Krol v1.0 Spreads
Krol v1.0 Spreads
      r t ing
 S ta s
                1
    o in t
  p             2
                                                                                                                              Plains       Lost Level: Roll d20, become lost on 16 or more        Event Level: Roll d20, event occurs on 12 or more
                3
                                                                                                                                                                                                                D20
                                                                                                                Odhenfa                     1        2        3        4       5        6        7       8       9  10              11      12        13       14         15   16       17       18      19      20
                4
                                                                                                                village          D2
                                                                                                                                       1
                5                                                                                                                      2
                                                                                                                (102)
                6
                7
                                                                                                                                   Moor            Lost Level: Roll d20, become lost on 14 or more             Event Level: Roll d20, event occurs on 14 or more
                                                                                                                                                                                                                                   D20
                8                                                                                                                                             1       2        3        4        5       6        7         8       9  10             11      12          13   14       15       16      17      18   19   20
                                                                                                                                                    1
                                                                                                                                             D2
                9                                                                                                                                   2
Nagfish 10
village 11 Forest Lost Level: Roll d20, become lost on 12 or more Event Level: Roll d20, event occurs on 13 or more
                                                                                                                Fargetch                                                                                         D20
(150)           12
                                                                                                                Keep                         1       2        3        4        5        6       7        8       9  10             11       12       13       14         15   16        17      18      19      20
                                                                                                                                       1
                                                                                                                                 D2
                13                                                                                              (45)                   2
14
15 Swamp Lost Level: Roll d20, become lost on 6 or more Event Level: Roll d20, event occurs on 15 or more Hunting not possible in swamps
D20
Cret ick      16                                                                                                                                              1       2        3        4        5       6        7         8       9  10             11      12          13   14       15       16      17      18   19   20
                                                                                                                                                    1
    p  ( 1 8 )17                                                                                                                             D2
Kee                                                                                                               Mudwe
                                                                                                                                                    2
                18                                                                                                       ll
                                                                                                                 Village
                19
                                                                                                                (1 2 5 )
                20
Hills           Lost Level: Roll d20, become lost on 13 or more         Event Level: Roll d20, event occurs on 12 or more
                                                                                      D20
                 1        2         3        4       5       6         7       8       9  10             11      12         13   14      15     16      17     18    19        20
          1
    D2
          2
Mountains Lost Level: Roll d20, become lost on 10 or more Event Level: Roll d20, event occurs on 14 or more Hunting not possible in mountains
                                                                                                        D20
                                    1        2       3       4         5       6        7        8       9  10              11   12     13      14      15      16   17        18     19      20
                         1
                  D2
                         2
Road Lost Level: You will never be lost Event Level: Roll d20, event occurs on 13 or more
                                                                                       D20
                  1        2        3        4       5        6        7        8       9  10            11       12        13   14      15      16     17      18    19       20
          1
    D2
          2
More importantly,                             Roll d20 and add or subtract your ability score. If the total is
you have four                                 equal to or greater than the DR, you have succeeded.
attributes...
                    Combat            When combat begins roll d2 to determine who attacks first,
                                      you or your opponent.
                                      No dice are rolled for your opponents during combat.
                    Attacking Roll d20 and add or subtract your Strength. If the total is
                                     equal that or greater to DR12, your blow is successful.
                       Defending Roll d20 and add or subtract Agility.      If the total is equal that
                                        or greater to DR12, you have avoided your opponent’s blow.
                                                     Morale
                                                           If a foe’s HP reduces to a third or less, or if
                                                           half of a group of foes are killed, roll 2d6. If
                                                           the result is equal to or greater than a foe’s
                                                           Morale, they flee from the fight.
                                     Sequence of play                                                          Hunt
    Each round of play in Krol is a single day. Every day the following may occur, in this order.          Each day you have the option of hunting.
                                                                                                           Roll d6.
      Try to travel to an adjacent hex on the map.                               Either succeed or fail.
