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Krol v1.0 Spreads

Krol is a solo adventure game by wyh games set in a dark fantasy world where players must gather 300 silver coins to save their family from imprisonment. The game involves navigating various terrains, facing challenges, and managing resources while encountering events and potential companions. Players will engage in combat, hunt for food, and make decisions that affect their survival and the outcome of the adventure.

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iamominix
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
369 views64 pages

Krol v1.0 Spreads

Krol is a solo adventure game by wyh games set in a dark fantasy world where players must gather 300 silver coins to save their family from imprisonment. The game involves navigating various terrains, facing challenges, and managing resources while encountering events and potential companions. Players will engage in combat, hunt for food, and make decisions that affect their survival and the outcome of the adventure.

Uploaded by

iamominix
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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wyh games presents

A Mork Borg solo adventure


which YOU must survive!
Krol was produced by wyh games

All art not in the public domain is by Perplexing Ruins.


T he priests claim the end
times are come. Priests
always claim the end
times are come. There are
more practical matters to be
Krol is an independent production by wyh games
dealt with.
and is not affiliated with Ockult Örtmästare
Games or Stockholm Kartell. It is published The message reached you a week ago. In that time
under the MÖRK BORG Third Party License. you journeyed hard, travelled day and night until
MÖRK BORG is copyright Ockult Örtmästare the horse died under you. Journeyed the length of
Games and Stockholm Kartell. the land, through mountain ranges, forests as black
as pitch and cesspit cities.
Kroll was also inspired by Barbarian Prince, by Dwarfstar Games, and by
the Fighting Fantasy gamesbooks from Steve Jackson & Ian Livingstone
Three hundred in silver coins…
with
To a merchant or magistrate it’s nothing. To people
s is a
nothing, it’s everything. Three hundred silver coin
dom
matter of life and death, the difference between free
p.
or rotting away in the darkness beneath a Lord’s kee
Your family, explained the message, have been sentenced to
rot in the dungeons beneath Fargetch Keep, lest amends are
made in the form of three hundred silver coins in recompense
for their heinous crimes. Crimes, you noted, that were
unexplained. Probably either trivial or non existent.
A misunderstanding.
A bribe unpaid, perhaps…
And so you returned to this gods
forsaken corner of the world. A
petty place of feuding aristocracy an
d st
monsters, bandits and bastards. It arving peasants. A land of
already killed your horse.
Find the coins, free your family.
Perhaps survive to see the end of the world.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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

Water Settlement Keep


You cannot walk On arrival, turn to the paragraph given. Do On arrival, turn to the paragraph given. Do
on water not roll for events. You cannot become lost. not roll for events. You cannot become lost.
Odhenfa 102 Cretick Keep 18
Nagfish 150 Fargetch Keep 45
Mudwell 125
Testing skills During play you will test your abilities against challenges.
Each challenge will have a Difficulty Rating (DR) and a skill to
be tested (either Agility, Strength, Presence or Toughness).

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.

Damage done Roll the attacker’s weapon damage dice.


Subtract the defender’s armour dice, if they have one
If the result is more than zero, deduct the number from HP

Fighting alongside companions


You may be joined by companions who will fight by your
side. You may take turns to attack and defend.
If fighting multiple opponents you may fight in any
order. An opponent who was not attacked must still be
defended against.

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.

Eat & rest


Events If you cannot eat, you lose d3 HP.

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.

Any companion who cannot eat loses d3 HP. Test


If an event occurs, look up the event table for the type of terrain in your current hex. Roll 2d & that companion’s Presence against DR12, or against
d20, and find the corresponding paragraph number in the table. DR16 if another companion ate. On failure, the
companion immediately leaves your company.
Turn to the numbered paragraph in the book to find out what happened that day.

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.

You may not withhold payment if you have enough


silver to pay a companion. Companions will not
accept payment in any method other than
Dungeons
If you discover a Dungeon, turn to the
silver coins. Dungeon Generator. Dungeons can be
mapped and revisited. Keep a record of
discovered rooms, and you can return
later in your journey.

Carrying items Monstrosities


If you encounter a monstrosity, turn to the
Monstrosity table to find a description of
You may carry as many items as your carrying capacity allows. This includes your weapons, the beast.
armour and any food or treasure.
A purse of 150 silver is the equivalent to one regular item, 300 the equivalent to two regular
items.
Some items are especially heavy. Others weigh almost nothing. When you find one of these
items you will be told how many normal items they are the equivalent weight to. Trinkets & Treasures
Dropped items cannot be recovered later (except in a Dungeon, or owned property). If you find a trinket or a treasure, roll on the
trinkets & treasures table to discover the details.
Companions can also carry items.
If a companion leaves they will take with them any items they are carrying.

