A game of ethereal spirits and their hosts
Basic Rules v1
Name: Name:
Strength Skill Minor
Ability 1:
Ability 2: Appearance:
Demeanour:
Will: Max Suit Current Motivation:
Talent:
Weapons Wt EB Q Brk
Notes:
Armour Pts LH Curr Q Brk
Equipment/scars/notes: Coins:
Name: Name:
Strength Skill Minor Strength Skill Minor
Appearance: Appearance:
Demeanour: Demeanour:
Motivation: Motivation:
Talent: Talent:
Weapons Wt EB Q Brk Weapons Wt EB Q Brk
Armour Pts LH Curr Q Brk Armour Pts LH Curr Q Brk
Equipment/scars/notes: Coins: Equipment/scars/notes: Coins:
Treasured Possessions
A game of ethereal spirits and their hosts
Written by David Anderson
Basic Rules v1 - August 2025
Acknowledgements
With huge thanks to the valiant play testers, RatGrrl
Games, Riley Adamson, Caelin Araven and Neal
Tanner. Each has placed their mark on the game and
helped to set the tone. Also thanks to Amze Emmons for
helping with read-through.
The Dicier font used for cards is by Speak the Sky;
https://speakthesky.itch.io/typeface-dicier
Copyright 2025 David Anderson.
Permission granted to reproduce for personal use.
Verdant Core
3
Cards
The game is played with a regular deck of playing
cards, shuffled with the jokers left in. If a player draws a
joker, they hold onto it and draw again. At any point in
the game, a player may use a joker to determine the
outcome of any card draw before or after the draw has
occurred.
Aces have a value of one, jacks eleven, queens twelve
and kings thirteen.
Almost every card in the game is drawn by the players,
rather than the referee. If several people are sharing a
deck then it can be useful to shuffle several packs
together.
4
What is Treasured Possessions?
It may be the late middle ages in a forested land soaked
in myth and folklore. People believe in goblins and
giants and sometimes they even see them. Wizards are
real and stories of their powers are whispered at dusk
while their towers are shunned by sensible people.
Your characters are ethereal spirits with unusual
powers, tasked to watch over a village and its
inhabitants. However, to experience the physical world,
you will need to inhabit a physical body.
To play, you need these rules, a pack of regular playing
cards with the jokers left in, some paper, a pen or pencil
and your imagination.
Alpha paused for a heartbeat. Through Hamlin’s eyes they
could see the three rogues slowly advancing on the villager
with stout clubs. A moment’s concentration and one of the
rogues toppled sideways into the gutter, asleep. Behind them,
a hay bale burst into flames as the fabric of the world
attempted to adapt to the altered reality.
Alpha fled Hamlin’s body, leaving the villager stunned behind
and jumped into the body of one of the two remaining rogues.
A moment of disorientation and the rogue turned towards
their unsuspecting fellow, raising the heavy club with intent.
5
Running a game for other people
The game is designed so it can be played solo, or it can
be played with a group of players.
Figure out what sort of game you all want - is it going to
be epic, with the spirits manifesting their powers freely?
Is it subtle and the spirits try to remain unseen? Are the
issues that will come up dramatic supernatural events
or are they more pastoral?
Are there things that should be avoided? Talk about
situations that would cause discomfort and should be
either avoided or glossed over. These are sometimes
called Lines (avoided) and Veils (hinted at, but not
played out).
What should someone do if want to stop the game and
rewind because it is heading in a direction they aren’t
comfortable with and how should they they signal it to
the group? This can be done by holding up a card with
an easily recognisable mark or symbol, sometimes
known as an X-Card, for example.
Above all, remember to talk to each other - at its root,
roleplaying is about creating an enjoyable story
together.
6
Where to start?
• Pages 8-9 describe how to create the spirit that is
your character
• Pages 10-18 describe how to create villagers. You
will want to create at least one or two whose
Strength or Skill suit match your spirit’s Will suit
• Pages 19-23 cover the key rules for the game, to
enable the characters to perform actions
• Pages 24-32 cover conflict, both physical and
ethereal
• Pages 33-35 cover travelling, encounters and a small
selection of things to encounter
These basic rules are accompanied by a starter
adventure, The Absence of Maurin Salter.