                                                                                                           1     Injured whilst searching, d3 damage
                                                                                                           2     You find nothing
                       Respond to any events that arise                                                    3     You find nothing
                                                                                                           4     Enough food for a meal
                                       Hunt for food                                                       5     Enough food for 2 meals
                                                                                                           6     Enough food for 3 meals
                                       Eat & rest
                                                                                                           In mountains and swamps, hunting is not possible.
                                 Pay any companions
Travel
Decide which adjacent hex you wish to travel to.
Check to see if you become lost. Look up the event table for the type of terrain in your current hex,
and find the Lost Level. Roll d20. If the result of the roll is equal to or greater than the Lost Level,
you have become lost.
If you do become lost, you are unable to travel to an adjacent hex. You remain in your current hex
for the day.
If you do not become lost, you manage to travel to the adjacent hex.
Look up the event table for the type of terrain in your current hex and find the Event Level. Roll                                            If you can eat, restore a maximum of 2HP.
d20. If the result is equal or greater than the the Event Level, an event occurs.                                                             If you have any companions, and there is a
                                                                                                                                              shortage of food, you must go without food to
                                                                                                                                              allow them to eat.
Some events are short. Others will require a series of choices and additional paragraphs to read.
When you reach the end of a paragraph and there are are no more choices, the event ends.
If you travel into a hex containing a settlement or a keep, turn to the paragraph number given for
that location. An event always occurs.
                                                         ions
                                          Pay any compan                                                             Companions
                                              At the end of each day any companions must be                  If you meet a potential companion, turn
                                               paid two silver coins each day, unless agreed otherwise.      to the Companions section to find out
                                                If a companion cannot be paid, that companion                more about them before deciding if you
                                                                                                             want them to join you.
                                                  immediately leaves your company.
If you discover a treasure or trinket with a value in silver, keep note of its value.
Merchants will purchase these items in exchange for coins.                                                                                                                  Blessings
                                                                                                                                                              If you are told you have received a blessing, take
                                                                                                                                                              note of the Saint responsible...it may be called
                                                                                                                                                              upon later in your journey.
              1
 T EO
    R V I V
S U
        2-7
2 5
    7
          8-15
8 13
10 14
11
     15
12
          16-20
16 18
17 19
     20
          21-29
21 25
26
27
22
28
23
29
24
          30-37
30 34
31
35
     36
32
37
33
          38-45
38 42
43
44
39
     45
40
41
          46-55
46 51
47
     52
48
53
49
54
50
     55
          56-63
56 60
57
61
58
62
59
     63
          64-71
64 68
65
     69
70
66
71
67
          72-78
72 76
73
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     78
75
          79-86
79 83
80
84
81
85
82
     86
          87-93
87 90
88
     91
92
89
     93
          94-95
94
     95
            96-105
96 102
97
98
99
103
100
104
101
      105
            106-115
106 111
      112
107
108 113
109
114
110
      115
            116-124
116 120
      121
117
118 122
123
119
      124
            125-132
125 128
129
130
131
126
132
127
            133-141
133 138
134
139
135
      140
136
137   141
             142-149
142 147
143
       148
144
145
      149
146
            150-158
150 153
154
155
      156
151
157
152
      158
            159-166
159 163
160
      164
      165
161
      166
162
            167-174
167 171
      172
168
169 173
174
170
            175-183
175 179
180
176
181
      182
177
178
      183
            184-190
184 187
185 188
      189
186
      190
            191-198
191 195
196
192
197
193
194   198
            199-207
199 203
204
200
205
201
206
202
      207
            208-213
208 211
209
212
210
      213
            214-217
214 216
215
      217
            218-225
218 221
      222
219
223
220
224
      225
            226-233
226 229
230
231
      232
227
228
      233
            234-241
234 238
239
235
      240
236
237
      241
            242-249
242 246
247
243
248
244
245
      249
            250-261
250 257
251
      258
252
253
254
      259
260
255
      261
256
            262-269
262 267
263
264
268
265
266   269
            270-278
270 275
276
271
272
      277
273
274   278
            279-286
279 283
280
284
281 285
286
282
            287-292
287 289
      290
288
291
      292
            293-300
293 297
      298
294
299
295 300
296
            301-309
301 305
306
302
307
303
      308
304
      309
            310-318
310 315
311
312
313 316
317
314
      318
            319-327
319 324
320
325
321
326
322
323
      327
            328-335
328 333
329
334
330
331
      335
332
            336-344
336 340
341
337
342
338
      343
339
            345-352
344 348
349
345 350
346 351
      352
347
            353-359
353 357
354
355 358
356
      359
            360-366
360 364
361
365
362
      366
363
           Com
367
              pani
                  o ns
        The fools,
368
        liars and
      lunatics who
369
      may join you
         in your
         journey
                                                                             he
                                                                 m a r k on t
                                                            ke a
                                              e l c a n ma arn power
                                          ste           ne
                             n swingto fight ca                         .
