TREASURE v1.5e#

Treasure by Thistle Games is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 2.5 UK: Scotland License. Based on a work at treasurerpg.com. Permissions beyond the scope of this license may be available at thistlegames.com.

Treasure is an adventure game and a design game, which can be played as a boardgame, card game, desktop game or tabletop roleplaying game (RPG). Players take the part of Adventurers exploring fantasy worlds filled with magic and monsters. Adventurers come across various units, (including fellow Adventurers, Tribal Units and Monsters), as they take on challenges and try to survive constant danger.

Treasure can be played in the same way as boardgames and RPGs but it's also a visual design game. All skills and actions in the game can be displayed as icons or images. Players may choose to use text and/ or images. A Creative Commons set of images stored as high quality PDF files makes it easier for players with computers to put together their own artwork.

A design game tries to help players to build on the framework set out in the 'rules', which are treated as guidelines. This is supported by offering editable, Creative Commons content. Players can revise and remix the content freely to customise and take control of the game's rules, artwork and gameplay.

Solo and Team options allow play with or without a Gamesmaster (GM).

Anyone familiar with RPGs, Adventure Games or boardgames can start playing using the Quick Start Rules. New players can go straight to Book 1: Adventurers to start making an Adventurer or browse the Contents.

For a quick look at all Treasure's options go to the Order of Play Table and the Design Chart aka the Designing Complexes Table.

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Treasure Print Furioso Midnight Scheherazade

Contents

Treasure

Quick Start Rules

Book 1: Adventurers

Skills
Designing Adventurers
Designing Adventurers Options Table
Currency
Currencies Table
Legacies
Legacies Table
Basic Crafts
Basic Crafts Table
Speed
Speeds Table
Defences
Defences Table
Alarms
Preferred Actions
Tribes and Tribal Weapons
Peaceful Tribes Table
Hostile Tribes Table
Lost Tribes Table
Tribal Skills
Tribal Skills Table
Abilities
Abilities Table
Crafts
Crafts Table
Extra Weapons and Second Weapons
Extra Weapons Table
Backstabs
Enchanted Items
Spells
Casting Spells
Dark Magic
Dark Magic Table
Druidic Magic
Druidic Magic Table
White Magic
White Magic Table
Wizardry
Wizardry Table
Buying Skills, Items and Services
Buying Skills, Items and Services Table
Missiles
Missiles Options Table
Food and Water
Weight Limits
Weight Limits Table
Stars
Auctions
Developing Adventurers
Developing Adventurers Options Table
Rituals
Duration of Rituals
Rituals Table
Honours
Honours Table
Quests
Lifestreams
Shards
Shards Table
Constellations
Ancient Constellations
Ancient Coastal Constellations Table
Monks
Monks' Table
Assassins
Assassins' Table
Performances
Performances Table
Decorations/ Battle Honours
Decorations Table
Marks of Dishonour
Marks of Dishonour Markings Table
Marks of Dishonour Table
Players' Marks of Dishonour Table
Acts of Atonement
Acts of Atonement Table
Homes and Banks
Stored Possessions Table
Resupply, Reinforcements and Raising the Dead
Temple Altars Options Table
Raise Dead Outcomes Table
Transfers

Book 2: Designs

Images and Icons
Titles
Skill Titles
Title/ Image or Icon
Combinations
Subsets
Subsets and Combinations
Pairings
Subsets, Combinations and Pairings
Edges and Elements
Marking
Quick Marking
Design Styles
Panels and Labels Table
Markings Table
Icon Set Alternatives Table
Combining Icons and Actions
Using Figures/ Miniatures
Figures Options Table
Design Media
Style of Play

Book 3: Running Play

Order of Play Tables
Basic Order of Play Table
Shared Outcome Rolls
Strands
Order of Play Table
Scale
Revealing Chambers
Reveal Table
Spellcasting Options Table
Lighting and LOS
Lighting Options Table
Line of Sight (LOS)
Local and Remote Alarms
Alarms Options Table
Alarms Table
Applying Preferred Actions
Preferred Actions Options Table
Turns
Turns Options Table
Campaign and Local Events
Order of Play
Preferred Targets and Reputations
Concealing Reputations
Actions
Magical Effects Costs Table
Actions Table
Hiding and Hiding in Shadows
Lashing Out
Reclaiming Weapons
Healing
Replacing Gems, Jewels and Dark Jewels
Testing Skills, Modifiers and Outcomes
Modifiers Table
Damaging Items and Collateral Damage
Poisons
Prisoners and Slaves
Prisoners and Slaves Table
Guests
Guests Table
Gifts and Bribes
Morale
Morale Options Table
Conversion and Converts
Disguises

Book 4: Designing Campaigns and Complexes

Design
Starting to Design Complexes
Designing Complexes Table
Cascading Conditions and Events
Campaign Conditions and Events
Campaign Conditions Table
Campaign Events
Campaign Events Table
Cultures
Complexes
Complex Markings Table
Complexes Table
Local Conditions and Events
Local Conditions Table
Local Events
Local Events Table
Selecting Missions
Mission Circumstances Table
Missions Table
Plots
Challenges
Laying Out Complexes
Layout Options Table
Standard Layouts
Ready-To-Run Layouts
Standard Layout Rules
Solo and Team Layout Options
Random Chambers Table
Random Entrances Table
Doors and Locks Options Table
Exits
Exits Options Table
Levels
Clustering
Clustering Options Table
Chambers Within Complexes
Complex Contents Table
Using Manifests
Entrances to Complexes
Entering Complexes Options Table
Entering Complexes Table
Chambers
Passageways
Traps Table
Rooms
Types of Empty Rooms
Empty Rooms Table
Types of Feature Rooms
Feature Rooms with Multiple Zones
Feature Rooms Table
Magic Fountains
Magic Fountains Table
Tapestries
Tapestries Table
Enchanted Statues
Enchanted Statues Table
Pitheads
Pitheads Table
Globes
Globes Table
Thrones
Thrones Table
Caverns
Empty Caverns
Occupied Caverns
Monsters and Caverns Table
Caverns with Multiple Zones
Caverns Table
Accessories
Accessories Table: Architectural Features
Accessories Table: Costume
Accessories Table: Dressing
Accessories Table: Food and Drink
Accessories Table: Furnishing
Accessories Table: Materials
Accessories Table: Miscellaneous
Accessories Table: Senses and Sensations

Book 5: Tribes and Monsters

Occupations
Ancients Tribal Group
Barbarians Tribal Group
Brethren Tribal Group
Corsairs Tribal Group
Dark Elves Tribal Group
Demonspawn Tribal Group
Dwarves Tribal Group
Elves Tribal Group
Goblins Tribal Group
Half Ogres Tribal Group
Halflings Tribal Group
Hobgoblins Tribal Group
Northerners Tribal Group
Orcs Tribal Group
Ravenswings Tribal Group
Seafarers Tribal Group
Slavers Tribal Group
Southerners Tribal Group
Trolls Tribal Group
Watchers Tribal Group
Monsters
Monsters' Abilities and Weapons Table
Gaze Attacks
Monster Venom/ Poisons
Roll Twice and Other Multiple Rolls
Giant Scavengers
Predators
Giant Reptiles
Pool Predators
Undead
Daemons

Book 6: Treasure

Treasures Table
Barrels Table
Bottles and Kegs Table
Potions
Potions Durations Options Table
Potions Table
Poisons Table
Monster Venom
Enchanted Documents
Duration of the Magical Effects of Enchanted Documents
Documents Options Table
Scrolls
Scrolls Table
Enchanted Books
Enchanted Books Table
Enchanted Items and Weapons
Duration of the Magical Effects of Enchanted Items
Enchanted Items Tables
Ancient Enchanted Items Table
Ancient Wands Table
Ancient Orbs Table
Talismans
Astral Gates
Astral Gates Table
Titles or Elements List
Top Level Elements
Elements
Glossary

Quick Start Rules

Preparations

  1. Outpost
  2. Dungeon
  3. Stronghold
  4. Catacombs
  5. Fortress
  6. Citadel

Basic Order of Play Table

  1. Check which Team or side/ s get the first Turn
  2. Identify each Adventurer's/ unit's Slot in each Turn
  3. Check On-Going Events and Actions
  4. Take Potions
  5. Move (and exchange items) or Declare a Search or Declare a Combined Action
  6. Reveal
  7. Act (including Second Weapons and Declare Backstabs)
  8. Check and Mark Outcomes
  9. Repeat for each unit in each Team

The Order of Play Table and the Designing Complexes Table set out the full range of options when playing and running play.

The 'Core Mechanic'

Making Adventurers

It takes a couple of minutes to make an Adventurer using the Designing Adventurers Options Table. Use text or a combination of text and quick sketches to represent units, including Adventurers, Tribes and Monsters. The text only adventurer shown below is an Elven Archer:

Starting Play

Ideally, each player will only try to run a single Adventurer as a character during a game session. Help from allies, friends, pets, Guards and Mercenaries can help to compensate for any shortage of players.

Playing With Graphics

There is no need to use images and icons when playing Treasure. Many players start with a mix of text and a few graphics. Players who would like to try out graphics straightaway can make an Adventurer and start by noting or sketching the images matching the skills they're selecting. Using the images as part of gameplay is described at the start of Book 2: Designs. Players who prefer to stick to purely decorative images or play without any graphics can skip Book 2: Designs.

Colour PDFs

abilities
alarms
barrels and bottles
basic crafts
bookmarks
bookmarks 2
bottomjaws_fangs
bottomjaws_jewelled
bottomjaws_teeth
complexes
conditions and events
conditions and events 2
crafts
currency
defences
druids
enchanted items
enchanted items 2
enchanted items 3
extra weapons
extra weapons 2
feature rooms
feature rooms 2
fountains
globes
honours
items
labels
monster abilities
monster abilities 2
monster abilities 3
orbs
pitheads
poisons
potion labels
potions
rituals
scrolls
speeds
spells
spells 2
stars
statues
tapestries
thrones
top jaws
traps
tribal weapons
tribal weapons 2
wands

Black and White PDFs

abilities
alarms
barrels and bottles
basic crafts
bookmarks
bookmarks 2
bottom jaws_fangs
bottom jaws_jewelled
bottom jaws_teeth
complexes
conditions and events
conditions and events 2
crafts
currency
defences
druids
enchanted items
enchanted items 2
enchanted items 3
extra weapons
extra weapons 2
feature rooms
feature rooms 2
fountains
globes
honours
items
labels
monster abilities
monster abilities 2
monster abilities 3
orbs
pitheads
poisons
potion labels
potions
rituals
scrolls
speeds
spells
spells 2
stars
statues
tapestries
thrones
top jaws
traps
tribal weapons
tribal weapons 2
wands

Treasure : Book 1 : Adventurers

Players can design and develop characters with the skills of their choice. Some players may prefer Adventurers that are clearly recognisable as specialist spellcasters, fighters or thieves. Others may choose to opt for Adventurers with a wider selection of skills.

In Treasure designing Adventurers involves selecting a series of skills by following the steps set out in the Designing Adventurers Options Table. Players may also wish to take an early look at the Developing Adventurers Options Table to see how Adventurers can build-up their skills during play.

Players and Gamesmasters (GMs) can also use the Designing Adventurers Options Table to help to make other kinds of units such as Monsters and Tribal Units.

Skills

There are some basic rules which are worth noting before starting to design Adventurers:

Players roll 9+ on 2D6 +/- Modifiers to check to see if their actions are successful. For example, whenever a skill targets a unit any Stars belonging to the targeting and targeted units act as a Modifier.

Checks and Modifiers are only needed where an action calls for a particular skill. Straightforward tasks carried out in good or ideal circumstances rarely call for a roll on 2D6. For example, lighting a well-prepared fire from a lit torch on a dry, calm night probably doesn't require a check. While lighting a fire in a storm with a piece of flint and some wet wood might well call for a roll on 2D6 and a few Modifiers to take account of the conditions.

When selecting a Tribe each Adventurer gains the skill to use the weapon preferred by their Tribe. Adventurers may become experts with other weapons but their Tribal Weapon skill remains with them.

An Adventurer with more than one Tribal Weapon in its Design should mark the Hilt or Grip of the weapon linked to another race with a single Crack. This shows which Tribal Weapon doesn't match the unit's Tribe.

When a unit uses its own Tribe's Tribal Weapon and rolls a natural 2 on 2D6 the action fails but the roll does not cause it to be unable to act in its next Turn.

When a unit using a Tribal Weapon from a different Tribe or an Extra Weapon rolls a natural 2 on 2D6 it Fumbles and is unable to act in its next Turn.

The skills available to Adventurers include:

New Adventurers have free access to all Basic Crafts, their Tribal Weapon and two Tribal Skills.

Tribal Abilities are inborn skills which cannot be gained through training alone. Abilities and other Tribal Skills can be shown on players' Designs or Assumed to be present when a Tribal Weapon is shown.

Skills work successfully when Adventurers select them as an action and roll a modified total of 9+ on 2D6. The Modifiers to be applied vary but can include Abilities which act as Modifiers without having to be selected as an action.

Adventurers can choose a Defence, Extra Weapons, Alarms, Crafts, Spells and Services/ Items up to a limit of 20 Gems/ 4 Jewels.

Honours and Rituals only become available during play and any skill or item marked in the tables with an x is not available when designing new Adventurers.

Designing Adventurers

Follow the steps set out in the Designing Adventurers Options Table to designing Adventurer and other Tribal Units.

Designing Adventurers Options Table

Step Action Icons To Display
Name Name as text, icon or Assumed.
Gender Assumed as matching the player's gender unless Declared otherwise.
Age Assumed or shown on Campaign or Home Log.
Currency Note the amount of currency available to the Adventurer. Each new Adventurer starts play with 20 Gems. They can keep these or use them to learn extra skills at the start of play. Players need to save some Gems to cast Spells during their first adventure.
Legacies Select a Legacy from the Legacies Table. See the Legacies Table for details.
Basic Crafts Note or sketch or Assume the presence of Basic Crafts. The images representing Basic Crafts can be Assumed to be in place and need not be displayed unless called for.
Speed Note or sketch or Assume the presence of the Adventurer's highest Speed. The image showing a unit's Speed can be Assumed to be in place and need not be displayed unless called for.
Defence Note or sketch the unit's Defence. Shield
Heart Note or sketch or Assume the presence of the unit's Heart. The image representing a Heart can be Assumed to be in place and need not be displayed unless called for.
Helmet Note or sketch or Assume the presence of a Helmet. The image representing a Helmet can be Assumed to be in place and need not be displayed.
Alarms Assume the capacity to sound a Local Alarm. Alarms
Tribe Select a Tribe and note or sketch the Tribal Weapon linked to that Tribe. Tribal Weapon
Tribal Skills Note or sketch or Assume the presence of Tribal Skills linked to the chosen Tribe. The images representing Tribal Skills can be Assumed to be in place and do not need to be displayed unless called for.
Abilities Abilities are allocated as Tribal Skills. They can be noted or sketched or Assumed to be present as Tribal Skills. Abilities
Crafts Crafts can be allocated as Tribal Skills and noted or sketched or Assumed to be present. Units may also purchase additional Crafts that need to be noted or sketched. Crafts
Extra Weapons Note or sketch any Extra Weapons purchased by the Adventurer. Extra Weapons
Spells Each new Adventurer starts play with 3 Spells of choice. Note or sketch all Spells available to the Adventurer. There is no charge for these Spells. Spell Icons
Buying Skills, Items and Services Select and note or sketch any Items or Services purchased by the Adventurer. As Required
Food and Water Select and note or sketch any Food or Water purchased by the Adventurer. As Required (after 24 hours)
Weight Limits/ Burdened Units May affect units carrying 15+ items and/ or very large amounts of currency. A Burdened unit is usually shown with a Footprint - Crack image.
Stars Star: Blunted (5)

Gems can be shown joined or Attached to other icons but it's easier to avoid Attaching Jewels to other icons, as they're usually attached to Enchanted Items.

Currency

The common currencies are usually short stick-like bars of gold/ Ingots and Gems. In larger Complexes Jewels become a more common currency. Coins can be used in play but it's generally easier to work with Ingots, Gems and Jewels.

Currency operates as follows:

Currencies Table

Title Image Exchange Rate = Exchange Rate
Coin Hexagon 5 Coins = 1 Ingot
Ingot Ingot 5 Ingots = 1 Gem
Gem Gem 5 Gems = 1 Jewel
Jewel Brilliant 5 Jewels = 1 Dark Jewel
Dark Jewel Brilliant: Curved

Take a note or Mark Currencies with a Notch or Notches to show when they've been used.

Gems, Jewels and Dark Jewels are committed before trying to cast a Spell or Ritual. They turn to dust during the casting if the Spell is cast successfully.

Jewels Attached to Enchanted Items can be used to cast Spells but the item will lose its magical properties without an intact Jewel.

An Enchanted Item with a Damaged or Fused Jewel can be Repaired at a Forge with a successful Mend Spell. Five Jewels are destroyed during the process.

Using Weapons, Crafts, Spells and Alarms typically requires an item that is Assumed to be present when the skill is present. If an item is lost, this can be recorded on the Design by marking the skill with a Notch.

Actual skills which are missing can be marked with a Crack.

Damage to Adventurers' and other units' Defences can be marked singly with a Notch or in multiples of five with a Gash or Gashes.

Legacies

Players can select a Legacy from the Legacies Table when a new Adventurer is being designed.

Legacies Table

Each Adventurer's player can select a Legacy. Rolling for the 'contents' of Legacies, (such as Chests), occurs after the Legacy has been selected.

Legacies are usually recorded through what they yield, e.g. Gems.

No. Legacy Icon/ s Effects
2 Blood Brother Mercenary You begin play with a loyal Mercenary working at no cost, but for the usual Share. The Mercenary remains with you until dismissed.
3 Dream Jewel - Immolated An Angel appears and offers to bring you a Holy Lance after you Slay a Demon. The Jewel must be kept and returned to the Angel when the task is done.
4 Inheritance Gems You begin play with D6+6 extra Gems.
5 Mineral Rights Pithead - Map The rights and directions to a workable Gold Mine are bequeathed to you.
6 Nightmare Dark Jewel - Immolated A Demon appears and offers to show you how to become a Lich after you Slay a Paladin. The Jewel must be kept and returned to the Demon when the deed is done.
7 Orchid Royal Orchid You find and nurture a Royal Orchid seed. With watering the seed grows into a valuable plant in 6D6 days. It can be sold for D6 Jewels.
8 Papers Scrolls You begin play with a D6 Scrolls.
9 Sea Salt Anchor You inherit a seaworthy 20' long Fishing Boat worth D6+6 Gems.
10 Starborn Shard You begin play with a single Shard.
11 Treasure Trove Chest You inherit a Chest.
12 Witchchild Potion/ s You begin play with a D6 Potions.

Legacies give new Adventurers a boost, but before choosing it's important to note the costs and complications attached to some Legacies.

Basic Crafts

All Adventurers from all Tribes begin play with some Basic Crafts that they can use providing they have any necessary items. These skills are not usually shown on Designs as they are Assumed to be present unless a player has been Killed or Captured.

Basic Crafts Table

Cost Title Image Effect Range
0 Blade Hunting Knife D6 Damage. 1
0 Capture Cord Binds a Tribal captive. The captive becomes a Prisoner and cannot break free without assistance while the binding/ knots remain in place. 0
0 Gift/ Bribe Treasure Units in possession of Treasure, including Jewels and Enchanted Items, can negotiate with other units by offering Treasure as a Gift. The offer of a Gift is often refused because receiving a Gift counts as an action, which may leave the recipient open to attack. When a Gift/ Bribe is accepted, the units making the agreement can require allied units with fewer Stars to stick to the deal. See Book 3: Running Play for further details. 1
0 Hide and Hide in Shadows Very Faded Imprint or Faded Imprint The unit can attempt to Hide or Hide in Shadows. 0
0 Ignite Furison The unit can start fires under normal circumstances. 0
0 Ride Stirrup Riding. 0
0 Search Torch The unit needs to enter the Zone carefully to conduct a thorough search. The Search should be Declared at the outset of a unit's Slot and other units must wait for the Search to be completed before gaining any knowledge resulting from any other unit's Search. A Search can be used to check for Traps. 0
0 Stitch Needle Restore D6 Defence before moving again. 0

Speed

Adventurers exploring on foot have a basic Speed of two Zones/ Turn. This doesn't have to be marked on Adventurers' Designs, as it can be Assumed. A drop in Speed is also Assumed when leaving and occupying a Cavern occupied by a Pool Predator, as players have to Wade through the Cavern.

Other changes of Speed, including those due to wounds or magic, can be marked as shown on the Markings Table. The quickest way to mark Speeds is to display an icon for Mounted or Flying Speed and then mark it with Notches.

Speeds Table

Type of Movement When Icon Zones/ Turn
Held Stunned, Held, Bound or Tangled. 0
Hiding Hiding Very Faded Imprint (Foot, Hoof, Wheel or Wing) No Toes or Clefts or Feathering. 0
Hiding in Shadows Hiding in Shadows Faded Imprint (Foot, Hoof or Wing). 0
Restricted Mesmerised, Wounded, Swimming or Calmed. Footprint Marked with Notch. Move 1 or Act
Burdened Burdened Footprint - Crack 1
Walk or Wade Walking or Wading Footprint 1
Run Running or Fighting, Riding Indoors, Pool Predator moving underwater between Pool Caverns within the same Complex or linked Complexes. Footprints, which are Assumed unless an alternative is shown. Crampons also allow movement at this speed over icy surfaces. 2
Mounted, Hoofed or Riding Light Chariot, Horseback or Hoofed. Wheel or Horseshoe 3
Flying Indoors Flying Indoors Wing or Wings 3
Skating Skating Skate 3
Fly Flying Outdoors Wing or Wings 4, 5 or 6

Units which are Held can neither move nor act.

Most Speeds can be Assumed as described above or because it's obvious that a unit's Speed is shown by another marking, e.g. a Defence will show when a unit is Wounded.

Defences

Players can select any one Defence at the cost shown. A Warrior's Shield or an Ancient Shield is not available to Adventurers at the start of play.

Gaining new Defences involves coming across an Enchanted Shield or defeating an opponent in possession of the right Defence. An Adventurer can take the defeated unit's armour and use Heal, Mend or Stitch to repair the Defence.

When drawing or designing Shields it's helpful to keep a clear distinction between Shields and other Design Elements of similar shape, e.g. a Gem or a Jewel.

Defences Table

Cost Defence Image Damage
0G Curved Shield 2 Edged Shield 20 Defence
3G Classic Shield 3 Edged Shield 30 Defence
4G Full Shield 4 Edged Shield 40 Defence
5G Battle Shield 5 Edged Shield 50 Defence
x 10G Warrior's Shield 7 Edged Shield 70 Defence
x Ancient Shield Finned Shield (2) 50 Defence

By agreement a Cloak and/ or a Tabard can be used as an alternative or complement to the Warrior's Shields that usually identify a powerful Defence.

Defences can be displayed as more than one Shield up to the maximum available, e.g. a Curved Shield and a Classic Shield show a Defence of 50 in total.

It's possible for Documents and Enchanted Items to raise a Defence above 70.

Players can Assume that a Helmet is present without displaying one. Whether or not a Helmet is present makes no direct difference to a unit's Defence.

Any Adventurer, member of a Tribe or Monster that runs out of Defence is Wounded and unable to use skills. They can choose to Surrender at this stage and become a Prisoner with the opportunity to try to escape or, possibly, be Ransomed, (see Book 3: Running Play: Prisoners and Slaves Table).

Alternatively, a unit can open up a Panel within an Adventurer's Design and show a Heart which gives 10 more units of Defence. Doing so will be seen as a Refusal to Surrender and most opponents will not offer a second opportunity to Surrender.

A unit may have taken more Damage than that required to run out of Defence; but the Heart gives the unit a full 10 to work with. This is representative of the determination and 'will to live' that lets heroes and heroines sometimes pull-off the seemingly impossible.

A unit relying on its Heart can only move a single Zone/ Turn, which causes a D6 of Damage to the Heart. Staying still for 6 Turns restores 10 Defence. Further improvement is unlikely in Hostile Complexes.

Undead and certain Monsters, including Jellyfish, Wasps, Hornets, Fireflies, Tangleweed, Scorpions, Ants, Beetles, Spiders and Millipedes, have no Hearts and are considered Slain when their Defences are exhausted.

Daemons have a 'Blackheart', which can sustain 20 units of Damage. Once a Daemon is Slain the Blackheart will begin to crystallise and form a Dark Jewel. This takes as many Turns as required to roll a 6 on a D6.

Alarms

Alarms are discussed in Book 3: Running Play. Alarms are an optional but highly recommended part of play. Alarms can be Local, with range limited to one Zone, or Remote, with a range of two or more Zones.

Players should be aware of the effects of Alarms when selecting their skills, as some skills, including certain Spells, are likely to trigger Alarms when used. For example a Meteor Spell can cause a lot of Damage to enemies but often draws attention.

Preferred Actions

Preferred Actions are discussed in detail in Book 3: Running Play. They offer a quick way of deciding how units that Adventurers encounter will move and act. The options available to units as Preferred Actions during Solo and Team play are set out in the Tribal and Monster Manifests.

Tribes and Tribal Weapons

Adventurers can usually encounter two or three Types of Tribe: Peaceful, Hostile and Lost. Though Tribes will often behave as expected both individual units and groups do not have to stick to type.

Depending on the circumstances of particular campaigns and adventures Marks of Dishonour and Reputations can accumulate and units can be considered to be Hostile if they gain over five Marks of Dishonour.

It's possible for an Adventurer to gradually become a member of another Tribe by using Transform Rituals to acquire all the skills linked to a particular Tribe. A completely change of Tribe requires the unit involved to have its original Tribal Weapons skill removed with a Drain effect to complete the process.

When Monsters encounter other Monsters they will usually attack any non-Monsters in preference to other Monsters, unless compelled to do so.

Monsters that do not share a Cavern and come from different Types of Cavern will avoid attacking each other unless hungry or one has a clear advantage over the other.

Monsters can be found in Complexes for a variety of reasons:

Adventurers cannot enter the game as members of a Lost Tribe or a Tribe marked with a cross, (x), on the Tribes Tables unless by general agreement.

Adventurers can use weapons linked to Tribes other than their own. Units do not gain quite the same level of expertise as a unit from the Tribe directly linked to a particular Tribal Weapon. Marking the new weapon's icon with a Crack makes it clear which weapon remains as a unit's Tribal Weapon. Rolling a 2 on 2D6 when using a Tribal Weapon from another Tribe causes a Fumble and the unit misses its next Turn.

When a unit using a weapon rolls an unmodified 12 on 2D6 the attack succeeds and often causes a bonus Damage Multiplier to be applied to the target. Damage Multipliers operate in steps, so a single Damage Multiplier results in x2 Damage, a second Multiplier raises that to x3 Damage, and a fourth Multiplier results in x4 Damage.

Where a number follows an icon in the Tribal Tables, the number shows the number of any extra Design Elements. These include:

Missiles weapons which are not normally used as Hand-to-Hand (H2H) weapons, e.g. Bows, Crossbows, Shuriken, Darts, Catapults and Chakrams, can target units within the Chamber the unit wielding the weapon is occupying.

Weapons which are, primarily, Hand-to-Hand weapons (H2H) may only be used as Missile Weapons as shown by the range shown in the Tribal Tables or the Extra Weapons Table.

Combined Design Elements are shown with a Dash. For example, a Dash is shown in the game's tables when Venom has been applied to a weapon.

Peaceful Tribes Table

Speed Type Weapon Image Damage H2H Range
Footprints Dwarves Warhammer Warhammer 3D6 + Stars Y 0, 1
Footprints Elves Composite Bow Arrow (Curved Flights) 2D6 + Stars N 0 to 4
Footprints Halflings Catapult Catapult 2D6 + Stars N 0, 1, 2
Footprints Northerners Battle Axe Battle Axe 3D6 + Stars Y 0
Footprints Southerners Broadsword Sword (2 Edged Blade) 3D6 + Stars Y 0

Hostile Tribes Table

Speed Type Weapon Image Damage H2H Range
Footprints Barbarians Double Axe Double Axe 3D6 + Stars Y 0
Footprints Corsairs Scimitar Scimitar 3D6 + Stars Y 0
Footprints Dark Elves Hand Bow Quarrel (Curved Flights) 2D6 + Stars Y 0, 1
x Horseshoe Demonspawn Mace Mace 3D6 + Stars Y 0
Footprints Goblins Morning Star Morning Star 3D6 + Stars Y 0
Footprints Half Ogre Spiked Club Spiked Club 3D6 + Stars Y 0
Footprints Hobgoblins Twin Blade Twin Blade 3D6 + Stars Y 0
Footprints Orcs Axe Axe 2D6 + Stars Y 0, 1, 2
x Wing Ravenswings Triple Dagger Triple Dagger 3D6 + Disarm Tribal on a 12. Y 0
Footprints Slavers Obsidian Blade Obsidian Blade 4D6 Y 0
Footprints Trolls Twisted Blade Twisted Blade 3D6 + Stars Y 0

Lost Tribes Table

Speed Type Weapon Image Damage H2H Range
x Wing Ancients Stellar Adze Stellar Adze Converts Y 0
x Footprints Brethren Harpoon Harpoon 3D6 + Stars Y 0, 1
x Footprints Seafarers Seafarer's Seax Jewelled Seax 3D6 + Stars Y 0
x Footprints Watchers Swordbreaker Swordbreaker 3D6 + Snaps standard Blade on a 12. Y 0

Tribal Skills

This table sets out the skills available to each Tribe at no starting cost. Other Tribes can learn Tribal Skills that are Crafts at a later stage by paying the necessary price as shown on the Buying Skills, Items and Services Table.

Adventurers cannot purchase or gain the Abilities of Tribes other than their own, except through the use of certain magic items and Rituals, e.g. a Transform Ritual.

There is no need to show Tribal Skills as part of an Adventurer's Design, because they can be Assumed to be present due to the presence of a Tribal Weapon.

Each Tribe has its own unique combination of two Tribal Skills, as shown on the Tribal Skills Table.

Tribal Skills Table

Type Weapon Damage Skill Skill
Ancients Sacred Adze Converts Hands Resistance
Barbarians Double Axe 3D6 + Stars Climbing Strength
Brethren Harpoon 3D6 + Stars Resistance Hunting
Corsairs Scimitar 3D6 + Stars Fishing Diving
Dark Elves Hand Bow 2D6 + Stars Disguise Resistance
Demonspawn Mace 3D6 + Stars Immunity Courage
Dwarves Warhammer 3D6 + Stars Immunity Mining
Elves Composite Bow 2D6 + Stars Climbing Unlock
Goblins Morning Star 3D6 + Stars Mend Unlock
Half Ogre Spiked Club 3D6 + Stars Mining Strength
Halflings Catapult 2D6 + Stars Immunity Unlock
Hobgoblins Twin Blade 3D6 + Stars Mend Mining
Northerners Battle Axe 3D6 + Stars Immunity Strength
Orcs Axe 2D6 + Stars Climbing Hunting
Ravenswings Triple Dagger 3D6 + Disarm Luck Climbing
Seafarers Jewelled Seax 3D6 + Stars Immunity Diving
Slavers Whip 4D6 Strength Unlock
Southerners Broadsword 3D6 + Stars Hunting Luck
Trolls Twisted Blade 3D6 + Stars Strength Courage
Watchers Swordbreaker 3D6 + Snap Disguise Immunity

Abilities

Abilities are innate Tribal Skills. No items are required to use an Ability and there is no charge in terms of actions or costs. Nor is it necessary for a roll to be made for the skill to be in effect.

Abilities Table

Title Image Effect
Courage Thistle The unit gains a Modifier of +2 against Convert, Fear and Mesmerise effects.
Diving Seashell The unit can recover Loot/ Treasure from the bottom of Pool Chambers and both move and act when Swimming.
Immunity Trefoil Blade Venoms and Disease do not affect units with Immunity.
Luck Rosette The unit gains a Modifier of +2 when rolling to Disarm, i.e. Unlock, Unlock Traps or Disarm a Tribal Opponent.
Resistance Shen Ring The unit gains a Modifier of +1 when magical effects may act on the unit.
Strength Portcullis The unit gets a Modifier of plus +2 when Smashing Doors and is able to carry an injured comrade at normal Speed. The unit can also carry 6 extra items without becoming Burdened. Finally, there is a +2 Modifier when trying to break Standard Items.

Crafts

Items are required to use Crafts and the necessary items are present when a new Adventurer selects a Craft. Both Crafts and related items can be purchased.

Crafts do not usually target an opponent, so outcomes are rolled with 2D6 + Stars and any other suitable Modifiers.

There is no charge to use Crafts but the loss of a necessary item during play prevents the use of a Craft. This can be marked with a Notch on the Craft's icon.

Crafts Table

Cost Title Image Effect
G Climbing Tiger's Claw Climbing gives units the chance to climb sheer slopes, such as a dry, vertical, stone wall. The chance of success can be adjusted to allow for easier or more difficult conditions. Tiger's Claws can also be used as a weapon if a unit is in possession of the actual items.
G Disguise Mask A Disguised unit can move through a Zone while observed without causing Alert or Alarm to other units. See Book 3: Running Play: Disguise Modifiers Table. Groups of units can share a Disguise and make a single roll to check their Disguise. They must share the same Modifiers, such as Costumes, for extra Modifiers to apply.
G Fishing Fishhook This Craft lets units catch a Fish in any calm Pool Chamber. Each successive Turn of Fishing increases the chance of a catch by +1. Once a Fish has been caught it can be eaten to gain a D6 Defence.
G Hunting Hunting Horn Hunting allows a unit to sound a Remote Alarm and track an opponent which has left the unit's Line of Sight (LOS) for a Turn. An opponent formed as Mist cannot be tracked in this way.
G Make Trap Caltrop This Craft improvises a basic Trap to delay or injure the next unit entering a Chamber. The targeted unit can select whether it loses the rest of its Turn or takes 2D6 Damage. The Trap must be made out of the Light of Sight (LOS) of the next unit to enter the Chamber. A unit may choose to Search a Chamber containing a basic Trap, in which case the unit may be able to find the Trap and leave the Chamber or Disarm the Trap. A Moonlight Spell or an Ancient Torch may also give warning. The Trap is a rushed job so it has to be triggered within a Turn.
G Mend Hammer Mend allows immediate repairs to Damaged Missiles or repairs Magic Weapons and other Enchanted Items taken to a Forge.
G Mining Pickaxe A unit that understands Mining can check each Turn to see if Pitheads and other mining related finds, such as a Gold Rush Event, yield twice as many Ingots, Gems or Jewels as usual during a Turn.
G Unlock Key Unlock allows units to attempt to Unlock Doors, Gates, Traps, Chests and Treasure Chests.

It's reasonable to allow Adventurers without a Craft some chance of attempting the action associated with a Craft. However, to succeed should require a roll of 12 on 2D6 modified by the unit's Stars and other relevant modifiers. The chances of success may also be varied according to circumstances. For instance, everyone will find it easier to scale a rough wall and harder to scale an overhang.

