Local and are indicated by a Bell, which means that the Occupants of adjacent Chambers will be Alerted and usually have to check for Preferred Actions on the appropriate Tribal or Monster Manifest before investigating the source of the disturbance or going to sound an Alarm.
Remote Alarms are shown by a variety of icons, such as a Trumpet or a Hunting Horn. Remote Alarms have a range of two Zones or more. Units hearing such a Remote Alarm will become Alert, check for Preferred Actions (see below) and act accordingly.
It's up to players and GMs to decide how much use to make of Alarms. Play is a simpler without Alarms and much more intense and atmospheric with Alarms. Players will usually select one of the options shown on the Alarms Options Table.
| Option | Select |
|---|---|
| No Alarms are active during play. | |
| Local and Remote Alarms linked with actions and Preferred Actions are active but Remote Alarms are treated as Local Alarms. Powerful Magical Effects do not set off Alarms, and Conditons and Events that can sound Alarms are not used. | |
| Local and Remote Alarms associated with actions and Preferred Actions are active. Powerful Magical Effects set off Alarms but Conditions and Events that can sound Alarms do not. | |
| All Alarms are active. Powerful magic effects and units' actions all trigger Alarms, as do events that involve triggering an Alarm directly. |
When a unit carries out an action that triggers an Alarm the Chambers affected by the Alarm can be Partially Revealed, i.e. the Type of Chamber, not the Type of Room or Cavern, is shown. The Type and number of any Occupants are determined at the start of the Occupants' next Turn when they roll for Preferred Actions.
| Cost | Title | Image | Effect | Range | Select |
|---|---|---|---|---|---|
| Bell | Bell | Local Alarm | 1 | ||
| J | Chain Lightning | Lightning Bolt (2) | Local Alarm | 1 | |
| G | Clarion | Clarion | Remote Alarm | 2 | |
| J | Fire Storm | Meteor (5) | Remote Alarm | 2 | |
| G | Fireworks | Firework | Local Alarm | 1 | |
| Emergency Alarm | Various | Various | 1+ | ||
| J+ | Enchanted Items | Various | Various | 1+ | |
| Howl | Hunting Horn | Remote Alarm | 2 | ||
| G | Hunting Horn | Hunting Horn | Remote Alarm | 2 | |
| G | Lightning Bolt | Lightning Bolt (1) | Local Alarm | 1 | |
| G | Meteor | Meteor (3) | Remote Alarm | 2 | |
| Mining | Pickaxe | Remote Alarm | 2 | ||
| Mining (Mallets and Wedges) | Mallet | Local Alarm | 1 | ||
| Multiple Alarms | Various | Various | 1+ | ||
| Rattle | Bell | Local Alarm | 1 | ||
| Roar | Hunting Horn | Remote Alarm | 2 | ||
| Scent of Fresh Blood (only acts on Monsters) | Bell | Local Alarm | 1 | ||
| Scream/ Shout | Bell | Local Alarm | 1 | ||
| Smoke/ Fumes | Bell | Local Alarm | 1 | ||
| Sound of Battle/ H2H Combat | Bell | Local Alarm | 1 | ||
| Fail to Smash Door | Bell | Local Alarm | 1 | ||
| G | Sunshine | Sun | Local Alarm | 1 | |
| J | Swarm | Hive | Local Alarm | 1 | |
| J | Temple Gong | Temple Gong | Remote Alarm | D6 | |
| Tripwire | Bell | Local Alarm | 1 | ||
| J | Whirlwind | Whirlwind (6) | Remote Alarm | 2 |
Multiple Alarms and significant Events may result in a General Alarm, which Alerts all units and, depending on the type of danger, sets off a series of Preferred Actions. For example, if a Team triggers Alarms over more than 12 Zones in a single Turn a General Alarm can come into effect.
A significant Event, with effects such as a major fire sweeping through a Complex, may call for an Emergency Alarm. Units may try to save the complex, leave the complex or panic. A GM can help to decide which actions might result from such an Event. Otherwise units will act according to their understanding of the Event.
When using Solo or Team play it's necessary to assume that a unit investigating an Alarm will act with reasonable caution. In other words, they will approach and Reveal the Zone where the Alarm originated, but are likely to adjust any Preferred Actions to avoid rushing straight into a trap.
Units reacting to Alarms usually leave any Type of Door that they go through open and the doorway should be marked as being an Open Door/ Ajar. GMs may wish to make exceptions but the general assumption is that such units are in too much of a rush to close Doors.
When Tribal Units have the option of following an Adventurer into a Cavern any Tribal Units from the Complex will be aware of the Type of Cavern Chamber being entered. They will not enter immediately if likely to be in danger from a Monster but wait.
Preferred Actions, (shown on all Tribal and Monster Encounter Manifests), offer an easy way to select actions made by units encountered during play.
Where a Preferred Action offers a range of choices players can select an option which is both practical and likely to be effective, or roll a D6 to determine which of a range of the best options is chosen, (without repeating an action that has failed).
Preferred Actions usually indicate how a unit will move, as attempting most actions requires a unit to move in a particular direction or remain where it is. Clearly a unit with only H2H options will often close to attack, while spellcasters may manoeuvre or retreat, laying down Spells behind them. The main consideration is to look for units to seek an advantage.
Where a Local Alarm is indicated as a Preferred Action within the Tribal and Monster Tables/ Manifests the unit involved uses their next Turn, and, (if indicated as a Preferred Action), successive Turns, to move to a Chamber where they can sound an Alarm and Alert other units.
Those already engaging opponents in combat or combative spellcasting do not respond immediately to Alarms. Other units Alerted by Alarms check their Preferred Actions and will investigate or, when indicated, go to Alert other units.
Preferred Actions can be selected from the Tribal and Monster Manifests using any of the following methods.
| Options | Select |
|---|---|
| Working from left to right in sequence. | |
| Working from left to right in sequence but not repeating an action that has failed in the previous Turn. | |
| Rolling a D6 as indicated on the Manifests. | |
| Rolling a D6 as indicated on the Manifests but not repeating an action that has failed in the previous Turn. | |
| By the GM with the unit's need to seek an advantage guiding the selection. | |
| By the player/ s or GM using Preferred Actions or a wider range of choices available to the unit while always looking to seek an advantage. |
Units following a Preferred Action will generally avoid going any closer to their opponents than necessary to carry out their Preferred Action. For example, rather than moving directly into the Zone where an Alarm originates, most units will want to at least observe the Chamber or target the Zone before rushing in.

Preferred Actions offer an easy way to get Monsters and Tribes to 'run' themselves and vary their actions while doing so.
Remote Alarms can be shown by a variety of icons, such as a Trumpet or a Hunting Horn. Units Alerted by a Remote Alarm will check for Preferred Actions and act accordingly.
Play is carried-out with each side/ Team taking successive Turns. Within each Team's Turn each unit has its own Slot. The Adventurers' Team, (or Teams), move and act first. Then their opponents takes thier Turn. When every Alert unit on each side has taken its Slot a full Turn is complete.
At the start of play, Adventurers take their Turn first, unless the Complex Entrances Table is in use, which may result in either side moving and acting first.
Units usually take their Slots in sequence, with each unit's action/ s following those of the previous unit. Under this arrangement players are able to discuss their options freely during play. However, it's possible to ask players to Declare their action/ s at the beginning of each Team's overall Turn and then put the Declared actions into effect in sequence.
There are benefits to taking Shared Team Turns. Most importantly everyone takes most of his or her Slot as a Team instead of each player waiting around for their Turn to arrive. In addition, players that spend time deciding what to do at the start of their Team's Turn can co-ordinate their actions but not on the basis of known outcomes, which makes play less predictable.
Hidden Team Turns go a stage further by assuming that there is little opportunity to discuss or debate actions during play due to the speed of play or the need to keep voices low. Under these circumstances players can discuss 'tactics' before entering the Complex but discussion during play is limited to lulls in the action and gestures. Gestures are not as limiting as players might think, as and Title Icon can be shown or sketched as a Gesture.
Players can secretly Declare their individual action/ s at the start of each Turn but conceal their choices until their part in the sequence of events is Revealed. Using Hidden Turns can be an unpredictable, slightly reckless, approach to play, as Adventurers may run into magical effects or Traps set in place by their colleagues and have to simply go ahead with a Declared Action/ s that gets them into difficulties. However, for groups of players who have played Treasure for some time, Hidden Turns can be a lot of fun.
| Type of Turn | Options | Select |
|---|---|---|
| Standard Turns | Declare actions and check outcomes in sequence, i.e. by Slots, while discussing options with other players. | |
| Shared Team Turns | Everyone Declares their actions at the start of a Team's Turn in open discussion with other Adventurers. | |
| Hidden Team Turns | Adventurers are restricted to signals and Gestures during active play, i.e. when trying to be stealthy or communicate during combat. | |
| Hidden Turns | Declare actions on paper/ secretly at the start of a Team's Turn but do not Reveal these actions and outcomes to other players until each Adventurer resolves his or her Slot in sequence. |
It's not necessary to include Campaign or Local Events in play but they add a lot of variety. When Local Events are in use, each full Turn starts with a check for Local Events before Adventurers move. Roll 2D6 and unmodified results of 2 indicate that a Local Event is going to occur.
A Local Event comes into play at the first opportunity, i.e. when the next Chamber to be Revealed is Revealed, (or opened for a second time after being out of LoS for some time), or by the 'actions' of the Local Event when it occurs outwith the Players' Turn. The nature of most Local Events is such that both Adventurers and the Occupants of Complexes may well share the effects. The tables detailing Local Conditions and Events follow those covering Campaign Conditions and Events.
It's easiest if players agree to and then stick to the same Slot at the start of play. In time they may wish to change Slots willingly and/ or frequently to co-ordinate their actions during play. Where disputes arise those with the highest combination of Speed + Stars + Honours and, where necessary, 2D6 go first.
Units using special actions, including Lashing Out, a Second Weapon, a Search, a Combine or a Backstab should Declare their intention at the start of the Turn or their Slot. A Combine or a Backstab may change a unit's Slot.
Each Adventurer or unit can usually carry out a move and an action when it's their Slot within each Turn. A unit's Speed sets the distance it can cover in a single Turn. Moves succeed providing the unit has sufficient Speed for the move they intend to complete. However, there can be situations where a move is sufficiently difficult or unusual that a roll on 2D6 has to be made.
For example, a GM might allow a unit to leap a modest physical barricade as part of the unit's move. However, a substantial barricade set out to prevent such manoeuvres might be treated as an action requiring a modified roll of 9+ on 2D6.
When each unit takes its Slot it should normally complete its move before attempting to carry out an action. The maximum number of Zones/ Chambers that a unit can move in a Turn is shown by its current Speed. Moves are expended upon entering a Zone. The Speeds Table shows the moves available to units.
While play can be thought of in terms of an exact period of time allocated to each and every Turn, it's also possible to 'reframe' the time that a Turn takes to reflect play. For example, if a typical Turn is assumed to last for 10 seconds, a Turn where a Local Event occurs amidst the normal run of play, might be seen as lasting for twelve or thirteen seconds.
A unit is considered Alert if it's directly or indirectly aware of the presence of opponents within the dungeon Complex, i.e. opponents have been Revealed or an Alarm has been heard or triggered within range.
The Tribes and Monsters players encounter take Slots according to Speed and Experience, (and where necessary, Honours and +2D6), unless players agree to a different approach.
When a unit comes into visual contact with a potential opponent or becomes Alert through hearing an Alarm it starts to move and act at the earliest opportunity.
Units that players encounter during Solo or Team Play can use Preferred Actions to respond to encounters with Adventurers. When playing with a GM it's up to the GM to decide whether to use Preferred Actions or to opt for a more flexible approach.
During play, Adventurers' Reputations, (as shown by the number of Stars, Honours, Decorations and Marks of Dishonour within their Designs), can mark them out as Preferred Targets for Tribal Units.
Adventurers with the highest combination of Stars, Honours, Decorations and Dishonours are attacked first in any sequence of Tribal attacks. Such attacks occur when a group or Team of units face another Tribal group and opponents are paired-off as part of Team or Solo Play.
After everyone subject to an attack has been attacked, any additional attackers will restart the sequence by attacking the Adventurers with the highest Reputations. When playing with a GM, the GM can decide the sequence of attacks and whether or not to carry out multiple attacks on the same target in quick succession.
Monsters select Preferred Targets by the number of Stars a potential target possesses rather than Reputations. Which usually means attacking the units with the most Stars to weaken and demoralise groups.
Players can attempt to use a Disguise to conceal their Adventurers' Reputations during play. When playing with a GM, players can also choose to conceal some or all of their units' Designs providing the GM is allowed access to them as necessary.
A Disguised Reputation remains in place until uncovered but any unit that sees the Disguised unit perform a Skill where a natural 12 is rolled will become an Observer and a check will be needed to see if the Disguise remains in effect.
Units can attempt to use their skills when within range and (where necessary) LoS of the target or target location. Having committed to carrying out an action and paid any costs units roll 2D6 and must gain 9+ to succeed, after taking account of any relevant Modifiers.
As each Adventurer takes their Slot, players must should commit to each action as it arises. This involves clearly indicating/ Declaring what action is going to be attempted before rolling to determine the outcome of an action. Players may prefer to Declare their intentions by word, Gestures, marking or placing cards.
Adventurers can call on any of the items they are carrying or holding on their person during play. There is, therefore, no delay caused by swapping weapons or switching from weapons to spellcasting during play, providing the unit is already carrying the item it wishes to use and is not Burdened.
Consuming a Potion or using a Jewel to cast a Spell counts as part of an action.
A unit that is Burdened needs to use an action to retrieve an item even if it's already in the unit's possession.
| Cost | Notes | Select | |
|---|---|---|---|
| Spells | Gem | A successful casting costs a Gem. | |
| Rituals | Jewel | A successful casting costs a Jewel. | |
| Enchanted Items | Jewel | A successful use costs a Jewel. | |
| Enchanted Weapons | Jewel on 12 | Magic Weapons exact a charge when a 12 is rolled on 2D6. Other magical effects that are realised also incur a charge. If the charge has to be drawn from the Jewel Attached to the magic item the item becomes non-magical. |
The chances of successfully carrying out an action can be modified by several factors, including bonuses for possessing Stars, the use of Enchanted Items, the effects of the Features found in certain Rooms or the effects of any Abilities, Crafts, Honours or Conditions like Darkness.
Units with the power to use All Spells are capable of better controlling and targeting spells with Powerful Magical Area Effects, (such as a Meteor or Lightning Spell, or a Chain Lightning, Fire Storm or Whirlwind Ritual). This allows them to concentrate magic to focus on particular targets, including a Feature, an individual unit or an Enchanted Item, while halving the amount of Damage caused throughout the whole Zone.
Spells and Rituals can be targeted but Enchanted Items with area effects cannot be brought under the same control. Monsters that use Powerful Magical Effects at no cost, i.e. as Abilities, can target any Powerful Magical Area Effects at their disposal.
Units with Resistance cannot suspend the Ability to make it easier for anyone to cast Spells or use other magical effects, (including Potions), on them.
Units with Immunity cannot suspend the Ability to allow them to be affected by Blade Venoms or Disease.
Common actions available to units are shown on the Actions Table.
Actions can be Declared and relevant skills can be marked (see Book 2: Making Designs) to shown that units are committed to a particular action. Once committed to an action players should stick to their Declared course of action and pay any charges/ costs as they occur.
When an action requires teamwork the number of Adventurers that need to Combine to attempt the task is shown on the Actions Table. A single unit may carry out the same action over more than one Turn unless trying to move a Major Feature.
Units with Combined skills or actions, e.g. Strength and Troll Soup, may be allowed to carry out actions that would normally be beyond them.
All Daemons can carry out actions that normally require two Tribal Units to complete an action in a single Turn.
| Action | Cost | Units | Alarm |
|---|---|---|---|
| Activate Astral Gate | 1 | ||
| Apply Blade Venom | 1 | ||
| Backstab with Dagger against Outnumbered Opponent | 1 | 1 | |
| Bind Captive | 1 | ||
| Cast Ritual | 1 | Varies | |
| Cast Spell | 1 | Varies | |
| Climb Wall | 1 | ||
| Consume Food or Drink | 1 | 1 | |
| Consume, Taste/ Sample or apply Potion | 1 | ||
| Convert | 1 | ||
| Dig/ Tunnel | Varies | ||
| Disarm/ Unlock Trap | 1 | 1 | |
| Escape Binding (An unmodified 12 on 2D6 is needed to break or untie Cord binding. A roll of 2 on 2D6 results in discovery and a further required roll of 2 results in execution. Bound units are taken to a Dungeon and have to tackle a Guard to escape). | 1 | ||
| Extinguish Torch, Lantern or Hearth | 1 | ||
| Hand-to-Hand Attack | 1 | 1 | Local |
| Hide (Units must be out of LoS and the immediate awareness of their opponents when attempting this action). | 1 | 1 | |
| Hide in Shadows (Units must be out of LoS and the immediate awareness of their opponents when attempting this action). | 1 | 1 | |
| Lash Out | 1 | 1 | |
| Light Flame/ Fire | 1 | ||
| Lure | 1 | ||
| Missile Attack | 1 | 1 | |
| Monster's Attack | 1 | 1 | |
| Move Major Feature | Varies | Varies | |
| Move Minor Feature, e.g. a Keg or a Barrel | 1 | ||
| Offer a Gift or Bribe | 1 | 1 | |
| Parley or Negotiate | 1 | ||
| Receive Gift or Bribe | 1 | ||
| Release Bound | 1 | ||
| Retrieving Items that are not already being held | 1 | 1 | |
| Search Captured or Fallen to retrieve weapons or items | 1 | 1 | |
| Search Chamber thoroughly | 1 | 1 | |
| Smash Door | 1 | 1 or 2 | Local |
| Sound Alarm | 1 | Varies | |
| Surrender | 0 | ||
| Swap an item already in a unit's possession | 0 | ||
| Swap in an item already in a unit's possession while Burdened. | 1 | ||
| Target Item, Enchanted Item, Minor or Major Feature | 1 | 1 | |
| Target Item, Enchanted Item, Minor or Major Feature | 1 | 1 | |
| Use Ability (Most Tribal Abilities work automatically and at no cost) | 0 | 1 | |
| Use Craft | 1 | 1 | |
| Use Document | 1 | ||
| Use Hands | 1 | ||
| Use Honour | 1 | 1 | |
| Use Monster Ability | 1 | 1 | |
| Use Standard Item | 1 |
Hiding is an attempt to remain undiscovered by using an action to attempt to Hide. A second action is needed to come out of Hiding.
Hiding in Shadows is an attempt to remain concealed to gain an advantage by surprising an opponent.
Whether Hiding or Hiding in Shadows it's essential to be out of view or LoS when attempting to Hide.
Units roll to Hide or Hide in Shadows successfully. A deliberate Search or a Spell such as a Moonlight Spell is required to expose a Hidden unit, unless the Hidden unit chooses to leave Hiding.
A deliberate Search or a Moonlight Spell can discover units Hiding in Shadows with relative ease, providing a unit Declares a Search or brings a Moonlight Spell into effect when entering a Chamber.
Units that discover or Reveal the presence of hostile forces within their Complex will usually carry out an extended Search for Hidden opponents. Those which are Alert but not engaged in combat or direct pursuit work in pairs to flush out any Hidden units. If a Hidden unit is found unit it lose its first move following discovery.