The expanded rules include mechanisms to create the
landscapes, villages and much more. Other adventures
and resources are available at:
https://verdant-core.itch.io
7
Create a spirit
Will
Your spirit has a single Trait, Will. This represents their
ethereal strength and force of personality. Draw a card.
The suit of the card determines your spirit’s Will score:
SPADES HEARTS CLUBS DIAMONDS
2 3 4 5
The value of the card is your spirit’s first ability:
ACE Create / shape fire
TWO Create / shape air
THREE Create / shape water
FOUR Create / shape earth
FIVE Alter light / dark
SIX Alter heat / cold
SEVEN Create silence / noise
EIGHT Harden / soften and object
NINE Grow / shrink an object
TEN Move / secure an object
JACK Create / destroy an object
QUEEN Make something ethereal
KING Animate an inanimate object
8
Draw a second card.The suit of this card is the suit for
your spirit’s Will trait and gives the spirit a second
ability:
ACE Summon / repel a creature
TWO Instil a thought
THREE Read thoughts
FOUR Make a being forgetful
FIVE Make a being sleepy / focused
SIX Make something more / less visible
SEVEN Alter appearance
EIGHT Make a being more / less strong
NINE Make a being more / less skilful
TEN Pacify / enrage a being
JACK Speed a being’s recovery
QUEEN Make a being resistant / vulnerable
KING Make a being more / less charismatic
Give your spirit a name and you have finished creating
your character. If you need to create a villager to
inhabit, then continue on to the next part of character
creation (p.10).
9
NPCs and villagers
First name
Draw a card for the villager’s first name. You may
choose one or pick an entirely different name, if you
wish.
SPADES HEARTS CLUBS DIAMONDS
ACE Aethelwold Brida Alaric Amelia
TWO Conrad Esme Bertram Brenna
THREE Drustan Hesta Cyprian Genevieve
FOUR Florian Iara Emil Honora
FIVE Guthred Nessa Godwin Mathilda
SIX Hamlin Odelgard Hildebald Olive
SEVEN Jeremiah Petra Kenric Philomena
EIGHT Leofric Regina Maurin Revna
NINE Neville Sigrid Odel Sara
TEN Osric Tumidia Randolf Theodora
JACK Ricard Ursula Theodric Tove
QUEEN Torsten Willow Wilken Ulfhild
KING Wilden Yrsa Wymond Winifred
10
Family name
Draw a card for their family name. Again, you can
choose or create something entirely different if you
wish.
SPADES HEARTS CLUBS DIAMONDS
ACE Archer Goode Piper Taylor
TWO Barber Heard Planter Thatcher
THREE Bowman Holdman Potter Tiller
FOUR Brewer Hunter Reeve Turner
FIVE Butters Hyde Salter Vine
SIX Cartwright Joiner Sheppard Wain
SEVEN Carver Kenning Skinner Waters
EIGHT Cooper Last Smith Weaver
NINE Doors Laidler Stone Wheeler
TEN Elder Mason Strange Winters
JACK Fisher Mercer Summer Wood
QUEEN Fletcher Miller Tanner Wright
KING Forester Nutt Taverner Yarrow
11
Strength
Draw a card for the villager’s Strength. Note the
Strength value from the table, the suit of the card drawn
and the item the villager owns.
Strength Item
ACE 1 Bow(ME) and knife(LE)
TWO 2 Sling(LB) and knife(LE)
THREE 2 Crossbow(HE) and knife(LE)
FOUR 2 Axe(HE)
FIVE 3 Club(HB)
SIX 3 Two knives(LE)
SEVEN 3 Hammer(HB)
EIGHT 3 Mattock(ME)
NINE 4 Billhook(LE)
TEN 4 Spade(ME)
JACK 4 Spear(ME)
QUEEN 4 Staff(LB)
KING 5 Sword(ME)
A crossbow takes 10 seconds (1 Round) to reload.
