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SCRAWL Core Rules

The SCRAWL Gamebook Rules provide a comprehensive guide for playing the SCRAWL RPG, which emphasizes solo gameplay and character creation in a fantasy setting. Key features include character abilities, powers, and mechanics for combat, exploration, and treasure collection. The game encourages flexibility in rules for a more enjoyable experience, allowing players to adapt the complexity to their preferences.

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0% found this document useful (0 votes)
41 views202 pages

SCRAWL Core Rules

The SCRAWL Gamebook Rules provide a comprehensive guide for playing the SCRAWL RPG, which emphasizes solo gameplay and character creation in a fantasy setting. Key features include character abilities, powers, and mechanics for combat, exploration, and treasure collection. The game encourages flexibility in rules for a more enjoyable experience, allowing players to adapt the complexity to their preferences.

Uploaded by

snr7fb95ty
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Page | 1

SCRAWL Gamebook Rules


Text copyright © 2024 by Stuart Lloyd
Cover illustration by Samantha Iacob Sammy Studio –
Samantha Iacob's portfolio

Back cover illustration by J. Pingo Lingstrom DriveThruRPG.com -


PenguinComics - The Largest RPG Download Store!

Want more SCRAWL? You can see all the releases on my Drive
Thru RPG page.
https://www.drivethrurpg.com/browse/pub/3777/Slloyd14

Want to see me play SCRAWL on Youtube? Go to


https://www.youtube.com/c/StuartLloyd/featured

Want to be part of an online SCRAWL community? Join our


forum!
https://scrawlrpg.freeforums.net/?fbclid=IwAR2rozo4dENMIH
Q3yK_51Kw6aBKbF4HzT2bFMTOTB0kHzz6H3LzDnJNYYtk

Want to meet people who also love SCRAWL and you don’t
mind having your data stolen? Join the SCRAWL Facebook
page! https://www.facebook.com/groups/489400315233460

Do you love gamebooks? Check out


http://www.lloydofgamebooks.com for articles and reviews of
gamebooks as well as more free gamebooks and links to other
gamebook sites.
Want to donate to my work? You can use Paypal!
https://www.paypal.com/paypalme/my/profile

Page | 2
Acknowledgements
Michael Reilly – who runs the brilliant Gamebook News website and also gave me
some great advice on what fonts I need to use to give this book an old school feel.

Martin Ralya for inspiration with hexcrawl systems - Yore – Martin Ralya's blog &c /
RPGs, 40k, & miniatures / est. 2009

Sophia Brandt for linking to SCRAWL - dieheart - a blog about role-playing games

Derek Culloch for playtesting

Michael Reynolds for playtesting and feedback

Colin Theriot – for helping me with water hexes.

William Caddell – for awesome ideas!

Jason Archer – for working on the website!

Louise Lee – for awesome proofreading!

Sean Loftiss – for awesome proofreading and making an awesome cheat sheet.

The wonderful people that I have met in the SCRAWL online groups – their support
has kept me going.

There will be more that I will add at a later time!

Lastly, any errors that you find in this book are all my own responsibility.

Page | 3
Contents
SCRAWL Gamebook Rules .............................................................................................................. 2
Acknowledgements ........................................................................................................................... 3
Contents .............................................................................................................................................. 4
Welcome to SCRAWL! ...................................................................................................................... 7
How to play SCRAWL – All SCRAWL and Small SCRAWL ....................................................... 8
Do I really have to read 200 pages of rules to start playing this game? ...................................... 9
Creating your character(s) .............................................................................................................. 10
Abilities ............................................................................................................................................. 14
Powers ............................................................................................................................................... 17
The powers ................................................................................................................................... 19
Creating your own character(s)...................................................................................................... 29
Randomly generating a character .............................................................................................. 30
Starting character’s checklist .......................................................................................................... 31
Example characters .......................................................................................................................... 32
Standard starting characters (6 abilities, Vitality and Will are both 6) .................................. 32
Ordinary folk in the world (4 abilities, and a Vitality and Will of 4 each) ........................... 36
Experienced adventurers in the world (9 abilities and a combined Vitality and Will of 18).
........................................................................................................................................................ 38
Rules of SCRAWL ............................................................................................................................ 40
The core mechanic........................................................................................................................ 40
Ability tests ................................................................................................................................... 40
Tasks that can be automatically succeeded with an ability .................................................... 44
Creatures ........................................................................................................................................... 45
The number of creatures encountered ....................................................................................... 46
Creature special characteristics .................................................................................................. 47
Combat .............................................................................................................................................. 52
Outnumbered characters or outnumbered creatures .............................................................. 52
Avoiding combat.......................................................................................................................... 53
Combat in the dark ...................................................................................................................... 54
Precombat phase .......................................................................................................................... 55
Combat steps ................................................................................................................................ 56
Combat actions ............................................................................................................................. 58

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Opponents who try to escape ..................................................................................................... 62
List of creatures ............................................................................................................................ 62
Actions............................................................................................................................................... 63
Ordeals .......................................................................................................................................... 63
Fate rolls ............................................................................................................................................ 64
Double Fate rolls .......................................................................................................................... 64
Party Fate rolls.............................................................................................................................. 64
Statuses .............................................................................................................................................. 65
Death ............................................................................................................................................. 69
Restoring Will and Vitality ............................................................................................................. 70
Religion in SCRAWL ....................................................................................................................... 71
The demonic deities ..................................................................................................................... 71
The eldritch deities....................................................................................................................... 72
The machine deities ..................................................................................................................... 72
The new deities............................................................................................................................. 73
The primal deities ........................................................................................................................ 73
The void deities ............................................................................................................................ 74
Your characters’ relationships with the deities ........................................................................ 74
Temples and shrines .................................................................................................................... 75
Disapproval of the deities ........................................................................................................... 75
Weapons, armour, equipment, services and crafting .................................................................. 76
Buying and selling ....................................................................................................................... 76
Weapons ........................................................................................................................................ 76
Armour .......................................................................................................................................... 82
Equipment..................................................................................................................................... 83
Materials........................................................................................................................................ 90
Crafting items and cooking......................................................................................................... 92
Services ........................................................................................................................................ 103
Religious services ....................................................................................................................... 106
Hirelings...................................................................................................................................... 110
Companions................................................................................................................................ 148
Animals ....................................................................................................................................... 149
Animal items .............................................................................................................................. 151

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Buildings ..................................................................................................................................... 152
Treasure........................................................................................................................................... 153
Magical items.................................................................................................................................. 157
Experience and advancement ....................................................................................................... 176
What a character can gain experience for ............................................................................... 176
What can a character do with experience points? .................................................................. 177
Playing the solos ............................................................................................................................ 178
Overland adventures ................................................................................................................. 178
Dungeon adventures ................................................................................................................. 183
Other adventures ....................................................................................................................... 184
Playing SCRAWL with just the solos .......................................................................................... 185
Between adventures – Small SCRAWL players only ................................................................ 186
The order of events between adventures ................................................................................ 186
Roll on the random events table once for the party ............................................................... 191
Appendix 1: Probabilities of success based on difficulty and number of rolls....................... 200
Appendix 2: Probabilities of success based on difficulty, number of rolls and being able to
reroll a 1........................................................................................................................................... 200
Appendix 3: Probability of rolling at least one 1 and/or at least 1 6 when X Fate rolls are
made. ............................................................................................................................................... 201
Appendix 4: Probability of rolling 2 or more 1s or 6s when X Fate rolls are made. .............. 201
It’s the last game you will ever play! ........................................................................................... 202

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Welcome to SCRAWL!
SCRAWL is short for Solo CRAWL and that’s what you will be doing lots of in this
game. Whether it’s overland or in a deep, ark dungeon, you’ll be crawling all over
the place to split skulls and steal treasure.

Rule 1 – The rule of simplicity and serendipity

In the interest of not getting bogged down in minutiae, I’ve sacrificed a lot of
complexity for the sake of quicker and easier play. For this reason, there may be a
situation which is not covered in the rules. For these situations, the rule of simplicity
and serendipity reigns supreme. The rule is:

If there is something in the rules that does not explicitly cover a situation that you
are in, just assume you are able to take the most favourable result for your
character.

Rule 2 – The rule of voluntary complexity

To make this game accessible, a lot of detail has had to be sacrificed. For example, in
real life, food rots away after a certain amount of time, yet in the game, you could
buy some food and leave it in your character’s backpack forever. If you prefer a
more simulationist experience, or if you want a greater challenge, you may add
whatever rules you like. That’s fine too. So, rule 2, the rule of voluntary complexity
is:

If you feel the rules do not work to your liking, feel free to rule what you think
should happen, even if it is to your detriment.

Feel free to apply rules 1 and 2 as much as you like, at the same time and as
consistently or inconsistently as you like. After all, this is a solo game experience, so
“cheating” isn’t going to affect anyone else and I won’t be there to complain. I would
prefer that you have an entertaining experience by bending the rules than have a
miserable one by following them.

Page | 7
How to play SCRAWL – All SCRAWL and Small SCRAWL
There are two main ways to play SCRAWL. If you want a really involved
exploration experience, it is best to play the All SCRAWL version of the game.

All SCRAWL requires an extra rulebook for generating the overland and dungeons.
You may also include adventures in this version.

If you just want to play ad hoc adventures, it is best to play the Small SCRAWL
version of the game. This requires just this rulebooks and the adventure books.

Small SCRAWL just requires the adventures. After the adventure, or dungeon, you
can use the between adventures section of the book (on page 195) to restore your
character(s) to full strength and roll up some events that happen to them.

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Do I really have to read 200 pages of rules to start playing this
game?
Absolutely not!

You can start playing SCRAWL without reading all of the rules. For example, you
don’t need to know a list of all 36 hirelings that you can get and all 36 magic items
that you can get – your character will not be able to afford them for a long time!

Here are the parts of the book that you need to read to start.

Section to read Pages


Creating your character(s) 10-31
Rules of SCRAWL 40-44
Creatures 45-51
Combat 52-62
Actions
Statuses
Restoring Will and Vitality
Religion in SCRAWL
Weapons, armour, equipment, services and crafting
Crafting items and cooking
Services
Religious services
Treasure
Experience and advancement
Playing the solos (if you intend to play any solos)
Playing SCRAWL with just the solos (if you don’t want
to play All SCRAWL).

Page | 9
Creating your character(s)
Your SCRAWL character(s) are people who will wander a fantasy world, encountering
dungeons, monsters and traps. They could be mighty warriors, cunning thieves, wise
sscholars, or they could be simple peasants. Or you could just create your own custom
character(s). Here is an explanation of your character’s stats.

Abilities
Your character’s abilities represent what they are good at. Throughout SCRAWL, your
characters will have ability tests. Ability tests list abilities that will be useful. For every
ability your character has that is listed, they get to roll an extra die and then take the best
roll. There are 36 abilities.

Powers
A power is something a character can do, but it requires effort (in the form of losing
1 Will whenever a power is used). Powers are usually more versatile than abilities,
but the cost of using them balances them out. Each character starts with 6 abilities
and/or powers.

As characters gain experience, they may be able to learn more powers.

Vitality
Vitality is a measure of the character’s endurance. Vitality is reduced through being
wounded or doing something physically demanding. In game terms, having a Vitality of
0 means death. A character’s Vitality cannot go above its initial score except by spending
experience points or by gaining certain statuses. A character’s starting initial Vitality is 6.
There is no maximum Vitality.

Will
Will is a measure of your character’s mental fortitude. Will is reduced through mental
exertion such as stress, loss or intense fear. Having a Will of 0 means mental exhaustion
and any further loss of will results in loss of Vitality. A character’s Will can never go
below 0. If a character has 0 Will and their Will is further reduced, those points are
subtracted from Vitality instead. A character’s starting initial Will is 6. There is no
maximum Will.

Experience points
The main ways your characters gain experience points is from the Cognizant status, for
finding Clues and for gaining Inspirations. Your character can spend experience points
to improve themselves or they can use them for ability tests. Each character starts with 0
experience points. Characters can spend experience points to act as if they have certain
abilities or to improve their Will and Vitality and gain new abilities. There is no
maximum to the number of experience points a character can have. The minimum value
a character’s Experience points can get to is 0.

Page | 10
Clues
Clues are bits and pieces of information that your characters can pick up. Enough
Clues can lead them to a secret such as the location of a great treasure or to a
realisation. Your characters can spend Clues at certain points in the game to get
these things. If a character ever gets 3 or more Clues, they automatically gain 3
Experience points and then subtract 3 from the number of Clues they have.

Inspirations
An inspiration gives a character a great feeling of confidence – that they cannot fail
at what they do. A character may spend an inspiration after an ability test to reroll a
single 1 in that ability test. As soon as a character has 3 or more Inspirations, they
automatically gain 3 Experience points and then subtract 3 from the number of
Inspirations they have.

Fate Points
Fate points represent how lucky your character is. Some rolls you make cannot be
affected by abilities – only blind luck. These rolls are Fate rolls. Fate rolls involve
rolling 1d6 and you can affect Fate rolls by spending Fate points or Blessings (see
below for Blessings) or by having certain traits or items. If a character spends a Fate
point, you can reroll a Fate roll. If you still don’t get a roll you want, your character
may spend another Fate point to reroll it. You may do this as many times as your
character has Fate points. Your character can spend Fate points after seeing the result
of a roll.

Your characters can also spend 1 Fate point to avoid death. If a character’s Vitality is
reduced to 0 or if they come across a death section in a gamebook, they can spend 1
Fate point. If they do, they have narrowly avoided death. They have 1 Vitality, but
all of their possessions are gone. If they were playing a gamebook, they have failed
in their adventure and must go to the after the adventure part of the book. If they are
hexcrawling, they will end up on the hex that their death happened.

Your character’s Fate points start at 1 and there is no maximum number of Fate
points. The minimum score your character’s Fate points can get to is 0.

Blessings
A Blessing provides a character with good luck. If a character rolls a 1 in a Fate roll,
they may spend a Blessing to reroll it. As soon as a character has 3 or more Blessings,
they automatically gain 1 Fate point and then subtract 3 from the number of
Blessings they have.

Treasure
The typical currency for the game is measured in the silver piece (sp). Each silver piece
has 0 Encumbrance.

Page | 11
Encumbrance
Encumbrance is a measure of how much a character can carry. A character can carry up
to 6 encumbrance points worth of items. This may not seem like much but a character
can buy a backpack which can carry another 6 encumbrance worth of items.

Also, some items have an encumbrance value of ½ or ¼.

Some items even have an encumbrance value of 0, such as coins.

You need to keep track of the total encumbrance from all the items and treasure that
your character is carrying. If your character ever gets an item that takes them over their
encumbrance limit, then they must discard items until they are at the limit or below it.

Time
Time is measured in days, hours turns and rounds depending on what the characters are
doing.

Days
The biggest unit of time to measure is a day. There are 24 hours in a day. When the
number of hours reaches 24 or more, subtract 24 from the number of hours and add
1 to the number of days. When this happens, each character gains the Exhaustion,
Hunger and Thirst statuses. If they already have any of these statuses, they lose 1
Will for each status they already have.

Hunger can be removed by eating 1 provision, Thirst can be removed by drinking 1


water and Exhaustion can be removed by resting.

Hours
When characters are exploring the wilderness or a site, their actions will take a
certain number of hours.

Their time will increase every time they travel, rest (not just sleep, but also do low
intensity things) or do other actions. There are 24 hours in a day.

Hours are split into Turns. There are 6 Turns in 1 hour (so 1 Turn is 10 minutes).

Turns
When characters are exploring dungeons, time is measured in Turns. 6 Turns make 1
hour. When you get 6 or more Turns, subtract 6 from the Turns and add 1 to the
number of hours.

Rounds
When characters are in combat, time is measured in rounds. A round is a few
seconds long.

Page | 12
Battle Order
Battle Order is important if there is more than one character in the party. It
determines the order that the characters walk in. Being the 1 st person in the Battle
Order is usually perilous as that means being the first person to set off traps or face
monsters in confined corridors. Being the last person in the Battle Order is also
perilous as that person is most likely to be ambushed.

Sometimes a trap or an encounter will only affect a certain number of people. The
encounter will say which person(s) in the Battle Order will experience the encounter.

Sometimes the encounter will affect a random party member. If the encounter affects
a random party member, then make a Fate roll and consult the table below to
determine which party member is affected. Sometimes an encounter may affect more
than one random party member, in which case you roll that many times. If you roll
the same person, reroll until you get a different one. Obviously, if there is only 1
person in the party, you don’t need to roll. The encounter will just affect that person.
The maximum number of characters in a party in SCRAWL is 4 characters, but
characters can hire hirelings or get companions (see page 99 for hirelings and page
for companions).

Randomly determining a member of the party


If you have to randomly determine something that happens to a character, make a
Fate roll. The number rolled is the position number in the battle order that the event
will happen to. If the number rolled is higher than the number of characters in the
party, reroll until you get a number that refers to a character position.

Statuses
At some point, your character(s) will pick up an affliction or a change to their
physical body or their social standing will change. This is reflected by statuses. There
are a list of statuses that each character can get. Their descriptions are below.

Notes
In some cases, players will have to keep track of events that happen. This may
include keeping track of codewords or just stating something that happened.

Page | 13
Abilities
There are 36 abilities in SCRAWL. These abilities represent training the characters
have in certain areas. As an adventurer, these abilities do not make them a
professional by any means. For example, having the Woodcraft ability does not
make your character a trained carpenter.

Most of the abilities are self-explanatory, but for the sake of completeness, here is a
quick description of all of them.

Alchemy
The ability to concoct potions and alchemical preparations from minerals.

Appraise
The ability to know the monetary or cultural value of certain items. This will allow
the character to recognise more items of treasure. They also have an idea of the
history of different items and are more able to discern secrets from artefacts.

Arcana
The study of the cosmic unknown and magic. It is useful for identifying and making
magical items.

Climbing
The ability to climb surfaces without falling off.

Cooking
The ability to cook food.

Deception
An ability that covers several nefarious actions such as forgery and lying.

Disguise
The ability to change appearance to go about unnoticed or to pass as another person.

Dodging
The ability to get out of the way of things quickly.

Foraging
The ability to find water or plant-based food in any area.

Hardiness
The ability to resist extremes of temperature and weather as well as diseases and
poisons.

Herbalism
The ability to identify useful plants and make herbal preparations from them.

Page | 14
Hunting
The ability to track game, catch it, skin it and obtain meat from it. This ability also
includes the ability to fish, but it does not cover the ability to skin an animal (that is
covered with Leathercraft).

Intimidate
The ability to scare someone into doing something for the character.

Leathercraft
The ability to obtain hides and pelts from animals and to make and repair items
from leather.

Literacy
The ability to read and write and to decipher written scripts.

Melee Combat
The ability to be able to fight in hand to hand combat.

Metalcraft
The ability to make and repair items from metal.

Naturalist
The ability to look after animals and plants and to have an affinity with them. It also
allows the character greater control when riding a horse.

Nimbleness
The ability to jump long distances and balance well, such as on a narrow beam.

Pathfinding
Knowledge of navigation, map reading and geography.

Perception
The ability to spot hidden things, such as secret doors and traps.

Perform
The ability to perform in different ways, such as with storytelling, singing, playing
musical instruments or even creating art.

Ranged Combat
The ability to use ranged weapons well.

Reasoning
The ability to spot patterns, understand how things fit together and make links
between seemingly disparate events. This is a good ability to solve puzzles and
riddles.

Page | 15
Resolve
The ability to prevent baneful magic and other mind affecting situations affect your
character.

Running
The ability to run both quickly and over long distances.

Scrounging
This is the ability to find things the character needs in civilised areas, either through
scavenging or knowing where to find the right people.

Sleight of Hand
Deftness of hands that allows the character to pick pockets and perform magic tricks.

Stealth
The ability to sneak and hide.

Stonecraft
The ability to make items from stone, mine stone for resources and find where those
resources are buried.

Strength
The ability to lift, carry and push more than most people.

Swimming
The ability to swim.

Theology
Knowledge of the different deities and of religious rituals and relics. It is also a study
of supernatural creatures and their weaknesses.

Tinkering
The ability to identify, make and repair mechanical and clockwork contraptions. It
also helps to disarm mechanical traps and pick locks.

Woodcraft
The ability to cut down trees and to shape items from wood. It can also be used to
carve bone.

Worldliness
The knowledge of the customs of people from different places and the ability to
speak most languages at a basic level.

Page | 16
Powers
Characters are also able to choose powers as well as abilities. A power is different as
it costs Will to use, but it can provide more benefits than an ability.

A character may use a power at any point when they have a relevant ability test or
when they are required to use the relevant item. When a character uses a power,
they must deduct 1 Will point. If they have 0 Will points, they can still use the
power, but they must lose 1 Vitality point instead. The power resolves before they
pay the cost.

If a character uses a power for an ability test, they may use the power after you roll
the dice.

The exact aesthetics of each power is left deliberately vague. This is so that you can
customise your character more. Many powers could be interpreted to be mundane
skills or characteristics that cost a lot of effort. Others are quite obviously magical
spells. Note that in SCRAWL, powers can be activated by thought or an act of will.
They do not need hand gestures or spoken lines (although characters might like to
do them once in a while for effect).

Each power has a time, a target and a duration

Time
This is the time needed to make the power happen. Some powers take no time to
use. Others may take a number of rounds. Others may take a number of Turns. If
time is being measured by a larger unit than the time taken to use the power, then no
time needs to be added. For example, if a character uses a power that takes 1 round
to use while time is being measured in Turns, there is no need to increase the
number of Turns.

Target
This is who the power targets. This is given in the description.

Page | 17
Duration
Powers all have a duration. Some powers give a character a chance to act as if they have
certain abilities or items. If a task requiring 1 of the granted abilities or items takes
longer than the duration to complete, then the character needs to use an effect
(spending experience, using this power more than once or using other items that
grant an ability) until they can use it for the correct amount of time in order to get
the benefit. Otherwise, it count as them not having the item or ability.

Instantaneous
The effects of the power happen immediately.

X Combat rounds
The power lasts X combat rounds, including the combat round that it was used in.

X Turns
The power lasts X Turns.

X hours
The power lasts X hours. Remember that each hour is 6 Turns.

Page | 18
The powers

Animate dead
Time: 1 Turn

Target: 4 bone

Duration: 1 hour (6 Turns)

Choose one:

The character can turn 4 bone into a skeleton. The skeleton has a Vitality of 4, can
carry 2 encumbrance points of items and deals 1 damage in combat unless it is given
a weapon.

The skeleton doesn’t have a Will score and isn’t affected by anything that affects
Will. They also can’t gain any statuses.

When the duration ends, the skeleton collapses into pieces. It cannot be animated
again. The bone is lost.

Bolt
Time: 1 round

Target: 1 creature

Duration: Instantaneous

The character may use this power as a ranged weapon. It automatically hits and
deals 3 damage to 1 opponent. The damage counts as if it is from an enchanted
weapon.

Camouflage
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Disguise and
Stealth abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Page | 19
Charm
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Deception and
Worldliness abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Commune
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Arcana and
Theology abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Courage
Time: None

Target: All characters in the party (including the character that used the power)

Duration: 1 Turn

For the duration, all characters in the party (including the character that used the
power) do not need to make rolls for the Fearsome characteristic of any creatures
they encounter.

Cultivate
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Herbalism
and Naturalist abilities for the duration. If the character already has either/both of
the abilities and does an ability test that requires that ability, they may roll 1 extra
die (so if they have both and the ability test requires both, they can roll 2 extra dice).

Page | 20
Deftness
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Sleight of
Hand and Tinkering abilities for the duration. If the character already has
either/both of the abilities and does an ability test that requires that ability, they may
roll 1 extra die (so if they have both and the ability test requires both, they can roll 2
extra dice).

Diligence
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Appraise and
Literacy abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Distract
Time: None

Target: All opponents

Duration: 1 combat round

All opponents lose the Alert characteristic and gain the Distracted characteristic.

Dowsing
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Foraging and
Scrounging abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Page | 21
Endurance
Time: None

Target: All characters in the party (including the character that used the power)

Duration: 6 hours (36 Turns)

For the duration of the power, all characters in the party gain the Breathe, Warm and
Cool statuses.

Fabricate
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Leathercraft
and Woodcraft abilities for the duration. If the character already has either/both of
the abilities and does an ability test that requires that ability, they may roll 1 extra
die (so if they have both and the ability test requires both, they can roll 2 extra dice).

Fear
Time: None

Target: 1 humanoid, wildlife or monster creature.

Duration: 1 round

For the duration, the creature gains the Cowardly and Timid characteristics.

Fire
Time: 1 round

Target: All creatures fighting the character in melee combat or none (see below)

Duration: Instantaneous or 6 Turns (see below)

Choose one:

The character deals 1 damage to all creatures attacking them in melee combat.

The character can create a fire that lasts 6 Turns.

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Float
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Climbing and
Nimbleness abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Haste
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Dodging and
Running abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Hawksight
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Perception
and Ranged Combat abilities for the duration. If the character already has
either/both of the abilities and does an ability test that requires that ability, they may
roll 1 extra die (so if they have both and the ability test requires both, they can roll 2
extra dice).

Heal
Time: 1 Turn

Target: 1 character (it can be the character using the power)

Duration: Instantaneous

The character targeted by the power can restore 1 Vitality.

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Hew
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Stonecraft and
Metalcraft abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Illusion
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Perform and
Intimidation abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Initiative
Time: None

Target: The character that used the power.

Duration: 1 round

The character who used this power can take 2 actions that require 1 round for the
duration.

Luck
Time: None

Target: The character that used the power.

Duration: 1 round

The character may reroll 1 die for a Fate roll.

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Might
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Melee Combat
and Strength abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Pack Horse
Time: None

Target: All characters in the party (including the character that used the power)

Duration: 6 hours (36 Turns)

For the duration of the power, all characters in the party can carry 6 extra items
worth of encumbrance.

Recital
Time: 1 Turn

Target: All characters in the party (including the character that used the power)

Duration: Instantaneous

The character performs something – a song, a sermon, a lecture or something else.


Everyone in the party (including the character who used the power) who has 0
Inspirations sets their number of Inspirations to 1. Then, if they have 0 Clues, they
can set the number of Clues they have to 1. Then, if they have 0 Blessings, they can
set the number of Blessings they have to 1.

Shapechange
Time: 1 round

Target: The character that used the power

Duration: 6 hours (36 Turns)

For the duration, the character gains the Animal status, can see in the dark without
needing a light source and their unarmed attacks deal 2 damage instead of 1.

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Shield
Time: None

Target: The character that used the power.

Duration: 1 round

For the duration, the character does not lose Vitality if they are hit with a melee
weapon or ranged weapon in combat.

Summon
Time: 1 round

Target: None

Duration: 1 Turn

The character can summon an extraplanar creature. How the creature looks depends
on what the character wants – it could be a celestial, a demon, some eldritch beast or
any other creature. However, the creature has all the same characteristics.

The creature has 6 Vitality and deals 1 damage in combat, unless given a weapon. It
can carry 4 encumbrance points of items.

The summoned creature doesn’t have a Will score and isn’t affected by anything that
affects Will. It also can’t gain any statuses.

When the spell ends, the creature vanishes, returning to its home plane.