The search will usually die down after 12 Turns, regardless of the outcome of the search.
When attempting to Hide or Hide in Shadows an Adventurer must roll 9+ on 2D6, modified by the Adventurer's Stars and other Modifiers shown on the Modifiers Table.
Hidden units cannot be targeted directly but they can be injured by incidental Damage from magical and physical actions, (such as area effects, Campaign Events or Local Events), within the Zone where they are Hiding.
Alert units may choose to Hide in Shadows in advance of or after being Revealed to Adventurers. They have the same chances of success as players' Adventurers.
GMs may wish to use Hiding in Shadows sparingly, as the effects can be deadly and players may start to feel they have to Search constantly.
When a unit decides to Lash
Out instinctively with a H2H weapon all Modifiers apart from
Darkness are excluded, including those resulting from the use of
Magic Weapons. A roll of 9+ hits but no bonuses or
Multipliers
can apply apart from a single Multiplier if a 12 is rolled on 2D6.
Arrows and Blowpipe Darts are put beyond immediate reuse after being fired. Though they can be retrieved and used again by moving to the targeted Zone and taking the time to Mend the Missile before moving again.
Magic Arrows, Shurikens, Warhammers, Spears, Harpoons, Axes, Battle Axes, Chakrams and Magic Darts and other metal or Enchanted Items used as Missile Weapons don't need to be Repaired. They can be reused immediately if recovered by moving to the Zone that was targeted.
Reclaiming weapons becomes a little more complicated if the weapon has struck an opponent that survives or a unit close to a Slain opponent wants to use the same weapon. Adventurers may even have to chase Wounded or Slain units over some distance to retrieve Missiles.
Unassisted natural healing occurs at a Recovery Rate of D6/ day, providing units have food, water and rest.
When a unit's supply of Gems, Jewels and Dark Jewels is depleted they can use an action to take more from an ally, lift some from a Chest/ Treasure Chest or take them from a body.
The Modifiers Table is used to check which Modifiers apply to actions when rolling 2D6.
As noted previously, Adventurers with Resistance, Immunity and other Abilities cannot suspend these Abilities.
| Modifier | Effect |
|---|---|
| Campaign Condition Modifiers | Varies |
| Campaign Event Modifiers | Varies |
| Local Conditions Modifiers | Varies |
| Local Event Modifiers | Varies |
| Chamber Modifiers | Varies |
| Hostile Tribes acting in Near Darkness or Darkness | -2 |
| Peaceful Tribes acting in Near Darkness or Darkness | -4 |
| Missile Attacks through Open/ Ajar or Smashed Doors | -2 |
| Magical Effects cast through Open/ Ajar or Smashed Doors | -2 |
| Each successive successful Spell or Ritual | +1/ Spell or Ritual |
| Basic Crafts | Varies |
| Abilities | Varies |
| Crafts | Varies |
| Potion and Dose Effects | Varies |
| Enchanted Document Effects | Varies |
| Enchanted Item Effects | Varies |
| | |
| Conversion: Same Tribe | +2 |
| Conversion: Target Outnumbered | +2 |
| Conversion: Opposing Tribes (Hostile/ Peaceful) | -2 |
| Conversion: Target's Courage | -2 |
| Hide in Shadows: Cavern | +2 |
| Hide in Shadows: Lit Hearth or Brazier | -2 |
| Hide in Shadows: Major Feature Room | +1 |
| Hide in Shadows: Near/ Complete Darkness | +4 |
| Hide in Shadows: Radiant Lighting | -6 |
| Hide in Shadows: Torchlight | -2 |
| Hide: Cavern | +2 |
| Hide: Major Feature Room | +1 |
| Stored Possessions: Guards Modifier | +1/ Guard |
| Stored Possessions: Mercenaries Modifier | +2/ Mercenary |
| Stored Possessions: Beyond the Pale Modifier | -2D6 |
| Disguise: Using an authentic Costume | +6 |
| Disguise: Unit's Stars | + |
| Disguise: Principal Observer's Stars | - |
| Disguise: Disguise as Guest, Slave or Prisoner | +2 |
| Disguise: Possession of a Password | +2 |
| Disguise: Possession of Forged Documents | +2 |
| Disguise: Possession of an Invitation | +4 |
| Disguise: Possession of Dispatches | +2 |
| Disguise: Near/ Complete Darkness | +4 |
| Disguise: Languages: Expert | 0 |
| Disguise: Languages: Skilled | -4 |
| Disguise: Languages: Basic | -6 |
| Disguise: No Languages | -8 |
| Disguise: Have to move into the same Zone as the observer/ s. | -4 |
| Disguise: Each Observer | -2 |
| Disguise: Each Disguised Unit acting as part of a shared Disguise | -2 |
| Gift: Quality | +1/ Enchanted Item |
| Gift: Request: Back Off | +2 |
| Gift: Both sides are Hostile | +2 |
| Gift: Both sides are Peaceful | +4 |
| Gift: Lost Tribes involved | 0 |
| Gift: Request: Betrayal | -6 |
| Gift: Negotiating with Monsters | -4 |
| Gift: Request: Reveal | -2 |
| | |
| Damage a Major Feature with a targeted Powerful Magical Effect | -8 |
| Damage an Enchanted Item with a powerful H2H blow | -6 |
| Damage Minor Features and metallic or mineral-based items with a powerful H2H blow | -4 |
Breaking ordinary, non-metallic items reasonably expected to break under considerable, but not superhuman, force requires a roll of 9+ on 2D6. Strength and magical effects, including the temporary bestowal of Strength through Troll Soup, can modify the roll. For example, Strength gives a bonus of +2 when rolling to break Ordinary Items.
Breaking Major Features, Minor Features, (including Doors), and metallic or mineral-based Items requires a 9+ on 2D6. Modifiers for each kind of item are shown on the Modifiers Table.
The destruction of Major Features and permanently damaging Enchanted Items requires each Feature or item to be targeted specifically.
When a Spell or Ritual targets a particular item, individual or Feature within a Zone, units within the same Zone which haven't been targeted take half the Damage resulting from Powerful Magical Effects, (such as a Meteor or Lightning Spell, or a Chain Lightning, Fire Storm or Whirlwind Ritual).
Magical, metallic and mineral items and Features in a Zone struck by Powerful Magical Effects are not normally Damaged to a significant degree, though players and GMs may wish to take account of circumstances like firing a Meteor Spell into a Library or a Laboratory.
Many Ordinary Items, some Minor Features and exposed Potions and Scrolls may be broken when a Powerful Magic Effect occurs within a Zone. An easy approach to taking account of such Collateral Damage is to assume that some items are lost when a Zone is struck. Each unit in the Zone can select an item, (other than a Missile), that's been broken and mark this on their Designs.
The Poisons available to Adventurers and their opponents can generally be used as Blade Venom or as an ingested Poison.
Blade Venom coats a sharp weapon with a layer of Poison, which is shown as a Tear either upon or dripping from, one of the Cutting Edges of the weapon. Blade Venom is usually wiped from a weapon after a single use.
When applying the Venom to Arrowheads, Bolts/ Quarrels, Shurikens and Darts, which can be marked with up to three Tears to indicate that the next three separate Missiles to be fired by the unit have been dosed from a single Vial or poison sac.
A Bitter Blade delivers a fresh layer of Poison every Turn, though this cannot be collected because the Poison resides inside pores within the Blade's metal.
When a unit has consumed Poison or been hit by a weapon coated with Blade Venom it's not necessary to roll 2D6. The Poison takes effect unless the victim is Immune.
Blade Venoms are cleared from weapons whenever the weapon is within a Flooded Chamber, taken into a Cavern containing a Pool Predator or exposed to a Powerful Magical Effect.
Poisons can be created through a combination of magical effects and suitable Ingredients. Details are set out in Book 6: Treasure.
Captured Adventurers are often taken to the Dungeon within each Complex, or failing that, a Hall or Great Hall. Once there they can wait until other Adventurers try to Rescue or Ransom them. Alternatively, they can attempt to escape.
Those who sit out their captivity in Complexes held by Lost Tribes or Peaceful Tribes can regain up to 20 Defence within a week and are not in any immediate danger. However, those held by Hostile Tribes are at risk of being executed, enslaved or sacrificed. They must roll anything except a 2 on 2D6 once/ day to avoid being Slain or turned into a Slave.
Prisoners who want to try to escape may attempt to tackle a Guard and if successful escape into the Complex. Having defeated a Guard they can claim the Guard's items. A Path to a part of the Complex that has been Revealed to them previously can be Partially Revealed but they are now running for their lives. Most Tribes will execute escaped Prisoners or Slaves that have, however necessarily, injured a Guard to escape.
More than one Prisoner may attempt an escape at the same time but each Prisoner must tackle a Guard. Adventurers may, therefore, be more likely to succeed in an isolated attempt, which then allows them to free other Prisoners held within the same Dungeon.
Released Prisoners prefer to try to escape from the Complex where they have been imprisoned at the earliest opportunity. They will often collaborate with or accompany Adventurers to assist their escape. However, they are unlikely to be willing to lead the way in Revealing new Chambers.
| Occupation | Image/ s | Tribe/ s | Condition | Knowledge | |
|---|---|---|---|---|---|
| 2 | Convict | See Manifests | Home Tribe | Intact | Local Alarm |
| 3 | Deserter | See Manifests | Home Tribe | Wounded | Local Alarm |
| 4 | Fugitive | See Manifests | Any | Wounded | Local Alarm |
| 5 | Hostage | See Manifests | Any | Intact | Local Alarm |
| 6 | Murderer | See Manifests | Home Tribe | Wounded | Local Alarm |
| 7 | Mutineer | See Manifests | Home Tribe | Wounded | Local Alarm |
| 8 | Slave | See Manifests | Home Tribe | Intact | Local Alarm |
| 9 | Ransom | Princess | Closest Tribe | Intact | Local Alarm |
| 10 | Refugee | See Manifests | Any | Wounded | Local Alarm |
| 11 | Spy | Spy | Closest Tribe | Wounded | Remote Alarm |
| 12 | Traitor | See Manifests | Home Tribe | Wounded | Local Alarm |
Closest: select from the closest or nearest Tribe in the Manifests that has a unit of the appropriate Occupation within the Tribal Manifests.
Wounded: units that are wounded have a Defence of only 10 when encountered. Players will have to decide whether or not to heal Prisoners that they want to move/ release.
Range of Knowledge: Prisoners will have a limited knowledge of their surroundings, which extends to cover knowledge of the Types of Chambers within range of a Remote Alarm.
Guests will usually avoid interfering in on-going events and can be considered neutral during Solo and Team Play. GMs can vary Guests' actions and reactions to suit the circumstances.
| Roll | Occupation | Source | Tribe/ s | Condition | Knowledge |
|---|---|---|---|---|---|
| 2 | Miner | See Manifests | Any | Intact | Pithead |
| 3 | Thief | See Manifests | Any | Intact | Local Alarm |
| 4 | Alchemist | See Manifests | Any | Intact | Local Alarm |
| 5 | Smuggler | See Manifests | Any | Intact | Local Alarm |
| 6 | Scout | See Manifests | Any | Intact | Remote Alarm |
| 7 | Cleric | See Manifest | Home Tribe | Intact | Local Alarm |
| 8 | Merchant | See Manifests | Home Tribe | Intact | Local Alarm |
| 9 | High Priest | See Manifests | Any | Intact | Local Alarm |
| 10 | High Priestess | See Manifests | Any | Intact | Local Alarm |
| 11 | Assassin | Spy | Closest | Intact | Remote Alarm |
| 12 | Leader | See Manifests | Home Tribe | Intact | Local Alarm |
Closest: select from the closest or nearest Tribe in the Manifests that has a unit of the appropriate Occupation within the Tribal Manifests.
Range of Knowledge: Guests will have a limited knowledge of their surroundings, which may extend to cover areas likely to have been Revealed to them before Capture.
Gifts and Bribes including Ingots, Gems, Jewels, Dark Jewels, Enchanted Items, Chests, Treasure Chests and Kegs may be offered.
The appearance of a Chest or Treasure Chest within the Preferred Actions for Princes and Merchants calls for a different approach than applied for most Gifts. If these units are encountered a check should be made to see what lies within each Chest or Treasure Chest. Merchants and Princes may then use the Contents of the Chest or Treasure Chest in their own best interests, which could include offering the Contents of the Chest or Treasure Chest as a Gift or using them as a weapon if suited to the task.
Trying to start a negotiation between those entering a Complex and those already occupying the Complex involves considerable risk and little chance of success unless there is something 'on the table' for both parties to consider.
Negotiations begin with the offer of a Gift or Bribe as a token of goodwill and those offering Gifts/ Bribes must roll 9+ on 2D6 and Declare what they want from their opponent. Whether or not the negotiation succeeds depends on just how reasonable the request seems to the likely recipient. Modifiers acting on Gifts and bribes are shown on the Modifiers Table.
When a Gift is offered to an Adventurer/ Adventurers they can decide whether or not they wish to accept the Gift without requiring a roll. When playing with a GM a full range of circumstances can be considered, which may involve modifying a roll or Declaring a roll unnecessary.
When a Gift and the terms that go with it are accepted both sides should use their next Turn to comply with the terms agreed by both parties. There is nothing to prevent either side from returning to hostilities after the agreement is complete but any betrayal prior to that is dishonourable and those responsible for breaking the agreement receive a Mark of Dishonour.
Players can make their own decisions about their Adventurers' morale. When Morale is being taken into consideration it's usual to check for Morale before a unit or units Declare their move.
Heavily outnumbered units may Surrender or retreat but, for most, there is little point, as they are already defending their Home and have to consider the consequences of any act of cowardice. That said, Fear Spells can undermine Morale and any unit affected by Fear may abandon its 'post' or flee from combat. Players may choose to make Morale more significant using the Morale Options Table.
| Option | Outcomes | Select |
|---|---|---|
| Standard Morale | Fear can cause units to retreat as described by the Spell's description. | |
| Outnumbered | Units that are Outnumbered by more than 3:1 and lack Courage act as if Alarmed and choose a Local Alarm as a Preferred Action. Units may Surrender when Outnumbered by more than 3:1 and confronted by a Daemon or Undead unit. Units with 5 Stars within their Design are immune to this effect. |
Tribal Units can be Converted to the views of another unit by magic or by agreeing to be a Convert. The Conversion is fragile within the time frame of an adventure and can be broken. Factors which may break a conversion include the Death or absence of the unit that carried out a Conversion.
A Converted unit won't injure the unit responsible for Conversion and will act in the unit's Defence. The effects continue until the unit is Converted again or required to carry out an act against its basic/ original nature, i.e. a Peaceful unit that's been Converted and asked to assault a unit that's no threat.
Conversions call for a roll of 9+ on 2D6. Relevant Modifiers are shown on the Modifiers Table.
Most units are aware of the dangers of Disguised opponents, so a unit has to use the Disguise Craft to have a realistic chance of fooling opponents (or allies). For example, speaking in another Tribe's language at a basic level is next to impossible without practice. As a result of the difficulty involved a range of Modifiers are used when attempting to use the Disguise Craft.
Trying to use a Disguise involves preparing the Disguise outwith the awareness and Line of Sight (LoS) of those that you hope to deceive. A Disguise remains in place until an Observer, (that's a unit/ s with reason to challenge the Disguised unit) is encountered. A check on 2D6 should then be made by each Observer during each Turn of observation to see whether or not a Disguise is effective.
During GM'd Play it's reasonable to consider whether or not Campaign and Local Conditions or Events call for the use of additional Modifiers, e.g. Guards may be unusually watchful in troubled times or the plot may involve units that have been warned in advance of the Team's likely arrival.
The full range of Modifiers acting on Disguises are set out on the Modifiers Table.
Hostile units using a successful Disguise against Adventurers may delay Revealing themselves/ sounding an Alarm until they have a good opportunity to betray the group that they've joined. However, they won't wait too long, as, ordinarily, Disguises need to be checked every Turn.
Exceptions might include Deep Cover and straightforward steps that mask a unit's Reputation. Players can decide that after three checks against the same Observers it's only necessary to check a Disguise against those Observers once daily.

Many players like to place their Adventurers in a Campaign Lifestream before exploring any Complexes. This can be done by:
Players and GMs may wish to use the tables that follow to quickly outline or 'sketch out' a Campaign Lifestream.
Designing Complexes can be as simple or elaborate as players want. The basic Types of Complexes, the Types of Chambers found in such Complexes, the arrangement of the Chambers and the Chamber's Contents are all set out in a series of tables. A complete Layout for the Types of Complexes used by the various Tribes can be ready for play within a few minutes.
Players and GMs may wish to use the tables to outline Skeleton Complexes and start play almost immediately. Alternatively, a rough framework can be worked up to make unique Complexes linked to in-game Conditions and Events within a Campaign Lifestream.
Players have plenty of options when devising Campaign Lifestreams and Complexes.
The Design Style and Design Media selected to prepare a Campaign Lifestream may be entirely different from those used to display a Complex. Following from that Design Styles and Design Media can vary across any number of Panels and Layers. For example, players may use table mats or a map to set out Chambers, Figures to represent units the Adventurers meet and a deck of cards in place of the Treasure Tables.
There are a number of options that players and/ or GMs may wish to consider before putting together their own Complex or running a larger Complex. These include:
GMs and players who want to Partially Reveal Complexes can carry out many of the steps within the Order of Play Table in advance. In doing so they can take account of the Modifiers normally applied when using tables or decks to Reveal areas and their Contents. These include:
The Designing Complexes Options Table works in the same way as the other interactive charts. Click on a link and you'll be taken to the part of the rules that covering the linked topic.
Designing Complexes Options Table SVG

Campaign Conditions and Events help to give adventures a background story and to start to build a Campaign. They can have major effects on play, so it's often best to use them sparingly.
Campaign Conditions and Events can have knock-on effects by triggering a Cascade of Local Conditions and Events.
The Cascading of Campaign Conditions and Events can continue down to Local Conditions and Events, or across to involve other Campaign Conditions and Events.
Equally, a Cascade may alter Local Conditions and Events and have a knock-on effect on Campaign Conditions and Events, resulting in a change or changes to Events and Conditions further back up the Cascade.
Campaign and Local Conditions and Events should, therefore, interact freely at and across all levels.
Campaign Conditions can be shown on a Control Panel such as a Campaign Log and/ or Campaign Map.
| Condition's Title | Labelled Image | Cascade Options | Select |
|---|---|---|---|
| Cloudforest | Tree: Cloudforest | Hurricane | |
| Desert | Dunes | ||
| Farmland | Wheat | Harvest Festival | |
| Forest | Tree: Conifer | Predator or Predators | |
| Mountains | Peak | ||
| Mountains: Snow | Peak: Snow-Capped | Avalanches | |
| Mountains: Volcano | Peak: Plumed | Volcanic Eruption | |
| Rain | Cloud (3): Tears (3) | Flooding | |
| Rainforest | Tree: Tropical | Fever | |
| Showers | Cloud (3): Tears (2) | Mudslides | |
| Snow | Cloud (3): Snowflakes (2) | Blizzards or Cold Snap | |
| Sunshine | Sun | Heat Wave | |
| Swamp | Reeds | Mist or Plague | |
| Woodland | Tree: Deciduous |
Campaign Events are usually shown on a Control Panel such as a Campaign Log and/ or Campaign Map.