Extra Weapons and Second Weapons

Using more than one weapon in combination is possible when the weapons work well together. A Trident can be used while a Net is held ready and Daggers, Triple Daggers, Chakrams, Shurikens, Hunting Knives, Swordbreakers and Hooks can be held ready while a Sword, Hammer or Axe is wielded.

A Second Weapon can be ready for use, but it takes an unmodified roll of 11 or 12 on 2D6 with the First Weapon to allow a Second Weapon to then be used in the same Turn as part of the same action. A natural 12 still adds a Multiplier but a Backstab action is not available.

Extra Weapons Table

Cost Weapon Image Damage H2H Range Notes
C Blazing Log As Torch 2D6 Y 0 As Torch
Lit Hearth, Brazier or Forge required.
G Blowpipe Dart 2D6 + Stars N 0, 1
G Branding Iron Branding Iron 2D6 Y 0 Anyone hit by a natural 12 from a Branding Iron in a Room containing a Hearth, a Forge or a Brazier takes 3D6 Damage and is left with an almost indelible Brand.
C Bucket Bucket 2D6 Y 0 An extra D6 Damage applies if the Bucket is full of something heavy, e.g. ice or coal.
G Cake - Candles Cake - Candles Stuns Y 0 A target struck by a Cake and Candles is Stunned for a single Turn.
J Chakram Chakram 2D6 x Stars Y 0, 1, 2 The actual weapon needs to be found or bought. Success with a thrown Chakram returns it to the user's grasp.
J Crossbow Crossbow or Quarrel (Straight Flights) 3D6 + Stars N 1 to 6
G Dagger Dagger 2D6 + Stars Y 0, 1 A unit with a Dagger can try to Backstab an Outnumbered opponent to gain a Damage Multiplier.
DJ Devil's Pitchfork Pitchfork 3D6 Y 0, 1 A Dark Jewel is required as payment for a Devil's Pitchfork. Other currencies to the same value will not be accepted.
C Hammer Hammer 2D6 Y 0, 1
J Hira-Shuriken Hira-Shuriken 2D6 x Stars Y 0, 1, 2 The actual weapon needs to be found or bought.
C Hook Hook 2D6 Y 0
Hot Coals Lit Brazier, Forge or Hearth Required 4D6 N 0 Hot Coals can act as a Missile Weapon but the unit carrying out the attack takes 2D6 Damage unless protected when picking up the coals.
I Ingot Ingot 2D6 Y 0 Ingots are too heavy to hurl into another Zone with any accuracy, unless thrown by a unit with Strength.
J Longbow Arrow (Straight Flights) 2D6 + Stars N 1 to 6
J Longsword Sword (4 Edged) 3D6 + Stars Y 0
J Net Net (Assumed with Trident) Entangle Y 0 A successful attack with a Net is similar to a Web Spell. The target is limited to moving during its next Turn.
G Pickaxe Pickaxe 2D6 Y 0
C Quarterstaff Staff 3D6 + Stars Y 0
J Sacred Dagger Curved Dagger 2D6 + Marks of Dishonour (to maximum of Beyond the Pale) Y 0, 1 The actual weapon needs to be found or bought.
C Spade Spade 2D6 Y 0
J Spear Spearhead 2D6 + Stars Y 0 to 3
J Tiger's Claws Tiger's Claws 2D6 + Stars Y 0
C Torch Torch 2D6 Y 0 The cost applies when Torches are purchased in Batches of 20.
J Trident Trident 4D6 Y 0, 1, 2
C Whitewater Whitewater 4D6 N 0, 1 Damage only applies to the Undead, Demonspawn and Daemons.

Backstabs

A unit wielding a Dagger can attempt to Backstab an Outnumbered opponent for a Damage bonus. The unit must Declare a Backstab at the start of its Slot. The target needs to be identified at the start of the stabbing unit's Turn. Further bonuses may also apply. When a unit Declares a Backstab its Slot is moved to the end of its Team's Turn.

Enchanted Items

Enchanted Items are detailed in Book 6: Treasure: Enchanted Items.

Spells

Players have a free choice of four Spells when creating a new Adventurer. Gaining more Spells or Rituals involves finding an Enchanted Book, Scroll or similar Document containing instructions specific to the Spell or Ritual.

It's possible to pay to learn a Spell or Ritual from a unit that already knows the Spell or Ritual. It takes 2D6 days of tuition to master a new Spell or Ritual. Even when an ally offers to teach a Spell or Ritual for no fee, half of the usual costs apply. This is because laboratory space and expensive materials are used up during the training.

A Transform Ritual, which clones a skill belonging to another unit, can also equip an Adventurer to use a Spell or Ritual.

All Tribes can and will use Dark Magic, Druidic Magic, White Magic, Wizardry and Rituals when they have the skills to do so. The use of certain Spells and Rituals may result in Marks of Dishonour and/ or the loss of some Honours.

Casting Spells

Casting a Spell successfully calls for a basic roll of 9+ on 2D6.

The Stars of both the caster and the unit with the most Stars among those targeted by a Spell modifies rolls.

Additional Modifiers, such as Resistance, also adjust the chances of success. The Modifiers Table sets out the likely Modifiers.

The successful casting of a Spell costs a Gem.

Adventurers can cast a Spell without using a Gem. However, a successful casting causes the caster 2D6 Damage.

A successful spellcasting, which involves making physical contact with the target, assumes contact has taken place so long as both units are within the same Zone.

Successful Spells usually have an immediate effect.

Effects that bring about a change of form or create a form, such as Animate, persist until the new form is destroyed or changed again.

Units involved in issuing a Command carried by magic should Declare any instructions at the point when the Spell is cast successfully.

A successful Spell or Ritual charges the caster with magic and if the unit chooses to cast a further Spell or Ritual in its next Turn it gains a bonus of +1. This effect is cumulative but a natural 2 still results in a miscast.

Dark Magic

Dark Magic Table

No. Title Image Effect Range Area Alarm
1 Animate Bone An Animate Spell re-animates a Slain member of a Tribe as a Skeleton or Zombie. It can be given a Command to guard a Zone or to attack a single target. A Command cannot be altered. A unit can usually only have a single Animate unit in play. Animation persists until a Zombie or Skeleton is destroyed. If a chosen target has been eliminated the Zombie or Skeleton will roam in search of food. 1 T
2 Drain Scythe A Drain Spell 'steals' a single Craft or Ability. The caster temporarily gains 2D6 Defence. The target can select which Craft or Ability is taken. The loss of a Craft or Ability is permanent, unless the affected unit manages to take it back with a Drain or a Transform. 0 T
3 Fear Skull The victim of a successful Fear Spell uses its next Turn to move away at full Speed, sounding a Local Alarm in each Chamber within its immediate range as it does so. 0 T 1
4 Frostbite Snowflake A Frostbite Spell causes 2D6 Damage to a single target or freezes a Lock shut for the rest of a Turn. Frostbite can freeze water in Buckets and Barrels. 0 T
5 Poison Goblet The caster can extract and prepare Poison from a Slain Monster's Venom. The Spell makes a single Dose of Venom equal to a Dose of Black Bitterberry. Players and GMs may agree the use of a wider range of Poisons. See Book 6: Treasure: Poisons Table. 0 T
6 Web Web A single Monster's, or two Tribal Units', next Turn can be reduced to a move of one Zone. Other actions cannot be attempted during a target's next Turn. However, a unit caught in a Web can raise a Local Alarm. 1 T

Druidic Magic

Druidic Magic Table

No. Title Image Effect Range Area Alarm
1 Harvest Sickle Druids can find or adapt the Ingredients needed to make Potions and Poisons. The Druid states which Potion is going to be made and rolls a D6/ Turn. A 6 means an Ingredient has been found if at all possible under Local Conditions. Currency cannot be found in this way. 0 T
2 Honeycomb Honeycomb Scavengers find it hard to resist Honeycomb. Druids can roll 2D6 to see if Scavengers within 2 Zones leave their Lairs to get some of the 3D6 Healing offered by each batch of Honeycomb. 1 Z
3 Love Rose The target can gain a +2 bonus on rolls concerning Gifts/ Bribes, Conversions and Disguises. 0 T
4 Pollen Pollen A successful casting attracts Swarms and other Insects. They move towards the Druid from up to 2 Zones away. The Druid can issue a Command to each Swarm or Insect. 1 Z
5 Snowball
Snowball
A Snowball causes 2D6 Damage to a target, making any Tribal Unit the Snowball hits so angry it uses a H2H attack as its next action. 1 T
6 Wall of Thorns Thorn
A Wall of Thorns starts to grow very rapidly. It causes D6 Damage to get through after one Turn, 2D6 Damage after 2 Turns and 3D6 after 3 Turns. The wall remains until it takes 30 Damage. 1 Z

White Magic

White Magic Table

No. Title Image Effect Range Area Alarm
1 Halo Halo An aura equal to Torchlight forms around the target. Its main effect is to add a Modifier of +1 against attempts to use Dark Magic on the unit or item while the Spell lasts. 0 T
2 Heal Cross Heals 4D6 Damage to the Defence of a single unit.  0 T
3 Rainbow Rainbow Any Undead within a Zone illuminated by a Rainbow Spell take 3D6 Damage. Each additional Rainbow Spell cast in the same Chamber, at the same time, adds another D6 Damage. 1 Z
4 Seek Compass Rose A Seek Spell helps the caster to know which direction to take to find the nearest Chest or Treasure Chest. A Path is Partially Revealed to show the Type of Chambers on the way to the nearer of the two. Varies Z
5 Sunshine Sun If the Spell succeeds a single target is momentarily blinded and drops any physical weapon or item in current use. It must spend a Turn retrieving the item to reclaim it. Providing another unit has not already picked it up. 1 T 1
6 Whitewater Chalice This remedy can be applied or consumed to halt the effects of Poison or Disease. Whitewater can also be thrown at Undead creatures, Demonspawn or Daemons, causing 3D6 Damage for a successful strike. 0 T

Wizardry

Wizardry Table

No. Title Image Effect Range Area Alarm
1 Fireworks Firework A Fireworks Spell fills the air with a cloud of sparks, crackling light and smoke. It's possible to make out figures within the affected Zone but other Zones cannot be targeted from inside the affected Zone. 1 Z 1
2 Lightning Lightning Bolt (1) This Spell causes a target D6 Damage for each Star held by the caster. In Pool Chambers the Damage is 2D6 for each Star. 1 T 1
3 Shatter Shatter A Shatter Spell can break or Fuse a handheld item such as a Jewel or a Longsword. The unit holding the item must possess a Mark of Dishonour for the Shatter Spell to work. Damaged Enchanted Items need a new Jewel. A shattered Dark Jewel explodes causing 3D6 Damage throughout a Zone. 1 T
4 Meteor Meteor (3) A Meteor causes 4D6 Damage to all within the targeted Zone. 1 Z 2
5 Moonlight Crescent Moonlight Reveals all Hidden Items, Traps and Disguised units, including units using a Mist Ritual. It also Reveals units that are Hiding in Shadows or Hiding. 1 Z
6 Starburst Starburst A Starburst creates an airburst of bright light, fire and smoke. Missile Attacks cannot target the affected Zone for the rest of the Turn and all units within the targeted Zone take 2D6 Damage. 1 Z 1

Buying Skills, Items and Services

Adventurers may choose to purchase skills and services using Treasure gained while exploring. After completing or abandoning a Mission Adventurers can journey to distant cities, libraries and temples to acquire skills and items through trade and training.

Buying Skills, Items and Services Table

Skill or Service Cost Shares Extra requirements/ effects
Animate Dead 2D6 Gems An Animate Spell is an expensive purchase, as many Tribes fear Animated creatures; making spellcasters reluctant to use the Spell.
Buy Enchanted Item Varies See Book 1: Adventurers: Auctions.
Buy Mirror D6 Gems A large handheld Mirror is expensive to purchase and easy to break. Any successful physical attack on a unit carrying a Mirror breaks the Mirror.
Buy Potion Ingredients D6 Gems The basic charge for a range of Potion Ingredients is a D6 Gems. The cost of Ingredients used in making Poisons when a Poisons Table is in use should be 6D6 Gems.
Buy Standard Skill Item Ingot The items used to carry out skills need to be of high quality and are quite expensive. Batches of Missiles need to be bought as Standard Skill Items. See the Missiles Options Table for further details.
Buy Standard Weapon/ Batch of Missiles Jewel A properly weighted weapon made from the best materials is quite expensive to buy.
Crampons Ingot Crampons should be easy to come by in Complexes where they're used. It's fair to allow units expecting to come across icy conditions to equip themselves with Crampons.
Guard D6 Jewels/ Mission Guards can be from Peaceful or Hostile Tribes. They are short-term Henchmen working for a fee. However, those from Peaceful Tribes won't commit acts resulting in Marks of Dishonour. If Guards are exposed to greater risk than players' units they may Mutiny.
Healing D6 Gems/ Spell or
2D6 Gems/ Potion
Healing is relatively inexpensive to buy in safe locations. Cures for Diseases and antidotes for Poisons may be available at similar prices.
Henchman/ woman D6 Jewels/ Mission 1/10 A Henchman is usually a Guard drawn from the Tribal Manifests. A Peaceful unit will often hire Peaceful Henchmen. Hostile units typically hire Hostile Henchmen. Peaceful Henchmen remain loyal unless asked to commit acts resulting in Marks of Dishonour. If Hostile Henchmen are exposed to greater risk than players' units they may Mutiny.
Hire Forge/ Workshop D6 Jewels Purchasers are required to leave weapons and Jewels that are not required outside the premises.
Learn Craft D6 Jewels Costs can be avoided by learning a Craft from a Document found during an adventure.
Learn Ritual 2D6 Jewels Costs can be avoided by finding the Ritual among Documents found during adventures.
Learn Spell 2D6 Gems Costs can be avoided by finding the Spell among Documents found during adventures.
Mercenary 2D6 Jewels/ Mission 1/10 A Mercenary is usually drawn from the Tribal Manifests. A Peaceful unit will typically hire Peaceful Mercenaries, while a Hostile Adventurer will generally hire Hostile Mercenaries. If half of the 'hired' units within a Team or party are Slain, or exposed to greater risk than players' units, the rest will demand to retreat from the Complex and Mutiny if players' units insist they stay.
Raise Dead 2D6 Jewels 2D6 is the cost for each attempt and any outcomes resulting from a successful casting are based on the Type of Altar used to cast the Ritual.
Repair Enchanted Item 2D6 Jewels Damaged Enchanted Items that have lost their Jewel can be Repaired at a Forge by using a Mend skill.
Sell Magic Item Varies See Book 1: Adventurers: Auctions.
Sell Standard Non-Skill Item Coin Durable Standard Items can usually be resold at market for a fair price.
Sell Standard Skill Item Ingot Skill Items can usually be resold at market for the price of a Standard Skill Item.
Sell Weapon Jewel Weapons can usually be resold at market.
Skates Ingot Skates should be quite easy to come by in Complexes where they're used fairly often. It's reasonable to allow units expecting to come across icy conditions to equip themselves with Skates.
Slave D6 Gems Hostile Adventurers can purchase Slaves belonging to any Tribe. The Slaves will carry goods but do not fight and usually try to escape if left unattended.

Missiles

Standard non-magical Missiles are bought in Batches and marked with Notches on the Shaft of the relevant item until a Batch has gone. The Missiles Options Table shows the size of each standard Batch.

Players can choose to completely skip checks for the use of Missiles. It's also easy to show extra Batches by showing more than one Missile.

Missiles Options Table

Type of Missile Number in Batch Select
Arrow 24
Bolt or Quarrel 12
Catapult Shot 12
Dart 12
Hira-Shuriken 5

Food and Water

Adventurers can manage without Food and Drink for 24 hours. Each further day without Food or Drink causes 3D6 Damage.

Weight Limits

It's assumed that players can carry the items linked to Basic Crafts, Crafts and Defences. None of these items is considered to be particularly heavy, as any armour used by units cannot be heavy or unwieldy enough to be a Burden.

Adventurers can carry two weapons and up to 50 Gems, Jewels or Dark Jewels without incurring any penalties. Adventurers may also carry another 12 Standard Items without being Burdened by weight or bulk. Items that players can include within their limit may include:

An Adventurer can, therefore, carry 15 items without being Burdened. Strength adds an extra 6 items to the limit and makes it possible to carry injured comrades at normal Speed.

Weight Limits Table

Item Counts as No. Items Select
Body/ Fallen or Injured Comrade 12
Chest or Treasure Chest 6
Ingot 1
Items linked to Basic Crafts, Crafts and Defences 3
Loot 1/ Varies
Minor Feature Varies
Protected Potion 1
Twenty Gems, Jewels or Dark Jewels 1
Weapon 1

Units are likely to be Burdened while attempting to move Features.

Carrying anything over the limit reduces an Adventurer's Speed to a Zone/ Turn.

Units usually swap between the various items in their possession without using an action.

Burdened units need to use an action to bring items to hand.

Gems, Jewels or Dark Jewels may be lost or damaged during play. Capture will result in their loss, as will immersion resulting from a unit losing all its Defence within a Pool Chamber.

Stars

Adventurers can explore dungeon, temple and cavern Complexes of all shapes and sizes. As a guide, the Types of Complexes used by Tribes are 'graded' by the number of Chambers they contain, which is shown by the number of Stars marked on a Complex's Keystone.

At the start of play an Adventurer's Design should display a Star. Each of the points on the Star should be Blunted to show the unit has not gained any Experience.

Adventurers usually receive a Share when they've completed a Mission within a Complex. A Share Sharpens a single point on a Star. The number of Shares available to a group of Adventures depends on the difficulty of the Mission. Five is the standard number of Shares for Conquering a Complex.

Each successive Share resulting from a series of expeditions results in another Sharpened point being removed until a Star is complete. When a Star is complete the Adventurer gains a +1 Modifier when carrying out actions, including defending him or herself from Spells, Rituals and physical attacks.

Adventurers may wish to consider a choice of Enchanted Items or other Treasures in place of a standard Share. Adventurers can also elect to allow Adventurers to take an entitlement to challenge a particular opponent single-handedly as a Share.

Adventurers can gain as many as five Stars. However, they only gain Stars or Shares of Stars for Complexes with the same or a higher number of Stars, (as shown on the Complex's Keystone), as the number of complete Stars possessed by the Adventurer. GMs may opt to modify these arrangements to create small but 'powerful' Complexes for quick adventures/ episodes.

Auctions

Adventurers can use sealed bid or open auctions to share out Treasure found during adventures. The proceeds can be shared equally or by prior negotiation.

Developing Adventurers

Over a series of adventures units will gain more Gems and Jewels, which can be spent on more skills. They will also find other Treasures including Enchanted Items, Potions and valuable Documents. Other kinds of individual advancement are set out in the Developing Adventurers Options Table.

Developing Adventurers Options Table

Option Icons to Display Select
Rituals Rituals
Honours Honours
Decorations/ Battle Honours Decorations
Marks of Dishonour Marks of Dishonour
Acts of Atonement Removes Marks of Dishonour
Home/ Banks Home Panel
Stars Stars
Constellations Constellations

Rituals

Once an Adventurer has learned a particular Ritual each successful casting requires the destruction of a Jewel.

Adventurers can cast a Ritual without using a Jewel. However, a successful casting causes the caster 3D6 Damage.

Rituals succeed when 9+ is rolled on 2D6, after taking account of the caster's Stars and any Stars held by the targeted unit with the most Stars among those targeted, (unless units are being checked individually).

Other factors, including Resistance, will often act as further Modifiers. The Modifiers Table sets out the possible range of Modifiers that may apply.

Units issuing a magical Command should Declare instructions at the point when the Spell is cast.

A successful Spell or Ritual charges the caster with magic and if the unit chooses to cast a further Spell or Ritual in its next Turn it gains a bonus of +1. This effect is cumulative but a natural 2 still results in a miscast.

Duration of Rituals

When cast successfully Rituals have an immediate effect unless a Talisman is in use.

Effects that bring about a change of form or create a form, such as Swarm, only create the new form once but it does persist until destroyed.

Rituals Table

No. Title Image Effect Range Area Alarm
2 Cauldron Cauldron Casting a Cauldron Ritual lets a player make a Potion. It's assumed the caster enters a Complex with the Ingredients for one Potion of his/ her choice. Additional Ingredients for particular Potions may be found by Druids, purchased or found in some Complexes. 0 Target
3 Chain Lightning Lightning (2) Chain Lightning jumps from target to target within a Zone. Anyone armed with a Metallic Weapon sustains 5D6 Damage. A Damage Multiplier affects those struck by Chain Lightning inside a Pool Chamber. 1 Zone 1
4 Commune Censer A Commune Ritual makes it possible to look through a Door or Entrance to see the Type of Chamber and any current Occupants who are not Hidden. 1 Target
5 Fire Storm Meteor (5) When a Fire Storm is cast a rain of fire descends upon the targeted Zone, causing 6D6 to all units within the Zone. 1 Zone 2
6 Gate Astral Gate A Gate Ritual can form a weak Astral Gate. It can be used to Teleport to any Mirror within the Complex while the Ritual is in effect. Alternatively, a Gate Ritual allows Teleportation to an adjacent Zone. 0 Target
7 Mist Cloud (4) A Mist Ritual lets the recipient take the form of a largely transparent vapour. A Search, an Ancient Torch or a Moonlight Spell is needed to target Mist. Items held at the time of casting are part of the Mist but cannot be used. Mist is not Damaged by non-magical weapons. An action is needed to re-materialise unless Whitewater strikes the Mist. A Whirlwind or Maelstrom causes Mist 6D6 Damage. 0 Target
8 Raise See: Altar See Book 1: Adventurers: Replenishment, Reinforcement and Raising the Dead. 0 Target
9 Sacrifice See: Altar See Altars/ See Book 1: Adventurers: Replenishment, Reinforcement and Raising the Dead. 0 Target
10 Swarm Hive A Swarm Ritual causes 3D6 Damage to everyone in the same Zone as the resulting cloud of Insects. The Swarm is winged and can be directed to guard a location or to pursue and attack a single target within Line of Sight (LoS). The Swarm can only be harmed by intense fire or frost and has a Defence of 30. 1 Zone 1
11 Transform Claw (4) A Transform Ritual can clone a single skill of choice from a Tribal Unit and transfer it to the spellcaster. When a Transform is Combined with a Monster's Blood Potion it becomes possible to clone skills from Monsters. The cloned unit has to be alive at the time of casting. Spellcasters may only cast one Transform Ritual within each Complex. 0 Target
12 Whirlwind Whirlwind (6) Torches, Braziers, Hearths, Lanterns, Forges and Fires are extinguished as a column of rapidly spinning air sweeps into and around a targeted Zone. Those within the Chamber are Stunned for a Turn, during which they can neither move nor act. 1 Zone 1

Honours

Honours are won by gaining groups of skills and completing difficult tasks. When an Honour is gained an Adventurer can choose to Assume that the skills required to gain the Honour are present without displaying them.

Honours are awarded to individual Adventurers. Where an Honour involves slaying or vanquishing a certain type of opponent the award should only be made when the Adventurer is largely responsible for slaying or vanquishing the opponent, i.e. usually half the Damage or equivalent.

Unless stated otherwise there's no charge for attempting to use Honours but a roll of 9+ on 2D6 is modified by the Stars of the Honoured and any target. Further Modifiers may apply.

Honours have a variety of effects or unique skills linked to them. In most cases it can simply be Assumed that the skill works in a standard way, e.g. a Chakram is used like any other weapon. The frequency with which particular skills can be used is shown in the Honours Table.

Just as certain deeds can lead to the award of Honours, Adventurers can also commit actions that are dishonourable and infamous. Such acts result in Marks of Dishonour, which are marked as Notches on Adventurers' Stars. These can affect Adventurers' eligibility for various Honours.

Marks of Dishonour can only be removed through Acts of Atonement or by the use of certain Enchanted Items.

Honours can be a mixed blessing for Adventurers, as the skills they confer can contribute to a fame or notoriety that builds a Reputation. (See Book 3: Running Play: Preferred Targets and Reputations).

Tribal opponents will target Adventurers in sequence according to the total number of Stars, Honours, Decorations and Marks of Dishonour each Adventurer possesses, i.e. their Reputation. Monsters select targets according to Stars alone, as most don't concern themselves with Tribal Units' Reputations.

Honours Table

Required Task/ s Title Image Skill/ s Effect
All Magic Archmage Triquetra Sacrifice - Oracle - Teleport An Archmage can use all Spells and Rituals. They can also use the effects available to those with All Spells. Archmage's have Expert Skill in Languages.
Slay Complex Leader (Solo) Assassin Hira-Shuriken Assassinate The unit can use Hira-Shurikens and the Assassins' Table.
All Crafts Bard Tambourine or Harp Calm A Bard can carry out Performances.
Capture Assassin (Solo) Bounty Hunter Shacklebolt Shackle If an opponent Fumbles or misses with a H2H Weapon a Bounty Hunter can try to Disarm and Bind the Unit during the next Turn.
Slay a Royal Lich (Solo) Defender Fleur De Lis Turn Undead Any Defender is able to try to Turn Undead. If successful Undead will not enter the same Chamber as the Defender. A Defender can also attempt to Perform a Battle Hymn.
All Druidic Spells Druid Torc Shapeshifter
Druids can Transform themselves to add a Claw, Jaws, a Beak, Talons, a Horn, a Tusk, Mandibles, Pincers or Tentacles to their Design for a Turn. Druids have Basic Languages.
Ten or more Marks of Dishonour, i.e. Beyond the Pale Inquisitor Tongs Interrogate Captives can be Interrogated to map a D6 of the closest Chambers yet to be Revealed. Allowing an Interrogation can bring a Mark of Dishonour.
All Spells Mage Triskel Sacrifice - Oracle - Teleport The unit can use all Spells and the effects available to those with All Wizardry, All Dark Magic and All White Magic. A Mage is Skilled in Languages.
Slay a Vampire Monk Chakram Martial Arts The unit can use a Chakram and the Monk's Table. A Monk should not seek to accumulate personal wealth.
All Dark Magic Necromancer Sacred Dagger Sacrifice The unit may use all Dark Magic and make Sacrifices. Sacrifices require access to a Hostile Altar. A Sacrifice of 30 Jewels gains a Wish. The Wish can be used to gain a shift of one row up or down within a Treasure Table or an Encounter Manifest. Necromancers have Basic Languages.
Slay a Daemon and carry no Marks of Dishonour Paladin Spur Righteous Fury A Paladin causes 2D6 extra Damage v's Undead and Daemons when using H2H weapons.
Slay an Ancient Monster and carry less than six Marks of Dishonour Ranger Hawk's Lure Tracking and Lure Rangers know how to Track opponents. Any unit moving faster than a Walk or Wade without a Disguise leaves traces a Ranger can follow. If the trail is lost a Tracking check in the right Zone might pick up the trail again. Rangers are also able to Lure Scavengers and Predators out of their Caverns with a 9+ on 2D6.
All White Magic Seer Orb Oracle The unit can use all White Magic and act as an Oracle capable of Remote Viewing an adjacent Chamber once/ Complex, i.e. see the exact Type of Chamber and/ or any Occupants and items. Seer's have Basic Languages.
All Wizardry Wizard Wand: Star-Tipped Teleport The unit can use all Wizardry Spells. The unit may Teleport a distance of one Zone once/ Complex. Wizards and Druids have access to Basic Languages.

Quests

Experienced players and their Adventurers soon start to complete a series of major trials, which can be recognised as Quests. These challenges go beyond the short terms aims of Missions. Both players and players' Adventurers may choose to display a Shard of pure, crystallised Starlight for each Quest. The Quests available to players are shown below:

Participating requires an Adventurer to play a full part in the Capture or Conquest, including 'playing as part of a team'.

Defeating an opponent usually involves causing more than half of the Damage to the opponent.

When an Adventurer completes one of these Quests the player and the adventurer can collect a Shard. Players are welcome to display their Shards on websites, in 'Sigs', as part of their avatars and so on. This is in recognition of their skill and experience as players.

Lifestreams

Keeping track of Adventurers', players' and Teams of players' successes is easily done by printing or making a copy of the Encounter Manifests and the Types of Complexes. With basic hyperlinks it's very easy to use Treasure's tables and images to create rich, multimedia Lifestreams, which bring together Adventurers' Designs, campaign and scenario records, players' embedded media and a customised rule set. Book 2 looks at how sets of Panels, e.g. Adventure Logs, Scenario Logs and character sheets, can fit together much like desktop windows or web pages.

Shards

The benefits of collecting Shards include using them to gain an extra action or move an extra Zone during a Turn. This represents the edge experience and frequent action gives Adventurers, and other units, after completing Quests.

Monsters and Tribes are not equipped with Shards by default, as few units would typically lead lives where they could carry out the necessary Quests. However, some Tribes and Monsters might well have undertaken Quests comparable to those completed by PCs. When playing with a GM a Pool of 2D6 Shards/ Complex can be rolled and allocated to units by the GM before play starts. These would usually be shared between the most dangerous opponents within a complex, but could also be allocated to any unit which happens to have lead an eventful life.

Units can also ask for a Shard to be taken into account when attempting to use an action that is particularly difficult, e.g. using a n0n-magical skill a PC doesn’t possess or attempting a Stunt during play.

The ability to use each Shard is only available once/ Complex.

A unit with Shards can use up to 3 Shards at once.

Shards Table

Cost Image Effect
Shard Shard Move an extra Zone
Shard Shard Attempt an extra action
Shard Shard Form a Constellation
Shard Shard Negotiate a Modifier for a difficult manoeuvre or Stunt

Constellations

Players can choose to use their Adventurers' Shards to form Constellations.

A Shard needs to be marked as Shining and connected to other Shining Shards to take the form of a known Ancient Constellation.

A Shard cannot be put to other uses while part of a Constellation and only takes effect when a complete Constellation is formed.

A single Adventurer can form a Constellation, but it may be necessary to form shared Constellations to create larger Constellations.

Units forming a Constellation surrender a Shard each when the Constellation is formed.

Constellations allow units to Shape future events by forming a link between actions on the ground and in the skies above. Each Constellation is capable of bringing about a particular Campaign Condition or Event. A Constellation starts to bring about a Campaign Event or Condition through a 9+ on 2D6, modified by the Stars of those Shaping Events against the number of Stars forming the target Constellation.

The effects of a Constellation acting upon Campaign Conditions or Events start immediately but it takes time for the link between ground and sky to result in an outcome. Roll 2D6 to arrive at the number of days before the effect kicks-in. Some effects may take longer than others to come to full effect.

Where more than one successful attempt to Shape future events occurs in the same area, at the same time, consider how the two outcomes combine and pool the effects outlined in the Campaign Conditions and Campaign Events Tables. Take account of any Cascading Conditions or Events resulting from the combined outcomes.

Ancient Constellations

Knowledge of the Ancient Coastal Constellations and other Constellations is usually found within Complexes belonging to Lost Tribes.

Ancient Coastal Constellations Table

Title Stars Element: Event or Condition
Serpent 7 Earthquake
Octopus 16 Deluge
Scorpion 15 Desert
Sea Eagle 11 Hurricane
Bat 13 Dustbowl
Stingray 12 Tsunami
Dragon 14 Meteor

Monks

Monks are able to use a selection of special skills set out on the Monks' Table. Roll 9+ on 2D6 adjusted by Stars and other relevant Modifiers to use a skill successfully.

Monks can attempt to use each skill once/ day. Effects are immediate and have standard Spell durations and permanence unless shown otherwise on the Monks' Table.

Monks' Table

Title Image Effect
Counter Punch Chakram Much of the Damage from a H2H blow is passed back to the attacker. Both the Monk and the Attacker take the same Damage.
Exploding Palm Chakram The Monk attacks a Tribal unit's Heart directly. If the unit has less Stars than the Monk a successful strike Slays the unit the next time it moves.
Iron Fist Chakram The Monk can strike opponents for 4D4 Damage.
Iron Shirt Chakram The Monk becomes Immune to H2H Attacks for a Turn.
Thunderbolt Chakram A Thunderbolt Disarms a Tribal opponent and leaves them in Fear of the Monk. The unit should check as if a Fear Spell has been cast.
Tornado Kick
Chakram A Tornado Kick can cause 3D6 Damage and Stun the target.

Assassins

Adventurers are able to use specialised skills. Roll 9+ on 2D6 adjusted by Stars and other relevant Modifiers to use a skill successfully.

Assassins can attempt to use each skill once/ Complex.

Assassins' Table

Title Image Effect
Assassinate
Hira-Shuriken Attempts to Slay a single Tribal Unit, which has already been Damaged twice in the same Turn.
Forgery Hira-Shuriken If successful the Assassin can make Forged Documents. It takes D6 Turns to prepare a copy and 3D6 Turns to make a Document with only a description. Complicated forgeries may take longer and be more expensive.
Deep Cover Hira-Shuriken The Assassin who passes three Disguise checks in a row doesn't have to undergo checks by new Observers from the rest of the Tribe within the Complex.
Miraculous Escape
Hira-Shuriken A single H2H or Missile Attack, which should Damage the Assassin, has no effect.
Warning
Hira-Shuriken A successful Backstab Action lets the Assassin offer a Surrender instead of delivering Damage. A unit which accepts Surrender is Bound. If a unit declines the Assassin's offer the Damage goes ahead as normal.
Whisper Hira-Shuriken The Assassin warns a unit or units from a neighbouring Zone. A few glimpses of the Assassin makes units viewing the Assassin's Zone check for Fear. The Assassin may choose whether or not fellow Adventurers check for Fear.

Performances

Bards can use a range of Performances. Roll 9+ on 2D6 adjusted by Stars to use a skill successfully.

A unit which can carry out Performances can use each skill shown on the Performances Table once/ Complex.

Performances Table

Title Image Effect
Battle Hymn Instrument The Bard and companions within the same Chamber gain a Damage Multiplier against Undead while the song is sung for up to 6 Turns. The Song sounds a Local Alarm.
Celestial Song Instrument A Celestial Song can Summon an Angel. The Angel can Raise a Peaceful Tribal Unit or grant a benign Wish. The song sounds a Local Alarm.
Madrigal Instrument Madrigals must be sung by more than one unit with the Madrigal skill. The song spreads one Chamber in every direction each Turn. The sound is so serene that all units ignore Alarms, including the Madrigal, while the song continues for up to 6 Turns. If the song is not sung successfully it sounds a Remote Alarm.
Song of Silence
Instrument The Bard can attempt to exactly match the pitch of an Alarm and prevent the Song of Silence and the Alarm being heard. Units can Combine Slots to achieve this effect. If the song is not sung successfully it sounds a Remote Alarm.
Seafarer's Saga Instrument The song makes the Bard, and friendly units in the same Chamber, immune to the effects of Fear and any loss of Morale while the song is sung for up to 6 Turns. The song sounds a Local Alarm.
Song of the Sun Instrument Songs of the Sun must be sung by more than one unit with the skill. The song spreads bright Sunlight in a radius of one Zone each Turn. The song can continue for up to 6 Turns. If the song is not sung successfully it sounds a Remote Alarm. Hostile Tribes, Undead and Monsters suffer a penalty of -2 due to the bright light.