Sustain
Time: 1 Turn

Target: All characters in the party (including the character that used the power)

Duration: Instantaneous

When the character uses this power all characters in the party (including the
character that used the power) lose the Hunger, Thirst and Exhaustion statuses.

Tongues
Time: None

Target: Humanoid and animal creatures

Duration: 1 combat round

For the duration, all humanoid creatures gain the Credulous characteristic and all
animal creatures gain the Docile characteristic.

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Toughness
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Hardiness and
Resolve abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Track
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Hunting and
Reasoning abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Transmute
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Alchemy and
Cooking abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

Wanderlust
Time: None

Target: The character that used the power.

Duration: 1 Turn

Choose one – the power allows the character to act as if they have the Pathfinding
and Swimming abilities for the duration. If the character already has either/both of
the abilities and does an ability test that requires that ability, they may roll 1 extra
die (so if they have both and the ability test requires both, they can roll 2 extra dice).

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Ward
Time: None

Target: All characters in the party (including the character that used the power)

Duration: 1 Turn

For the duration, all characters in the party (including the character that used the
power) do not take damage from the ranged attacks or ranged area attacks of other
creatures.

Page | 28
Creating your own character(s)
Just choose the abilities, that you want your character to have and get on with it. If
you want to see how and when each ability and power can be, take a look through
this book first to see when each ability and power can be useful. One place to look at
is the combat manoeuvres section on page 41 to see which abilities might help in
combat.

Obviously, you can follow rules 1 and 2 (which basically boil down to “do what you
like”), but having characters with 6 abilities with a Vitality of 6 and a Will of 6 is a
good starting point.

If you want to play ordinary folk in the world, then you can reduce those numbers to
4.

If you want to play a seasoned adventurer who is capable of taking on dungeons


alone, then give the characters 9 abilities and have their Vitality and Will add up to
18.

In general, the more the better, but you could just choose a small set of abilities that
make your character super focussed on one area.

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Randomly generating a character
If you want to, you could partially or completely generate the characters’ abilities
and/or powers randomly. To do this make a double Fate roll. Reroll any results that
you already have.

Random abilities table

Fate Ability Fate Ability Fate roll Ability


roll roll
11 Alchemy 31 Intimidate 51 Resolve
12 Appraise 32 Leathercraft 52 Running
13 Arcana 33 Literacy 53 Scrounging
14 Climbing 34 Melee Combat 54 Sleight of Hand
15 Cooking 35 Metalcraft 55 Stealth
16 Deception 36 Naturalist 56 Stonecraft
21 Disguise 41 Nimbleness 61 Strength
22 Dodging 42 Pathfinding 62 Swimming
23 Foraging 43 Perception 63 Theology
24 Hardiness 44 Perform 64 Tinkering
25 Herbalism 45 Ranged Combat 65 Woodcraft
26 Hunting 46 Reasoning 66 Worldliness

Random powers table

Fate Power Fate Power Fate roll Power


roll roll
11 Animate dead 31 Fabricate 51 Pack Horse
12 Bolt 32 Fear 52 Recital
13 Camouflage 33 Fire 53 Shapechange
14 Charm 34 Float 54 Shield
15 Commune 35 Haste 55 Summon
16 Courage 36 Hawksight 56 Sustain
21 Cultivate 41 Heal 61 Tongues
22 Deftness 42 Hew 62 Toughness
23 Diligence 43 Illusion 63 Track
24 Distract 44 Initiative 64 Transmute
25 Dowsing 45 Luck 65 Wanderlust
26 Endurance 46 Might 66 Ward

Page | 30
Starting character’s checklist
You have chosen your character and their abilities. Here is a checklist to make sure
you know what you have.

Starting characters have the following items and stats:

Abilities and/or powers: Choose 6 abilities and/or powers (or a different amount if
you are playing a more or less difficulty game).

Initial Vitality: 6

Initial Will: 6

Initial Fate: 1

Initial Experience: 0

Starting items: any number of raw provisions, skins filled with water, wood, leather
or stone that your character can carry (remember, your character can carry a
maximum encumbrance of 6).

Initial treasure: none

Initial Encumbrance: Add up the encumbrance values of all the items the character
has The maximum encumbrance a character can carry is 6.

Initial time: Turns, hours and days all start at 0.

Clues: 0

Blessings: 0

Inspirations: 0

Notes: None

Religion: Your character can be an initiate to one of the pantheons or not.

Statuses: If you have chosen your character to be an initiate, they get the initiate
status. Otherwise they have no statuses.

Number of characters: That’s up to you. Anywhere between 1 and 4. There is a limit


to 4 people per party (characters + hirelings).

Battle Order: If there is more than one character in the party, then the Battle Order
needs to be determined.

You can fill in all these detail on the character sheet to be found in the printables
book.

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Example characters
In case you would like some inspiration, here are some example characters. I have
split them into 3 groups – standard characters with 6 abilities and a Vitality and Will
of 6, ordinary people with 4 abilities, and a Vitality and Will of 4 and Experienced
characters with 9 abilities, and a combined Vitality and Will of 18.

Standard starting characters (6 abilities, Vitality and Will are both 6)


Artificer
Abilities: Alchemy, Tinkering, Reasoning, Literacy,

Powers: Telekinesis, Excavate

Assassin
Abilities: Stealth, Disguise, Deception, Melee Combat,

Powers: Distract, Camouflage

Barbarian
Abilities: Melee Combat, Strength, Hardiness, Dodging, Running

Powers: Toughness

Bard
Abilities: Perform, Literacy, Worldliness,

Powers: Charm, Recital, Tongues

Cleric
Abilities: Hardiness, Theology, Resolve, Literacy

Powers: Heal, Recital,

Druid
Abilities: Naturalist, Herbalism, Literacy,

Powers: Heal, Fire, Shapechange

Dwarf
Abilities: Melee Combat, Stonecraft, Tinkering, Hardiness, Metalcraft

Powers: Hew

Elementalist, Air
Abilities: Arcana, Literacy, Reasoning, Pathfinding

Powers: Float, Haste

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Elementalist, Darkness
Abilities: Arcana, Literacy, Reasoning, Intimidate

Powers: Summon, Fear

Elementalist, Earth
Abilities: Arcana, Literacy, Reasoning, Stonecraft

Powers: Hew, Shield

Elementalist, Fire
Abilities: Arcana, Literacy, Reasoning, Alchemy

Powers: Bolt, Fire

Elementalist, Water
Abilities: Arcana, Literacy, Reasoning, Herbalism

Powers: Heal, Wanderlust

Elf
Abilities: Ranged Combat, Naturalist, Foraging, Stealth, Herbalism

Powers: Hawksight

Fighter
Abilities: Melee Combat, Ranged Combat, Strength, Hardiness, Dodging

Powers: Initiative

Halfling
Abilities: Stealth, Cooking, Nimbleness, Dodging, Herbalism

Powers: Luck

Knight
Abilities: Melee Combat, Ranged Combat, Naturalist, Strength, Worldliness, Literacy

Monk
Abilities: Melee Combat, Dodging, Nimbleness,

Powers: Float, Haste, Sustain

Ninja
Monk
Abilities: Stealth, Disguise, Perception, Nimbleness, Dodging

Powers: Distract

Page | 33
Mystic
Abilities: Melee Combat, Theology, Literacy

Powers: Initiative, Sustain, Toughness

Paladin
Abilities: Melee Combat, Resolve, Hardiness, Theology

Powers: Courage, Heal

Pirate
Abilities: Melee Combat, Hardiness, Climbing, Swimming, Nimbleness

Powers: Wanderlust

Psion
Abilities: Arcana, Resolve, Perception

Powers: Fear, Charm, Tongues

Psionic ranger
Abilities: Melee Combat, Hunting, Naturalist

Powers: Heal, Fear, Camouflage

Ranger
Abilities: Ranged Combat, Foraging, Naturalist, Pathfinding, Hardiness,

Powers: Wanderlust

Rogue
Abilities: Stealth, Perception, Tinkering, Scrounging, Disguise, Sleight of Hand

Sorcerer
Abilities: Worldliness, Arcana, Intimidate

Powers: Fire, Distracy, Bolt

Warlock
Abilities: Melee Combat, Dodging, Arcana, Literacy

Powers: Commune, Bolt

Warrior-wizard
Abilities: Melee Combat, Dodging,

Powers: Bolt, Distract, Fear, Shield

Wizard, abjurer
Abilities: Literacy, Reasoning, Arcana

Powers: Distract, Shield, Ward

Page | 34
Wizard, conjurer
Abilities: Literacy, Reasoning, Arcana

Powers: Cultivate, Summon, Fire

Wizard, diviner
Abilities: Literacy, Reasoning, Arcana

Powers: Commune, Dowsing, Tongues

Wizard, enchanter
Abilities: Literacy, Reasoning, Arcana

Powers: Charm, Distract, Fear

Wizard, evoker
Abilities: Literacy, Reasoning, Arcana

Powers: Bolt, Fire, Might

Wizard, illusionist
Abilities: Literacy, Reasoning, Arcana

Powers: Camouflage, Distract, Illusion,

Wizard, necromancer
Abilities: Literacy, Reasoning, Arcana

Powers: Animate dead, Fear, Heal

Wizard, transmuter
Abilities: Literacy, Reasoning, Arcana

Powers: Fabricate, Float, Haste

Page | 35
Ordinary folk in the world (4 abilities, and a Vitality and Will of 4 each)
Beggar
Abilities: Deception, Disguise, Scrounging, Sleight of Hand

Blacksmith
Abilities: Tinkering, Hardiness, Metalcraft, Strength.

Carpenter
Abilities: Appraise, Woodcraft, Hardiness, Perception

Entertainer
Abilities: Perform, Worldliness, Disguise, Nimbleness

Farmer
Abilities: Hardiness, Herbalism, Naturalist, Foraging

Fisherfolk
Abilities: Fishing, Swimming, Hardiness, Nimbleness

Hunter
Abilities: Hunting, Ranged Combat, Running, Stealth

Innkeeper
Abilities: Appraise, Cooking, Foraging, Scrounging.

Miller
Abilities: Hardiness, Scrounging, Stonecraft, Woodcraft

Miner
Abilities: Climbing, Hardiness, Stonecraft, Strength

Monk
Abilities: Herbalism, Literacy, Reasoning, Theology.

Preacher
Abilities: Literacy, Perform, Theology, Worldliness

Sailor
Abilities: Pathfinding, Climbing, Hardiness, Swimming

Scholar
Abilities: Literacy, Reasoning, Arcana, Appraise

Soldier
Abilities: Melee Combat, Strength, Hardiness, Running

Tanner
Abilities: Appraise, Cooking, Hunting, Leathercraft

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Thief
Abilities: Stealth, Sleight of Hand, Disguise, Perception

Trader
Abilities: Appraise, Deceit, Worldliness, Scrounging

Woodfolk
Abilities: Foraging, Hardiness, Pathfinding, Woodcraft

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Experienced adventurers in the world (9 abilities and a combined Vitality
and Will of 18).

Experienced Bard
Abilities: Deception, Disguise, Perform, Worldliness, Literacy

Powers: Charm, Heal, Illusion, Recital

Vitality: 9

Will: 9

Experienced cleric
Abilities: Theology, Hardiness, Resolve, Herbalism, Literacy, Worldliness

Powers: Heal, Recital, Commune

Vitality: 8

Will: 10

Experienced fighter
Abilities: Melee Combat, Ranged Combat, Strength, Nimbleness, Dodging, Running,
Hardiness, Climbing

Powers: Initiative

Vitality: 11

Will: 7

Experienced paladin
Abilities: Theology, Hardiness, Resolve, Melee Combat, Strength, Worldliness

Powers: Courage, Heal, Might

Vitality: 10

Will: 8

Experienced ranger
Abilities: Climbing, Cooking, Foraging, Hardiness, Hunting, Naturalist, Pathfinding,
Ranged Combat,

Powers: Wanderlust

Vitality: 11

Will: 7

Page | 38
Experienced rogue
Abilities: Deception, Disguise, Dodging, Nimbleness, Perception, Reasoning, Sleight of
Hand, Stealth, Tinkering

Powers: Distract

Vitality: 9

Will: 9

Experienced wizard
Abilities: Arcana, Literacy, Reasoning, Alchemy

Powers: Bolt, Charm, Recital, Illusion, Transmute

Vitality: 7

Will: 11

Page | 39
Rules of SCRAWL
The core mechanic
The mechanics of this system revolve around the 6-sided dice (d6). You will need to roll
1d6 to determine the outcome of events. There are many situations where you can get
extra rolls. If you are allowed an extra roll, you may roll an additional 1d6 and take the
best value from the dice you have rolled.

Ability tests
Ability tests have a difficulty value. To succeed at an ability test, you need to roll a result
on a d6 that is equal to or higher than that difficulty value.

In parentheses there will be the ability(s), item(s), status(es) and codeword(s) that are
relevant to the tests. For each of these things in the parentheses that apply to your
character, you may roll 1 extra die (so if you have 2 abilities mentioned in the
parentheses, you may roll an extra 2 dice).

For example, the ability test to swim across a cold lake would state:

Make an ability test with a difficulty of 4 (Swimming, Hardiness)

Another example would be an ability test to find a village. This would state:

Make an ability test with a difficulty of 3 (Pathfinding, lodestone)

Another example is an ability test to convince a noble to take action would be easier if
the character had a prestigious reputation. The test would state:

Make an ability test with a difficulty of 5 (Worldliness, Prestigious).

Some items or codewords will be used up in the process of getting the extra roll (for
example, food). In this case, an asterisk (*) will be by that thing’s name. If the character
uses something with an asterisk by it to get an extra roll, you must remove it from their
character sheet.

For example, if a character is trying to repair a strange machine, this process might be
helped by adding a contraption to it. The ability test would state:

Make an ability test with a difficulty of 4 (Tinkering, contraption*).

In another example, if a character is looking for a secret door, they may have found a
clue earlier to help them find it. The ability test would state:

Make an ability test with a difficulty of 4 (Perception, Clue*)

If the character uses the Clue, they get a reroll, but then they lose the Clue as that piece
of information is no longer useful.

Page | 40
Anything with an asterisk can be used after the initial roll in order to get an extra roll.

In some ability tests, the character can only get an extra roll if they have 2 or more
items/abilities combined (for example a rope and a grapple is needed to climb a wall). In
this case a plus sign (+) will be put between the items/abilities to show that both (or
more) are needed. The character may only get an extra roll if all of the items and/or
abilities apply.

For example, if a character is trying to climb a wall to get through a window, the ability
test would state:

Make an ability test with a difficulty of 5 (Climb, rope+grapple).

Some ability tests require the character to have an item, ability or codeword before they
can even attempt it. For example, a character cannot get a gem that is lodged in a stone
cave wall without a pick no matter how strong they are. These ability tests will have the
required item, codeword or ability in parentheses after the test number with the phrase
“Required:” before it. The required item, ability or codewords will be before the other
items codewords and abilities that give rerolls.

Required items do not give a character extra rolls. They are needed to attempt the test in
the first place.

For example, with the mining, it will state:

Make an ability test with a difficulty of 4 (Required: pick) (Strength).

If more than 1 item, ability, status or codeword is required could be used, but only 1 is
needed, then the item(s), ability(s), status(es) and codeword(s) will be listed with
commas.

For example, when cutting through vines in the jungle, the ability test will state:

Make an ability test with a difficulty of 4 (Required: dagger, sword, axe) (Strength).

If two or more ability(s), item(s), status(es) or codeword(s) are needed, then there will be
a + between the words.

For example, if a character needs to write an entertaining saga, the ability test will state:

Make an ability test with a difficulty of 4 (Required: writing kit+Literacy) (Perform).

If a character does not have the required item, codeword or ability, they automatically
fail the ability test.

If a character spends 1 experience point, they can act as if they have an ability of their
choice on 1 occasion or you can get 1 extra roll for an ability test. This means that you
can spend 2 or more experience points to get 2 or more extra rolls, 3 to get 3 extra rolls

Page | 41
and so on. It also means that if an ability is required, then a character can spend 1
experience to act as if they have that ability, so that they can take the test.

Characters can also spend 1 Inspiration to reroll a die if they roll a 1. This allows them to
only reroll 1 of the dice that are a 1. Spending an Inspiration gives the character
confidence in the test, so they won’t make horrible mistakes.

Characters can spend 1 experience point to act as if they have a particular ability for an
ability test.

You may decide after you roll for the ability test if you want to spend an Inspiration or
experience points and how many experience points you will spend.

Spending experience and Inspirations takes no time.

Spending experience points to act as if your character has an ability is an equivalent of


your character having picked up a random talent or piece of information that just
happens to be useful in this situation. It does not turn them into someone who is fully
trained. For that reason, spending experience points only works if the ability test takes 1
Turn or less. If a task takes longer than 1 Turn to complete, then the character needs to
use an effect (spending more experience, using an item that grants an ability) for each
Turn that the task takes.

Keep an eye out for what kind of ability the test is for. Your character may have an item
that allows them to get an extra roll for it. Any abilities that will give your character an
extra roll will be presented in bold. For example, it may say ‘Make an ability test with a
difficulty of 4 (Climbing)’.

Some ability tests have different results if your character succeeds at the test but also
rolls a 6. Usually, they simply gain the Cognizant status (See below), but in some cases,
they will be more successful than simply getting equal to or higher than the number.

Some ability tests have different results if your character fails the test but also rolls a 1.
Usually, they simply gain the Cognizant status (See below), but in some cases, the
failure will be worse than simply rolling lower than the test number.

Sometimes, the difficulty of an ability test could increase or decrease. The difficulty of an
ability test cannot go above 6 or below 1.

Page | 42
To succeed at an ability test, you need to get equal to or over the difficulty on a d6. If you
roll more than 1 die, you only need to succeed at 1 roll to succeed at the test.

You may choose your character to automatically fail an ability test. If you do so, they just
accept the consequences of failure without having to make a roll.

Here is the checklist for making an ability test:

1) Check if any item(s), codeword(s), status(es) or ability(s) are required for the test. If
there are and your character does not have them, they automatically fail. Turn to the
relevant section for failure. If the character has the required items, codewords and/or
abilities, remember that they do not give extra rolls. If there are no required item(s),
ability(s) or codeword(s) or if there are and your character meets the requirements,
go to step 2.
2) Look at the difficulty number and the ability(s), item(s), status(es) and codeword(s)
that provide extra rolls.
3) Decide if your character wants to automatically fail the test. If they do, turn to the
section for failure. If they don’t, go to step 4.
4) Calculate how many dice you need to roll (1 + the number of ability(s), item(s),
status(es) and codeword(s) your character has) and then make sure whether your
character can reroll 1s or not. Then go to step 5.
5) Roll the dice. If 1 or more of the rolls is equal to or greater than the difficulty of the
ability test, your character has succeeded. Go to step 9. If all the rolls are lower than
the difficulty of the ability test, then your character has failed. Go to step 6.
6) If the character has failed, decide if you want your character to spend experience
points to act as if they have a particular ability, or roll 1 extra die. Also decide if they
want to spend Inspirations to reroll a 1 on a die. Spending experience points and
Inspirations takes no game time. Then go to step 7.
7) Decide if your character wants to use up any consumable items or codewords in
order to get extra rolls for the ability test.
8) Recheck the dice. If 1 or more of the rolls is equal to or greater than the difficulty of
the ability test, your character has succeeded. Go to step 9. If all the rolls are still
lower than the difficulty of the ability test, then your character has failed. Go to step
10.
9) Check your dice. If 1 or more of the dice has a 6, then your character gains the
Cognizant status if they don’t have it already. Then go to step 11.
10) Check your dice. If 1 or more of the dice has a 1, then your character gains the
Cognizant status if they don’t have it already. Then go to step 11.
11) Turn to the section instructed in the text.

Page | 43
Tasks that can be automatically succeeded with an ability
Characters can automatically succeed at some tasks if they have an ability. This
usually happens when the characters are performing a task in the absence of danger
and other distractions. For example, someone with the Literacy ability who is trying
to decipher an ancient tome in the comfort of their own tower will be able to do so
without having to make a roll. Characters can spend experience points or use items
to act as if they have the relevant ability for these situations, but only if the task takes
1 Turn or less. If it takes longer, the little bit of experience that they have picked up
in this area has no effect. They will have to spend more experience or use items until
the amount of time they count as having the ability is equal to or greater than the
amount of time the task takes.

Page | 44
Creatures
It’s not all exploration and treasure, you know. You’re going to have to deal with
some creatures eventually. On the plus side, deal with does not necessarily mean
fight. I mean, your character might be one of those rogue types who would rather
sneak past monsters whilst they sleep and steal their treasure. That’s perfectly valid
because I want all classes to succeed here. Just don’t expect it to be easy. Or to work
all the time.

The layout of a monster’s statistics is presented like this:

Type: Tells you what group the creature belongs to. Some items and actions affect
particular groups of creature.

Difficulty: The number you need to roll equal or above to hit the creature. Also tells
you which classes get rerolls.

Attacks: The number of attacks the creature has. The creature will distribute its
attacks evenly amongst the number of people fighting it in melee combat, starting
with the 1st person in the Battle Order, then the 2nd etc. If the creature has more
attacks than the number of people in the party, then it will focus more than 1 attack
on a character. That character will need to make as many ability tests as the number
of attacks focused on them, but if they win more than one, they can only damage the
creature once.

Damage: The number of points of damage that the creatures deal with a successful
hit.

Vitality: The vitality of the creature.

Items: The items that creatures leave behind if a character kills them. Characters
cannot get these items if the creature flees or if they avoid combat through other
means.

Other: Any special characteristics the creature might have.

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The number of creatures encountered
An encounter will give you the number of creatures encountered. Sometimes, the
encounter will state that the party encounters L creatures. L is the level that the
characters are on in the dungeon. This means that the deeper your characters go, the
more monsters they will encounter.

Sometimes, you may come across the number X. In this case, X will be explained.

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Creature special characteristics
A lot of creatures have special characteristics and this bit explains what they are.
Some characteristics are intrinsic to the creature and all creatures have to have them.
Other characteristics are common to most creatures, which is why they are included,
but some characteristics can be added or removed based on circumstances. For
example, goblins do not normally have the Alert characteristic, but if a goblin waits
in ambush for the party, it will.

Alert
If your party faces a creature with Alert, then they may not act in the precombat
phase. If there are a group of creatures, only 1 of them needs the Alert characteristic
for this to work.

Beserk
A beserk creature fights in a rage, wildly swinging their weapons around.
Characters who roll against a beserk creature in melee combat get 1 bonus roll
against them. This is a drawback for the creature, but beserk creatures usually do 3
damage with each hit and/or have at least 2 attacks.

Cowardly
At the end of each combat round, check the creature’s Vitality and also how many
members of its party are still alive. This creature will attempt to escape if it has lost
½ or more of its Vitality from when it started the combat (round up). It will also try
to escape if, at the end of the round, ½ or more of its party have either been killed or
have escaped (round up). This creature will attempt to escape at the end of the
round where either or both of the conditions apply.

Credulous
The creature can be convinced that it shouldn’t attack the characters.

If all of the creatures in the group have the Credulous characteristic, the characters
may attempt to deceive them in the precombat phase.

Each character must convince every creature in the group. This takes 1 round. In
game terms, this means each character must make an ability test with a difficulty
equal to each creature’s difficulty (Deception, Disguise, Clue*). All of the tests must
succeed for the party to avoid combat. If 1 or more tests fail, the characters will have
to fight.

Demoralise
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they must make an ability test equal to the difficulty of
the creature’s (Resolve). Failure means they gain the Despondency status.

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Distracted
A distracted creature is not really paying attention to its surroundings for some
reason. Maybe it is usually a peaceful animal and is not looking for a fight. Maybe it
is an inexperienced guard that is just daydreaming.

If all of the creatures in the group have the Distracted characteristic, the characters
may attempt to sneak past them in the precombat phase. This takes 1 round. Each
character must try to not alert every creature in the group. In game terms, this means
each character must make an ability test with a difficulty equal to each creature’s
difficulty (Stealth, Disguise). All of the tests must succeed for the party to avoid
combat. If 1 or more tests fail, the characters will have to fight.

Docile
It is possible to avoid combat with this creature by doing something that calms it.
This can be done in the precombat phase or in a combat round and it takes 1 round.
To calm a creature, the character must make an ability test with a difficulty equal to
the creature’s (Naturalist, Animal, Clue*). If the character fails, then the creature will
deal damage as if the character lost the combat round (unless it is the precombat
phase) and that character cannot attempt to calm the creature again. If the character
succeeds, then the creature will leave combat. It can be treated as if it ran away.

Fearsome X
A fearsome creature inspires terror in its opponents. At the end of each combat
round, any character that made a melee attack against a Fearsome creature must
make an ability test with a difficulty equal to the difficulty of the creature (Resolve).
Any character who fails loses X Will.

Flying
Flying creatures are normally harder to hit. If a character attacks a flying creature
with a melee weapon, they must increase the difficulty of the flying creature by 1.
Ranged weapons do not have this penalty. Also, characters cannot pursue flying
creatures if the flying creature would flee (but they can use a ranged weapon on
them).

Frenzy
Any creatures in the same group as a creature with Frenzy lose the Cowardly and
Docile characteristics for as long as that creature is alive.

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Greedy
The creature may not attack the party if they provide it with treasure. A character
may do this in the precombat phase or in a combat round and it takes 1 round. The
characters need to offer the creature an amount of silver pieces equal to ½ its initial
Vitality (round up). If they do, the creature will stop fighting. It can be treated as if it
had fled combat.

Hex
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they must make an ability test equal to the difficulty of
the creature’s (Resolve). Failure means they gain the Curse status.

Infect
Whenever an attacker is damaged by the creature (in a melee or ranged attack), in
addition to taking damage, they make an ability test equal to the difficulty of the
creature’s (Hardiness). If they fail, the gain the Plague status.

Inspire
As long as there is at least 1 creature with Inspire in the group, the other creatures
get +1 to their maximum and current Vitality (this means that 2 creatures with
Inspire do not grant the bonus twice, but if there are two creatures with Inspire and
1 dies, then the group still gets the Inspire bonus)

Lead
Any creatures in the same group as a creature with Lead lose the Cowardly and
Timid characteristics for as long as that creature is alive.

Other
This is a feature that doesn’t cover the other special characteristics. It does not come
up very often. For example, mummies that take more damage if they are struck by a
lit torch or lit lantern.

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Ranged attack X
This creature has some kind of attack that it can make from a distance, such as a bow
or fire breath.

In the precombat phase, if the characters do not try to avoid combat with the
creature the creature will attack a random member of the party with its ranged
attack. That character must make an ability test with a difficulty equal to the
difficulty of the creature (Dodging, shield). If they fail, they lose X Vitality.

During combat, if all of the characters are being attacked by a creature without this
creature needing to attack a character (so if the characters are outnumbered or the
characters are fighting a creature than has enough attacks to damage all of them),
then this creature will use its ranged attack on a random character instead of joining
the melee.

Ranged area attack X


This creature has a ranged attack that can damage all of the characters.

In the precombat phase, if the characters do not try to avoid combat with the
creature the creature will attack the whole party with its ranged attack. Each
character must make an ability test with a difficulty equal to the difficulty of the
creature (Dodging, shield). If they fail, they lose X Vitality.