Campaign Events can provide the basis of a plot line for a series of adventures. They can also introduce some widespread effects that have an impact on play within Complexes and across a Campaign Lifestream.
| Event's Title | Image | Cascade Options | Possible Effects | Select |
|---|---|---|---|---|
| Blizzards | Snowflake | Snow | Water held within Complexes that are not at least two Levels below ground ices up. Pool Chambers are made impassable without using a Meteor or a Fire Storm to melt the ice. A Meteor or a Fire Storm leaves a Pool Chamber as an Empty Room for 2D6 Turns before the Chamber ices over again. | |
| Crime Wave | Key | Doors are Locked throughout Complexes, because of a series of thefts and kidnappings. The number of any Guards at the Entrance to Complexes is doubled while the Crime Wave remains in effect. | ||
| Cult | Sacred Dagger | Volcanic Eruption | The presence of a cult increases the influence of High Priests and Priestesses. Two additional units drawn from the current Manifest always accompany them. All allied units in the presence of a High Priest or Priestess are immune to Fear Spells and cannot be Mesmerised, Bribed or Converted. | |
| Drought | Scavenger | Crime Wave | Droughts destroy crops and can cause Crime Waves and Raiding. | |
| Dustbowl | Sun | Drought Famine Heat Wave | The effects of a Dustbowl include Famine, Heat Waves and Drought. | |
| Earthquakes | Shatter | Meteor Strike | Most Earthquakes cause little more than shaking walls and some dust into the air. However, 2D6 should be rolled for every Turn that the Campaign Event remains active, (which is usually a D6 Turns). A roll of 2 results in an effect equal to the action of a Staff of Destruction, which affects the entire Complex. | |
| Famine | Sun | Famine Fever | Famine triggers a range of other Events, including Raiding and Rebellion. | |
| Flooding | Waves | Eruption
Hurricane Plague Supervolcano Volcanic | Pool Chambers are flooded almost to the ceiling. Swimming is the only option available to units that want to move through Pool Chambers. | |
| Gold Rush | Pickaxe | The price of all goods and services rises by a full measure of currency for the duration of the Campaign Event, e.g. an item that previously cost an Ingot now costs a Gem. | ||
| Harvest Festival | Sickle | Farmland | Complexes with a Great Hall are prepared for a lavish feast, which is set out on tables within the Great Hall. Units can eat or take as much food as they can consume or carry. The food is perishable and will not be edible after 24 hours. | |
| Holy War | Lance | Whenever Daemons, the Undead, Monks, Paladins or Defenders appear, double the number that would usually be encountered. | ||
| Hurricane | Whirlwind (8) | Flash
Flood Flooding Plague | A Hurricane will have little immediate effect within underground settlements. However, a Hurricane is likely to trigger a series of Cascading Conditions and Events as Flash Floods spread and water supplies/ sources become contaminated. | |
| Magnetic Storms | Lodestone | Magnetic Storms Fuse most Gems and Jewels, but can create Dark Jewels from some of them. Gems and Jewels should be tested when the Campaign Event comes into effect. An unmodified 12 on 2D6 results in a Dark Jewel, otherwise all Gems and Jewels that are not fixed to Enchanted Items are Fused. | ||
| Meteor Strike | Meteor (5) | Earthquakes
Flash Flood Flooding Rebellion Meteor | A medium or large Meteor Strike Campaign Event is likely to have a devastating effect. Outcomes can be shown through triggering a series of linked Conditions and Events. | |
| Mist | Cloud (4) | Swamp | The presence of a dense fog makes it easier for units to gain access to Complexes. Players can move close to the Entrance and gain the first Turn when encountering any Guards. | |
| Plague | Spore | Swamp | Monster bites carry Disease. The Disease must be cured with a Whitewater Spell or suffer D6 Damage each Turn. | |
| Raiding | Battle Axe | Complexes of all Types have D6 extra Guards outside the Entrance to the Complex. | ||
| Rebellion | Longsword | Double the normal numbers of Guards that are in place within Complexes while a Rebellion is going on in the surrounding area. Roll 2D6 for each Guard the Adventurers encounter. A 12 indicates a Rebel who can be Bribed easily. | ||
| Rival Mages | Wand: Star-Tipped | Jewels are in short supply while the rivalry persists. Half of the Jewels normally found in Complexes are missing. | ||
| Smuggling | Keg | Hostile Complexes with a Warehouse have a Hidden store of 2D6 Bottles or Kegs concealed within the Warehouse. See the Bottles and Kegs Table for details. | ||
| Supervolcano | Erupting Volcano (3) | Earthquakes
Flash Flood Flooding Rebellion | The effects of a supervolcanic eruption can be shown in part by a series of Cascading Conditions and Events triggered by the eruption. There are plenty of further complications that could arise from a Campaign Event of this nature. For example, massive Mudslides, hot Lahars and Pyroclastic Clouds might be linked to a supervolcanic eruption. The effects inside Complexes match or exceed those of a Volcanic Eruption. | |
| Trade War | Barrel | All goods and services cost twice their standard price. | ||
| Tornado | Whirlwind (6) | A Tornado causes few difficulties in underground Complexes. They're more of a problem outdoors, where weak buildings will be destroyed and exposed units should roll 2D6. A 2 results in 4D6 Damage. | ||
| Tsunami | Wave | Flash Flood | A wall of water up to 20' or 6 metres high collapses weak buildings along affected coastlines. Units caught by the full force of the Tsunami take 4D6 Damage. | |
| Uprising | Pitchfork | Slaves and Guards encountered within Complexes are willing to be hired as Henchmen and Guards without the offer of Gifts or Bribes. | ||
| Volcanic Eruption | Erupting Volcano | Earthquakes
Flash Flood Flooding Cult Phosphorus | Pitheads release magma into Complexes. The flow progresses by a Zone/ Turn, destroying Major Features as the flow spreads for to 3D6 Turns. A Frostbite Spell makes it possible to cross the flow. Doors are destroyed after a Turn and contact with the flow causes 8D6/ Turn. The flow stops when three or more Caverns have been flooded with magma. It takes a day for the lava to cool and solidify to the point where it's safe to cross. |
The Tribes set out in the rules provide a basic set of societies or cultures for use in play. Trolls are vicious and cunning; dwarves are steadfast and hardy; elves are quick-witted and agile, and humans appear in many guises. GMs and players can add further Tribes by making a Manifest for each new Tribe.
Having selected any overall Campaign Conditions or Events, the next step is to chart the locations of a series of Complexes. There is no need for an elaborate map, and a simple scale which places most Complexes two or three days journey from most others should be sufficient to start with.
Adventurers' Homes can be marked on the same basic map and it's helpful to use a Campaign Log Panel either on or alongside a basic map to record any Campaign Conditions or Events.
Each Complex has a Keystone, which acts as a Label containing an image of the relevant Tribal Weapon alongside a series of Stars indicating the scale of the Complex.
| Type of Complex | Keystone |
|---|---|
| Outpost | 1 Star |
| Dungeon | 2 Stars |
| Stronghold | 3 Stars |
| Catacombs | 4 Stars |
| Fortress | 5 Stars |
| Citadel | 6 Stars |
The Tribes and Complexes readily available to Adventurers can be selected from the Complexes Table. The player/ s roll 2D6 + the highest number of Stars currently marked against a single Adventurer, (within any group), to identify the Tribe occupying each site. They then roll a D6 to find the scale of each Complex. The Complex can then be assigned a Keystone.
| Tribe | 1 Star | 2 Stars | 3 Stars | 4 Stars | 5 Stars | 6 Stars | |
|---|---|---|---|---|---|---|---|
| 2 | Goblins | Outpost | Dungeon | Stronghold | Catacombs | ||
| 3 | Corsairs | Outpost | Dungeon | Stronghold | Catacombs | Fortress | |
| 4 | Hobgoblins | Outpost | Dungeon | Stronghold | Catacombs | Fortress | |
| 5 | Orcs | Outpost | Dungeon | Stronghold | Catacombs | Fortress | |
| 6 | Dwarves | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 7 | Barbarians | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 8 | Slavers | Dungeon | Stronghold | Catacombs | Fortress | Citadel | |
| 9 | Halflings | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 10 | Southerners | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 11 | Northerners | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 12 | Half Ogres | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 13 | Demonspawn | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 14 | Trolls | Outpost | Dungeon | Stronghold | Catacombs | Fortress | Citadel |
| 15 | Elves | Dungeon | Stronghold | Catacombs | Fortress | Citadel | |
| 16 | Dark Elves | Dungeon | Stronghold | Catacombs | Fortress | Citadel | |
| 17 | Ravenswings | Dungeon | Stronghold | Catacombs | Fortress | Citadel | |
| 18 | Lost Tribe |
Each Type of Complex set out in the Complexes Table refers to a standard Complex. Each Type of Complex can be place in a variety of settings:
Underground Complexes are a good option, as there are no windows and few Entrances to take into account.
Players can restrict the number of Entrances available in Complexes set above ground. Arrows slits could be too large to use as windows or a natural volcanic glass might serve as toughened windows.
There is nothing to stop players and GMs varying the mix of Feature Rooms and Chambers in Complexes to suit particular settings. This can involve developing new Types of Chambers with unique Features.
Adventurers need to locate and piece together fragments of information from Ancient Documents, Enchanted Items and Monuments to find Complexes occupied by Lost Tribes.
Players and GMs may wish to take account of Local Conditions and Events, which act on play within a particular Complex. As with Campaign Conditions and Events, it's easier to keep track of Local Conditions and Events if they're logged or mapped alongside any Campaign Events and Conditions.
Local Conditions can be based on or Cascade from the effects of Campaign Conditions and Events.
Weather is usually taken to match the current Campaign Conditions and Local Weather Conditions can be displayed by applying the Campaign Condition icon to a Campaign Log or a Complex's Log.
Players may also select Conditions unique to a particular Complex. However, it's worth avoiding Cascading Events or Conditions (up, down or across) where they create a contradiction. For example, a Campaign Condition or Event concerning snowfall or frost is unlikely to sit easily alongside Local Conditions or Events involving sunshine and warmth. Contradictions and contrasts can be used in play but they're only effective if used sparingly.
| No. | Condition's Title | Image | Cascade Options | Possible Effects | Select |
|---|---|---|---|---|---|
| 2 | Cold Snap | Snowflake | Snow
and/ or Blizzard |
A Cold Snap lowers temperatures sharply and makes Standard Blade Weapons likely to Snap when clashing with other Metallic Weapons. A 2 on a 2D6 roll to strike Snaps a Blade unless it's enchanted. | |
| 3 | Fever | Spore | Rainforest | Adventurers and units throughout the Complex roll 2D6. A 2 indicates that a unit has caught a Fever and will lose D6 every Turn until the Disease is cured. | |
| 4 | Flash Flood | Wave | Volcanic
Eruption Meteor Strike Supervolcano Flooding Hurricane Rain | A surge of water courses through the Complex. Water levels are raised by 6'/ 2 metres for D6 Turns. During the flooding units have to avoid drowning and can only move and act as if Swimming. Pool Predators may leave their Caverns to hunt for prey in adjacent Zones. | |
| 5 | Glowstones | Glowstone | The Complex's walls are peppered with 6 Glowstones/ Zone. Each provides as much Light as a lit Torch. | ||
| 6 | Hardwood | Oak Leaf or Acorn | The Complex is equipped with Ancient Enchanted Doors made from rare Hardwoods. The Dark Hardwood used to make these Doors is incredibly tough. It's not practical to attempt to Smash Doors to open them without the use of Powerful Magical Effects. In addition, the range of any Alarm that has to travel through Dark Hardwood is reduced by a Zone due to the 'dampening' effect of the Doors. | ||
| 7 | Haunting | Skull | As a result of a murder the Complex is affected by mysterious sightings, strange lights and unexplained sounds. The atmosphere sets everyone on edge and Fear based effects act with a Modifier of +2. | ||
| 8 | Heat Wave | Sun | Sunshine | The Complex has too little ventilation. The air tastes stale and condensation drips from the walls. Tribal Units with Strength cannot find the energy to use their Ability. | |
| 9 | Mercy Stone | Fleur De Lis | A Mercy Stone is an Ancient Relic built into the structure of a Complex. It has the effect of allowing Prisoners and Slaves to be spared on the first occasion that would otherwise have resulted in execution as a result of being imprisoned by a Hostile Tribe or a failed escape attempt. | ||
| 10 | Meteor | Meteor (3) | Meteor Strike | The remains of a sizeable meteor lie buried within the Complex. It's a source of 2D6 Ingots of Meteorite marked as an Ingot: Meteor (3). It takes 2D6 Turns of Mining to extract the mineral. Using an Ingot of Meteorite when making an Enchanted Item adds +2 to the chance of success. | |
| 11 | Phosphorus | Fireworks | Volcanic Eruption | The walls of the Complex contain a rich concentration of organic Phosphorus. Any use of a fire-based Spell or Ritual that spreads throughout a Zone, (such as a Meteor Spell or a Fire Storm Ritual), will cause twice the usual Damage. | |
| 12 | Starlight | Star | Constellations | Ancient magic has been unleashed within the Complex in recent memory and has not completely faded. All Spells and Rituals cast within the Complex have a +1 bonus Modifier applied. |
Local Events concern Complexes and can be displayed on Campaign Logs, Adventure Logs, Home Panels and Complex Panels. Once Adventurers are used to dealing with encounters and Alarms they should be able to deal with Cascading Events and Conditions and the knock-on effects they may have on encounters and Alarms.
When Local Events are in use a check is made each Turn before units take their Slots. Roll 2D6 and an unmodified result of 2 indicates that a Local Event is going to occur. Local Events are detailed in the Local Events Table set out below.
If a Local Event occurs it comes into effect in the nearest suitable Chamber that has not been Revealed or has been out of LoS for some time. The exact Type of Local Event is best rolled and Revealed at the point when the Chamber is Revealed or when units in the affected Chamber move or act due to the Local Event.
Some Cascading Conditions and Events are clearly not able to become Alert, e.g. a Trap, which has to wait until Adventurers come across it.
Tribal Units and Monsters generated as Local Events are present in addition to the units included within a Complex's standard allocation from the Tribal and Monster Encounter Manifests.
Roll 6D6 with no Modifiers on the Local Events Table to randomly select a Local Event.
| No. | Event's Title | Event Label Image | Cascade Options | Possible Effects | Select |
|---|---|---|---|---|---|
| 6 | Assassin | Hira-Shuriken | Roll on the Tribal Manifests to identify an Assassin. The Assassin may be seeking work or have been sent to slay the Complex's Leader. The Assassin will try to accompany the players. If they agree 2D6 should be rolled each Turn. A roll of 2 indicates that the Assassin will attempt an attack on an Adventurer before trying to escape. | ||
| 7 | Avalanche | Snowball | Avalanches
can
destroy weak structures and sweep units away in much the same manner as
a Tsunami. There is also the possibility of Entrances being
blocked with snow. | ||
| 8 | Birthday Celebration | Birthday Cake and Candles | A Feast of Fresh Meat, Salted Fish, Fresh Fruit, Beer and Wine is laid out or carried in on trays. The Feast includes a Cake and Candles, which can be used as an Extra Weapon capable of Stunning an opponent for a Turn. | ||
| 9 | Cannibalism | Bone | In Hostile Complexes a Prisoner is often eaten when a Cannibalism Event occurs. 2D6 units will be in the Chamber where the Cannibalism is happening. These can be rolled directly from the Tribal Manifest. | ||
| 10 | Comrade-at-Arms | See Tribal Manifests | Roll on Tribal Manifests to identify a unit as an old friend or colleague of the first Adventurer to make contact/ LoS. | ||
| 11 | Fallen Hero | See Tribal Manifests | Roll on the Peaceful Tribal Manifests to identify a well known, possibly Recurring, Hero or Heroine lying wounded within the Chamber. | ||
| 12 | Festival: Wedding | Cake: Tiered | A Feast, a Wedding Cake and 4D6 Guests wait in the Hall or Great Hall. In addition, the Complex's Leader and 2D6 wedding Guests are located in the Complex's Temple at the point when the Temple is Revealed. | ||
| 13 | Fire | Lit Brazier or Hearth | Fire starts in the nearest Feature Room with a Brazier or Hearth. Smoke and flames cause Near Darkness and 2D6 Damage/ Turn. The flames spread to adjoining Rooms and Passageways by a Zone/ Turn. Units not engaged in combat will try to put the Fire out. Caverns halt the Fire's progress. An Emergency Alarm may spread if the fire gets out of control. | ||
| 14 | Gems | Gems | Adventurers stumble upon a Hidden cache of 3D6 Gems that have been concealed and forgotten over time. | ||
| 15 | Gold Nugget | Ingot | Gold Rush | Adventurers accidentally uncover an unusually large nugget of pure gold worth 4D6 Ingots. | |
| 16 | Guest: Tribal | See Guests Table | Roll on the Tribal Manifests to identify a Guest of the same disposition as the Tribe occupying the Complex. | ||
| 17 | Jailbreak | See Prisoners and Slaves Table | A D6 Prisoners are on the loose inside the Complex. Roll on the Prisoners and Slaves Table to identify the Types of Prisoner involved. | ||
| 18 | Jewels | Jewels | Adventurers stumble upon a secret cache of 2D6 Jewels. | ||
| 19 | Mercenary | See Tribal Manifests | Roll on the Tribal Manifests to identify a Mercenary. If found in the company of Tribal Units occupying the Complex the Mercenary will side with them up to the point of Capture. | ||
| 21 | Merchant | See Tribal Manifests | Roll on the Tribal Manifests to identify a Merchant. The Merchant is unlikely to want to fight and will usually follow the Preferred Actions linked to the selected unit. | ||
| 22 | Miners | See Tribal Manifests | Roll on the Tribal Manifests to identify a group of D6 Miners. They follow the Preferred Actions for Miners from the relevant Tribe. They will expect to be paid for any help in Mining a Pithead. | ||
| 23 | Monster | See Monster Manifests | Roll to identify a Monster on the Monster Manifests. It's allied to the Tribe that occupies the Complex. As a result, it will attack Adventurers in preference to other possible targets. | ||
| 24 | Predator | See Predators Manifest | Forest | Roll to identify a Predator on the Monster Manifests. The Predator is simply hungry and attacks units with the lowest number of Stars amongst those it encounters. | |
| 25 | Predators | See Predators Manifest | Forest | Roll to identify two Predators on the Monster Manifests. The Predators are simply hungry and attack units with the lowest Stars amongst those they encounter. | |
| 26 | Prisoner | See Prisoners and Slaves Table | Roll on the Prisoners and Slaves Table to identify a Prisoner. If released the Prisoner will willingly join a Team of Adventurers in the hope of escaping the Complex. | ||
| 27 | Recurring Enemy | See Campaign Panel or Roll on Tribal Manifests | Players and/ or GMs may keep a record of Recurring Enemies on or linked to a Campaign Panel. | ||
| 28 | Scavenger | See Scavengers Manifest | Use the Monster Manifests to identify a Scavenger. It will attack any units it encounters on the basis of the units' Stars, i.e. the unit/ s with the lowest Stars will be attacked first. | ||
| 29 | Scavengers | See Scavengers Manifest | Use the Monster Manifests to identify a D6 Scavengers of the same Type. They will attack any units they encounter on the basis of the units' Stars, i.e. the unit/ s with the fewest Stars will be attacked first. | ||
| 30 | Spy | See Tribal Manifests | Roll on the Tribal Manifests to introduce a Spy. | ||
| 31 | Swarm | Hive | Once Revealed or Alert a naturally occurring Swarm descends upon anything edible. If presented with a choice it moves towards the Chamber containing the most Tribal Units. | ||
| 32 | Trader | See Tribal Manifests | Roll on the Tribal Manifests to identify a Trader. The Trader will usually come from outwith the Complex and will follow the Preferred Actions for a unit of its Type. | ||
| 33 | Treasure Trove | Treasure Chest | Adventurers stumble upon a Hidden cache containing a Treasure Chest. | ||
| 34 | Wishing Well | Well | Casting a Jewel into the well grants a Wish once/ Wishing Well. The Wish allows a shift of one row up or down within a Treasure Table or Monster Manifest. The well contains 6D6 Jewels. Anyone taking a Jewel finds the next attack aimed at them is treated as a roll of 12 on 2D6. | ||
| 35 | Roll Twice | The Local Events occur within the same Chamber. | |||
| 36 | Roll Thrice | The Local Events occur in separate and successive Chambers. |
Adventurers can adopt a Mission as a shared or personal goal. Missions can be linked to single adventures or form part of a series of adventures.