Decorations/ Battle Honours

Players and GMs may choose to award Decorations to units for showing exceptional skill or courage during play.

Decorations can be linked to Campaign Events or Local Events and are shown with a Decoration Label in the form of a Ribbon and a Medal or Decoration.

The choice of icon/ s appearing on the Decoration should reflect the Event or deed, e.g. a Decoration bearing a Thistle for an act of extreme bravery. The shape of the Decoration is not limited to those listed on the Decorations Table.

Decorations Table

Decoration Label Select

Ribbon - Cross Decoration

Ribbon - Circular Decoration
Ribbon - Star Decoration
Ribbon - Star Decoration
Ribbon - Event Decoration
Ribbon - Event Decoration

Marks of Dishonour

Marks of Dishonour are given for carrying out unsavoury or despicable deeds. These are shown as Notches or Gashes marked on units' Stars. There is no set limit on the number of Marks of Dishonour that a unit can accumulate but players are not generally required to display any Marks of Dishonour beyond the first 10. At that stage a unit is considered as being Beyond the Pale and held in fear and contempt by both enemies and allies.

Marks of Dishonour Markings Table

Options Effects Select
Display no more than 10 Marks of Dishonour This option places units Beyond the Pale after gaining more than 10 marks.
Display as many Marks of Dishonour as a unit earns High Reputations lead to units becoming frequent Preferred Targets.

Units which are Beyond the Pale and have not Disguised their Reputation will not be offered Gifts or Bribes. They will also be shown No Quarter in battle and suffer a penalty of -2D6 on the Stored Possessions Table.

The nature and intentions of Lost Tribes, and the number of Marks of Dishonour they might display, are decided when players or GMs decide what role a Lost Tribe is to going to take in the game.

Any Marks of Dishonour Attached to Guests, Prisoners or Slaves are allocated when consulting the Tribal Manifests after rolling on either the Guests Table or the Prisoners and Slaves Table.

Marks of Dishonour can greatly increase a unit's Reputation. The main effect of Adventurers' growing Reputations is their selection as Preferred Targets by Tribal Units.

Marks of Dishonour Table

Action Details
Assaulting a Peaceful Tribe Attacks on Complexes held by a Peaceful Tribe may result in a Mark of Dishonour depending on the scenario.
Backstab Adding a Damage Multiplier to a blow through a Backstab with a Dagger needn't result in a Mark of Dishonour, as such action may be taken in the heat of battle to defend allies or one's self. However, using a Backstab to attack a weak or weakened foe might warrant a Mark of Dishonour.
Bullying Repeated attacks on small or weak Complexes by large groups of powerful units are considered cowardly and a sign of weakness by even the most unpleasant Tribes.
Cannibalism Any unit taking part in Cannibalism receives a Mark of Dishonour.
Cowardice Abandoning your allies or surrendering them to the enemy results in a Mark of Dishonour.
Double-Cross When a unit agrees to the terms of a Gift or Bribe and then double-crosses the other party involved in the negotiation.
Kill Captured Slaying a captured opponent or a Convert in cold blood earns a Mark of Dishonour.
Poisoning Using Poisons outwith combat results in a Mark of Dishonour. Repeated use of Poison in combat may also result in a Mark of Dishonour.
Treachery Betraying or attacking an ally results in a Mark of Dishonour.
Use of a powerful Hostile Enchanted Item, Ritual, Document or Weapon. A Mark of Dishonour can be awarded for using Ancient Curses, using any form of Sacrifice Ritual, (including the use of a Demon's Blade to perform a Sacrifice), and using an Inquisitor's Manual. Using Drain effects on units with fewer Stars can also be considered grounds for applying a Mark of Dishonour.
Violent Crime Acts of unnecessary violence call for a Mark of Dishonour.
Violent Interrogation Any form of interrogation that draws blood or causes injury results in a Mark of Dishonour. That includes an Inquisitor's interrogation.

Marks of Dishonour can also be given to Adventurers for certain actions carried out by players:

Players' Marks of Dishonour Table

Task Details
Betrayal A player that breaks a clear agreement made outwith play that concerns the game should apply a Mark of Dishonour to his/ her most experienced Adventurer.
Cheating the Gods Players may choose to agree that it's acceptable to allow a dice roll to be taken again at the expense of surrendering a Star. The Star is removed or cancelled before the second or successive roll. This cannot be used for any roll involving a conflict or disagreement between players' Adventurers.

Defenders and Paladins cannot have a single Mark of Dishonour marked on their Design without losing the relevant Honour, (unless actively seeking to remove any Mark of Dishonour).

Acts of Atonement

Adventurers who want to remove a Mark of Dishonour may be able to do so through Acts of Atonement involving the types of tasks listed below. However, some units may wish to avoid such actions, as the loss of Marks of Dishonour will have an effect on their Reputation and/ or Honours, e.g. an Inquisitor.

Acts of Atonement Table

Action Details
Make a Last Stand while others escape Those taking a Last Stand must face an equal or greater number of opponents and delay them while other friendly units leave a Complex.
Rescue an outnumbered Wounded Comrade The rescuer must enter a Zone containing enough opponents to outnumber the number of friendly units within the Zone and help a comrade to escape.
Rescue Prisoner The unit needs to put its life at risk to rescue a Prisoner held in a Dungeon Chamber.
Retrieve a Fallen Comrade The body of a fallen comrade must be removed from a Chamber occupied by enemy troops and taken from the Complex or Raised.
Slay Daemon (not 'Spawn') The unit must slay a Daemon either single-handedly or by causing the great majority of the Damage resulting in a Daemon's destruction.

Homes and Banks

Complexes are typically represented by a Keystone containing a number of Stars equal to the scale of the Complex. For example, an Outpost is shown with a single Star.

Players may choose to open up an additional Panel/ window to record the storage of items at a designated Home. An Adventurer's Home can be located in a friendly dungeon Complex or a variant such as a tower or temple Complex.

As Adventurers gain more Treasure while exploring it becomes impractical to carry everything with them and they need somewhere safe to store their wealth. Players may choose to store their savings in a bank located in a major city. This results in a fee of 5% for each of 30 days of safekeeping.

Alternatively, players can select an allied or Home Complex and pay for the level of security they choose. For every 30 days a fee of 1 Gem/ Adventurer's Star has to be paid to guard possessions left at Home. Each Adventurer rolls 2D6 on the Stored Possessions Table to see what, if anything, happens to their possessions.

Stored Possessions Table

Roll Outcome
2 A natural disaster wrecks part of the Complex and destroys all of your possessions.
3 A raid by Hostile forces results in the loss of all possessions.
4 Flooding results in the loss of all fragile possessions including Scrolls and Potions.
5 Shockwaves from a distant earthquake results in the loss of all Potions.
6 Theft results in the loss of 2D6 of the Gems, Jewels or Dark Jewels left in storage.
7 All possessions are stored safely until the Adventurer returns.
8 All possessions are stored safely until the Adventurer returns.
9 All possessions are stored safely until the Adventurer returns.
10 All possessions are stored safely until the Adventurer returns.
11 All possessions are stored safely until the Adventurer returns.
12 All possessions are stored safely until the Adventurer returns.

Each Guard paid to look after the possessions adds +1 to rolls but this increases the costs by a Gem/ 30 days. Mercenaries cost two Gems/ 30 days and add +2. Any natural roll of 2 on 2D6 still results in the loss of an Adventurer's possessions.

Units with more than ten Marks of Dishonour, i.e. those Beyond the Pale, have a penalty of -2D6 applied to rolls on the Stored Possessions Table, because their Reputations encourage resentment and revenge.

During play Adventurers can conceal items by burying them or placing them somewhere that they consider safe. However, between leaving an item and collecting it, there is a slight risk of the items being discovered and removed. Roll 2D6 and a 2 means that the items have been uncovered and removed or Damaged. The odds may change if, for example, a Search, a Moonlight Spell or an Ancient Torch is in use.

Resupply, Reinforcements and Raising the Dead

Adventurers Killed or Slain during play may return to the game in a number of ways.

When an Adventurer is Killed and the body is lost or left behind, the corpse may be Animated to create a Zombie or Skeleton. Hostile Necromancers that come across a Slain unit will often Animate the body as a Preferred Action.

Alternatively, Adventurers may Animate a corpse to use against the enemy or to get the body out of a Complex.

Players can agree that Temple Altars are inscribed with enchanted runes, which allow the casting of a powerful Raise Dead Ritual. Altars linked to Hostile, Peaceful and Lost Tribes produce different results when an attempt is made to complete the Ritual.

A body left behind while other Adventurers escape the Complex has to be rescued or retrieved within a single day by returning to a Resupplied Complex. If a group of Adventurers wishes to attempt such a rescue they cannot buy services, learn new skills or replace any items before attempting the rescue or the body could be gone or may have been Animated.

If Necromancers or an Altar appear within a raided Complex, the Complex's Tribal Manifest will have been Resupplied to the point where at least half of the Tribal Units are still in place. If a Necromancer is the only option available within a Complex the replacements will be Animate creatures.

Where an Altar is present roll on the Tribal Manifest to check which units have been Restored. Roll on the Raise Dead Outcomes Table to see what happens to units, including any Adventurers who may have been Raised or Animated.

Adventurers can prevent a Complex from being Resupplied by putting the Altar beyond use. However, Reinforcements will usually arrive within a week to fully Replenish Complexes that have not been taken over.

Temple Altars Options Table

Altars Effect Select
No Enchanted Runes None
Enchanted Runes Raise Dead Ritual

Temple Altars enchanted with an eldritch wizardry are not in themselves either Hostile or Peaceful. The ritual and faith of those around the Altar shapes the Altar's magic as shown by the items upon an Altar.

Placing the item associated with a particular Type of Altar on the Altar and completing a successful casting of the linked Spell can Reconsecrate the Alter, which then acts as the Type of Altar shown by the item on the Altar.

Providing an Altar is intact, units capable of spellcasting can Raise the Dead if they have enough Gems, Jewels or Dark Jewels. The conditions for other Rituals apply, including the Stars of both the caster and the targeted unit.

When a body or most of the remains of a Zombie or Skeleton are taken to a Peaceful, Hostile or Lost Tribe's Temple and Raised successfully, the outcome depends on the circumstances set out in the Raise Dead Outcomes Table.

Roll D6 and deduct the recipient's total number of Dishonours from the total.

Raise Dead Outcomes Table

No. Peaceful Altar Hostile Altar Lost Tribe's Altar
1 Remains Dead Remains Dead Remains Dead
2 Remains Dead Zombie Reincarnate as Hostile
3 Raised Alive Skeleton Raised Alive
4 Raised Alive Undead Raised Intact
5 Raised Intact Raised Alive Reincarnated as Peaceful
6 Raised Intact Raised Intact Reincarnated as Tribal

A unit that's Raised Alive returns to life in much the same condition as it was at the time of death. The unit only has a Defence of 2D6 when revived.

A unit that's Raised Intact returns to life with its full Defence in place. There are no wounds or scars to heal and even a Brand caused by a Branding Iron will have been removed.

A unit that's Reincarnated is Raised Intact but in the form of a different body and often a different Tribe. Having rolled to discover the Type of Reincarnation, the unit then rolls 2D6 and counts through the Tribal Manifests from the start until a Tribe of the right kind is identified. 

Transfers

Players can choose not to revive an Adventurer. They have the option of Transferring an experienced Adventurer’s Stars and Shards to a new Adventurer. None of the Adventurer’s skills or possessions Transfer, but the new Adventurer selects from the Designing Adventurers Options Table, just like any other new Adventurer. Transferring Stars and Shards would usually be an infrequent option, e.g. once/ campaign, upon gaining 5 Stars or following a heroic but unrecoverable end. Players may wish to negotiate the details, but Transfers between different players' PCs is usually no more an option than swapping PCs between players.

Treasure : Book 2 : Designs

Images and Icons

It doesn't take long to get into the habit of using images alongside or instead of text. The images new Adventurers use are particularly easy to match to their Titles and sketch. Experienced Adventurers may use a wider range of images, but none are complicated to learn or sketch.

Visual gameplay is fast, looks good and can be built up as players become more familiar with the game's icons. Icons are often arranged into Designs, which show sets of images representing, for example, an Adventurer or a Monster.

Titles

Treasure's rules and tables use a standard approach to translate between text and graphics. Each text element, e.g. a Spell or a Weapon, has a Title and each Image or Icon has an Icon or Image Title.

All Titled elements are shown within the rules by a Capital letter at the start of each Title.

Titled elements may include actions and can interact with other elements. There is a list of Titles at the end of the rules.

The game's encounter tables or Manifests combine Titles and Image Titles along with other information, so it's necessary to follow a simple code or 'syntax' to use the tables with ease.

Skill Titles

Moonlight = skill's Title

Title/ Image or Icon

Moonlight/ Crescent = Moonlight (shown as) Crescent

For example, an Adventurer is going to have a mix of Basic Skills, some more powerful skills and a few extra items. Players may choose to note or display every skill but Basic Skills are often Assumed to be present rather than being shown:

Basic Skills

That leaves an Adventurer to be displayed as a fairly short list of key skills and essential items:

Skills and Items

For players who want to stick to text that's all that's involved in displaying Adventurers and other units. For those who want to try visual play the same Adventurer can be translated directly into graphics:

There are a few variations in how Titles are set out, which players will come across in the tables:

Combinations

Dagger - Poison = Dagger (with) Poison

Stars - Marks of Dishonour = Stars (marked with) Marks of Dishonour

Subsets

Wand: Star-Tipped = Wand (type) Star-Tipped

Potion Label: Mist = Potion (type) Mist

Subsets and Combinations

Dagger - Poison: Black Bitterberry = Dagger (with) Poison (type) Black Bitterberry

Pairings

Stalactites aka Upper Teeth = Stalactites or Upper Teeth

Subsets, Combinations and Pairings

Bar - Stalactites: Blunted = Bar (with) Stalactites aka Upper Teeth: (type) Blunted

Edges and Elements

Chain Lightning (2) = Lightning Bolt (Number of Forks is 2)

Longsword (4) = Longsword (Number of Cutting Edges is 4)

Composite Bow = Arrow (Flights are Curved)

Marking

Marking of Designs, Complexes and the rules to record actions and changes in status is easy providing Designs and Layouts are designed to allow straightforward marking. Marking everything is not necessary and players can Declare most moves and other actions instead of marking every change.

Quick Marking

Marking icons with cuts and gashes looks good and works well with certain media. However, marking 'on to' instead of 'into' icons and designs can be quicker. It can also be faster to use numbers for marking the few icons that change frequently, e.g. Defences.

Making Designs

Designs representing Adventurers, other units, Complexes, Chambers and even the game's rules, can all be thought of as a series of overlapping, interactive Panels or windows.

A Panel can be shown as a border or partial border joined to a Title Icon showing the type of Panel, e.g. a Panel for a Complex might be marked with the Title Icon used to indicate a Complex at the top of the Panel joined to a border or partial border showing that the Panel concerns a Complex.

When designing Adventurers the arrangement of icons across a series of Layers and Panels is often guided by the amount of marking an icon is likely to receive. For example, an Adventurer's Defence, as shown by a Shield, will need to be marked on many occasions.

Dungeon Complexes can also be considered in terms of sets of Panels arranged in Layers.

The borders and headings throughout the rules can also be marked. The Markings Table sets out options for marking headings, subheadings and page borders to indicate which rules are in use.

Design Styles

When considering Design Styles in more detail it's worth noting some of the considerations and options that may affect players' choices.

The styling of icons can be varied so long as each icon's value remains unaltered. Shape, being Attached to a Panel/ Label and orientation may all contribute to the symbolic value of an icon.

There's a wide range of Settings that players can use to develop their Designs. Settings are decorative icons and other Design Elements that have not been given a value within the game. Available Settings include Banners, Flags, Standards, Escrolls, Mantlings, Books, Crowns, Cloaks, Coronets, Supporters, zoomorphic elements, decorative borders and colours, shading and texture. There's nothing to prevent players agreeing to assign particular values to Settings but these may not be recognised by other groups of players.

Please note: zoomorphic elements can be marked with a Crack to indicate that the actual creature is not present.

The basic approach underlying the use of icons and Designs to run play and set out Complexes are the same as those used to form Adventurers' Designs. There is no need for players or GMs to use a graphic based approach to designing and running Complexes.

There are some limits to the combination of Design Elements. Most involve icons that are Attached to each other to form a Design Element that should remain isolated from similar, separate icons. This often involves the use of Labels, which are a Type of Panel that brings together Design Elements to create subsets.

Labels are no different from an Adventurer's Panel, a Home Panel or an Adventure Log Panel, except that they often contain a further Layer or subset, which is, therefore, contained in another Panel that is acting as a Label, e.g. Potion Labels shown on a Adventurer's Log.

It's easier not to Attach Jewels and Dark Jewels to items/ icons unless an Enchanted Item is present. For the same reason, Labels Enclosing Conditions, Events, Keystones, Potions, Documents, Features and other Labelled icons should avoid containing icons other than those linked to the Label. Gems, Jewels and Dark Jewels can, however, be placed on Settings and items that have no magical version.

Panels and Labels Table

The Types of Panels and Labels discussed in the rules are shown on the Panels and Labels Table.

Label Title Type of Panel Label Contents/ Attachments
Adventure Log Panel A Panel of players'/ GMs' design containing records of on-going actions, durations and Campaign and Local Conditions and Events. It can include or be linked to a Home Log to record Campaign and Local Conditions and Events concerning a particular Complex.
Adventurer/ Unit's Design Panel A Panel displaying a unit's skills, current possessions and current markings.
Ancient Orb Label An item that can act as a Label that contains an icon or icons associated with a particular Type of Ancient Orb.
Ancient Wand (External) Label An item that can act as a Label that contains or attaches an icon or icons associated with a particular Type of Ancient Wand.
Backpack Label This kind of Panel is used to display currency, small items and/ or Potion Ingredients kept in a Backpack or a similar container.
Barrel Panel Barrels can act as a Label indicating the Contents of a Barrel at the point when it's encountered.
Bookmark Panel A Panel used to indicate the Title of an Enchanted Book.
Bottle Label Bottles can be used as Labels show what kind of liquid the Bottle contains when found.
Brand (Merged) Label A Brand is often shown as a circle with a single Band running across it. It can be turned into a Label by placing a Tribal icon or other identifying icon as a Merged icon shown within the Band.
Campaign Condition Campaign Log A Label displaying one or more current Campaign Condition/ s, usually shown within a Campaign Log.
Campaign Event Campaign Log A Label displaying one or more current Campaign Event/ s, usually shown within a Campaign Log.
Campaign Log Panel A Panel of players'/ GMs' design for recording Campaign Conditions and Events.
Cavern Panel A Chamber, shown with more Curved Edges or Corners than Straight Edges or Corners, which contains details of the Contents of a Cavern. These may concern Features, Accessories, Occupants, Traps, Campaign or Local Conditions and/ or Events and Treasures.
Coins Label Coins can be minted with images to form particular currencies as an option within the game.
Constellations Panel The shape/ arrangement of Stars across a Panel can form a Constellation.
Dark Jewel (External) Label Dark Jewels can be Attached to items to indicate that they are Enchanted Items fuelled by a Dark Jewel.
Globe Label An item that can act as a Label that contains an icon or icons associated with a particular Type of Globe.
Home Panel Provides a Panel that displays items, Treasure, Decorations and Keystones, which a unit owns but does not usually carry. Other details such as Local Conditions and Local Events related to a Home Complex can also be recorded here. A Home Panel can also record details particular to a Complex rather than just a unit. It may, therefore be combined with Adventure Logs to build up a Complex's 'profile' or history.
Hourglass Label When contained within an Adventure Log or Campaign Log this Label can mark the duration of actions.
Jewel (External) Label Jewels can be Attached to items to indicate that they are Enchanted Items powered by a Jewel.
Keg Label Kegs can act as Labels that identify the Contents of a Keg at the point when it's found.
Keyhole Label Keyholes can be used to indicate when a Lock or Padlock shown on a Door, Chest or Treasure Chest is Locked or Unlocked by marking the Lock with a Notch.
Keystone Label Keystones contain Stars indicating the scale of different Complexes. They can be used to identify a Panel as a Home Panel.
Lectern Label Lecterns are a Feature that can act as a Label to indicate the Type of Enchanted Book being dealt with.
Local Condition Label A Label displaying one or more current Local Conditions, usually shown within an Adventure Log or Home Panel.
Local Event Label A Label displaying one or more current Local Conditions, usually shown within an Adventure Log or Home Panel.
Magic Fountain Label A Feature that can act as a Label showing what Type of Magic Fountain is being dealt with.
Decoration Label A Decoration Label combines a Decoration Ribbon and a Decoration, which Encloses a Campaign or Local Event icon and/ or other icons relevant to the Cascading Event for which the Decoration is being awarded.
Medicine Jar Panel Ingredients for making Potions, including Poisons can be recorded on a Backpack or Medicine Jar Panel.
Passageway Panel A Narrow Rectangle, detailing the Contents of a Passageway, which may concern Features, Accessories, Occupants, Traps, Campaign or Local Conditions and/ or Events and Treasures.
Pithead Label A Feature that can act as a Label that contains an icon or icons associated with a particular Type of Pithead.
Potions Label A rectangular Label with angled corners, which displays the different Types and quantities of Potions.
Room Panel A Chamber, shown with more Straight Edges or Corners than Curved Edges or Corners, details the Contents of a Room. These may concern Features, Accessories, Occupants, Traps, Campaign or Local Conditions and/ or Events and Treasures.
Scroll Label An item which can act as a Label showing what Type of Scroll is being dealt with.
Shield Label Shields are not assigned as Labels by default.
Spore Label A Spore can be converted into a Label if players wish to construct a Diseases Table.
Statue Label A Statue can display an icon or icons that identify a particular Type of Statue.
Talisman (Merged) Label An item that can act as a Label that contains an icon or icons associated with a bonus effect.
Tapestries Label A Tapestry can display an icon or icons that identify a particular Type of Tapestry.
Tear Label A Tear indicates the presence of a Poison and may or may not be contained within a Potion Label. In addition a Tear/ s can act as a Label that displays various Types of Poisons if a Poisons Table is in use.

Designs can be spread across a number of Panels and/ or Layers. For example, a player may use a heraldic Design to record all skills, while maintaining an Adventure Log to record frequent markings to particularly active icons.

Players can use Panels that are purely or largely for display, such as showing a portrait of an Adventurer.

The kinds of marks discussed in the rules are shown on the Markings Table.

Markings Table

Mark Units/ Adventurers In Complexes In Rules
Bar aka Bottom Jaw: Stalactites aka Teeth Jaws It's often easier to mark these details directly on Manifests and tables.
Bar aka Bottom Jaw: Stalactites aka Teeth - Tears (3) Fangs It's often easier to mark these details directly on Manifests and tables.
Bar aka Top Jaw: Stalactites aka Teeth Indicates the Type of Cavern and the Type or 'family' of Monsters occupying the Cavern. The number of bars in a Cavern can indicate the number of Monsters present. It's often easier to mark these details directly on Manifests and tables.
Bar aka Top Jaw: Stalactites aka Teeth: Blunted If there are no Monsters or other units within a Cavern Chamber the exact Type of Chamber can be shown by adding the correct number of Blunted Teeth.
Brilliant: Curved Blackheart/ Dark Jewel Daemon's Heart
Crack A Broken or missing Skill or a Tribal Weapon in use by a unit from a different Tribe. In the case of a Tribal Weapon being used by another Tribe, the Crack is usually shown on a weapon's Hilt or Grip. Broken Minor or Major Feature, including Chests, Doors and Locks. Broken rule marked in heading/ sub-heading border or page border.
Dashed Line/ s or Chamber Shape Multiple Zones
Gash Damage to Defence x5 Damage to Defence x5
Glow Active Item or Skill Active Events Active Units
Glowstone Glowstone
Immolated Active Legacy or Oath
Lantern Lantern
More Curved Corners/ Edges than Straight Corners/ Edges Cavern
More Straight Corners/ Edges than Rounded Corners/ Edges Room
Notch A Turn's duration as marked on Hourglasses, Sundials or Water Clocks.
Notch on Arrow Shaft Arrow fired
Notch on Dart Shaft Blowpipe Dart fired
Notch on Bolt Shaft Bolt/ Quarrel fired
Notch Broken or missing item or use of one item from a Batch of items, e.g. Missiles or Torches. Notches may appear on Crafts and other skills, which require the use of an item that's gone.
Notch Damage to Defence Damage to Defence Altered rule marked in heading border or page border.
Notch Dose/ s of Poison as marked by a Tear/ s, which may be contained within a Potion Label.
Notch Shuriken thrown
Notch The use of Doses of Potions is marked on Potion Labels. Other liquids can be marked in the same manner.
Notch Unit of currency deducted from a larger unit of currency.
Notch Unlocked Keyhole or Lock as marked on Keyholes or Padlocks on Doors and Chests that are being used as Labels.
Rectangle where Chambers join Locked Door
Rectangle where Chambers join Set at Slight Angle Unlocked Door
Shine Active Item or Skill Active Features Active Option
Sparkle Active Item or Skill Active Units Active Units
Speeds See the Speeds Table
Stars: Blunted Partial Star
Stars: Gashed Marks of Dishonour x5
Stars: Notched Mark of Dishonour
Stars: Sharpened Full Star
The Chamber is usually noticeably longer than it is wide Passageway
Torch/ Flame Active Item or Skill Active Features Active Option
Two short parallel lines set at an angle where Chambers join Open/ Ajar Door
Varies Conditions
Varies Events
Wide Rectangle where Chambers join Hardwood Door

The Design Media available to players may influence their choice of Design Styles. Pencil, paper and a few Figures are fine. Cards also work well.

Designs prepared in computer drawing packages are helpful, as whole Designs or separate Panels can be printed, marked repeatedly, modified on screen at the end of play and printed again before the next adventure.

Rather than revise or even tear up a Design, it's often simpler to show the absence of an icon on an Adventure Log Panel or other Panel while the player decides whether or not to try to restore the missing skill or item.

When a unit gains an Enchanted Item, (other than a Scroll, Potion or Enchanted Book), it also gains the matching standard skill. The image and the skill can be combined in a single image with a Jewel Attached to the icon. The skill remains even when the Enchanted Item is gone.

If a unit is in possession of an Enchanted Weapon associated with a different Tribe from their own, the unit should continue to display its original Tribal Weapon.

There's a wide range of Design Styles open to players including sketches, brush work, comic art, tattoo art, mosaics, stained glass and woodcuts. If you don't have much time it's easy to drop a PDF into a painting pack and style blocks of icons using filters. Photoshop has the widest selection but GIMP and a variety of online services can apply many effects.

These Designs may be allied to Panels including:

Colour has not been given any value within the game as it stands. This is to allow players to have a completely free choice of colour schemes, tints and shading when developing their own Designs. Players may choose to assign particular values to certain colours but these will not necessarily be recognised by other players.

There is nothing to stop players from agreeing to re-assign the value attached to certain icons but these may not be recognised by other groups of players. In addition, there is a trade-off in terms of reducing the range of styles available to players. For example, if different styles of Star, such as Estioles, six-pointed Stars and rounded Stars, are reassigned players cannot have a free choice of styles of Stars when using a Star within their Designs.

There are several sets of icons that may be suited to being given a value, including Crosses, Crowns and Stars. However, it's recommended that these options are not given particular values linked to their shape, because they are very common Design elements which help players to style and individualise their Adventurers' Designs:

Icon Set Alternatives Table

Icon Set Icon Alternatives
Crosses Cross Celtic Cross, Cross Moline, Latin Cross and more.
Crowns Crown Ancient, Eastern, Naval, Merovingian, Imperial, Palisado, Crown Vallary and others crowns are found in art and heraldry.
Escrolls Escroll There are countless kinds of Escrolls found in heraldic achievements. They can help to make a great variety of distinctive Heraldic Designs.
Helmets Helmet There are many kinds of Helmet that can be used. These range from the plumed helmets of Ancient Greece to the heavier protection of Medieval helmets.
Mantlings Mantling Mantlings are common in heraldry and can hold symbolic meanings. They often act as backdrop or 'canvas', which can serve to 'pull' the Design together.
Stars Star Rounded Egyptian 'Duat' Stars and six or seven-pointed Stars could be used. The use of six or seven-pointed Stars could be interpreted as an increase in the number of Shares required to receive a full Star. Stars are already marked frequently, so it's advisable to leave the choice of style up to players. In addition, players may reach a stage where they wish to arrange Stars into Constellations to recognise further kinds of Experience and/ or the Merging or creation of extra skills.

Players can also agree to use certain icons as extra Labels to form sets of Attached and Enclosed icons for use in play. This can be done by selecting the Label and extending or adding a table to the rules. The table should set out the range and value of icons which can be contained within the Label. The meaning of the original icon can remain unaltered when the icon is used as a Label but contains no icon/ s.

As noted above, Labels Enclosing icons shouldn't contain icons/ Design Elements other than those typically Enclosed and/ or Attached to the Label. However, it's possible to have an icon contained within a Label set inside another Label. Examples include:

If, for instance, players wish to use a wide range of Poisons they can simply add another Layer by using a Tear or a Tear shown within a Potion Label as a Label and referring to a Poisons Table. The two Layers formed by the Potion Label and the Tear Label retain their original value in terms of identifying a Poison. An example of an optional Poisons Table follows the Potions Table, (See Book 6: Treasure).

Some Optional Tables have been included in the rules but players should feel free to stick to the basic value attached to an item that can be turned into a Label. When adding an extended Feature Set, (usually through revising or creating a table), it helps to remember that any previous use of the new Label as a Setting may not be practical. Players and GMs can decide to add and/ or extend tables to cover a range of possible activities, e.g. extra Types of Chambers, Accessories, Climbing or more Traps.

When assigning icons it's helpful to avoid changing or straying from the basic value or meaning associated with images/ icons already used during play, as this makes play less consistent and harder to follow. The choice of values or meanings set out in the game's core rules is intended as a basic standard.

Feel free to make up your own additions or re-interpretations but please try to stick to the game's core 'Feature Set' to keep the game consistently scalable across Layers of Panels. For example, when adapting a Poisons Table to display a Web within a Tear within a Potion Label try to assign an effect that bears some recognisable relationship to a Web Spell.

The marking of icons, including zoomorphics, to identify icons as Settings rather than active Design Elements helps to avoid problems when a player wishes to use a particular symbol or image within a Design or Label that cannot accommodate the symbol or image as an active Design Element.

Clearly, players can Design their own Panels/ Labels in addition to those suggested as possible options, providing the allocation of a new Label or value is acceptable to other players.

Combining Icons and Actions

The rules identify various examples of the combination of 'powers', skills and items, which can Combine to have a cumulative or Combined effect or outcome. The game's 'turn-by-turn' order of play and the single choice of actions during play usually avoids complications involving simultaneous effects, e.g. two Spells cast into the same Zone at the same time.

However, there are examples of how such rules can be applied. For example, units rolling an 11 or 12 with a H2H attack can use a Second Weapon to launch a Second Attack within the same Turn.

In addition, a unit trying to break a non-magical item can delay the completion of its Turn to Combine with another unit in attempting to, for example, Smash a Door. Having Declared its intention to do so, it cannot alter this decision unless, for example, the accompanying unit is Slain before its Slot comes round.

The game also tries to avoid Merging or combining effects within Labels, with the exception of a few Merged Labels including those for a Talisman. This example of a Merged effect is uncomplicated, as a Talisman has no effect until Merged. Brands and Decorations can also be Merged.

It's simpler to avoid Merging active icons and to also limit complicated interactions between sets of Labels and Layers.

Players and GMs can use their discretion when considering cumulative or Combined effects. For example, it might be possible to take account of three units in the same Team directing a series of successful Frostbite Spells at the same opponent during the same Turn. Treasure presents countless opportunities for these kinds of interactions and some are mentioned or illustrated within the rules:

Suggested approaches to these situations appear within the rules but there are so many possible interactions between game elements that players and GMs really have to consider them as they occur. The basic approach to use is to 'test' how reasonable an interaction seems to be. If an interaction appears likely or possible it can be given a value in terms of effects and Modifiers.

Using Figures/ Miniatures

Whether playing with cards or character sheets/ Designs it's helpful to map Complexes and to keep track of units' positions. Relatively few Figures have the weapons and Shields linked to particular Tribes and Defences. However, that doesn't have to be a problem, as players can treat each Figure as a Panel linked to other Panels, which combine to represent an Adventurer/ unit. Options available to players are shown on the Figures Options Table.

Figures Options Table

Display Option Select
Figure as Counter Each Figure is simply a Token and it's Assumed that the Tribal Weapon is present if not displayed. The shape of the unit's Shield is shown on another Panel. Any non-Tribal Weapons shown may be Declared as representing Extra Weapons available to the unit.
Part Figure/ Part Unit A Figure sets out to represent a unit by displaying icons/ Design Elements that match some of the unit's skills or attributes. Some Figures, including those with flags or banners, can display quite a few identifying icons but finding a Figure that offers a close match may be difficult. This approach need not include the Tribal Weapon, which can be Assumed to be present on the basis of the Figure's other matching details.
Figure as Unit A Figure's features and appearance identify a unit's Tribe. Particular weapons are not tied to particular Tribes. Fumbles happen to units that roll an unmodified 2 on 2D6 regardless of their Tribe. Other Tribal Skills can be Assumed to be present and Encounter Manifests can still be used as before, but with a free choice of Tribal Weapons. If Tribal Weapons are not linked to Tribes, Enchanted Weapons can explode in anyone's hand.

Design Media

The choice of media open to players is only limited by the availability of suitable materials. Designs roughed out in pencil and paper can be developed with coloured pencils or pastels. Acetates and an OHP pen offer a quick way of marking changes to Designs. Computer vector graphics and the range of papers, cards and acetates that can be put through printers offer further options. Computer email and messaging services can further extend the range of choices available to players.

Style of Play

Players' preferred Style of Play can influence the choice of Design Styles and Design Media. The range of Styles of Play open to players is not limited by those set out below. However, those listed are those most likely to be used or combined by the majority of players:

Players may also wish to vary their Style of Play in terms of how they go about communicating with other players. The following options are among those available to many players:

Treasure : Book 3 : Running Play

This book breaks play down into the steps needed to run a game. The Quick Order of Play Table shows the main steps, while the Order of Play Options Table just below sets out the full range of choices available to players.

Order of Play Tables

Treasure's Order of Play is pretty straightforward and can be summed up by the Basic Order of Play Table.

Basic Order of Play Table

  1. Check which Team/ s or side/ s get the first Turn
  2. Identify each Adventurer's/ unit's Slot in each Turn
  3. Check on-going Events and Actions
  4. Take Potions
  5. Move (and exchange items) or Declare a Search or Declare a Combined Action
  6. Reveal
  7. Act (including Second Weapons and Declare Backstabs)
  8. Check and Mark Outcomes
  9. Repeat for each unit in each Team

(Outcomes 9+ on 2D6 with Modifiers)

Shared Outcome Rolls

The results of rolls can be checked individually for each unit but it's usually easier to apply an action or outcome that affects multiple units through a single roll, which applies to all units but is then modified by the Modifiers affecting each unit. So, for example, a roll of 10 on 2D6 will apply to all units, but some units may be Damaged, while others are not because they have different Modifiers.