During combat, if all of the characters are being attacked by a creature without this
creature needing to attack a character (so if the characters are outnumbered or the
characters are fighting a creature than has enough attacks to damage all of them),
then this creature will use its ranged attack on all of the characters instead of joining
the melee.

Ravenous
A ravenous creature can be subdued with food. A character may attempt to feed a
Ravenous creature in the precombat phase or during combat. This takes 1 round.
The character must then give the creature a number of provisions equal to ½ the
creature’s initial Vitality (round up). If they do, the creature will no longer take part
in the combat and it will count as if it had fled.

Restore
This creature can restore the Vitality and itself and other creatures during combat. At
the end of each combat round, if no character attacked a creature with the Restore
characteristic, then all the creatures (including the creature with Restore) gain 1
Vitality, up to their maximum values. This can only happen once, even if there are 2
or more creatures with Restore (however, all creatures with Restore need to be
attacked with a melee weapon to stop it from happening).

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Summon (Creature)
In the precombat phase, the creature will use their powers to summon the creature
mentioned.

At the beginning of each combat round, if there are no creatures mentioned in the
Summon present, the creature with the Summon characteristic will use their powers
to summon the creature mentioned. They will not be able to make a melee attack in
the round they summon a creature, so if a character makes a melee attack against
this creature in a round that it is summoning a creature and fails, they lose no
Vitality. If a creature has this ability 2 or more times, they can summon all creatures
that aren’t already present in 1 round.

Timid
It is possible to intimidate this creature into not attacking the party in the precombat
phase or in a combat round. Intimidating such a creature takes 1 round and requires
making an ability test with a difficulty equal to the creature’s (Intimidation,
Infamous, Clue*). Any creature that is successfully intimidated flees the combat. If
the creature is not successfully intimidated, they hit the character as if the character
lost a combat round (unless it is the precombat phase) and they cannot be
intimidated again.

Torment
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they must make an ability test equal to the difficulty of
the creature’s (Resolve). Failure means they gain the Mania status.

Venom
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they make an ability test equal to the difficulty of the
creature’s (Hardiness). If they fail, they gain the Poison status.

Vicious
Whenever an attacker is damaged by the creature (by a melee or ranged attack), in
addition to taking damage, they make an ability test equal to the difficulty of the
creature’s (Hardiness). If they fail, they gain the Wound status.

Wardable
This is a creature that can be warded with certain words or actions in the precombat
phase or in a combat round. Warding such a creature takes 1 round and is an ability
test with a difficulty equal to the creature’s (Theology, Clue*). Any creature that is
warded flees from the combat. If the character fails, the creature will hit them as if
the character lost the combat round (unless it is the precombat phase) and that
character cannot attempt to ward that creature again.

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Combat
If your party’s disagreements do come to blows, you are going to need to know how
to work it out.

Outnumbered characters or outnumbered creatures


In a lot of cases, the party will face a number of creatures that is different to the
number of characters in the party.

More characters than creatures


If there are more characters than creatures then the characters have a choice. Either
the excess character(s) can hang back and attack the creatures each turn with ranged
weapons or use other items and actions to aid their party members or the excess
party members could aid one of their comrades in melee combat.

If given an option, an outnumbered creature will focus its attacks on the character
that is easiest to hit (has the fewest rolls with its ability tests). In case all characters
roll the same number of dice, the creature will focus its attack on the character with
the highest damage. If that is equal, then the creature will focus on the character with
the lowest Vitality. If all things are equal, the creature will pick a random character
to focus on.

If the outnumbered creature has 2 or more attacks, it will spread its attacks as evenly
as possible.

Some creatures have the same number of attacks as there are characters. They can
damage any characters fighting them that fail an ability test against them in combat.

More creatures than characters


If the party is outnumbered, then the creatures will spread themselves out as evenly
as possible amongst the party members. Excess creatures will focus their attacks in
the same way that outnumbered creatures do – first, the easiest character to hit, then
the one that deals the most damage, then the one with the lowest Vitality and finally
a random character if all other things are equal.

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Avoiding combat
You may wish your party to just not fight opponents. That’s fine. We’re not judging.
There are usually ways to get around opponents without fighting them. If the
characters do decide to avoid combat through one of these methods rather than
fight, then they will spend the precombat phase doing so. This means that if the
characters try to avoid combat, but end up fighting anyway, they won’t have time to
use a ranged weapon or do any other precombat action.

There are many ways to avoid combat based on the special characteristics of certain
creatures (see above). Here are some other ways to avoid combat.

Cowardly creatures
Characters will have to fight cowardly creatures, but they will flee if they lose ½ or
more of their Vitality (round up) or if ½ or more of their party is slain or flee (round
up). Characters have the option of chasing after them (see the entry) but may choose
not to. If the characters don’t want to leave witnesses or if the creatures have some
treasure that the characters want, they will have to chase them.

Credulous or Distracted creatures


The party can attempt to avoid combat with these creatures in the precombat phase.

Docile, Greedy, Ravenous, Timid or Wardable creatures


If a creature has one or more of the above characteristics, then characters can attempt
to avoid combat with them with an ability test, either in the precombat phase or
during combat.

Escaping
Characters may have the option of escaping combat (see the combat actions on page
59), If they do, the creature(s) fighting the character have a chance for 1 last hit.

Characters can also attempt to escape in the precombat phase as long as no creature
they are facing has the Alert characteristic. If at least 1 creature has the Alert
characteristic, they have to fight at least 1 round in melee. If no creature has the Alert
characteristic, the characters may flee in the precombat phase. If the characters flee in
the precombat phase, they do not need to make rolls to dodge melee hits, but if any
creature has a ranged attack or a ranged area attack, characters have to avoid those.
Ranged attacks will target random characters. Ranged area attacks affect all
characters.

If characters escape in a dungeon, they have to go back the way they came from.

Peaceful interaction
Some creatures don’t want to fight. In some cases, their actions will be stated if the
characters just want to talk to them.

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Combat in the dark
If a character encounters creatures when they cannot see, all creatures that attack the
characters have the Alert characteristic and each creature’s difficulty will increase by
1 (up to a maximum of 6).

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Precombat phase
1. Look up the creatures’ stats in the hexcrawl book or use the stats given.

2. Check if any creatures have Alert. If at least 1 creature has Alert, go to step 5.

3. Check what characteristics the creatures in the group have. This will affect
what actions the characters can take.

4. Characters can make 1 action that takes 1 round to do and any number of
actions that take no time. To make a ranged attack, make an ability test
against the target’s difficulty (Ranged Combat). If the character succeeds,
they hit their opponent and deal damage as normal. If they try to avoid
combat, decide how they will do this (see above). If the characters end up
having to fight, move to step 5.

5. The creatures will take any actions that they can take in the precombat phase,
such as using a ranged attack. When this is done, if the characters have
decided to stay and fight, move onto step 6.

6. Any Creatures with the Cowardly characteristic, who, had lost ½ or more of
their Vitality or who had lost ½ or more of their group will flee. A character
may try to chase them. To catch them, a character must make an ability test
with a difficulty equal to the creature’s difficulty (Running). If they succeed,
the creature has to fight that character in the next round. If they fail, the
creature escapes.

7. Move onto combat steps.

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Combat steps
1. First of all, decide which character(s) is fighting which creature(s).

2. Each round of combat, each character can do 1 action that takes 1 round to do
and any number of actions that take no time to do. Look at the combat options
below to decide how to spend them.
You will probably want each character to use their main weapon in every
round, but you have other options, depending on what abilities and items
they have.
If your character is fighting multiple creatures, they need to decide which
creature they are going to hit with their weapon(s).
Remember that spending experience points takes no time.
Some characters may not be able to join in with melee combat (because they
are in a narrow corridor and only the character in the front can fight for
example). They can still use ranged weapons against their opponents or they
can use beneficial items on those characters fighting.

3. Any items your character uses resolve now. This means that damage dealing
items deal their damage to creatures now. This means that if your character
kills a creature, then they don’t need to fight it. However, if the creature is
cowardly and it has lost half of its Vitality or more, it won’t flee until the end
of the round.

4. Make an ability test equal to the creature’s difficulty (Melee Combat).


Remember to include any other rerolls your character may have. Spending
experience takes no time and can be done after the roll is made. Repeat this
process for every creature your character is fighting.

5. If your character has succeeded in the ability test, they won’t be damaged by
that creature. If they succeed at an ability test against a creature they aimed an
attack at, they hit it. If your character failed an ability test against a creature,
the creature hit them. If the character aimed a blow at a creature they failed
the ability test against, they don’t hit the creature.

6. Adjust the Vitality of the character(s) and creature(s).

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7. Repeat this process for each character in the party. Once you have completed
this, go to step 8.

8. After the melee combat rolls, creatures may be able to perform another action.
If this is the case, follow the instructions. Then go to step 9.

9. Any Creatures with the Cowardly characteristic, who, had lost ½ or more of their
Vitality or who had lost ½ or more of their group will flee. A character may try to
chase them. To catch them, a character must make an ability test with a difficulty
equal to the creature’s difficulty (Running). If they succeed, the creature has to fight
that character in the next round. If they fail, the creature escapes.

10. If all of the creatures have been dealt with, the combat is over and the characters
have won! Characters may recover any ammunition and thrown weapons they used.
If there are still creatures, begin a new round and go to step 1.

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Combat actions
Combat actions are what characters are allowed to do in combat. Below is a list of
actions characters can take in combat.

Characters can only perform 1 action with a time of 1 round. Characters may
perform as many actions as they are capable of that take no time.

Aim
Requirements: Perception or Reasoning

Time: none

A character is able to reroll 1 of the dice that has a value of 1 in ranged combat this
round.

Ambush
Requirements: Precombat phase, can only be done against a creature with the
Distracted characteristic.

Time: 1 round.

In the precombat phase, if a character is able to take an action, they may use an
ambush action against a viable opponent. They can attack with their melee weapon,
get 1 extra roll and deal +1 damage. Normally, they will only be capable of using
ranged attacks in the precombat phase.

Bash
Requirements: Shield in off-hand

Time: none

A character can use their shield to hit their opponent. They may make a second
attack against an opponent (not necessarily the same one they attacked with their
main weapon) making an ability test as normal. If they succeed, they deal 1 damage
to that opponent. A character who does this action cannot use the shield to block.

Block
Requirements: Shield in off-hand

Time: none

A character can try to block their opponents’ blows. They may reroll 1 of the dice
that has a value of 1 in melee combat rolls against opponents this turn. A character
who does this action cannot use the shield to bash.

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Calm
Requirements: Target must have the Docile characteristic.

Time: 1 round

The character can attempt to calm animal creatures. Calming such a creature is an
ability test with a difficulty equal to the creature’s (Naturalist, Animal, Clue*). Any
creature that is calmed flees from the combat. If the character fails, the creature will
hit them as if the character lost the combat round (unless it is the precombat phase)
and that character cannot attempt to calm that creature again.

Defensive fighting
Requirements: None

Time: none

A character is able to get 1 extra roll against all of their opponents in melee combat.
However, if they succeed at an ability test against them, they deal no damage.

Dodge
Requirements: Dodging

Time: none

A character is able to reroll 1 of the dice that has a value of 1 in melee combat this
round.

Escape
Requirements: None

Time: none

If a character uses this option in combat, they must make an ability test with a
difficulty equal to the difficulty of the creature(s) they are fighting (Dodging,
Running, shield). If they fail, they are hit and lose Vitality equal to the damage of the
creature. The character must do this for all creatures they are fighting.

If a character does this in the precombat phase, only creatures with ranged attacks
may try to hit them as they escape. They must make an ability test with a difficulty
equal to the difficulty of the creatures present who have the Ranged attack or ranged
area attack characteristic (Dodging, Running, shield). If there are several characters,
the creatures with the Ranged attack characteristic will target random characters. If
they fail, they are hit and lose Vitality equal to the damage of the ranged attack of
the creature.

If characters escape in a dungeon, they have to go back the way they came from.

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Feint
Requirements: Deception

Time: none

A character is able to reroll 1 of the dice that has a value of 1 in melee combat this
round.

Intimidate
Requirements: Target must have the Timid characteristic.

Time: 1 round

The character can attempt to intimidate creatures with the Timid characteristic.
Intimidating such a creature is an ability test with a difficulty equal to the creature’s
(Intimidate, Infamous, Clue*). Any creature that is intimidated flees from the
combat. If the character fails, the creature will hit them as if the character lost the
combat round (unless it is the precombat phase) and that character cannot attempt to
intimidate that creature again.

Knockback
Requirements: Strength

Time: none

A character is able to reroll 1 of the dice that has a value of 1 in melee combat this
round.

Riposte
Requirements: Nimbleness

Time: none

A character is able to reroll 1 of the dice that has a value of 1 in melee combat this
round.

Spot weakness
Requirements: Perception

Time: none

A character is able to reroll 1 of the dice that has a value of 1 in melee combat this
round.

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Subdue
Requirements: Target must be animal, humanoid or monster type.

Time: none

If a character uses this option in melee combat, they deal normal damage. However,
if they reduce the Vitality of an opponent to 0 when they are using the subdue
action, they knock them out instead of kill them. The opponent’s Vitality will be
equal to the amount of damage they have done using the subdue action. If they have
a length of rope, they character can tie up the opponent and take them prisoner.

Tactics
Requirements: Reasoning

Time: none

A character is able to reroll 1 of the dice that has a value of 1 in melee combat this
round.

Use Item
Requirements: the required item

Time: The time specified in the item.

A character can gain the benefits of the item they used.

Use main hand weapon


Requirements: None

Time: 1 round.

The character uses their main hand weapon and deals the damage stated with that
weapon.

Ward
Requirements: target must have the Wardable characteristic.

Time: 1 round

The character can attempt to ward creatures with the Wardable characteristic. These
creatures can be made to flee if the correct words are spoken or actions are
performed in front of the creature. Warding such a creature is an ability test with a
difficulty equal to the creature’s (Theology, Clue*). Any creature that is warded flees
from the combat. If the character fails, the creature will hit them as if the character
lost the combat round (unless it is the precombat phase) and that character cannot
attempt to ward that creature again.

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Opponents who try to escape
Some opponents may try to escape under certain conditions. Characters may try to
pursue them or use a ranged weapon on them. If they try to pursue them, make an
ability test equal to the difficulty of the opponent (Running). If they succeed, they
may continue the combat in the next round. If they fail, or if they choose not to
pursue their opponents, they escape.

If the characters use ranged weapons, they make an ability test with a difficulty
equal to the opponent (Ranged combat). If they succeed, they hit the opponent. If
they don’t, they miss. If they don’t kill the opponent, the opponent still escapes.

List of creatures
There is a list of creatures in the SCRAWL: Wayfarer book. If you play Small
SCRAWL, the creature stats will be present in the gamebook when relevant.

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Actions
Characters have options on what actions they can take. An action normally takes
time to do. Once a character selects an action to take, they increase the amount of
time that it takes and then get the effect of that action.

Ordeals
An ordeal is an action where the character can reduce the cost in terms of time and
other characteristics using abilities, codewords and/or items.

When a character has an ordeal, you will be told that they cost a certain number of
Will points, Vitality points or hours (or other units of measuring time) and then
given a list of abilities, items and codewords in parentheses afterwards. For every
ability, item or codeword that applies to that character, you may reduce the number
by 1. However, the minimum cost will always be 1.

For example, if an ordeal costs 3 Will and the Hardiness and Strength abilities
reduce the cost then if a character has 1 ability, the ordeal will cost 2 Will (3-1 = 2)
and if they have both, it will cost 1 Will (3-2 = 1).

Some ordeals can affect 2 statistics. For example, mining rock is an ordeal that costs
both time in Turns and Will points. If an item is listed in both costs, then the
character only needs 1 of that item to have both effects.

Ordeals that the whole party can help with


Some ordeals can be finished quicker if there are more people in the party. These ordeals
cost a certain number of party time units (hours, days, turns etc.). If an ordeal costs party
time units, then the time taken is reduced by 1 for every member in the party beyond the
first. The ordeal will also have abilities, items and/or codewords associated with it. For
every ability, item and/or codeword in the party, the time is reduced by an additional 1
unit. This means that if 2 characters in the party have that ability, item or codeword,
then the time is reduced by 2 units. The minimum amount of time it takes is 1 time unit.

For example, digging a trench requires 8 party hours (shovel). 3 party members attempt
this at the same time and 1 of them has a shovel. This means that the number of hours is
8 -2 (number of party members beyond the first) – 1 (number of shovels) = 5 hours.

Another example – building a shelter takes 5 party hours (Woodcraft). 2 people attempt
it and neither of them have the Woodcraft ability. This means it takes 5 -1 (number of
party members beyond the first) = 4 hours.

Another example – clearing some rubble takes 8 hours (Strength, shovel). There are 2
party members, both have Strength and 1 has a shovel. This means that the number of
hours is 8 -1 (number of party members beyond the first) -2 (number of instances of
Strength) – 1 (number of shovels) = 4 hours.

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Fate rolls
Fate rolls are events that do not depend on skill at all. They depend purely on
chance. Abilities have no effect on Fate rolls. The 2 most common ways to influence a
Fate roll is with Fate points and Blessings.

After the result of a Fate roll, the character who made that roll may spend a Fate
point or a Blessing to reroll the result. A character may spend a Fate point on any
result.

They may only spend a Blessing if the result is a 1. Spending a blessing only allows
characters to reroll the Fate roll once. If they roll another 1, they have to spend
another Blessing or Fate point to reroll again.

Characters can spend Fate points and Blessings after they see the result and they can
continue to spend them for as long as they have them.

Fate rolls are presented so that the lowest results have the worst outcomes (where
that is possible).

Double Fate rolls


A double Fate roll is a Fate roll where you have to roll 2 dice and use both results to
work out the outcome. In this case, the outcomes are arranged as 11, 12, 13, 14…66
where the first number is the result on the first die and the second number is the
outcome on the second die. You may do this by rolling 1 die twice or by rolling 2
different coloured dice. As with all Fate rolls, characters may spend Fate points and
Blessings to reroll them even after they have seen the results, but each Fate point and
Blessing they spend only allows you to reroll 1 of the dice. Double Fate rolls are
primarily used for determining overland maps and dungeon maps.

Party Fate rolls


A party Fate roll is a Fate roll that is made and that anyone in the party who is
present for that Fate roll can influence. That means that anyone in the party can
spend Fate points and/or Blessings or use any other means at their disposal to reroll
the Fate roll.

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Statuses
A status is a characteristic that characters can obtain. Some are baneful, some are
beneficial and some are a mixture of both. Some statuses are easy to remove and
some are almost permanent.

Characters cannot have the same status twice. If they are told to gain the same status
a second time, there is no effect.

Animal
Characters with the Animal status have gained some animal characteristics, such as
some fur, different teeth shapes and a different digestive system. This mostly applies
to the ability to eat plants and animals that are normally inedible to humans. The
most common use of Animal status is to find food faster.

Augment
An augmentation is a use of technology to improve the character’s body or mind. It
is a process that requires surgery and some people may consider the character evil
for embracing their live flesh with cold, unfeeling metal.

However, the augments do improve the character. Characters with this status can
increase their initial Vitality and Will by 1.

Breathe
A character with the Breathe status has some characteristic that allows them to
survive in a low oxygen environment, such as gills or bigger lungs. The best use of
the Breathe status is for swimming underwater or trying to survive in areas with
smoke or poisonous gas.

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Cognizant
A character can gain experience if they have the Cognizant status and then rest, or
write a journal entry or make a composition. There may be other special situations
where this can happen in special adventures.

When a character who has the Cognizant status takes one of the above actions, they
lose the status and gain 1 experience point.

A character can gain the Cognizant status if they do any of the following:

• Critical success - if a character rolled a 6 in an ability test and succeeded at that


test, they gain the Cognizant status.
• Critical failure - if a character rolled a 1 in an ability test and failed at that test,
they gain the Cognizant status.

Once a character has gained the Cognizant status, they cannot gain another one or
do so again until they have lost it. This limits each character to gaining 1 experience
point per action once they have the Cognizant status.

When a character rests or writes a journal entry or makes a composition, they


remove the Cognizant status and gain 1 experience point. Other events may also
remove the Cognizant status and gain the character 1 experience point.

If the action is interrupted (by a wandering monster for example), the time and
resources are wasted and the character gets no benefits.

Cool
A character with the Cool status is able to withstand the effects of extreme heat.

Curse
A curse reduces the character’s initial Will by 1.

Deathtouched
Deathtouched characters have experienced the great void. They have been close to
death, yet not crossed over into the afterlife. Deathtouched characters are normally
paler than normal and have haunted eyes. They make people around them uneasy.

However, being so close to death has made the character embrace life more.
Characters with this status can increase their initial Vitality and Will by 1.

Despondency
The character’s initial Will is reduced by 1.

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Disapproval
It is possible to gain the disapproval of deities. At best, this will mean that the
character is forbidden from using the facilities that belong to the clergy of that deity.
At worst, followers of that deity will attack them on sight.

Exhaustion
The character is very tired. If a character is told to gain the Exhaustion status when
they already have the Exhaustion status, they lose 1 Will.

Hunger
The character is hungry. If a character is told to gain the Hunger status when they
already have the Hunger status, they lose 1 Will.

Infamous
The Infamous status indicates that the character is on the wrong side of the law in
civilised society. The easiest way to gain the Infamous status is to get caught
committing a crime (so if the character is not caught, they won’t become Infamous!).
Characters with the Infamous status may get attacked by law enforcement or
lynched if they come across a bloodthirsty mob. However, it does have the upside of
making a character more intimidating and attracting certain criminal hirelings to
work for them!

Immortal
Yes, it is possible to obtain immortality. Just don’t expect to obtain it any time soon.
Immortal characters still need to keep track of their stats. However, if their Vitality
reaches 0 or if they get to a death section in a gamebook, they don’t die. They have 1
Vitality, but all of their possessions are gone. If they were playing a gamebook, they
have failed in their adventure and must go to the after the adventure part of the
book. If they are hexcrawling, they will end up on the hex that their death happened
(they will have left any sites that they are on). Then they can carry on.

Initiate
A character can become an initiate to a religion. This will give them certain
privileges with people associated with that religion.

Mania
The character’s initial Will is reduced by 1. Mania can be removed items or by other
people.

Mutant
A mutation is a fundamental and permanent change to the body’s make up. Such
changes are damaging, permanently reducing stats, but they also give your character
new abilities. Characters cannot lose mutations unless some magic removes them.

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However, the changes bought on by being a mutant strengthen the character.
Characters with this status can increase their initial Vitality and Will by 1.

Plague
Plague occurs when your character catches a particularly nasty disease. The
character’s initial Vitality is reduced by 1.

Poison
A character is poisoned when toxin is going through their veins. The character’s
initial Vitality is reduced by 1.

Prestigious
A character with the Prestigious status has high regard in civilised society. This
means that they will have access to local leaders who can give them quests, they can
avoid certain taxes that others pay and that they are able to hire certain civilised
hirelings.

Taint
A taint is a magical aura that creatures such as demons have. A taint produces a
noticeable sense of unease around most living creatures. Followers of the new deities
consider a tainted being to be heresy and they may flee or attack the tainted player
on site.

However, the taint can strengthen the character’s body and mind. Characters with
this status can increase their initial Vitality and Will by 1.

Thirst
The character is thirsty. If a character is told to gain the Thirst status when they
already have the Thirst status, they lose 1 Will.

Warm
A character with the Warm status is able to withstand the effects of extreme cold.

Wound
Your character’s initial Vitality is reduced by 1.

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Death
Death is a real possibility in the dangerous life of the adventurer. Adventurers can
and will die of pretty much anything – a sword to the gut, starvation, a fireball,
scrofula etc.

Character death
Firstly, a character can avoid death if they have at least 1 Fate point.

If a character’s Vitality is reduced to 0 or if they come across a death section in a


gamebook, they can spend 1 Fate point. If they do, they have narrowly avoided
death. They have 1 Vitality, but all of their possessions are gone. If they were playing
a gamebook, they have failed in their adventure and must go to the after the
adventure part of the book. If they are hexcrawling, they will end up on the hex that
their death happened). Then they can carry on.

If a character does not have any Fate points, they will die.

If a character should die, then the surviving members of the character’s party could
(and would feel like they should) perform proper death rites for that character.
Death rites involve returning the deceased character’s remains (unless the character
has died in a way that there are no remains) to a settlement and paying the official to
perform the deceased character’s chosen death rites. If the deceased character was an
initiate to a deity, then temples dedicated to the same deity perform the death rites
for free.

The character’s remains need to be carried. A deceased character has an


encumbrance of 4.

Performing the death rites for a deceased character gives all the remaining characters
1 Blessing. If any character returns to the site of the deceased character’s death rites,
they may visit the deceased character’s grave. If they do, and if they have 0
Blessings, they can set the number of Blessings they have to 1.

Hireling death
The characters probably won’t feel as attached to hirelings as they are to each other,
but the hireling’s friends and family feel very attached to them.

The characters should return the hireling’s remains (unless the hireling has died in a
way that there are no remains) to the site where they hired them and pay for their
death rites within 30 days of the hireling’s death. If they do not, after the 30 th day, the
spirit of the hireling will curse the characters who were with them when they died.

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Each character who was in the party with the hireling when they died will gain a
Curse status.

Restoring Will and Vitality


The cheapest and most easily available way to restore Will and Vitality is rest.

Rest
In order to rest to restore Will and Vitality, the character can rest. Resting takes 36
Turns (6 hours). Resting restores 1 Will. If their Will is already at its maximum, they
can restore 1 Vitality instead. This is in addition to removing losing their Cognizant
status (if they have it) and gaining 1 experience point.

These effects all happen at the end of the rest. If the rest is interrupted (by a
wandering monster for example), the rest time is wasted and the character gets no
benefits.

Other ways of restoring Will and Vitality


Other ways of restoring Will and Vitality include certain foods. They can also be
restored with certain alchemical and herbal preparations and buying services that
restore Will and Vitality.

If you want to know more about these methods, make a note of this page and turn to
the following pages:

You can learn about food on page 98.

You can learn about alchemical preparations on page 109.

You can learn about herbal preparations on page 110.

You can learn about services on page 124.

You can learn about potions on page 117.

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Religion in SCRAWL
There are many deities in the world of SCRAWL. Some religions are ancient and
some are relatively new. Becoming an initiate to a religion has several benefits – they
will have more positive encounters with other followers of the religion, they will be
accepted into temples and the temple services will be cheaper. The more ancient
religions are considered more bloodthirsty – they allow sacrifices which give those
who make them more power. However, initiates to those religions may be treated
with hostility from civilised folk. The newer deities are less bloodthirsty, but they
also provide less power. There are 6 different pantheons of deities that the characters
can follow.

The demonic deities


There are darker deities and demons who demand sacrifice and the destruction of
the society they inhabit. They are the demonic deities. They have cults all over the
land. The cults accept the desperate, the criminal and the savage with promises of
belonging and power. These cults thrive on slaughter and heresy and any followers
of the other deities will avoid them or attack them on site. Characters can become an
initiate of a cult to the demonic deities if they find a cult and live long enough to
persuade them to let them join their ranks instead of use them as a sacrifice.