The circumstances in which Missions take place and the exact aim of each Mission is agreed by players or chosen by a GM. The Mission Circumstances Table and the Missions Table offer a few examples of possible Missions.
When Adventurers agree to carry out a Mission linked to a reward or bounty they must complete any terms agreed at the outset by handing over any items, Prisoners, victims or Treasure as agreed. Failure to fulfil such a contract may result in consequences ranging from encounters with a Recurring Enemy to pursuit by local authorities.
| Title | Circumstances | Options |
|---|---|---|
| 2 | Caught-up in Events | Become involved in a Rebellion, Siege, War, Cult, Invasion, Crime Wave, Spying, Trade War or Civil War. |
| 3 | Challenged/ Dared | May involve answering an insult, taking a bet or entering a Championship or Competition. |
| 4 | Clear Name | Adventurers are blamed for an accident, accused of treachery, named as Heretics or put under false arrest. |
| 5 | Debt | Financial ruin, family debt or a longstanding obligation. |
| 6 | Find Treasure Map | Find or purchase a map showing Ancient Ruins, Forgotten Temples, a Daemon's Tomb or the location of a cache of fabulous Jewels. |
| 7 | Forge Alliance | Join against a common enemy or threat, sign on for an expedition or invest in a mine. |
| 8 | Hear Legend/ Story | Learn of distant lands, rumours of a Lost Tribe or memories recorded in sagas. |
| 9 | Matter of Honour | Assist a friend, repay a debt of honour or live up to a promise. |
| 10 | Press-ganged or Recruited | The Adventurer/ s are press-ganged, kidnapped, recruited or persuaded. |
| 11 | Rescue | Rescue a child, a hostage or an old friend. |
| 12 | Seek Revenge or Resolution | Resolve a family vendetta, personal grudge or Tribal conflict. |
Mission Circumstances can be linked to a Mission with a contract that may involve payment. Paid Missions can be helpful in terms of offering extra rewards for Solo players and small Teams of players.
Each Star Attached to a Complex's Keystone acts as a Multiplier on the rewards given for Missions. Adventurers seeking rewards agree a contract before setting out and the reward will only be paid for completing the designated task. If they go on to complete a more demanding Mission within the same Complex they will only receive a reward for completion of the agreed contract.
The completion of straightforward Missions may not be sufficient to award a full set of five Shares as shown on the Missions Table.
When there are not enough Shares to go round players may wish to use Auctions to share out Enchanted Items and opportunities to gain Honours.
| No. | Mission | Requirements | Reward | Shares |
|---|---|---|---|---|
| 2 | Assassinate Leader | Slay or kidnap the Leader/ Overlord of an 'enemy' Complex, i.e. the most powerful unit within the Complex/ recognised Leader. | D6 Jewels x Stars on Keystone | 4 |
| 3 | Capture | Kill, Capture or Convert all members of the occupying Tribe. | D6 Jewels x Stars on Keystone | 5 |
| 4 | Conquer | Kill, Capture or Convert all members of the occupying Tribe and all Monsters within a Complex. | D6 Jewels x Stars on Keystone | 5 |
| 5 | Complete Negotiations | Negotiating a settlement with enemies is not easy but getting the Leader/ Overlord of a Tribe to accept a Gift/ Bribe can be as helpful as Conquering or Capturing. Adventurers who Negotiate a settlement with a Tribe/ Monsters might still be expected to remove some or all of a Tribe/ Monsters to gain a full set of Shares. | D6 Jewels x Stars on Keystone | 5 |
| 6 | Kidnap | Locate, Capture and Abduct a Tribal Unit with four Stars or more. | D6 Jewels x Stars on Keystone | 4 |
| 7 | Prospecting | Locate and enter Chambers until a Pithead is located and mined successfully. | 2D6 Gems x Stars on Keystone | 3 |
| 8 | Raid | Reveal and enter half of the Feature Rooms within a Complex. Not available for Outposts. | 2D6 Gems x Stars on Keystone | 3 |
| 9 | Recover an Enchanted Item | Locate and recover a designated Jewel or Dark Jewel bearing Enchanted Item from within a Complex. | D6 Jewels x Stars on Keystone | 4 |
| 10 | Rescue Prisoner/ s or Slave/ s | Locate the Complex's Dungeon, free the Prisoner/ s and escort them from the Complex. Bodies may be sufficient but players will have to arrange or pay for the Prisoner/ s to be Raised from the Dead to claim their reward. Roll again if the Complex does not have a Dungeon. | 2D6 Gems x Stars on Keystone | 3 |
| 11 | Sabotage | Destroy a Complex's Laboratory and Library. Roll again if the Complex does not have these Feature Rooms. | D6 Jewels x Stars on Keystone | 4 |
| 12 | Spy | Locate and identify the Leader/ Overlord from within a Complex, i.e. the highest unit on the Tribal Manifest that the scale of the Complex makes it possible for Adventurers to encounter. | D6 Jewels x Stars on Keystone | 4 |
The tables that follow allow the rapid frameworking of Complexes through a series of tables or decks of cards.
Start by consulting the Complexes Table to find the number of each Type of Chamber occurring within the Complex. The Features, Occupants, Treasures and Accessories can then be added in a series of Layers, whether selected, drawn from a deck of cards or rolled on a table or Manifest.
The quickest way to get started is to use one of the Ready-To-Run Layouts provided with the game but players and GMs can modify, develop and design Layouts to suit their own approach to play.
The steps involved in preparing a Complex are affected by the manner in which the Complex is laid out and Revealed to players.
| Type of Layout | Possible Strands | Chambers | Select | Contents | Select |
|---|---|---|---|---|---|
| Ready-To-Run | Instant
Streamlined | Show the Layout with the exact Type of Chambers already Revealed. | Place/ mark Occupants and Contents over the Layout in advance but only Reveal them as encountered. | ||
| Ready-To-Run Standard |
Streamlined Campaign | Show the overall Layout and the general Type of Chambers. Reveal the exact Type of Chambers by selecting or rolling as Chambers are Revealed. | Select, roll or draw the Occupants and Contents as Revealed and place/ mark them over the Layout. | ||
| Ready-To-Run
Standard Hidden | Campaign
Freeform | Show the Layout with the general Type of Chambers being Revealed by the Types of Entrances within Chambers that have already been Revealed. Show the exact Type of Chamber being Revealed by selecting or rolling as Chambers are Revealed. | Select, roll or draw the Occupants and Contents as Revealed and place/ mark them onto the Layout. | ||
| Ready-To-Run
Standard Hidden | Campaign
Freeform | Use a Hidden Layout with the Type of Chambers being Revealed only as encountered. The exact Type of Chamber is Revealed by selection or rolling as Chambers are Revealed. Entrances may be rolled randomly or selected. | Select, roll or draw Occupants and Contents as Revealed and place/ mark them onto the Layout. |
Layouts can be prepared in advance of play or built 'on the fly'. In either case, the GM or players Reveal Chambers as they are encountered during play.
When using Ready-To-Run Layouts it's possible to simplify the process of Revealing Chambers and the connections between Chambers by working with a basic set of layout rules.
GMs are unlikely to want to limit themselves to completely standard layouts.
The Ready-To-Run Layouts show whether or not a Chamber is a Room or a Cavern but a D6 roll is needed to check whether or not a Chamber is empty. Simply roll a D6 and a 6 indicates that the Chamber is empty. This continues until all Empty Chambers found in a Complex of that Type have been brought into play.
The Standard Layout Rules do not need to apply when constructing random layouts for Solo or Team Play.
This may 'break' the set of rules for Ready-To-Run Layouts. The Random Chambers Table selects Chambers.
| No. | Type of Chamber | Alternatives |
|---|---|---|
| 1 | Passageway | |
| 2 | Empty Room | |
| 3 | Empty Cavern | |
| 4 | Feature Room | |
| 5 | Cavern | |
| 6 | Roll Again |
To make a playable Layout players need to spread Chambers out when more than one or two Chambers are connected to a single Chamber. This can be done by re-orientating or reshaping connecting Chambers at the point where they connect, while keeping to the general description for each Type of Chamber, i.e. Rooms have more Straight Edges or Corners than Curved Edges or Corners.
If all of the Chambers of a particular Type found within a Complex have already been Revealed select the next option down on the Random Chambers Table.
The Random Entrances Table suggests a number of Entrances to other Chambers found within a Chamber.
| Number of Entrances | Possible Entrance Types Linked to any Type of Chamber | |
|---|---|---|
| 1 | 1 | Door, Locked Door, Cavern Entrance or Concealed Entrance. |
| 2 | 1 | Door, Locked Door, Cavern Entrance or Concealed Entrance. |
| 3 | 2 | Door, Locked Door, Cavern Entrance or Concealed Entrance. |
| 4 | 2 | Door, Locked Door, Cavern Entrance or Concealed Entrance. |
| 5 | 3 | Door, Locked Door, Cavern Entrance or Concealed Entrance. |
| 6 | Roll Twice (repeatedly if required) | Door, Locked Door, Cavern Entrance or Concealed Entrance. |
When using this approach it's important to remember that the view or LoS from Chamber to Chamber remains consistent with the Type of Chamber lying beyond the Entrance. For example, if players or a GM decide to place an Open Door between a Room and a Cavern there is still no LoS between the Room and the Cavern, because those entering or attempting to fire into a Cavern would still be blocked by the physical features at the Cavern's Entrance, i.e. stalactites, stalagmites, columns of rock and twisting turns leading into the Cavern.
Under most circumstances it can be simplest to roll a D6 to find out whether a Door is Locked or not. A 1-2 on a D6 indicates a Locked Door, while a 3-6 indicates an Unlocked Door.
There is also the option of using the system of referring to the Feature Rooms Table. Particular Types of Feature Rooms are marked on the Feature Rooms Table as having Locked Doors. Other Doors are Unlocked when Revealed.
The options for deciding whether or not Doors are Locked are shown on the Entrances Summary Options Table.
| Doors | Strands | Select |
|---|---|---|
| Whether or not a Door is Locked or Unlocked is predetermined according to the Types of Chamber on either side of a Door, i.e. according to the method suggested for Ready-To-Run Layouts. | Any | |
| The Feature Rooms Table indicates whether or not a Door is Locked. Empty Rooms are not Locked. This approach works well with GM'd and Team play. | Any | |
| Doors are found to be Locked (1-2) or Unlocked (3-6) by rolling a D6. This usually applies during Solo or Team Play where the Complex is being created 'on the fly'. | Any |
Complexes often have one Entrance and one extra, concealed Exit. Exits are accessible through a Search in the Feature Rooms shown for each Type of Complex, as shown on the Exits Options Table.
| Complex | Standard | Select |
|---|---|---|
| Outpost | Store | |
| Dungeon | Warehouse | |
| Stronghold | Barracks | |
| Catacombs | Trophy Room | |
| Fortress | Library | |
| Citadel | Throne Room |
GMs can select the position of an Exit or Exits, while Solo and Team players can select alternatives before entering a Complex.
Players can choose to include Steps, Chutes, Ladders, Trapdoors, Slides and Staircases leading to other Levels within the same Complex. The location of extra Levels can be shown on any Revealed or Partially Revealed Layout. When a Layout is not Revealed in advance Chambers located on different Levels are added as Revealed.
Steps, Chutes, Ladders, Trapdoors, Slides and Staircases and Exits can be used as access points leading into adjoining Complexes. GMs can decided when to offer some indication that players are dealing with more than one Complex. Solo or Team players can Declare that multiple Complexes are present before starting play.
All Chambers belonging to a Complex should be included in any Layout and, therefore, connected to the Complex at some point within the overall Layout. Players may also have to take account of Clustering effects, which involve groups of Feature Rooms and Caverns that are placed side by side. Clustering has a major impact on the knock-on effects resulting from Alarms and can put great pressure on units that suddenly have to deal with a lot of active opponents.
| Type of Clustering | Select |
|---|---|
| Clustering can occur simply as a result of the higher number of Feature Rooms and Caverns within larger Complexes, which also have relatively few Empty Rooms and Passageways. | |
| Clustering can be increased to make play more intense by dispensing with Empty Rooms. | |
| Clustering can be increased to make play more intense by dispensing with Empty Rooms and Empty Chambers. |
The selection of chambers appearing within the different Types of Complexes is set out below. There is no reason why these cannot be varied but the selections within the Complex Contents Table provide a baseline that lets different groups of players operate under similar conditions.
| Complex | Feature Rooms | Empty Rooms | Caverns | Empty Caverns | Passageways | Manifests Modifier |
|---|---|---|---|---|---|---|
| Outpost | 4 | 4 | 2 | 4 | 12 | 2D6 |
| Dungeon | 8 | 4 | 4 | 4 | 12 | 2D6 |
| Stronghold | 12 | 4 | 6 | 4 | 12 | 3D6 |
| Catacombs | 16 | 4 | 8 | 4 | 12 | 3D6 |
| Fortress | 20 | 4 | 10 | 4 | 12 | 4D6 |
| Citadel | 24 | 4 | 12 | 4 | 12 | 4D6 |
The Tribal and Monster Manifests are weighted according to the Type of Complex being explored.
When a unit's number on a Manifest has already been rolled, and the unit has been brought into play, the next available unit further down the Manifest is brought into play in its place.
A variety of different Types of Locked and Unlocked Complex Entrances can be used including:
The Entering Complexes Table gives Adventurers a chance to gain an immediate advantage at the point when they are trying to get into a Complex. Some rolls automatically give Adventurers' the first Turn in play to carry out an action/ s. This can increase their chance of getting into a Complex without Alerting the Occupants.
Otherwise, each side can roll 2D6 with each roll being modified by the Stars, Speed and number of Honours of the unit with the most Stars, Speed and Honours on each side. The side with the highest total takes the first Turn in such cases.
Events can often play a part in accessing Complexes and GMs can easily devise situations to allow Adventurers to enter a Complex without Alerting the entire Complex before play even gets started.
Most Complexes have some form of additional or concealed Exit. These are not necessarily available to Adventurers when they approach a Complex. GMs can, of course, make a range of approaches to entering a Complex available, as well as providing additional Exits when it seems useful.
| No. | Approach | Option | Alarm Sounded | Alarm Range / Effect |
|---|---|---|---|---|
| 2 | Ambush | Using ranged attacks, including magic, to deal with the Guards is practical if the Guards are not well protected or lack a good view of the surrounding area. | Check | Local |
| 3 | Assault | Two Guards realise something is wrong and try to sound a Remote Alarm. | Yes | Remote |
| 4 | Capture | Become a Prisoner/ s and try to escape into the Complex. Adventurers' possessions can usually be found within two Zones of the Dungeon where Adventurers are held. | No | |
| 5 | Convert | Convert two Guards to gain unhindered access to the Complex. | Check | Local |
| 6 | Disguise | Attempt to get past two Guards using a Disguise. A successful Disguise gives Adventurers the first opportunity to move and act. An unsuccessful Disguise allows opponents to move and act first. | Check | Local |
| 7 | Distraction | Draw a patrol of D6 Guards away from the Entrance. They will be waiting outside when it comes time to leave and may be brought into play immediately if a Remote Alarm is set off in the first Chamber of the Complex. | Check | Remote |
| 8 | Documents | Attempt to get past two Guards using a Disguise. An Invitation and Dispatches are among Documents Adventurers have to contribute to a Disguise. A successful Disguise gives Adventurers the first opportunity to move and act. An unsuccessful Disguise allows opponents to move and act first. | Check | Local |
| 9 | Events | Campaign or Local Conditions and Events can offer a distraction. | Check | Local |
| 10 | Gift/ Bribe | Make an offer of a Gift or Bribe to persuade two Guards to let you pass. | Check | Local |
| 11 | Smuggled | Try to deliver goods and avoid a Search carried out by one of D6 Guards. | Check | Local |
| 12 | Tunnels | Gain access to a Chamber through narrow Tunnels and Drains, or Mining. | No |
Units found at Entrances are of the same Type as comparable units shown on the relevant Tribal Manifest. However, they appear in addition to those listed as part of the Manifest.
The Types of Chambers found within Complexes have their own properties and will be discussed in turn.
Entering an Empty Passageway can, optionally, involve a check for Traps on the Traps Table. When an Adventurer goes into an unoccupied Passageway, which has not been Revealed, and rolls a 2 on 2D6, a Trap is present. The Type of Trap is shown on the Traps Table, (see Book 4: Designing Complexes). The Trap is triggered when the Adventurer enters the Chamber and 2D6 are rolled to see if the Adventurer can avoid injury with a roll of 9+ modified by Stars and any relevant skills.
Units may choose to pause when entering a Chamber and Declare that they are using a Search action, a Moonlight Spell or an Ancient Torch to check for Traps. If the Search is successful any Trap is located without triggering the Trap. The unit can then choose to avoid the Chamber or attempt to Unlock the Trap.