Knives and spears can be thrown.
12
Skill
Draw a card for the villager’s Skill, which represents
how well they can complete complicated tasks. Note the
Skill value from the table, the suit of the card drawn and
the item they own.
Skill Item
ACE 1 Leather armour (3pts Light)
TWO 2 Cloth armour (2pts Light)
THREE 2 Dog [Str 1(HEARTS), Skl 1(HEARTS), dmg as teeth]
FOUR 2 Oilskin wrap
FIVE 3 Lantern
SIX 3 Coracle
SEVEN 3 Torches (3), each lasts one hour
EIGHT 3 Rope (20 metres)
NINE 4 Backpack
TEN 4 Hemp bags
JACK 4 Net
QUEEN 4 Piece of chalk
KING 5 Flint and steel
13
Appearance
Draw a card. Each villager has something about them
that makes them look different to the others. If you had
to give a single word to describe them, this is what you
would probably say.
SPADES HEARTS CLUBS DIAMONDS
ACE Alert Hacking Stocky Starved
TWO Agile Hearty Pinched Impoverished
THREE Broad Stiff Poor Overburdened
FOUR Bruised Jittery Quaint Businesslike
FIVE Tall Limping Radiant Tattered
SIX Colourful Lithe Ragged Threadbare
SEVEN Drab Monied Restless Flamboyant
EIGHT Eccentric Muscled Robust Unkempt
NINE Elegant Neat Short Vibrant
TEN Wiry Nimble Sickly Willowy
JACK Fevered Noble Skinny Fashionable
QUEEN Tired Official Slouching Wounded
KING Gaunt Pale Smart Wooden
14
Demeanour
Draw a card. Each villager has a key word that
describes how they act and how they are perceived by
other people who interact with them. If asked to
describe their personality in a single word, this is what
you would say.
SPADES HEARTS CLUBS DIAMONDS
ACE Active Cautious Impatient Ambitious
TWO Affable Precise Reserved Charismatic
THREE Kind Reticent Aggressive Reflective
FOUR Altruistic Sensitive Gregarious Inconsiderate
FIVE Polite Sincere Logical Compassionate
SIX Amiable Creative Loner Manipulative
SEVEN Anxious Curious Retiring Argumentative
EIGHT Rigid Deceitful Maverick Self-assured
NINE Assertive Volatile Optimistic Conscientious
TEN Shy Faithful Organised Authoritative
JACK Bossy Lazy Perfectionist Considerate
QUEEN Careless Guarded Persuasive Talkative
KING Caring Impartial Pleasant Enthusiastic
15
Motivation
Draw a card. If appearance is how they look and
demeanour is how they act, then motivation is why they
act. Other people might not be aware of a villager’s
motivation, but it will colour the way they react to
situations.
SPADES HEARTS CLUBS DIAMONDS
ACE Growth Love Winning Acquisition
TWO Reward Family Inclusion Companionship
THREE Desire Friendship Status Vengeance
FOUR Belief Serving Power Recognition
FIVE Guilt Learning Passion Connection
SIX Regret Justice Truth Redemption
SEVEN Joy Challenge Fairness Achievement
EIGHT Ease Luxury Protection Enjoyment
NINE Helping Freedom Solving Excitement
TEN Thrills Proving Creating Exploration
JACK Secrecy Supporting Fear Questioning
QUEEN Teaching Experience Attention Knowledge
KING Struggle Retribution Discovery Information
16
Talent
Draw a card. Each villager has a talent they excel at,
though they may not know it. They get an Advantage to
any save involving their talent. Some villagers may
never discover they have a talent for something, while
others end up in the profession that they are naturally
suited to.