Benefits of being an initiate of the demonic deities


Despite their barbarity, the demonic deities can bestow a lot of boons to their
initiates. There are still many demonic shrines to the demonic deities across the
lands, more so than the new deities.

Initiates to the demonic deities are also able to sacrifice animal creatures, humanoids
or monsters at the shrines for benefits, including restoring Will and Vitality.

Initiates to the demonic deities can also take advantage of not being attacked by
worshippers of the demonic deities. Some may decide that these benefits are worth
being excluded from the temples and clergy of the other deities.

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The eldritch deities
In the outer dark and the countless bizarre worlds out there, are strange,
indescribable, eldritch creatures that exist, following a set of laws that are
inconceivable to puny human minds. The most mighty of them are worshipped by
the insane, the desperate and the outcasts. The wishes of these eldritch deities are
inscrutable at best (assuming they know or care of their worshippers’ existence) – yet
some swear that they can feel the blessings of their eldritch masters.

Benefits of being an initiate of the eldritch deities


Despite their inscrutability, the eldritch deities can bestow a lot of boons to their
initiates. There are still many shrines to the eldritch deities across the lands, more so
than the new deities.

Initiates to the eldritch deities are also able to sacrifice animal creatures, humanoids
or monsters at the shrines for benefits, including restoring Will and Vitality.

Initiates to the eldritch deities will be less likely to be attacked by any mutants they
encounter. Some may decide that these benefits are worth being excluded from the
temples and clergy of the other deities.

The machine deities


The machine initiates worship those deities who bring technology to the masses. The
followers of the machine deities believe that they will ascend, not to some
otherworldly paradise, but by transcending flesh and creating better bodies for
themselves.

However, some people think that replacing flesh with machine is unnatural, so
followers of the machine deities must be prepared to face a lynch mob or two. The
clergy of the new deities, however, whilst not approving of such a practice, do not
see it as abominable as the practises of the cultists of the more bloodthirsty deities
and they still welcome initiates to the machine deities into their temples.

Benefits of being an initiate to the machine deities


Initiates to the machine deities benefit from temples to the machine deities and
shrines that are dotted around the world. There are also many ancient machines left
by long forgotten advanced civilisations that only those initiated into the way of the
machine will understand.

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The new deities
The new deities are the deities of civilisation. They are the deities for people who live
in settlements, who farm for food. The followers of these deities offer a less
bloodthirsty approach to worship with no sacrifices. They also do not ask for much
from their worshippers other than their time and their money.

Benefits of being an initiate to the new deities


Followers of the new deities are welcome in temples to the new deities and can gain
blessings from priests of the new deities. These deities do not approve of any
sacrifice, preferring donations in the form of money.

The primal deities


The primal deities are old deities worshipped by what might be considered to be
barbaric tribes. They are the deities of hunter gatherers and nomads who value all
the qualities needed for survival above all others such as strength, cunning and
speed. The primal deities also have a gentler side in the form of holy people who use
plants for healing.

Followers of the new deities and the common people are happy to coexist with
followers of the primal deities. Civilised folk may look at them as unsophisticated
and maybe even savage, but they are also living in accordance with natural laws and
so they are not seen as a threat to the divine order of things.

Benefits of being an initiate to the primal deities


Like the demonic, eldritch and void deities, the primal deities have been around for
far longer than the new deities and so there will be more shrines to the primal deities
found in the wilderness. The primal deities also approve of animal (but not
humanoid!) sacrifices and bestow blessings on initiates who do such a thing. Initiates
to primal deities are also more welcome by primitive tribesfolk and the fae.

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The void deities
The void deities are ancient deities of the world that all mortals must eventually
cross over into. They rule the endless void, the cessation of all things and the
impermanence of life. Note that this results in some worshippers of the void deities
living life to its fullest.

Due to the fact that a lot of people try their best to forget about their inevitable
demise and the fact that followers of the void deities practise human sacrifice, they
are usually not welcome in civilised lands.

Benefits of being an initiate of the void deities


The void deities bestow many boons to those who seek to worship them. Due to the
fact that they are a very old pantheon of deities, there are many shrines to the void
deities in the wilderness.

Initiates to the void deities are also able to sacrifice animal creatures, humanoids or
monsters at the shrines for benefits, including restoring Will and Vitality.

Initiates to the void deities can also take advantage of the benefits of a settlement of
deathtouched without being attacked by the residents.

Your characters’ relationships with the deities


Characters can be viewed 3 ways by the deities. The most common attitude the
deities have towards your characters is neutral. The deities and their followers will
not bestow any special favour on the characters, but they are welcome into their
temples and free to use their services. This applies to initiates of other deities.
Polytheism in the world of SCRAWL is an established fact – there have been many
tales of supernatural entities of all the different religions, so no one, even the most
zealous follower of one religion, would state that another religion is false. No deity is
held up as the one true deity and so the deity a person decides to follow is
considered an individual choice.

To gain the benefits of worshipping a deity, a character can become an initiate of that
deity. Initiates get special benefits, such as blessings at shrines and reduced prices
for services.

Finally, if a character does something to offend a deity or its followers, they will gain
the disapproval of that deity. Characters with disapproval are, at the very least,
banned from that deity’s temples and so they can’t use its services. In some cases,
followers of that deity may attack them.

A characters starts off as neutral with respect to all of the deities.

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Temples and shrines
The earthly representative of the deities hold great power – they have temples,
monasteries and shrines dotted around the plane. Characters are welcome to use any
temple of any archetype on the plane. Characters can choose to become an initiate of
one of the deity archetypes. If a character decides to become an initiate to one of
these archetypes, they will get reduced prices and more services at those locations.

Shrines are constructions made to honour the deities. They may or may not have
initiates tending to them. Characters who have the Theology ability or who are
initiates to the same deity that the shrine is dedicated to can pray at them. Some
shrines also accept sacrifices.

Disapproval of the deities


It is possible to earn the disapproval of a pantheon. If a character is an initiate to that
pantheon when they earn its disapproval, they are no longer an initiate.

If the pantheon disapproves of a character then they will also not be allowed in that
deity’s temple, buy its items or use its services.

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Weapons, armour, equipment, services and crafting
This section tells you all about the things that your characters can buy, sell and make
in the world of SCRAWL.

Buying and selling


The items below have a buying and selling price.

Weapons
Weapons are really great for avoiding long arguments. When an orc doesn’t want
the party stealing its stuff, sticking it with a sword can really save time and tedious
conversation. But characters don’t need to stick an orc with a sword. No there’s
clubs, axes, maces, hammers, bows, slings and all kinds of implements they could
use instead. In fact, we have something here for everyone. We even have little
daggers and hammers for the little darlings in your life. Come and take a look.

Weapon type
Can your characters use this weapon in Melee Combat or Ranged Combat? Some
weapons are melee/ranged weapons which means that the characters can use them
as a ranged weapon by throwing them. However, they cannot use them during
combat after they have thrown them. They will be able to recover them if they win to
win the combat.

Ammunition is used in conjunction with ranged weapons. Pebbles are used with
slings, darts are used with blowpipes and arrows are used with bows and
crossbows. Bullets are used with firepowder weapons. Arrows need to be stored in a
quiver. A quiver can hold 12 arrows. Ammunition that is used in combat can be
recovered if the characters don’t flee.

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Weapon attributes
Weapons have different types of attributes in addition to other characteristics.

Firepowder weapons
Firepowder weapons use firepowder to launch a small projectile at an opponent.
They can do more damage for their weight, but they also need firepowder to work
and take a whole round to reload.

Firepowder weapons are also rare and expensive as knowledge of their craft is a
closely guarded secret.

Light weapons (including unarmed attacks)


These weapons usually deal 1 damage and can be used in the off-hand.

Two handed weapons


Two handed weapons require 2 hands to use so characters cannot use a shield whilst
using them. Characters also cannot use them if they need to carry a light source.

Versatile weapons
Versatile weapons can be wielded with 1 hand or 2 hands. They can only be wielded
with 2 hands if the character is not holding a light source, shield or other item in
their off-hand. If they wield the weapon with 2 hands and at least 1 of their rolls is a
6 and they hit an opponent, they deal 1 extra damage.

Other uses for weapons


Some weapons have other uses beyond being used as weapons. For example,
daggers can be used to cut leather or wood to craft wooden items. Hammers can be
used to craft metal items or to hammer in spikes. Axes can be used to fell trees. Have
a look at the weapon descriptions below and keep this in mind.

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Table of weapons

Weapon Attributes Type Damage Encumbrance To buy To sell


(sp) (sp)

Unarmed combat Light Melee 1 - - -


Lit torch Light Melee 1 ½ - -
Sickle Light Melee 1 ½ 2 1
Dagger Light Melee/ranged 1 ½ 2 1
Staff Versatile Melee 1 ½ 2 1
Spear Versatile Melee/ranged 1 ½ 3 2
Shovel Versatile Melee 1 1 3 2
Stone (thrown) - Ranged 1 1 - -
Lit lantern - Ranged 1 ½ - -
Sling/blowpipe - Ranged 1 ½ 2 1
Club - Melee 2 1 3 2
Pick Two handed Melee 2 1 3 2
Sword Versatile Melee 2 1 5 3
Mace Versatile Melee 2 1 5 3
Axe - Melee/ranged 2 1 5 3
Hammer - Melee/ranged 2 1 5 3
Bow Two handed Ranged 2 1 5 3
Two handed sword Two handed Melee 3 2 10 5
Two handed axe Two handed Melee 3 2 10 5
Polearm Two handed Melee 3 2 10 5
Maul Two handed Melee 3 2 10 5
Crossbow Two handed Ranged 3 2 10 5
Grenade - Ranged 31 ¼ 50 25
Pistol Firepowder Ranged 3 ½ 20 10
Musket Firepowder, Ranged 4 1 40 20
two handed
Pebbles, 12 Ammunition - - 0 - -
Darts, 12 Ammunition - - 0 ½ ¼
Arrows, 12 Ammunition - - 0 1 ½
Bullets, 12 Ammunition - - 0 3 2
Quiver - - - ½ 1 ½

1: This deals damage to multiple targets. See the description.

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List of weapons
Arrow
An arrow is ammunition for bows and crossbows.

Axe
An axe is a medium weapon that can be thrown or used in close combat. It also helps
with felling trees.

Blowpipe
A blowpipe is a light ranged weapon.

Bow
A bow is a ranged weapon.

Bullets
Bullets are ammunition for firepowder weapons.

Club
A club is a blunt melee weapon.

Crossbow
A crossbow is a ranged weapon.

Dagger
A dagger is a light weapon that can be thrown or used in close combat. It can also be
used by someone with the Woodcraft or Leathercraft abilities to craft items with
wood or leather parts.

Darts
Darts are ammunition for blowpipes.

Firepowder
Firepowder is needed for firepowder weapons. Each shot with a firepowder weapon
uses 1 firepowder. Firepowder does not need to be stored in a bottle.

Grenade
A grenade is a one use item. A character can throw the grenade into an area as a
ranged weapon. It will explode, dealing 3 damage to all creatures and characters in
combat (including the thrower).

Hammer
A hammer is a weapon that can be thrown or used in close combat. It can also be
used by someone with the Metalcraft ability to craft items with metal parts.

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Lit lantern
A lit lantern can be used as a light ranged weapon in a pinch. Throwing a lit lantern
destroys it. Normally most characters would not choose to use a lit lantern, but it
may come in handy as a last resort or if the characters are facing a creature that has a
weakness to fire such as a mummy or a hydra.

Lit torch
A lit torch can be used as a light melee weapon in a pinch. Normally most characters
would not choose to use a lit torch, but it may come in handy as a last resort or if the
characters are facing a creature that has a weakness to fire such as a mummy or a
hydra. A torch can be crafted from 1 wood by a character with a dagger and the
Woodcraft ability. It can be lit in a fire or with a flint and tinder.

Mace
A mace is a medium melee weapon.

Maul
A maul is a big club. It is a two handed weapon.

Musket
A musket is a two handed firepowder weapon.

Pebble
Pebbles are ammunition for slings.

Pick
A pick is primarily used for mining through rock, but it can be used as a weapon in a pinch.

Pistol
A pistol is a one handed firepowder weapon that can fire a small lead ball at an
opponent.

Polearm
A polearm is a pole with a large axe on the end. It counts as a heavy melee weapon.

Quiver
Quivers are required to hold arrows. A single quiver can hold up to 12 arrows.

Shovel
A shovel is primarily used for digging, but it can be used as a weapon in a pinch.

Sickle
A sickle is a light melee weapon. It may also come in handy for collecting plants for
food or herbs. A sickle can be crafted from 1 metal by a character with a hammer and
the Metalcraft ability.

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Sling
A sling is a light ranged weapon. A sling can be crafted from 1 leather by a character
with a dagger and the Leathercraft ability.

Spear
A spear is a medium weapon that can be thrown or used in close combat. A spear
can be crafted from 1 Stone and 1 Wood by a character with a dagger and 1 stone
and the Woodcraft and Stonecraft abilities or from 1 metal and 1 wood by a
character with a dagger and a hammer and the Woodcraft and Metalcraft abilities or
it can be crafted from 1 wood and 1 bone by a character with a dagger and the
Woodcraft ability.

Staff
A staff is a light melee weapon. It can be crafted from 1 wood by a character with a
dagger and the Woodcraft ability.

Stone
Stones can be thrown as light ranged weapons. They are easy to find and they can
also be used by someone with the Stonecraft ability to make items that have stone
parts.

Sword
A sword is a medium melee weapon.

Two handed axe


A two handed axe is a large axe.

Two handed sword


A two handed sword is a large sword.

Unarmed combat
A character’s fists count as a light melee weapon.

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Armour
The downside with hitting monsters is that makes them want to hit your characters
back. However, there is armour to deal with that problem.

Armour in SCRAWL increases a character’s Vitality because that is the simplest way
I could find. A character is allowed one suit of armour.

Shields require one hand to use, so if a character needs to hold a light source, they
cannot hold a shield. If they have a two-handed weapon, they cannot use a shield.

When a character takes the armour off, their current and initial Vitality decreases by
that amount. However, taking armour off cannot reduce a character’s Vitality to less
than 1. It reduces it to 1 instead (so a character can’t die if they take off leather
armour, just like in real life).

Table of armour

Armour Vitality bonus Encumbrance To buy (sp) To sell (sp)

Light body armour +1 ½ 5 3

Medium body armour +2 1 20 10

Heavy body armour +3 2 40 20

Shield - ½ 5 3

Helmet - ¼ 3 2

Gauntlets - 0 1 ½

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List of armour
Gauntlets
Gauntlets can offer some protection to the wearer’s hands. They don’t provide a Vitality
bonus and have an encumbrance of 0.

Heavy body armour


Heavy body armour increases a character’s Vitality by 3 and has an encumbrance of
2. Examples of heavy body armour include a breastplate and greaves together.

Helmet
A helmet provides protection for the wearer’s head. It does not provide a Vitality
bonus and has an encumbrance of ¼.

Light body armour


Light body armour increases a character’s Vitality by 1 and has an encumbrance of
½. It can be made by a character with 2 leather, a dagger and the Leathercraft
ability. Examples of light body armour include a leather jerkin or a chain vest.

Medium body armour


Medium body armour increases a character’s Vitality by 2 and has an encumbrance
of 1. It can be made by a character with 4 leather, a dagger and the Leathercraft
ability. Examples of medium body armour include thick hide armour or chainmail.

Shield
A shield does not provide a Vitality bonus but it can protect them against ranged
weapons and can be used for the bash and block combat actions. It has an
encumbrance of ½. It needs to be held in the character’s off-hand so a character
cannot use a two-handed weapon with a shield. It can be made by a character with 1
wood, 1 leather, a dagger and the Woodcraft and Leathercraft abilities or it can be
made by a character with 2 metal, a hammer and the Metalcraft ability or by a
character with 1 wood, 1 metal, a dagger, a hammer and both the Woodcraft and
Metalcraft abilities

Equipment
Adventurers need items besides weapons and armour. This is equipment. There is a
lot of equipment that adventurers could use. The explanations of the equipment is
given below the table.

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Equipment table
Item To buy (sp) To sell (sp) Encumbrance
Flint and tinder ¼ - ¼
Torch ¼ - ½
Lantern 1 ½ ½
Oil (in skin) 1 ½ ½
Furs 5 3 ¼
Desert clothes 5 3 ¼
Mirror 5 3 ¼
Picklocks 5 3 ¼
Toolkit 5 3 ½
Writing kit 3 2 ¼
Parchment ½ ¼ 0
Cook’s kit 3 2 ½
Pick 3 2 1
Shovel 3 2 1
Spikes 3 2 ½
Rope 3 2 1
Grapple 3 2 ½
Skin ½ ¼ ½
Bottle ½ ¼ ¼
Fishing kit 3 2 1
Spyglass 20 10 ¼
Lodestone 10 5 ¼
Map 20 10 0
Alchemical preparation (in bottle) 3 2 ¼
Herbal preparation (in bottle) 3 2 ¼
Backpack 3 2 0

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List of equipment
Alchemical preparation
These are preparations made with minerals. An alchemical preparation comes in a
bottle. After using an alchemical preparation, if the character hasn’t broken the bottle,
they can reuse the bottle. Go to the crafting section on page 90 to see what preparations
you can buy.

Backpack
A backpack can hold 6 items of encumbrance.

Bottle
This is a glass bottle that can contain a preparation. It does not have enough volume
to contain enough water to remove the Thirst status.

Cook’s kit
This consists of a small pan, a pestle and mortar, a small sieve, a knife, a fork and a
spoon. It helps cook raw food and prepare alchemical and herbal preparations.

Desert clothes
These give the wearer the Cool status.

Fishing kit
This consists of a rod, net and bait. It helps catch fish.

Flint and tinder


This makes fire. Characters need a flint and tinder to light a torch, light a lantern and to
make a fire using wood.

Grapple
A metal hook that can be tied at the end of a rope to aid in climbing.

Furs
They provide the wearer with the Warm status.

Herbal preparation
A preparation made with herbs. A herbal preparation comes in a bottle. After using a
herbal preparation, they can reuse the bottle. Go to the crafting section on page 90 to see
what preparations you can buy.

Lantern
A lantern needs a skin of oil to fuel it. When it has its fuel, a lantern acts as a light source
for 6 hours (36 Turns). When it is used up, it can be refilled. A lit lantern can be hurled at
an opponent as a light ranged weapon. If it hits, it counts as fire, dealing 1 damage, but
it may do more damage to creatures susceptible to fire.

Lodestone
A lodestone is a magnetic rock that can act as a crude compass. It helps with navigation.

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Map
A map requires a character with both the Literacy and Pathfinding abilities to use. A
map covers a particular area of 36 hexes. All of the sites are already on the map, so if the
characters buy a map for a particular area, they can roll up the terrain and sites for the
hexes in that area without having to explore the hex or roll up encounters. Characters
can also make maps to sell, but it is very rare to find someone who sells or buys maps.

Mirror
It provides a reflective surface.

Oil
Oil comes in a skin. It can be used as 1 mineral or 1 fuel. It can also fuel a lantern. After
using the oil, characters can reuse the skin.

Parchment
Parchment is used for writing on. It can be used to make maps or journal entries.

Pick
This is used to smash through rock.

Picklocks
These tools are required to pick the lock of a locked door in order to open it.

Rope
A length of rope which can be useful for pulling someone out of a pit, tying something
(or someone!) up or climbing down a slope. If combined with a grapple, it can be used to
climb up things.

Shovel
A tool used for digging.

Skin
A skin can hold 1 unit of liquid.

Spikes
Iron spikes can be used with a hammer to climb surfaces or they could be used for other
reasons.

Spyglass
A spyglass allows a character to see long distances.

Toolkit
This is used for manipulating mechanisms, such as for disarming traps.

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Torch
This acts as a light source, but it can only be used once. It requires a flint and tinder to
light it. A torch lasts for 1 hour (6 Turns). In a pinch, a lit torch can also be used as a
weapon – it will deal 1 damage on a hit.

Writing kit
A writing kit consists of a quill and ink and pieces of charcoal for making marks. It is
used to write things. It can be used to make maps and write journal entries. It needs
parchment to do that.

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Food and drink related items
Eating 1 provision will remove the Hunger status. Drinking 1 drink will remove the
Thirst status. At the beginning of each day, a character gains the Hunger status and
the Thirst status (in addition, they gain the Exhaustion status as well, but that is for
another part of the book). If they already have either status, they lose 1 Will (if they
have both, they lose 2 Will!).

Eating a provision takes 1 Turn. Drinking a drink takes 1 Turn.

Table of food and drink related items


Item To buy (sp) To sell (sp) Encumbrance
Water1 0 - -
Milk1 ½ ¼ -
Ale/wine/spirits1 ¼ - -
Ale/wine/spirits, fine1 10 5 -
Ale/wine/spirits, blessed1 10 5 -
Vegetable oil1 ½ ¼ -
Provision, prepared ½ ¼ ¼
Provision, prepared, fine 3 2 ¼
Provision, raw ¼ - ½

1: Unless a character consumes this item as soon as it is bought, they will need to put
it in a skin.

Ale/wine/spirit (requires container)


These are the standard alcoholic drinks. They need to be put in a skin or drunk
straight away. 1 ale, wine or spirit counts as 1 water and when it is drunk. If the
character who drunk it had 0 Inspirations, they can set the number of Inspirations
they have to 1. Then if the character does not have either the Hardiness or Resolve
abilities, they lose 1 Will.

Ale/wine/spirit, blessed (requires container)


The drink needs to be put in a skin or drunk straight away. 1 blessed drink counts as
1 water and when it is drunk. If the character who drunk it had 0 Inspirations, they
can set the number of Inspirations they have to 1. In addition, if the character who
drunk this drink had 0 Blessings, they can set the number of Blessings they have to 1.
Then if the character does not have either the Hardiness or Resolve abilities, they
lose 1 Will.

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Ale/wine/spirit, fine (requires container)
Fine drink is very intoxicating, giving a great sense of confidence, but it is also very
strong. The drink needs to be put in a skin or drunk straight away. 1 fine drink
counts as 1 water and when it is drunk, if the character who drunk it had 0 or 1
Inspirations, they can set the number of Inspirations they have to 2. Then if the
character does not have either the Hardiness or Resolve abilities, they lose 1 Will.

Milk (requires container)


The milk needs to be put in a skin or drunk straight away. 1 milk counts as both 1
water and 1 prepared provision.

Provision, prepared
This is food that has been made, such as bread, or cooked, so it contains more
nutrients.

Provision, prepared, fine


This food is made of the finest ingredients and the most skilled cooks. When the
characters eat this provision, if they had 0 Inspirations, they can set the number of
Inspirations they have to 1.

Provision, raw
This consists of raw meat, pulses, vegetables or fruits.

Vegetable oil (requires container)


The vegetable oil needs to be put in a skin or used straight away. 1 vegetable oil can
be used as 1 prepared provision or as 1 fuel. It can be used to fuel a lantern.

Water (requires container)


This represents a well or stream or other place where characters can collect water for
free. Water needs to be put in a skin or drunk straight away.

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Materials
There are several materials in the land of SCRAWL. These materials can be used to
make other items (see crafting below). Characters cannot buy these items, but they
are relatively easy to come across if the party explores the correct terrain. Here is a
summary of the items.

Bone (encumbrance 1)
Bone covers the teeth, horns and bones of living creatures. It can be carved by
anyone who can also carve wood.

Coal (encumbrance ½)
Coal can be mined. 1 coal can count as 1 fuel or 1 mineral.

Crystal (encumbrance ¼)
A crystal counts as 1 mineral or 1 component.

Herb (encumbrance ¼)
Herbs are plants that have a beneficial effect on the body. Herbs can be used to make
herbal preparations.

Leather (encumbrance 1)
Leather can be obtained from the skins of certain animals. It can be used to make
some armour and other items.

Metal (encumbrance 1)
Metal has to be obtained from stones and minerals by heating them. This is a process
called smelting. Metal can be used to make weapons, armour and some tools. It can
also be sold.

Mineral (encumbrance ¼)
Minerals are small rocks that are made from uncommon materials, such as the
sparkling pyrite, the white cubic rock salt or the liquid metal quicksilver. Minerals
can be used to make alchemical preparations.

Oil (encumbrance 0)
Oil is a flammable liquid. Oil needs to be stored in a skin. Oil can count as 1 fuel or 1
mineral. It can be used to fuel lanterns.

Pelt (encumbrance ¼)
A pelt is a furry part of an animal’s hide. Pelts can be sold in some settlements and
they can be used to make furs.

Rare plant (encumbrance ¼)


A rare plant counts as 1 herb or 1 component.

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Stone (encumbrance 1)
Stone is not very useful for much, but it is readily available. Characters can throw
stones as a ranged weapon and they can make a few stone items. Stones can be used
with minerals and fire to make metal.

Wood (encumbrance 1)
Wood comes from trees. It can be used to make wooden items and it can be used as
fuel to make fire.

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Crafting items and cooking
If a character has the Woodcraft, Metalcraft, Leathercraft or Stonecraft abilities,
they can make their own weapons, armour and tools. If they have the Herbalism
ability, they can make herbal preparations. If they have the Alchemy ability, they
can make alchemical preparations. If they have the Cooking ability, they can turn
raw provisions into twice that number of prepared provisions. Below is a list of
things that characters can make, what they need to make them and how long it takes.

Making fire
Some crafting requires fire to undergo. Fire requires 1 fuel (common fuels are wood,
coal, oil and vegetable oil) and a flint and tinder to light it (which is not used up).
Making a fire takes 1 Turn. Fire lasts for 1 hour (6 Turns) for every 1 fuel on it. A
character can use fire for warmth, to light torches or other fires and to cook with
simultaneously.

Any character that is around a fire has the Warm status for as long as they stay near
it.

Items the characters can craft with the Cooking ability


To craft some items with the Cooking ability, the characters need a fire and a cook’s
kit. Characters can make several things on the same fire, but if the item needs a
cook’s kit, they need a cook’s kit for each item that requires one. All of the items
below need a character with the Cooking ability to make them.

Item Resources Tools Time


2X prepared provisions1 X raw provisions, fire Cook’s kit 3 Turns
1 prepared provision, fine 1 raw provision, 1 herb, 1 mineral, fire Cook’s kit 3 Turns

1: A character may cook any number of raw provisions on a single fire to create
twice that number of prepared provisions.

Provision, prepared
This is food that has been made, such as bread, or cooked, so it contains more
nutrients.

Provision, prepared, fine


This food is made of the finest ingredients and the most skilled cooks. When the
characters eat this provision, if they had 0 Inspirations, they can set the number of
Inspirations they have to 1.

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Items that the characters can craft with the Woodcraft ability
To craft an item with the Woodcraft ability, the character needs a dagger.

Item Resources Tools Time needed


Staff 1 wood Dagger 2 Turns
Blowpipe 1 wood Dagger 2 Turns
Club 2 wood Dagger 3 Turns
Club 2 bone Dagger 3 Turns
Spear 1 wood+1 bone Dagger 3 Turns
Bow 2 wood Dagger 3 Turns
Fishing kit 1 wood Dagger 1 Turn
Torch 1 wood Dagger 1 Turn

Items that the characters can craft with the Leathercraft ability
To craft an item with the Leathercraft ability, the character needs a dagger.