The table below is used to identify Traps attached to or located in Passageways, Treasure Chests, Empty Rooms and Empty Caverns (when selected). Roll 3D6 to select a Trap.
| No. | Title | Event Label Image | Possible Effects | Select |
|---|---|---|---|---|
| 3 | Arrow Trap | Arrow | The unit triggering the Trap takes 3D6 Damage. | |
| 4 | Dart Trap | Dart | The unit triggering the Trap takes 4D6 Damage. | |
| 5 | Falling Blade | Falling Blade | The unit triggering the Trap takes 5D6 Damage. | |
| 6 | Falling Cage Trap | Hanging Cage | Any unit caught by a Falling Cage Trap is confined to the cage until someone manages to Unlock the cage. While trapped in the cage a unit cannot carry out any H2H or Missile Attacks. | |
| 7 | Flooding Chamber | Pit - Waves | A Flooding Chamber closes. It can only be broken by Smashing the Entrance from outside. Any Tribal Unit trapped inside is up to its waist in water within a Turn. After a second Turn the unit starts to Drown taking D6 Damage. 2D6 Damage follows in the next Turn and an additional D6 is added to the total every Turn. The water in the Chamber begins to subside after 6 Turns. Some units may be able to survive being immersed. | |
| 8 | Jaw Trap | Jaw Trap | An affected unit takes 3D6 Damage and is unable to move until released, unless Strength is one of the unit's skills. | |
| 9 | Net Trap | Net - Bell | A weighted net falls over the Zone. The net can take 20 Damage from Blade Weapons or magical attacks. A Local Alarm sounds in the nearest Unrevealed Feature Room. | |
| 10 | Pit (Trapdoor) | Pit - Doors | A unit falling into a concealed pit takes 2D6 Damage from the fall and has to Climb back out of the pit. | |
| 11 | Pit (Flooded) | Pit - Half Full | Any unit falling into a flooded pit has to Swim to escape. Burdened units start to Drown, taking 3D6 Damage/ Turn until being rescued or discarding enough items to become Unburdened. | |
| 12 | Poisoned Darts | Dart - Tears | The unit triggering the Trap takes Damage from D6 Darts and is also Poisoned. | |
| 13 | Predator Trap/ Tar Pit | Web | Those caught in a Predator Trap can only move a single Zone during their next Turn and cannot commit any other actions during that Turn. | |
| 14 | Scything Blade | Circular Blade | The unit triggering the Trap takes 6D6 Damage. | |
| 15 | Spiked Falling Ceiling | Spiked Panel (Vertical Spikes) | The Zone's Occupants all take 6D6 Damage. | |
| 16 | Spikes | Spiked Panel (Horizontal Spikes) | The unit triggering the Trap takes 8D6 Damage. | |
| 17 | Tripwire | Bell | A Local Alarm is triggered. | |
| 18 | Roll Twice | As Rolled |
Rooms fall into two categories. Empty Rooms and Feature Rooms. Empty Rooms are typically unoccupied when entered and usually contain no Features or items of note apart from two lit Lanterns. Feature Rooms are both occupied and equipped with Features, which have a variety of effects.
Rooms are generally shown as Chambers with more Straight Edges and/ or Corners than Curved Edges.
Entering an Empty Room which has yet to be Revealed can, optionally, require a check for Traps on the Traps Table. This is dealt with in the same manner as with Empty Passageways and Empty Chambers.
Empty Rooms are set aside both to give Adventurers 'room to breathe' inside Complexes and to focus play on the key Chambers and Features within a Complex. In other words, there are only likely to be so many times that a player wants to explore a Kitchen or an empty Courtyard in detail.
Players and GMs can apply Titles to Empty Rooms when they wish to and can also 'flesh-out' these Rooms with the same Types of Features, Occupants and Accessories as Feature Rooms. Clearly, this involves introducing some Features or Occupants to 'Empty' Rooms. For example, a GM might elect to run an adventure that involves a lavish Feast and decide to convert an Empty Room that's designated as a Kitchen to act as a Feature Room.
| No. | Title |
|---|---|
| 4 | Apartment |
| 5 | Arena |
| 6 | Bathroom |
| 7 | Chantry |
| 8 | Court |
| 9 | Courtyard |
| 10 | Dressing Room |
| 11 | Gallery |
| 12 | Games Room |
| 13 | Gym |
| 14 | Hall |
| 15 | Harem |
| 16 | Kitchens |
| 17 | Latrine |
| 18 | Maze |
| 19 | Office |
| 20 | Oratory |
| 21 | Pool |
| 22 | Refectory/ Dining Hall |
| 23 | Vault |
| 24 | Water Garden |
Adventurers and other units can interact with the Features located in Chambers. These include Chests and Treasure Chests. As shown in the relevant tables, Treasure Chests contain many of the most valuable items that Adventurers can find.
Treasure Chests are usually Locked and Trapped and players must successfully Unlock the Trap before they can Unlock the actual Treasure Chest. Failing to do so activates the Traps Table.
As discussed earlier, Features can be Damaged and destroyed by various means. The destruction of a simple Accessory is straightforward, while the destruction of a Major Feature such as an Enchanted Throne is difficult to achieve.
During Solo or Team Play it's usually easier to run play using a standard size of a single Zone for each Chamber.
However, Large Feature Rooms can be made up of a number of Zones. Suggested numbers are indicated within the Feature Rooms Table.
A GM can consider lowering or increasing the number of Zones within any Chamber. This makes it necessary to locate Features and encountered units in particular Zones as Chambers are Revealed. Multiple units can be spread evenly between Zones, while single units and Features can be located in the Zone furthest from the point at which the Chamber has been Revealed. Loot/ Treasure can be located either in the best-defended Zone or in keeping with the scenario.
The Feature Rooms Table sets out the range of Feature Rooms within the different Types of Complex and the number of units typically occupying each Feature Room.
Adjust Rolls on the Feature Rooms Table by the Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Take the next Feature Room down if the Feature Room rolled has already been Revealed.
| No. | Title | Image | Doors | Zones | Features | Units |
|---|---|---|---|---|---|---|
| 2 | Guardpost | Brazier | 1 | Lit Brazier (Minor) | 2 | |
| 3 | Guardpost | Brazier | 1 | Lit Brazier (Minor) | 2 | |
| 4 | Store | Sack | 1 | Food: Apples | 0 | |
| 5 | Dungeon | Square Cage | Locked | 1 | Prisoners: see Prisoners and Slaves Table. | 2 |
| 6 | Stables | Trough | 1 | D6 Horses | 0 | |
| 7 | Hall | Hearth | 1/ 2 |
Lit
Hearth (Minor) Chest | D6 | |
| 8 | Warehouse | Barrels | 1/ 2 | D6 Barrels: see the Barrels Table. | 0 | |
| 9 | Armoury | Portcullis | Locked | 1 | Replace
Standard Weapons
including
Missiles. Chest | 2 |
| 10 | Galley | Keg | 1 | D6
Bottles and Kegs: see the
Bottles
and Kegs Table. Mirror | D6 | |
| 11 | Forge | Anvil | 1 | Forge (Major): allows the repair of Fused Enchanted Items using a Mend action. | 2 | |
| 12 | Barracks | Headrest | 1 | Lit Hearth (Minor) Chest | 2 | |
| 13 | Temple (Peaceful) | Altar with Chalice | 1/ 2 | Altar (Major) Twin Braziers (Minor) Gong (Major): a unit that sounds an Alarm in a Temple will use the Temple's Gong to sound a Remote Alarm in preference to other methods. Treasure Chest | D6 | |
| OR | ||||||
| 13 | Temple (Hostile) | Altar with Skull | 1/ 2 | Altar (Major) Twin Braziers (Minor) Gong (Major): as above. Treasure Chest | D6 | |
| OR | ||||||
| 13 | Temple (Lost) | Altar with Ancient Enchanted Item | 1/ 4 | Altar (Major) Twin Braziers (Minor) Gong (Major): as above. Ancient Enchanted Item: roll on the Ancient Enchanted Items Table. Guardian: find the first Ancient Monster in the Manifests, roll 2D6 and proceed through the Manifests until you find the Ancient Monster matching the number rolled. Treasure Chest | D6 | |
| 14 | Apartment | Standing Mirror | Locked | 1/ 2 | A Standing Mirror
(Minor): is
a Magic
Mirror allowing 1 unit/ Turn to Teleportto any Mirror within the
Complex.
Treasure Chest |
1 |
| 15 | Pithead | Pithead or Pithead as Label | 1/ 2 | A Pithead (Major):
contains
an exposed
vein of gold that can yield 6D6 Ingots if mined. Each unit that
participates in the mining can extract an Ingot/ Turn until the
mine is exhausted. Mining with Pickaxes and/ or Hammers makes a sound equivalent to a Remote Alarm. Mining with Mallets and Wedges takes twice as long for the same return but only makes the sound of a Local Alarm. Alternatively, see the Pitheads Table. |
D6 | |
| 16 | Trophy Room | Tapestry or Tapestry as Label. | Locked | 1/ 2 | A Tapestry includes an
image of a Timber Wolf. It can
be Summoned by a 9+ on 2D6, through a Magical Chant inscribed on the
back of the Tapestry or nearby. Opponents who can read already know the
Chant and will select it as a Preferred
Action. The wolf can be instructed as if Animate. Alternatively, a
Tapestry can
be treated as a Label as set out the optional Tapestries Table.
Chest | 1 |
| 17 | Laboratory | Mortar and Pestle | Locked | 1/ 2 | Lit
Hearths (Major) A single Potion will be ready for use by either an Occupant or an Adventurer. In addition, Ingredients can be found for one Potion of choice or two randomly selected Potions. Chest | 1 |
| 18 | Great Hall | Statue or Statue as Label | 1/ 4 | See the Enchanted
Statues
Table.
(Major) Mirror (Major) Treasure Chest | 2D6 | |
| 19 | Map Room | Globe or Globe as Label | Locked | 1/ 2 | When fitted with a Jewel
the
Globe
Reveals the location of a nearby Complex. Alternatively, see the
Globes Table. Treasure Map Chest | 1 |
| 20 | Library | Lectern or Lectern as Label | Locked | 1/ 2 | Lectern (Minor)
Enchanted Book Scroll |
1 |
| 21 | Treasury | Scales | Locked | 1/ 2 | A Treasury contains 6D6
Ingots and 3D6
Gems. Treasure Chest | 2 |
| 22 | Arcade | Magic Fountain or Fountain as Label | 1/ 4 | Fountain (Major): those who bathe in the Fountain gain D6 Defence/ Turn until restored to full health. The water loses its potency when taken outwith the Chamber containing the Fountain. Alternatively, roll on the Magic Fountains Table. | 1 | |
| 23 | Starchamber | Gate/ Astral Gate | Locked | 1/ 4 | Astral Gate (Major):
units can
use an Astral Gate to move through any Magic Mirrors within a
Complex or to Teleport up to two Zones away. With access to certain Types of Orbs, Globes and Documents it's possible to use Astral Gates to travel to distant Complexes and through time. A maximum of six units can use an Astral Gate in a single Turn. Treasure Chest | D6 |
| 24 | Throne Room | Throne or Throne as Label | 1/ 4 | Throne (Major): an
Enchanted
Stone
mounted within a throne gives anyone seated on it Resistance. While
seated it's not practical to participate in Hand-to-Hand combat.
However, Spells and Rituals can be cast normally. See the Thrones
Table for further options. Treasure Chest | 2D6 |
When using randomly generated Layouts or Ready-To-Run Layouts and checking for Empty Rooms/ Empty Caverns it's possible to reach the maximum number of Empty Rooms/ Caverns for a particular kind of Complex. Just stop checking for further Empty Rooms/ Caverns at that point.
Instead of using the standard effect given to a Magic Fountain players can roll on the Magic Fountains Table. The principal icon amongst the decorative carvings on the Fountain usually indicates the Type of Fountain encountered. However, this may be concealed or have been removed. Any magical effects occur as a result of washing in or drinking from the Fountain.
Fountains may contain or be fitted with Statues.
The water loses its potency when taken outwith the Chamber containing the Fountain.
| No. | Title | Fountain: Icon | Effects |
|---|---|---|---|
| 1 | Magic Fountain | Cross | Those who bathe in the Fountain gain D6 Defence/ Turn until restored to full health. |
| 2 | Royal Fountain | Crown | Any partially complete Stars within the unit's Design are made complete on a single occasion. A unit may only benefit from this effect once. |
| 3 | Fountain of Fortune | Gem | The water in this Fountain gives a unit an additional bonus of +1 on the next roll that the unit attempts. |
| 4 | Fountain of Faith | Fleur de Lis | The water in this Fountain can wash away a Mark of Dishonour once/ day. |
| 5 | Fountain of Health | Goblet | Water drunk from this Fountain can cure the effects of Poisons and Diseases. However, a 9+ on 2D6 is required for success. |
| 6 | Fountain of Plenty | Jewel | Those who view a Fountain of Plenty feel compelled to cast a Jewel into the Fountain at the first opportunity. This only affects a unit the first time it sees a Fountain of Plenty located within a particular Complex. As a Jewel is thrown in the Fountain the player controlling the unit that's surrendering the Jewel can Declare a Wish. The Wish can be used 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 Tribal Unit or Monster to a Complex. |
The option of pouring Potions into these Fountains presents some interesting possibilities and a table could easily be constructed to suggest the outcomes resulting from certain combinations. However, it takes time to think through the effects of Combining effects already linked to particular icons to reach practical combinations.
Instead of using the standard effect shown for a Tapestry players can roll on an optional Tapestries Table. A success on 2D6 Summons the creature and it can be instructed in the same way as an Animate creature.
| No. | Title | Icon on Label | Effects |
|---|---|---|---|
| 1 | Scavenger | Top Jaw: Tooth | Summons a Scavenger. |
| 2 | Predator | Top Jaw: Teeth (2) | Summons a Predator. |
| 3 | Reptile | Top Jaw: Teeth (3) | Summons a Reptile. |
| 4 | Pool Predator | Top Jaw: Teeth (4) | Summons a Pool Predator. |
| 5 | Undead | Top Jaw: Teeth (5) | Summons an Undead creature. |
| 6 | Daemon | Top Jaw: Teeth (6) | Summons a Daemon. |
Enchanted Statues are one way of introducing Legendary Heroes and Recurring Enemies into play.
| No. | Title | Icon on Label/ Statue or Rostrum | Effects |
|---|---|---|---|
| 1 | Legendary Warrior | Battle Axe | Select a Ranger from the Tribal Manifests or a Comrade at Arms from the Tribal Manifests/ a Campaign Log. |
| 2 | High Priestess | Sacred Dagger | Select a High Priestess from the Tribal Manifests or a Recurring Enemy from the Tribal Manifests/ a Campaign Log. |
| 3 | Heroine | Longsword | Select a Scout from the Tribal Manifests or a Comrade at Arms from the Tribal Manifests/ a Campaign Log. |
| 4 | Conqueror | Crown | Select an Adversary from the Tribal Manifests or a Recurring Enemy from the Tribal Manifests/ a Campaign Log. |
| 5 | Mythical Figure | Halo | Select an Archmage from the Tribal Manifests or a Comrade at Arms from the Tribal Manifests/ a Campaign Log. |
| 6 | Daemon | Demon's Horns | Select a Daemon from the Monster Manifests or a Recurring Enemy from the Tribal Manifests/ a Campaign Log. |
Instead of using the standard effect shown for a Pithead players can roll on an optional Pitheads Table. Each unit that participates in the mining can extract an Ingot/ Turn until the mine is exhausted. Mining with Pickaxes and/ or Hammers makes a sound equivalent to a Remote Alarm. Mining with Mallets and Wedges takes twice as long for the same return but only makes the sound of a Local Alarm.
| No. | Title | Icon on Label | Effects |
|---|---|---|---|
| 1 | Gold Mine | Ingot | Mining a vein of gold within the Pithead until it's exhausted yields 6D6 Ingots. |
| 2 | Ruby Mine | Gem | Mining for rubies within the Pithead until it's exhausted yields 6D6 Gems. |
| 3 | Emerald Mine | Gems | Mining for emeralds within the Pithead until it's exhausted yields 8D6 Gems. |
| 4 | Sapphire Mine | Brilliant | Mining for sapphires within the Pithead until it's exhausted yields 10D6 Jewels. |
| 5 | Diamond Mine | Brilliants | Mining for diamonds within the Pithead until it's exhausted yields 12D6 Jewels. |
| 6 | Haunted Mine | Brilliant: Curved | The Pithead yields twice the amount of Treasure found in a Diamond Mine. The mine also contains D6 Undead creatures. (See the Monster Manifests). |
Mining a Zone where the ore has been subjected to a targeted Meteor Spell allows two yields to be removed in a single Turn by each unit mining the Pithead but the Pithead's overall yield is halved.
Globes can be used to Reveal the location of Complexes. Enchanted Globes need to be fitted with a Jewel or they will not display the location of Complexes. Enchanted Globes are one way of making such information available during play, so instead of using the standard effect shown for a Globe players/ GMs can roll on or select from an optional Globes Table.
| No. | Title | Icon on Globe Label | Effects |
|---|---|---|---|
| 1 | Globe | The Globe Reveals the location of a nearby Complex. | |
| 2 | Eastern Globe | Arrow (2) - Left | Indicates the location of two nearby Complexes. |
| 3 | Western Globe | Arrow (2) - Right | Indicates the location of three nearby Complexes. |
| 4 | Southern Globe | Arrow (2) - Down | Indicates the location of four nearby Complexes. |
| 5 | Northern Globe | Arrow (2) - Up | Indicates the location of six nearby Complexes. |
| 6 | Ancient Globe | Astral Gate | Indicates the location of a Complex that belongs to or belonged to a Lost Tribe. |
Instead of using the standard effect shown for a Throne players can roll on an optional Thrones Table.
| No. | Title | Icon on Throne Label | Effects |
|---|---|---|---|
| 1 | Throne | Shen Ring | An Enchanted Stone mounted within a Throne gives anyone seated on it Resistance. While seated it's not practical to participate in Hand-to-Hand combat. However, Spells and Rituals can be cast normally. |
| 2 | Bone Throne | Bone | A unit seated on a Bone Throne has the power to attempt to Animate all Slain units within the Chamber. A roll on 2D6 is made to see if each creature becomes a Zombie or a Skeleton. The number of Stars held by the caster and the intended target/ s prior to Death modify the required roll of 9+ on 2D6. |
| 3 | Lich's Throne | Scythe | A unit seated on a Lich's Throne has the power to attempt to Animate a living creature, which becomes a Zombie if the Spell is effective. |
| 4 | Throne of Power | Triquetra | A unit seated on a Throne of the Power cannot be harmed or enchanted by the same magical effect more than once in a single Turn. |
| 5 | Throne of Kings | Crown | A unit seated on a Throne of the Kings cannot be harmed or enchanted by the same magical effect more than once while remaining on the Throne. |
| 6 | Demon's Throne | Dark Jewel | A Demon's Throne can create complete Darkness throughout a Chamber once/ day. |
Caverns are the lairs of Monsters living alongside or in league with the Tribe occupying a Complex. These creatures will rarely be at the beck and call of the Tribe. However, the Tribe and the Monsters can generally co-exist, because the Monsters can be trained or contained to the point where they represent little immediate threat to the Tribal group.
Caverns are usually shown as Chambers with more Curved Corners than Straight Corners.
Empty Caverns can be selected in advance or rolled randomly as Revealed.
To mark the Type of Cavern, use Blunted Stalactites (aka Blunted Teeth) set below the Bar (aka Top Jaw) instead of the Sharpened Stalactites (aka Teeth) which indicate that a Cavern is occupied.
Alternatively, simply map Empty Caverns without any Occupants.
Either approach makes it practical to record which Type of Cavern has been rolled or selected from the Caverns Table shown below.
Entering an Empty Cavern can require a check for Traps on the Traps Table. This is dealt with in the same way as Traps found in Empty Passageways or Rooms.
When using randomly generated Layouts or Ready-To-Run Layouts and checking for Empty Caverns it's possible to reach the maximum number of Empty Caverns for a particular Type of Complex. Just stop checking for further Empty Caverns at that point.
The Types of Cavern encountered by Adventurers can be selected from or rolled for on the Caverns Table.
Caverns which are occupied contain particular groups or 'families' of Monsters. The icon representing a particular Type or family of Monsters matches and also represents the icon corresponding to a particular Type of Cavern. This means that the number of Stalactites (aka Top Jaw Teeth) marked on or beside a Cavern indicates both the Type of Cavern and the Type of Monsters found within the Cavern.