             n e  w  ho  c a
                              w i lling
                                                            he m selves
        Anyo . Anyon       e                           ell t
                                              they t
        world                  the s   to r y
                 t le a st, is
               a
         This,
                                         Roll 2d3 and chose one
                                         and one item of armourweapon
                                                             Penny Necromancer
                                            still learning the art of necromancy and is preoccupied with death, obsessed with the
                                                                              They ed
                                                                         ly deceas         exchange
                                                                                    willinhappily ease     a handfu
                                                                                                      for those   close   coins,
                                                                                                                     l of to deathallowin
                                                                                                                                     towards     bereav
                                                                                                                                           g thetheir    ed
                                                                                                                                                      final
                                            ways
                                             Resurr     which
                                                     in ects     recentdie.
                                                             thethings                                                                                 ,
                                            end,               quietlyesdocument
                                                        as togoodby
                                                    sotheir                          reveng
                                                                          or extractthe       e. May  resurr  ect any
                                                                                          details of their last breath. recent ly deceas   ed human
                                             to say                                                                                   0, HP 4]. This new
                                             creating a new and temporary companion [Undead: Agility -4, Strengththe end of the
                                             companion will fight when required, but is capable of little              else  and at
                                                                                                                                         innards.
-2 to                                        following day will collapse, screaming, into a formless puddle of skin and
Strength
when
fighting
any
humans.
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                                                                                                                                   n
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                  leoccupied w ings die. Ttowards th tails of theinir combat, do g an a
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                                 qauth
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                d  , so
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                                       t w   it h 3   or fewe   r  H  P
                                                                                                                    ti ng  a nd  s tart taking
                to any oppo
                                 nen                                                                cease figh
                                                              P , th is  c o m  panion will
                                                      wer H
                                 reach 3 or fe
                 If you ever
                                                                                                        P
    wars they didn’t understand against            Toughness +3, HP 10,                                                                              Plate Armour (-d6, Weight 3)
    nations they couldn’t even name and            Carrying capacity 11, less weapons                          honour in knighthood,
    killed countless foes in exchange for          and armour                                                  but any brotherhood
    silver. They will swear their loyalty for                                                           and expectations of chivalry
    as long as those coins keep coming.                                                                 have long since fallen away.
                                                                                                        The role of a Knight is to
                                                                                                        ensure the poor stay in
                        Roll 2d3. Choose one weapon and one item of armour                              their place, that the wealthy
                        1. sword (d6)                  1. fur armour (-d3)                              maintain their authority, and
                        2. flail (d8)                  2. scale armour (-d4)                            to become one of those
                        3. Warhammer (d6)              3. no armour
                                                                                                        wealthy any way they can.
                                                                                                                               Robber knight
                                                                                                            Helps themselves to an additional 2
                                                                                                                          silver coins each day.
                                                   Bard
                                                   Sing a happy song, tell an amusing
                                                   tale, take their coins and move on.
                                                                                                                                 Knight thing
                                                                                            A tentacled mass squeezed into a suit of armour. If
                                                                                               HP is reduced to 1-2 in combat, the Knight Thing
                                                                                            briefly abandons the pretence of being human and
                                                                                                                     attacks with its limbs (d10).