Strands

Each rule can be switched on or off by marking the rules as shown in the Markings Table in Book 2. To make it easier to quickly select a Style of Play, Treasure's rules identify groups of rules that can be 'switched' together. This involves selecting a group of options set out in the form of a Strand. Each Strand configures the rules to suit the preferences of a particular Style of Play. The following Strands are identified in the Order of Play Table:

The Order of Play Table and the Designing Complexes Table act as guides to the options that can be switched-on or -off within each Strand. Any rule can be switched, so Freeform Strands can change the settings in Options Tables or go into more detail by switching individual rules.

Order of Play Table

Check which Team/ s or side/ s get the first Turn

  1. At the start of play the Adventurers get the first of alternate turns, unless there's more than one Team of players or the Entering Complexes Table is in use. When more than one Team is involved compare the Adventurers on each Team with the highest combinations of Speed, Stars, Honours and, (where necessary), 2D6 to decide which Team starts.

Identify Each Unit's Slot in Each Turn

  1. Select the order or Slots in which players usually take their Turn. If not these are not agreed use Speed, Stars, Honours and, (where necessary), 2D6.

Check For On-Going Events and Actions

  1. Alarms
  2. Campaign Conditions and Events (S) (C)
  3. Local Conditions and Events (S) (C)
  4. Ability, Craft, Spell, Ritual, Honour, Dishonour, item or Constellation Effects
  5. Active Durations, Charges and Doses
  6. Burdened units (S) (C)
  7. Morale (S) (C)
  8. Food and Water (S) (C)

Take Potions

  1. Take Potions
  2. Mark use of Potions

Move

  1. Declare use of Shards
  2. Declare a Search Slot or a Standard Slot
  3. Move and Apply Preferred Actions
  4. Move and Apply Preferred Targets (C)
  5. Any Second Moves

Reveal

  1. Type of Chamber
  2. Type of Room, Cavern or Passageway
  3. Reveal Conditions, Events, Traps, Features, Occupants and/ or Accessories
  4. Mark Triggered Alarms and Doors left Closed, Locked, Unlocked, Smashed or Ajar
  5. Loot and Treasure

Act

  1. Apply Preferred Actions
  2. Apply Preferred Targets (C)
  3. Select and Declare Action/ s including Second Weapons and Backstabs
  4. Declare use of Shards
  5. Test Action/ s (2D6) and apply Modifiers
  6. Any Second Actions

Check, Reveal and Mark Outcomes

  1. Shared Outcomes (S) (C)
  2. Apply Outcome Modifiers and Multipliers
  3. Fumbles
  4. Damage
  5. Magical Effects and Targeted Magical Effects
  6. Cumulative Spellcasting Bonuses
  7. Use of items, Currency, Doses, Charges, Missiles, Poisons and Blade Venoms
  8. Recovery of Missiles
  9. Loot and Treasure
  10. Hiding or Hiding in Shadows
  11. Marks of Dishonour or Acts of Atonement
  12. Lighting (C)
  13. Collateral Damage (C)
  14. Food and Water (S) (C)
  15. Burdened (S) (C)
  16. Mutiny (S) (C)
  17. Use of Preferred Actions on Manifests
  18. Opened Paths
  19. Alarms
  20. Durations
  21. New Conditions and Events

Repeat

  1. Repeat For each unit in each Team or side

Scale

Treasure has been designed to keep play running as quickly as possible. Using a straightforward system where most Chambers are made up of a single Zone helps to speed up play. Larger Chambers, which might usually be encountered in larger Complexes, can be made up of Multiple Zones.

Each Zone representing a Chamber is typically considered to be roughly 30' x 30' or 10m x 10m. Each Zone representing a Passageway can be considered as 30' x 10' or 10m x 3m. Ceilings can be assumed to be roughly 10' or 3m high but players may wish to vary this to allow for the physical size of those occupying Chambers.

It's easy to design Complexes to include Chambers of many different shapes and sizes. However, for Solo and Team Play it's generally quicker to keep to the basic system of standard sizes and single Zones.

Revealing Chambers

The different Types of Chambers within a Complex are Revealed as players advance and explore. Entrances, Lighting, Line of Sight (LoS), magic, Guests, Prisoners, Slaves, Campaign and Local Conditions or Events, Documents, Interrogation and Conversion can all Reveal Chambers and, possibly, some or all of their Contents. The Reveal Table shows the options available during play.

Reveal Table

Method Image Reveal general Type of Chamber, i.e. Partially Reveal Chamber Reveal Chamber Reveal Occupants (unless Hidden or Cloaked)
Ancient Orbs Ancient Orb See the Ancient Orbs Table to establish when an Ancient Orb may Partially Reveal Chambers. See the Ancient Orbs Table to establish when an Ancient Orb may Reveal Chambers.
Ancient Torch Jewelled Torch Yes Yes Yes, including Hidden units.
Cavern Entrance Opening where Chambers join Yes (Optional, providing Ready-To-Run Layout rules are in operation). No No
Censer Censer Yes Yes Yes. This may include Hidden units.
Conditions Varies Certain Campaign or Local Conditions may Partially Reveal Chambers. Certain Conditions may Reveal Chambers. Varies
Door (Locked) Rectangle where Chambers join Yes (Optional, providing Ready-To-Run Layout rules are in operation). No No
Door (Open/ Ajar) Two short parallel lines set at an angle where Chambers join Yes Yes Yes
Door (Unlocked) Two short parallel lines where Chambers join Yes (Optional, providing Ready-To-Run Layout rules are in operation). No No
Door (Hardwood) Wide Rectangle where Chambers join Yes (Optional, providing Ready-To-Run Layout rules are in operation). No No
Events Varies Certain Campaign or Local Events may Partially Reveal Chambers. Certain Campaign or Local Events may Reveal Chambers. Varies
Gift/ Bribe Yes but may give false information. Yes Yes
Interrogation by Inquisitor Tongs Yes Yes Yes
Jade Censer Jewelled Censer Yes Yes Yes
LOS Yes Yes Yes
Moonlight Spell Crescent Yes Yes Yes. This may include Hidden units.
Orb Orb Yes Yes Yes but not Hidden units.
Question Guest Treat as a Gift/ Bribe.
Question Prisoner Yes, along the Path to the Complex's Dungeon. Prisoners may offer false information.
Question Slave Yes within a range of three Zones from the location where the Slave is encountered.
Search Torch Yes Yes Yes. This may include Hidden units.
Seek Spell Yes, along the Path to a Chest or Treasure Chest. No, apart from presence of a Chest or Treasure Chest. No
Treasure Map Scroll: Treasure Map Yes, along the Path to Treasure. No, apart from the presence of a Treasure Chest. No

When Revealing Chambers, the general Type of Chamber (Room, Cavern or Passageway) will be Revealed first, i.e. the Chamber is Partially Revealed. Otherwise, the exact Type of Room, and its Contents are only Revealed when in direct Line of Sight (LoS), unless the method used to Reveal the area is known to be capable of Revealing more detail.

When players gain more detail about the Contents of a Chamber which is not directly connected to areas that have been Revealed, the Chambers that form a Path or 'vector' to the area can also be Partially Revealed.

A Spell or Ritual with an area effect can be cast in Darkness and targeted on the Zone in which the spellcasting originates. Players may attempt to cast Spells or Rituals that target individual units in Darkness but a 12+ on 2D6 is required unless the target wants to allow the spellcasting to 'hit' them. Enchanted Items can also be triggered in Darkness but not directed at individual targets.

Units cannot generally carry out an action directed at a Zone outwith their Line of Sight (LoS). However, players and GMs have the option of allowing Transparent Spellcasting, where Spells and Rituals can be targeted through Doors and possibly the walls of adjacent Rooms, and Remote Spellcasting through, for example, Magic Mirrors and/ or Astral Gates. The effects of extending the rules in this way work both for and against Adventurers and can result in unusual outcomes.

Spellcasting Options Table

Type of Spellcasting Examples Select
Spellcasting by LoS Only Zones that are in direct view can be targeted.
Transparent Spellcasting Spellcasting directed at Zones that are in range but not in direct view. When a unit has already viewed a Chamber out of LoS and is within range a Spell or Ritual can be targeted at the Chamber.
Remote Spellcasting Spellcasting through Magic Mirrors and Astral Gates.

Teleporting into a Chamber that has yet to be Revealed or a Partially Revealed Chamber might be possible but risky, with some danger of becoming embedded in the Occupants or a Feature. A decision on such an action would need to consider whether Transparent or Remote Spellcasting directed towards Chambers acts upon Occupants that might be expected to be in the Chamber when Revealed under normal circumstances.

Lighting and LoS

Taking account of changes in Lighting can add to the atmosphere during play. However, keeping track of Lighting gives players and GMs something else to monitor during play. It can be simpler to set a single level of Lighting, which remains unaltered during play.

Torch or Lantern Light is the basic level of Lighting used in most Complexes. It's also possible to use continuous, steady Lighting by agreeing that Glowstones or bioluminescent Lichens, Mosses, Fungi and Glow-worms provide Lighting similar to Torch or Lantern Light.

Lighting Options Table

Type of Lighting Examples Select
Lighting is constant and unvaried Luminous plants and animals radiate a low level of Light. Alternatively, the Complex is peppered with Glowstones. The Darkness Modifiers Table is not in use.
Lighting is constant but can be altered Lighting is Assumed to be constant unless events or a unit's actions alter the Lighting. Alternatively, the Complex is peppered with Glowstones. Chain Lightning can knockout the Glowstones within a Zone at a single attempt. A Lightning Spell can destroy a single Glowstone. Darkness Modifiers are in use.
Lighting varies and can be altered Lighting may vary because areas of the Complex allow external Light into certain Chambers. The Lighting within Complexes may also be varied according to a shift pattern. Darkness Modifiers are in use.

Line of Sight (LoS)

All units can generally see over a distance of three Zones in the Torch-, Fire- and/ or Lantern Light that typically illuminates both Rooms and Passageways.

Closed Doors, Darkness and Cavern Entrances usually block a unit's current view or Line of Sight (LoS). LoS can also be blocked by certain Spells and magical effects or as a result of all Light sources within a Zone being extinguished.

Spells, Rituals and other ranged attacks such, as missile fire, cannot target individuals when there is no clear LoS. However, a Zone that blocks LoS in the absence of a physical barrier, e.g. a Darkened Room, can be the target of area effects while still blocking LoS.

Where a Door or similar Entrance between Rooms and/ or Passageways has been Smashed or is Open/ Ajar, it's possible to target the Zone or individuals with range effects. Due to their twisting entrances and galleries Caverns have to be entered to establish a LoS and no external LoS can be established from within a Cavern using normal eyesight.

Gaze Attacks do not work in complete Darkness.

While it's possible to cast Spells and use items that target a Zone in complete Darkness, it's not possible to read Documents such as Scrolls and Enchanted Books in complete Darkness.

Caverns are often darkened when entered and Adventurers will need to take a Torch, Lantern or other light source into such areas to be able to explore them in some degree of safety. Chambers can be darkened, by extinguishing all Lighting, including lit Hearths and Braziers.

Attempting actions in Darkness or Near Darkness modifies dice rolls by Peaceful and Hostile Tribes. Darkness Modifiers are shown on the Modifiers Table.

Local and Remote Alarms

Most Alarms are Local and are indicated by a Bell, which means that the Occupants of adjacent Chambers will be Alerted and usually have to check for Preferred Actions on the appropriate Tribal or Monster Manifest before investigating the source of the disturbance or going to sound an Alarm.

Remote Alarms are shown by a variety of icons, such as a Trumpet or a Hunting Horn. Remote Alarms have a range of two Zones or more. Units hearing a Remote Alarm will become Alert, check for Preferred Actions (see below) and act accordingly.

It's up to players and GMs to decide how much use to make of Alarms. Play is simpler without Alarms, but much more intense and atmospheric with Alarms. Players will usually select one of the options shown on the Alarms Options Table.

Alarms Options Table

Option Select
No Alarms are active during play.
Local and Remote Alarms linked with actions and Preferred Actions are active but Remote Alarms are treated as Local Alarms. Powerful Magical Effects do not set off Alarms, and Conditions and Events that can sound Alarms are not used.
Local and Remote Alarms associated with actions and Preferred Actions are active. Powerful Magical Effects set off Alarms but Conditions and Events that can sound Alarms do not.
All Alarms are active. Powerful magic effects and units' actions all trigger Alarms, as do events that involve triggering an Alarm directly.

When a unit carries out an action that triggers an Alarm the Chambers affected by the Alarm can be Partially Revealed, i.e. the Type of Chamber, not the Type of Room or Cavern, is shown. The Type and number of any Occupants are determined at the start of the Occupants' next Turn when they roll for Preferred Actions.

Alarms Table

Cost Title Image Effect Range Select
Bell Bell Local Alarm 1
J Chain Lightning Lightning Bolt (2) Local Alarm 1
G Clarion Clarion Remote Alarm 2
J Fire Storm Meteor (5) Remote Alarm 2
G Fireworks Firework Local Alarm 1
Emergency Alarm Various Various 1+
J+ Enchanted Items Various Various 1+
Howl Hunting Horn Remote Alarm 2
G Hunting Horn Hunting Horn Remote Alarm 2
G Lightning Bolt Lightning Bolt (1) Local Alarm 1
G Meteor Meteor (3) Remote Alarm 2
Mining Pickaxe Remote Alarm 2
Mining (Mallets and Wedges) Mallet Local Alarm 1
Multiple Alarms Various Various 1+
Rattle Bell Local Alarm 1
Roar Hunting Horn Remote Alarm 2
Scent of Fresh Blood (only acts on Monsters) Bell Local Alarm 1
Scream/ Shout Bell Local Alarm 1
Smoke/ Fumes Bell Local Alarm 1
Sound of Battle/ H2H Combat Bell Local Alarm 1
Fail to Smash Door Bell Local Alarm 1
G Sunshine Sun Local Alarm 1
J Swarm Hive Local Alarm 1
J Temple Gong Temple Gong Remote Alarm D6
Tripwire Bell Local Alarm 1
J Whirlwind Whirlwind (6) Remote Alarm 2

Multiple Alarms and significant Events may result in a General Alarm, which Alerts all units and, depending on the type of danger, sets off a series of Preferred Actions. For example, if a Team triggers Alarms over more than 12 Zones in a single Turn a General Alarm can come into effect.

A significant Event, with effects such as a major fire sweeping through a Complex, may call for an Emergency Alarm. Units may try to save the complex, leave the complex or panic. A GM can help to decide which actions might result from such an Event. Otherwise units will act according to their understanding of the Event.

When using Solo or Team play it's necessary to assume that a unit investigating an Alarm will act with reasonable caution. In other words, they will approach and Reveal the Zone where the Alarm originated, but are likely to adjust any Preferred Actions to avoid rushing straight into a trap.

Units reacting to Alarms usually leave any Type of Door that they go through open and the doorway should be marked as being an Open Door/ Ajar. GMs may wish to make exceptions but the general assumption is that such units are in too much of a rush to close Doors.

When Tribal Units have the option of following an Adventurer into a Cavern any Tribal Units from the Complex will be aware of the Type of Cavern Chamber being entered. They will not enter immediately if likely to be in danger from a Monster but wait.

Applying Preferred Actions

The Preferred Actions shown on all Tribal and Monster Encounter Manifests offer an easy way to choose, or roll, the actions made by units encountered during play.

Where a Preferred Action offers a range of choices players can select an option which is both practical and likely to be effective, or roll a D6 to determine which of a range of the best options is chosen, (without repeating an action that has failed).

Preferred Actions usually indicate how a unit will move, as attempting most actions requires a unit to move in a particular direction or remain where it is. Clearly a unit with only H2H options will often close to attack, while spellcasters may manoeuvre or retreat, laying down Spells behind them. The main consideration is to look for units to seek an advantage.

Where a Local Alarm is indicated as a Preferred Action within the Tribal and Monster Tables/ Manifests the unit involved uses their next Turn, and, (if indicated as a Preferred Action), successive Turns, to move to a Chamber where they can sound an Alarm and Alert other units.

Those already engaging opponents in combat or combative spellcasting do not respond immediately to Alarms. Other units Alerted by Alarms check their Preferred Actions and will investigate or, when indicated, go to Alert other units.

Preferred Actions can be selected from the Tribal and Monster Manifests using any of the following methods.

Preferred Actions Options Table

Options Select
Working from left to right in sequence.
Working from left to right in sequence but not repeating an action that has failed in the previous Turn.
Rolling a D6 as indicated on the Manifests.
Rolling a D6 as indicated on the Manifests but not repeating an action that has failed in the previous Turn.
By the GM with the unit's need to seek an advantage guiding the selection.
By the player/ s or GM using Preferred Actions or a wider range of choices available to the unit while always looking to seek an advantage.

Units following a Preferred Action will generally avoid going any closer to their opponents than necessary to carry out their Preferred Action. For example, rather than moving directly into the Zone where an Alarm originates, most units will want to at least observe the Chamber or target the Zone before rushing in.

Remote Alarms can be shown by a variety of icons, such as a Trumpet or a Hunting Horn. Units Alerted by a Remote Alarm will check for Preferred Actions and act accordingly.

Turns

Play is carried-out with each side/ Team taking successive Turns. Within each Team's Turn each unit has its own Slot. When every Alert unit on each side has taken its Slot a full Turn is complete.

The Entering Complexes Table can be used to encourage Adventurers to 'get past the guards' which might be expected at the Entrances to a Complex. Otherwise, the Adventurers take the first Turn.

Units usually take their Slots in sequence, with each unit's action/ s following those of the previous unit. Under this arrangement players are able to discuss their options freely during play. However, it's possible to ask players to Declare their action/ s at the beginning of each Team's overall Turn and then put the Declared actions into effect in sequence.

There are benefits to taking Shared Team Turns. Most importantly everyone takes most of his or her Slot as a Team instead of each player waiting around for their Turn to arrive. In addition, players that spend time deciding what to do at the start of their Team's Turn can co-ordinate their actions but not on the basis of known outcomes, which makes play less predictable.

Hidden Team Turns go a stage further by assuming that there is little opportunity to discuss or debate actions during play due to the speed of play or the need to keep voices low. Under these circumstances players can discuss 'tactics' before entering the Complex but discussion during play is limited to lulls in the action and gestures. Gestures are not as limiting as players might think, as and Title Icon can be shown or sketched as a Gesture.

Players can secretly Declare their individual action/ s at the start of each Turn but conceal their choices until their part in the sequence of events is Revealed. Using Hidden Turns can be an unpredictable, slightly reckless, approach to play, as Adventurers may run into magical effects or Traps set in place by their colleagues and have to simply go ahead with a Declared Action/ s that gets them into difficulties. However, for groups of players who have played Treasure for some time, Hidden Turns can be entertaining.

Turns Options Table

Type of Turn Options Select
Standard Turns Declare actions and check outcomes in sequence, i.e. by Slots, while discussing options with other players.
Shared Team Turns Everyone Declares their actions at the start of a Team's Turn in open discussion with other Adventurers.
Hidden Team Turns Adventurers are restricted to signals and Gestures during active play, i.e. when trying to be stealthy or communicate during combat.
Hidden Turns Declare actions on paper/ secretly at the start of a Team's Turn but do not Reveal these actions and outcomes to other players until each Adventurer resolves his or her Slot in sequence.

Campaign and Local Events

It's not necessary to include Campaign or Local Events in play but they add a lot of variety. When Local Events are in use, each full Turn starts with a check for Local Events before Adventurers move. Roll 2D6 and unmodified results of 2 indicate that a Local Event is going to occur.

A Local Event comes into play at the first opportunity, i.e. when the next Chamber to be Revealed is Revealed, (or opened for a second time after being out of LoS for some time), or by the 'actions' of the Local Event when it occurs outwith the Players' Turn. The nature of most Local Events is such that both Adventurers and the Occupants of Complexes may well share the effects. The tables detailing Local Conditions and Events follow those covering Campaign Conditions and Events.

Order of Play

It's easiest if players agree to and then stick to the same Slot at the start of play. In time they may wish to change Slots willingly and/ or frequently to co-ordinate their actions during play. If players cannot reach agreement those with the highest combination of Speed + Stars + Honours and, where necessary, 2D6 go first.

Units using special actions, including Lashing Out, a Second Weapon, a Search, a Combine or a Backstab should Declare their intention at the start of the Turn or their Slot. A Combine or a Backstab may change a unit's Slot.

Each Adventurer or unit can usually carry out a move and an action when it's their Slot within each Turn. A unit's Speed sets the distance it can cover in a single Turn. Moves succeed providing the unit has sufficient Speed for the move they intend to complete. However, there can be situations where a move is sufficiently difficult or unusual that a roll on 2D6 has to be made.

For example, a GM might allow a unit to leap a modest physical barricade as part of the unit's move. However, a substantial barricade set out to prevent such manoeuvres might be treated as an action requiring a modified roll of 9+ on 2D6.

When each unit takes its Slot it should normally complete its move before attempting to carry out an action. The maximum number of Zones/ Chambers that a unit can move in a Turn is shown by its current Speed. Moves are expended upon entering a Zone. The Speeds Table shows the moves available to units.

While play can be thought of in terms of an exact period of time allocated to each and every Turn, it's also possible to 'reframe' the time that a Turn takes to reflect play. For example, if a typical Turn is assumed to last for 10 seconds, a Turn where a Local Event occurs amidst the normal run of play, might be seen as lasting for twelve or thirteen seconds.

A unit is considered Alert if it's directly or indirectly aware of the presence of opponents within the dungeon Complex, i.e. opponents have been Revealed or an Alarm has been heard or triggered within range.

The Tribes and Monsters players encounter take Slots according to Speed and Experience, (and where necessary, Honours and +2D6), unless players agree to a different approach.

When a unit comes into visual contact with a potential opponent or becomes Alert through hearing an Alarm it starts to move and act at the earliest opportunity.

Units that players encounter during Solo or Team Play can use Preferred Actions to respond to encounters with Adventurers. When playing with a GM it's up to the GM to decide whether to use Preferred Actions or to opt for a more flexible approach.

Preferred Targets and Reputations

During play, Adventurers' Reputations, (as shown by the number of Stars, Honours, Decorations and Marks of Dishonour within their Designs), can mark them out as Preferred Targets for Tribal Units.

Adventurers with the highest combination of Stars, Honours, Decorations and Dishonours are attacked first in any sequence of Tribal attacks. Such attacks occur when a group or Team of units face another Tribal group and opponents are paired-off as part of Team or Solo Play.

After everyone subject to an attack has been attacked, any additional attackers will restart the sequence by attacking the Adventurers with the highest Reputations. When playing with a GM, the GM can decide the sequence of attacks and whether or not to carry out multiple attacks on the same target in quick succession.

Monsters select Preferred Targets by the number of Stars a potential target possesses rather than Reputations.

Concealing Reputations

Players can attempt to use a Disguise to conceal their Adventurers' Reputations during play. When playing with a GM, players can also choose to conceal some or all of their units' Designs providing the GM is allowed access to them as necessary.

A Disguised Reputation remains in place until uncovered but any unit that sees the Disguised unit perform a Skill where a natural 12 is rolled will become an Observer and a check will be needed to see if the Disguise remains in effect.

Actions

Units can attempt to use their skills when within range and (where necessary) LoS of the target or target location. Having committed to carrying out an action and paid any costs units roll 2D6 and must gain 9+ to succeed, after taking account of any relevant Modifiers.

As each Adventurer takes their Slot, players should commit to each action as it arises. This involves clearly indicating/ Declaring what action is going to be attempted before rolling to determine the outcome of an action. Players may prefer to Declare their intentions by word, Gestures, marking or placing cards.

Adventurers can call on any of the items they are carrying or holding on their person during play. There is, therefore, no delay caused by swapping weapons or switching from weapons to spellcasting during play, providing the unit is already carrying the item it wishes to use and is not Burdened.

Consuming a Potion or using a Jewel to cast a Spell counts as part of an action.

A unit that is Burdened needs to use an action to retrieve an item even if it's already in the unit's possession.

Magical Effects Costs Table

Effect Cost Notes Select
Spells Gem A successful casting costs a Gem or 2D6 Damage.
Rituals Jewel A successful casting costs a Jewel or 3D6 Damage.
Enchanted Items Gem A successful use costs a Gem or 2D6 Damage.
Enchanted Weapons Gem on 12 Magic Weapons exact a charge of a Gem or 2D6 Damage when a 12 is rolled on 2D6. Other magical effects that are realised also incur a charge. If the charge has to be drawn from the Jewel Attached to the magic item the item becomes non-magical.

The chances of successfully carrying out an action can be modified by several factors, including bonuses for possessing Stars, the use of Enchanted Items, the effects of the Features found in certain Rooms or the effects of any Abilities, Crafts, Honours or Conditions like Darkness.

Units with the power to use All Spells are capable of better controlling and targeting spells with Powerful Magical Area Effects, (such as a Meteor or Lightning Spell, or a Chain Lightning, Fire Storm or Whirlwind Ritual). This allows them to concentrate magic to focus on particular targets, including a Feature, an individual unit or an Enchanted Item, while halving the amount of Damage caused throughout the whole Zone.

Spells and Rituals can be targeted but Enchanted Items with area effects cannot be brought under the same control. Monsters that use Powerful Magical Effects at no cost, i.e. as Abilities, can target any Powerful Magical Area Effects at their disposal.

Units with Resistance cannot suspend the Ability to make it easier for anyone to cast Spells or use other magical effects, (including Potions), on them.

Units with Immunity cannot suspend the Ability to allow them to be affected by Blade Venoms or Disease.

Common actions available to units are shown on the Actions Table.

Actions can be Declared and relevant skills can be marked (see Book 2: Making Designs) to shown that units are committed to a particular action. Once committed to an action players should stick to their Declared course of action and pay any charges/ costs as they occur.

When an action requires teamwork the number of Adventurers that need to Combine to attempt the task is shown on the Actions Table. A single unit may carry out the same action over more than one Turn unless trying to move a Major Feature.

Units with Combined skills or actions, e.g. Strength and Troll Soup, may be allowed to carry out actions that would normally be beyond them.

All Daemons can carry out actions that normally require two Tribal Units to complete an action in a single Turn.

Actions Table

Action Cost Units Alarm
Activate Astral Gate 1
Apply Blade Venom 1
Backstab with Dagger against Outnumbered Opponent 1 1
Bind Captive 1
Cast Ritual 1 Varies
Cast Spell 1 Varies
Climb Wall 1
Consume Food or Drink 1 1
Consume, Taste/ Sample or apply Potion 1
Convert 1
Dig/ Tunnel Varies
Disarm/ Unlock Trap 1 1
Escape Binding (An unmodified 12 on 2D6 is needed to break or untie Cord binding. A roll of 2 on 2D6 results in discovery and a further required roll of 2 results in execution. Bound units are taken to a Dungeon and have to tackle a Guard to escape). 1
Extinguish Torch, Lantern or Hearth 1
Hand-to-Hand Attack 1 1 Local
Hide (Units must be out of LoS and the immediate awareness of their opponents when attempting this action). 1 1
Hide in Shadows (Units must be out of LoS and the immediate awareness of their opponents when attempting this action). 1 1
Lash Out 1 1
Light Flame/ Fire 1
Lure 1
Missile Attack 1 1
Monster's Attack 1 1
Move Major Feature Varies Varies
Move Minor Feature, e.g. a Keg or a Barrel 1
Offer a Gift or Bribe 1 1
Parley or Negotiate 1
Receive Gift or Bribe 1
Release Bound 1
Retrieving Items that are not already being held 1 1
Search Captured or Fallen to retrieve weapons or items 1 1
Search Chamber thoroughly 1 1
Smash Door 1 1 or 2 Local
Sound Alarm 1 Varies
Surrender 0
Swap an item already in a unit's possession 0
Swap in an item already in a unit's possession while Burdened. 1
Target Item, Enchanted Item, Minor or Major Feature 1 1
Target Item, Enchanted Item, Minor or Major Feature 1 1
Use Ability (Most Tribal Abilities work automatically and at no cost) 0 1
Use Craft 1 1
Use Document 1
Use Hands 1
Use Honour 1 1
Use Monster Ability 1 1
Use Standard Item 1

Hiding and Hiding in Shadows

Hiding is an attempt to remain undiscovered by using an action to attempt to Hide. A second action is needed to come out of Hiding.

Hiding in Shadows is an attempt to remain concealed to gain an advantage by surprising an opponent.

Whether Hiding or Hiding in Shadows units need to be out of view or LoS when attempting to Hide.

Units roll to Hide or Hide in Shadows successfully. A deliberate Search or a Spell such as a Moonlight Spell is required to expose a Hidden unit, unless the Hidden unit chooses to leave Hiding.

A deliberate Search or a Moonlight Spell can discover units Hiding in Shadows with relative ease, providing a unit Declares a Search or brings a Moonlight Spell into effect when entering a Chamber.

Units that discover or Reveal the presence of hostile forces within their Complex will usually carry out an extended Search for Hidden opponents. Those which are Alert but not engaged in combat or direct pursuit work in pairs to flush out any Hidden units. If a Hidden unit is found unit it lose its first move following discovery.

The search will usually die down after 12 Turns, regardless of the outcome of the search.

When attempting to Hide or Hide in Shadows an Adventurer must roll 9+ on 2D6, modified by the Adventurer's Stars and other Modifiers shown on the Modifiers Table.

Hidden units cannot be targeted directly but they can be injured by incidental Damage from magical and physical actions, (such as area effects, Campaign Events or Local Events), within the Zone where they are Hiding.

Alert units may choose to Hide in Shadows in advance of or after being Revealed to Adventurers. They have the same chances of success as players' Adventurers.

GMs may wish to use Hiding in Shadows sparingly, as the effects can be deadly and players may start to feel they have to Search constantly.

Lashing Out

When a unit decides to Lash Out instinctively with a H2H weapon all Modifiers apart from Darkness are excluded, including those resulting from the use of Magic Weapons. A roll of 9+ hits but no bonuses or Multipliers can apply apart from a single Multiplier if a 12 is rolled on 2D6.

Reclaiming Weapons

Arrows and Blowpipe Darts are put beyond immediate reuse after being fired. Though they can be retrieved and used again by moving to the targeted Zone and taking the time to Mend the Missile before moving again.

Magic Arrows, Shurikens, Warhammers, Spears, Harpoons, Axes, Battle Axes, Chakrams and Magic Darts and other metal or Enchanted Items used as Missile Weapons don't need to be Repaired. They can be reused immediately if recovered by moving to the Zone that was targeted.

Reclaiming weapons becomes a little more complicated if the weapon has struck an opponent that survives or a unit close to a Slain opponent wants to use the same weapon. Adventurers may even have to chase Wounded or Slain units over some distance to retrieve Missiles.

Healing

Unassisted natural healing occurs at a Recovery Rate of D6/ day, providing units have food, water and rest.

Replacing Gems, Jewels and Dark Jewels

When a unit's supply of Gems, Jewels and Dark Jewels is depleted they can use an action to take more from an ally, lift some from a Chest/ Treasure Chest or take them from a body.

Testing Skills, Modifiers and Outcomes

The Modifiers Table is used to check which Modifiers apply to actions when rolling 2D6.

Modifiers Table

As noted previously, Adventurers with Resistance, Immunity and other Abilities cannot suspend these Abilities.

Modifier Effect
Campaign Condition Modifiers Varies
Campaign Event Modifiers Varies
Local Conditions Modifiers Varies
Local Event Modifiers Varies
Chamber Modifiers Varies
Hostile Tribes acting in Near Darkness or Darkness -2
Peaceful Tribes acting in Near Darkness or Darkness -4
Missile Attacks through Open/ Ajar or Smashed Doors -2
Magical Effects cast through Open/ Ajar or Smashed Doors -2
Each successive successful Spell or Ritual +1/ Spell or Ritual
Basic Crafts Varies
Abilities Varies
Crafts Varies
Potion and Dose Effects Varies
Enchanted Document Effects Varies
Enchanted Item Effects Varies
Conversion: Same Tribe +2
Conversion: Target Outnumbered +2
Conversion: Opposing Tribes (Hostile/ Peaceful) -2
Conversion: Target's Courage -2
Hide in Shadows: Cavern +2
Hide in Shadows: Lit Hearth or Brazier -2
Hide in Shadows: Major Feature Room +1
Hide in Shadows: Near/ Complete Darkness +4
Hide in Shadows: Radiant Lighting -6
Hide in Shadows: Torchlight -2
Hide: Cavern +2
Hide: Major Feature Room +1
Stored Possessions: Guards Modifier +1/ Guard
Stored Possessions: Mercenaries Modifier +2/ Mercenary
Stored Possessions: Beyond the Pale Modifier -2D6
Disguise: Using an authentic Costume +6
Disguise: Unit's Stars +
Disguise: Principal Observer's Stars -
Disguise: Disguise as Guest, Slave or Prisoner +2
Disguise: Possession of a Password +2
Disguise: Possession of Forged Documents +2
Disguise: Possession of an Invitation +4
Disguise: Possession of Dispatches +2
Disguise: Near/ Complete Darkness +4
Disguise: Languages: Expert 0
Disguise: Languages: Skilled -4
Disguise: Languages: Basic -6
Disguise: No Languages -8
Disguise: Have to move into the same Zone as the observer/ s. -4
Disguise: Each Observer -2
Disguise: Each Disguised Unit acting as part of a shared Disguise -2
Gift: Quality +1/ Enchanted Item
Gift: Request: Back Off +2
Gift: Both sides are Hostile +2
Gift: Both sides are Peaceful +4
Gift: Lost Tribes involved 0
Gift: Request: Betrayal -6
Gift: Negotiating with Monsters -4
Gift: Request: Reveal -2
Damage a Major Feature with a targeted Powerful Magical Effect -8
Damage an Enchanted Item with a powerful H2H blow -6
Damage Minor Features and metallic or mineral-based items with a powerful H2H blow -4

Damaging Items and Collateral Damage

Breaking ordinary, non-metallic items reasonably expected to break under considerable, but not superhuman, force requires a roll of 9+ on 2D6. Strength and magical effects, including the temporary bestowal of Strength through Troll Soup, can modify the roll. For example, Strength gives a bonus of +2 when rolling to break Ordinary Items.

Breaking Major Features, Minor Features, (including Doors), and metallic or mineral-based Items requires a 9+ on 2D6. Modifiers for each kind of item are shown on the Modifiers Table.

The destruction of Major Features and permanently damaging Enchanted Items requires each Feature or item to be targeted specifically.

When a Spell or Ritual targets a particular item, individual or Feature within a Zone, units within the same Zone which haven't been targeted take half the Damage resulting from Powerful Magical Effects, (such as a Meteor or Lightning Spell, or a Chain Lightning, Fire Storm or Whirlwind Ritual).