A Bar (aka Jaw) joins the Stalactites (aka Teeth) used to indicate the Type of Cavern and the Type of Monster/ s. Extra Bars (aka Top Jaws) with Stalactites (aka Teeth) can be added to represent Caverns containing creatures from more than one group or 'family'. Where more than one is present, the Type of Cavern encountered remains that of the most powerful group. Monsters are grouped as shown on the Monsters and Caverns Table.
| Type of Monster | Top Jaw Icon | Type of Cavern | Bottom Jaw Icon (Optional where present) |
|---|---|---|---|
| Scavengers | Stalactite or Tooth | Nest | Jaws/ Teeth or Fangs/ Teeth - Tears (3) |
| Predators | Stalactites (2) or Teeth (2) | Cave | Jaws/ Teeth or Fangs/ Teeth - Tears (3) |
| Reptiles | Stalactites (3) or Teeth (3) | Lair | Jaws/ Teeth or Fangs/ Teeth - Tears (3) |
| Pool Predators | Stalactites (4) or Teeth (4) | Pool Chamber | Jaws/ Teeth or Fangs/ Teeth - Tears (3) |
| Undead | Stalactites (5) or Teeth (5) | Crypt | Jaws/ Teeth or Fangs/ Teeth - Tears (3) |
| Daemons | Stalactites (6) or Teeth (6) | Pit | Jaws/ Teeth or Fangs/ Teeth - Tears (3) |
During Solo or Team Play it's usually easier to run play using a standard size of a single Zone for each Chamber.
Occupied Caverns can be made up of a number of Zones. Caverns with Multiple Zones are dealt with in the same way as Rooms with Multiple Zones.
The Caverns Table sets out the range of Occupied Caverns within a Complex and the number of units occupying each of these Caverns.
Adjust Rolls on the Caverns Table by the Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Take the next Cavern down if the Cavern rolled has already been Revealed.
| No. | Title | Zones | Image | Occupants | Lighting | Treasure |
|---|---|---|---|---|---|---|
| 3 | Nest | 1/ 1 | Top Jaw: Stalactite | Scavenger | Dark | Treasure |
| 4 | Cave | 1/ 2 | Top Jaw: Stalactite (2) | Predator | Dark | Treasure |
| 5 | Lair | 1/ 3 | Top Jaw: Stalactite (3) | Reptile | Dark | Treasure |
| 6 | Pool | 1/ 4 | Top Jaw: Stalactite (4) | Pool Predator | Dark | Treasure |
| 7 | Crypt | 1/ 5 | Top Jaw: Stalactite (5) | Undead | Dark | Treasure |
| 8 | Pit | 1/ 6 | Top Jaw: Stalactite (6) | Daemon | Torchlight | Treasure |
| 9 | Nest | 1/ 1 | Top Jaw: Stalactite - Top Jaw: Stalactite | Scavengers (2) | Dark | Treasure |
| 10 | Cave | 1/ 2 | Top Jaw: Stalactite (2) - Top Jaw: Stalactite (2) | Predators (2) | Dark | Treasure |
| 11 | Lair | 1/ 3 | Top Jaw: Stalactite (3) - Top Jaw: Stalactite (3) | Reptiles (2) | Dark | Treasure |
| 12 | Pool | 1/ 4 | Top Jaw: Stalactite (4) - Top Jaw: Stalactite (4) | Pool Predators (2) | Dark | Treasure |
| 13 | Crypt | 1/ 5 | Top Jaw: Stalactite (5) - Top Jaw: Stalactite (5) | Undead (2) | Dark | Treasure |
| 14 | Pit | 1/ 6 | Top Jaw: Stalactite (6) - Top Jaw: Stalactite (6) | Daemons (2) | Torchlight | Treasure |
| 15 | Lair | 1/ 3 | Top Jaw: Stalactite (3) - Top Jaw: Stalactite (2) | Reptile and Predator | Dark | Treasure |
| 16 | Crypt | 1/ 5 | Top Jaw: Stalactite (5) - Top Jaw: Stalactite (2) | Undead and Predator | Dark | Treasure |
| 17 | Pit | 1/ 6 | Top Jaw: Stalactite (6) - Top Jaw: Stalactite (3) | Daemon and Reptile | Torchlight | Treasure |
| 18 | Pit | 1/ 6 | Top Jaw: Stalactite (6) - Top Jaw: Stalactite (6) - Top Jaw: Stalactite (5) - Top Jaw: Stalactite (5) | Daemons (2) and Undead (2) | Torchlight | Treasure |
It's important to note that Caverns may contain even more Monsters than shown on the Caverns Table, as the Monster Manifests can indicate the presence of extra Monsters.
Tables of Accessories are available to help GMs quickly outline Skeleton Complexes.
Images can be linked to every Accessory.
Accessories can be used as a series of tags or keywords that accompany other graphic and non-graphic elements of a Chamber's description or Design.
It may be worth thinking in terms of Cascading Sets of Accessories, as the presence of one Accessory might predict the presence of other Accessories.
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 2 | Alcove | |||
| 3 | Balcony | |||
| 4 | Dome | |||
| 5 | Mezzanine | |||
| 6 | Mirror Tent | |||
| 7 | Murder Hole | |||
| 8 | Pavilion | |||
| 9 | Pillars | |||
| 10 | Platform | |||
| 11 | Swimming Pool | |||
| 12 | Transom |
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 2 | Headdress | |||
| 3 | Jewellery | |||
| 4 | Mask | |||
| 5 | Masquerade | |||
| 6 | Military Uniform | |||
| 7 | Regalia | |||
| 8 | Ritual Clothing | |||
| 9 | Ritual Costume | |||
| 10 | Robes | |||
| 11 | Uniform | |||
| 12 | Veil |
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 6 | Bleached Tribal Bones | Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe. | ||
| 7 | Blood-Drenched Bandages | The bandages may be freshly blood-soaked or dry. | ||
| 8 | Cobwebs | |||
| 9 | Coins | |||
| 10 | Dirty Dishes | |||
| 11 | Dust | |||
| 12 | Firewood | |||
| 13 | Fresh Tribal Bones | Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe. | ||
| 14 | Leftover Food | |||
| 15 | Mildew | |||
| 16 | Monster's Bones | Use the Encounter Manifests to roll or select a Monster. | ||
| 17 | Monster's Skeleton | Use the Encounter Manifests to roll or select a Monster. | ||
| 18 | Monster's Skull | Use the Encounter Manifests to roll or select a Monster. | ||
| 19 | Moth-infested Clothing | |||
| 20 | Mushrooms | |||
| 21 | Pet/ s | |||
| 22 | Rags | |||
| 23 | Rats | |||
| 24 | Rubble | |||
| 25 | Sawdust | |||
| 26 | Scorch Marks | |||
| 27 | Scum | |||
| 28 | Slain Monster (Fresh) | Use the Encounter Manifests to roll or select a Monster. | ||
| 29 | Slain Monster (Rotting) | Use the Encounter Manifests to roll or select a Monster. | ||
| 30 | Slime | |||
| 31 | Torn Clothing | |||
| 32 | Torn Parchment | |||
| 33 | Tribal Corpse (Fresh) | Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe. | ||
| 34 | Tribal Corpse (Rotting) | Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe. | ||
| 35 | Tribal Skeleton | Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe. | ||
| 36 | Tribal Skull | Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe. |
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 2 | Apples | |||
| 3 | Beer Barrel | |||
| 4 | Bread | |||
| 5 | Cheese | |||
| 6 | Eggs | |||
| 7 | Fish | |||
| 8 | Pastries | |||
| 9 | Red Meat | |||
| 10 | Vegetables | |||
| 11 | White Meat | |||
| 12 | Wine |
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 7 | Aquarium | |||
| 8 | Bas Relief | Suited to use as a Panel. | ||
| 9 | Basin | |||
| 10 | Bath | |||
| 11 | Bed | |||
| 12 | Bench | |||
| 13 | Birdcage | |||
| 14 | Carpet | |||
| 15 | Casket | |||
| 16 | Chairs | |||
| 17 | Chest | |||
| 18 | Column/ s | |||
| 19 | Cupboard | |||
| 20 | Desk | |||
| 21 | Fountain | |||
| 22 | Idol | Suited to use as a Panel. | ||
| 23 | Iron Maiden | |||
| 24 | Manger | |||
| 25 | Mirror | |||
| 26 | Mosaic | Suited to use as a Panel. | ||
| 27 | Painting | Suited to use as a Panel. | ||
| 28 | Rack | |||
| 29 | Rack | |||
| 30 | Rugs | |||
| 31 | Screen | |||
| 32 | Shelving | |||
| 33 | Shrine | |||
| 34 | Sink | |||
| 35 | Stained Glass | Suited to use as a Panel. | ||
| 36 | Statue | |||
| 37 | Stocks | |||
| 38 | Table | |||
| 39 | Tapestry | Suited to use as a Panel. | ||
| 40 | Toilet | |||
| 41 | Wardrobe | |||
| 42 | Workbench |
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 3 | Brick | |||
| 4 | Bronze | |||
| 5 | Copper | |||
| 6 | Flint | |||
| 7 | Glass | |||
| 8 | Gold | |||
| 9 | Gold Leaf | |||
| 10 | Hardwood | |||
| 11 | Iron | |||
| 12 | Marble | |||
| 13 | Mud | |||
| 14 | Oil | |||
| 15 | Silver | |||
| 16 | Slate | |||
| 17 | Timbers | |||
| 18 | Wood |
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 12 | Axe | |||
| 13 | Backpack | |||
| 14 | Barrel | |||
| 15 | Basin | |||
| 16 | Blankets | |||
| 17 | Boardgame | Suited to use as a Panel. | ||
| 18 | Boots | |||
| 19 | Bottles | |||
| 20 | Bowls | |||
| 21 | Boxes | |||
| 22 | Branding Iron | |||
| 23 | Broken Glass | |||
| 24 | Brush | |||
| 25 | Bucket | |||
| 26 | Bundle | |||
| 27 | Candles | |||
| 28 | Cards | |||
| 29 | Cloak | |||
| 30 | Coins | |||
| 31 | Comb | |||
| 32 | Crates | |||
| 33 | Cutlery | |||
| 34 | Dice | |||
| 35 | Dishes | |||
| 36 | Dress | |||
| 37 | Flask | |||
| 38 | Flints | |||
| 39 | Fur/ Pelts | |||
| 40 | Hammers | |||
| 41 | Hourglass | Suited to use as a Panel. | ||
| 42 | Jars | |||
| 43 | Ladder | |||
| 44 | Lamp | |||
| 45 | Lantern | |||
| 46 | Lantern Oil | |||
| 47 | Manacles | |||
| 48 | Memento | |||
| 49 | Nails | |||
| 50 | Oil (Scented) | |||
| 51 | Oil Paints | |||
| 52 | Paint | |||
| 53 | Palette | |||
| 54 | Pans | |||
| 55 | Parchment | |||
| 56 | Pincers | |||
| 57 | Plates | |||
| 58 | Potter's Wheel | |||
| 59 | Pottery | |||
| 60 | Rope 10' | |||
| 61 | Rope 50' | |||
| 62 | Saw | |||
| 63 | Scroll | |||
| 64 | Shackles | |||
| 65 | Spinning Wheel | |||
| 66 | Straw (Bale) | |||
| 67 | Torches | |||
| 68 | Towels | |||
| 69 | Tunic | |||
| 70 | Vase | |||
| 71 | Vines | |||
| 72 | Waterclock |
| No. | Title | Image | Type Of Feature | Effect/ s |
|---|---|---|---|---|
| 4 | Bloodcurdling | |||
| 5 | Blood-Drenched | |||
| 6 | Burning | |||
| 7 | Churning | |||
| 8 | Crackle | |||
| 10 | Crawling | |||
| 11 | Creeping | |||
| 12 | Fizzing | |||
| 13 | Freezing | |||
| 14 | Frothing | |||
| 15 | Mouthwatering | |||
| 16 | Odour | |||
| 17 | Perfumed | |||
| 18 | Popping | |||
| 19 | Sickening | |||
| 20 | Smoke | |||
| 21 | Smouldering | |||
| 22 | Spinechilling | |||
| 23 | Spinetingling | |||
| 24 | Stench |

The Manifests for each Tribe and the various Types of Monsters are set out to make it easy to quickly set up and start playing. Players or GMs can mark copies of the Manifests to keep track of units.
When rolling on the Manifests a Modifier is usually applied that takes account of the Type of Complex. This allows players to meet a wide variety of opponents at any point in an adventure.
Each unit can be marked to indicate when it has made an appearance or carried out a Preferred Action.
While exploring a Complex Adventurers can expect to encounter each unit within a Tribal Table at some stage, unless they Reveal every Chamber that can contain Occupants before completing the entire Manifest. Once encountered, each particular unit, (or group of units where multiple Monsters are indicated), will not appear again within the same Complex unless the Complex is Replenished/ Reinforced or a particular Raised or Summoned.
Players and GMs can take a flexible approach to Manifests and mix elements from different Manifests to create more varied Complexes.
Magic items listed within the Manifests are usually ready to use, including items such as a Medusa's Mirror, which contains a single 'trapped' Gaze when a 4, 5 or 6 is rolled on a D6 when the item is brought into play.
Any currency or Treasure listed as a Preferred Action that's called upon during play is available in addition to any currency or Treasure allocated to groups of units within a Manifest.
Spells and Rituals shown as Preferred Actions in the form of Honours, e.g. Sacred Dagger, Triskel or Triquetra, can be selected or rolled randomly with a D6 at each level required.
Units displaying a Triquetra may use any Ritual as a Preferred Action. However, those displaying a Triskel will usually only use Spells unless a Ritual is named specifically as a Preferred Action within the relevant Manifest. Clearly, GMs can select which Rituals are available to particular units.
The different roles of the members of a Tribe can be identified and fleshed-out by matching the range of icons shown within a Tribe's Manifest to particular Occupations. Occupations offer a general outline of the type of opponents Adventurers encounter. There are plenty of other Occupations which can be matched to opponents. Being linked to an Occupation doesn't limit a unit to the skills sets out in the Manifests.
Occupations are not Honours. The combination of skills an Occupation happens to be linked to sets out a unit's Preferred Actions within the Manifests, rather than the Occupation itself. Adventurers do not need to adopt a specific Occupation, as Occupations have no set in-game value value.
When an Occupation matching the Title assigned to an Honour appears in the Encounter Manifests, the Occupation does indicate the presence of any linked Honour. For example, an Inquisitor's Preferred Actions do not include a set of Tongs, because, while Inquisitors can use this Honour-related skill, it's unlikely to be among their first choices of action when encountering a group of Adventurers.
Along similar lines, some Occupations that match the name of an Honour involve units with Preferred Actions including Honours. For instance, a unit titled as a High Priestess or a Librarian may have the skills of an Archmage but without choosing the Occupation of an Archmage.