                                    Scum
                                      Raised in gutters and alleyways, the Scum has
                                      fought for everything they ever had. Sometimes
                                      that meant a stand up fight and sometimes
                                      sticking a blade into some fool’s ribs as they
                                      slept. It was never profitable, but it kept them
                                                                                                                                   Heretical Priest
                                                                                                                                  Wanders the land committing deliberate acts
                                                                                                                                  of blasphemy and sacrilege, such is their
                                                                                                                                  distaste for the established faith of the Two-
                                                                                                                                  Headed Basilisk. So dedicated are they to
                                                                                                                                  questioning established thought the Heretical
                                                                                                                                  Priest has +2 Presence, and raises your own
                                                                                                                                  Presence by +1 whilst they are a companion.
                                                                                                                                  Concealed blade (d4)
                                                                                                                                   Inquisitor of the
                                                                                                                                   One True Faith
                                                                                                                                  Tasked by the Church to rid the land of
                                                                                                                                  blasphemers and unbelievers. All will worship
                                                                                                                                  the True Gods, or die. Their terrifying demeanour
                                                                                                                                  lowers the morale of all opponents by 2.
liquid
                                                                                                                                                             Dungeon generator
                                                                                    Map out the dun
2. Bottomless chasm in the centre     1. Dank and wet, water drips from                              geon’s rooms and
                                                                                   find more treasu                      what they contain
                                      every surface                                                  re than you can ca                       . You may
3. Lined with bookshelves, each                                                    defeat. Take note                     rry, or face foes yo
                                                                                                       of the co-ordinat                      u cannot yet
book in a different, unknown          2. Dimly lit by braziers, the                dungeon was foun                      es of the hex wher
                                                                                                       d. If you return to                    e the
language                              flames whisper forgotten curses             to return to the d                       the hex later you
                                                                                                    ungeon rather th                           can choose
                                                                                  takes place.                         an rolling to disco
4. A roaring waterfall dominates      3. The sound of fighting is heard                                                                    ver if an event
the room                              through a wall
5. Filled with broken marble          4. Every surface encrusted with
statues                               dried blood
6. A low ceiling requires you to      5. The room sways, almost            Exploring takes time. How long it              Traps and foes in a room must be
stoop                                 imperceptibly                        takes to explore is determined by the          dealt with before the room can
                                                                           size of the room. You may explore             be passed through, or before any
7. A large hole in the ceiling,       6. The stench of rotting meat        no more than 12 regular rooms                 items can be taken. Any item left
through which stars can be seen                                            before you must eat and rest.
                                      7. Signs of a large animal, fairly                                                 in a room remains there.
8. A small campsite, recently         recent
vacated
                                      8. Laughter can be heard through a                               When you have explored as far as you
                                                                                                                                              dare,
9. The floor is littered with         small hole                                                       you must return to the first room of the
innumerable bones of various                                                                           dungeon to escape. Some rooms hav
creatures                             9. Unnaturally cold                                                                                    e
                                                                                                       recurring foes and traps. These will
                                      10. Warm blasts of air from holes                                reappear whenever you re-enter a roo
10. Floor is covered in nail-like                                                                                                             m.
spikes (no resting here)              in the walls
12. Decorative pillars hold aloft a   12. Things move when unwatched
                                                                           size of the room (d8)
painted ceiling                       13. The distant sound of a metal                          Time taken to explore
                                      mechanism can be heard
13. Knee-deep sludge fills the area
(no resting here)                                                                 Tiny                  0
                                      14. The smell of smoke               1
                                                                                  Small                 0
14. Filled with cages of various                                           2
                                      15. Swarms of cockroaches                   Regular               1
sizes.                                                                     3
                                                                                  Regular               1
                                      16. Acid drips from the ceiling at   4
15. A large skeleton dominates the                                                Regular               1
                                      random intervals                      5
room                                                                               Large                2
                                                                            6
                                                                                                         2
16. Plants and vines fill the room
                                      17. The stench of sulphur from        7      Large
                                                                                                         4
                                                                                                                           Number of doors (d4)
                                      grates in the walls                   8      Vast
                                                                                                                           1      No doors
17. The room rotates slowly           18. Contains a sarcastic echo                                                        2      One door
18. A chapel                          19. Dense, yellow fog restricts                                                      3-4    Two doors
                                      vision
19. Furnaces, long since defunct
                                      20. The air thick with flies
20. The stable of some beast
          und t h e re.. .