Magical, metallic and mineral items and Features in a Zone struck by Powerful Magical Effects are not normally Damaged to a significant degree, though players and GMs may wish to take account of circumstances like firing a Meteor Spell into a Library or a Laboratory.

Many Ordinary Items, some Minor Features and exposed Potions and Scrolls may be broken when a Powerful Magic Effect occurs within a Zone. An easy approach to taking account of such Collateral Damage is to assume that some items are lost when a Zone is struck. Each unit in the Zone can select an item, (other than a Missile), that's been broken and mark this on their Designs.

Poisons

The Poisons available to Adventurers and their opponents can generally be used as Blade Venom or as an ingested Poison.

Blade Venom coats a sharp weapon with a layer of Poison, which is shown as a Tear either upon or dripping from, one of the Cutting Edges of the weapon. Blade Venom is usually wiped from a weapon after a single use.

When applying the Venom to Arrowheads, Bolts/ Quarrels, Shurikens and Darts, which can be marked with up to three Tears to indicate that the next three separate Missiles to be fired by the unit have been dosed from a single Vial or poison sac.

A Bitter Blade delivers a fresh layer of Poison every Turn, though this cannot be collected because the Poison resides inside pores within the Blade's metal.

When a unit has consumed Poison or been hit by a weapon coated with Blade Venom it's not necessary to roll 2D6. The Poison takes effect unless the victim is Immune.

Blade Venoms are cleared from weapons whenever the weapon is within a Flooded Chamber, taken into a Cavern containing a Pool Predator or exposed to a Powerful Magical Effect.

Poisons can be created through a combination of magical effects and suitable Ingredients. Details are set out in Book 6: Treasure.

Prisoners and Slaves

Captured Adventurers are often taken to the Dungeon within each Complex, or failing that, a Hall or Great Hall. Once there they can wait until other Adventurers try to Rescue or Ransom them. Alternatively, they can attempt to escape.

Those who sit out their captivity in Complexes held by Lost Tribes or Peaceful Tribes can regain up to 20 Defence within a week and are not in any immediate danger. However, those held by Hostile Tribes are at risk of being executed, enslaved or sacrificed. They must roll anything except a 2 on 2D6 once/ day to avoid being Slain or turned into a Slave.

Prisoners who want to try to escape may attempt to tackle a Guard and if successful escape into the Complex. Having defeated a Guard they can claim the Guard's items. A Path to a part of the Complex that has been Revealed to them previously can be Partially Revealed but they are now running for their lives. Most Tribes will execute escaped Prisoners or Slaves that have, however necessarily, injured a Guard to escape.

More than one Prisoner may attempt an escape at the same time but each Prisoner must tackle a Guard. Adventurers may, therefore, be more likely to succeed in an isolated attempt, which then allows them to free other Prisoners held within the same Dungeon.

Released Prisoners prefer to try to escape from the Complex where they have been imprisoned at the earliest opportunity. They will often collaborate with or accompany Adventurers to assist their escape. However, they are unlikely to be willing to lead the way in Revealing new Chambers.

Taking Prisoners or Slaves for profit or Ransom involves paying for or spending time on guarding them, feeding them, transporting them, evading any authorities and dealing with escape attempts. Prices can be negotiated according to the risk, but players should expect trouble, and competition, if they start trading in Prisoners or Slaves on a regular basis. Trading in children brings a Mark of Dishonour for each traded.

Prisoners and Slaves Table

Prisoners and Slaves can be selected from or rolled on the Prisoners and Slaves Table.

No. Occupation Image/ s Tribe/ s Condition Knowledge
2 Convict See Manifests Home Tribe Intact Local Alarm
3 Deserter See Manifests Home Tribe Wounded Local Alarm
4 Fugitive See Manifests Any Wounded Local Alarm
5 Hostage See Manifests Any Intact Local Alarm
6 Murderer See Manifests Home Tribe Wounded Local Alarm
7 Mutineer See Manifests Home Tribe Wounded Local Alarm
8 Slave See Manifests Home Tribe Intact Local Alarm
9 Ransom Princess Closest Tribe Intact Local Alarm
10 Refugee See Manifests Any Wounded Local Alarm
11 Spy Spy Closest Tribe Wounded Remote Alarm
12 Traitor See Manifests Home Tribe Wounded Local Alarm

Closest: select from the closest or nearest Tribe in the Manifests that has a unit of the appropriate Occupation within the Tribal Manifests.

Wounded: units that are wounded have a Defence of only 10 when encountered. Players will have to decide whether or not to heal Prisoners that they want to move/ release.

Range of Knowledge: Prisoners will have a limited knowledge of their surroundings, which extends to cover knowledge of the Types of Chambers within range of a Remote Alarm.

Guests

Guests will usually avoid interfering in on-going events and can be considered neutral during Solo and Team Play. GMs can vary Guests' actions and reactions to suit the circumstances.

Guests Table

Roll Occupation Source Tribe/ s Condition Knowledge
2 Miner See Manifests Any Intact Pithead
3 Thief See Manifests Any Intact Local Alarm
4 Alchemist See Manifests Any Intact Local Alarm
5 Smuggler See Manifests Any Intact Local Alarm
6 Scout See Manifests Any Intact Remote Alarm
7 Cleric See Manifest Home Tribe Intact Local Alarm
8 Merchant See Manifests Home Tribe Intact Local Alarm
9 High Priest See Manifests Any Intact Local Alarm
10 High Priestess See Manifests Any Intact Local Alarm
11 Assassin Spy Closest Intact Remote Alarm
12 Leader See Manifests Home Tribe Intact Local Alarm

Closest: select from the closest or nearest Tribe in the Manifests that has a unit of the appropriate Occupation within the Tribal Manifests.

Range of Knowledge: Guests will have a limited knowledge of their surroundings, which may extend to cover areas likely to have been Revealed to them before Capture.

Gifts and Bribes

Gifts and Bribes including Ingots, Gems, Jewels, Dark Jewels, Enchanted Items, Chests, Treasure Chests and Kegs may be offered.

The appearance of a Chest or Treasure Chest within the Preferred Actions for Princes and Merchants calls for a different approach than applied for most Gifts. If these units are encountered a check should be made to see what lies within each Chest or Treasure Chest. Merchants and Princes may then use the Contents of the Chest or Treasure Chest in their own best interests, which could include offering the Contents of the Chest or Treasure Chest as a Gift or using them as a weapon if suited to the task.

Trying to start a negotiation between those entering a Complex and those already occupying the Complex involves considerable risk and little chance of success unless there is something 'on the table' for both parties to consider.

Negotiations begin with the offer of a Gift or Bribe as a token of goodwill and those offering Gifts/ Bribes must roll 9+ on 2D6 and Declare what they want from their opponent. Whether or not the negotiation succeeds depends on just how reasonable the request seems to the likely recipient. Modifiers acting on Gifts and bribes are shown on the Modifiers Table.

When a Gift is offered to an Adventurer/ Adventurers they can decide whether or not they wish to accept the Gift without requiring a roll. When playing with a GM a full range of circumstances can be considered, which may involve modifying a roll or Declaring a roll unnecessary.

When a Gift and the terms that go with it are accepted both sides should use their next Turn to comply with the terms agreed by both parties. There is nothing to prevent either side from returning to hostilities after the agreement is complete but any betrayal prior to that is dishonourable and those responsible for breaking the agreement receive a Mark of Dishonour.

Morale

Players can make their own decisions about their Adventurers' morale. When Morale is being taken into consideration it's usual to check for Morale before a unit or units Declare their move.

Heavily outnumbered units may Surrender or retreat but, for most, there is little point, as they are already defending their Home and have to consider the consequences of any act of cowardice. That said, Fear Spells can undermine Morale and any unit affected by Fear may abandon its 'post' or flee from combat. Players may choose to make Morale more significant using the Morale Options Table.

Morale Options Table

Option Outcomes Select
Standard Morale Fear can cause units to retreat as described by the Spell's description.
Outnumbered Units that are Outnumbered by more than 3:1 and lack Courage act as if Alarmed and choose a Local Alarm as a Preferred Action. Units may Surrender when Outnumbered by more than 3:1 and confronted by a Daemon or Undead unit. Units with 5 Stars within their Design are immune to this effect.

Conversion and Converts

Tribal Units can be Converted to the views of another unit by magic or by agreeing to be a Convert. The Conversion is fragile within the time frame of an adventure and can be broken. Factors which may break a conversion include the Death or absence of the unit that carried out a Conversion.

A Converted unit won't injure the unit responsible for Conversion and will act in the unit's Defence. The effects continue until the unit is Converted again or required to carry out an act against its basic/ original nature, i.e. a Peaceful unit that's been Converted and asked to assault a unit that's no threat.

Conversions call for a roll of 9+ on 2D6. Relevant Modifiers are shown on the Modifiers Table.

Disguises

Most units are aware of the dangers of Disguised opponents, so a unit has to use the Disguise Craft to have a realistic chance of fooling opponents (or allies). For example, speaking in another Tribe's language at a basic level is next to impossible without practice. As a result of the difficulty involved a range of Modifiers are used when attempting to use the Disguise Craft.

Trying to use a Disguise involves preparing the Disguise outwith the awareness and Line of Sight (LoS) of those that you hope to deceive. A Disguise remains in place until an Observer, (that's a unit/ s with reason to challenge the Disguised unit) is encountered. A check on 2D6 should then be made by each Observer during each Turn of observation to see whether or not a Disguise is effective.

During play with a GM it's reasonable to consider whether or not Campaign and Local Conditions or Events call for the use of additional Modifiers, e.g. Guards may be unusually watchful in troubled times or the plot may involve units that have been warned in advance of the Team's likely arrival.

The full range of Modifiers acting on Disguises is set out on the Modifiers Table.

Hostile units using a successful Disguise against Adventurers may delay Revealing themselves/ sounding an Alarm until they have a good opportunity to betray the group that they've joined. However, they won't wait too long, as, ordinarily, Disguises need to be checked every Turn.

Exceptions might include Deep Cover and straightforward steps that mask a unit's Reputation. Players can decide that after three checks against the same Observers it's only necessary to check a Disguise against those Observers once daily.

Treasure : Book 4 : Designing Campaigns and Complexes

Many players like to place their Adventurers in a Campaign Lifestream before exploring any Complexes. This can be done by:

Players and GMs may wish to use the tables that follow to quickly outline or 'sketch out' a Campaign Lifestream.

Designing Complexes can be as simple or elaborate as players want. The basic Types of Complexes, the Types of Chambers found in such Complexes, the arrangement of the Chambers and the Chamber's Contents are all set out in a series of tables. A complete Layout for the Types of Complexes used by the various Tribes can be ready for play within a few minutes.

Players and GMs may wish to use the tables to outline Skeleton Complexes and start play almost immediately. Alternatively, a rough framework can be worked-up to make unique Complexes linked to in-game Conditions and Events within a Campaign Lifestream.

Design

Players have plenty of options when devising Campaign Lifestreams and Complexes.

The Design Style and Design Media selected to prepare a Campaign Lifestream may be entirely different from those used to display a Complex. Following from that Design Styles and Design Media can vary across any number of Panels and Layers. For example, players may use table mats or a map to set out Chambers, Figures to represent units the Adventurers meet and a deck of cards in place of the Treasure Tables.

Starting to Design Complexes

The full set of options for preparing and running Campaigns and Adventures are shown below in the Designing Complexes Table.

Designing Complexes Table

Before a Campaign

Choose How to Play

  1. Solo
  2. Team
  3. GM

Select a Strand

Strands switch sets of options on or off. The Quick Start Strand is Assumed unless another Strand is Active. Players use the unmarked Quick Start Strand unless they wish to add options marked for another Strand, e.g. Streamlined (S), Campaign (C), Freeform (F). Add marks to show which Options are in use with a Freeform/ custom Strand/ s:
  1. Quick Start Strand
  2. Streamlined Strand (S)
  3. Campaign Strand (C)
  4. Freeform Strand (F)

Check Options Settings

There is no need to set options, as the default is the first option on each Options Table. Most of these options can be set for a series of Adventures or a Campaign.
  1. Missile Options Table
  2. Temple Altars Table (S) (C)
  3. Figures Options Table
  4. Spellcasting Options Table (C)
  5. Entering Complexes Options Table
  6. Preferred Actions Options Table
  7. Preferred Targets (C)
  8. Lighting Options Table
  9. Alarms Options Table
  10. Turns Options Table
  11. Morale Options Table (S) (C)
  12. Layout Options Table
  13. Clustering Options Table (C)
  14. Potions Durations Options Table
  15. Documents Options Table
  16. Doors and Locks Options Table OR the Feature Rooms Table
  17. Custom Options Tables, e.g. Poisons Table (C) (F)

Identify Challenges

Match the types of adventures or Challenges your players wish to carry out to Conditions, Events, Quests, Missions and Plots which let them meet those Challenges:
  1. Identify the Challenges players wish to explore
  2. Map Campaign Conditions and Events (S) (C)
  3. Map Local Conditions and Events (S) (C)
  4. Map Quests, Mission Circumstances, Missions and Plots to Challenges
  5. Take account of Cascading Events (C)

Before or During Adventures

Checks

  1. Select a Complex
  2. Map the Complex/ es
  3. Make any adjustments to the Options Tables, Conditions or Events for this Adventure
  4. Roll or Select from the Entering Complexes Table if in use

Select and Locate Chambers and Their Contents

  1. Roll/ Select and Locate Entrances, Exits and Levels
  2. Roll/ Select and Locate Empty Passageways and Occupied Passageways
  3. Roll/ Select and Locate Empty Caverns and Occupied Caverns
  4. Roll/ Select and Locate Empty Rooms and Feature Rooms
  5. Roll/ Select and Locate Traps
  6. Roll/ Select and Locate Features
  7. Roll/ Select and Locate Occupants
  8. Roll/ Select and Locate Accessories
  9. Roll/ Select and Locate Treasure

Multiple Zones in Chambers

  1. Locate Traps, Features, Occupants, Accessories and Treasure in a Zone

Cascading Conditions and Events

Campaign Conditions and Events can have knock-on effects by triggering a Cascade of Local Conditions and Events.

The Cascading of Campaign Conditions and Events can continue down to Local Conditions and Events, or across to involve other Campaign Conditions and Events.

Equally, a Cascade may alter Local Conditions and Events and have a knock-on effect on Campaign Conditions and Events, resulting in a change or changes to Events and Conditions further back up the Cascade.

Campaign and Local Conditions and Events should, therefore, interact freely at and across all levels.

Campaign Conditions and Events

Players and GMs may wish to take account of Campaign Conditions and Events, which act on a regional level. The exact area of effect varies according to the type of Condition or Event. Immediate outcomes may extend up to the area of a nation state, while the largest Events could have knock-on effects on a continental or planetary scale.

Campaign Conditions can be shown on a Control Panel such as a Campaign Log and/ or Campaign Map.

Campaign Conditions Table

Condition's Title Labelled Image Cascade Options Select
Cloudforest Tree: Cloudforest Hurricane
Desert Dunes
Farmland Wheat Harvest Festival
Forest Tree: Conifer Predator or Predators
Mountains Peak
Mountains: Snow Peak: Snow-Capped Avalanches
Mountains: Volcano Peak: Plumed Volcanic Eruption
Rain Cloud (3): Tears (3) Flooding
Rainforest Tree: Tropical Fever
Showers Cloud (3): Tears (2) Mudslides
Snow Cloud (3): Snowflakes (2) Blizzards or Cold Snap
Sunshine Sun Heat Wave
Swamp Reeds Mist or Plague
Woodland Tree: Deciduous

Campaign Events

Campaign Events are usually shown on a Control Panel such as a Campaign Log and/ or Campaign Map.

Campaign Events can provide the basis of a plot line for a series of adventures. They can also introduce some widespread effects that have an impact on play within Complexes and across a Campaign Lifestream. A Campaign Events area of effect should be regional, i.e. a district or region large enough to including several Complexes.

Campaign Events Table

Event's Title Image Cascade Options Possible Effects Select
Blizzards Snowflake Snow Water held within Complexes that are not at least two Levels below ground ices up. Pool Chambers are made impassable without using a Meteor or a Fire Storm to melt the ice. A Meteor or a Fire Storm leaves a Pool Chamber as an Empty Room for 2D6 Turns before the Chamber ices over again.
Crime Wave Key Doors are Locked throughout Complexes, because of a series of thefts and kidnappings. The number of any Guards at the Entrance to Complexes is doubled while the Crime Wave remains in effect.
Cult Sacred Dagger Volcanic Eruption The presence of a cult increases the influence of High Priests and Priestesses. Two additional units drawn from the current Manifest always accompany them. All allied units in the presence of a High Priest or Priestess are immune to Fear Spells and cannot be Mesmerised, Bribed or Converted.
Deluge Waves (3) Flash Flood
Flooding
Tsunami
A Deluge triggers Flooding, Tsunamis and Flash Floods over a wide area. The force of an initial Tsunami causes 8D8 Damage. Crops and weak buildings will be devastated.
Drought Scavenger Crime Wave Droughts destroy crops and can cause Crime Waves and Raiding.
Dustbowl Sun Drought
Famine
Heat Wave
The effects of a Dustbowl include Famine, Heat Waves and Drought.
Earthquakes Shatter Meteor Strike Most Earthquakes cause little more than shaking walls and some dust into the air. However, 2D6 should be rolled for every Turn that the Campaign Event remains active, (which is usually a D6 Turns). A roll of 2 results in an effect equal to the action of a Staff of Destruction, which affects the entire Complex.
Famine Sun Famine
Fever

Famine triggers a range of other Events, including Raiding and Rebellion.
Flooding Waves (2) Eruption
Hurricane
Plague
Supervolcano
Volcanic
Pool Chambers are filled with water and units must Wade or Swim. Swimming is the only option available to units that want to move through Pool Chambers.
Gold Rush Pickaxe The price of all goods and services rises by a full measure of currency for the duration of the Campaign Event, e.g. an item that previously cost an Ingot now costs a Gem.
Harvest Festival Sickle Farmland Complexes with a Great Hall are prepared for a lavish feast, which is set out on tables within the Great Hall. Units can eat or take as much food as they can consume or carry. The food is perishable and will not be edible after 24 hours.
Holy War Lance Whenever Daemons, the Undead, Monks, Paladins or Defenders appear, double the number that would usually be encountered.
Hurricane Whirlwind (8) Flash Flood
Flooding
Plague
A Hurricane will have little immediate effect within underground settlements. However, a Hurricane is likely to trigger a series of Cascading Conditions and Events as Flash Floods spread and water supplies/ sources become contaminated.
Magnetic Storms Lodestone Magnetic Storms Fuse most Gems and Jewels, but can create Dark Jewels from some of them. Gems and Jewels should be tested when the Campaign Event comes into effect. An unmodified 12 on 2D6 results in a Dark Jewel, otherwise all Gems and Jewels that are not fixed to Enchanted Items are Fused.
Meteor Strike Meteor (5) Earthquakes
Flash Flood
Flooding
Rebellion
Meteor
A medium or large Meteor Strike Campaign Event is likely to have a devastating effect. Outcomes can be shown through triggering a series of linked Conditions and Events.
Mist Cloud (4) Swamp The presence of a dense fog makes it easier for units to gain access to Complexes. Players can move close to the Entrance and gain the first Turn when encountering any Guards.
Plague Spore Swamp Monster bites carry Disease. The Disease must be cured with a Whitewater Spell or suffer D6 Damage each Turn.
Raiding Battle Axe Complexes of all Types have D6 extra Guards outside the Entrance to the Complex.
Rebellion Longsword Double the normal numbers of Guards that are in place within Complexes while a Rebellion is going on in the surrounding area. Roll 2D6 for each Guard the Adventurers encounter. A 12 indicates a Rebel who can be Bribed easily.
Rival Mages Wand: Star-Tipped Jewels are in short supply while the rivalry persists. Half of the Jewels normally found in Complexes are missing.
Smuggling Keg Hostile Complexes with a Warehouse have a Hidden store of 2D6 Bottles or Kegs concealed within the Warehouse. See the Bottles and Kegs Table for details.
Supervolcano Erupting Volcano (3) Earthquakes
Flash Flood
Flooding
Rebellion
The effects of a supervolcanic eruption can be shown in part by a series of Cascading Conditions and Events triggered by the eruption. There are plenty of further complications that could arise from a Campaign Event of this nature. For example, massive Mudslides, hot Lahars and Pyroclastic Clouds might be linked to a supervolcanic eruption. The effects inside Complexes match or exceed those of a Volcanic Eruption.
Trade War Barrel All goods and services cost twice their standard price.
Tornado Whirlwind (6) A Tornado causes few difficulties in underground Complexes. They're more of a problem outdoors, where weak buildings will be destroyed and exposed units should roll 2D6. A 2 results in 4D6 Damage.
Tsunami Wave Flash Flood A wall of water up to 20' or 6 metres high collapses weak buildings along affected coastlines. Units caught by the full force of the Tsunami take 4D6 Damage.
Uprising Pitchfork Slaves and Guards encountered within Complexes are willing to be hired as Henchmen and Guards without the offer of Gifts or Bribes.
Volcanic Eruption Erupting Volcano Earthquakes
Flash Flood
Flooding
Cult
Phosphorus
Pitheads release magma into Complexes. The flow progresses by a Zone/ Turn, destroying Major Features as the flow spreads for to 3D6 Turns. A Frostbite Spell makes it possible to cross the flow. Doors are destroyed after a Turn and contact with the flow causes 8D6/ Turn. The flow stops when three or more Caverns have been flooded with magma. It takes a day for the lava to cool and solidify to the point where it's safe to cross.

Cultures

The Tribes set out in the rules provide a basic set of societies or cultures for use in play. Trolls are vicious and cunning; dwarves are steadfast and hardy; elves are quick-witted and agile, and humans appear in many guises. GMs and players can add further Tribes by making a Manifest for each new Tribe.

Complexes

Having selected any overall Campaign Conditions or Events, the next step is to chart the locations of a series of Complexes. There is no need for an elaborate map, and a simple scale which places most Complexes two or three days journey from most others should be sufficient to start with.

Adventurers' Homes can be marked on the same basic map and it's helpful to use a Campaign Log Panel either on or alongside a basic map to record any Campaign Conditions or Events.

Each Complex has a Keystone, which acts as a Label containing an image of the relevant Tribal Weapon alongside a series of Stars indicating the scale of the Complex.

Complex Markings Table

Type of Complex Keystone
Outpost 1 Star
Dungeon 2 Stars
Stronghold 3 Stars
Catacombs 4 Stars
Fortress 5 Stars
Citadel 6 Stars

The Tribes and Complexes readily available to Adventurers can be selected from the Complexes Table. The player/ s roll 2D6 + the highest number of Stars currently marked against a single Adventurer, (within any group), to identify the Tribe occupying each site. They then roll a D6 to find the scale of each Complex. The Complex can then be assigned a Keystone.

Complexes Table

Tribe 1 Star 2 Stars 3 Stars 4 Stars 5 Stars 6 Stars
2 Goblins Outpost Dungeon Stronghold Catacombs
3 Corsairs Outpost Dungeon Stronghold Catacombs Fortress
4 Hobgoblins Outpost Dungeon Stronghold Catacombs Fortress
5 Orcs Outpost Dungeon Stronghold Catacombs Fortress
6 Dwarves Outpost Dungeon Stronghold Catacombs Fortress Citadel
7 Barbarians Outpost Dungeon Stronghold Catacombs Fortress Citadel
8 Slavers Dungeon Stronghold Catacombs Fortress Citadel
9 Halflings Outpost Dungeon Stronghold Catacombs Fortress Citadel
10 Southerners Outpost Dungeon Stronghold Catacombs Fortress Citadel
11 Northerners Outpost Dungeon Stronghold Catacombs Fortress Citadel
12 Half Ogres Outpost Dungeon Stronghold Catacombs Fortress Citadel
13 Demonspawn Outpost Dungeon Stronghold Catacombs Fortress Citadel
14 Trolls Outpost Dungeon Stronghold Catacombs Fortress Citadel
15 Elves Dungeon Stronghold Catacombs Fortress Citadel
16 Dark Elves Dungeon Stronghold Catacombs Fortress Citadel
17 Ravenswings Dungeon Stronghold Catacombs Fortress Citadel
18 Lost Tribe

Each Type of Complex set out in the Complexes Table refers to a standard Complex. Each Type of Complex can be place in a variety of settings:

Underground Complexes are a good option, as there are no windows and few Entrances to take into account.

Players can restrict the number of Entrances available in Complexes set above ground. Arrows slits could be too large to use as windows or a natural volcanic glass might serve as toughened windows.

There is nothing to stop players and GMs varying the mix of Feature Rooms and Chambers in Complexes to suit particular settings. This can involve developing new Types of Chambers with unique Features.

Adventurers need to locate and piece together fragments of information from Ancient Documents, Enchanted Items and Monuments to find Complexes occupied by Lost Tribes.

Local Conditions and Events

Players and GMs may wish to take account of Local Conditions and Events, which act on play within a particular Complex. As with Campaign Conditions and Events, it's easier to keep track of Local Conditions and Events if they're logged or mapped alongside any Campaign Events and Conditions.

Local Conditions can be based on or Cascade from the effects of Campaign Conditions and Events.

Weather is usually taken to match the current Campaign Conditions and Local Weather Conditions can be displayed by applying the Campaign Condition icon to a Campaign Log or a Complex's Log.

Players may also select Conditions unique to a particular Complex. However, it's worth avoiding Cascading Events or Conditions (up, down or across) where they create a contradiction. For example, a Campaign Condition or Event concerning snowfall or frost is unlikely to sit easily alongside Local Conditions or Events involving sunshine and warmth. Contradictions and contrasts can be used in play but they're only effective if used sparingly.

Local Conditions Table

No. Condition's Title Image Cascade Options Possible Effects Select
2 Cold Snap Snowflake Snow and/ or
Blizzard
A Cold Snap lowers temperatures sharply and makes Standard Blade Weapons likely to Snap when clashing with other Metallic Weapons. A 2 on a 2D6 roll to strike Snaps a Blade unless it's enchanted.
3 Fever Spore Rainforest Adventurers and units throughout the Complex roll 2D6. A 2 indicates that a unit has caught a Fever and will lose D6 every Turn until the Disease is cured.
4 Flash Flood Wave Volcanic Eruption
Meteor Strike
Supervolcano
Flooding
Hurricane
Rain
A surge of water courses through the Complex. Water levels are raised by 6'/ 2 metres for D6 Turns. During the flooding units have to avoid drowning and can only move and act as if Swimming. Pool Predators may leave their Caverns to hunt for prey in adjacent Zones.
5 Glowstones Glowstone The Complex's walls are peppered with 6 Glowstones/ Zone. Each provides as much Light as a lit Torch.
6 Hardwood Oak Leaf or Acorn The Complex is equipped with Ancient Enchanted Doors made from rare Hardwoods. The Dark Hardwood used to make these Doors is incredibly tough. It's not practical to attempt to Smash Doors to open them without the use of Powerful Magical Effects. In addition, the range of any Alarm that has to travel through Dark Hardwood is reduced by a Zone due to the 'dampening' effect of the Doors.
7 Haunting Skull As a result of a murder the Complex is affected by mysterious sightings, strange lights and unexplained sounds. The atmosphere sets everyone on edge and Fear based effects act with a Modifier of +2.
8 Heat Wave Sun Sunshine The Complex has too little ventilation. The air tastes stale and condensation drips from the walls. Tribal Units with Strength cannot find the energy to use their Ability.
9 Mercy Stone Fleur De Lis A Mercy Stone is an Ancient Relic built into the structure of a Complex. It has the effect of allowing Prisoners and Slaves to be spared on the first occasion that would otherwise have resulted in execution as a result of being imprisoned by a Hostile Tribe or a failed escape attempt.
10 Meteor Meteor (3) Meteor Strike The remains of a sizeable meteor lie buried within the Complex. It's a source of 2D6 Ingots of Meteorite marked as an Ingot: Meteor (3). It takes 2D6 Turns of Mining to extract the mineral. Using an Ingot of Meteorite when making an Enchanted Item adds +2 to the chance of success.
11 Phosphorus Fireworks Volcanic Eruption The walls of the Complex contain a rich concentration of organic Phosphorus. Any use of a fire-based Spell or Ritual that spreads throughout a Zone, (such as a Meteor Spell or a Fire Storm Ritual), will cause twice the usual Damage.
12 Starlight Star Constellations Ancient magic has been unleashed within the Complex in recent memory and has not completely faded. All Spells and Rituals cast within the Complex have a +1 bonus Modifier applied.

Local Events

Local Events concern Complexes and can be displayed on Campaign Logs, Adventure Logs, Home Panels and Complex Panels. Once Adventurers are used to dealing with encounters and Alarms they should be able to deal with Cascading Events and Conditions and the knock-on effects they may have on encounters and Alarms.

When Local Events are in use a check is made each Turn before units take their Slots. Roll 2D6 and an unmodified result of 2 indicates that a Local Event is going to occur. Local Events are detailed in the Local Events Table set out below.

If a Local Event occurs it comes into effect in the nearest suitable Chamber that has not been Revealed or has been out of LoS for some time. The exact Type of Local Event is best rolled and Revealed at the point when the Chamber is Revealed or when units in the affected Chamber move or act due to the Local Event.

Some Cascading Conditions and Events are clearly not able to become Alert, e.g. a Trap, which has to wait until Adventurers come across it.

Tribal Units and Monsters generated as Local Events are present in addition to the units included within a Complex's standard allocation from the Tribal and Monster Encounter Manifests.

Roll 6D6 with no Modifiers on the Local Events Table to randomly select a Local Event.

Local Events Table

No. Event's Title Event Label Image Cascade Options Possible Effects Select
6 Assassin Hira-Shuriken Roll on the Tribal Manifests to identify an Assassin. The Assassin may be seeking work or have been sent to slay the Complex's Leader. The Assassin will try to accompany the players. If they agree 2D6 should be rolled each Turn. A roll of 2 indicates that the Assassin will attempt an attack on an Adventurer before trying to escape.
7 Avalanche Snowball Avalanches can destroy weak structures and sweep units away in much the same manner as a Tsunami. There is also the possibility of Entrances being blocked with snow.
8 Birthday Celebration Birthday Cake and Candles A Feast of Fresh Meat, Salted Fish, Fresh Fruit, Beer and Wine is laid out or carried in on trays. The Feast includes a Cake and Candles, which can be used as an Extra Weapon capable of Stunning an opponent for a Turn.
9 Cannibalism Bone In Hostile Complexes a Prisoner is often eaten when a Cannibalism Event occurs. 2D6 units will be in the Chamber where the Cannibalism is happening. These can be rolled directly from the Tribal Manifest.
10 Comrade-at-Arms See Tribal Manifests Roll on Tribal Manifests to identify a unit as an old friend or colleague of the first Adventurer to make contact/ LoS.
11 Fallen Hero See Tribal Manifests Roll on the Peaceful Tribal Manifests to identify a well-known, possibly Recurring, Hero or Heroine lying wounded within the Chamber.
12 Festival: Wedding Cake: Tiered A Feast, a Wedding Cake and 4D6 Guests wait in the Hall or Great Hall. In addition, the Complex's Leader and 2D6 wedding Guests are located in the Complex's Temple at the point when the Temple is Revealed.
13 Fire Lit Brazier or Hearth Fire starts in the nearest Feature Room with a Brazier or Hearth. Smoke and flames cause Near Darkness and 2D6 Damage/ Turn. The flames spread to adjoining Rooms and Passageways by a Zone/ Turn. Units not engaged in combat will try to put the Fire out. Caverns halt the Fire's progress. An Emergency Alarm may spread if the fire gets out of control.
14 Gems Gems Adventurers stumble upon a Hidden cache of 3D6 Gems that have been concealed and forgotten over time.
15 Gold Nugget Ingot Gold Rush Adventurers accidentally uncover an unusually large nugget of pure gold worth 4D6 Ingots.
16 Guest: Tribal See Guests Table Roll on the Tribal Manifests to identify a Guest of the same disposition as the Tribe occupying the Complex.
17 Jailbreak See Prisoners and Slaves Table A D6 Prisoners are on the loose inside the Complex. Roll on the Prisoners and Slaves Table to identify the Types of Prisoner involved.
18 Jewels Jewels Adventurers stumble upon a secret cache of 2D6 Jewels.
19 Mercenary See Tribal Manifests Roll on the Tribal Manifests to identify a Mercenary. If found in the company of Tribal Units occupying the Complex the Mercenary will side with them up to the point of Capture.
21 Merchant See Tribal Manifests Roll on the Tribal Manifests to identify a Merchant. The Merchant is unlikely to want to fight and will usually follow the Preferred Actions linked to the selected unit.
22 Miners See Tribal Manifests Roll on the Tribal Manifests to identify a group of D6 Miners. They follow the Preferred Actions for Miners from the relevant Tribe. They will expect to be paid for any help in Mining a Pithead.
23 Monster See Monster Manifests Roll to identify a Monster on the Monster Manifests. It's allied to the Tribe that occupies the Complex. As a result, it will attack Adventurers in preference to other possible targets.
24 Predator See Predators Manifest Forest Roll to identify a Predator on the Monster Manifests. The Predator is simply hungry and attacks units with the lowest number of Stars amongst those it encounters.
25 Predators See Predators Manifest Forest Roll to identify two Predators on the Monster Manifests. The Predators are simply hungry and attack units with the lowest Stars amongst those they encounter.
26 Prisoner See Prisoners and Slaves Table Roll on the Prisoners and Slaves Table to identify a Prisoner. If released the Prisoner will willingly join a Team of Adventurers in the hope of escaping the Complex.
27 Recurring Enemy See Campaign Panel or Roll on Tribal Manifests Players and/ or GMs may keep a record of Recurring Enemies on or linked to a Campaign Panel.
28 Scavenger See Scavengers Manifest Use the Monster Manifests to identify a Scavenger. It will attack any units it encounters on the basis of the units' Stars, i.e. the unit/ s with the lowest Stars will be attacked first.
29 Scavengers See Scavengers Manifest Use the Monster Manifests to identify a D6 Scavengers of the same Type. They will attack any units they encounter on the basis of the units' Stars, i.e. the unit/ s with the fewest Stars will be attacked first.
30 Spy See Tribal Manifests Roll on the Tribal Manifests to introduce a Spy.
31 Swarm Hive Once Revealed or Alert a naturally occurring Swarm descends upon anything edible. If presented with a choice it moves towards the Chamber containing the most Tribal Units.
32 Trader See Tribal Manifests Roll on the Tribal Manifests to identify a Trader. The Trader will usually come from outwith the Complex and will follow the Preferred Actions for a unit of its Type.
33 Treasure Trove Treasure Chest Adventurers stumble upon a Hidden cache containing a Treasure Chest.
34 Wishing Well Well Casting a Jewel into the well grants a Wish once/ Wishing Well. The Wish allows a shift of one row up or down within a Treasure Table or Monster Manifest. The well contains 6D6 Jewels. Anyone taking a Jewel finds the next attack aimed at them is treated as a roll of 12 on 2D6.
35 Roll Twice The Local Events occur within the same Chamber.
36 Roll Thrice The Local Events occur in separate and successive Chambers.