SPADES HEARTS CLUBS DIAMONDS
ACE Acting Empathy Looking Sewing
TWO Brewing Fasting Mending Singing
THREE Building Fishing Marching Embalming
FOUR Chanting Fletching Mining Smelting
FIVE Climbing Foraging Painting Smithing
SIX Cooking Healing Palming Hideworking
SEVEN Crafting Herblore Playing Speaking
EIGHT Creeping Snaring Pottery Stonemasonry
NINE Dancing Hiding Reading Swimming
TEN Digging Forestry Riding Talking
JACK Diving Jumping Rowing Tracking
QUEEN Drawing Lifting Running Weathersense
KING Skiing Listening Searching Writing
17
Age
You can find a villager’s age by drawing three cards and
adding 11 to the total. Age will be 14-50. Life expectancy
is around mid-50, so this ranges from young to quite old
people.
Coins
Finally, draw three cards and add the values together to
determine how many coins a villager has. If two suits
match, double it, if all three match, triple it.
Alternative character creation
Instead of taking the Trait values from the cards, you
can start with a villager with Strength 1 and Skill 1 and
a spirit with Will 2 and then spread five points between
them as you wish, with a maximum of five in any Trait.
Draw or choose your spirit’s Abilities. Equipment and
Skills are chosen from the lines with the same values.
18
Playing the game
The next section talks about the rules and mechanisms
used to explore and resolve actions. It covers how to
resolve physical and ethereal conflict.
Time
If you are exploring, then Turns are approximately 10
minutes long, the time to enter and explore a room or
area. Keep track of Turns for torches and lanterns. When
combay ot time-critical events occur, Rounds are
approximately ten seconds long. Each Round is long
enough for a single action and some movement or use
an Ability.
For longer periods, the day is divided into four watches;
Morning, Afternoon, Evening and Night. A living being
should eat once per day and sleep to avoid hunger and
fatigue.
Initiative
If one side in an encounter has the element of surprise,
they go first. Otherwise, draw a card to see who goes
first. If it is a red card, the players go first, if it is a black
card the players go last.
19
Using your abilities
A spirit (or other magical creature) can use their
Abilities at will, but each change to the natural order
weakens the grasp of reality. Keep a count each time
any Ability is used and draw a card. If the value is
lower than the count, a side-effect occurs. Look up the
value of the card in the table below for the effect.
This mechanism functions as a kind of magical pressure
release, so the more powers are used before something
happens, the more unusual and noticeable the effect
could be.
ACE An unexpectedly hot / cold wind blows
TWO A rumbling tremor shakes everything
THREE A strong smell of sulphur causes gagging
FOUR The user is weakened for an hour
FIVE Something catches fire, it could spread
SIX A creature appears
SEVEN The user’s eyes glow brightly
EIGHT Something / one ages visibly
NINE The user’s eyes bleed
TEN Lightning hits everyone (M, Area, Scars )
JACK Tiny flying eyes swarm the area, distractingly
QUEEN An enormous eye opens in a nearby object
KING An additional eye opens in the user’s forehead
20
Inhabiting a body
To inhabit a body, the suit of the spirit’s Will must
match the suit of either the Strength or Skill of the
target.
It takes one Round to inhabit a body (while leaving is
instantaneous). If there is a Battle of Wills with the
body’s owner, it takes place during this Round. A body
that a spirit has just left will be disorientated for a
round.
Reduced Will
Your spirit’s Will can be reduced if you take ethereal
damage. If it is reduced to zero, you are disembodied
from any body you are inhabiting. You are unable to act
for a Round of time. Will recovers naturally after
around half an hour.
Life without Will and Ethereal beings
Most living creatures do not have a Will Trait. Treat
them as having a Will value of zero for any saves
requiring Will.
Ethereal creatures only have a Will Trait and cannot be
harmed by normal weapons. Any interaction they have
with the material world uses Will to lift/move an object
or power the effect(s) they produce.
21
Resolving actions
If there is sufficient time and resources to complete an
action, it happens. When the outcome is not known, or
there is pressure to complete the task quickly, then cards
are drawn to determine the result.
1. Decide which Trait is most relevant.
2. The target value is usually 7. Add any Trait in
opposition (for example an opponent’s Strength if
arm-wrestling).
3. The player draws a card and adds their character’s
Trait and any relevant Capabilities (see Increasing
Capabilities on p.27).