Item Resources Tools Time needed


Light body armour 3 leather Dagger 4 Turns
Medium body armour 6 leather Dagger 8 Turns
Gauntlets 1 leather Dagger 2 Turns
Quiver 1 leather Dagger 1 Turn
Backpack 2 leather Dagger 2 Turns
Saddlebags 2 leather Dagger 2 Turns
Sling 1 leather Dagger 2 Turns
Skin 1 leather Dagger 1 Turn
Furs 2 pelts Dagger 2 Turns

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Items that the characters can craft with the Metalcraft ability
To craft an item with the Metalcraft ability, the character needs a hammer.

Item Resources Tools Time needed


Dagger 1 metal Hammer 2 Turns
Sickle 1 metal Hammer 2 Turns
12 darts1 1 metal Hammer 2 Turns
Spikes 2 metal Hammer 2 Turns
Mirror 2 metal Hammer 2 Turns
Cook’s kit 2 metal Hammer 2 Turns
Grapple 2 metal Hammer 2 Turns
1: Ammunition for a blowpipe.

Items that the characters can craft with the Stonecraft ability
To craft an item with the Stonecraft ability, the character needs a stone.

Item Resources Tools Time needed


Dagger 1 stone Stone 2 Turns
12 pebbles1 1 stone Stone 2 Turns
Flint and tinder 1 stone Stone 1 Turn
Firepowder 3 minerals Stone 1 Turn
1: Ammunition for a sling.

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Items that the characters can craft using 2 or more abilities

Item Resources Abilities Tools Time needed


12 arrows1 1 wood, 1 stone Woodcraft, Dagger, stone 3 Turns
Stonecraft
12 arrows1 1 wood, 1 metal Woodcraft, Dagger, hammer 3 Turns
Metalcraft
Axe 1 wood, 1 stone Woodcraft, Dagger, stone 3 Turns
Stonecraft
Axe 1 wood, 1 metal Woodcraft, Dagger, hammer 3 Turns
Metalcraft
Hammer 1 wood, 1 stone Woodcraft, Dagger, stone 3 Turns
Stonecraft
Hammer 1 wood, 1 metal Woodcraft, Dagger, hammer 3 Turns
Metalcraft
Spear 1 wood, 1 stone Woodcraft, Dagger, stone 3 Turns
Stonecraft
Spear 1 wood, 1 metal Woodcraft, Dagger, hammer 3 Turns
Metalcraft
Pick 1 wood, 1 metal Woodcraft, Dagger, hammer 2 Turns
Metalcraft
Shovel 1 wood, 1 metal Woodcraft, Dagger, hammer 2 Turns
Metalcraft
Shield 1 wood, 1 leather Woodcraft, Dagger 3 Turns
Leathercraft
Shield 1 metal, 1 leather Metalcraft, Dagger, hammer 3 Turns
Leathercraft

1: Ammunition for a bow or a crossbow. Requires a quiver to contain them.

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Items that the characters can craft with Alchemy and Herbalism

Item Resources Abilities Tools Time


Alchemical 1 mineral, 1 water, fire Alchemy Cook’s kit 3 Turns
1
preparation
Herbal 1 herb, 1 water, fire Herbalism Cook’s kit 3 Turns
preparation1
Firepowder 3 minerals Alchemy, Stonecraft Stone 1 Turn

1: Requires a bottle to contain it.

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Alchemical preparations
Alchemical preparations are made by someone with the Alchemy ability, 1 mineral,
1 water, fire and a cook’s kit.
Acid
Time: 1 round

Target: 1 opponent

Duration: Instantaneous

Bottle required: Yes

The character may throw this preparation at an opponent as a ranged weapon. If


they succeed at an ability test equal to the difficulty of the target (Ranged Combat),
they deal 3 damage to that opponent. The character may also throw it during melee
combat. If they succeed at an ability test equal to the difficulty of the target (Melee
Combat), they deal 3 damage to that opponent. Throwing acid destroys the bottle.

Antitoxin
Time: 1 Turn

Target: The character using the preparation

Duration: Instantaneous.

Bottle required: Yes

A character who uses antitoxin may remove the Poison status.

Poison
Time: 1 round

Target: 1 dagger, sickle or blowgun darts

Duration: 1 Turn

Bottle required: Yes

During the duration that the poison lasts, any creature with the type humanoid,
animal or monster will lose 1 extra Vitality the first time they are hit by a poisoned
weapon. This Vitality cannot be restored unless the characters flee from combat then
return to the creature. Poisons have no effect on constructs, outsiders or undead.
Any character who drinks the poison gains the Poison status. Any humanoid, animal
or monster that drinks the poison loses 1 Vitality.

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Restorative tonic
Time: 1 Turn

Target: None

Duration: Instantaneous

Bottle required: Yes

A character who uses a restorative tonic can restore 1 Will. If their Will is at its
maximum, they restore 1 Vitality instead.

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Herbal preparations
A herbal preparation can be used as a potion or salve. Herbal preparations are made
by someone with the Herbalism ability, fire, a cook’s kit, 1 water and 1 herb. A
bottle may also be required.

Curing preparation
Time: 1 Turn.

Target: The character using the preparation

Duration: Instantaneous.

Bottle required: Yes

A character who uses a curing preparation may remove the Plague status.

Healing salve
Time: 1 Turn.

Target: The character using the preparation

Duration: Instantaneous.

Bottle required: Yes

A character who uses a healing salve may restore 1 Vitality.

Poison
Time: 1 round

Target: 1 dagger, sickle or blowgun darts

Duration: 1 Turn

Bottle required: Yes

During the duration that the poison lasts, any creature with the type humanoid,
animal or monster will lose 1 extra Vitality the first time they are hit by a poisoned
weapon. This Vitality cannot be restored unless the characters flee from combat then
return to the creature. Poisons have no effect on constructs, outsiders or undead.
Any character who drinks the poison gains the Poison status. Any humanoid, animal
or monster that drinks the poison loses 1 Vitality.

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Suturing cream
Time: 1 Turn.

Target: The character using the preparation

Duration: Instantaneous.

Bottle required: Yes

A character who uses suturing cream may remove the Wound status.

Other items
Firepowder
Time: N/A

Target: N/A

Duration: N/A

Bottle required: No

This item can be made with either Alchemy or Stonecraft.

Firepowder is needed for firepowder weapons. Each shot with a firepowder weapon
uses 1 firepowder.

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Other items that characters can make
Characters are able to make other items below.

Item Resources Abilities Tools Time


1 metal 2 stone, 1 None None 3 Turns
mineral, fire
1 mineral 2 bone None 1 stone 2 Turns
Raft1 12 wood+1 rope None None 2 Turns
1 map2 1 parchment Literacy+ Pathfinding Writing kit 6 Turns
1 composition 1 parchment Perform+Reasoning Writing kit 6 Turns
1 journal entry 1 parchment Literacy+Reasoning Writing kit 6 Turns

1: This counts as a water vessel.

2: The map can be of any area the character has explored. The character can only
make a map once they have explored every hex in an area. In the gamebook rules,
the character can make 1 map in each between adventures section.

Composition
A character can write some music or make a drawing or do some other kind of art.
When they do, if they have the Cognizant status, they can lose the Cognizant status
and gain 1 experience point.

Journal entry
A character can make a journal entry. When they do, if they have the Cognizant
status, they can lose the Cognizant status and gain 1 experience point.

Map
A map is for a whole area. It will list every site on every hex. Characters need to
have completely explored an area to be able to make a map of it.

Metal
Metal is a material that a character with the Metalcraft ability and the correct tools
can craft items from. Metal can also be sold.

Mineral
A mineral is an item that can be used to make alchemical preparations and other
items.

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Raft
A raft counts as a water vessel. It can carry all characters in the party.

Page | 102
Services
Services are things that the characters buy that aren’t items.

Services table
Service Cost (silver pieces) Time taken (Turns)
Shelter ¼ 36
Stabling ¼ 36
Healing 1 1
Curing 3 3
Ship’s passage 1
½ per hex -
Airship passage 2 per hex -
Bank 1 3
Make will 3 3
2
Pay will 3 1
Performance ½ 6
Lecture ½ 6
Death rites3 3 6
Lawyer 3 -
1: Only available on hexes adjacent to a water hex.

2: The cost can be paid for by one of the characters or taken from the money left in
the bank.

3: Requires the remains of the deceased (unless they died in a way that there are no
remains). The remains have an encumbrance of 4.

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Airship passage
The characters fly to another part of the map. Overland maps are split into hexes and
the price of the journey is calculated before they characters leave (so they have to
know where they are going before they leave!). Characters cannot take horses, mules
or carts on an airship. They must be left behind.

Bank
A bank is a secure place to store valuables. Characters pay money to the bank to
install or withdraw money or items. They need to pay this fee each time.

Curing
Curing can remove 1 of the following statuses – Curse, Despondency, Mania, Plague,
Poison, Wound.

Death rites
A deceased character is given a proper send off to the next life. This requires the
remains of the deceased character (they have an encumbrance of 4) - unless they
died in a way that there are no remains. Once the death rites are complete, the other
characters can gain 1 Blessing. Also, if the characters visit the site of the deceased
character’s death rites, if they have 0 Blessings, they set their Blessings to 1.

Healing
The character can restore 1 Vitality point.

Lawyer
A lawyer is only needed if the character is caught for a crime. The lawyer is able to make the
ability test in the punishment section to avoid punishment instead of the character. The
lawyer has the Worldliness, Deception, Literacy and Reasoning abilities.

Lecture
The character watches a lecture on some subject. If they have 0 Clues, their Clues are
set to 1.

Make will
The character is able to leave instructions to the bank for who gets the money left at
the bank in the case of their death. The money can be split however the character
wants to however many characters they want to have them. If a beneficiary of the
will dies, the bank keeps the money.

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Pay will
Upon the death of a character, the bank will take the cost of paying the will from the
character’s money, then release the other money. If the deceased character had fewer
than 3 silver pieces in coins (because their deposit was other items), the other
characters will have to make up the differences. Banks only accept payment in coins
and not in items.

Performance
The character watches some performance for entertainment. If they have 0
Inspirations, their Inspirations are set to 1.

Shelter
Shelter involves a place to stay that provides protection from the elements. This
counts as a safe area. This means that characters do not need to roll for encounters
while they are in the shelter.

Ship’s passage
This allows characters to move across the sea. Overland maps are split into hexes
and the price of the journey is calculated before they characters leave (so they have
to know where they are going before they leave!). Characters cannot take horses,
mules or carts on a ship. They must be left behind.

Stabling
Stables can provide rest and food for animals. This counts as safe area for animals.

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Religious services
These are services and items offered by temples.

Temple services table

Service Cost (silver Initiate cost Time taken (Turns)


1 1
pieces) (silver pieces)
Sermon 0 0 6
Visit shrine 0 0 1
Blessing 1 - 1
2
Initiation (demonic deities) 0 - 6
Initiation (eldritch deities) 02 - 6
Initiation (machine deities) 03 - 6
Initiation (new deities) 3 - 6
4
Initiation (primal deities) 0 - 6
Initiation (void deities) 02 - 6
Renouncement - 10 3
Miracle 10 5 3
Indulgence 10 - 3
Make sacrifice (primal deities) - 04 1
Make sacrifice (demonic deities) - 02 1
2
Make sacrifice (eldritch deities) - 0 1
Make sacrifice (void deities) - 02 1
1: The character may trade a relic dedicated to the same deity that the temple is dedicated to
for up to 5sp worth of services (change is not given!).

2: Requires humanoid, monster or animal creature

3: Requires contraption

4: Requires animal creature.

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Blessing
If a character is not an initiate to the deity that the temple follows, If they have 0
Blessings, they may set the number of Blessings they have to 1.

Indulgence (new deities only)


This is paid to a temple by a character who has disapproval of that deity. They
become neutral to that deity.

Initiation (demonic deities)


The character becomes an initiate to the demonic deities. This requires brining a
sacrifice of an animal, humanoid or monster.

Initiation (eldritch deities)


The character becomes an initiate to the eldritch deities. This requires brining a
sacrifice of an animal, humanoid or monster.

Initiation (machine deities)


The character becomes an initiate to the machine deities. This involves bringing a
contraption.

Initiation (new deities)


Becoming an initiate to a deity involves paying some money to the priests of the
temple to the deity the character wants to follow. The character must not have the
disapproval of that deity (they will have to pay for an indulgence first). After a short
ceremony, the character is now an initiate of that deity.

Initiation (primal deities)


Becoming an initiate to a primal deity involves sacrificing an animal to the primal
deity. The character must not have the disapproval of the primal deities (they will
have to sacrifice an animal first). After a short ceremony, the character is now an
initiate of that deity.

Initiation (void deities)


The character becomes an initiate to the void deities. This requires brining a sacrifice
of an animal, humanoid or monster. The character must not have the disapproval of
the primal deities (they will have to sacrifice another animal, humanoid or monster
first). After a short ceremony, the character is now an initiate of that deity.

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Make sacrifice (demonic deities)
If a character has the disapproval of the demonic deities and they bring a live animal
creature (either tied up or a animal creature the character owns), monster or
humanoid here (so they need to be tied up) and sacrifices them to the demonic
deities then they can become neutral in the eyes of the demonic deities.

If any character is an initiate to the demonic deities and they bring a live animal
creature (either tied up or a animal creature the character owns), monster or
humanoid here (so they need to be tied up) and sacrifices them to the demonic
deities then they can restore 1 Will. If their Will is already at its maximum, they
restore 1 Vitality instead. They also gain 1 Blessing.

Make sacrifice (eldritch deities)


If a character has the disapproval of the eldritch deities and they bring a live animal
creature (either tied up or a animal creature the character owns), monster or
humanoid here (so they need to be tied up) and sacrifices them to the eldritch deities
then they can become neutral in the eyes of the eldritch deities.

If any character is an initiate to the eldritch deities and they bring a live animal
creature (either tied up or a animal creature the character owns), monster or
humanoid here (so they need to be tied up) and sacrifices them to the eldritch deities
then they can restore 1 Will. If their Will is already at its maximum, they restore 1
Vitality instead. They also gain 1 Blessing.

Make sacrifice (primal deity)


An initiate, or someone with the disapproval to the primal deities can bring a animal
creature here (either tied up or a animal creature the character owns) and sacrifice it.

If they have the disapproval of the primal deities, the sacrifice will make the
character neutral to the primal deities.

An initiate to the primal deities who makes a sacrifice will gain 1 Blessing. The
priests of the primal deities do not advocate the sacrifice of intelligent beings!

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Make sacrifice (void deities)
If a character has the disapproval of the void deities and they bring a live animal
creature (either tied up or a animal creature the character owns), monster or
humanoid here (so they need to be tied up) and sacrifices them to the void deities
then they can become neutral in the eyes of the void deities.

If any character is an initiate to the void deities and they bring a live animal creature
(either tied up or a animal creature the character owns), monster or humanoid here
(so they need to be tied up) and sacrifices them to the void deities then they can
restore 1 Will. If their Will is already at its maximum, they restore 1 Vitality instead.
They also gain 1 Blessing.

Miracle
A miracle can remove the Augment Deathtouched, Mutant or Taint statuses from a
character (only 1 status can be removed per miracle). All effects from the status are
removed.

Renouncement
A character may renounce their worship of a deity and pay the price in silver to do
so. When they do, the character becomes neutral to that deity (they do not gain the
deity’s disapproval, however. That is reserved for people who actively harm the
deity’s followers).

Sermon
A sermon only affects initiates to the same deity as the temple. The initiate may
watch a priest perform a ritual and give a speech about their faith. If the initiate has
0 Inspirations, they can set their number of Inspirations to 1.

Visit shrine
Visiting a shrine only affects initiates to the same deity as the shrine is dedicated to
or a character with the Theology ability.

If an initiate follows the same deity that the shrine is dedicated to or if they have the
Theology ability and if they pray at it, and, if they have 0 Blessings, they can set
their Blessings to 1.

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Hirelings
Hirelings are people the characters pay to accompany them on adventures. They
offer a variety of services. Characters might hire some hirelings for their abilities.
They might hire other hirelings because they will help them in combat.

Hirelings count towards the party member number. However, unlike party
members, the characters have to pay hirelings.

Characters may dismiss a hireling at any time. If they do, they will return to where
they hired them and characters may hire them again at another time.

If a character misses a hireling’s payment, they have a chance to make up the wages
once they are back to the safety of a settlement where they can rest and buy food. It
also gives them an opportunity to sell treasure. If the character still doesn’t pay
them, then the hireling leaves and they will refuse to let the character hire them
again.

Some hirelings will only follow someone with a certain reputation. Some hirelings
will only follow someone who has the Prestigious status. Others will only follow
those who have the Infamous status. Others will only follow initiates of a certain
deity. If the requirements stop being met, the hireling will not leave straight away.
They will still stay as long as they are paid.

Hiring and paying a hireling


In All SCRAWL, characters can find hirelings if they live on particular hexes. If
characters are just playing Small SCRAWL, they can hire any hireling they can
between adventures.

Hirelings do not work for just anyone. To hire a hireling, characters need to have the
correct prerequisites. For example, bards only work for prestigious characters and
mutants only work for other mutants.

To hire a hireling, you need to pay them their rate per adventure as a deposit.

Then, if you are playing All SCRAWL, you need to pay them their daily rate when
the number of days increases by 1. If not, they will leave.

If you play an adventure, at the end of the adventure, you need to pay them their
rate per adventure (irrespective of how long the adventure lasted) or they will leave.

You are allowed to not take a hireling along on an adventure if you wish. In this case
you will not need to pay them and you can get them back after the adventure.

Of course, if you do this, you lose the benefit of the hireling for that adventure.

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Hireling and follower abilities,
Most hirelings and followers have abilities. If they undergo an ability test or an
ordeal, then the hireling may do the ability test or ordeal instead. They are the ones
that lose Will from the ordeal or take the consequences if they fail the ability test.

If the party is travelling, then them and their hirelings have to undergo the ordeal of
travelling and you need to subtract the appropriate number of Will points from each
hireling depending on their abilities and items. Characters may (indeed, they are
expected to!) give any hireling some food and water.

Hireling and follower equipment


Most hirelings and followers start with equipment to help them. Characters may
give hirelings and followers things to help them do their job, such as kits, food and
water. The hireling or follower will assume that these items are now theirs to use to
help the party. All hirelings and followers lose Will when travelling, just like
characters, so they will need food, water and rest to prevent too much Will loss.
Characters have to pay for this themselves (even for followers). Characters cannot
give a hireling or follower things to carry for them (unless they are a bearer, because
that is their job!).

Hirelings and combat


If a hireling is willing, they may help the party in combat. You may choose who the
hireling will attack. If the party faces multiple opponents, a hireling may fight an
opponent on their own. You must resolve the roll for the hireling in the same
manner that you do for a character’s combat.

Hireling and follower actions


If a hireling or follower has spare time, they will default to certain actions which are
in their descriptions.

Hireling and follower experience and advancement


Hirelings and followers gain experience just like characters. They are also able to use
that experience to increase their Will or Vitality or gain new abilities.

Hireling and follower death


The characters should return the hireling’s or follower’s remains (encumbrance 4) –
as long as there are remains - to the site they hired them and pay for their death rites
within 30 days of the hireling’s or follower’s death. If, for some reason, the hireling
or follower was not found in a settlement, then any settlement will do. If they do not
do this, after the 30th day, the spirit of the hireling or follower will curse the
characters who were with them when they died. Each character who was in the
party with the hireling or follower when they died will gain a Curse status.

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List of hirelings

Acolyte (non-combat hireling)


An acolyte is a servant of the demonic deities who wants to find recruits to pave the
return on their otherworldly masters.

Vitality: 4

Will: 4

Abilities: Theology, Literacy, Intimidate, Deception

Statuses: Initiate to the demonic deities

Equipment: 1 skin (full), 3 raw provisions.

Benefits: Acolytes are able to deal with demons that they follow.

If an acolyte has any free time in the wilderness, they can help a character with their
actions, but if not asked, and if they can, they will look for food and water.

Although acolytes do not take part in combat, they will use their Theology ability to
ward any creature with the Wardable feature. They can also use Intimidate to scare
creatures with the Timid feature.

Hiring requirements: At least 1 member of the party must have the Taint status or be
an initiate to the demonic deities.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Archer (Combat hireling)
Archers are able to use ranged weapons to deadly accuracy.

Vitality: 6

Will: 6

Abilities: Ranged Combat, Nimbleness, Perception, Woodcraft

Statuses: None

Equipment: 1 bow (damage 2), 1 axe (damage 2), 1 dagger (damage 1), 1 quiver, 12
arrows, 1 skin (full), 3 raw provisions.

Benefits: Archers help in combat. If an archer has any free time in the wilderness,
they will help a character if asked but otherwise, they will try to find food for
themselves (hunting will be their first option as they can use their ranged weapon)
and refill their skins. If they have no food or no water, they will look for food and
water before aiding any characters. They can also carve any wooden items the
character needs.

Benefits: Archers will perform ranged attack before a combat. They will use the aim
action.

If the party outnumbers their opponents, or if there is not enough space for all
characters to join in with combat, archers will perform ranged attacks on opponents
from a distance.

If the number of opponents is equal to, or greater the number of characters in the
party, the archer will join in with melee combat. In addition to making a melee
combat roll, the archer will use the spot weakness action.

Hiring requirements: None

Daily rate: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Assassin (Combat hireling)
An assassin will help in combat. They will prefer to ambush opponents.

Vitality: 6

Will: 6

Abilities: Stealth, Perception, Disguise, Melee Combat

Statuses: Infamous

Equipment: Sword (damage 2), blowgun (damage 1), dagger (damage 1), 1 bottle of
poison, 1 skin (full), 3 raw provisions.

Benefits: Assassins will join in with combat.

Combat tactics: Assassins prefer to use the ambush action in the precombat phase. If
they can’t, they will use their ranged weapons. They also prefer to use the spot
weakness action in combat. They will prefer to fight an opponent with an ally and
only fight alone if the party does not outnumber the enemy. If they are fighting
against a particular dangerous animal, humanoid or monster, the assassin will use a
poisoned dagger.

If an assassin has any free time in the wilderness, they will help a character if asked,
but if not asked, and if they can, they will look for food and water.

Hiring requirements: At least 1 member of the party must have the Infamous status.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Barbarian (combat hireling)
A barbarian is a primal warrior raised to fight in the wilds.

Vitality: 6

Will: 6

Abilities: Melee Combat, Strength, Dodging, Running

Status: Initiate to the primal deities.

Equipment: 1 Two handed axe (damage 3), 1 skin (full), 3 raw provisions.

Benefits: When not in combat, if a barbarian has any free time, they can help a
character with their actions, but if not asked, and if they can, they will look for food
and water.

Combat tactics: In combat, a barbarian will use the dodge action and fight with their
two handed axe.

Hiring requirements: At least 1 member of the party must be an initiate to the primal
deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Bard (non-combat hireling)
A bard is an educated hireling who is able to translate languages, read scrolls and
interact with the local populace.

Vitality: 4

Will: 4

Abilities and powers: Worldliness, Literacy, Perform, Recital

Statuses: Prestigious

Equipment: 1 skin (full), 3 raw provisions.

Benefits: Bards will accompany the party and act as diplomats. They can also help
with any strange writings the party may come across. If a bard has any free time in
the wilderness, they will help a character if asked, but if not asked, and if they can,
they will look for food and water.

Bards can use their Recital power on the party.

Hiring requirements: At least 1 member of the party must have the Prestigious
status.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Bearer (non-combat hireling)
A bearer is a peasant who is too lazy or infirm to do any other work. They have
worked out that they can earn their keep simply by following someone around and
carrying their things.

Vitality: 4

Will: 4

Abilities, : A bearer has 2 random abilities that are either natural talents or skills they
have learnt to for survival. For each ability, make a Party Fate roll. If you roll a 1-3,
roll on column 1. If you roll a 4-6, roll on column 2.

Fate roll Column 1 Column 2


1 Cooking Reasoning
2 Foraging Resolve
3 Hardiness Running
4 Leathercraft Stonecraft
5 Metalcraft Strength
6 Nimbleness Woodcraft

Statuses: None

Equipment: 1 skin (full), 3 raw provisions, backpack.

Benefits: Bearers will carry things. They can carry up to 12 encumbrance points
worth of items. This can include carrying a light source. If a bearer has any free time
in the wilderness, they can help a character with their actions, but if not asked, and if
they can, they will look for food and water.

Hiring requirements: None

Rate per day: 1 silver piece.

Rate per adventure: 4 silver pieces.

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Blackguard (combat hireling)
A blackguard is an evil knight, sworn to cause chaos and destruction across the
world.

Vitality: 10 (including armour)

Will: 7

Abilities: Melee Combat, Theology, Strength, Intimidate

Statuses: Initiate to the demonic deities, Taint

Equipment: 1 sword (damage 2), 1 shield, 1 heavy body armour, 1 skin (full), 3 raw
provisions.

Benefits: Blackguards will accompany the characters and use their combat prowess
and occult knowledge to serve the demonic deities by causing bloodshed and death.

If a blackguard has any free time in the wilderness, they can help a character with
their actions, but if not asked, and if they can, they will look for food and water.

Combat tactics: Blackguards they will use their Theology ability to ward any
creature with the Wardable feature.

The blackguard will attack with their sword and Melee Combat ability and use their
Strength ability to use the knockback action and the Intimidate ability to scare any
Timid creatures away.

Requirements: At least 1 member of the party must have the Taint status or be an
initiate to the demonic deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Burglar (non-combat hireling)
A burglar breaks into places that they are not supposed to be in to get things that
don’t belong to them.

Vitality: 4

Will: 4

Abilities: Tinkering, Disguise, Sleight of Hand, Stealth

Statuses: Infamous

Equipment: 1 skin (full), 3 raw provisions, toolkit, lockpicks

Benefits: Burglars will pick locks on doors, search for traps and disarm them. When
they have spare time in a dungeon, burglars will search for traps in the area that
they are in. They will then search for treasure. When in the wilderness, if a burglar
has any free time in the wilderness, they can help a character with their actions, but
if not asked, and if they can, they will look for food and water. When in a settlement,
burglars will spend their spare time burgling houses.

Hiring requirements: At least 1 member of the party must have the Infamous status.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Cleric (non-combat hireling)
A cleric is a hireling that can accompany the party in order to strengthen and heal
them so that they can fight against the evils in the land.

Vitality: 4

Will: 4

Abilities: Theology, Worldliness, Hardiness, Heal

Statuses: Initiate to the new deities.

Equipment: 1 skin (full), 3 raw provisions.

Benefits:

If a cleric has any free time in the wilderness, they can help a character with their
actions, but if not asked, and if they can, they will look for food and water.

Although clerics do not take part in combat, they will use their Theology ability to
ward any creature with the Wardable feature.

Hiring requirements: At least 1 member of the party must be an initiate to the new
deities.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Cyborg bearer (non-combat hireling)
A cyborg bearer is large and muscular and has various enhancements that helps the
carry more things.

Vitality: 5

Will: 5

Abilities and powers: Strength, Hardiness, Resolve, Pack Horse

Statuses: Augment

Equipment: 1 skin (full), 3 raw provisions, backpack

Benefits: A cyborg bearer will carry things. This can include carrying a light source.
If a cyborg bearer has any free time in the wilderness, they can help a character with
their actions, but if not asked, and if they can, they will look for food and water.