The mythologies of many Tribes tell of an ancient race of great power. Translations of ancient texts suggest that they may have been referred to as 'The Spines of the Dragon'. Some Tribes remember them as Daemons, while others see them as flawed heroes or some kind of Demigods. The earliest references describe them as 'forces of nature'. Their presence in the past is supported by the firm belief that the Starchambers and Altars at the heart of many Complexes are part of their legacy. Whether or not any of the Ancients still survive is unknown but rumours persist and documents and artefacts thought to have belonged to them are highly prized.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected in its place.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Fly/ Wings | Battle Shield/ Shield (5) | 2 Jewels/ 2 Brilliants | Hands | Luck/ Rosette | Resistance/ Shen Ring |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | |||||
| 3 | |||||
| 4 | |||||
| 5 | |||||
| 6 | |||||
| 7 | |||||
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Fly/ Wings | Battle Shield/ Shield (5) | 2 Jewels/ 2 Brilliants | Hands | Luck/ Rosette | Resistance/ Shen Ring |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Black | Mage/ Triskel | Mage/ Triskel | Hands | 4 |
| 9 | Black | Mage/ Triskel | Mage/ Triskel | Hands | 4 |
| 10 | Red | Mage/ Triskel | Mage/ Triskel | Hands | 4 |
| 11 | Red | Mage/ Triskel | Mage/ Triskel | Hands | 4 |
| 12 | Orange | Mage/ Triskel | Mage/ Triskel | Hands | 4 |
| 13 | Orange | Mage/ Triskel | Mage/ Triskel | Hands | 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Fly/ Wings | Warrior's Shield/ Shield (7) | 3 Jewels/ 3 Brilliants | Hands | Luck/ Rosette | Resistance/ Shen Ring |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Yellow | Ancient Torch/ Jewelled Torch | Mage/ Triskel | Hands | 5 |
| 15 | Yellow | Ancient Torch/ Jewelled Torch | Mage/ Triskel | Hands | 5 |
| 16 | Green | Ancient Dagger/ Jewelled Dagger | Mage/ Triskel | Hands | 5 |
| 17 | Green | Ancient Dagger/ Jewelled Dagger | Mage/ Triskel | Hands | 5 |
| 18 | Blue | Ancient Wand/ Jewelled Wand: Star-Tipped | Archmage/ Triquetra | Hands | 5 |
| 19 | Blue | Ancient Wand/ Jewelled Wand: Star-Tipped | Archmage/ Triquetra | Hands | 5 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Fly/ Wings | Warrior's Shield/ Shield (7) | 5 Jewels/ 5 Brilliants | Hands | Luck/ Rosette | Resistance/ Shen Ring |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Indigo | Talisman | Archmage/ Triquetra | Stellar Adze | 5 |
| 21 | Indigo | Talisman | Archmage/ Triquetra | Stellar Adze | 5 |
| 22 | Purple | Talisman | Archmage/ Triquetra | Stellar Adze | 5 |
| 23 | Purple | Talisman | Archmage/ Triquetra | Stellar Adze | 5 |
| 24 | White | Talisman | Archmage/ Triquetra | Stellar Adze | 5 |
| 25 | White | Talisman | Archmage/ Triquetra | Stellar Adze | 5 |
Barbarians typically occupy wilderness territories where they can live freely as hunter-gatherers. They have little interest in either raiding or capturing farmland but do engage in regular conflict with Tribes that pass through or attempt to capture areas that Barbarians consider as their own. They use bases and underground caverns not because they wish to but to trade and to defend themselves. They are, perhaps, the least aggressive of the Hostile Tribes and have been known to escort other Tribes from their territory rather than attacking immediately.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Double Axe | Climbing/ Tiger's Claw | Strength/ Portcullis | |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Slave | Alarm/ Bell | |||
| 3 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | |
| 4 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 1 - 1 |
| 5 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 1 - 1 |
| 6 | Hunter | Hunting/ Hunting Horn | Spear | Double Axe | 1 - 1 |
| 7 | Hunter | Hunting/ Hunting Horn | Spear | Double Axe | 1 - 1 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | 3 Gems | Double Axe | Climbing/ Tiger's Claw | Strength/ Portcullis |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Smuggler | Gift/ Keg | Dagger | Dagger | 2 - 2 |
| 9 | Blacksmith | Hammer | Double Axe | Double Axe | 2 - 2 |
| 10 | Mercenary | Longsword/ Sword (4) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 - 2 |
| 11 | Scout | Quick Juice/ Potion Label: Horseshoe | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | 2 - 2 |
| 12 | Thief | Dagger | Dagger | Double Axe | 3 - 3 |
| 13 | Sorcerer | Fireworks/ Firework | Meteor/ Meteor (3) | Double Axe | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 2 Jewels/ 2 Brilliants | Double Axe | Climbing/ Tiger's Claw | Strength/ Portcullis |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Sorcerer | Starburst | Lightning/ Lightning Bolt (1) | Double Axe | 3 - 3 |
| 15 | Tomb Robber | Gift/ Gem | Spider's Glue/ Potion Label: Spider | Double Axe | 3 - 3 |
| 16 | Tomb Robber | Gift/ Gem | Spider's Glue/ Potion Label: Spider | Double Axe | 3 - 3 |
| 17 | Marksman | Diamondtip/ Jewelled Arrow (Straight Flights) | Diamondtip/ Jewelled Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | 4 - 4 |
| 18 | Marksman | Diamondtip/ Jewelled Arrow (Straight Flights) | Diamondtip/ Jewelled Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | 4 - 4 |
| 19 | Magician | Wizard/ Wand: Star-Tipped | Wizard/ Wand: Star-Tipped | Wizard/ Wand: Star-Tipped | 4 - 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Battle Shield/ Shield (5) | 3 Jewels/ 3 Brilliants | Double Axe | Climbing/ Tiger's Claw | Strength/ Portcullis |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Magician | Wizard/ Wand: Star-Tipped | Wizard/ Wand: Star-Tipped | Wizard/ Wand: Star-Tipped | 5 - 5 |
| 21 | Storm Guard | Skullsplitter/ Jewelled Battle Axe | Skullsplitter/ Jewelled Battle Axe | Lightning/ Lightning Bolt (1) | 5 - 5 |
| 22 | Storm Guard | Skullsplitter/ Jewelled Battle Axe | Skullsplitter/ Jewelled Battle Axe | Lightning/ Lightning Bolt (1) | 5 - 5 |
| 23 | Bounty Hunter | Bounty Hunter/ Shacklebolt | Bloodaxe/ Jewelled Double Axe | Bloodaxe/ Jewelled Double Axe | 5 - 5 |
| 24 | Warlord | Clarion/ Clarion | Runesword/ Jewelled Sword (4) | Runesword/ Jewelled Sword (4) | 5 - 5 |
| 25 | Adversary | Whirlwind (6) | Mist/ Cloud (4) | Necromancer/ Sacred Dagger | 5 - 5 |
The Brethren are reputed to be members of a secret cult or sect, which seeks to recover relics from the distant past. They want be trying to unlock the powers of the Ancients. Some suggest that the Brethren represent the remnants of an ancient race. In either case their intentions remain unknown. The few documents and contacts available portray them as powerful warriors and gifted spellcasters.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | Harpoon | Resistance/ Shen Ring | Hunting/ Hunting Horn | |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Slave | Alarm/ Bell | |||
| 3 | Slave | Alarm/ Bell | |||
| 4 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | |
| 5 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | |
| 6 | Tomb Robber | Gift/ Gem | Spider's Glue/ Potion Label: Spider | Harpoon | 3 - 3 |
| 7 | Tomb Robber | Gift/ Gem | Spider's Glue/ Potion Label: Spider | Harpoon | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 2 Jewels/ 2 Brilliants | Harpoon | Resistance/ Shen Ring | Hunting/ Hunting Horn |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Follower | Fireworks/ Firework | Fireworks/ Firework | Harpoon | 3 - 3 |
| 9 | Follower | Lightning/ Lightning Bolt (1) | Lightning/ Lightning Bolt (1) | Harpoon | 3 - 3 |
| 10 | Follower | Moonlight/ Crescent | Moonlight/ Crescent | Harpoon | 3 - 3 |
| 11 | Follower | Meteor/ Meteor (3) | Meteor/ Meteor (3) | Harpoon | 3 - 3 |
| 12 | Follower | Starburst | Starburst | Harpoon | 3 - 3 |
| 13 | Follower | Mesmerise/ Spiral | Mesmerise/ Spiral | Harpoon | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Warrior's Shield/ Shield (7) | 2 Jewels/ 2 Brilliants | Harpoon | Resistance/ Shen Ring | Hunting/ Hunting Horn |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Disciple | Drain/ Scythe | Drain/ Scythe | Harpoon | 4 - 4 |
| 15 | Disciple | Fear/ Skull | Fear/ Skull | Harpoon | 4 - 4 |
| 16 | Disciple | Frostbite/ Snowflake | Frostbite/ Snowflake | Harpoon | 4 - 4 |
| 17 | Disciple | Dagger - Poison/ Dagger - Tears (3) | Dagger - Poison/ Dagger - Tears (3) | Harpoon | 4 - 4 |
| 18 | Disciple | Animate/ Bone | Animate/ Bone | Harpoon | 4 - 4 |
| 19 | Disciple | Web | Web | Harpoon | 4 - 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Warrior's Shield/ Shield (7) | 4 Jewels/ 4 Brilliants | Harpoon | Resistance/ Shen Ring | Hunting/ Hunting Horn |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Brethren | Cauldron | Cauldron | Harpoon | 5 - 5 |
| 21 | Brethren | Commune/ Censer | Commune/ Censer | Harpoon | 5 - 5 |
| 22 | Brethren | Chain Lightning/ Lightning Bolt (2) | Chain Lightning/ Lightning Bolt (2) | Harpoon | 5 - 5 |
| 23 | Brethren | Swarm/ Hive | Swarm/ Hive | Harpoon | 5 - 5 |
| 24 | Brethren | Mist/ Cloud (4) | Mist/ Cloud (4) | Harpoon | 5 - 5 |
| 25 | Brethren | Whirlwind (6) | Whirlwind (6) | Harpoon | 5 - 5 |
Corsairs' bases are generally confined to coastal regions but they have been known to venture inland to secure mines and raid settlements. They pride themselves on answering to no authority and competing groups often clash and feud. Some form settled communities and these tend to attract a variety of thieves and outlaws. In some cases their numbers are swelled by the use of press-gangs. The result is a range of skills capable of presenting their enemies with considerable problems. Experienced Corsairs are known to use Witch's Lanterns to Lure Monsters from their Caverns and lead them towards the Corsairs' opponents.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Scimitar | Fishing/ Fishhook | Diving/ Seashell | |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Guard | Scimitar | Scimitar | Alarm/ Bell | 0 |
| 3 | Guard | Scimitar | Scimitar | Alarm/ Bell | 0 |
| 4 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 1 - 1 |
| 5 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 1 - 1 |
| 6 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | 1 - 1 |
| 7 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | 1 - 1 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | Jewel/ Brilliant | Scimitar | Fishing/ Fishhook | Diving/ Seashell |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Smuggler | Gift/ Keg | Dagger | Dagger | 2 - 2 |
| 9 | Mercenary | Longsword/ Sword (4) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 - 2 |
| 10 | Thief | Dagger | Dagger | Scimitar | 2 - 2 |
| 11 | Coxswain | Whiteroot/ Potion Label: Cross | Scimitar | Scimitar | 2 - 2 |
| 12 | Sorcerer | Fireworks/ Firework | Meteor/ Meteor (3) | Scimitar | 2 - 2 |
| 13 | Sorcerer | Starburst | Lightning/ Lightning Bolt (1) | Scimitar | 2 - 2 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 2 Jewels/ 2 Brilliants | Scimitar | Fishing/ Fishhook | Diving/ Seashell |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Merchant | Chest | Alarm/ Bell | Alarm/ Bell | 3 - 3 |
| 15 | Acolyte | Web | Frostbite/ Snowflake | Animate/ Bone | 3 - 3 |
| 16 | Acolyte | Fear/ Skull | Alarm/ Bell | Drain/ Scythe | 3 - 3 |
| 17 | Spy | Blowpipe - Poison/ Dart - Tears (3) | Document: Scroll | Scimitar | 4 - 4 |
| 18 | Wrecker | Witch's Lantern/ Jewelled Lantern | Witch's Lantern/ Jewelled Lantern | Scimitar | 4 - 4 |
| 19 | Wrecker | Witch's Lantern/ Jewelled Lantern | Witch's Lantern/ Jewelled Lantern | Scimitar | 4 - 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Battle Shield/ Shield (5) | 3 Jewels/ 3 Brilliants | Scimitar | Fishing/ Fishhook | Diving/ Seashell |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Marksman | Diamondtip/ Jewelled Arrow (Straight Flights) | Diamondtip/ Jewelled Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | 4 - 4 |
| 21 | Storm Guard | Skullsplitter/ Jewelled Battle Axe | Skullsplitter/ Jewelled Battle Axe | Lightning/ Lightning Bolt (1) | 5 - 5 |
| 22 | Storm Guard | Skullsplitter/ Jewelled Battle Axe | Skullsplitter/ Jewelled Battle Axe | Lightning/ Lightning Bolt (1) | 5 - 5 |
| 23 | Necromancer | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | 5 - 5 |
| 24 | Captain | Hook | Runesword/ Jewelled Sword (4) | Runesword/ Jewelled Sword (4) | 5 - 5 |
| 25 | Adversary | Whirlwind (6) | Mist/ Cloud (4) | Necromancer/ Sacred Dagger | 5 - 5 |
Dark Elves are feared and respected by all Tribes. They are usually quite tall and slender, while at the same time tough and sinewy. Most are tutored in both magic and combat from an early age and live far below the surface until mature. They have access to powerful magic items and many are expert spellcasters. Even their Slaves appear capable of looking after themselves and any Complex occupied by Dark Elves represents a serious challenge.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Hand Bow/ Quarrel (Curved Flights) | Disguise/ Mask | Resistance/ Shen Ring | |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Slave | Alarm/ Bell | |||
| 3 | Slave | Alarm/ Bell | |||
| 4 | Slave | Alarm/ Bell | |||
| 5 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | |
| 6 | Guard | Alarm/ Bell | Longsword/ Sword (4) | Hand Bow/ Quarrel (Curved Flights) | 2 - 2 |
| 7 | Guard | Alarm/ Bell | Longsword/ Sword (4) | Hand Bow/ Quarrel (Curved Flights) | 2 - 2 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | Jewel/ Brilliant | Hand Bow/ Quarrel (Curved Flights) | Disguise/ Mask | Resistance/ Shen Ring |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Smuggler | Gift/ Keg | Dagger | Dagger | 3 - 3 |
| 9 | Mercenary | Longsword/ Sword (4) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 3 - 3 |
| 10 | Acolyte | Web | Frostbite/ Snowflake | Animate/ Bone | 3 - 3 |
| 11 | Acolyte | Fear/ Skull | Alarm/ Bell | Drain/ Scythe | 3 - 3 |
| 12 | Alchemist | Potion/ Potion Label | Alarm/ Bell | Hand Bow/ Quarrel (Curved Flights) | 3 - 3 |
| 13 | Thief | Dagger | Dagger | Hand Bow/ Quarrel (Curved Flights) | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Battle Shield/ Shield (5) | 2 Jewels/ 2 Jewels | Hand Bow/ Quarrel (Curved Flights) | Disguise/ Mask | Resistance/ Shen Ring |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Merchant | Chest | Alarm/ Bell | Alarm/ Bell | 4 - 4 |
| 15 | Spy | Blowpipe - Poison/ Dart - Tears (3) | Document: Scroll | Hand Bow/ Quarrel (Curved Flights) | 4 - 4 |
| 16 | Necromancer | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | 4 - 4 |
| 17 | Blood Guard | Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) | Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) | Fear/ Skull | 4 - 4 |
| 18 | Blood Guard | Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) | Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) | Fear/ Skull | 4 - 4 |
| 19 | Priestess | Mage/ Triskel | Mage/ Triskel | Mage/ Triskel | 4 - 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Warrior's Shield/ Shield (7) | 5 Jewels/ 5 Brilliants | Hand Bow/ Quarrel (Curved Flights) | Disguise/ Mask | Resistance/ Shen Ring |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Bounty Hunter | Bounty Hunter/ Shacklebolt | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | 5 - 5 |
| 21 | Assassin | Assassin - Poison/ Hira-Shuriken - Tears (3) | Assassin - Poison/ Hira-Shuriken - Tears (3) | Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) | 5 - 5 |
| 22 | Mage | Cloudberry Juice/ Potion Label: Cloud (4) | Mage/ Triskel | Mage/ Triskel | 5 - 5 |
| 23 | Archmage | Staff of Destruction/ Jewelled Staff | Archmage/ Triquetra | Archmage/ Triquetra | 5 - 5 |
| 24 | High Priest | Demon's Blade/ Jewelled Sacred Dagger | Demon's Blade/ Jewelled Sacred Dagger | Mage/ Triskel | 5 - 5 |
| 25 | High Priestess | Rod of Ruin/ Jewelled Rod | Rod of Ruin/ Jewelled Rod | Archmage/ Triquetra | 5 - 5 |
Demonspawn are foul tempered, devious and above all thoroughly aggressive. They are, to varying degrees, part human and part Daemon but the origins of this union are unknown. Even those with little experience don't seem to know when they are beaten. Fortunately, their enthusiasm for deadly Pit Fights probably prevents them from becoming a major threat. Those who survive such combats eventually become formidable opponents.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Hoofed/ Horseshoe | Classic Shield/ Shield (3) | Ingot | Mace | Immunity/ Trefoil | Courage/ Thistle |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Guard | Mace | Jaws / Bottom Jaw: Teeth | Alarm/ Bell | 0 |
| 3 | Guard | Mace | Claws/ Claws (3) | Alarm/ Bell | 0 |
| 4 | Guard | Mace | Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) | Alarm/ Bell | 0 |
| 5 | Guard | Mace | Tentacles (2) | Alarm/ Bell | 1 - 1 |
| 6 | Guard | Mace | Spores/ Spore | Alarm/ Bell | 1 - 1 |
| 7 | Guard | Mace | Horns | Alarm/ Bell | 1 - 1 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Hoofed/ Horseshoe | Classic Shield/ Shield (3) | 4 Gems | Mace | Immunity/ Trefoil | Courage/ Thistle |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Mercenary | Longsword/ Sword (4) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 - 2 |
| 9 | Mercenary | Longsword/ Sword (4) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 - 2 |
| 10 | Acolyte | Frostbite/ Snowflake | Jaws / Bottom Jaw: Teeth | Animate/ Bone | 2 - 2 |
| 11 | Acolyte | Fear/ Skull | Claws/ Claws (3) | Drain/ Scythe | 2 - 2 |
| 12 | Acolyte | Fear/ Skull | Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) | Web | 2 - 2 |
| 13 | Blacksmith | Hammer | Horns | Mace | 2 - 2 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Hoofed/ Horseshoe | Full Shield/ Shield (4) | 4 Gems | Mace | Immunity/ Trefoil | Courage/ Thistle |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Alchemist | Potion/ Potion Label | Alarm/ Bell | Mace | 3 - 3 |
| 15 | Alchemist | Potion/ Potion Label | Alarm/ Bell | Mace | 3 - 3 |
| 16 | Blood Guard | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | Spores/ Spore | Fear/ Skull | 3 - 3 |
| 17 | Blood Guard | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | Tentacles (4) | Fear/ Skull | 3 - 3 |
| 18 | Pitfighter | Trident - Net/ Trident | Claws/ Claws (3) | Mace | 3 - 3 |
| 19 | Pitfighter | Trident - Net/ Trident | Horns | Mace | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Hoofed/ Horseshoe | Battle Shield/ Shield (5) | 2 Jewels/ 2 Brilliants | Mace | Immunity/ Trefoil | Courage/ Thistle |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Pitfighter | Trident - Net/ Trident | Jaws / Bottom Jaw: Teeth | Mace | 4 - 4 |
| 21 | Pitfighter | Trident - Net/ Trident | Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) | Mace | 4 - 4 |
| 22 | Assassin | Assassin - Poison/ Hira-Shuriken - Tears (3) | Claws/ Claws (3) | Blowpipe - Poison/ Dart - Tears (3) | 5 - 5 |
| 23 | Necromancer | Necromancer/ Sacred Dagger | Tentacles (6) | Necromancer/ Sacred Dagger | 5 - 5 |
| 24 | Battlemaster | Malachite Mace/ Jewelled Mace | Spores/ Spore | Malachite Mace/ Jewelled Mace | 5 - 5 |
| 25 | Adversary | Whirlwind (6) | Horns | Necromancer/ Sacred Dagger | 5 - 5 |