Curses & poisons


If you are cursed or poisoned, roll on the Curses
& Poisons table to discover how. Some curses
and poisons are permanent, others temporary.
Trading
Merchants will buy and sell items for silver. They will not accept payment in any method
other than silver coins.

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

77

74

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

1 short sword (d4)


2 sword (d6)
Agility +1,
3 two handed sword
Presence 0, (d10, weight 2)
Strength +1,
1 leather armour (-d3)
Toughness +2,
2 cloak (-d2)
HP 8,
3 scale armour(-d4)
carry capacity 9, less
weapons and armour

All who meet this individual are cursed…eventually.


At the start of each day with this companion, roll
d20. If you roll the same result on two consecutive
days you die, suddenly and painfully.

Accompanied by the restless spirit of an old comrade in


arms. Is there an actual ghost, or are they simply mad?
Who knows...Receives a +2 to all combat rolls. Requires
twice as much food and silver.

So desperate are they for glory they frequently mess thing


up. But when they get it right, it’s glorious. When rolling
for damage, roll d3. A result of 3 does 8 damage, a result of
1 or 2 does nothing.
th.
lif e and dea
over
n te d c ommand
gra
us study has y death
.
rduo n l
o a Mai
ife de voted t
A l

Necro m a ncer ce +1, Strength +1, To ughness +2, HP 7, Ca


rrying ca pacity 9, Staff ( d4
)

Agility -2, Presen

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.

t N ecro m a ncer
Stud en n
mancy a ith th d is p re
e wa
o cycsuinpie
ilynaelaesnedth
w
dhic
e
d e
to
, so sats btoreqauthin
a th
whiththings dieth
d e
,
a
o b
u
s
m
eesyse
h
e
ose clos ietly doc itional d3 damage
n
w
. Ttowards th
t th e
thiley
dillwhitahpp
e final
ir
details of
art obseeyssweildl w
ec, ro
oef anth pirpfi . dd
leoccupied w ings die. Ttowards th tails of theinir combat, do g an a
stiPllre a rn in g th e it h d h h a
e la
h th e
ic se to d cument d a th e d enal att a c k
waeyasseinthwohse clo th
ie.tlRyedceoives an a ditio.
qauth
a s to notes.
d , so
entheir last b re
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

Remorseful Necromancer is haunted by regret for all they have done.


So determined to
Glimpsed the shadowy lands beyond and to all combat rolls when fighting the undead.
lay the departed to rest, they receive a +3
Necromancer companion.
Will not join your party if you have another
Mercenary
They have travelled the world, fought in Agility 0, Presence 0, Strength +3,
Knight erhaps there was once
Agility -2, Presence 0,
Strength +2, Toughness +3,
HP 9, Carrying capacity 3

Two Handed sword (d10, weight 2)

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).

The desperation of spreading frivolity


in a dying world hasn’t quite occurred
to the Bard.
Monster Hunter Knight
Rather than a two handed sword, the Monster
They might not be handy with a Hunter carries two swords. Roll 2d6 for damage. If
Stats: Agility -2, Presence +3, Strength -3, a second companion is a Bard, tales of the Knight’s
blade, but they can carry a tune,
Toughness -2, HP 5, carry capacity 5
bravery are an inspiration; roll a d20 when the Bard
barehanded (d2) is performing in a tavern.

Lute, In a tavern, will earn 1d4 silver each day


Once every combat this Scum throws a bottle
of…something causing d8 damage. So
Entirely
must wa untrustworthy an
knife in tch this individu d extremely da
y a n
by 1 for our back. This l constantly, les gerous, you
Priest
The result of a lifetime devoted to the understanding of the divine,
or to accepting the authority of the gods and church without
understanding any of it.
unlikable, Presence test for conversations are as long a Scum re t they sti
s they ar d c
-1 whilst they are a companion. e a compuces your Prese k a Agility -1, Presence +3, Strength 0, Toughness
anion. n ce
+1, HP 8, carry capacity 8 less weapons and
armour

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)

alive for another day, at least.


Agility 2, Presence -3, Strength +2, Toughness +3,
HP 5, Carrying capacity 8, 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.