Selecting Missions

Adventurers can adopt a Mission as a shared or personal goal. Missions can be linked to single adventures or form part of a series of Adventures.

The circumstances in which Missions take place and the exact aim of each Mission can be selected by a GM on the basis of the types of Challenges and Plots players enjoy. The Mission Circumstances Table and the Missions Table offer a few examples of possible Missions.

When Adventurers agree to carry out a Mission linked to a reward or bounty they must complete any terms agreed at the outset by handing over any items, Prisoners, victims or Treasure as agreed. Failure to fulfil such a contract may result in consequences ranging from encounters with a Recurring Enemy to pursuit by local authorities.

Mission Circumstances Table

Title Circumstances Options
2 Caught-up in Events Become involved in a Rebellion, Siege, War, Cult, Invasion, Crime Wave, Spying, Trade War or Civil War.
3 Challenged/ Dared May involve answering an insult, taking a bet or entering a Championship or Competition.
4 Clear Name Adventurers are blamed for an accident, accused of treachery, named as Heretics or put under false arrest.
5 Debt Financial ruin, family debt or a longstanding obligation.
6 Find Treasure Map Find or purchase a map showing Ancient Ruins, Forgotten Temples, a Daemon's Tomb or the location of a cache of fabulous Jewels.
7 Forge Alliance Join against a common enemy or threat, sign on for an expedition or invest in a mine.
8 Hear Legend/ Story Learn of distant lands, rumours of a Lost Tribe or memories recorded in sagas.
9 Matter of Honour Assist a friend, repay a debt of honour or live up to a promise.
10 Press-ganged or Recruited The Adventurer/ s are press-ganged, kidnapped, recruited or persuaded.
11 Rescue Rescue a child, a hostage or an old friend.
12 Seek Revenge or Resolution Resolve a family vendetta, personal grudge or Tribal conflict.

Mission Circumstances can be linked to a Mission with a contract that may involve payment. Paid Missions can be helpful in terms of offering extra rewards for Solo players and small Teams of players.

Each Star Attached to a Complex's Keystone acts as a Multiplier on the rewards given for Missions. Adventurers seeking rewards agree a contract before setting out and the reward will only be paid for completing the designated task. If they go on to complete a more demanding Mission within the same Complex they will only receive a reward for completion of the agreed contract.

The completion of straightforward Missions may not be sufficient to award a full set of five Shares as shown on the Missions Table.

When there are not enough Shares to go round players may wish to use Auctions to share out Enchanted Items and opportunities to gain Honours.

Missions Table

No. Mission Requirements Reward Shares
2 Assassinate Leader Slay or kidnap the Leader/ Overlord of an 'enemy' Complex, i.e. the most powerful unit within the Complex/ recognised Leader. D6 Jewels x Stars on Keystone 4
3 Capture Kill, Capture or Convert all members of the occupying Tribe. D6 Jewels x Stars on Keystone 5
4 Conquer Kill, Capture or Convert all members of the occupying Tribe and all Monsters within a Complex. D6 Jewels x Stars on Keystone 5
5 Complete Negotiations Negotiating a settlement with enemies is not easy but getting the Leader/ Overlord of a Tribe to accept a Gift/ Bribe can be as helpful as Conquering or Capturing. Adventurers who Negotiate a settlement with a Tribe/ Monsters might still be expected to remove some or all of a Tribe/ Monsters to gain a full set of Shares. D6 Jewels x Stars on Keystone 5
6 Kidnap Locate, Capture and Abduct a Tribal Unit with four Stars or more. D6 Jewels x Stars on Keystone 4
7 Prospecting Locate and enter Chambers until a Pithead is located and mined successfully. 2D6 Gems x Stars on Keystone 3
8 Raid Reveal and enter half of the Feature Rooms within a Complex. Not available for Outposts. 2D6 Gems x Stars on Keystone 3
9 Recover an Enchanted Item Locate and recover a designated Jewel or Dark Jewel bearing Enchanted Item from within a Complex. D6 Jewels x Stars on Keystone 4
10 Rescue Prisoner/ s or Slave/ s Locate the Complex's Dungeon, free the Prisoner/ s and escort them from the Complex. Bodies may be sufficient but players will have to arrange or pay for the Prisoner/ s to be Raised from the Dead to claim their reward. Roll again if the Complex does not have a Dungeon. 2D6 Gems x Stars on Keystone 3
11 Sabotage Destroy a Complex's Laboratory and Library. Roll again if the Complex does not have these Feature Rooms. D6 Jewels x Stars on Keystone 4
12 Spy Locate and identify the Leader/ Overlord from within a Complex, i.e. the highest unit on the Tribal Manifest that the scale of the Complex makes it possible for Adventurers to encounter. D6 Jewels x Stars on Keystone 4

Plots

The Mission Circumstances and Missions outlined above can be linked to specific Plots. The options shown below are just a few of the possible storylines that can be used to develop Missions and Quests based on the Conditions and Events players encounter during their own games:

Challenges

The Conditions and Events PCs encounter, and the Missions and Quests they undertake, present players with options based largely on exploring difficult or hostile situations. As players become more experienced it can be enjoyable to build-in open-ended Challenges that encourage players to try out more varied and entertaining adventures.

These Challenges may involve a whole series of Missions and Quests linked to Plots spread across a number of Complexes and other locations such as cities and wildernesses. The following options suggest some of the areas players and their PCs might enjoy trying out:

There are plenty of different types of Challenges open to players. Becoming involved in these makes for much more complete games, where players explore more fully realised ‘worlds’.

Laying Out Complexes

The tables that follow allow the rapid frameworking of Complexes through a series of tables or decks of cards.

Start by consulting the Complexes Table to find the number of each Type of Chamber occurring within the Complex. The Features, Occupants, Treasures and Accessories can then be added in a series of Layers, whether selected, drawn from a deck of cards or rolled on a table or Manifest.

The quickest way to get started is to use one of the Ready-To-Run Layouts provided with the game but players and GMs can modify, develop and design Layouts to suit their own approach to play.

The steps involved in preparing a Complex are affected by the manner in which the Complex is laid out and Revealed to players.

Layout Options Table

Type of Layout Possible Strands Chambers Select Contents Select
Ready-To-Run Instant
Streamlined
Show the Layout with the exact Type of Chambers already Revealed. Place/ mark Occupants and Contents over the Layout in advance but only Reveal them as encountered.
Ready-To-Run Standard Streamlined
Campaign
Show the overall Layout and the general Type of Chambers. Reveal the exact Type of Chambers by selecting or rolling as Chambers are Revealed. Select, roll or draw the Occupants and Contents as Revealed and place/ mark them over the Layout.
Ready-To-Run
Standard
Hidden
Campaign
Freeform
Show the Layout with the general Type of Chambers being Revealed by the Types of Entrances within Chambers that have already been Revealed. Show the exact Type of Chamber being Revealed by selecting or rolling as Chambers are Revealed. Select, roll or draw the Occupants and Contents as Revealed and place/ mark them onto the Layout.
Ready-To-Run
Standard
Hidden
Campaign
Freeform
Use a Hidden Layout with the Type of Chambers being Revealed only as encountered. The exact Type of Chamber is Revealed by selection or rolling as Chambers are Revealed. Entrances may be rolled randomly or selected. Select, roll or draw Occupants and Contents as Revealed and place/ mark them onto the Layout.

Standard Layouts

Layouts can be prepared in advance of play or built 'on the fly'. In either case the GM or players Reveal Chambers as they are encountered during play.

Ready-To-Run Layouts

When using Ready-To-Run Layouts it's possible to simplify the process of Revealing Chambers and the connections between Chambers by working with a basic set of layout rules.

GMs are unlikely to want to limit themselves to completely standard layouts.

Standard Layout Rules

The Ready-To-Run Layouts show whether or not a Chamber is a Room or a Cavern but a D6 roll is needed to check whether or not a Chamber is empty. Simply roll a D6 and a 6 indicates that the Chamber is empty. This continues until all Empty Chambers found in a Complex of that Type have been brought into play.

Solo and Team Layout Options

The Standard Layout Rules do not need to apply when constructing random layouts for Solo or Team Play.

This may 'break' the set of rules for Ready-To-Run Layouts. The Random Chambers Table selects Chambers.

Random Chambers Table

No. Type of Chamber Alternatives
1 Passageway
2 Empty Room
3 Empty Cavern
4 Feature Room
5 Cavern
6 Roll Again

To make a playable Layout players need to spread Chambers out when more than one or two Chambers are connected to a single Chamber. This can be done by re-orientating or reshaping connecting Chambers at the point where they connect, while keeping to the general description for each Type of Chamber, i.e. Rooms have more Straight Edges or Corners than Curved Edges or Corners.

If all of a Complex's Chambers of a particular Type have already been Revealed players should move to the next option down on the Random Chambers Table.

The Random Entrances Table suggests a number of Entrances to other Chambers found within a Chamber.

Random Entrances Table

No. Number of Entrances Possible Entrance Types Linked to any Type of Chamber
1 1 Door, Locked Door, Cavern Entrance or Concealed Entrance.
2 1 Door, Locked Door, Cavern Entrance or Concealed Entrance.
3 2 Door, Locked Door, Cavern Entrance or Concealed Entrance.
4 2 Door, Locked Door, Cavern Entrance or Concealed Entrance.
5 3 Door, Locked Door, Cavern Entrance or Concealed Entrance.
6 Roll Twice (repeatedly if required) Door, Locked Door, Cavern Entrance or Concealed Entrance.

When using this approach it's important to remember that the view or LoS from Chamber to Chamber remains consistent with the Type of Chamber lying beyond the Entrance. For example, if players or a GM decide to place an Open Door between a Room and a Cavern there is still no LoS between the Room and the Cavern, because those entering or attempting to fire into a Cavern would still be blocked by the physical features at the Cavern's Entrance, i.e. stalactites, stalagmites, columns of rock and twisting turns leading into the Cavern.

Under most circumstances it can be simplest to roll a D6 to find out whether a Door is Locked or not. A 1-2 on a D6 indicates a Locked Door, while a 3-6 indicates an Unlocked Door.

There is also the option of referring to the Feature Rooms Table. Particular Types of Feature Rooms are marked on the Feature Rooms Table as having Locked Doors. Other Doors are Unlocked when Revealed.

Doors and Locks Options Table

The options for deciding whether or not Doors are Locked are shown on the Entrances Summary Options Table.

Doors Strands Select
Whether or not a Door is Locked or Unlocked is predetermined according to the Types of Chamber on either side of a Door, i.e. according to the method suggested for Ready-To-Run Layouts. Any
The Feature Rooms Table indicates whether or not a Door is Locked. Empty Rooms are not Locked. This approach works well with a Gamesmaster or with Team play. Any
Doors are found to be Locked (1-2) or Unlocked (3-6) by rolling a D6. This usually applies during Solo or Team Play where the Complex is being created 'on the fly'. Any

Exits

Complexes often have one Entrance and one extra, concealed Exit. Exits are accessible through a Search in the Feature Rooms shown for each Type of Complex, as shown on the Exits Options Table.

Exits Options Table

Complex Standard Select
Outpost Store
Dungeon Warehouse
Stronghold Barracks
Catacombs Trophy Room
Fortress Library
Citadel Throne Room

GMs can select the position of an Exit or Exits, while Solo and Team players can select alternatives before entering a Complex.

Levels

Players can choose to include Steps, Chutes, Ladders, Trapdoors, Slides and Staircases leading to other Levels within the same Complex. The location of extra Levels can be shown on any Revealed or Partially Revealed Layout. When a Layout is not Revealed in advance Chambers located on different Levels are added as Revealed.

Steps, Chutes, Ladders, Trapdoors, Slides and Staircases and Exits can be used as access points leading into adjoining Complexes. GMs can decide when to offer some indication that players are dealing with more than one Complex. Solo or Team players can Declare that multiple Complexes are present before starting play.

Clustering

All Chambers belonging to a Complex should be included in any Layout and, therefore, connected to the Complex at some point within the overall Layout. Players may also have to take account of Clustering effects, which involve groups of Feature Rooms and Caverns that are placed side by side. Clustering has a major impact on the knock-on effects resulting from Alarms and can put great pressure on units that suddenly have to deal with a lot of active opponents.

Clustering Options Table

Type of Clustering Select
Clustering can occur simply as a result of the higher number of Feature Rooms and Caverns within larger Complexes, which also have relatively few Empty Rooms and Passageways.
Clustering can be increased to make play more intense by dispensing with Empty Rooms.
Clustering can be increased to make play more intense by dispensing with Empty Rooms and Empty Chambers.

Chambers Within Complexes

The selection of chambers appearing within the different Types of Complexes is set out below. There is no reason why these cannot be varied but the selections within the Complex Contents Table provide a baseline that lets different groups of players operate under similar conditions.

Complex Contents Table

Complex Feature Rooms Empty Rooms Caverns Empty Caverns Passageways Manifests Modifier
Outpost 4 4 2 4 12 2D6
Dungeon 8 4 4 4 12 2D6
Stronghold 12 4 6 4 12 3D6
Catacombs 16 4 8 4 12 3D6
Fortress 20 4 10 4 12 4D6
Citadel 24 4 12 4 12 4D6

Using Manifests

The Tribal and Monster Manifests are weighted according to the Type of Complex being explored.

When a unit's number on a Manifest has already been rolled, and the unit has been brought into play, the next available unit further down the Manifest is brought into play in its place.

Entrances to Complexes

A variety of different Types of Locked and Unlocked Complex Entrances can be used including:

The Adventurers start the first Turn, unless the Entering Complexes Table is in use.

The Entering Complexes Table can be used to encourage Adventurers to 'get past the guards' which might be expected at the Entrances to a Complex. Otherwise, the Adventurers take the first Turn.

Entering Complexes Options Table

Complex Standard Select
Entering Complexes Table Roll or Select from the Entering Complexes Table.
Highest Roll Starts Roll 2D6 with each roll being modified by the Stars, Speed and number of Honours of the unit with the most Stars, Speed and Honours on each side.

GMs can select the position of an Exit or Exits, while Solo and Team players can select alternatives before entering a Complex.

Events can often play a part in accessing Complexes and GMs can easily devise situations to allow Adventurers to enter a Complex without Alerting the entire Complex before play even gets started.

Most Complexes have some form of additional or concealed Exit. These are not necessarily available to Adventurers when they approach a Complex. GMs can, of course, make a range of approaches to entering a Complex available, as well as providing additional Exits when it seems useful.

Entering Complexes Table

No. Approach Option Alarm Sounded Alarm Range / Effect
2 Ambush Using ranged attacks, including magic, to deal with the Guards is practical if the Guards are not well protected or lack a good view of the surrounding area. Check Local
3 Assault Two Guards realise something is wrong and try to sound a Remote Alarm. Yes Remote
4 Capture Become a Prisoner/ s and try to escape into the Complex. Adventurers' possessions can usually be found within two Zones of the Dungeon where Adventurers are held. No
5 Convert Convert two Guards to gain unhindered access to the Complex. Check Local
6 Disguise Attempt to get past two Guards using a Disguise. A successful Disguise gives Adventurers the first opportunity to move and act. An unsuccessful Disguise allows opponents to move and act first. Check Local
7 Distraction Draw a patrol of D6 Guards away from the Entrance. They will be waiting outside when it comes time to leave and may be brought into play immediately if a Remote Alarm is set off in the first Chamber of the Complex. Check Remote
8 Documents Attempt to get past two Guards using a Disguise. Invitations and Dispatches are among Documents Adventurers can use to contribute to a Disguise. A successful Disguise gives Adventurers the first opportunity to move and act. An unsuccessful Disguise allows opponents to move and act first. Check Local
9 Events Campaign or Local Conditions and Events can offer a distraction. Check Local
10 Gift/ Bribe Make an offer of a Gift or Bribe to persuade two Guards to let you pass. Check Local
11 Smuggled Try to deliver goods and avoid a Search carried out by one of D6 Guards. Check Local
12 Tunnels Gain access to a Chamber through narrow Tunnels and Drains, or Mining. No

Units found at Entrances are of the same Type as comparable units shown on the relevant Tribal Manifest. However, they appear in addition to those listed as part of the Manifest.

Chambers

The Types of Chambers found within Complexes have their own properties and will be discussed in turn.

Passageways

Entering an Empty Passageway can, optionally, involve a check for Traps on the Traps Table. When an Adventurer goes into an unoccupied Passageway, which has not been Revealed, and rolls a 2 on 2D6, a Trap is present. The Type of Trap is shown on the Traps Table, (see Book 4: Designing Complexes). The Trap is triggered when the Adventurer enters the Chamber and 2D6 are rolled to see if the Adventurer can avoid injury with a roll of 9+ modified by Stars and any relevant skills.

Units may choose to pause when entering a Chamber and Declare that they are using a Search action, a Moonlight Spell or an Ancient Torch to check for Traps. If the Search is successful any Trap is located without triggering the Trap. The unit can then choose to avoid the Chamber or attempt to Unlock the Trap.

The table below is used to identify Traps attached to or located in Passageways, Treasure Chests, Empty Rooms and Empty Caverns (when selected). Roll 3D6 to select a Trap.

Traps Table

No. Title Event Label Image Possible Effects Select
3 Arrow Trap Arrow The unit triggering the Trap takes 3D6 Damage.
4 Dart Trap Dart The unit triggering the Trap takes 4D6 Damage.
5 Falling Blade Falling Blade The unit triggering the Trap takes 5D6 Damage.
6 Falling Cage Trap Hanging Cage Any unit caught by a Falling Cage Trap is confined to the cage until someone manages to Unlock the cage. While trapped in the cage a unit cannot carry out any H2H or Missile Attacks.
7 Flooding Chamber Pit - Waves A Flooding Chamber closes. It can only be broken by Smashing the Entrance from outside. Any Tribal Unit trapped inside is up to its waist in water within a Turn. After a second Turn the unit starts to Drown taking D6 Damage. 2D6 Damage follows in the next Turn and an additional D6 is added to the total every Turn. The water in the Chamber begins to subside after 6 Turns. Some units may be able to survive being immersed.
8 Jaw Trap Jaw Trap An affected unit takes 3D6 Damage and is unable to move until released, unless Strength is one of the unit's skills.
9 Net Trap Net - Bell A weighted net falls over the Zone. The net can take 20 Damage from Blade Weapons or magical attacks. A Local Alarm sounds in the nearest Unrevealed Feature Room.
10 Pit (Trapdoor) Pit - Doors A unit falling into a concealed pit takes 2D6 Damage from the fall and has to Climb back out of the pit.
11 Pit (Flooded) Pit - Half Full Any unit falling into a flooded pit has to Swim to escape. Burdened units start to Drown, taking 3D6 Damage/ Turn until being rescued or discarding enough items to become Unburdened.
12 Poisoned Darts Dart - Tears The unit triggering the Trap takes Damage from D6 Darts and is also Poisoned.
13 Predator Trap/ Tar Pit Web Those caught in a Predator Trap can only move a single Zone during their next Turn and cannot commit any other actions during that Turn.
14 Scything Blade Circular Blade The unit triggering the Trap takes 6D6 Damage.
15 Spiked Falling Ceiling Spiked Panel (Vertical Spikes) The Zone's Occupants all take 6D6 Damage.
16 Spikes Spiked Panel (Horizontal Spikes) The unit triggering the Trap takes 8D6 Damage.
17 Tripwire Bell A Local Alarm is triggered.
18 Roll Twice As Rolled

Rooms

Rooms fall into two categories: Empty Rooms and Feature Rooms. Empty Rooms are typically unoccupied when entered and usually contain no Features or items of note apart from two lit Lanterns. Feature Rooms are both occupied and equipped with Features, which have a variety of effects.

Rooms are generally shown as Chambers with more Straight Edges and/ or Corners than Curved Edges.

Types of Empty Rooms

Entering an Empty Room which has yet to be Revealed can, optionally, require a check for Traps on the Traps Table. This is dealt with in the same manner as with Empty Passageways and Empty Chambers.

Empty Rooms are set aside both to give Adventurers 'room to breathe' inside Complexes and to focus play on the key Chambers and Features within a Complex. In other words, there are only likely to be so many times that a player wants to explore a Kitchen or an empty Courtyard in detail.

Players and GMs can apply Titles to Empty Rooms when they wish to and can also 'flesh-out' these Rooms with the same Types of Features, Occupants and Accessories as Feature Rooms. Clearly, this involves introducing some Features or Occupants to 'Empty' Rooms. For example, a GM might elect to run an adventure that involves a lavish Feast and decide to convert an Empty Room that's designated as a Kitchen to act as a Feature Room.

Empty Rooms Table

No. Title
4 Apartment
5 Arena
6 Bathroom
7 Chantry
8 Court
9 Courtyard
10 Dressing Room
11 Gallery
12 Games Room
13 Gym
14 Hall
15 Harem
16 Kitchens
17 Latrine
18 Maze
19 Office
20 Oratory
21 Pool
22 Refectory/ Dining Hall
23 Vault
24 Water Garden

Types of Feature Rooms

Adventurers and other units can interact with the Features located in Chambers. These include Chests and Treasure Chests. As shown in the relevant tables, Treasure Chests contain many of the most valuable items that Adventurers can find.

Treasure Chests are usually Locked and Trapped and players must successfully Unlock the Trap before they can Unlock the actual Treasure Chest. Failing to do so activates the Traps Table.

As discussed earlier, Features can be Damaged and destroyed by various means. The destruction of a simple Accessory is straightforward, while the destruction of a Major Feature such as an Enchanted Throne is difficult to achieve.

Feature Rooms with Multiple Zones

During Solo or Team Play it's usually easier to run play using a standard size of a single Zone for each Chamber.

However, Large Feature Rooms can be made up of a number of Zones. Suggested numbers are indicated within the Feature Rooms Table.

A GM can consider lowering or increasing the number of Zones within any Chamber. This makes it necessary to locate Features and encountered units in particular Zones as Chambers are Revealed. Multiple units can be spread evenly between Zones, while single units and Features can be located in the Zone furthest from the point at which the Chamber has been Revealed. Loot/ Treasure can be located either in the best-defended Zone or in keeping with the scenario.

Feature Rooms Table

The Feature Rooms Table sets out the range of Feature Rooms within the different Types of Complex and the number of units typically occupying each Feature Room.

Adjust Rolls on the Feature Rooms Table by the Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Take the next Feature Room down if the Feature Room rolled has already been Revealed.

No. Title Image Doors Zones Features Units
2 Guardpost Brazier 1 Lit Brazier (Minor) 2
3 Guardpost Brazier 1 Lit Brazier (Minor) 2
4 Store Sack 1 Food: Fruit 0
5 Dungeon Square Cage Locked 1 D6 Prisoners: see Prisoners and Slaves Table. 2
6 Stables Trough 1 D6 Horses 0
7 Hall Hearth 1/ 2 Lit Hearth (Minor)
Chest
D6
8 Warehouse Barrels 1/ 2 D6 Barrels: see the Barrels Table. 0
9 Armoury Portcullis Locked 1 Replace Standard Weapons including Missiles.
Chest
2
10 Galley Keg 1 D6 Bottles and Kegs: see the Bottles and Kegs Table.
Mirror
D6
11 Forge Anvil 1 Forge (Major): allows the repair of Fused Enchanted Items using a Mend action. 2
12 Barracks Headrest 1 Lit Hearth (Minor)
Chest
2
13 Temple (Peaceful) Altar with Chalice 1/ 2 Altar (Major)
Twin Braziers (Minor)
Gong (Major): a unit that sounds an Alarm in a Temple will use the Temple's Gong to sound a Remote Alarm in preference to other methods.
Treasure Chest
D6
OR
13 Temple (Hostile) Altar with Skull 1/ 2 Altar (Major)
Twin Braziers (Minor)
Gong (Major): as above.
Treasure Chest
D6
OR
13 Temple (Lost) Altar with Ancient Enchanted Item 1/ 4 Altar (Major)
Twin Braziers (Minor)
Gong (Major): as above.
Ancient Enchanted Item: roll on the Ancient Enchanted Items Table.
Guardian: find the first Ancient Monster in the Manifests, roll 2D6 and proceed through the Manifests until you find the Ancient Monster matching the number rolled.
Treasure Chest
D6
14 Apartment Standing Mirror Locked 1/ 2 A Standing Mirror (Minor): is a Magic Mirror allowing 1 unit/ Turn to Teleport to any Mirror within the Complex.
Treasure Chest
1
15 Pithead Pithead or Pithead as Label 1/ 2 A Pithead (Major): contains an exposed vein of gold that can yield 6D6 Ingots if mined. Each unit that participates in the mining can extract an Ingot/ Turn until the mine is exhausted.
Mining with Pickaxes and/ or Hammers makes a sound equivalent to a Remote Alarm. Mining with Mallets and Wedges takes twice as long for the same return but only makes the sound of a Local Alarm. Alternatively, see the Pitheads Table.
D6
16 Trophy Room Tapestry or Tapestry as Label. Locked 1/ 2 A Tapestry includes an image of a Timber Wolf. It can be Summoned by a 9+ on 2D6, through a Magical Chant inscribed on the back of the Tapestry or nearby. Opponents who can read already know the Chant and will select it as a Preferred Action. The wolf can be instructed as if Animate. Alternatively, a Tapestry can be treated as a Label as set out the optional Tapestries Table.
Chest
1
17 Laboratory Mortar and Pestle Locked 1/ 2 Lit Hearths (Major)
A single Potion will be ready for use by either an Occupant or an Adventurer. In addition, Ingredients can be found for one Potion of choice or two randomly selected Potions.
Chest
1
18 Great Hall Statue or Statue as Label 1/ 4 See the Enchanted Statues Table. (Major)
Mirror (Major)
Treasure Chest
2D6
19 Map Room Globe or Globe as Label Locked 1/ 2 When fitted with a Jewel the Globe Reveals the location of a nearby Complex. Alternatively, see the Globes Table.
Treasure Map
Chest
1
20 Library Lectern or Lectern as Label Locked 1/ 2 Lectern (Minor)
Enchanted Book
Scroll
1
21 Treasury Scales Locked 1/ 2 A Treasury contains 6D6 Ingots and 3D6 Gems.
Treasure Chest
2
22 Arcade Magic Fountain or Fountain as Label 1/ 4 Fountain (Major): those who bathe in the Fountain gain D6 Defence/ Turn until restored to full health. The water loses its potency when taken outwith the Chamber containing the Fountain. Alternatively, roll on the Magic Fountains Table. 1
23 Starchamber Gate/ Astral Gate Locked 1/ 4 Astral Gate (Major): units can use an Astral Gate to move through any Magic Mirrors within a Complex or to Teleport up to two Zones away.
With access to certain Types of Orbs, Globes and Documents it's possible to use Astral Gates to travel to distant Complexes and through time. A maximum of six units can use an Astral Gate in a single Turn.
Treasure Chest
D6
24 Throne Room Throne or Throne as Label 1/ 4 Throne (Major): an Enchanted Stone mounted within a throne gives anyone seated on it Resistance. While seated it's not practical to participate in Hand-to-Hand combat. However, Spells and Rituals can be cast normally. See the Thrones Table for further options.
Treasure Chest
2D6

When using randomly generated Layouts or Ready-To-Run Layouts and checking for Empty Rooms/ Empty Caverns it's possible to reach the maximum number of Empty Rooms/ Caverns for a particular kind of Complex. Just stop checking for further Empty Rooms/ Caverns at that point.

Magic Fountains

Instead of using the standard effect for a Magic Fountain players can roll on the Magic Fountains Table. The principal icon amongst the decorative carvings on the Fountain usually indicates the Type of Fountain encountered. However, this may be concealed or have been removed. Any magical effects occur as a result of washing in or drinking from the Fountain.

Fountains may contain or be fitted with Statues.

The water loses its potency when taken outwith the Chamber containing the Fountain.

Magic Fountains Table

No. Title Fountain: Icon Effects
1 Magic Fountain Cross Those who bathe in the Fountain gain D6 Defence/ Turn until restored to full health.
2 Royal Fountain Crown Any partially complete Stars within the unit's Design are made complete on a single occasion. A unit may only benefit from this effect once.
3 Fountain of Fortune Gem The water in this Fountain gives a unit an additional bonus of +1 on the next roll that the unit attempts.
4 Fountain of Faith Fleur de Lis The water in this Fountain can wash away a Mark of Dishonour once/ day.
5 Fountain of Health Goblet Water drunk from this Fountain can cure the effects of Poisons and Diseases. However, a 9+ on 2D6 is required for success.
6 Fountain of Plenty Jewel Those who view a Fountain of Plenty feel compelled to cast a Jewel into the Fountain at the first opportunity. This only affects a unit the first time it sees a Fountain of Plenty located within a particular Complex. As a Jewel is thrown in the Fountain the player controlling the unit that's surrendering the Jewel can Declare a Wish. The Wish can be used to bring about a shift of one row up or down within a Treasure table. It may also be used to assign the presence of a particular Type of Tribal Unit or Monster to a Complex.

The option of pouring Potions into these Fountains presents some interesting possibilities and a table could easily be constructed to suggest the outcomes resulting from certain combinations. However, it takes time to think through the effects of Combining effects already linked to particular icons to reach practical combinations.

Tapestries

Instead of using the standard effect shown for a Tapestry players can roll on an optional Tapestries Table. A success on 2D6 Summons the creature and it can be instructed in the same way as an Animate creature.

Tapestries Table

No. Title Icon on Label Effects
1 Scavenger Top Jaw: Tooth Summons a Scavenger.
2 Predator Top Jaw: Teeth (2) Summons a Predator.
3 Reptile Top Jaw: Teeth (3) Summons a Reptile.
4 Pool Predator Top Jaw: Teeth (4) Summons a Pool Predator.
5 Undead Top Jaw: Teeth (5) Summons an Undead creature.
6 Daemon Top Jaw: Teeth (6) Summons a Daemon.

Enchanted Statues

Enchanted Statues are one way of introducing Legendary Heroes and Recurring Enemies into play.

Enchanted Statues Table

No. Title Icon on Label/ Statue or Rostrum Effects
1 Legendary Warrior Battle Axe Select a Ranger from the Tribal Manifests or a Comrade at Arms from the Tribal Manifests/ a Campaign Log.
2 High Priestess Sacred Dagger Select a High Priestess from the Tribal Manifests or a Recurring Enemy from the Tribal Manifests/ a Campaign Log.
3 Heroine Longsword Select a Scout from the Tribal Manifests or a Comrade at Arms from the Tribal Manifests/ a Campaign Log.
4 Conqueror Crown Select an Adversary from the Tribal Manifests or a Recurring Enemy from the Tribal Manifests/ a Campaign Log.
5 Mythical Figure Halo Select an Archmage from the Tribal Manifests or a Comrade at Arms from the Tribal Manifests/ a Campaign Log.
6 Daemon Demon's Horns Select a Daemon from the Monster Manifests or a Recurring Enemy from the Tribal Manifests/ a Campaign Log.

Pitheads

Instead of using the standard effect shown for a Pithead players can roll on an optional Pitheads Table. Each unit that participates in the mining can extract an Ingot/ Turn until the mine is exhausted. Mining with Pickaxes and/ or Hammers makes a sound equivalent to a Remote Alarm. Mining with Mallets and Wedges takes twice as long for the same return but only makes the sound of a Local Alarm.

Pitheads Table

No. Title Icon on Label Effects
1 Gold Mine Ingot Mining a vein of Gold within the Pithead until the seam is exhausted yields 6D6 Ingots.
2 Ruby Mine Gem Mining for Rubies within the Pithead until the seam is exhausted yields 6D6 Gems.
3 Emerald Mine Gems Mining for Emeralds within the Pithead until the seam is exhausted yields 8D6 Gems.
4 Sapphire Mine Brilliant Mining for Sapphires within the Pithead until the seam is exhausted yields 10D6 Jewels.
5 Diamond Mine Brilliants Mining for Diamonds within the Pithead until the seam is exhausted yields 12D6 Jewels.
6 Haunted Mine Brilliant: Curved The Pithead yields twice the amount of Treasure found in a Diamond Mine. The mine also contains D6 Undead creatures. (See the Monster Manifests).

Mining a Zone where the ore has been subjected to a targeted Meteor Spell allows two yields to be removed in a single Turn by each unit mining the Pithead but the Pithead's overall yield is halved.

Globes

Globes can be used to Reveal the location of Complexes. Enchanted Globes need to be fitted with a Jewel or they will not display the location of Complexes. Enchanted Globes are one way of making such information available during play, so instead of using the standard effect shown for a Globe players/ GMs can roll on or select from an optional Globes Table.

Globes Table

No. Title Icon on Globe Label Effects
1 Globe The Globe Reveals the location of a nearby Complex.
2 Eastern Globe Arrow (2) - Left Indicates the location of two nearby Complexes.
3 Western Globe Arrow (2) - Right Indicates the location of three nearby Complexes.
4 Southern Globe Arrow (2) - Down Indicates the location of four nearby Complexes.
5 Northern Globe Arrow (2) - Up Indicates the location of six nearby Complexes.
6 Ancient Globe Astral Gate Indicates the location of a Complex that belongs to or belonged to a Lost Tribe.

Thrones

Instead of using the standard effect shown for a Throne players can roll on an optional Thrones Table.

Thrones Table

No. Title Icon on Throne Label Effects
1 Throne Shen Ring An Enchanted Stone mounted within a Throne gives anyone seated on it Resistance. While seated it's not practical to participate in Hand-to-Hand combat. However, Spells and Rituals can be cast normally.
2 Bone Throne Bone A unit seated on a Bone Throne has the power to attempt to Animate all Slain units within the Chamber. A roll on 2D6 is made to see if each creature becomes a Zombie or a Skeleton. The number of Stars held by the caster and the intended target/ s prior to Death modify the required roll of 9+ on 2D6.
3 Lich's Throne Scythe A unit seated on a Lich's Throne has the power to attempt to Animate a living creature, which becomes a Zombie if the Spell is effective.
4 Throne of Power Triquetra A unit seated on a Throne of the Power cannot be harmed or enchanted by the same magical effect more than once in a single Turn.
5 Throne of Kings Crown A unit seated on a Throne of the Kings cannot be harmed or enchanted by the same magical effect more than once while remaining on the Throne.
6 Demon's Throne Dark Jewel A Demon's Throne can create complete Darkness throughout a Chamber once/ day.

Caverns

Caverns are the lairs of Monsters living alongside or in league with the Tribe occupying a Complex. These creatures will rarely be at the beck and call of the Tribe. However, the Tribe and the Monsters can generally co-exist, because the Monsters can be trained or contained to the point where they represent little immediate threat to the Tribal group.

Caverns are usually shown as Chambers with more Curved Corners than Straight Corners.

Empty Caverns

Empty Caverns can be selected in advance or rolled randomly as Revealed.

To mark the Type of Cavern, use Blunted Stalactites (aka Blunted Teeth) set below the Bar (aka Top Jaw) instead of the Sharpened Stalactites (aka Teeth) which indicate that a Cavern is occupied.