4. If the player’s total is over the Target they succeed.
If it is lower they fail. If it is the same, it succeeds
but there is a consequence.
Target = 7+ Opposing Trait
22
Advantage and disadvantage
If you can find a way to swing the odds in your favour,
you get Advantage and draw an extra card, taking the
better result. If you are the victim of circumstance then
you have Disadvantage and draw an extra card, taking
the worse result.
It is possible to have Advantage and Disadvantage,
which cancel each other out. In rare circumstances, you
may get more than one level of either, in which case you
draw an extra card for each. For example, if a player
had three levels of Advantage and one of Disadvantage,
they would draw three cards (1 card +3 Advantage -1
Disadvantage) and take the highest as the result
Helping people: if you help someone, they gain an
Advantage.
All-out defence: if you focus all your energies on
defending in combat and do not attack, you gain
Advantage to your defence.
Ganging up: multiple attackers can engage one
opponent. Each extra attacker gives an Advantage and
you can choose who is the main attacker, who deals
damage.
23
Physical combat - attacking
Fighting is chaotic, and should be avoided.
An attack is a save against a Trait. Most hand-to-hand
weapons use Strength and most missile weapons use
Skill.
1. The player draws a card and adds their Strength or
Skill, depending on the weapon. The Target number
is 7 plus the opponent’s Trait (the same one as the
attacker is using).
2. If the total is over the Target the attack succeeds. If it
is below then it fails. If the values are the same then
there is a draw.
Success: the attacker deals damage for their weapon, the
suit drawn tells you how much (see Damage on p.26).
Failure: (H-H) the defender prevails and the attacker
takes Minor damage. (Missile) the defender dodges.
Draw: (H-H) both sides take minor damage. (Missile)
the defender takes Minor damage and the projectile is
broken.
24
Physical conflict - defending
A player being attacked works very similarly to
attacking.
1. The player draws a card and adds it to their Trait
(dependent on the Opponent’s weapon, usually
Strength for hand-to-hand and Skill for missiles).
The Target is 7 plus the Opponent’s Trait.
2. If the total is over the Target, the character defends
successfully. If it is under the defence fails. If it is
the same value, there is a draw.
Success: (H-H) the Opponent takes a point of Minor
damage as you defend. (Missile) you dodge.
Failure: you fail to defend and take damage as per your
Opponent’s weapon. The suit of the defence card you
drew specifies how much.
Draw: (H-H) you both take Minor damage. (Missile)
you take Minor damage, the projectile is broken.
Ace Moves: Some creatures have special attacks that are
triggered when someone defending against them draws
an Ace. The creature’s description will explain what
happens, and this replaces their usual attack.
25
Damage
Weapons are Blunt or Edged and Light, Medium or
Heavy. Look up the weapon type and suit of the
attacking card to find out if the damage is Significant (S)
or Minor (M).
Weapon SPADES HEARTS CLUBS DIAMONDS
Hands (blunt) M M M M
Light S M M M
Medium S S M M
Heavy S S S M
Example Edged Weapons - Scars on a Black card
Light - Billhook, falchion, rapier (uses Skill), knife, teeth
Medium - Mattock, spade, sword, claws, spear, bow
Heavy - Axe, pick, crossbow (10 second reload)
Example Blunt Weapons - Scars on a Spade suit
Light - Staff, sling
Medium - Club
Heavy - Hammer
See the optional rules for scars on p.28 if the wound
causes one.
26
Wounds and death
Significant damage temporarily reduces a Trait by one
point, reducing the character’s effectiveness. If a Trait is
reduced to zero, the character is incapacitated. An
incapacitated character requires aid in the next half
hour or they will die. If both Strength and Skill are zero,
they die.
Keep a count of Minor damage. When it is equal to the
total of current Strength and Skill, the character is
unconscious. They will return to consciousness in ten
minutes with one point of minor damage recovered.