What is fo
                                                                                                  3.
                                                                                                  3 A unique trap.
                                                                                                  Once triggered or disarmed this trap is no more. Roll d6 for details.
                Roll d8 twice for types of event, and roll again for the details
                                                                                                                          Test Presence against DR8 to
                                                                                                                   1      disarm. Does d8 injury to
                                                                                                                                                                     2
                                                                                                                                                                          Test Strength against DR12
                                                                                                                                                                          to disarm. Roll on the
                                                                                                                          all present if triggered
 1.1 A unique foe.                                                                                                                                                        poison table if triggered
      If these creatures are killed or flee they do not return. Roll d6 for details.
                                                                                                               Test Presence against DR12
                                                                                                       3       to disarm. Does d4 injury                             Test Toughness against DR12
                                                                                                               to you if triggered
                                                                                                                                                         4           to disarm. Does d4 injury to
  1        Roll on the monstrosity table                   2       (D8) Phantom rats
                                                                                                                                                                     you if triggered
      These creatures will reappear whenever you enter this room. Roll d6 for details.                                 Test Agility against DR12 to
                                                                                                           5           disarm. Does d3 injury to you                  Test Agility against DR10 to
                                                                                                                       and companions if triggered           6        disarm. Does d3 injury to you
                                                               d4 Cave Dogs                                                                                           and companions if triggered
       1
             d6 Gnomes
                                                       2       HP 4 Morale 8
             HP 3, Morale 4
                                                               Bite (d4)
             Tiny tools (d3)
                                                                                                   5.
                                                                                                   5 A Treasure is discovered.
                                                           Lost adventurer                             Roll once on the treasure table. The item can only be taken if
                    d3 Guards
                                                   4       HP 3, Morale 4
                                                                                                       and enemies and traps have been dealt with. If the item is not
            3       HP 8, Morale 6
                                                           Desperate hands (d2)
                                                                                                       taken, it remains in the room if you return.
                    Sword (d6)
                    Armour scraps (-d2)
                                                               Lich.
                                                                                                   6.A
                                                                                                   6   Trinket is discovered.
                      Wickhead                                                                     Roll once on the trinket table. The item can only be taken if
                5     HP 10, Morale 6
                                                       6       HP 15, Morale -
                                                                                                   and enemies and traps have been dealt with. If the item is not
                                                               Death touch (d6)
                      Axe (d6)
                                                                                                   taken, it remains in the room if you return.
                                                               Special: when combat begins test
                                                               Presence against DR14 or be
                                                               paralysed for a round
                                                                                                                                                                     77 or 8.8 Nothing occurs
                 over more o f the beas t                                                                 d 20 to learn their traits
Roll 3d12 to disc                                                                                    Roll
       Corpulent and breathing          Thick fur matted with            Sings with the voice of     1     Head can be removed and sold for 100 silver
 1     heavily                          blood                            an angel
                                                                                                     2     Attacks twice each round
9         Rapped in heavy              Protruding bones                 Crawling in the dirt         12    Rises from the dead to attack again (HP 5, Morale -, Bite d4)
          chains
                                                                                                           The beast’s terrifying visage haunts your dreams and counters the
         Skin stretched
                                                                                                     13    healing benefits of resting for the next d3 days
10       over bones
                                       Draped in something
                                       else’s skin
                                                                       Levitating and still
                                                                                                     18   When combat begins, each combatant must test Agility against 6DR
    ates t roll is th e creature’s Morale                                                                 and receive d10 injury on failure
Gre