Alternatively, simply map Empty Caverns without any Occupants.

Either approach makes it practical to record which Type of Cavern has been rolled or selected from the Caverns Table shown below.

Entering an Empty Cavern can require a check for Traps on the Traps Table. This is dealt with in the same way as Traps found in Empty Passageways or Rooms.

When using randomly generated Layouts or Ready-To-Run Layouts and checking for Empty Caverns it's possible to reach the maximum number of Empty Caverns for a particular Type of Complex. Just stop checking for further Empty Caverns at that point.

Occupied Caverns

The Types of Cavern encountered by Adventurers can be selected from or rolled for on the Caverns Table.

Caverns which are occupied contain particular groups or 'families' of Monsters. The icon representing a particular Type or family of Monsters matches and also represents the icon corresponding to a particular Type of Cavern. This means that the number of Stalactites (aka Top Jaw Teeth) marked on or beside a Cavern indicates both the Type of Cavern and the Type of Monsters found within the Cavern.

A Bar (aka Jaw) joins the Stalactites (aka Teeth) used to indicate the Type of Cavern and the Type of Monster/ s. Extra Bars (aka Top Jaws) with Stalactites (aka Teeth) can be added to represent Caverns containing creatures from more than one group or 'family'. Where more than one is present, the Type of Cavern encountered remains that of the most powerful group. Monsters are grouped as shown on the Monsters and Caverns Table.

Monsters and Caverns Table

Type of Monster Top Jaw Icon Type of Cavern Bottom Jaw Icon (Optional where present)
Scavengers Stalactite or Tooth Nest Jaws/ Teeth or Fangs/ Teeth - Tears (3)
Predators Stalactites (2) or Teeth (2) Cave Jaws/ Teeth or Fangs/ Teeth - Tears (3)
Reptiles Stalactites (3) or Teeth (3) Lair Jaws/ Teeth or Fangs/ Teeth - Tears (3)
Pool Predators Stalactites (4) or Teeth (4) Pool Chamber Jaws/ Teeth or Fangs/ Teeth - Tears (3)
Undead Stalactites (5) or Teeth (5) Crypt Jaws/ Teeth or Fangs/ Teeth - Tears (3)
Daemons Stalactites (6) or Teeth (6) Pit Jaws/ Teeth or Fangs/ Teeth - Tears (3)

Caverns with Multiple Zones

During Solo or Team Play it's usually easier to run play using a standard size of a single Zone for each Chamber.

Occupied Caverns can be made up of a number of Zones. Caverns with Multiple Zones are dealt with in the same way as Rooms with Multiple Zones.

Caverns Table

The Caverns Table sets out the range of Occupied Caverns within a Complex and the number of units occupying each of these Caverns.

Adjust Rolls on the Caverns Table by the Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Take the next Cavern down if the Cavern rolled has already been Revealed.

No. Title Zones Image Occupants Lighting Treasure
3 Nest 1/ 1 Top Jaw: Stalactite Scavenger Dark Treasure
4 Cave 1/ 2 Top Jaw: Stalactite (2) Predator Dark Treasure
5 Lair 1/ 3 Top Jaw: Stalactite (3) Reptile Dark Treasure
6 Pool 1/ 4 Top Jaw: Stalactite (4) Pool Predator Dark Treasure
7 Crypt 1/ 5 Top Jaw: Stalactite (5) Undead Dark Treasure
8 Pit 1/ 6 Top Jaw: Stalactite (6) Daemon Torchlight Treasure
9 Nest 1/ 1 Top Jaw: Stalactite - Top Jaw: Stalactite Scavengers (2) Dark Treasure
10 Cave 1/ 2 Top Jaw: Stalactite (2) - Top Jaw: Stalactite (2) Predators (2) Dark Treasure
11 Lair 1/ 3 Top Jaw: Stalactite (3) - Top Jaw: Stalactite (3) Reptiles (2) Dark Treasure
12 Pool 1/ 4 Top Jaw: Stalactite (4) - Top Jaw: Stalactite (4) Pool Predators (2) Dark Treasure
13 Crypt 1/ 5 Top Jaw: Stalactite (5) - Top Jaw: Stalactite (5) Undead (2) Dark Treasure
14 Pit 1/ 6 Top Jaw: Stalactite (6) - Top Jaw: Stalactite (6) Daemons (2) Torchlight Treasure
15 Lair 1/ 3 Top Jaw: Stalactite (3) - Top Jaw: Stalactite (2) Reptile and Predator Dark Treasure
16 Crypt 1/ 5 Top Jaw: Stalactite (5) - Top Jaw: Stalactite (2) Undead and Predator Dark Treasure
17 Pit 1/ 6 Top Jaw: Stalactite (6) - Top Jaw: Stalactite (3) Daemon and Reptile Torchlight Treasure
18 Pit 1/ 6 Top Jaw: Stalactite (6) - Top Jaw: Stalactite (6) - Top Jaw: Stalactite (5) - Top Jaw: Stalactite (5) Daemons (2) and Undead (2) Torchlight Treasure

It's important to note that Caverns may contain even more Monsters than shown on the Caverns Table, as the Monster Manifests can indicate the presence of extra Monsters.

Accessories

Tables of Accessories are available to help GMs quickly outline Skeleton Complexes.

Images can be linked to every Accessory.

Accessories can be used as a series of tags or keywords that accompany other graphic and non-graphic elements of a Chamber's description or Design.

It may be worth thinking in terms of Cascading Sets of Accessories, as the presence of one Accessory might predict the presence of other Accessories.

Accessories Table: Architectural Features

No. Title Image Type Of Feature Effect/ s
2 Alcove
3 Balcony
4 Dome
5 Mezzanine
6 Mirror Tent
7 Murder Hole
8 Pavilion
9 Pillars
10 Platform
11 Swimming Pool
12 Transom

Accessories Table: Costume

No. Title Image Type Of Feature Effect/ s
2 Headdress
3 Jewellery
4 Mask
5 Masquerade
6 Military Uniform
7 Regalia
8 Ritual Clothing
9 Ritual Costume
10 Robes
11 Uniform
12 Veil

Accessories Table: Dressing

No. Title Image Type Of Feature Effect/ s
6 Bleached Tribal Bones Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe.
7 Blood-Drenched Bandages The bandages may be freshly blood-soaked or dry.
8 Cobwebs
9 Coins
10 Dirty Dishes
11 Dust
12 Firewood
13 Fresh Tribal Bones Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe.
14 Leftover Food
15 Mildew
16 Monster's Bones Use the Encounter Manifests to roll or select a Monster.
17 Monster's Skeleton Use the Encounter Manifests to roll or select a Monster.
18 Monster's Skull Use the Encounter Manifests to roll or select a Monster.
19 Moth-infested Clothing
20 Mushrooms
21 Pet/ s
22 Rags
23 Rats
24 Rubble
25 Sawdust
26 Scorch Marks
27 Scum
28 Slain Monster (Fresh) Use the Encounter Manifests to roll or select a Monster.
29 Slain Monster (Rotting) Use the Encounter Manifests to roll or select a Monster.
30 Slime
31 Torn Clothing
32 Torn Parchment
33 Tribal Corpse (Fresh) Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe.
34 Tribal Corpse (Rotting) Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe.
35 Tribal Skeleton Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe.
36 Tribal Skull Use the Encounter Manifests or the Tribes Tables to roll or select a Tribe.

Accessories Table: Food and Drink

No. Title Image Type Of Feature Effect/ s
2 Fruit
3 Beer Barrel
4 Bread
5 Cheese
6 Eggs
7 Fish
8 Pastries
9 Red Meat
10 Vegetables
11 White Meat
12 Wine

Accessories Table: Furnishing

No. Title Image Type Of Feature Effect/ s
7 Aquarium
8 Bas Relief Suited to use as a Panel.
9 Basin
10 Bath
11 Bed
12 Bench
13 Birdcage
14 Carpet
15 Casket
16 Chairs
17 Chest
18 Column/ s
19 Cupboard
20 Desk
21 Fountain
22 Idol Suited to use as a Panel.
23 Iron Maiden
24 Manger
25 Mirror
26 Mosaic Suited to use as a Panel.
27 Painting Suited to use as a Panel.
28 Rack
29 Rack
30 Rugs
31 Screen
32 Shelving
33 Shrine
34 Sink
35 Stained Glass Suited to use as a Panel.
36 Statue
37 Stocks
38 Table
39 Tapestry Suited to use as a Panel.
40 Toilet
41 Wardrobe
42 Workbench

Accessories Table: Materials

No. Title Image Type Of Feature Effect/ s
3 Brick
4 Bronze
5 Copper
6 Flint
7 Glass
8 Gold
9 Gold Leaf
10 Hardwood
11 Iron
12 Marble
13 Mud
14 Oil
15 Silver
16 Slate
17 Timbers
18 Wood

Accessories Table: Miscellaneous

No. Title Image Type Of Feature Effect/ s
12 Axe
13 Backpack
14 Barrel
15 Basin
16 Blankets
17 Boardgame Suited to use as a Panel.
18 Boots
19 Bottles
20 Bowls
21 Boxes
22 Branding Iron
23 Broken Glass
24 Brush
25 Bucket
26 Bundle
27 Candles
28 Cards
29 Cloak
30 Coins
31 Comb
32 Crates
33 Cutlery
34 Dice
35 Dishes
36 Dress
37 Flask
38 Flints
39 Fur/ Pelts
40 Hammers
41 Hourglass Suited to use as a Panel.
42 Jars
43 Ladder
44 Lamp
45 Lantern
46 Lantern Oil
47 Manacles
48 Memento
49 Nails
50 Oil (Scented)
51 Oil Paints
52 Paint
53 Palette
54 Pans
55 Parchment
56 Pincers
57 Plates
58 Potter's Wheel
59 Pottery
60 Rope 10'
61 Rope 50'
62 Saw
63 Scroll
64 Shackles
65 Spinning Wheel
66 Straw (Bale)
67 Torches
68 Towels
69 Tunic
70 Vase
71 Vines
72 Waterclock

Accessories Table: Senses and Sensations

No. Title Image Type Of Feature Effect/ s
4 Bloodcurdling
5 Blood-Drenched
6 Burning
7 Churning
8 Crackle
10 Crawling
11 Creeping
12 Fizzing
13 Freezing
14 Frothing
15 Mouthwatering
16 Odour
17 Perfumed
18 Popping
19 Sickening
20 Smoke
21 Smouldering
22 Spinechilling
23 Spinetingling
24 Stench

Treasure : Book 5 : Tribes and Monsters

The Manifests for each Tribe and the various Types of Monsters are set out to make it easy to quickly set up and start playing. Players or GMs can mark copies of the Manifests to keep track of units.

When rolling on the Manifests a Modifier is usually applied that takes account of the Type of Complex. This allows players to meet a wide variety of opponents at any point in an adventure.

Each unit can be marked to indicate when it has made an appearance or carried out a Preferred Action.

While exploring a Complex, Adventurers can expect to encounter each unit within a Tribal Table at some stage. Unless the Adventurers Reveal every Chamber that can contain Occupants before completing the entire Manifest. Once encountered, each particular unit, (or group of units where multiple Monsters are indicated), will not appear again within the same Complex unless the Complex is Replenished/ Reinforced or a particular Raised or Summoned.

Players and GMs can take a flexible approach to Manifests and mix elements from different Manifests to create more varied Complexes.

Magic items listed within the Manifests are usually ready to use, including items such as a Medusa's Mirror, which contains a single 'trapped' Gaze when a 4, 5 or 6 is rolled on a D6 when the item is brought into play.

Any currency or Treasure listed as a Preferred Action that's called upon during play is available in addition to any currency or Treasure allocated to groups of units within a Manifest.

Spells and Rituals shown as Preferred Actions in the form of Honours, e.g. Sacred Dagger, Triskel or Triquetra, can be selected or rolled randomly with a D6 at each level required.

Units displaying a Triquetra may use any Ritual as a Preferred Action. However, those displaying a Triskel will usually only use Spells unless a Ritual is named specifically as a Preferred Action within the relevant Manifest. Clearly, GMs can select which Rituals are available to particular units.

Occupations

The different roles of the members of a Tribe can be identified and fleshed-out by matching the range of icons shown within a Tribe's Manifest to particular Occupations. Occupations offer a general outline of the type of opponents Adventurers encounter. There are plenty of other Occupations which can be matched to opponents. Being linked to an Occupation doesn't limit a unit to the skills sets out in the Manifests.

Occupations are not Honours. The combination of skills an Occupation happens to be linked to sets out a unit's Preferred Actions within the Manifests, rather than the Occupation itself. Adventurers do not need to adopt a specific Occupation, as Occupations have no set in-game value.

When an Occupation matching the Title assigned to an Honour appears in the Encounter Manifests, the Occupation does indicate the presence of any linked Honour. For example, an Inquisitor's Preferred Actions do not include a set of Tongs, because, while Inquisitors can use this Honour-related skill, it's unlikely to be among their first choices of action when encountering a group of Adventurers.

Along similar lines, some Occupations that match the name of an Honour involve units with Preferred Actions including Honours. For instance, a unit titled as a High Priestess or a Librarian may have the skills of an Archmage but without choosing the Occupation of an Archmage.

Ancients Tribal Group

The mythologies of many Tribes tell of an ancient race of great power. Translations of ancient texts suggest that they may have been referred to as 'The Spines of the Dragon'. Some Tribes remember them as Daemons, while others see them as flawed heroes or some kind of Demigods. The earliest references describe them as 'forces of nature'. Their presence in the past is supported by the firm belief that the Starchambers and Altars at the heart of many Complexes are part of their legacy. Whether or not any of the Ancients still survive is unknown but rumours persist and documents and artefacts thought to have belonged to them are highly prized.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected in its place.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Fly/ Wings Battle Shield/ Shield (5) 2 Jewels/ 2 Brilliants Hands Luck/ Rosette Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
2
3
4
5
6
7

Speed Defence Treasure Skills
Fly/ Wings Battle Shield/ Shield (5) 2 Jewels/ 2 Brilliants Hands Luck/ Rosette Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Black Mage/ Triskel Mage/ Triskel Hands 4
9 Black Mage/ Triskel Mage/ Triskel Hands 4
10 Red Mage/ Triskel Mage/ Triskel Hands 4
11 Red Mage/ Triskel Mage/ Triskel Hands 4
12 Orange Mage/ Triskel Mage/ Triskel Hands 4
13 Orange Mage/ Triskel Mage/ Triskel Hands 4

Speed Defence Treasure Skills
Fly/ Wings Warrior's Shield/ Shield (7) 3 Jewels/ 3 Brilliants Hands Luck/ Rosette Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Yellow Ancient Torch/ Jewelled Torch Mage/ Triskel Hands 5
15 Yellow Ancient Torch/ Jewelled Torch Mage/ Triskel Hands 5
16 Green Ancient Dagger/ Jewelled Dagger Mage/ Triskel Hands 5
17 Green Ancient Dagger/ Jewelled Dagger Mage/ Triskel Hands 5
18 Blue Ancient Wand/ Jewelled Wand: Star-Tipped Archmage/ Triquetra Hands 5
19 Blue Ancient Wand/ Jewelled Wand: Star-Tipped Archmage/ Triquetra Hands 5

Speed Defence Treasure Skills
Fly/ Wings Warrior's Shield/ Shield (7) 5 Jewels/ 5 Brilliants Hands Luck/ Rosette Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Indigo Talisman Archmage/ Triquetra Stellar Adze 5
21 Indigo Talisman Archmage/ Triquetra Stellar Adze 5
22 Purple Talisman Archmage/ Triquetra Stellar Adze 5
23 Purple Talisman Archmage/ Triquetra Stellar Adze 5
24 White Talisman Archmage/ Triquetra Stellar Adze 5
25 White Talisman Archmage/ Triquetra Stellar Adze 5

Barbarians Tribal Group

Barbarians typically occupy wilderness territories where they can live freely as hunter-gatherers. They have little interest in either raiding or capturing farmland but do engage in regular conflict with Tribes that pass through or attempt to capture areas that Barbarians consider as their own. They use bases and underground caverns not because they wish to but to trade and to defend themselves. They are, perhaps, the least aggressive of the Hostile Tribes and have been known to escort other Tribes from their territory rather than attacking immediately.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Double Axe Climbing/ Tiger's Claw Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell
3 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord
4 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 1
5 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 1
6 Hunter Hunting/ Hunting Horn Spear Double Axe 1
7 Hunter Hunting/ Hunting Horn Spear Double Axe 1

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 3 Gems Double Axe Climbing/ Tiger's Claw Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Smuggler Gift/ Keg Dagger Dagger 2
9 Blacksmith Hammer Double Axe Double Axe 2
10 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
11 Scout Quick Juice/ Potion Label: Horseshoe Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 2
12 Thief Dagger Dagger Double Axe 3
13 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Double Axe 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Double Axe Climbing/ Tiger's Claw Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Sorcerer Starburst Lightning/ Lightning Bolt (1) Double Axe 3
15 Tomb Robber Gift/ Gem Spider's Glue/ Potion Label: Spider Double Axe 3
16 Tomb Robber Gift/ Gem Spider's Glue/ Potion Label: Spider Double Axe 3
17 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 4
18 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 4
19 Magician Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 3 Jewels/ 3 Brilliants Double Axe Climbing/ Tiger's Claw Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Magician Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped 5
21 Storm Guard Skullsplitter/ Jewelled Battle Axe Skullsplitter/ Jewelled Battle Axe Lightning/ Lightning Bolt (1) 5
22 Storm Guard Skullsplitter/ Jewelled Battle Axe Skullsplitter/ Jewelled Battle Axe Lightning/ Lightning Bolt (1) 5
23 Bounty Hunter Bounty Hunter/ Shacklebolt Bloodaxe/ Jewelled Double Axe Bloodaxe/ Jewelled Double Axe 5
24 Warlord Clarion/ Clarion Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) 5
25 Adversary Whirlwind (6) Mist/ Cloud (4) Necromancer/ Sacred Dagger 5

Brethren Tribal Group

The Brethren are reputed to be members of a secret cult or sect, which seeks to recover relics from the distant past. They want be trying to unlock the powers of the Ancients. Some suggest that the Brethren represent the remnants of an ancient race. In either case their intentions remain unknown. The few documents and contacts available portray them as powerful warriors and gifted spellcasters.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Harpoon Resistance/ Shen Ring Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell
3 Slave Alarm/ Bell
4 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord
5 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord
6 Tomb Robber Gift/ Gem Spider's Glue/ Potion Label: Spider Harpoon 3
7 Tomb Robber Gift/ Gem Spider's Glue/ Potion Label: Spider Harpoon 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Harpoon Resistance/ Shen Ring Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Follower Fireworks/ Firework Fireworks/ Firework Harpoon 3
9 Follower Lightning/ Lightning Bolt (1) Lightning/ Lightning Bolt (1) Harpoon 3
10 Follower Moonlight/ Crescent Moonlight/ Crescent Harpoon 3
11 Follower Meteor/ Meteor (3) Meteor/ Meteor (3) Harpoon 3
12 Follower Starburst Starburst Harpoon 3
13 Follower Mesmerise/ Spiral Mesmerise/ Spiral Harpoon 3

Speed Defence Treasure Skills
Run/ Footprints Warrior's Shield/ Shield (7) 2 Jewels/ 2 Brilliants Harpoon Resistance/ Shen Ring Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Disciple Drain/ Scythe Drain/ Scythe Harpoon 4
15 Disciple Fear/ Skull Fear/ Skull Harpoon 4
16 Disciple Frostbite/ Snowflake Frostbite/ Snowflake Harpoon 4
17 Disciple Dagger - Poison/ Dagger - Tears (3) Dagger - Poison/ Dagger - Tears (3) Harpoon 4
18 Disciple Animate/ Bone Animate/ Bone Harpoon 4
19 Disciple Web Web Harpoon 4

Speed Defence Treasure Skills
Run/ Footprints Warrior's Shield/ Shield (7) 4 Jewels/ 4 Brilliants Harpoon Resistance/ Shen Ring Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Brethren Cauldron Cauldron Harpoon 5
21 Brethren Commune/ Censer Commune/ Censer Harpoon 5
22 Brethren Chain Lightning/ Lightning Bolt (2) Chain Lightning/ Lightning Bolt (2) Harpoon 5
23 Brethren Swarm/ Hive Swarm/ Hive Harpoon 5
24 Brethren Mist/ Cloud (4) Mist/ Cloud (4) Harpoon 5
25 Brethren Whirlwind (6) Whirlwind (6) Harpoon 5

Corsairs Tribal Group

Corsairs' bases are generally confined to coastal regions but they have been known to venture inland to secure mines and raid settlements. They pride themselves on answering to no authority and competing groups often clash and feud. Some form settled communities and these tend to attract a variety of thieves and outlaws. In some cases their numbers are swelled by the use of press-gangs. The result is a range of skills capable of presenting their enemies with considerable problems. Experienced Corsairs are known to use Witch's Lanterns to Lure Monsters from their Caverns and lead them towards the Corsairs' opponents.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Scimitar Fishing/ Fishhook Diving/ Seashell

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Guard Scimitar Scimitar Alarm/ Bell 0
3 Guard Scimitar Scimitar Alarm/ Bell 0
4 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 1
5 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 1
6 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord 1
7 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord 1

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Jewel/ Brilliant Scimitar Fishing/ Fishhook Diving/ Seashell

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Smuggler Gift/ Keg Dagger Dagger 2
9 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
10 Thief Dagger Dagger Scimitar 2
11 Coxswain Whiteroot/ Potion Label: Cross Scimitar Scimitar 2
12 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Scimitar 2
13 Sorcerer Starburst Lightning/ Lightning Bolt (1) Scimitar 2

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Scimitar Fishing/ Fishhook Diving/ Seashell

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Merchant Chest Alarm/ Bell Alarm/ Bell 3
15 Acolyte Web Frostbite/ Snowflake Animate/ Bone 3
16 Acolyte Fear/ Skull Alarm/ Bell Drain/ Scythe 3
17 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Scimitar 4
18 Wrecker Witch's Lantern/ Jewelled Lantern Witch's Lantern/ Jewelled Lantern Scimitar 4
19 Wrecker Witch's Lantern/ Jewelled Lantern Witch's Lantern/ Jewelled Lantern Scimitar 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 3 Jewels/ 3 Brilliants Scimitar Fishing/ Fishhook Diving/ Seashell

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 4
21 Storm Guard Skullsplitter/ Jewelled Battle Axe Skullsplitter/ Jewelled Battle Axe Lightning/ Lightning Bolt (1) 5
22 Storm Guard Skullsplitter/ Jewelled Battle Axe Skullsplitter/ Jewelled Battle Axe Lightning/ Lightning Bolt (1) 5
23 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 5
24 Captain Hook Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) 5
25 Adversary Whirlwind (6) Mist/ Cloud (4) Necromancer/ Sacred Dagger 5

Dark Elves Tribal Group

Dark Elves are feared and respected by all Tribes. They are usually quite tall and slender, while at the same time tough and sinewy. Most are tutored in both magic and combat from an early age and live far below the surface until mature. They have access to powerful magic items and many are expert spellcasters. Even their Slaves appear capable of looking after themselves and any Complex occupied by Dark Elves represents a serious challenge.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Hand Bow/ Quarrel (Curved Flights) Disguise/ Mask Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell
3 Slave Alarm/ Bell
4 Slave Alarm/ Bell
5 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord
6 Guard Alarm/ Bell Longsword/ Sword (4) Hand Bow/ Quarrel (Curved Flights) 2
7 Guard Alarm/ Bell Longsword/ Sword (4) Hand Bow/ Quarrel (Curved Flights) 2

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Jewel/ Brilliant Hand Bow/ Quarrel (Curved Flights) Disguise/ Mask Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Smuggler Gift/ Keg Dagger Dagger 3
9 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 3
10 Acolyte Web Frostbite/ Snowflake Animate/ Bone 3
11 Acolyte Fear/ Skull Alarm/ Bell Drain/ Scythe 3
12 Alchemist Potion/ Potion Label Alarm/ Bell Hand Bow/ Quarrel (Curved Flights) 3
13 Thief Dagger Dagger Hand Bow/ Quarrel (Curved Flights) 3

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 2 Jewels/ 2 Jewels Hand Bow/ Quarrel (Curved Flights) Disguise/ Mask Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Merchant Chest Alarm/ Bell Alarm/ Bell 4
15 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Hand Bow/ Quarrel (Curved Flights) 4
16 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 4
17 Blood Guard Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) Fear/ Skull 4
18 Blood Guard Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) Fear/ Skull 4
19 Priestess Mage/ Triskel Mage/ Triskel Mage/ Triskel 4

Speed Defence Treasure Skills
Run/ Footprints Warrior's Shield/ Shield (7) 5 Jewels/ 5 Brilliants Hand Bow/ Quarrel (Curved Flights) Disguise/ Mask Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Bounty Hunter Bounty Hunter/ Shacklebolt Meteorite Bow/ Jewelled Quarrel (Curved Flights) Meteorite Bow/ Jewelled Quarrel (Curved Flights) 5
21 Assassin Assassin - Poison/ Hira-Shuriken - Tears (3) Assassin - Poison/ Hira-Shuriken - Tears (3) Meteorite Bow - Poison/ Jewelled Quarrel (Curved Flights) - Tears (3) 5
22 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 5
23 Archmage Staff of Destruction/ Jewelled Staff Archmage/ Triquetra Archmage/ Triquetra 5
24 High Priest Demon's Blade/ Jewelled Sacred Dagger Demon's Blade/ Jewelled Sacred Dagger Mage/ Triskel 5
25 High Priestess Rod of Ruin/ Jewelled Rod Rod of Ruin/ Jewelled Rod Archmage/ Triquetra 5

Demonspawn Tribal Group

Demonspawn are foul tempered, devious and above all thoroughly aggressive. They are, to varying degrees, part human and part Daemon but the origins of this union are unknown. Even those with little experience don't seem to know when they are beaten. Fortunately, their enthusiasm for deadly Pit Fights probably prevents them from becoming a major threat. Those who survive such combats eventually become formidable opponents.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Hoofed/ Horseshoe Classic Shield/ Shield (3) Ingot Mace Immunity/ Trefoil Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Guard Mace Jaws / Bottom Jaw: Teeth Alarm/ Bell 0
3 Guard Mace Claws/ Claws (3) Alarm/ Bell 0
4 Guard Mace Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Alarm/ Bell 0
5 Guard Mace Tentacles (2) Alarm/ Bell 1
6 Guard Mace Spores/ Spore Alarm/ Bell 1
7 Guard Mace Horns Alarm/ Bell 1

Speed Defence Treasure Skills
Hoofed/ Horseshoe Classic Shield/ Shield (3) 4 Gems Mace Immunity/ Trefoil Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
9 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
10 Acolyte Frostbite/ Snowflake Jaws / Bottom Jaw: Teeth Animate/ Bone 2
11 Acolyte Fear/ Skull Claws/ Claws (3) Drain/ Scythe 2
12 Acolyte Fear/ Skull Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Web 2
13 Blacksmith Hammer Horns Mace 2

Speed Defence Treasure Skills
Hoofed/ Horseshoe Full Shield/ Shield (4) 4 Gems Mace Immunity/ Trefoil Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Alchemist Potion/ Potion Label Alarm/ Bell Mace 3
15 Alchemist Potion/ Potion Label Alarm/ Bell Mace 3
16 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Spores/ Spore Fear/ Skull 3
17 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Tentacles (4) Fear/ Skull 3
18 Pitfighter Trident - Net/ Trident Claws/ Claws (3) Mace 3
19 Pitfighter Trident - Net/ Trident Horns Mace 3

Speed Defence Treasure Skills
Hoofed/ Horseshoe Battle Shield/ Shield (5) 2 Jewels/ 2 Brilliants Mace Immunity/ Trefoil Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Pitfighter Trident - Net/ Trident Jaws / Bottom Jaw: Teeth Mace 4
21 Pitfighter Trident - Net/ Trident Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Mace 4
22 Assassin Assassin - Poison/ Hira-Shuriken - Tears (3) Claws/ Claws (3) Blowpipe - Poison/ Dart - Tears (3) 5
23 Necromancer Necromancer/ Sacred Dagger Tentacles (6) Necromancer/ Sacred Dagger 5
24 Battlemaster Malachite Mace/ Jewelled Mace Spores/ Spore Malachite Mace/ Jewelled Mace 5
25 Adversary Whirlwind (6) Horns Necromancer/ Sacred Dagger 5

Dwarves Tribal Group

While tough and reliable, Dwarves can also be greedy and extremely stubborn. Their size and stature should not allow one to make the mistake of underestimating them. They are well-drilled, determined and skilful opponents with great expertise in fighting within enclosed spaces. They are usually hospitable to other generally Peaceful Tribes and form reliable alliances. At the same time, they have an enduring enmity towards their traditional foes, including Orcs, Goblins and Dark Elves.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 2 Gems Warhammer Immunity/ Trefoil Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Miner Pickaxe Warhammer Alarm/ Bell 2
3 Miner Pickaxe Warhammer Alarm/ Bell 2
4 Miner Pickaxe Warhammer Alarm/ Bell 2
5 Guard Warhammer Warhammer Alarm/ Bell 2
6 Guard Warhammer Warhammer Alarm/ Bell 2
7 Guard Warhammer Warhammer Alarm/ Bell 2

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 3 Gems Warhammer Immunity/ Trefoil Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Blacksmith Hammer Warhammer Warhammer 3
9 Trader Chest Alarm/ Bell Warhammer 3
10 Smuggler Gift/ Keg Dagger Dagger 3
11 Sergeant Whiteroot/ Potion Label: Cross Warhammer Warhammer 3
12 Quartermaster Barrel Warhammer Warhammer 3
13 Goldsmith Ingot Warhammer Warhammer 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 4 Gems Warhammer Immunity/ Trefoil Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Jeweller D6 Jewels/ D6 Brilliants Warhammer Warhammer 3
15 Cleric Sunshine/ Sun Heal/ Cross Warhammer 3
16 Cleric Sunshine/ Sun Heal/ Cross Warhammer 4
17 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Warhammer 4
18 Sorcerer Starburst Lightning/ Lightning Bolt (1) Warhammer 4
19 Priestess Mage/ Triskel Mage/ Triskel Mage/ Triskel 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 3 Jewels/ 3 Brilliants Warhammer Immunity/ Trefoil Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 5
21 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 5
22 Captain Warpaint/ Potion Label: Thistle Magic Warhammer/ Jewelled Warhammer Magic Warhammer/ Jewelled Warhammer 5
23 Battlemaster Magic Warhammer/ Jewelled Warhammer Magic Warhammer/ Jewelled Warhammer Magic Warhammer/ Jewelled Warhammer 5
24 Prince Eagle Dust/ Potion Label: Wing Treasure Chest Magic Warhammer/ Jewelled Warhammer 5
25 Princess Liquid Sunshine/ Potion Label: Sun Gift/ Jewellery Magic Warhammer/ Jewelled Warhammer 5

Elves Tribal Group

Few Elves choose to live in underground Complexes but many have to due to the part Complexes play in conflicts against Hostile Tribes. It may be necessary to seize an area outwith their forests for strategic purposes, including the protection of their forests. Alternatively, the forests they occupy may have been burned and protecting fresh plantations calls for the defences offered by large Complexes. Due to such circumstances most of the Elves encountered underground are battle-hardened and capable of using both weapons and magic in their defence.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Gem Composite Bow/ Arrow (Curved Flights Climbing/ Tiger's Claw Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Guard Composite Bow/ Arrow (Curved Flights) Longsword/ Sword (4) Alarm/ Bell 2
3 Guard Composite Bow/ Arrow (Curved Flights) Longsword/ Sword (4) Alarm/ Bell 2
4 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
5 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
6 Hunter Hunting/ Hunting Horn Spear Spear 2
7 Hunter Hunting/ Hunting Horn Spear Spear 2

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Jewel/ Brilliant Composite Bow/ Arrow (Curved Flights) Climbing/ Tiger's Claw Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Healer Heal/ Cross Whitewater/ Chalice Composite Bow/ Arrow (Curved Flights) 3
9 Herald Trumpet Document: Scroll Composite Bow/ Arrow (Curved Flights) 3
10 Scout Quick Juice/ Potion Label: Horseshoe Longsword/ Sword (4) Composite Bow/ Arrow (Curved Flights) 3
11 Scout Quick Juice/ Potion Label: Horseshoe Longsword/ Sword (4) Composite Bow/ Arrow (Curved Flights) 3
12 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Composite Bow/ Arrow (Curved Flights) 3
13 Sorcerer Starburst Lightning/ Lightning Bolt (1) Composite Bow/ Arrow (Curved Flights) 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Composite Bow/ Arrow (2) Climbing/ Tiger's Claw Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Silversmith Ingot Longsword/ Sword (4) Composite Bow/ Arrow (Curved Flights) 4
15 Jeweller D6 Jewels/ D6 Brilliants Composite Bow/ Arrow (2) Composite Bow/ Arrow (Curved Flights) 4
16 Merchant Chest Alarm/ Bell Ancient Arrow/ Jewelled Arrow (Curved Flights) 4
17 Seer Seer/ Orb Seer/ Orb Seer/ Orb 4
18 Magician Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped 4
19 Bard Calm/ Tambourine Ancient Arrow/ Jewelled Arrow (Curved Flights) Ancient Dagger/ Jewelled Dagger 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 4 Jewels/ 4 Brilliants Composite Bow/ Arrow (Curved Flights) Climbing/ Tiger's Claw Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Ranger Lure/ Hawk's Lure Myrmidon's Spear/ Jewelled Spear Ancient Arrow/ Jewelled Arrow (Curved Flights) 5
21 Paladin Holy Lance/ Jewelled Lance Holy Lance/ Jewelled Lance Ancient Arrow/ Jewelled Arrow (Curved Flights) 5
22 Defender Defender/ Fleur De Lis Heal/ Cross Runesword/ Jewelled Sword (4) 5
23 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 5
24 Librarian Document: Enchanted Book Hands Archmage/ Triquetra 5
25 Archmage Staff of Destruction/ Jewelled Staff Archmage/ Triquetra Archmage/ Triquetra 5

Goblins Tribal Group

Goblins are treacherous, scheming and plain greedy. Even Hostile Tribes would prefer to avoid mixing with them. However, they are often used to bulk-out Hostile armies, because they are easy to intimidate and, generally, brighter than Orcs. Few are capable of effective spellcasting and their Complexes would be easy targets but for the skills of some of their Leaders.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Morning Star Mend/ Hammer Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell
3 Slave Alarm/ Bell
4 Slave Alarm/ Bell
5 Guard Morning Star Morning Star Alarm/ Bell 0
6 Guard Morning Star Morning Star Alarm/ Bell 0
7 Guard Morning Star Morning Star Alarm/ Bell 0

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Ingot Morning Star Mend/ Hammer Unlock/ Key

Occupation

Preferred Actions

Stars

1-2 3-4 5-6
8 Guard Morning Star Morning Star Alarm/ Bell 1
9 Guard Morning Star Morning Star Alarm/ Bell 1
10 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 1
11 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 1
12 Hunter Hunting/ Hunting Horn Spear Morning Star 1
13 Hunter Hunting/ Hunting Horn Spear Morning Star 1