Flail (d8, weight 2), Absolute faith (-d2)


ases
e fo u l dise ss
th ne
ny o ne of your Tough any
ing a test omp
id c ontract ul carries, ay they acc ure.
o d il
To avo ortunate s art of each fo r any fa
Basilisk Priest
n f s t table
this u 6DR at the poison
ins t n t h e
a ga ce o
oll on
you. R Devoted to the gospel of the Two Headed
Basilisk, and to the spreading of the true faith
So unpleasant even death will not take them. If this across the land. The basilisk Priest has been
Scum’s HP is reduced to zero, roll d2. On a roll of 2, they touched by the divine and is able to cure curses
survive and return the following day with 2HP . through the power of faith. Test the Priest’s
Toughness against 12DR. Cure a curse on
success. On failure, the Priest takes 2HP of
incurable damage.
Staff (d3)
What it l
1. Slopes downwards, with gutters
at the lower end for collecting
ooks like...
d20, twice
So you’ve discover a dungeon..?

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

11. An undead guard is chained to a 11. Stench of stale sweat


wall permeates the room

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

HP 2, Morale - Test Agility against DR12 to


teeth (d4) 5 disarm. Does d6 injury to Test Agility against DR12 to
Gargantula all present if triggered 6 disarm. Does d2 injury to you
3 HP 6, Morale 10 Under Urk, HP5, Morale 8
and companions if triggered
4 Club (d4 )
Fangs (d8)
Thick skin (-d2) 4.
4 A recurring trap.
This trap will reset whenever you enter the room. Roll 6 for details.

Walking corpse Clockwork automaton HP 8, Morale -


5 6 Whirling blades (d6)
1
Test Presence against DR8 to
Test Strength against DR10
HP 7, Morale 6
Copper plating (-d4)
disarm. Does d8 injury to
all present if triggered 2 to disarm. Roll on the
Grasping hands (d4) poison table if triggered
Special: moves slowly and
predictably, combat is 10DR
Test Presence against DR12
3 to disarm. Does d2 injury
to you if triggered 4
Test Toughness against DR12
to disarm. Does d2 injury to
2.
2 A recurring foe. 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

2 Flayed skin Oozing yellow pus Stares with lidless eyes


3 When struck by this monstrosity, test Toughness against 12DR
and take additional d4 damage on failure
Coiled and ready to Impaled with an Reveals rows of 4 If the beast flees it attempts a final attack with d10 damage
3 strike ancient harpoon tiny teeth
5 If killed, it curses you with it’s dying breath. Roll on curse table
Whispers reassuringly
4 Rotting flesh Ragged bat wings
6 Head can be removed and sold for 200 silver

5 Spitting acid Razor-sharp talons Screams your secrets


7 Skin can be used as -d4 armour, weight 2

Emaciated, Bleeding from 8 Moves unnaturally fast. Combat is 14DR


6 elongated limbs every orifice
Pretending to be human
Spits acid, an additional attack on everyone in the party every second
9 round. On a successful hit, does d4 injury
Silent and faceless
7 Writhing tentacles Covered in bony spikes
10 -d3 armour

8 Ancient and mad Engulfed in flame Seething with rage


11 -d4 armour

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

14 If HP reaches exactly 4, splits into two creatures with 2HP each


Oversized,
11 curling horns
Throbbing, Bathed in flame
If killed, cut open the beast’s belly to discover what it has devoured.
exposed glands
15
Roll once on the treasure table, three times on the trinkets table.
Thick, armoured Once proud wings of
12 reptilian scales scabrous feathers
Smells of the deep sea 16 Blunt weapons do double damage
When combat begins, a Presence check from whole party against
17 12DR is required to prevent being paralysed by fear for d3 rounds