After the colourless, silent, tasteless void of the spirit world,
the rush of senses on inhabiting the body left Farn
disorientated. The feeling of the breeze against a cheek, the
sun on skin, the taste of fruit or even the aroma of the sheep
on the hillside that milled around Tove Waters’
now-inhabited body were almost too much to bear.
Smiling widely, the shepherd sat up, running their hands
over the grass. Ah! To have physical form again!
27
Optional scars
A wound that scars leaves a permanent mark. Record
what caused it as a reminder of this body’s journey. If
you wish to add detail, draw a card to determine the
scar’s location.
ACE Left foot EIGHT Right arm
TWO Right foot NINE Left shoulder
THREE Left leg TEN Right shoulder
FOUR Right leg JACK Abdomen
FIVE Left hand QUEEN Torso
SIX Right hand KING Head
SEVEN Left arm
Tove swung her axe at the wolf. It glanced off the wolf’s pelt,
barely drawing blood and the snarling animal leapt at her.
Trying to fend the beast away, she slipped and felt the sharp
teeth of its powerful jaws close over her left shoulder.
Pushing herself up to face the onslaught, Tove caught sight of
the crescent of bleeding cuts ripped into her shoulder. Her
arm felt numb and there would be a scar to show for sure.
28
Healing
A healer can return a Trait of zero to a value of one in an
hour and, if they have healing supplies, they can heal
another point in another hour. Each additional point of
Significant damage takes a day to recover or half a day
if being actively cared for.
Minor damage recovers at one point per 10 minutes.
Increasing Capabilities
As your spirit interacts with the world, they will
become better at certain activities. The referee may
award Capability Points for growth when appropriate.
The point is applied to the spirit or the host and creates
a Capability. If either already has a specific Capability
and the other has not, it should be added to the one
without the Capability. For example, if a host has a
Capability of ‘Sword Fighting’, but a spirit does not and
in the course of their adventures, they gain another
point they decide to use on a Sword Fighting Capability,
then it should be added to the spirit, not the host.
Each point in a Capability gives +1 to resolving that
activity, for example Jumping or Sword fighting. The
names of Capabilities should be kept quite specific.
29
Armour
Armour is either Light or Heavy. Light armour will only
protect against Minor damage, while Heavy armour
protects against Significant and Minor damage.
Each wound stopped by armour reduces the value of
the armour. If it reaches zero it is damaged and will
need to be repaired.
Type Protection
Cloth 2 Light
Leather 3 Light
Boiled 4 Light
Chain 3 Heavy
Scale 4 Heavy
Shield +1 Heavy
Leather helmet +1 Light
Metal helmet +1 Heavy
30
Area effects / lingering effects / dual
weapons / running away, etc.
Area effects, like explosions affect everyone in the area.
Draw one card which applies to everyone for their
defence total.
Some attacks, such as fire or acid, can continue to cause
damage after the first round they hit. Fire will attack
again on the second round, and if the defence fails and
the card is red, it will continue into the next until a black
card is drawn or the save is made. Acid damages for a
number of rounds. Poison may take a several rounds to
take effect.
If someone attacks with two weapons, they gain
Advantage. Draw two cards and keep the better result.
If you are being attacked by someone using two
weapons, you have Disadvantage to your save, draw
two cards and keep the lower one.
Missile weapons should not be fired into melee combat.
If you try this and miss or draw, the nearest friendly
target needs to defend against this attack to avoid being
hit by mistake.
If someone wants to run away, their opponent(s) get a
free attack with Advantage. If it succeeds, the escapee
take Minor damage and the escape attempt fails.
31
Battle of Wills
When two ethereal or magical beings fight using their
Willpower, make attack and defence rolls as normal, but
their Will values are used instead of Strength or Skill.
• A successful atttack or failed defence reduces the
defender’s Will by one.
• A failed attack or successful defence reduces the
attacker’s Will by one.
• A draw adds one point of Minor Damage to both
the attacker and the defender. This has no effect on
creatures without Strength or Skill Traits.
A creature without Strength or Skill that is reduced to
zero Will slowly dissapates for a time until they recover
a point of Will and are able to reform. Wizards
attempting to capture spirits or other ethereal entities
can trap or bind them at this point.