Cyborg bearers will not take part in combat.

Hiring requirements: At least 1 member of the party must have the Augment status
or be an initiate to the machine deities.

Daily rate: 1 silver piece.

Rate per adventure: 4 silver pieces.

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Cyborg machinist (non-combat hireling)
A cyborg machinist has an intrinsic understanding of how machines work,

Vitality: 5

Will: 5

Abilities, : Tinkering, Reasoning, Literacy, Metalcraft

Statuses: Augment

Equipment: 1 skin (full), 3 raw provisions, backpack, toolkit, lockpicks, hammer

Benefits: A cyborg machinist is able to do anything that requires their abilities and
augments. This includes picking locks, disarming traps, making things from metal
and working with various machines the party might come across.

Cyborg machinists will not take part in combat.

Hiring requirements: At least 1 member of the party must have the Augment status
or be an initiate to the machine deities.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Cyborg shieldmate (combat hireling)
A cyborg shieldmate is heavily armoured and works in combat to protect their hirer.

Vitality: 10 (including armour)

Will: 7

Abilities and powers: Melee Combat, Strength, Hardiness, Ward

Statuses: Augment

Equipment: 1 mace (damage 2), 1 shield, heavy body armour, helmet, gauntlets, 1
skin (full), 3 raw provisions, 1 backpack.

Benefits: When not in combat, if a cyborg shieldmate has any free time, they can help
a character with their actions, but if not asked, and if they can, they will look for food
and water.

Combat tactics: A cyborg shieldmate will attack the most dangerous opponent and
try to protect their employer from damage. If the party outnumbers the creatures,
the cyborg shieldmate will fight with their employer.

Cyborg shieldmates will use Ward if creatures have ranged weapons.

The cyborg shieldmate can use Strength in combat to use the knockback action.

Hiring requirements: At least 1 member of the party must have the Augment status
or be an initiate to the machine deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Deathknight (combat hireling)
A deathknight is someone who kills as many living things as possible in honour of
the void deities.

Vitality: 10 (including armour)

Will: 7

Abilities and powers: Melee Combat, Strength, Hardiness, Might

Statuses: Deathtouched

Equipment: 1 two-handed axe (damage 3), 1 skin (full), 3 raw provisions.

Benefits: Deathknights will accompany the characters and use their combat prowess
to kill as many living things as possible.

If a deathknight has any free time in the wilderness, they can help a character with
their actions, but if not asked, and if they can, they will look for food and water.

Combat tactics:

The deathknight will attack with their sword and Melee Combat ability and use
their Strength ability to perform the knockback action. If the opponent is difficult,
they will use their Might power.

Requirements: At least 1 member of the party must have the Dethtouched status or
be an initiate to the void deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Deathspeaker (non-combat hireling)
A deathspeaker is a cleric to the void deities.

Vitality: 5

Will: 5

Abilities and powers: Theology, Intimidate, Fear

Statuses: Deathtouched, initiate to the void deities

Equipment: 1 skin (full), 3 raw provisions,

Benefits

If a deathspeaker has any free time in the wilderness, they can help a character with
their actions, but if not asked, and if they can, they will look for food and water.

Although deathspeakers do not take part in combat, they will use their Theology
ability to ward any creature with the Wardable feature.

Deathspeakers are non-combat hirelings, but they can use the Fear power.

Hiring requirements: At least 1 member of the party needs to have the Deathtouched
status or be an initiate to the void deities.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Druid (non-combat hireling)
A druid is a hireling skilled in the lore of nature.

Vitality: 4

Will: 4

Abilities, : Herbalism, Naturalist, Literacy, Foraging

Status: Initiate to the primal deities.

Equipment: Staff, sickle, 1 skin (full), 3 raw provisions, 3 bottles, cook’s kit.

Benefits: Druids will accompany the party in order to discover new information. If a
druid has any free time in the wilderness, they will help a character if asked but
otherwise, if they have at least 1 provision and 1 water, they will search for herbs
and then make herbal preparations. If they have no food, no water or both, they will
try to find food for themselves and refill their skins. If a druid has no food or water,
they will search for food and water before aiding characters.

Hiring requirements: At least 1 member of the party must be an initiate to the primal
deities.

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Explorer (non-combat hireling)
An explorer is someone who has travelled the world far and wide and who can find
their way around on land and on sea.

Vitality: 4

Will: 4

Abilities, : Pathfinding, Swimming, Worldliness, Literacy

Statuses: None

Equipment: 1 skin (full), 3 raw provisions, 1 fishing kit, 1 backpack, 1 lodestone, 6


parchment, 1 writing kit

Benefits: An explorer will help characters with movement across the wilderness.
They can use their Pathfinding ability and lodestone to navigate. They will spend
their free time making a map of the area if they can. If they have no food, no water or
both, they will try to find food for themselves and refill their skins.

Hiring requirements: None

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Fanatic (combat hireling)
A cultist to the demonic deities who is ready to kill in their name.

Vitality: 6

Will: 6

Abilities, : Melee Combat, Dodging, Intimidate, Theology

Statuses: Initiate to the demonic deities

Equipment: 1 Club (damage 2), 1 skin (full), 3 raw provisions.

Benefits: When not in combat, if a fanatic has any free time, they can help a character
with their actions, but if not asked, and if they can, they will look for food and water.

Combat tactics: In combat, fanatics use Melee Combat to fight and Dodging to use
the dodge action.

They can use Intimidate on Timid creatures.

They can use Theology on Wardable creatures.

Hiring requirements: At least 1 member of the party must have the Taint status or be
an initiate to the demonic deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Fixer (non-combat hireling)
A fixer is someone who can find you something or someone in a town.

Vitality: 4

Will: 4

Abilities, : Scrounging, Worldliness, Appraise, Reasoning

Statuses: None

Equipment: 1 skin (full), 3 raw provisions.

Benefits: Fixers make it easier to find people and things in a site. Fixers shine in
settlements where they can scrounge for items or gain an audience with the local
leader. If characters do not need to find anyone or anything in particular, the fixer
will look for food, water and shelter.

If a fixer has any free time in the wilderness, they can help a character with their
actions, but if not asked, and if they can, they will look for food and water.

If a fixer has any free time in a settlement, they will use their Scrounging ability to
find items

Hiring requirements: None

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Guide (non-combat hireling)
A guide will stop you getting lost when you are travelling overland.

Vitality: 4

Will: 4

Abilities, : Pathfinding, Foraging, Hunting, Worldliness

Statuses: None

Equipment: 1 bow (damage 2), 1 dagger (damage 1), 1 axe, 1 quiver, 12 arrows, 1
skin (full), 3 raw provisions, flint and tinder, 3 wood, 3 raw provisions.

Benefits: A guide is an expert at traversing a certain area. Guides can use


Pathfinding to navigate, Worldliness to get along with travellers that they meet and
Hunting and Foraging to find food. If left with nothing to do, guides will hunt or
forage for food.

Hiring requirements: None.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Healer (non-combat hireling)
A healer repairs wounds.

Vitality: 4

Will: 4

Abilities and powers: Cooking, Herbalism, Sustain, Heal

Statuses: None

Equipment: 1 sickle, 1 skin (full), 3 raw provisions, cook’s kit, flint and tinder, curing
preparation, healing salve, suturing cream.

Benefits:

If a healer has free time, their first priority would be to have at least 1 provision and
1 water. If they don’t have either of those things, and if they can, they will search for
food and water. If a healer has free time and they have food and water, they will aid
the characters with whatever they ask them to do. If they have not been asked to do
anything and if they have some empty bottles, healers will start a fire and make
herbal preparations from any herbs they have. If they have no herbs or wood, they
will search for them until they can start making herbal preparations. The healer will
make the most needed herbal preparations for the part.

Healers can use their Sustain and Heal powers when needed.

Hiring requirements: None

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Hotblood (combat hireling)
A hotblood is a young peasant with nothing but a cheap weapon and a passion for
adventure. They are willing to help you in combat, but they have no formal training.
Only time and experience will tell if their passion is fuelled or quashed.

Vitality: 4

Will: 4

Abilities, : A hotblood has 2 random abilities that are either natural talents or skills
they have learnt to for survival. For each ability, make a Party Fate roll. If you roll a
1-3, roll on column 1. If you roll a 4-6, roll on column 2.

Fate roll Column 1 Column 2


1 Cooking Reasoning
2 Foraging Resolve
3 Hardiness Running
4 Leathercraft Stonecraft
5 Metalcraft Strength
6 Nimbleness Woodcraft

Statuses: None

Equipment: 1 club (damage 2), 1 skin (full), 3 raw provisions.

Benefits: When not in combat, if a Hotblood has any free time, they can help a
character with their actions, but if not asked, and if they can, they will look for food
and water.

Combat tactics: Most hotbloods can do little other than swing a weapon. If they have
a random ability that allows them to use a combat tactic, they will utilise that. If they
pick up other abilities and/or items, they will use those as well. Hotbloods would
prefer to fight an opponent with another character. If they have to fight alone, they
will fight the weakest opponent they can reach.

Hiring requirements: None

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Martial monk (combat hireling)
A martial monk is trained in unarmed combat.

Vitality: 6

Will: 6

Abilities, : Melee Combat, Nimbleness, Dodge, Running

Statuses: Initiate to the new deities.

Equipment: 1 skin (full), 3 raw provisions.

Benefits: When not in combat, if a martial monk has any free time, they can help a
character with their actions, but if not asked, and if they can, they will look for food
and water.

Combat tactics: In combat, monks use the off-hand blow and dodging tactics in
order to have 2 attacks and be able to reroll 1 of their 1s.

Hiring requirements: At least 1 member of the party needs to be an initiate to the


new deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Mutant mentalist (non-combat hireling)
A mutant mentalist has a large head and is able to do various things with their mind.

Vitality: 5

Will: 5

Abilities and powers: Tinkering, Deception, Charm, Fear

Statuses: Mutant

Equipment: 1 Bow, 1 quiver, 12 arrows, 1 skin (full), 3 raw provisions.

Benefits: Mutant mentalists are able to use their abilities to manipulate people and
also mechanisms. If a mutant mentalist has any free time in the wilderness, they can
help a character with their actions, but if not asked, and if they can, they will look for
food and water.

Hiring requirements: At least 1 member of the party needs to have the Mutant status
or be an initiate to the eldritch deities.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Mutant Preacher (non-combat hireling)
A mutant preacher is a follower to the eldritch deities. Their mutation allows them to
hear the voices of the creatures of other planes and allows them to see those things
that most mortals can’t.

Vitality: 5

Will: 5

Abilities, : Intimidate, Arcana, Theology, Perform

Statuses: Mutant, Initiate to the eldritch deities

Equipment: 1 skin (full), 3 raw provisions,

Benefits:

Combat tactics: Mutant preachers are non-combat hirelings, but they can use their
Intimidate ability in the precombat phase to scare away a timid opponent. They can
also use Theology on wardable opponents in the precombat phase.

Hiring requirements: At least 1 member of the party needs to have the Mutant status
or be an initiate to the eldritch deities.

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Mutant warrior (combat hireling)
A mutant warrior has several bestial characteristics that make it suitable for fighting.

Vitality: 7

Will: 7

Abilities, : Melee Combat, Dodging, Heal, Shapechange

Statuses: Mutant

Equipment: 1 skin (full), 3 raw provisions, axe

Benefits: Mutant warriors are good for fighting. If a mutant warrior has any free time
in the wilderness, they can help a character with their actions, but if not asked, and if
they can, they will look for food and water. Mutant warriors use Heal to restore
Vitality.

Combat tactics: Mutant warriors can use Dodging to use the dodge tactic. They can
also use their Shapechange power to deal 2 damage unarmed.

Hiring requirements: At least 1 member of the party needs to have the Mutant status
or be an initiate to the eldritch deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Necromancer (non-combat hireling)
A necromancer is a magic user who raises the dead and spreads terror amongst the
living.

Vitality: 5

Will: 5

Abilities and powers: Literacy, Arcana, Animate dead, Fear

Statuses: Deathtouched

Equipment: 1 skin (full), 3 raw provisions,

Benefits: Necromancers are able to raise the dead and use them as their servants.
They are also able to inflict fear upon enemies. If a necromancer has any free time in
the wilderness, they can help a character with their actions, but if not asked, and if
they can, they will look for food and water. Necromancers will take all bone they can
find so they can turn them into skeletons.

Necromancers are non-combat hirelings, but they can send their undead servants
into combat. They can also use their Fear power.

Hiring requirements: At least 1 member of the party needs to have the Deathtouched
status or be an initiate to the void deities.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Paladin (combat hireling)
A Paladin is a holy knight, sworn to destroy evil.

Vitality: 6

Will: 6

Abilities, : Melee Combat, Theology, Resolve, Hardiness

Statuses: Initiate to the new deities.

Equipment: 1 sword (damage 2), 1 skin (full), 3 raw provisions.

Benefits:

If a paladin has any free time in the wilderness, they can help a character with their
actions, but if not asked, and if they can, they will look for food and water.

Combat tactics: Paladins they will use their Theology ability to ward any creature
with the Wardable feature. Then they will attack with their sword and Melee
Combat ability.

Requirements: At least 1 member of the party needs to be an initiate to the new


deities.

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Poacher (combat hireling)
A poacher is a hireling who lives for the hunt and to slay any mighty beast they set
their sights on and then collect parts of it as a trophy, no matter what damage it
causes or whose property it might be.

Vitality: 6

Will: 6

Abilities, : Hunting, Leathercraft, Ranged Combat, Stealth

Status: Infamous

Equipment: 1 axe (damage 2), 1 bow (damage 2), 1 dagger (damage 1), 1 quiver, 12
arrows, 1 skin (full), 3 raw provisions, 1 backpack.

Benefits: When not in combat, if a poacher has any free time, they can help a
character with their actions, but if not asked, and if they can, they will look for food,
water and pelts using their abilities.

Combat tactics: Poachers will use their ranged attacks when they can and fight with
their axes in close combat.

Hiring requirements: At least 1 member of the party must have the Infamous status.

Daily rate: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Sage (non-combat hireling)
A sage is an educated hireling who can use their knowledge to aid the party.

Vitality: 4

Will: 4

Abilities, : Literacy, Arcana, Reasoning, Theology,

Statuses: Prestigious

Equipment: 1 skin (full), 3 raw provisions.

Benefits: Sages will accompany the party in order to discover new information. They
can also help with any strange writings the party may come across and they can use
their abilities to repel outsider and undead creatures. If a sage has any free time in
the wilderness, they will help a character if asked, but if not asked, and if they can,
they will look for food and water.

Although they are a non-combat hireling, a sage can use the Warding tactic in the
precombat phase if they are facing a creature with the Wardable characteristic.

Hiring requirements: At least 1 member of the party must have the Prestigious
status.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Spy (non-combat hireling)
A spy is a hireling that can sneak around, hide and find things out that people are
not meant to know.

Vitality: 4

Will: 4

Abilities, : Stealth, Disguise, Worldliness, Deception

Statuses: Infamous

Equipment: 1 skin (full), 3 raw provisions.

Benefits: Spies make it easier to find things in settlements. They can also use their
skills to perform crimes in order to gain more money or deceive creatures with the
Greedy characteristic.

If a spy has any free time in the wilderness, they can help a character with their
actions, but if not asked, and if they can, they will look for food and water.

Hiring requirements: At least 1 member of the party must have the Infamous status.

Rate per day: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Thug (combat hireling)
A thug is an unskilled but intimidating fighter who can scare people into doing what
you want and beating people who aren’t scared.

Vitality: 6

Will: 6

Abilities, : Intimidate, Dodging, Strength, Hardiness

Statuses: Infamous

Equipment: Club (damage 2), 1 skin (full), 3 raw provisions.

Benefits: Thugs can attempt to intimidate opponents with the Timid characteristic.

If a thug has any free time in the wilderness, they can help a character with their
actions, but if not asked, and if they can, they will look for food and water.

Combat tactics: When thugs can’t intimidate their way out of combat, they will fight.
They will use their Dodging ability to use the dodge action.

Hiring requirements: At least 1 member of the party must have the Infamous status.

Daily rate: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Tinker (non-combat hireling)
A tinker is someone who can craft items and mend contraptions.

Vitality: 4

Will: 4

Abilities, : Tinkering, Metalcraft, Woodcraft, Stonecraft

Statuses: None

Equipment: 1 dagger, 1 hammer, 1 stone, 1 toolkit, 1 picklocks, 1 skin (full), 3 raw


provisions.

Benefits: Tinkers mend things, make things and tinker with things. In a dungeon, a
tinker can attempt to pick locks and disarm traps (but they aren’t as good at spotting
them!). In the wilderness, a tinker can craft any item the character wishes. They need
the raw materials that either can be bought to them or which the tinker can find
themselves. If they don’t need to make anything, and if they are able to, the tinker
will look for food and water, if they can. Otherwise, they will rest.

Hiring requirements: None.

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Trader (non-combat hireling)
A trader is able to find valuable items and engage in negotiations to buy and sell
them.

Vitality: 4

Will: 4

Abilities, : Appraise, Deception, Scrounging, Worldliness

Statuses: Prestigious

Equipment: 1 skin (full), 3 raw provisions.

Benefits: Traders will accompany the party and find valuable items for them. They
can also scrounge items and get access to high ranking people with their social skills.
If a trader has any free time in the wilderness, they will help a character if asked, but
if not asked, and if they can, they will look for food and water.

Hiring requirements: At least 1 member of the party must have the Prestigious
status.

Daily rate: 2 silver pieces.

Daily rate: 8 silver pieces.

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Trapper (non-combat hireling)
A cook is skilled at cooking meals and finding ingredients to make food.

Vitality: 4

Will: 4

Abilities, : Cooking, Foraging, Naturalist, Hunting

Statuses: Initiate to the primal deities.

Equipment: 1 skin (full), 3 raw provisions, 3 prepared provisions, 3 bottles, 3 wood,


cook’s kit.

Benefits: Trappers make sure that there is plenty of food and drink. They also like
looking for pelts. If a trapper has any free time in the wilderness, they will help a
character if asked but otherwise, if they have at least 1 provision and 1 water, they
will cook any raw provisions they have. If they need fuel, they will search for wood,
then cook the provisions. If they have no food, no water or both, they will try to find
food for themselves and refill their skins. If a trapper has no food or water, they will
look for that before helping characters.

Although trappers are non-combat hirelings, they can try to use their Naturalist
ability against a Docile opponent in the precombat phase and they can also throw
food at Ravenous opponents if they are asked to.

Hiring requirements: At least 1 member of the party must be an initiate to the primal
deities.

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Treasure hunter (non-combat hireling)
A treasure hunter is someone who hunts for treasure. They will help the party find
more treasure in return for a share.

Vitality: 4

Will: 4

Abilities, : Appraise, Hardiness, Perception, Stonecraft

Statuses: None

Equipment: 1 skin (full), 3 raw provisions, 1 pick, 1 shovel, 6 torches, 1 flint and
tinder,

Benefits: Treasure hunters will look for treasure. When they have spare time in a
dungeon, treasure hunters will search for treasure in the area that they are in. They
will also mine rock and dig rubble. When in the wilderness, if a treasure hunter has
any free time, they can help a character with their actions, but if not asked, and if
they can, they will look for food and water if they can.

Hiring requirements: None

Daily rate: 2 silver pieces.

Rate per adventure: 8 silver pieces.

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Warrior (combat hireling)
A warrior is a trained combatant that is more effective than the average hotblood.

Vitality: 7 (including armour)

Will: 6

Abilities, : Melee Combat, Strength, Hardiness, Dodging

Statuses: None

Equipment: 1 sword (damage 2), 1 shield, 1 light body armour, 1 skin (full), 3 raw
provisions.

Benefits: When not in combat, if a warrior has any free time, they can help a
character with their actions, but if not asked, and if they can, they will look for food
and water.

Combat tactics: In combat, they can use the dodge tactic and the knockback tactic in
addition to their Melee Combat ability. If they are fighting more than one opponent,
they will use the bash tactic to make a second attack.

Hiring requirements: None

Rate per day: 3 silver pieces.

Rate per adventure: 12 silver pieces.

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Companions
Characters may be able to find a non-humanoid creature to accompany them on
their travels and help them.

These companions have a Vitality and Will just like characters. They lose Vitality if
they are injured and they lose Will if they undergo ordeals, just like the characters.
This means that if the party travels across a hex with a companion, they must
undergo the ordeal just like the characters.

Characters can give items to these companions to help them restore their Will and
Vitality. Characters may free a companion at any time.

Mounts
If a companion counts as a mount, then a character can ride it across terrains. If they
do, they may travel faster. This is shown in the time ordeal for the terrain. Both the
character and the mount suffer Will ordeals for the terrain.

Companions gaining experience


Companions gain experience the same way that characters gain experience – they
can gain the Cognizant status and if they rest with the Cognizant status, they lose the
status and gain 1 experience point. The ways of gaining the Cognizant status are:

• Critical success - if a companion rolled a 6 in an ability test and succeeded at


that test, they gain the Cognizant status.
• Critical failure - if a companion rolled a 1 in an ability test and failed at that
test, they gain the Cognizant status.

Companion advancement
A companion is able to use their Experience to gain Will and Vitality, just like
characters. However, companions cannot learn new abilities, .

Companion death
If a companion in the party dies, then everyone will probably be very sad. However,
companions in SCRAWL do not require death rites the same way that sentient
beings require them.

All SCRAWL and Small SCRAWL


If you are playing All SCRAWL, then you can buy a companion at a settlement that
has a place that can sell them. If you are playing Small SCRAWL, you can buy any
companion that you are eligible to buy.

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Animals
Animals are the most common companion that the characters can find.

Animals also have the Animal status. This accounts for an animal having long hair
or fur for warmth, being able to digest grass or hunt small animals to supplement
the food and water the animals give them. For this reason, animals don’t lose as
much Will when travelling and they can find food where sentient beings cannot.

Animal table
Item To buy (sp) To sell (sp)
Goat/Sheep 3 2
Dog 5 3
Wardog 40 20
Mule 5 3
Horse 80 40
Warhorse 200 100

List of animals
Dogs
Dogs have a Vitality of 3 and a Will of 3. They have the Foraging, Hardiness,
Perception, Running and Hunting abilities in addition to the Animal characteristic.
Characters can take dogs into dungeons. If a character with a dog makes an ability test
where Perception is an ability, the dog may also make the test. If they succeed, then they
will try to point out the thing to the character. For example, the dog might be able to
spot a young boy trapped down a well. In game terms this counts as if the character
succeeded.

Goats/Sheep
Goats and sheep have a Vitality of 3 and a Will of 3. They have the Foraging and
Hardiness abilities in addition to the Animal characteristic. Goats and sheep cannot
carry saddlebags or pull carts and they can’t be used as mounts. Goats and sheep don’t
do very much besides munch on the undergrowth, but they can be milked or used for
sacrifices.

Milking a goat requires the Naturalist ability and 1 skin. A character who fulfils these
requirements can spend 1 Turn milking a goat or sheep to get 1 milk. They may only do
this 1 time per day per goat or sheep.

The goat or sheep can be killed at any point in order to provide 3 raw provisions, 1 bone
and 1 leather or 1 pelt (character’s choice).

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Horses
Horses have a Vitality of 5 and a Will of 5. They also have the Foraging, Hardiness
and Running abilities in addition to the Animal characteristic. They can act as
mounts. Horses can only be ridden in the wilderness and never in a dungeon.

Mules
Mules have a Vitality of 4 and a Will of 4. They have the Foraging and Hardiness
abilities in addition to the Animal characteristic. Mules can carry saddlebags or pull
carts so they are useful as beasts of burden. They cannot be ridden as mounts.

Warhorses
Warhorses have a Vitality of 6 and a Will of 6. Warhorses can act as mounts.
Characters may only ride warhorses in the wilderness and never in a dungeon. They
also have the Foraging, Hardiness and Running abilities in addition to the Animal
characteristic. If a character has the Naturalist ability, they are trained to use their
warhorse to fight in combat. The warhorse will attack the same creature its rider
attacks and deals 2 damage.

Wardogs
Wardogs have a Vitality of 3 and a Will of 3. They have the Foraging, Hardiness,
Perception, Running and Hunting abilities in addition to the Animal characteristic.
If a character with a wardog makes an ability test where Perception is an ability, the
wardog may also make the test. If the wardog succeeds, it counts as if the character
succeeded.

If a character has the Naturalist ability and owns a wardog, they are trained to use a
wardog to attack an opponent in combat. The wardog deals 2 damage and will
normally attack the same creature its owner attacks, but it can be sent to attack
another creature.

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Animal items
Characters can buy some items that go with animals and improve their carrying
capacity.

Animal item table


Item To buy (sp) To sell (sp)
Cart 10 5
Saddlebags 3 2
Barding 20 10

Barding
Barding can be put on a horse or warhorse. It provides protection, giving the horse
or warhorse a +2 increase to their Vitality.

Cart
Characters may use a cart with a horse, warhorse or mule. A cart can carry 36
encumbrance points worth of items.

Saddlebags
Characters may use saddlebags with a horse, warhorse or mule. Saddlebags can
carry 12 encumbrance points worth of items.

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Buildings
If a character gets rich enough, they could buy a building.

Building table
Item To buy (sp) To sell (sp)
House 80 40

House
A house acts as a permanent safe area. This means that if a character rests on a hex
with a house on it, they won’t get any encounters.

Also, characters can store things in a house.

If you are playing All SCRAWL, if a character stores items in the house and returns
to it after all the characters have left the area it is on, the contents may have been
stolen. Make 2 Fate rolls. If both of the rolls are a 1, all of the contents have been
stolen.

If you are playing Small SCRAWL, the contents of the house may be stolen due to a
random event roll.

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Treasure
Eventually, your party might be lucky enough to get some treasure. Sometimes, if
they find a special item, you may be told to make a Fate roll a table to see which one
you have.

Characters are able to sell this treasure, but they will not be able to buy it from any
shops. The only time they could buy them is on a random encounter.

Treasure table

Item To buy (sp) To sell (sp) Encumbrance


Pelt 2 1 ¼
Metal 2 1 ½
Lore tome 12 6 ½
Arcane book 12 6 ½
Book of the arts 12 6 ½
Artefact 6 3 ¼
Bauble 10 5 ¼
Gem 10 5 ¼
Relic (any) 6 3 ¼
Contraption 6 3 ¼
Special key 6 3 ¼
Component 6 3 ¼
Holy book (any) 12 6 ½

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Descriptions of treasures
Arcane book
An arcane book contains information on the ways of magic and the supernatural
forces that govern the world and cosmos.

A character with the Literacy and Arcana abilities can study an arcane book.
Studying an arcane book takes 1 hour.

When a character studies an arcane book, they can gain 1 Inspiration, 1 Clue and
gain the Cognizant status. If the character does not have both abilities, studying the
arcane book has no effect. Each character can only do this once per arcane book.

Arcane books have an encumbrance of ½.