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

19 Moves extremely slowly. Combat is 10DR

age die and


Roll the dam sult for the
20 Vampire. Recovers 1HP for every 2HP damage it does
double the reP
creature’s H
1. d20 silver coins
1. d8 silver
2. d20 silver coins 1. Hands transform into animal 1. Eye falls out, reducing Presence by 3. If
2. d6 silver claws. Weapons cannot be used, both this happens twice, journey cannot continue.
3. d20 silver coins Agility and Presence are reduced -3.
3. Enough stale bread for one meal Claws themselves do d4 damage.
2. Throat and tongue swell to enormous
4. Broach (3d20 silver, weight 0) proportions. Unable to eat for d3 days.
4. Jar of lard containing enough food 2. Possessed with extreme hunger for
5. Ornate oil lamp (4d20 silver) d8 days. Must eat three times as
for four meals much food for the same effect. 3. Loud and abrupt digestive issues make
hiding impossible and reduce Presence by 2
5. Rusting dagger (d2) 6. Carved troll tusk (5d20, weight 3) for d8 days.
3. Obsessively drawn to an unknown
7. Jewelled reliquary containing femur of a saint. goal. must move in a single direction
6. Hand mirror (12 silver) and avoid any interactions for d6 4. Flesh rots from an arm. Reduces strength
Negates any one curse, destroyed on use. (5d20 by d4. Two handed weapon can no longer
silver, weight 2) days. (Roll d6 for direction: 1-North,
7. Chewing tobacco (2 silver) 2-Northeast, 3-Southeast, 4-South, be used. If this happens twice, journey
5-Southwest, 6-Northwest). cannot continue.
8. d4 gold rings (d20 silver each, weight 0)
8. Hand drawn map which will prevent
4. Food no longer satisfies. Must eat 5 5. Eyes bleed profusely for d4 days, reducing
you becoming lost the next time you 9. Pouch of gold teeth (d20 in number, d4 silver presence by d3.
travel. each, total weight 1) silver coins for the same effect as 1
meal for the next d6 days.
6. Badly swollen feet leave. Unable to travel
9. Small grimoire (30 silver, anyone who 10. Ceremonial mask (2d20 silver, weight 1, -d2 if for d3 days.
picks it up must roll once on curse table) worn as armour 5. Become lost every day for the next
d6 days.
7. Two fingers become numb, turn black and
10. Medicine (restore additional d6 HP 11. Sacrificial dagger (2d20 silver, 2d4 if used as a finally fall off. Agility reduced by d2.
when resting) weapon) 6. A long rat tail grows from the base
of spine, lowering Presence by d4,
raising Agility by d3. 8. Extreme vomiting. Toughness reduced by
11. Necklace of dried ears (1 silver) 12. Crown. (5d10 silver, weight 3) d3 for d3 days.
13. Royal broach (8d10 silver, weight 0. Roll once 7. Muscles and bone twist and contort
12. d20 silver into a new shape. Presence lowered 9. Face flesh rots, exposing muscle and bone.
on curse table)
by d3. Armour can no longer be Reduces Presence by 3 for conversations.
13. Moonshine. Drunk at any time, raises 14. Jewelled skull of a lost saint. (4d20) worn. Negated by a mask.
strength by d4 and lowers agility by d4
for the rest of the day 15. Small reliquary containing tongue of saint 8. Unable to contain yourself, you 10. Fall into a deep sleep, awakening in a
(2d20 silver. Alternatively, provides 1 meal & scream constantly for the next d6 random hex d4 days later. Track the
14. Nothing raises Presence to +6 for d4 days) days, lowering Presence to -4 and journey taken by rolling d6 for each day ( 1-
removing the option to hide. North, 2-Northeast, 3-Southeast, 4-South, 5-
15. Charcoal drawing of a loved one 16. Phial of antidote (3d20. May be used to cure
Southwest, 6-Northwest).
(weight 0) any one poison) 9. Lost purpose. Roll d6 at the start of
each day to determine the direction of 11. Painful blisters spread across body. 3 HP
16. Chicken bones (weight 0) 17. Jar containing a trapped djinn. (5d8 silver. If days travel (1-North, 2-Northeast, damage
released, the djinn will kill any single opponent 3-Southeast, 4-South, 5-Southwest,
before fleeing forever) 6-Northwest) . 12. Insides liquefy, causing painful and
17. d10 silver immediate death.
18 Phial of holy water (single use, d8 18. King’s platemail (100 silver, weight 5. -d6 if 10. You are insufferable. All
worn as armour) companions leave immediately, taking
against undead, weight 0)
with them anything they carry. No
19. 5d20 silver new companions can be employed for
19. 12 silver coins d6 days.
20. 100 silver
20. 24 silver coins 11. For d6 days, before travel, an
21. Two handed sword (80 silver, weight 3. 3d8 if undead attacks and must be dealt
21. Mousetrap (1 HP damage) used as a weapon) with [Undead HP 7, Morale - ,
grasping hands and teeth (d2)].
22. Gold tooth (5 silver, weight 0) 22. Grimoire bound in skin of executed witch (80
silver. Can be used to permanently increase one 12. Freed of material need, must
23. Fingernail clippings (weight 0) attribute by d3. Also lowers another attribute by discard a normal sized object each
d2 and destroys the grimoire) day for the next d8 days.
24. Dented metal plate (-d2 armour,
weight 1) 23. God-killer flail (80 silver, weight 2, d8 if used
as a weapon [Special: +2 to Strength, -2 to Agility
when used in combat])

24. Jar containing the eyes of a King’s favoured


Fool. (Provides 1 meal)

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