Corporeal beings with Will fall unconscious when their
Will is reduced to zero.
A corporeal being with Will cannot be inhabited, unless
their spirit is out of their body (for example if a wizard
is astrally projecting and has left their physical form
unprotected).
32
Travelling
When travelling in the outdoors, use an Encounter
Clock to track when events occur.
1. The Encounter Clock starts at zero.
2. Draw 1-4 cards when moving to a new location.
3. If the card is a Heart, a random creature encounter
occurs if the characters are Looking For Trouble.
4. Add the value of the card to the Encounter Clock.
5. If the total reaches 28, an encounter occurs. Choose
what happens or use an encounter table.
6. After an encounter, reset the Encounter Clock.
You may can find how many cards to draw when
moving between specific locations by by a value
between the two points. The example below shows that
two cards should be added to the clock when moving
between the forest and the hills. It is up to the referee’s
discretion to decide whether cards should be drawn
again when moving back along a route.
Forest 2 Hills
33
Generic Encounter Table
Anuran
Strength 3(DIAMONDS), Skill 3(SPADES). Attack with hands or
ACE
weapons. Slimy skin gives Disadvantage to grab.
Frog-men who live in swamps
Bear
TWO Strength 4(SPADES), Skill 2(SPADES). Attack with Claws
(ME). Hits always scar.
Boar
THREE Strength 3(CLUBS), Skill 1(SPADES). Attack with Tusks (LE).
Surprises in woodland.
Bog Toad
Strength 1(DIAMONDS), Skill 2(SPADES). Tongue (LB, Skill).
FOUR
Ace Move: Poison on skin incapacitates three
rounds after exposure. Large, poisonous toads
Cave Gaunt
Strength 2(SPADES), Skill 3(CLUBS). Damage as Claws (ME)
FIVE or Grasp (Strength save), fly and drop. Grasped
have Advantage to attack. Dropping is Blunt;
increasing L->M->H each extra round carried.
Ghost (Ethereal)
SIX Will 1(CLUBS). Can sometimes be perceived by
mortals. Needs to complete its final task.
34
Giant Rat
SEVEN Strength 1(SPADES), Skill 1(DIAMONDS). Damage as Teeth (LE).
Ace Move: Infect with plague
Giant Trapdoor Spider
Strength 2(SPADES), Skill 2(SPADES). Damage as Claws (ME).
EIGHT
Ace Move: Poison, incapacitates in four rounds.
Gains surprise to attack from trapdoor.
Hill Goblin
Strength 1(SPADES), Skill 2(SPADES). Damage as Hands
NINE
(Minor) or weapon. Sometimes use crude
armour. Communicate in buzzes and dance.
Skeletal Warrior
TEN Strength 1(HEARTS), Skill 3(SPADES). Damage as Claws or
weapon. Often with armour.
Spriggan
Strength 6(SPADES), Skill 2(SPADES), Will 2(SPADES). Damage as
JACK
Club. Ace Move: Throw opponent 10 metres.
Small old man is a mighty remnant of a giant.
Steam Crawler
QUEEN Strength 1(HEARTS), Skill 2(SPADES). Damage as Claws. Fire
damage has Disadvantage. Fire-loving bugs
Wight (Ethereal)
Will 4(HEARTS). Able to animate their remains, often
KING
accompanied by Skeletal Warriors. Spirit of a
great hero or leader, protecting its grave-goods
35
Different ways to play
Treasured Possessions can be played in two distinct
styles. The two icons below indicate which type of play
a module is for. Some modules will have both icons,
indicating that it can be used for either.
Spirit Characters: generate a spirit as your
character, then inhabit living beings to
interact with the world. You get to use
Abilities and can sense the ethereal world.
Living Characters: as an alternative, one,
several or all players generate a villager as
a character and have them explore the
world, rather than using spirits as
characters. It is more dangerous, but it is
more in line with traditional fantasy role-
playing games.
If you play with living characters, be
prepared to introduce new characters
quickly when one dies.
Verdant Core