Artefact
Artefacts are items from a bygone age that, when studied, can give some information
on what that age was like. A character can spend 1 hour studying an artefact. After
doing this, if they have 1 ability from the Appraise or Reasoning abilities they can
gain 1 Clue. Each character can only do this once per artefact. Artefacts are used to
make some magical items. Artefacts have an encumbrance of ¼.

Bauble
Baubles are valuable items that have been crafted, such as jewellery or ornaments.
Baubles can be sold for money. Some magical items require baubles. Baubles have an
encumbrance of ¼.

Book of the arts


A book of the arts contains many things related to culture and entertainment. It
could contain the sheet music to a concerto or drawings from a great artist or an epic
saga amongst other things.

A character with the Literacy and Perform abilities can study a book of the arts.
Studying a book of the arts takes 1 hour.

When a character studies a book of the arts, they can gain 1 Inspiration, 1 Clue and
gain the Cognizant status. If the character does not have both abilities, studying the
book of the arts has no effect. Each character can only do this once per book of the
arts.

Books of the arts have an encumbrance of ½.

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Components
Components are small items that contain a spark of magic. They could take pretty
much any form – stones, plants pieces of strange metal and many more. A character
can use a component when they use a power. If they do, they can remove the
component from their adventure sheet and not pay the cost of using the power.
Components are also needed to make magical items. Components have an
encumbrance of ¼.

Contraption
A contraption is a clockwork or mechanical device or a component to a larger
clockwork or mechanical device. A character can spend 1 hour studying a
contraption. After doing this, if they have 1 ability from the Tinkering or Reasoning
abilities they can gain 1 Clue. Each character can only do this once per contraption.
Contraptions can also be used to make magical items. Contraptions have an
encumbrance of ¼.

Gem
Gems are valuable stones that can be sold for money. Some magical items also
require gems. Gems have an encumbrance of ¼.

Holy book
A holy book contains the holy scriptures of a particular religion. Holy books can
come in all shapes and sizes. Some are normal books. However, the machine deities
may have their holy scriptures imprinted on copper. The primal deities may have a
stone tablet.

Each holy book is associated with 1 pantheon.

In order to study a holy book, a character needs the Literacy ability and either the
Theology ability and/or be an initiate to the same pantheon that the book is
dedicated to. Studying a holy book takes 1 hour.

When the character studies a holy book, they can gain 1 Inspiration, 1 Blessing and
gain the Cognizant status. If they don’t have the requirements to study the book,
studying the holy book has no effect. Each character can only do this once per holy
book.

Holy books have an encumbrance of ½.

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Lore tome
A lore tome contains information on a certain subject. Studying a lore tome takes 1
hour. After doing this, if they have the Literacy ability they can gain 1 Clue and gain
the Cognizant status. Each character can only do this once per lore tome.

A lore tome has an encumbrance of ½.

Metal
A piece of metal that can be used for crafting metal objects. Metal is worth money
because it needs to be smelted.

Metal has an encumbrance of 1.

Pelt
A pelt is the furry part of an animal. Pelts can be sold to people who can make
clothes from them. Pelts have an encumbrance of ¼.

Relic
Relics are items that are important to a particular religion.

A character can spend 1 hour meditating on the relic.

When a character meditates on a particular relic, if they are an initiate to the same
deity that the relic is dedicated to, or if they have the Theology ability, they can gain
1 Blessing. They may only do this once per relic.

Characters may also gift relics to temples of the deity that they are dedicated to.
Relics have an encumbrance of ¼.

Silver pieces
Silver pieces are the currency of the world the characters start in. When a character
finds treasure with a silver piece value, it is not necessarily in coin form. It could be
in the form of small trinkets and semi-precious stones. In game terms, this makes no
difference as people are quite happy to barter. They have an encumbrance of 0.

Special key
A special key is an item that opens any locked door or locked chest. It may not be
key shaped – it could be a rod or a disk or some other shape. Special keys have an
encumbrance of ¼.

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Magical items
There are several magical items in the world of SCRAWL. Characters with the
correct abilities and materials can even make some. There are 36 magical items
below which the characters could find or make.

A lot of magical items use charges. If a magical item with charges is reduced to 0
charges, it is still intact and, if a character can give it extra charges, it will start
working again as normal.

Automaton
Abilities required: Arcana, Tinkering, Metalcraft

Tools required: Toolkit, hammer

Resources required: 2 metal, 2 contraptions, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: 1

An automaton is a humanoid metal creature that folds up into several tightly bound
metal rods when it is not activated.

The automaton has a Vitality of 6, can carry 4 items of encumbrance and can deal 1
damage in combat unless it is given a weapon. It has no Will. It is not affected by
anything that affects Will and it cannot gain any statuses. If the automaton’s Vitality
is reduced to 0, it is destroyed.

Activating the automaton takes 1 round and uses 1 charge.

The automaton stays animated for 6 hours (36 Turns).

When the automaton is created, it has 6 charges.

A character with both Arcana and Tinkering may take 1 Turn to use a component
on the automaton and give it 3 more charges up to a maximum of 6.

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Belt of reputation
Abilities required: Arcana, Leathercraft

Tools required: Dagger

Resources required: 1 leather, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

A belt of reputation can be activated to give the wearer either the Prestigious or
Infamous status.

The effect lasts for 6 hours (36 Turns).

Activating a belt of reputation takes no time and uses 1 charge.

When a belt of reputation is created, it has 6 charges.

A character with both Arcana and Leathercraft may take 1 Turn to use a component
on the belt of reputation and give it 3 more charges up to a maximum of 6.

Blessed symbol
Abilities required: Arcana, Theology

Tools required: Toolkit

Resources required: 1 bauble, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

The holder of a blessed symbol can use it on their whole party. When they do, each
member of the party with 0 Blessings may set the number of Blessings they have to
1.

Doing this takes 1 round and uses 1 charge.

When the blessed symbol is created, it has 6 charges.

A character with both Arcana and Theology may take 1 Turn to use a component on
the blessed symbol and give it 3 more charges up to a maximum of 6.

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Branch of growth
Abilities required: Arcana, Woodcraft

Tools required: Dagger

Resources required: 1 wood, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ½

A character can plant a branch of growth into the ground. When they do, it will
grow into a small tree. They will be able to take 4 raw provisions, 4 herbs and 4
wood from the tree.

Activating the branch takes 1 Turn and uses 1 charge.

When the branch of growth is created, it has 6 charges.

A character with both Arcana and Woodcraft may take 1 Turn to use a component
on the branch of growth and give it 3 more charges up to a maximum of 6.

Brooch of shielding
Abilities required: Arcana, Metalcraft

Tools required: Hammer

Resources required: 1 metal, 1 gem, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

When a brooch of shielding is activated, it will make the wearer immune to all
damage from ranged attacks or ranged area attacks.

The effect lasts for 1 round.

Activating a brooch of shielding takes no time and uses 1 charge.

When a brooch of shielding is created, it has 6 charges.

A character with both Arcana and Metalcraft may take 1 Turn to use a component
on the brooch of shielding and give it 3 more charges up to a maximum of 6.

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Cap of breathing
Abilities required: Arcana, Leathercraft

Tools required: Dagger

Resources required: 1 leather, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

A character can activate a cap of breathing to gain the Breathe status.

The cap of breathing lasts for 6 hours (36 Turns).

Activating a cap of breathing takes no time and uses 1 charge.

When a cap of breathing is created, it has 6 charges.

A character with both Arcana and Leathercraft may take 1 Turn to use a component
on the cap of breathing and give it 3 more charges up to a maximum of 6.

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Clockwork bug
Abilities required: Arcana, Tinkering

Tools required: Toolkit

Resources required: 1 contraption, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ½

A clockwork bug is a small device that moves slowly along the ground.

The clockwork bug has a Vitality of 1. It has no Will. It is not affected by anything
that affects Will and it cannot gain any statuses. If the clockwork bug’s Vitality is
reduced to 0, it is destroyed.

The clockwork bug can act as a distraction. If it is used against a group of


humanoids, they will all lose the Alert status and gain the Distracted status.

Also, a clockwork bug could be used to travel across a corridor or room before any
of the characters, just in case it springs any traps. However, the clockwork bug does
not suffer the effects of any traps unless they are pit traps.

Activating the clockwork bug takes no time and uses 1 charge.

The clockwork bug stays animated for 1 Turn.

When the clockwork bug is created, it has 6 charges.

A character with both Arcana and Tinkering may take 1 Turn to use a component
on the clockwork bug and give it 3 more charges up to a maximum of 6.

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Crystal ball
Abilities required: Arcana, Stonecraft

Tools required: Stone

Resources required: 1 stone, 2 minerals, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

The holder of a crystal ball can use it so that it shows something going on elsewhere.
Each member of the party with 0 Clues can set the number of Clues they have to 1.

Doing this takes 1 round and uses 1 charge.

When the crystal ball is created, it has 6 charges.

A character with both Arcana and Stonecraft may take 1 Turn to use a component
on the crystal ball and give it 3 more charges up to a maximum of 6.

Defoliant
Abilities required: Arcana, Alchemy

Tools required: Cook’s kit

Resources required: 1 water, 1 mineral, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

A character may throw this liquid at a plant creature as a ranged weapon. If they
succeed at an ability test equal to the difficulty of the target (Ranged Combat), they
deal 6 damage to that plant creature. A character may also throw it during melee
combat. If they succeed at an ability test equal to the difficulty of the target (Melee
Combat), they deal 6 damage to that plant creature. Throwing the defoliant destroys
the bottle it is in. Defoliant has no effect on non-plant creatures.

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Enchanted ice shard
Abilities required: Arcana, Alchemy

Tools required: Cook’s kit

Resources required: 1 water, 1 mineral, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

As long as an enchanted ice shard has at least 1 charge, the character who carries it
has the Cool status.

A character can use 1 charge from an enchanted ice shard to condense water from
the air. This means that all characters in the party can remove the Thirst status and
all skins can be filled with water. This takes 1 Turn.

A character can use 1 charge from an enchanted ice shard to create an area of mist.
This allows the character to escape combat without the creatures they are fighting
trying to hit them. This takes no time.

When the enchanted ice shard is created, it has 6 charges.

A character with both Arcana and Alchemy may take 1 Turn to use a component on
the enchanted ice shard and give it 3 more charges up to a maximum of 6.

Firestone
Abilities required: Arcana, Stonecraft

Tools required: Stone

Resources required: 1 stone, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

As long as a firestone has at least 1 charge, the character who carries it has the Warm
status.

A character can use 1 charge from a firestone to create a fire that lasts 6 Turns.

A character can use 1 charge from a firestone to create a blast of fire. This deals 1
damage to all creatures that the character is fighting in melee combat.

When the firestone is created, it has 6 charges.

A character with both Arcana and Stonecraft may take 1 Turn to use a component
on the firestone and give it 3 more charges up to a maximum of 6.

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Holy symbol
Abilities required: Arcana, Theology

Tools required: Toolkit

Resources required: 1 bauble, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

A holy symbol can be used to give one target opponent with the undead type the
Wardable characteristic. The undead creature will have this characteristic for 1 Turn.

This action takes no time to perform and uses 1 charge.

When the holy symbol is created, it has 6 charges.

A character with both Arcana and Theology may take 1 Turn to use a component on
the holy symbol and give it 3 more charges up to a maximum of 6.

Holy water
Abilities required: Arcana, Theology

Tools required: Cook’s kit

Resources required: 1 water, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

A character may throw this liquid at an undead creature as a ranged weapon. If they
succeed at an ability test equal to the difficulty of the target (Ranged Combat), they
deal 6 damage to that undead creature. A character may also throw it during melee
combat. If they succeed at an ability test equal to the difficulty of the target (Melee
Combat), they deal 6 damage to that undead creature. Throwing the holy water
destroys the bottle it is in. Holy water has no effect on non-undead creatures.

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Horse figurine
Abilities required: Arcana, Woodcraft

Tools required: Dagger

Resources required: 1 wood, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ½

The holder of a horse figurine can activate it to grow into the size of a real horse. It
will animate and act like a horse. The user can use it as a mount. The horse has a
Vitality of 5 and no Will. It is not affected by anything that affects Will and it cannot
gain any statuses. If the figurine’s Vitality is reduced to 0, it is destroyed.

Activating the figurine takes 1 round and uses 1 charge.

The horse figurine stays animated for 6 hours (36 Turns).

When the horse figurine is created, it has 6 charges.

A character with both Arcana and Woodcraft may take 1 Turn to use a component
on the horse figurine and give it 3 more charges up to a maximum of 6.

Magic lamp
Abilities required: Arcana, Metalcraft

Tools required: Hammer

Resources required: 2 metal, 2 gems, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ½

A magic lamp can be rubbed to summon a genie that will accompany the party. The
genie has 6 Vitality and deals 2 damage if it hits in combat, unless it is given a
weapon. It can carry 4 encumbrance points worth of items. It has no Will. It is not
affected by anything that affects Will and it cannot gain any statuses. If the genie’s
Vitality is reduced to 0, the lamp loses its magic.

Activating a magic lamp takes 1 round and uses 1 charge.

The genie stays with the party for 6 hours (36 Turns).

When a magic lamp is created, it has 6 charges.

A character with both Arcana and Metalcraft may take 1 Turn to use a component
on the magic lamp and give it 3 more charges up to a maximum of 6.

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Myriad gadget
Abilities required: Arcana, Tinkering

Tools required: Toolkit

Resources required: 1 metal, 1 contraption, 2 components,

Time to craft: 1 hour (6 Turns)

Encumbrance: ½ (but see below)

A myriad gadget is a metal cube with a button on each face. When a button is
pressed, it will transform into an object. Each button will transform the cube into a
different tool or weapon. The different tools or weapons that the gadget can form
are:

lockpicks, toolkit, grapple, cook’s kit, shield or hammer.

Transforming from 1 form to another takes 1 round and uses 1 charge.

When the myriad gadget is in the form of another item, it has the encumbrance of
that item.

When the myriad gadget is created, it has 6 charges.

A character with both Arcana and Tinkering may take 1 Turn to use a component
on the gadget and give it 3 more charges up to a maximum of 6.

Oil of enchantment
Abilities required: Arcana, Alchemy

Tools required: Cook’s kit

Resources required: 1 oil, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

This oil can be applied to any weapon. For the duration, the weapon will count as
enchanted. When using this weapon in combat, the character may roll 1 extra die
when trying to hit an opponent with this weapon and deal 1 extra damage.

If the oil is applied to a ranged weapon, it bestows this ability to its ammunition.

Applying the oil takes 1 round.

The oil lasts for 1 hour (6 Turns)

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Planar symbol
Abilities required: Arcana, Theology

Tools required: Toolkit

Resources required: 1 bauble, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

A planar symbol can be used to give one target opponent with the outsider type the
Wardable characteristic. The outsider will have this characteristic for 1 Turn.

This action takes no time to perform and uses 1 charge.

When the planar symbol is created, it has 6 charges.

A character with both Arcana and Theology may take 1 Turn to use a component on
the planar symbol and give it 3 more charges up to a maximum of 6.

Potion of barkskin
Abilities required: Arcana, Herbalism

Tools required: Cook’s kit

Resources required: 1 water, 1 herb, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

Drinking this potion takes 1 round.

When the character drinks the potion, their skin becomes as hard as bark. During
that time the potion lasts, whenever they have to lose Vitality, instead they lose no
Vitality and lose 1 Will instead (if their Will is 0, they lose 1 Vitality).

The effects of the potion last for 1 Turn.

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Potion of clarity
Abilities required: Arcana, Alchemy

Tools required: Cook’s kit

Resources required: 1 water, 1 herb, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

Drinking this potion takes 1 round.

When the character drinks the potion, they restore 1 Will. If their Will is already at
its maximum score, they restore 1 Vitality instead.

Potion of healing
Abilities required: Arcana, Herbalism

Tools required: Cook’s kit

Resources required: 1 water, 1 herb, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

Drinking this potion takes 1 round.

When the character drinks the potion, they restore 1 Vitality.

Potion of invisibility
Abilities required: Arcana, Alchemy

Tools required: Cook’s kit

Resources required: 1 water, 1 mineral, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

Drinking this potion takes 1 round.

A potion of invisibility allows a character to act as if they have the Stealth and
Disguise abilities for the duration. If the character already has either/both of the
abilities and does an ability test that requires that ability, they may roll 1 extra die (so
if they have both and the ability test requires both, they can roll 2 extra dice).

The potion lasts for 1 hour (6 Turns).

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Potion of speed
Abilities required: Arcana, Herbalism

Tools required: Cook’s kit

Resources required: 1 water, 1 herb, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

Drinking this potion takes 1 round.

A potion of speed allows a character to act as if they have the Dodging and Running
abilities for the duration. If the character already has either/both of the abilities and
does an ability test that requires that ability, they may roll 1 extra die (so if they have
both and the ability test requires both, they can roll 2 extra dice).

The potion lasts for 1 hour (6 Turns).

Potion of strength
Abilities required: Arcana, Alchemy

Tools required: Cook’s kit

Resources required: 1 water, 1 herb, 1 component, 1 bottle

Time to craft: 3 Turns

Encumbrance: ½

Drinking this potion takes 1 round.

When the character drinks the potion, they can act as if they have the Strength
ability for the duration. If they already have the Strength ability, they can roll 1 extra
die when doing ability tests.

Also, they deal 1 extra damage in melee combat.

Drinking the potion takes 1 round.

The potion lasts for 1 hour (6 Turns).

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Pouch of plenty
Abilities required: Arcana, Leathercraft

Tools required: Dagger

Resources required: 1 leather, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

A character can activate a pouch of plenty to get it to create 5 silver pieces.

Activating a pouch of plenty takes 1 round and uses 1 charge.

When a pouch of plenty is created, it has 6 charges.

A character with both Arcana and Leathercraft may take 1 Turn to use a component
on the pouch of plenty and give it 3 more charges up to a maximum of 6.

Scroll of banishment
Abilities required: Arcana, Literacy

Tools required: Writing kit

Resources required: 1 parchment, 1 component

Time to craft: 1 hour (6 Turns)

Encumbrance: 0

Scrolls can only be activated by characters with the Literacy ability.

Reading this scroll takes 1 round.

When it is activated, all undead creatures that the characters are facing lose 1
Vitality.

The scroll then crumbles to dust.

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Scroll of draining
Abilities required: Arcana, Literacy

Tools required: Writing kit

Resources required: 1 parchment, 1 component

Time to craft: 1 hour (6 Turns)

Encumbrance: 0

Scrolls can only be activated by characters with the Literacy ability.

Reading this scroll takes 1 round.

When it is activated, all animal, plant, humanoid and monster creatures that the
characters are facing lose 1 Vitality. The reader gains 1 Vitality.

The scroll then crumbles to dust.

Scroll of healing word


Abilities required: Arcana, Literacy

Tools required: Writing kit

Resources required: 1 parchment, 1 component

Time to craft: 1 hour (6 Turns)

Encumbrance: 0

Scrolls can only be activated by characters with the Literacy ability.

Reading this scroll takes 1 round.

When it is activated, all characters in the party (including the reader) restore 1
Vitality.

The scroll then crumbles to dust.

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Scroll of planar disruption
Abilities required: Arcana, Literacy

Tools required: Writing kit

Resources required: 1 parchment, 1 component

Time to craft: 1 hour (6 Turns)

Encumbrance: 0

Scrolls can only be activated by characters with the Literacy ability.

Reading this scroll takes 1 round.

When it is activated, all outsider creatures that the characters are facing lose 1
Vitality.

The scroll then crumbles to dust.

Scroll of power
Abilities required: Arcana, Literacy

Tools required: Writing kit

Resources required: 1 parchment, 1 component

Time to craft: 1 hour (6 Turns)

Encumbrance: 0

Scrolls can only be activated by characters with the Literacy ability.

Reading this scroll takes 1 round.

When it is activated, all characters in the party (including the reader) are able to use
their next 2 powers in the next hour (6 Turns) without paying their cost.

If the characters do not use those powers in the time, they lose the bonus.

The scroll then crumbles to dust.

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Scroll of sonic blast
Abilities required: Arcana, Literacy

Tools required: Writing kit

Resources required: 1 parchment, 1 component

Time to craft: 1 hour (6 Turns)

Encumbrance: 0

Scrolls can only be activated by characters with the Literacy ability.

Reading this scroll takes 1 round.

When it is activated, all construct creatures that the characters are facing lose 1 Vitality.

The scroll then crumbles to dust.

Stone of good luck


Abilities required: Arcana, Stonecraft

Tools required: Stone

Resources required: 1 stone, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

When a character makes a Fate roll, they may use 1 charge from a stone of good luck
to reroll one of the dice.

When the stone of good luck is created, it has 6 charges.

A character with both Arcana and Stonecraft may take 1 Turn to use a component
on the stone of good luck and give it 3 more charges up to a maximum of 6.

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Sunstone amulet
Abilities required: Arcana, Metalcraft

Tools required: Hammer

Resources required: 1 metal, 1 gem, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

A sunstone amulet is a glowing yellow stone on a metal chain. A character can wear
it around their neck. Activating the sunstone amulet allows it to glow with a bright
light for the duration. This means that the characters have a magical light source (So
it won’t ignite gas pockets or get blown out) that does not require any hands to use
(So it can be used with a shield or large weapon).

The light lasts for 6 hours (36 Turns).

Activating a sunstone amulet takes 1 round and uses 1 charge.

When a sunstone amulet is created, it has 6 charges.

A character with both Arcana and Metalcraft may take 1 Turn to use a component
on the sunstone amulet and give it 3 more charges up to a maximum of 6.

Tools of transmutation
Abilities required: Arcana, Metalcraft

Tools required: Hammer

Resources required: 1 metal, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ½

Tools of transmutation can be used when crafting an item. If they are activated when
crafting an item, the tools will count as whatever tools are needed to craft the item.
Also, the item will be crafted using half the raw materials (round up) and in half the
time (round up). This includes magic items.

Activating tools of transmutation takes no time and uses 1 charge.

When tools of transmutation are created, it has 6 charges.

A character with both Arcana and Metalcraft may take 1 Turn to use a component
on tools of transmutation and give it 3 more charges up to a maximum of 6.

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Wand of magic bolts
Abilities required: Arcana, Metalcraft

Tools required: Dagger

Resources required: 1 metal, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ½

A wand of magic bolts can be activated to create a bolt of energy. This bolt is a
ranged weapon that automatically hits and deals 3 damage. It also counts as an
enchanted weapon. It cannot be used in melee combat.

Activating a wand of magic bolts takes 1 round and uses 1 charge.

When a wand of magic bolts is created, it has 6 charges.

A character with both Arcana and Metalcraft may take 1 Turn to use a component
on the wand of magic bolts and give it 3 more charges up to a maximum of 6.

Wind fan
Abilities required: Arcana, Woodcraft

Tools required: Dagger

Resources required: 1 wood, 2 components

Time to craft: 1 hour (6 Turns)

Encumbrance: ¼

A wind fan creates a large gust of wind which knocks over creatures. When the wind
fan is activated, creatures cannot take actions this round (such as ranged attacks,
ranged area attacks or escaping) and if a melee attack against them fails, they cannot
cause any damage.

Activating a wind fan takes no time and uses 1 charge.

When a wind fan is created, it has 6 charges.

A character with both Arcana and Woodcraft may take 1 Turn to use a component
on the wind fan and give it 3 more charges up to a maximum of 6.

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Experience and advancement
Experience is a measure of useful information that the character has accrued. It can
help them in many ways.

What a character can gain experience for


Characters gain experience points for putting themselves and their abilities to the
test.

A character can gain experience if they gain the Cognizant status. This indicates that
the character has learnt something about themselves or they have gained some kind
of motivation to do better.

A character can gain the Cognizant status if they do any of the following:

• Critical success - if a character rolled a 6 in an ability test and succeeded at that


test, they gain the Cognizant status.
• Critical failure - if a character rolled a 1 in an ability test and failed at that test,
they gain the Cognizant status.

Once a character has gained the Cognizant status, they cannot gain another one or
do so again until they have lost it. This limits each character to gaining 1 experience
point per rest once they have the Cognizant status.

When a character rests or writes a journal entry or makes a composition, they


remove the Cognizant status and gain 1 experience point. Other events may also
remove the Cognizant status and gain the character 1 experience point.

It makes sense for characters to focus on tasks that they are well trained for because
whether they succeed or fail, they roll more dice and so have a greater chance of
getting experience.

Note that since using items and spending experience points allow the character to
act as if they have an ability rather than actually give them the ability, using
experience or items to act as if they have an ability does not give a character
experience. However, if a character rolls a 6 or a 1 from an extra die roll due to a item
or spending experience, that does count.

Other ways the characters can gain experience


There are 2 other common ways that a character can get experience:

• As soon as a character has 3 or more Clues, it leads to a realisation. They


subtract 3 Clues from their total and the character gains 3 experience points.
• As soon as a character has 3 or more Inspirations, it leads to a deeper
understanding into the workings of their mind. They subtract 3 Inspirations
from their total and the character gains 3 experience points.

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What can a character do with experience points?
Characters can spend experience points to improve themselves or they can use them
for ability tests.

A character can spend 1 experience point to act as if they have 1 ability of your
choice on 1 occasion. This allows characters to do tasks that require certain abilities.
This only works if the task takes 1 Turn or less.

A character or animal can increase their Will for 12 experience points. If they do this,
they can increase their initial Will by 1 then restore it to its initial level.

A character or animal can increase their Vitality for 24 experience points. If they do
this, they can increase their initial Vitality by 1 then restore it to its initial level.

A character can gain a new ability or power if they spend 36 experience points. If
they do this, they can pick an ability or power from the list and then add it to their
list of abilities or powers.

Each character starts the game with 0 experience points.

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Playing the solos
You might want to play the solos along with the hexcrawl. If you want to play the
solos without the hexcrawl, it will be better to use the SCRAWL: Gamebook
rulebook. However, it is possible to play them together. When you play solos, here
are a few things to think about.

Overland adventures
Some adventures take place overland.

The overland map


Overland adventures usually take place in an area with 36 hexes. Each hex will have
a symbol representing the type of terrain there and it may have numbers stating
which section to turn to when the characters go to that hex. Each hex is 1 mile across
from the most distant points.

The numbers represent the sections that you need to turn to when you want to enter
that area. Some areas have no numbers. This means that you don’t need to do
anything if the characters pass through that area.

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The key to the overland map
The key is from Hexographer, using its black and white icons. If you have to make
your own map, you can do whatever drawings you like. These icons are the same as
the hexcrawl icons.

If you don’t like drawing, you could use the first letter of the terrain on the hex
instead. This works because each terrain starts with a different letter (I’m
particularly proud of that touch).

Terrain Description Image


Arctic Desolate cold land covered in snow and ice

Badlands Volcanic, rocky land where very little life is found

Desert Desolate hot land covered in sand and rocks

Entropia Land where natural laws don’t work properly

Forest Land covered in trees in a temperate climate

Gearland Land where the fauna and flora has merged with metal and
machines.
Hills Highland with gentle slopes and vegetation

Jungle Land covered in trees and vegetation in a hot climate

Lithica Hostile, rocky, primordial land covered in tough plants and


ancient creatures such as dinosaurs and mammoths
Mountains Highland with taller peaks and steeper climbs than hills

Necropia Land that is mostly dead, inhabited only by mould, vicious


creatures, dangerous spirits and undead.
Plains Flatland covered in grass and vegetation

Rural Land turned into farms for crops and animals

Swamp Wetlands and marshes

Taiga Land covered in trees in a cold climate

Unknown Currently unexplored land. The terrain may become known


terrain later
Viridia Magical forest owned by the fae folk

Water Oceans or lakes. Can be adjacent to land or open

Page | 179
Features
Some hexes have features on them which will affect actions that people take on
them. These features have different effects than on a hexcrawl adventure.