While tough and reliable, Dwarves can also be greedy and extremely stubborn. Their size and stature should not allow one to make the mistake of underestimating them. They are well-drilled, determined and skilful opponents with great expertise in fighting within enclosed spaces. They are usually hospitable to other generally Peaceful Tribes and form reliable alliances. At the same time, they have an enduring enmity towards their traditional foes, including Orcs, Goblins and Dark Elves.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | 2 Gems | Warhammer | Immunity/ Trefoil | Mining/ Pickaxe |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Miner | Pickaxe | Warhammer | Alarm/ Bell | 2 |
| 3 | Miner | Pickaxe | Warhammer | Alarm/ Bell | 2 |
| 4 | Miner | Pickaxe | Warhammer | Alarm/ Bell | 2 |
| 5 | Guard | Warhammer | Warhammer | Alarm/ Bell | 2 |
| 6 | Guard | Warhammer | Warhammer | Alarm/ Bell | 2 |
| 7 | Guard | Warhammer | Warhammer | Alarm/ Bell | 2 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | 3 Gems | Warhammer | Immunity/ Trefoil | Mining/ Pickaxe |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Blacksmith | Hammer | Warhammer | Warhammer | 3 |
| 9 | Trader | Chest | Alarm/ Bell | Warhammer | 3 |
| 10 | Smuggler | Gift/ Keg | Dagger | Dagger | 3 |
| 11 | Sergeant | Whiteroot/ Potion Label: Cross | Warhammer | Warhammer | 3 |
| 12 | Quartermaster | Barrel | Warhammer | Warhammer | 3 |
| 13 | Goldsmith | Ingot | Warhammer | Warhammer | 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 4 Gems | Warhammer | Immunity/ Trefoil | Mining/ Pickaxe |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Jeweller | D6 Jewels/ D6 Brilliants | Warhammer | Warhammer | 3 |
| 15 | Cleric | Sunshine/ Sun | Heal/ Cross | Warhammer | 3 |
| 16 | Cleric | Sunshine/ Sun | Heal/ Cross | Warhammer | 4 |
| 17 | Sorcerer | Fireworks/ Firework | Meteor/ Meteor (3) | Warhammer | 4 |
| 18 | Sorcerer | Starburst | Lightning/ Lightning Bolt (1) | Warhammer | 4 |
| 19 | Priestess | Mage/ Triskel | Mage/ Triskel | Mage/ Triskel | 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Battle Shield/ Shield (5) | 3 Jewels/ 3 Brilliants | Warhammer | Immunity/ Trefoil | Mining/ Pickaxe |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Honour Guard | Runesword/ Jewelled Sword (4) | Runesword/ Jewelled Sword (4) | Myrmidon's Spear/ Jewelled Spear | 5 |
| 21 | Honour Guard | Runesword/ Jewelled Sword (4) | Runesword/ Jewelled Sword (4) | Myrmidon's Spear/ Jewelled Spear | 5 |
| 22 | Captain | Warpaint/ Potion Label: Thistle | Magic Warhammer/ Jewelled Warhammer | Magic Warhammer/ Jewelled Warhammer | 5 |
| 23 | Battlemaster | Magic Warhammer/ Jewelled Warhammer | Magic Warhammer/ Jewelled Warhammer | Magic Warhammer/ Jewelled Warhammer | 5 |
| 24 | Prince | Eagle Dust/ Potion Label: Wing | Treasure Chest | Magic Warhammer/ Jewelled Warhammer | 5 |
| 25 | Princess | Liquid Sunshine/ Potion Label: Sun | Gift/ Jewellery | Magic Warhammer/ Jewelled Warhammer | 5 |
Few Elves choose to live in underground Complexes but many have to due to the part Complexes play in conflicts against Hostile Tribes. It may be necessary to seize an area outwith their forests for strategic purposes, including the protection of their forests. Alternatively, the forests they occupy may have been burned and protecting fresh plantations calls for the defences offered by large Complexes. Due to such circumstances most of the Elves encountered underground are battle-hardened and capable of using both weapons and magic in their defence.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Gem | Composite Bow/ Arrow (Curved Flights | Climbing/ Tiger's Claw | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Guard | Composite Bow/ Arrow (Curved Flights) | Longsword/ Sword (4) | Alarm/ Bell | 2 |
| 3 | Guard | Composite Bow/ Arrow (Curved Flights) | Longsword/ Sword (4) | Alarm/ Bell | 2 |
| 4 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 |
| 5 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 |
| 6 | Hunter | Hunting/ Hunting Horn | Spear | Spear | 2 |
| 7 | Hunter | Hunting/ Hunting Horn | Spear | Spear | 2 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | Jewel/ Brilliant | Composite Bow/ Arrow (Curved Flights) | Climbing/ Tiger's Claw | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Healer | Heal/ Cross | Whitewater/ Chalice | Composite Bow/ Arrow (Curved Flights) | 3 |
| 9 | Herald | Trumpet | Document: Scroll | Composite Bow/ Arrow (Curved Flights) | 3 |
| 10 | Scout | Quick Juice/ Potion Label: Horseshoe | Longsword/ Sword (4) | Composite Bow/ Arrow (Curved Flights) | 3 |
| 11 | Scout | Quick Juice/ Potion Label: Horseshoe | Longsword/ Sword (4) | Composite Bow/ Arrow (Curved Flights) | 3 |
| 12 | Sorcerer | Fireworks/ Firework | Meteor/ Meteor (3) | Composite Bow/ Arrow (Curved Flights) | 3 |
| 13 | Sorcerer | Starburst | Lightning/ Lightning Bolt (1) | Composite Bow/ Arrow (Curved Flights) | 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 2 Jewels/ 2 Brilliants | Composite Bow/ Arrow (2) | Climbing/ Tiger's Claw | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Silversmith | Ingot | Longsword/ Sword (4) | Composite Bow/ Arrow (Curved Flights) | 4 |
| 15 | Jeweller | D6 Jewels/ D6 Brilliants | Composite Bow/ Arrow (2) | Composite Bow/ Arrow (Curved Flights) | 4 |
| 16 | Merchant | Chest | Alarm/ Bell | Ancient Arrow/ Jewelled Arrow (Curved Flights) | 4 |
| 17 | Seer | Seer/ Orb | Seer/ Orb | Seer/ Orb | 4 |
| 18 | Magician | Wizard/ Wand: Star-Tipped | Wizard/ Wand: Star-Tipped | Wizard/ Wand: Star-Tipped | 4 |
| 19 | Bard | Calm/ Tambourine | Ancient Arrow/ Jewelled Arrow (Curved Flights) | Ancient Dagger/ Jewelled Dagger | 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Battle Shield/ Shield (5) | 4 Jewels/ 4 Brilliants | Composite Bow/ Arrow (Curved Flights) | Climbing/ Tiger's Claw | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Ranger | Lure/ Hawk's Lure | Myrmidon's Spear/ Jewelled Spear | Ancient Arrow/ Jewelled Arrow (Curved Flights) | 5 |
| 21 | Paladin | Holy Lance/ Jewelled Lance | Holy Lance/ Jewelled Lance | Ancient Arrow/ Jewelled Arrow (Curved Flights) | 5 |
| 22 | Defender | Defender/ Fleur De Lis | Heal/ Cross | Runesword/ Jewelled Sword (4) | 5 |
| 23 | Mage | Cloudberry Juice/ Potion Label: Cloud (4) | Mage/ Triskel | Mage/ Triskel | 5 |
| 24 | Librarian | Document: Enchanted Book | Hands | Archmage/ Triquetra | 5 |
| 25 | Archmage | Staff of Destruction/ Jewelled Staff | Archmage/ Triquetra | Archmage/ Triquetra | 5 |
Goblins are treacherous, scheming and plain greedy. Even Hostile Tribes would prefer to avoid mixing with them. However, they are often used to bulk-out Hostile armies, because they are easy to intimidate and, generally, brighter than Orcs. Few are capable of effective spellcasting and their Complexes would be easy targets but for the skills of some of their Leaders.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Morning Star | Mend/ Hammer | Unlock/ Key | |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Slave | Alarm/ Bell | |||
| 3 | Slave | Alarm/ Bell | |||
| 4 | Slave | Alarm/ Bell | |||
| 5 | Guard | Morning Star | Morning Star | Alarm/ Bell | 0 |
| 6 | Guard | Morning Star | Morning Star | Alarm/ Bell | 0 |
| 7 | Guard | Morning Star | Morning Star | Alarm/ Bell | 0 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Ingot | Morning Star | Mend/ Hammer | Unlock/ Key |
Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Guard | Morning Star | Morning Star | Alarm/ Bell | 1 - 1 |
| 9 | Guard | Morning Star | Morning Star | Alarm/ Bell | 1 - 1 |
| 10 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 1 - 1 |
| 11 | Archer | Longbow/ Arrow (Straight Flights) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 1 - 1 |
| 12 | Hunter | Hunting/ Hunting Horn | Spear | Morning Star | 1 - 1 |
| 13 | Hunter | Hunting/ Hunting Horn | Spear | Morning Star | 1 - 1 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | 4 Gems | Morning Star | Mend/ Hammer | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Trader | Chest | Alarm/ Bell | Morning Star | 2 - 2 |
| 15 | Spy | Blowpipe - Poison/ Dart - Tears (3) | Document: Scroll | Morning Star | 2 - 2 |
| 16 | Mercenary | Longsword/ Sword (4) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 - 2 |
| 17 | Mercenary | Longsword/ Sword (4) | Longbow/ Arrow (Straight Flights) | Alarm/ Bell | 2 - 2 |
| 18 | Acolyte | Web | Frostbite/ Snowflake | Animate/ Bone | 3 - 3 |
| 19 | Acolyte | Fear/ Skull | Alarm/ Bell | Drain/ Scythe | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | Jewel/ Brilliant | Morning Star | Mend/ Hammer | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Sorcerer | Fireworks/ Firework | Meteor/ Meteor (3) | Morning Star | 3 - 3 |
| 21 | Sorcerer | Starburst | Lightning/ Lightning Bolt (1) | Morning Star | 3 - 3 |
| 22 | Necromancer | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | 4 - 4 |
| 23 | Chieftain | Myrmidon's Spear/ Jewelled Spear | Myrmidon's Spear/ Jewelled Spear | Monster Blood/ Potion Label: Claw | 4 - 4 |
| 24 | Battlemaster | Skullbreaker/ Jewelled Morning Star | Skullbreaker/ Jewelled Morning Star | Skullbreaker/ Jewelled Morning Star | 4 - 4 |
| 25 | Warlord | Clarion | Runesword/ Jewelled Sword (4) | Runesword/ Jewelled Sword (4) | 4 - 4 |
Brute strength and great endurance should place Half Ogres among the most dangerous of opponents and they are certainly far from easy to defeat. It's also fair to say that they are much in demand among Hostile Leaders seeking to combine forces, as few of their potential allies will face up to them. Nevertheless, they can be defeated, as a lack of organisation and training costs them much of the advantage their strength should deliver. This is in part due to the gulf between a majority that are none too bright and a more intelligent but often deeply resented minority, which holds control through powerful witchcraft.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | Spiked Club | Mining/ Pickaxe | Strength/ Portcullis | |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Slave | Alarm/ Bell | |||
| 3 | Slave | Alarm/ Bell | |||
| 4 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | |
| 5 | Miner | Pickaxe | Spiked Club | Spiked Club | 1 - 1 |
| 6 | Miner | Pickaxe | Spiked Club | Spiked Club | 1 - 1 |
| 7 | Guard | Spiked Club | Spiked Club | Alarm/ Bell | 1 - 1 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 3 Gems | Spiked Club | Mining/ Pickaxe | Strength/ Portcullis |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Guard | Spiked Club | Spiked Club | Alarm/ Bell | 2 - 2 |
| 9 | Trader | Chest | Alarm/ Bell | Spiked Club | 2 - 2 |
| 10 | Blacksmith | Hammer | Spiked Club | Spiked Club | 2 - 2 |
| 11 | Acolyte | Web | Frostbite/ Snowflake | Animate/ Bone | 2 - 2 |
| 12 | Acolyte | Fear/ Skull | Alarm/ Bell | Drain/ Scythe | 2 - 2 |
| 13 | Thief | Dagger | Dagger | Spiked Club | 2 - 2 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | Jewel/ Brilliant | Spiked Club | Mining/ Pickaxe | Strength/ Portcullis |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Necromancer | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | 3 - 3 |
| 15 | Necromancer | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | 3 - 3 |
| 16 | Tomb Robber | Gift/ Gem | Spider's Glue/ Potion Label: Spider | Spiked Club | 3 - 3 |
| 17 | Tomb Robber | Gift/ Gem | Spider's Glue/ Potion Label: Spider | Spiked Club | 4 - 4 |
| 18 | Chieftain | Myrmidon's Spear/ Jewelled Spear | Myrmidon's Spear/ Jewelled Spear | Monster Blood/ Potion Label: Claw | 4 - 4 |
| 19 | Chieftain | Myrmidon's Spear/ Jewelled Spear | Myrmidon's Spear/ Jewelled Spear | Monster Blood/ Potion Label: Claw | 4 - 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Battle Shield/ Shield (5) | 2 Jewels/ 2 Brilliants | Spiked Club | Mining/ Pickaxe | Strength/ Portcullis |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Mage | Cloudberry Juice/ Potion Label: Cloud (4) | Mage/ Triskel | Mage/ Triskel | 5 - 5 |
| 21 | Witch | Witch's Lantern/ Jewelled Lantern | Witch's Lantern/ Jewelled Lantern | Mage/ Triskel | 5 - 5 |
| 22 | Witch | Medusa's Mirror/ Jewelled Hand Mirror | Medusa's Mirror/ Jewelled Hand Mirror | Mage/ Triskel | 5 - 5 |
| 23 | Witch | Predator's Mask/ Jewelled Mask | Predator's Mask/ Jewelled Mask | Mage/ Triskel | 5 - 5 |
| 24 | Witch | Cauldron | Cauldron | Mage/ Triskel | 5 - 5 |
| 25 | Warlord | Clarion | Runesword/ Jewelled Sword (4) | Runesword/ Jewelled Sword (4) | 5 - 5 |
Halfings can appear to be one of the weakest Tribal groupings and they are, perhaps, placed at a slight disadvantage when fighting outdoors. However, their speed and dexterity allows them to punch well above their height and weight. They have the further advantage of longevity, which results in their Leaders having plenty of experience that is often allied to the use of powerful magic items.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Gem | Catapult | Immunity/ Trefoil | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Miner | Pickaxe | Catapult | Catapult | 1 |
| 3 | Miner | Pickaxe | Catapult | Catapult | 1 |
| 4 | Guard | Catapult | Longsword/ Sword (4) | Alarm/ Bell | 1 |
| 5 | Guard | Catapult | Longsword/ Sword (4) | Alarm/ Bell | 2 |
| 6 | Trader | Chest | Alarm/ Bell | Catapult | 2 |
| 7 | Trader | Chest | Alarm/ Bell | Catapult | 2 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | 3 Gems | Catapult | Immunity/ Trefoil | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Healer | Heal/ Cross | Whitewater/ Chalice | Catapult | 2 |
| 9 | Blacksmith | Hammer | Catapult | Catapult | 2 |
| 10 | Alchemist | Potion/ Potion Label | Alarm/ Bell | Catapult | 2 |
| 11 | Scout | Quick Juice/ Potion Label: Horseshoe | Catapult | Catapult | 3 |
| 12 | Thief | Dagger | Dagger | Catapult | 3 |
| 13 | Goldsmith | Ingot | Catapult | Catapult | 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | 2 Jewels/ 2 Brilliants | Catapult | Immunity/ Trefoil | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Jeweller | D6 Jewels/ D6 Brilliants | Catapult | Catapult | 3 |
| 15 | Merchant | Chest | Alarm/ Bell | Alarm/ Bell | 3 |
| 16 | Spy | Blowpipe - Poison/ Dart - Tears (3) | Document: Scroll | Catapult | 3 |
| 17 | Sorcerer | Fireworks/ Firework | Meteor/ Meteor (3) | Catapult | 4 |
| 18 | Sorcerer | Starburst | Lightning/ Lightning Bolt (1) | Catapult | 4 |
| 19 | Priestess | Mage/ Triskel | Mage/ Triskel | Mage/ Triskel | 4 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 4 Jewels/ 4 Brilliants | Catapult | Immunity/ Trefoil | Unlock/ Key |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Defender | Fleur De Lis | Heal/ Cross | Runesword/ Jewelled Sword (4) | 5 |
| 21 | Mage | Cloudberry Juice/ Potion Label: Cloud (4) | Mage/ Triskel | Mage/ Triskel | 5 |
| 22 | Bard | Calm/ Tambourine | Calm/ Tambourine | Ancient Dagger/ Jewelled Dagger | 5 |
| 23 | Battlemaster | Ancient Catapult/ Jewelled Catapult | Ancient Catapult/ Jewelled Catapult | Ancient Catapult/ Jewelled Catapult | 5 |
| 24 | Librarian | Document: Enchanted Book | Hands | Archmage/ Triquetra | 5 |
| 25 | Archmage | Staff of Destruction/ Jewelled Staff | Archmage/ Triquetra | Archmage/ Triquetra | 5 |
Hobgoblins thrive on causing trouble and conflict whether dealing with enemies or temporary allies. Their habit of intimidating their underlings often allows them to escape heavy losses at the expense of their subordinates. As a result, they can accumulate experience in stages and in time become challenging opponents.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Twin Blade | Mend/ Hammer | Mining/ Pickaxe | |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Slave | Alarm/ Bell | 0 | ||
| 3 | Slave | Alarm/ Bell | 0 | ||
| 4 | Prisoner | Bound/ Cord | Bound/ Cord | Bound/ Cord | 0 |
| 5 | Miner | Pickaxe | Twin Blade | Alarm/ Bell | 0 |
| 6 | Miner | Pickaxe | Twin Blade | Alarm/ Bell | 1 - 1 |
| 7 | Guard | Twin Blade | Twin Blade | Alarm/ Bell | 1 - 1 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Classic Shield/ Shield (3) | 3 Gems | Twin Blade | Mend/ Hammer | Mining/ Pickaxe |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 8 | Guard | Twin Blade | Twin Blade | Alarm/ Bell | 1 - 1 |
| 9 | Blacksmith | Hammer | Twin Blade | Twin Blade | 2 - 2 |
| 10 | Trader | Chest | Alarm/ Bell | Twin Blade | 2 - 2 |
| 11 | Goldsmith | Ingot | Twin Blade | Twin Blade | 2 - 2 |
| 12 | Sorcerer | Fireworks/ Firework | Meteor/ Meteor (3) | Twin Blade | 3 - 3 |
| 13 | Sorcerer | Starburst | Lightning/ Lightning Bolt (1) | Twin Blade | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Full Shield/ Shield (4) | 2 Jewels/ 2 Brilliants | Twin Blade | Mend/ Hammer | Mining/ Pickaxe |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 14 | Quartermaster | Barrel | Twin Blade | Twin Blade | 3 - 3 |
| 15 | Spy | Blowpipe - Poison/ Dart - Tears (3) | Document: Scroll | Twin Blade | 3 - 3 |
| 16 | Blood Guard | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | Fear/ Skull | 3 - 3 |
| 17 | Blood Guard | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | Meteorite Bow/ Jewelled Quarrel (Curved Flights) | Fear/ Skull | 3 - 3 |
| 18 | Chieftain | Myrmidon's Spear/ Jewelled Spear | Myrmidon's Spear/ Jewelled Spear | Monster Blood/ Potion Label: Claw | 3 - 3 |
| 19 | Warlord | Clarion | Runesword/ Jewelled Sword (4) | Runesword/ Jewelled Sword (4) | 3 - 3 |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Battle Shield/ Shield (5) | 3 Jewels/ 3 Brilliants | Twin Blade | Mend/ Hammer | Mining/ Pickaxe |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 20 | Witch | Witch's Lantern/ Jewelled Lantern | Witch's Lantern/ Jewelled Lantern | Mage/ Triskel | 4 - 4 |
| 21 | Witch | Medusa's Mirror/ Jewelled Hand Mirror | Medusa's Mirror/ Jewelled Hand Mirror | Mage/ Triskel | 4 - 4 |
| 22 | Witch | Predator's Mask/ Jewelled Mask | Predator's Mask/ Jewelled Mask | Mage/ Triskel | 4 - 4 |
| 23 | Witch | Cauldron | Cauldron | Mage/ Triskel | 4 - 4 |
| 24 | Necromancer | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | 5 - 5 |
| 25 | Necromancer | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | Necromancer/ Sacred Dagger | 5 - 5 |
Northerners are tough and resourceful people typically living in fragile nation states. They can find it difficult to settle their differences without resorting to conflict. A sense of honour and hospitality guides much of their thinking but this is tempered by the need to survive in the face of frequent adversity.
Roll by Type of Complex:
| Outpost: 2D6 | Dungeon: 2D6 | Stronghold: 3D6 |
| Catacombs: 3D6 | Fortress: 4D6 | Citadel: 4D6 |
Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.
| Basic Crafts | |||||
|---|---|---|---|---|---|
| Blade/ Hunting Knife | Capture/ Cord | Hide/ Faded Imprint | Ignite/ Furison | Search/ Torch | Stitch/ Needle |
| Speed | Defence | Treasure | Skills | ||
|---|---|---|---|---|---|
| Run/ Footprints | Curved Shield/ Shield (2) | Ingot | Battle Axe | Immunity/ Trefoil | Strength/ Portcullis |
| Occupation | Preferred Actions | Stars | |||
|---|---|---|---|---|---|
| 1-2 | 3-4 | 5-6 | |||
| 2 | Guard | Battle Axe | Battle Axe | Alarm/ Bell | 1 |
| 3 | Guard | Battle Axe | Battle Axe | Alarm/ Bell | 1 |
| 4 | Hunter | Hunting/ Hunting Horn | Spear | Battle Axe | 1 |
| 5 | Hunter | Hunting/ Hunting Horn | Spear | Battle Axe | 1 |
| 6 | Smuggler | Gift/ Keg | Dagger | Dagger | 1 |
| 7 | Trader | Chest | Alarm/ Bell | Battle Axe | 1 |