Feature Description Effect Image


Road Trail made from Characters do not need to make an
stone, bricks or ability test to move from one hex to
other material that another if there is a road between the
makes travel hexes
easier.

Waterways Rivers and If the characters have a water vessel,


streams that flow they can move from a hex with
waterways to another hex with
waterways in 1 Turn and do not need
to make an ability test.

Crossing a waterway is an ordeal that


takes 1 Turn (Required: Swimming). If
the character who does the ordeal
doesn’t have Hardiness or Strength,
they lose 1 Will.

A waterway can also be crossed with a


water vessel or a crossing (see the
crossing entry).

Crossing A bridge, a fallen Characters are able to cross some


tree trunk or some waterways without needing to do an
stones where ordeal (see the Waterways entry).
characters can
cross waterways.

Tunnels Underground Characters do not need to make an


caves that ability test to move from one hex to
connect hexes. another if there are tunnels between
the hexes.

Impassable A part that the Characters cannot enter a hex across


boundary characters cannot an impassable boundary.
cross. It may be a
cliff, a rift, a giant The barrier is a thick black line on the
wall or some other boundaries of two hexes.
barrier.

There may be other features in a map which will be addressed in the gamebook. For
example, in the example map above, there is a symbol for a village on the bottom.

Page | 180
Moving from one hex to another
When a character decides to move to another hex, first determine whether the
characters take time to navigate the area. This usually takes 1 or 2 Turns unless the
following conditions apply:

At least one member of the party has the Pathfinding ability, a lodestone, a spyglass,
a map of the area or spends 1 Clue.

The hex they are on has roads or waterways on it.

Then the party undergoes an ordeal to see how much time they spend going from
one hex to another.

The ability test and the ordeal are always for the hex that the party are currently on
and leaving rather than the hex that they are going to.

Different terrains, their difficulties and how long they take to travel

Terrain Ordeal to travel Turns needed to


navigate
Arctic 4 Turns (mount, roads) 1 Turn
Badlands 4 Turns (mount, roads) 1 Turn
Desert 4 Turns (mount, roads) 1 Turn
Entropia 5 Turns (mount, roads) 2 Turns
Forest 6 Turns (mount, roads) 2 Turns
Gearland 4 Turns (mount, roads) 1 Turn
Hills 5 Turns (mount, roads) 2 Turns
Jungle 6 Turns (mount, roads) 2 Turns
Lithica 6 Turns (mount, roads) 2 Turns
Mountains 8 Turns (Climbing, hammer+spikes, roads) 2 Turns
Necropia 4 Turns (mount, roads) 1 Turn
Plains 3 Turns (mount, roads) 1 Turn
Rural 3 Turns (mount, roads) 1 Turn
Swamp 5 Turns (roads) 2 Turns
Taiga 6 Turns (mount, roads) 2 Turns
Viridia 6 Turns (mount, roads) 2 Turns
Water 1 Turn (required: water vessel, air vessel) 1 Turn

Page | 181
Finding out what is on a hex
Sometimes, a hex will have a number on it. That is the section that you need to turn
to when you arrive on the hex to see what is on it.

If a hex has no numbers on it, then there is no event when you get there.

Other actions that characters can take on hexes.


If characters do not have a threat to deal with on a hex, they may be able to perform
other actions on it, such as hunting, foraging, fishing or finding other resources. The
actions they can take, the ordeals required and the results of the actions will be listed
in the gamebook.

Characters can rest anywhere. This takes 6 hours (36 Turns). When a character rests,
if they have the Cognizant status, they lose it and gain 1 experience point. The
character gains 1 Will. If the character’s Will is at its maximum, they gain 1 Vitality
instead.

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Dungeon adventures
Some adventures take place in a dungeon. Adventures in dungeons are like
adventures in randomly generated dungeon except that the map has already been
made and there are section numbers on the map.

The dungeon map


Here is an example of how a dungeon map might look.

The dark grey blocks represent walls.

The white rectangles represent doors.

The 3 x 3 squares are rooms and the smaller areas are corridors.

The numbers represent the sections that you need to turn to when you want to enter
that area. Some areas have no numbers. This means that you don’t need to do
anything if the characters pass through that area.

Starting room
You will be told which room on the map that the party starts in and which section
that you need to turn to.

Page | 183
Other adventures
Some adventures do not have an overland map or a dungeon map. In that case, you
will just need to follow the instructions in the text when you make a decision.

Page | 184
Playing SCRAWL with just the solos
What are you going to do with your character(s)? Well, there are several SCRAWL
products that you can play them with.

Play your character with the solos


There are several solos that you can play with SCRAWL. Some of them are between 50-
150 sections and some of them cover 2 sides of an A4 sheet of paper. You could play
your character in those solos in any order you wish.

Play the dungeons


One way of playing SCRAWL is to let your characters explore the dungeons. For this
game, you can assume that the characters go to a dungeon and then go to a town with
all the items and services possible on offer. You just need the dungeon tables book, the
dungeon encounters book and the creatures book for this and you can pick which
dungeon you want to play.

Page | 185
Between adventures – Small SCRAWL players only
You only need to use this section if you play adventures and dungeons on an ad hoc
basis. If you are playing All SCRAWL and hexcrawling as well, the settlements your
characters visit will fulfil this function.

Between adventures, adventurers are able to rest, train and engage in trading.

The order of events between adventures


1) Each character restores all lost Vitality and Will.
2) Each character loses all statuses that expire.
3) Each character may put any number of items and money into their lodgings
or take some items or money from their lodgings.
4) Each character may engage in any number of between adventures actions (see
the table below)
5) The characters must pay their hirelings. If they cannot, the hirelings leave.
6) Each character may buy and sell items, use services and hire hirelings (see the
lists below).
7) Roll on the events table once for the party.
8) The party goes on the next adventure!

Page | 186
1) Each character restores all lost Vitality and Will
Restore each character’s Vitality and Will to their maximum values.

2) Each character loses all statuses that expire.


Each character loses the Hunger, Thirst and Exhaustion statuses. If the character has
the Cognizant status, they lose it and gain 1 experience point. Any statuses that last a
certain number of Turns, hours or days also expire.

3) Each character may put any number of items and money into their lodgings
or take some items or money from their lodgings.
Characters have lodgings where they can sleep and take shelter. They can also store
any items there between adventures. They cannot use them on adventures, but they
also do not need to carry them. There is also a risk of getting things stolen (see
random events).

4) Each character may engage in any number of between adventures actions


(see the table below)
Characters choose whichever actions that they can do and note the effects of them.
They can only do each action once.

5) The characters must pay their hirelings. If they cannot, the hirelings leave.
Characters must pay their hirelings. If they cannot or will not pay them, the hirelings
leave them. Characters may choose to dismiss their hirelings.

6) Each character may buy and sell items, use services and hire hirelings (see
the lists below).
Look on the tables in the weapons, armour, equipment, services and crafting section
(page 82) and adjust the characters’ money and items accordingly. Characters can
buy or sell any items on the list, they have access to temples of all deities and they
can use services any number of times. Characters cannot buy treasure, but they can
sell it.

7) Roll on the events table once for the party.


Roll on the events table, then make adjustments for that event.

8) The party goes on the next adventure!


Pick up your next SCRAWL adventure for your party! Or give them a random
dungeon to explore!

Page | 187
Between adventure actions
Characters may perform any number of actions. They can perform each action 1 time
between adventures.

Between adventures actions table 1


Action Requirements Effect

Beg Scrounging Gain 1sp. Make an ability test with a difficulty of 3


(Disguise). If the character fails, go to the crime
section.

Burgle house Tinkering+Stealth+lockpicks Gain 6sp. Make an ability test with a difficulty of 3
(Disguise). If the character fails, go to the crime
section..

Carouse Worldliness If they character has 0 Inspirations, they can set


the number of Inspirations they have to 1.

Con Deception Gain 2sp. Make an ability test with a difficulty of 3


(Disguise). If the character fails, go to the crime
section.

Craft Relevant craft abilities, tools Craft any number of items


and resources (see crafting
rules)
Find herbs Required: Herbalism, Clue* Gain any number of herbs.

Find minerals Pick, shovel Gain any number of minerals


+
Stonecraft, Alchemy, Clue*

Find stones N/A Gain any number of stones.

Find water N/A Gain any amount of water

Forage Foraging, Animal, Clue* Gain any amount of raw provisions

Gather wood N/A Gain any amount of wood

Go to court Prestigious If the character has 0 Clues, they can set the
number of Clues they have to 1.
If they character has 0 Inspirations, they can set
the number of Inspirations they have to 1.

Page | 188
Between adventures actions table 2
Action Requirements Effect

Hunt Hunting, ranged weapon, Gain any number of raw provisions. If the
Clue* character who did hunting has the Leathercraft
ability, also gain any amount of leather and any
number of pelts

Investigate Worldliness If the character has 0 Clues, they can set the
number of Clues they have to 1.

Labour N/A Gain 1sp. Then lose 1 Will unless the character
has the Hardiness or Strength ability.

Pick pockets Sleight of hand+Stealth Gain 3sp. Make an ability test with a difficulty of 3
(Disguise). If the character fails, go to the crime
section.

Research Literacy If the character has 0 Clues, they can set the
number of Clues they have to 1.

Rob people Intimidate Gain 2sp. Make an ability test with a difficulty of 3
(Disguise). If the character fails, go to the crime
section.

Scrounge Scrounging Gain any number of the following items: raw


provision, wood, leather, stone.

Specialist work Appraise, Literacy, Melee Gain 2sp.


Combat, Naturalist,
Perform, Tinkering

Treasure hunt Shovel+ map*+Clue* You find 12sp.

Page | 189
Crime
If a character is caught for a crime, if they are not Infamous, they gain the Infamous
characteristic. That is the only consequence this time!

If the character already has the Infamous status, they are chased by the authorities
and they have to escape! That character makes an ability test with a difficulty of 4
(Running). If they fail, they are caught. Go to the Punishment section. If they
succeed, they escape.

Punishment
Characters who are caught for a crime need to present their case to a magistrate.
That character or their lawyer (see the services section on page 102) must make an
ability test with a difficulty of 5 (Worldliness, Deception, Literacy, Reasoning,
Prestigious).

If they succeed and at least 1 of the rolls is a 6, the character is acquitted.

If they succeed and none of the rolls is a 6, the character must pay a fine of 6 silver
pieces. If they cannot, they get the stocks (see below).

If they fail and none of the rolls is a 1, the character gets the stocks. They cannot
engage in any more activities before the next adventure starts and they lose 1 Will.

If they fail and at least 1 of the rolls is a 1, the character gets gaol time. They lose all
of the possessions that they are carrying and cannot do any more actions between
the adventures.

Buying and selling items and using services


The characters can buy and sell anything on the lists in this book and assume that
they have access to temples to all deities. Go to the lists in this book to see what the
characters can buy or sell. Characters cannot buy items on the treasure table.

Page | 190
Roll on the random events table once for the party
Roll on the random events table for the party. Any losses to Will of Vitality that a
character obtains from a random event cannot be restored before the next adventure.

Fate Ability Fate Ability Fate Ability


roll roll roll
11 Mob! 31 Malicious curse 51 Plague
12 Tax collector 32 Duellist 52 Escaped horse
13 Outcast uprising! 33 Madness 53 Overshadowed
14 Robbery! 34 Gladiator combat 54 Cheese rolling
15 Arrest! 35 Bet! 55 Eating competition
16 Brawl! 36 Con artist 56 Trading opportunity
21 Bird attack! 41 Beggars 61 Pickpocket
22 Burning building! 42 Guard job 62 Alms
23 Poisoned well 43 Mutant plague 63 Wizard
24 Soldiers 44 Plant harvest 64 Lecture
25 Malaise 45 Tithe 65 Performers
26 Fae thief 46 Scribe 66 Festival

Alms
The local traders and rich folk have donated money and trinkets to the poor. Any
character with less than 1 silver piece gains 1 silver piece.

A character can also give alms. If they give 3 silver pieces or more and if they have 0
Inspirations, they may set the number of Inspirations they have to 1. A character
cannot give all their money away and then get the silver pieces from the alms.

Arrest!
The party encounters a group of militia recruits who decide to arrest the characters
for some made up crime. The characters must decide to do one of the following
things:

Run
The character must make an ability test with a difficulty of 4 (Running). If they fail,
go to the punishment section (page 199).

Fight
The character must make an ability test with a difficulty of 4 (Melee Combat). If they
fail, go to the punishment section (page 199).

Bluff
The character must make an ability test with a difficulty of 4 (Deception, Disguise).
If they fail, go to the punishment section (page 199).

Page | 191
Beggars
There is a group of beggars here.

Any character who gives them 1sp or more can make a Fate roll. If they roll a 6, they
get 1 Inspiration.

Beggars are the eyes and ears of any area. Any character who has the Worldliness or
Scrounging abilities can converse with the beggars and pick up rumours. The
character can gain 1 Clue. They may only do this once per group of beggars.

Bet
The characters come across a crowd of people betting on some competition – a snail
race, a breath holding competition or a pie eating contest – something like that.
Characters may bet up to 3 silver pieces (deduct it from their adventure sheet) then
make a Fate roll. If they roll a 4-6, they win twice their bet in silver pieces. If they roll
1-3, they lose their money.

Bird attack!
A flock of birds circle the characters – and then some of them dive at them! Any
character with the Naturalist ability is able to calm them. Any character with the
Running or Dodging abilities is able to avoid them. Any character who does not
have at least 1 of those 3 abilities is pecked and dive bombed by the birds and loses 1
Vitality.

Brawl
A group of peasants erupt into a brawl and the characters are caught in it! Each
character must make an ability test with a difficulty of 4 (Melee Combat, Dodging).
Any character who fails loses 1 Vitality.

Burning building
One of the buildings catches fire! The characters can either choose to help put it out
or flee the fire.

Every character who helps put out the fire must make an ability test with a difficulty
of 4 (Hardiness, Strength). Anyone who fails, loses 1 Vitality.

After that, any character who helped put out the fire and who had 0 Inspirations can
set the number of Inspirations they have to 1.

Page | 192
Cheese rolling
There is a cheese rolling competition. Any character may take part. Any character
that does makes an ability test with a difficulty of 6 (Running, Nimbleness). Any
character who succeeds wins 1sp and a wheel of cheese (worth 4 prepared
provisions). If they fail, they fall over and lose 1 Will.

Con artist
A con artist attempts to sell a character something useless. A random character must
make an ability test with a difficulty of 5 (Resolve, Deception, Appraise,
Worldliness). If they fail, they lose 3sp. If they have less than 3sp, they lose 1 Will
instead.

Duellist
A random character accidentally insults a man with a sword. In fact, this man has
manufactured the situation to look like a wounded party. The character is
challenged to a duel. A crowd gathers around them. The character must make an
ability test with a difficulty of 5 (Melee Combat). If they fail, they gain the Wound
status.

Eating competition
There is an eating competition. Any character may enter. If they do, they must make
an ability test with a difficulty of 6 (Hardiness). If they succeed, they win a 1sp and 4
prepared provisions. If they lose, they are violently sick and lose 1 Will.

Escaped horse
A horse has escaped and has started causing havoc by galloping into people and
kicking at people.

The party encounters 1 horse.

Horse
Type: Animal, Difficulty: 3, Damage: 2, Attacks: 1, Vitality: 5, Items: None, Special:
Distracted, Docile, Ravenous, Cowardly, Other – if killed, characters can take 5 raw
provisions and 3 bone from this creature’s corpse. If any character has the
Leathercraft ability and a dagger, they can also take 2 leather.

If the characters can subdue it, the owner will be very grateful (this could be using
the horse’s Docile characteristic against it or attacking it using the subdue action).

Each character that helped subdue the horse, if they have 0 Inspirations, they can set
the number of Inspirations they have to 1.

If the characters somehow kill the horse, each character who damaged it must make
a Fate roll. If they roll a 1, they will become Infamous.

Page | 193
Fae thief
A magic using fae thief attempts to use telekinesis to lift money from the party. Each
character in the party must make an ability test with a difficulty of 4 (Resolve). If
they fail, they lose 3 silver pieces (or all of their silver pieces if they have fewer than
3).

Festival
There is a festival. Any character who has 0 Inspirations can set the number of
Inspirations they have to 1.

If all of the characters are Prestigious, they receive gifts for their contributions to
society.

If the party does not have one, they can get a mule and cart.

Each character who has 0 healing salves can set the number of healing salves they
have to 1. If they have 0 restorative tonics, they can set the number of restorative
tonics they have to 1.

If there are fewer than 4 members of the party and the party does not have a
follower, a bearer will offer their services as a follower (they will not require
payment).

Gladiator combat
Any character may enter a gladiator combat to the death.

The character encounters 1 gladiator.

Gladiator, human
Type: Humanoid, Difficulty: 4, Damage: 2 Attacks: 1, Vitality: 8, Items: Sword,
Special: Vicious

If the character wins, they get 10 silver pieces. If they lose, they die!

Guard job
Guards are needed to escort someone a short distance. Any character with the Melee
Combat, Perception or Intimidate abilities can do the work for 3 hours and gain 1
silver piece.

Lecture
The party comes across a scholar delivering a lecture on some arcane subject. Any
character can stop to listen. If they do and if they have 0 Clues, they may set the
number of clues they have to 1.

Page | 194
Madness
Has what’s happened to the characters affected them too deeply? All characters
mush make an ability test with a difficulty of 4 (Resolve) or gain the Mania status.

Malaise
There is a general malaise over the area. All characters mush make an ability test
with a difficulty of 4 (Resolve) or gain the Despondency status.

Malicious curse
Someone takes offence at something minor a character did. They curse them
vehemently. A random character must make an ability test with a difficulty of 4
(Resolve). If they fail, they get the Curse status.

Mob!
A group of peasants are angry and they are out for blood!

If any character in the party has the Augment, Deathtouched, Infamous, Mutant or
Taint status, the mob will attack the party!

If none of those apply, the peasants might still attack the party! Each character must
make a Fate roll. If at least 1 character rolls a 1, the mob will attack the party!

If the peasants attack


There are too many peasants to fight! Each character must make 4 ability tests with a
difficulty of 4 (Dodging, Running, Stealth). Each time they fail, they lose 1 Vitality.

If the peasants don’t attack


The characters can go on their way.

Mutant plague
A strange plague is making people sick and mutating some of them. Each character
makes an ability test with a difficulty of 4 (Hardiness). If they fail, they lose 1 Will.
Then they make a Fate roll. If they fail, they get the Mutant status!

Page | 195
Outcast uprising!
The mutants, augments and followers of forbidden deities have all decided to band
together and overthrow their oppressors.

The mob will not attack the party if at least 1 member of the party has the Augment,
Deathtouched, Infamous, Mutant or Taint statuses or if they are an initiate to any of
the deities apart from the new deities and no member of the party is an initiate to the
new deities or has the Prestigious status.

If any character in the party is an initiate to any new deity or has the Prestigious
status and no member has the Augment, Deathtouched, Infamous, Mutant or Taint
statuses or if they are an initiate to any other deity pantheon, the mob will
automatically attack the party!

If none of those apply, or if there is both a character who has the Augment,
Deathtouched, Infamous, Mutant or Taint statuses or if they are an initiate to any
pantheon other than the new deities and there is a character who is an initiate to the
new deities or has the Prestigious status, the mob might still attack the party! Each
character must make a Fate roll. If at least 1 character rolls a 1, the mob will attack
the party!

If the mob attacks


There are too many mob members to fight! Each character must make 4 ability tests
with a difficulty of 4 (Dodging, Running, Stealth). Each time they fail, they lose 1
Vitality.

If the mob does not attack


The mob ignores the party.

Overshadowed
The characters are no longer the talk of the region. All characters lose the Prestigious
and Infamous statuses if they had them.

Performers
There are many performers in the street, making a living.

Any character who has 0 Inspirations may set the number of Inspirations they have
to 1.

Characters may spend some time performing for money. Any character who has the
Perform, Nimbleness or Sleight of Hand abilities can gain 1 silver piece.

Page | 196
Pickpocket
Pickpockets are preying on travellers. Everyone in the party must make an ability
test with a difficulty of 4 (Perception). Anyone who fails loses 3 silver pieces (or all
of their silver pieces if you have fewer than 3 silver pieces).

Plague
Some of the inhabitants carry a plague. Each character in the party must make an
ability test with a difficulty of 4 (Hardiness). If anyone fails, they will gain a Plague
status.

Plant harvest
There is a huge pile of strange plants that people are sorting through. Anyone who
knows about plants can help. Any character with the Herbalism, Naturalist or
Woodcraft abilities can work on it and gain 1 silver piece.

Poisoned well
Someone has poisoned some of the drinking water. Each character must make an
ability test with a difficulty of 3 (Hardiness) or gain the Poison status!

Robbery!
All money and items left in lodgings is stolen.

Scribe
A scribe has a pile of documents that they need to be copied and translated. Any
character who has the Literacy or Worldliness ability can help the scribe and earn 1
silver piece.

Soldiers
The party comes across a patrol of soldiers, human. If any character in the party has
the Infamous status, they will try to arrest them. The patrol will call for
reinforcements and there will be too many soldiers to fight. The characters with the
Infamous status will have to run.

They will have to make an ability test with a difficulty of 4 (Running). If they
succeed, they will escape the soldiers. If they fail, they will be caught and put on trial
for their crimes. Go to the punishment section on page 195. The soldiers will only
chase after Infamous characters.

Page | 197
Tax collector
A tax collector is collecting taxes with a group of militia.

If anyone in the party has the Prestigious status, they are considered too important
to pay taxes. Anyone who isn’t Prestigious has to pay 3 silver pieces in taxes or run.

If the characters pay their taxes.


The group goes on its way.

If a character runs
The character must make an ability test with a difficulty of 4 (Running). If they fail,
go to the punishment section on page 195.

Tithe
A powerful figure for one of the pantheons (roll on the table below to determine
which one) decides that the citizens must pay the church a tithe.

Random pantheon archetype table

Fate roll Pantheon


1 Demonic
2 Eldritch
3 Machine
4 New
5 Primal
6 Void

Each character who is not an initiate to that deity or Prestigious must pay 5sp of get
the disapproval of that deity!

Trading opportunity
There are many small items being bought and sold. A canny trader will be able to
buy low and sell high. Any character can attempt to trade. Doing so involves
spending 2 silver pieces. Then they make an ability test with a difficulty of 5
(Appraise, Deception, Worldliness).

If they succeed and at least 1 of the rolls is a 6, they get 6 silver pieces.

If they succeed, they get 4 silver pieces.

If they fail, they get 1 silver piece.

If they fail and at least 1 of the rolls is a 1, they get nothing.

Page | 198
Wizard
The party comes across someone who has studied much magic and is very powerful.

Any character with the Worldliness, Literacy, Arcana or Reasoning abilities can talk
to the wizard and gain 1 Clue. They may only do this once per wizard.

The wizard is selling a component for 6 silver pieces.

Make a Party Fate roll. On the roll of a 6, the wizard has a magical item that they are
prepared to sell. Make a second Fate roll and consult the table below to see what the
wizard is selling. The wizard will sell it for 60sp.

Table of items the wizard is selling

Fate Magic item Fate roll Magic item Fate Magic item
roll roll
11 Automaton 31 Holy water 51 Pouch of plenty
12 Belt of reputation 32 Horse figurine 52 Scroll of banishment
13 Blessed symbol 33 Magic lamp 53 Scroll of draining
14 Branch of growth 34 Myriad gadget 54 Scroll of healing word
15 Brooch of shielding 35 Oil of enchantment 55 Scroll of planar disruption
16 Cap of breathing 36 Planar symbol 56 Scroll of power
21 Clockwork bug 41 Potion of barkskin 61 Scroll of sonic blast
22 Crystal ball 42 Potion of clarity 62 Stone of good luck
23 Defoliant 43 Potion of healing 63 Sunstone amulet
24 Enchanted ice shard 44 Potion of invisibility 64 Tools of transmutation
25 Firestone 45 Potion of speed 65 Wand of magic bolts
26 Holy symbol 46 Potion of strength 66 Wind fan

Page | 199
Appendix 1: Probabilities of success based on difficulty and
number of rolls

Here is a table showing the percentage probability of rolling a particular number or


higher when rolling 1d6 to 6d6 and choosing the best number. If you are getting
more than 6 rolls, then I have no idea what kind of crazy tactics you are using. Note
that the numbers are rounded to the nearest whole number, so they won’t be exactly
what is in the table.

1 or more 2 or more 3 or more 4 or more 5 or more 6


1 roll 100 83 67 50 33 17
2 rolls 100 97 89 75 56 31
3 rolls 100 100 96 88 70 42
4 rolls 100 100 99 94 80 52
5 rolls 100 100 100 97 87 60
6 rolls 100 100 100 100 91 67

Appendix 2: Probabilities of success based on difficulty,


number of rolls and being able to reroll a 1.
Here is a table showing the percentage chance of success if a character is able to
reroll a 1.

Rerolling a 1 gives a smaller bonus than a full reroll. It provides a bigger bonus for
lower difficulties.

1 or more 2 or more 3 or more 4 or more 5 or more 6


1 roll 100 97 78 58 38 19
2 rolls 100 100 92 83 58 32

Page | 200
Appendix 3: Probability of rolling at least one 1 and/or at
least 1 6 when X Fate rolls are made.

In some situations, you will be told to make a certain number of Fate rolls. Usually,
something bad happens if at least 1 of the rolls is a 1 and something good happens if
at least 1 of the rolls is a 6. Sometimes, both a good and bad thing can happen. Here
are the probabilities of those things happening.

1 Fate roll 2 Fate rolls 3 Fate rolls 4 Fate rolls 5 Fate rolls 6 Fate rolls
Probability of rolling 17% 31% 42% 52% 60% 67%
at least 1 1.
Probability of rolling 17% 31% 42% 52% 60% 67%
at least 1 6.
Probability of rolling 0% 6% 14% 21% 27% 33%
at least 1 1 and 1 6.

Appendix 4: Probability of rolling 2 or more 1s or 6s when X


Fate rolls are made.
When the party gets a reward, it may get a better reward if it rolls 2 or more 6s on a
certain number of Fate rolls. This gives the probability of getting 2 or more 6s when
X Fate rolls are made. It is the same as rolling 2 or more 1s for bad rolls.
Number of Fate rolls Probability of rolling 2 or more 1s or 6s
1 0%
2 3%
3 7%
4 13%
5 20%
6 26%
7 33%
8 40%

Page | 201
It’s the last game you will ever play!

Welcome to SCRAWL! This is the core rulebook for SCRAWL.

This is the core rulebook for SCRAWL. For more SCRAWL products go to my Drive
Thru RPG page at https://www.drivethrurpg.com/browse/pub/3777/Slloyd14.

For more news and articles on gamebooks, visit www.lloydofgamebooks.com

Page | 202

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