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 4 Gems Morning Star Mend/ Hammer Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Trader Chest Alarm/ Bell Morning Star 2
15 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Morning Star 2
16 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
17 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
18 Acolyte Web Frostbite/ Snowflake Animate/ Bone 3
19 Acolyte Fear/ Skull Alarm/ Bell Drain/ Scythe 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) Jewel/ Brilliant Morning Star Mend/ Hammer Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Morning Star 3
21 Sorcerer Starburst Lightning/ Lightning Bolt (1) Morning Star 3
22 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 4
23 Chieftain Myrmidon's Spear/ Jewelled Spear Myrmidon's Spear/ Jewelled Spear Monster Blood/ Potion Label: Claw 4
24 Battlemaster Skullbreaker/ Jewelled Morning Star Skullbreaker/ Jewelled Morning Star Skullbreaker/ Jewelled Morning Star 4
25 Warlord Clarion Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) 4

Half Ogres Tribal Group

Brute strength and great endurance should place Half Ogres among the most dangerous of opponents and they are certainly far from easy to defeat. It's also fair to say that they are much in demand among Hostile Leaders seeking to combine forces, as few of their potential allies will face up to them. Nevertheless, they can be defeated, as a lack of organisation and training costs them much of the advantage their strength should deliver. This is in part due to the gulf between a majority that are none too bright and a more intelligent but often deeply resented minority, which holds control through powerful witchcraft.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) Spiked Club Mining/ Pickaxe Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell
3 Slave Alarm/ Bell
4 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord
5 Miner Pickaxe Spiked Club Spiked Club 1
6 Miner Pickaxe Spiked Club Spiked Club 1
7 Guard Spiked Club Spiked Club Alarm/ Bell 1

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 3 Gems Spiked Club Mining/ Pickaxe Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Guard Spiked Club Spiked Club Alarm/ Bell 2
9 Trader Chest Alarm/ Bell Spiked Club 2
10 Blacksmith Hammer Spiked Club Spiked Club 2
11 Acolyte Web Frostbite/ Snowflake Animate/ Bone 2
12 Acolyte Fear/ Skull Alarm/ Bell Drain/ Scythe 2
13 Thief Dagger Dagger Spiked Club 2

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) Jewel/ Brilliant Spiked Club Mining/ Pickaxe Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 3
15 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 3
16 Tomb Robber Gift/ Gem Spider's Glue/ Potion Label: Spider Spiked Club 3
17 Tomb Robber Gift/ Gem Spider's Glue/ Potion Label: Spider Spiked Club 4
18 Chieftain Myrmidon's Spear/ Jewelled Spear Myrmidon's Spear/ Jewelled Spear Monster Blood/ Potion Label: Claw 4
19 Chieftain Myrmidon's Spear/ Jewelled Spear Myrmidon's Spear/ Jewelled Spear Monster Blood/ Potion Label: Claw 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 2 Jewels/ 2 Brilliants Spiked Club Mining/ Pickaxe Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 5
21 Witch Witch's Lantern/ Jewelled Lantern Witch's Lantern/ Jewelled Lantern Mage/ Triskel 5
22 Witch Medusa's Mirror/ Jewelled Hand Mirror Medusa's Mirror/ Jewelled Hand Mirror Mage/ Triskel 5
23 Witch Predator's Mask/ Jewelled Mask Predator's Mask/ Jewelled Mask Mage/ Triskel 5
24 Witch Cauldron Cauldron Mage/ Triskel 5
25 Warlord Clarion Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) 5

Halflings Tribal Group

Halfings can appear to be one of the weakest Tribal groupings and they are, perhaps, placed at a slight disadvantage when fighting outdoors. However, their speed and dexterity allows them to punch well above their height and weight. They have the further advantage of longevity, which results in their Leaders having plenty of experience that is often allied to the use of powerful magic items.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Gem Catapult Immunity/ Trefoil Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Miner Pickaxe Catapult Catapult 1
3 Miner Pickaxe Catapult Catapult 1
4 Guard Catapult Longsword/ Sword (4) Alarm/ Bell 1
5 Guard Catapult Longsword/ Sword (4) Alarm/ Bell 2
6 Trader Chest Alarm/ Bell Catapult 2
7 Trader Chest Alarm/ Bell Catapult 2

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 3 Gems Catapult Immunity/ Trefoil Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Healer Heal/ Cross Whitewater/ Chalice Catapult 2
9 Blacksmith Hammer Catapult Catapult 2
10 Alchemist Potion/ Potion Label Alarm/ Bell Catapult 2
11 Scout Quick Juice/ Potion Label: Horseshoe Catapult Catapult 3
12 Thief Dagger Dagger Catapult 3
13 Goldsmith Ingot Catapult Catapult 3

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 2 Jewels/ 2 Brilliants Catapult Immunity/ Trefoil Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Jeweller D6 Jewels/ D6 Brilliants Catapult Catapult 3
15 Merchant Chest Alarm/ Bell Alarm/ Bell 3
16 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Catapult 3
17 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Catapult 4
18 Sorcerer Starburst Lightning/ Lightning Bolt (1) Catapult 4
19 Priestess Mage/ Triskel Mage/ Triskel Mage/ Triskel 4

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 4 Jewels/ 4 Brilliants Catapult Immunity/ Trefoil Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Defender Fleur De Lis Heal/ Cross Runesword/ Jewelled Sword (4) 5
21 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 5
22 Bard Calm/ Tambourine Calm/ Tambourine Ancient Dagger/ Jewelled Dagger 5
23 Battlemaster Ancient Catapult/ Jewelled Catapult Ancient Catapult/ Jewelled Catapult Ancient Catapult/ Jewelled Catapult 5
24 Librarian Document: Enchanted Book Hands Archmage/ Triquetra 5
25 Archmage Staff of Destruction/ Jewelled Staff Archmage/ Triquetra Archmage/ Triquetra 5

Hobgoblins Tribal Group

Hobgoblins thrive on causing trouble and conflict whether dealing with enemies or temporary allies. Their habit of intimidating their underlings often allows them to escape heavy losses at the expense of their subordinates. As a result, they can accumulate experience in stages and in time become challenging opponents.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Twin Blade Mend/ Hammer Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell 0
3 Slave Alarm/ Bell 0
4 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord 0
5 Miner Pickaxe Twin Blade Alarm/ Bell 0
6 Miner Pickaxe Twin Blade Alarm/ Bell 1
7 Guard Twin Blade Twin Blade Alarm/ Bell 1

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 3 Gems Twin Blade Mend/ Hammer Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Guard Twin Blade Twin Blade Alarm/ Bell 1
9 Blacksmith Hammer Twin Blade Twin Blade 2
10 Trader Chest Alarm/ Bell Twin Blade 2
11 Goldsmith Ingot Twin Blade Twin Blade
12 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Twin Blade 3
13 Sorcerer Starburst Lightning/ Lightning Bolt (1) Twin Blade 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Twin Blade Mend/ Hammer Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Quartermaster Barrel Twin Blade Twin Blade 3
15 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Twin Blade 3
16 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Meteorite Bow/ Jewelled Quarrel (Curved Flights) Fear/ Skull 3
17 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Meteorite Bow/ Jewelled Quarrel (Curved Flights) Fear/ Skull 3
18 Chieftain Myrmidon's Spear/ Jewelled Spear Myrmidon's Spear/ Jewelled Spear Monster Blood/ Potion Label: Claw 3
19 Warlord Clarion Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) 3

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 3 Jewels/ 3 Brilliants Twin Blade Mend/ Hammer Mining/ Pickaxe

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Witch Witch's Lantern/ Jewelled Lantern Witch's Lantern/ Jewelled Lantern Mage/ Triskel 4
21 Witch Medusa's Mirror/ Jewelled Hand Mirror Medusa's Mirror/ Jewelled Hand Mirror Mage/ Triskel 4
22 Witch Predator's Mask/ Jewelled Mask Predator's Mask/ Jewelled Mask Mage/ Triskel 4
23 Witch Cauldron Cauldron Mage/ Triskel 4
24 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 5
25 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 5

Northerners Tribal Group

Northerners are tough and resourceful people typically living in fragile nation states. They can find it difficult to settle their differences without resorting to conflict. A sense of honour and hospitality guides much of their thinking but this is tempered by the need to survive in the face of frequent adversity.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Ingot Battle Axe Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Guard Battle Axe Battle Axe Alarm/ Bell 1
3 Guard Battle Axe Battle Axe Alarm/ Bell 1
4 Hunter Hunting/ Hunting Horn Spear Battle Axe 1
5 Hunter Hunting/ Hunting Horn Spear Battle Axe 1
6 Smuggler Gift/ Keg Dagger Dagger 1
7 Trader Chest Alarm/ Bell Battle Axe 1

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Jewel/ Brilliant Battle Axe Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Blacksmith Hammer Battle Axe Battle Axe 2
9 Healer Heal/ Cross Whitewater/ Chalice Battle Axe 2
10 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
11 Herald Trumpet Document: Scroll Battle Axe 2
12 Merchant Chest Alarm/ Bell Alarm/ Bell 3
13 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Battle Axe Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Battle Axe 3
15 Sorcerer Starburst Lightning/ Lightning Bolt (1) Battle Axe 3
16 Storm Guard Skullsplitter/ Jewelled Battle Axe Skullsplitter/ Jewelled Battle Axe Lightning/ Lightning Bolt (1) 4
17 Storm Guard Skullsplitter/ Jewelled Battle Axe Skullsplitter/ Jewelled Battle Axe Lightning/ Lightning Bolt (1) 4
18 Prince Eagle Dust/ Potion Label: Wing Treasure Chest Skullsplitter/ Jewelled Battle Axe 4
19 Princess Liquid Sunshine/ Potion Label: Sun Gift/ Jewellery Skullsplitter/ Jewelled Battle Axe 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 4 Jewels/ 4 Brilliants Battle Axe Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 5
21 Bard Calm/ Tambourine Calm/ Tambourine Ancient Dagger/ Jewelled Dagger 5
22 Ranger Lure/ Hawk's Lure Myrmidon's Spear/ Jewelled Spear Diamondtip/ Jewelled Arrow (Straight Flights) 5
23 Paladin Holy Lance/ Jewelled Lance Holy Lance/ Jewelled Lance Skullsplitter/ Jewelled Battle Axe 5
24 High Priest Nightingale's Cage/ Jewelled Birdcage Nightingale's Cage/ Jewelled Birdcage Mage/ Triskel 5
25 High Priestess Jade Censer/ Jewelled Censer Archmage/ Triquetra Archmage/ Triquetra 5

Orcs Tribal Group

Orcs are out and out thugs with few if any redeeming features. They are famed for a complete lack of either tolerance or mercy. Both traits are reflected in their militaristic mentality and those not engaged in war are generally preparing to join or start one. Fortunately, they are relatively easy targets, as few survive to gain considerable experience and most are far from quick-witted.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Axe Climbing/ Tiger's Claw Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell 0
3 Slave Alarm/ Bell 0
4 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord 0
5 Miner Pickaxe Axe Alarm/ Bell 0
6 Miner Pickaxe Axe Alarm/ Bell 0
7 Guard Axe Axe Alarm/ Bell 0

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Ingot Axe Climbing/ Tiger's Claw Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Guard Axe Axe Alarm/ Bell 1
9 Smuggler Gift/ Keg Dagger Dagger 1
10 Archer Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) Alarm/ Bell 1
11 Blacksmith Hammer Axe Axe 1
12 Quartermaster Barrel Axe Axe 2
13 Scout Quick Juice/ Potion Label: Horseshoe Axe Axe 2

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Jewel/ Brilliant Axe Climbing/ Tiger's Claw Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
15 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
16 Acolyte Web Frostbite/ Snowflake Animate/ Bone 3
17 Acolyte Fear/ Skull Alarm/ Bell Drain/ Scythe 3
18 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Axe 3
19 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 3 Jewels/ 3 Brilliants Axe Climbing/ Tiger's Claw Hunting/ Hunting Horn

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Chieftain Myrmidon's Spear/ Jewelled Spear Myrmidon's Spear/ Jewelled Spear Monster Blood/ Potion Label: Claw 4
21 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Meteorite Bow/ Jewelled Quarrel (Curved Flights) Fear/ Skull 4
22 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Meteorite Bow/ Jewelled Quarrel (Curved Flights) Fear/ Skull 4
23 Warlord Clarion Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) 5
24 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 5
25 Adversary Whirlwind (6) Mist/ Cloud (4) Necromancer/ Sacred Dagger 5

Ravenswings Tribal Group

Ravenswings are among the most dangerous of opponents. They have a relatively short wingspan, which allows them to manoeuvre well within confined spaces. Though they cannot reach their full speed while indoors, they are still significantly quicker than most humanoids. Their cunning and ruthlessness would make them the scourge of many lands but they suffer considerable losses as a result of a longstanding feud involving Dark Elves and their allies. Some Dark Elves argue that the basis of such mutual hatred stems from conflicts fought long ago. Others simply state that Ravenswings' meat is a great delicacy, which more than merits the effort required to secure a regular supply. Whatever the reasons, the continuation of this conflict is in the interests of most other Tribes.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Fly/ Wing Curved Shield/ Shield (2) Ingot Triple Dagger Luck / Rosette Climbing/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell 0
3 Slave Alarm/ Bell 0
4 Slave Alarm/ Bell 0
5 Slave Alarm/ Bell 0
6 Fledgling Alarm/ Bell Triple Dagger Triple Dagger 1
7 Fledgling Alarm/ Bell Triple Dagger Triple Dagger 1

Speed Defence Treasure Skills
Fly/ Wing Classic Shield/ Shield (3) Ingot Triple Dagger Luck / Rosette Climbing/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Fledgling Alarm/ Bell Triple Dagger Triple Dagger 2
9 Fledgling Alarm/ Bell Triple Dagger Triple Dagger 2
10 Scout Quick Juice/ Potion Label: Horseshoe Triple Dagger Triple Dagger 3
11 Scout Quick Juice/ Potion Label: Horseshoe Triple Dagger Triple Dagger 3
12 Hunter Hunting/ Hunting Horn Spear Triple Dagger 3
13 Hunter Hunting/ Hunting Horn Spear Triple Dagger 3

Speed Defence Treasure Skills
Fly/ Wing Classic Shield/ Shield (3) Jewel/ Brilliant Triple Dagger Luck / Rosette Climbing/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Raiders Triple Dagger Triple Dagger Triple Dagger 4
15 Raiders Triple Dagger Triple Dagger Triple Dagger 4
16 Raiders Triple Dagger Triple Dagger Triple Dagger 4
17 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 4
18 Acolyte Web Frostbite/ Snowflake Animate/ Bone 4
19 Acolyte Fear/ Skull Alarm/ Bell Drain/ Scythe 4

Speed Defence Treasure Skills
Fly/ Wing Full Shield/ Shield (4) 3 Jewels/ 3 Brilliants Triple Dagger Luck / Rosette Climbing/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Dark Blade/ Jewelled Triple Dagger 5
21 Sorcerer Starburst Lightning/ Lightning Bolt (1) Dark Blade/ Jewelled Triple Dagger 5
22 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 5
23 Prince Eagle Dust/ Potion Label: Wing Treasure Chest Dark Blade/ Jewelled Triple Dagger 5
24 Princess Liquid Sunshine/ Potion Label: Sun Gift/ Jewellery Dark Blade/ Jewelled Triple Dagger 5
25 Shaman Talisman Talisman Necromancer/ Sacred Dagger 5

Seafarers Tribal Group

Seafarers spend much of their lives at sea and their settlements are usually confined to merchant ports and 'raft' cities formed during seasonal gatherings. Their legends claim they are descendants of a much older race forced to flee to the oceans at a time of great destruction. Sagas record some details of the destruction, which seems to have been triggered by a series of massive explosions or volcanic eruptions spread across an entire continent. Little is known of their plans and motives but they are known to attack forces of Corsairs and Slavers.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Jewel/ Brilliant Seafarer's Seax Immunity/ Trefoil Diving/ Seashell

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Oarsman Seafarer's Seax/ Jewelled Seax Seafarer's Seax/ Jewelled Seax Alarm/ Bell 1
3 Oarsman Seafarer's Seax/ Jewelled Seax Seafarer's Seax/ Jewelled Seax Alarm/ Bell 1
4 Oarsman Seafarer's Seax/ Jewelled Seax Seafarer's Seax/ Jewelled Seax Alarm/ Bell 1
5 Oarsman Seafarer's Seax/ Jewelled Seax Seafarer's Seax/ Jewelled Seax Alarm/ Bell 1
6 Coxswain Whiteroot/ Potion Label: Cross Seafarer's Seax/ Jewelled Seax Seafarer's Seax/ Jewelled Seax 2
7 Healer Heal/ Cross Whitewater/ Chalice Seafarer's Seax/ Jewelled Seax 2

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 2 Jewels/ 2 Brilliants Seafarer's Seax Immunity/ Trefoil Diving/ Seashell

Occupation

Preferred Actions

Stars

1-2 3-4 5-6
8 Smuggler Gift/ Keg Seafarer's Seax/ Jewelled Seax Seafarer's Seax/ Jewelled Seax 2
9 Blacksmith Hammer Seafarer's Seax/ Jewelled Seax Seafarer's Seax/ Jewelled Seax 2
10 Scout Quick Juice/ Potion Label: Horseshoe Longbow/ Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 3
11 Merchant Chest Alarm/ Bell Alarm/ Bell 3
12 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Seafarer's Seax/ Jewelled Seax 3
13 Sorcerer Starburst Lightning/ Lightning Bolt (1) Seafarer's Seax/ Jewelled Seax 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 3 Jewels/ 3 Brilliants Seafarer's Seax Immunity/ Trefoil Diving/ Seashell

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Seer Seer/ Orb Seer/ Orb Seer/ Orb 4
15 Magician Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped 4
16 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 4
17 Marksman Diamondtip/ Jewelled Arrow (Straight Flights) Diamondtip/ Jewelled Arrow (Straight Flights) Longbow/ Arrow (Straight Flights) 4
18 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 4
19 Mage Cloudberry Juice/ Potion Label: Cloud (4) Mage/ Triskel Mage/ Triskel 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 4 Jewels/ 4 Brilliants Seafarer's Seax Immunity/ Trefoil Diving/ Seashell

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Seafarer's Seax/ Jewelled Seax 5
21 Prince Eagle Dust/ Potion Label: Wing Treasure Chest Seafarer's Seax/ Jewelled Seax 5
22 Princess Liquid Sunshine/ Potion Label: Sun Gift/ Jewellery Seafarer's Seax/ Jewelled Seax 5
23 Battlemaster Magic Carpet Magic Carpet Seafarer's Seax/ Jewelled Seax 5
24 Sea Captain Warpaint/ Potion Label: Thistle Diamondtip/ Jewelled Arrow (Straight Flights) Seafarer's Seax/ Jewelled Seax 5
25 Archmage Staff of Destruction/ Jewelled Staff Archmage/ Triquetra Archmage/ Triquetra 5

Slavers Tribal Group

Slavers try to move in whenever and wherever the rule of law breaks down. They form conspiracies within weakened nation states and encourage conflict between internal factions until everyone is too concerned with Civil War or Invasion to pay much attention to the Slavers. Sophisticated networks of informants are then used to kidnap and export Slaves drawn from almost any Tribal grouping. By the time anyone realises what is happening the Slavers have generally transported their victims and left. Despite their trade, Slavers are often less wealthy than might be expected. This is, in part, because of the number of Slaves lost from the chain gangs used to move Slaves over great distances.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Obsidian Blade Strength/ Portcullis Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell 0
3 Slave Alarm/ Bell 0
4 Slave Alarm/ Bell 0
5 Slave Alarm/ Bell 0
6 Slave Alarm/ Bell 1
7 Slave Alarm/ Bell 1

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Ingot Obsidian Blade Strength/ Portcullis Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Guard Whip Longsword/ Sword (4) Alarm/ Bell 2
9 Guard Whip Longsword/ Sword (4) Alarm/ Bell 2
10 Smuggler Gift/ Keg Dagger Dagger 2
11 Smuggler Gift/ Keg Dagger Dagger 2
12 Blacksmith Hammer Obsidian Blade Obsidian Blade 3
13 Thief Dagger Dagger Obsidian Blade 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) Jewel/ Brilliant Obsidian Blade - Branding Iron Strength/ Portcullis Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 3
15 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 3
16 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Obsidian Blade 4
17 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Obsidian Blade 4
18 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Branding Iron Fear/ Skull 4
19 Blood Guard Meteorite Bow/ Jewelled Quarrel (Curved Flights) Branding Iron Fear/ Skull 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 3 Jewels/ 3 Brilliants Obsidian Blade - Branding Iron Strength/ Portcullis Unlock/ Key

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Bounty Hunter Bounty Hunter/ Shacklebolt Shadowsedge/ Jewelled Obsidian Blade Shadowsedge/ Jewelled Obsidian Blade 5
21 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 5
22 Assassin Assassin - Poison/ Hira-Shuriken - Tears (3) Assassin - Poison/ Hira-Shuriken - Tears (3) Blowpipe - Poison/ Dart - Tears (3) 5
23 Shaman Talisman Talisman Necromancer/ Sacred Dagger 5
24 Warlord Clarion Shadowsedge/ Jewelled Obsidian Blade Shadowsedge/ Jewelled Obsidian Blade 5
25 Overseer Shadow's Lash/ Jewelled Whip Branding Iron Necromancer/ Sacred Dagger 5

Southerners Tribal Group

Southerners occupy city-states supported by merchants, farming communities and forestry. They prefer trade and commerce to conflict but remain prepared to fend off invasion by Tribes seeking to plunder their wealth. Some of the City States occupied by Southerners are kingships or principalities but the majority are controlled by trade and/ or merchant guilds.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Broadsword/ Sword (2) Hunting/ Hunting Horn Luck / Rosette

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Prisoner Bound/ Cord Bound/ Cord Bound/ Cord 0
3 Hunter Hunting/ Hunting Horn Spear Broadsword/ Sword (2) 1
4 Hunter Hunting/ Hunting Horn Spear Broadsword/ Sword (2) 1
5 Guard Broadsword/ Sword (2) Crossbow or Quarrel (Straight Flights) Alarm/ Bell 1
6 Guard Broadsword/ Sword (2) Crossbow or Quarrel (Straight Flights) Alarm/ Bell 1
7 Guard Broadsword/ Sword (2) Crossbow or Quarrel (Straight Flights) Alarm/ Bell 1

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) 3 Gems Broadsword/ Sword (2) Hunting/ Hunting Horn Luck / Rosette

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Healer Heal/ Cross Whitewater/ Chalice Broadsword/ Sword (2) 2
9 Blacksmith Hammer Broadsword/ Sword (2) Broadsword/ Sword (2) 2
10 Sergeant Whiteroot/ Potion Label: Cross Broadsword/ Sword (2) Broadsword/ Sword (2) 2
11 Alchemist Potion/ Potion Label Alarm/ Bell Broadsword/ Sword (2) 2
12 Herald Trumpet Document: Scroll Broadsword/ Sword (2) 3
13 Scout Quick Juice/ Potion Label: Horseshoe Longbow/ Arrow (Straight Flights) Broadsword/ Sword (2) 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Broadsword/ Sword (2) Hunting/ Hunting Horn Luck / Rosette

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Merchant Chest Alarm/ Bell Alarm/ Bell 3
15 Sorcerer Fireworks/ Firework Meteor/ Meteor (3) Broadsword/ Sword (3 Edged) 3
16 Sorcerer Starburst Lightning/ Lightning Bolt (1) Broadsword/ Sword (3 Edged) 4
17 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 4
18 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 4
19 Captain Warpaint/ Potion Label: Thistle Dragonsbane/ Jewelled Sword (2) Dragonsbane/ Jewelled Sword (2) 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 4 Jewels/ 4 Brilliants Broadsword/ Sword (2) Hunting/ Hunting Horn Luck / Rosette

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Defender Fleur De Lis Heal/ Cross Runesword/ Jewelled Sword (4) 5
21 Ranger Lure/ Hawk's Lure Myrmidon's Spear/ Jewelled Spear Diamondtip/ Jewelled Arrow (Straight Flights) 5
22 Monk Chakram Hands Hands 5
23 High Priest Nightingale's Cage/ Jewelled Birdcage Nightingale's Cage/ Jewelled Birdcage Mage/ Triskel 5
24 High Priestess Jade Censer/ Jewelled Censer Archmage/ Triquetra Archmage/ Triquetra 5
25 Prince Eagle Dust/ Potion Label: Wing Treasure Chest Dragonsbane/ Jewelled Sword (2) 5

Trolls Tribal Group

Whole cities have been known to pack their wagons and flee at the prospect of facing invading Trolls. They are ferocious creatures that hold their allies and underlings in almost as much contempt as their enemies. Few are even moderately intelligent and those that rule do so with an iron fist. The entire structure of their lives is governed by thoughts of conquest and plunder. This leads them to ignore the need for the types of institutions and settlements which govern many races, as their only thought is to attack, conquer, loot and move on to the next set of trophies.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Twisted Blade Strength/ Portcullis Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Slave Alarm/ Bell
3 Slave Alarm/ Bell
4 Slave Alarm/ Bell
5 Hunter Hunting/ Hunting Horn Spear Twisted Blade 1
6 Hunter Hunting/ Hunting Horn Spear Twisted Blade 1
7 Hunter Hunting/ Hunting Horn Spear Twisted Blade 1

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) Ingot Twisted Blade Strength/ Portcullis Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Blacksmith Hammer Twisted Blade Twisted Blade 2
9 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
10 Mercenary Longsword/ Sword (4) Longbow/ Arrow (Straight Flights) Alarm/ Bell 2
11 Scout Quick Juice/ Potion Label: Horseshoe Longbow/ Arrow (Straight Flights) Twisted Blade 3
12 Scout Quick Juice/ Potion Label: Horseshoe Longbow/ Arrow (Straight Flights) Twisted Blade 3
13 Pitfighter Trident - Net/ Trident Trident - Net/ Trident Twisted Blade 3

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) 2 Jewels/ 2 Brilliants Twisted Blade Strength/ Portcullis Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Pitfighter Trident - Net/ Trident Trident - Net/ Trident Twisted Blade - Poison/ Twisted Blade - Tear/ s 3
15 Necromancer Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 3
16 Spy Blowpipe - Poison/ Dart - Tears (3) Document: Scroll Twisted Blade - Poison/ Twisted Blade - Tear/ s 4
17 Marksman Diamondtip - Poison/ Jewelled Arrow (Straight Flights) - Tears (3) Diamondtip - Poison/ Jewelled Arrow (Straight Flights) - Tears (3) Twisted Blade - Poison/ Twisted Blade - Tear/ s 4
18 Priestess Mage/ Triskel Mage/ Triskel Mage/ Triskel 4
19 Priestess Mage/ Triskel Mage/ Triskel Mage/ Triskel 4

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 4 Jewels/ 4 Brilliants Twisted Blade Strength/ Portcullis Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Bounty Hunter Bounty Hunter/ Shacklebolt Disguise/ Mask Bitter Blade - Poison/ Jewelled Twisted Blade - Tear/ s 5
21 Assassin Assassin - Poison/ Hira-Shuriken - Tears (3) Assassin - Poison/ Hira-Shuriken - Tear (3) Bitter Blade - Poison/ Jewelled Twisted Blade - Tear/ s 5
22 Inquisitor Mesmerise/ Spiral Mesmerise/ Spiral Bitter Blade - Poison/ Jewelled Twisted Blade - Tear/ s 5
23 Battlemaster Bitter Blade - Poison/ Jewelled Twisted Blade - Tear/ s Bitter Blade - Poison/ Jewelled Twisted Blade - Tear/ s Bitter Blade - Poison/ Jewelled Twisted Blade - Tear/ s 5
24 High Priest Demon's Blade - Poison/ Jewelled Sacred Dagger - Tear Demon's Blade - Poison/ Jewelled Sacred Dagger - Tear Mage/ Triskel 5
25 High Priestess Rod of Ruin/ Jewelled Rod Rod of Ruin/ Jewelled Rod Archmage/ Triquetra 5

Watchers Tribal Group

Almost nothing is known of the Watchers and there are few documents, artefacts or reports to prove that they either exist or existed. On the rare occasions when their name is mention it's invariably with hushed breath and an air of caution or suspicion. Some explorers claim to have fallen under the influence of strangers bearing unusual serrated blades but none are able to place their encounter or recall exactly what happened. Such individuals speak of the strangers with a sense of awe and reverence rather than fear. However, those who take such tales seriously are suspicious of a Tribe that conceals itself and seems to cloud the memories of anyone it encounters.

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Hide/ Faded Imprint Ignite/ Furison Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) Jewel/ Brilliant Swordbreaker Disguise/ Mask Immunity/ Trefoil

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 4
3 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 4
4 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 4
5 Honour Guard Runesword/ Jewelled Sword (4) Runesword/ Jewelled Sword (4) Myrmidon's Spear/ Jewelled Spear 4
6 Novice Alarm/ Bell Swordbreaker Swordbreaker 2
7 Novice Alarm/ Bell Swordbreaker Swordbreaker 2

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 2 Jewels/ 2 Brilliants Swordbreaker Disguise/ Mask Immunity/ Trefoil

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Follower Alarm/ Bell Swordbreaker Swordbreaker 3
9 Follower Alarm/ Bell Swordbreaker Swordbreaker 3
10 Keeper Whirlwind (6) Whirlwind (6) Swordbreaker 3
11 Keeper Whirlwind (6) Whirlwind (6) Swordbreaker 3
12 Guide Mist/ Cloud (4) Whirlwind (6) Swordbreaker 3
13 Guide Mist/ Cloud (4) Whirlwind (6) Swordbreaker 3

Speed Defence Treasure Skills
Run/ Footprints Warrior's Shield/ Shield (7) 3 Jewels/ 3 Brilliants Swordbreaker Disguise/ Mask Immunity/ Trefoil

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Paladin Holy Lance/ Jewelled Lance Holy Lance/ Jewelled Lance Swordbreaker 5
15 Paladin Holy Lance/ Jewelled Lance Holy Lance/ Jewelled Lance Swordbreaker 5
16 Monk Chakram Hands Hands 5
17 Monk Chakram Hands Hands 5
18 Librarian Document: Enchanted Book Hands Archmage/ Triquetra 5
19 Librarian Document: Enchanted Book Hands Archmage/ Triquetra 5

Speed Defence Treasure Skills
Run/ Footprints Warrior's Shield/ Shield (7) 5 Jewels/ 5 Brilliants Swordbreaker Disguise/ Mask Immunity/ Trefoil

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Farstrider Ancient Dagger/ Jewelled Dagger Hands Swordbreaker 5
21 Sun King Ancient Torch/ Jewelled Torch Hands Swordbreaker 5
22 Still Heart Ancient Key/ Jewelled Key Hands Mage/ Triskel 5
23 The Herdsman Ancient Catapult/ Jewelled Catapult Hands Mage/ Triskel 5
24 Great of Magic Ancient Wand/ Jewelled Wand: Star-Tipped Hands Archmage/ Triquetra 5
25 Heartshaker Talisman Hands Archmage/ Triquetra 5

Monsters

As shown on the Caverns Table, Caverns can contain more than one Monster as a matter of course. The numbers may then be further multiplied when rolling to Reveal the Type of each Monster encountered. As a result, experienced Adventurers may encounter various Types of Monsters inside a single Cavern.

Monsters with Enchanted Items use them to their advantage whenever practical. Monsters will also use their Treasure to pay for Spells, Rituals and the use of Enchanted Items when required.

Daemons and the Undead do not have to pay the cost in Gems, Jewels or Dark Jewels resulting from the successful casting of a Spell or Ritual, but do need to pay any costs involved in using Enchanted Items.

Monsters' Attacks are not identical to those of Tribal Units. Monsters' Attacks operate at no cost in terms of Gems or Jewels, e.g. a Gaze Attack or a Breath Weapon.

Monsters' Attacks do require a successful roll of 9+ on 2D6 adjusted by relevant Modifiers, including Stars.

Monsters using manufactured Poisons on their Weapons or Poison Potions follow the same rules as other units using Poisons.

Monsters' Abilities and Weapons Table

Preferred Action Image Damage H2H Range Notes
Alarm (Local) Bell 1 The Alarms available to Monsters include Rattles, which act as Local Alarms.
Alarm (Remote) Trumpet 2 The Alarms available to Monsters include Howls and Roars, which act as Remote Alarms.
Backstab Dagger D6 + Stars Y 0 Monsters that can use a Dagger may cause extra Damage against Outnumbered opponents with a Backstab.
Beak Beak 2D6 + Stars Y 0
Breath Breath Y 1 A standard Breath Weapon can Paralyse a single target for D6 Turns.
Claws Claws (3) 4D6 + Stars Y 0
Demon's Claws Claws (5) 5D6 + Drain + Stars Y 0 A Drain effect 'steals' a single skill that the target can no longer use. The attacker gains 2D6 Defence until the additional Defence is depleted.
Demon's Fangs Jewelled Bottom Jaw: Teeth - Tears (3) 4D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6), unless the unit has Immunity.
Demon's Horns Horns: Twisted 5D6 + Stars Y 0 A roll of 12 Gores a victim, adding a Damage Multiplier.
Demon's Jaws Jewelled Bottom Jaw: Teeth - Spore 6D6 + Disease + Stars Y 0 Disease is a further effect of being bitten, which causes a D6 extra Damage/ Turn until cured.
Demon's Spines Jewelled Spine - Tears (3) 5D6 + Poison + Stars Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade, (i.e. 3D6).
Demon's Tentacles Tentacles (8) 8D6 + Stars Y 1 A successful attack with Tentacles is similar to the effect of a Web Spell. The targeted unit is limited to a single move during its next Turn. The target also takes Damage as a result of tearing the Tentacles from their flesh.
Dragon's Breath Dragon's Breath 9D6 + Stars Y 2 Dragon's Breath is a wave of flame that fills an entire Zone in the manner of an area attack. Dragon's Breath cannot harm other Dragons.
Enchanted Items Varies Varies The same costs apply as those for Tribal Units.
Fangs Bottom Jaw: Teeth - Tears (3) 4D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Gaze Medusa's Eye Petrifies Y 1 The victim of a successful Gaze is Turned to Stone. The unit becomes a living Statue. This allows units to Animate the Statue. When using the Enchanted Statues Table, units that have been Turned to Stone can become one of the Types of Statue shown or included in the Enchanted Statues Table. One way to restore a Statue to normal is to slay the unit that inflicted the Gaze.
Horns Horn 3D6 + Stars Y 0 A roll of 12 Gores a victim, adding a Damage Multiplier.
Jaws Bottom Jaw: Teeth 3D6 + Stars Y 0
Mandibles Mandibles 3D6 + Stars Y 0 The attacking unit does not release its Mandibles once they are attached. This causes further injury of 2D6 each Turn until the attacking unit has been Slain.
Pincers Pincers 2D6 + Stars + Bind Y 0 The unit can use a full Turn to immobilise a Tribal Unit. If successful the target cannot move or act at its next opportunity.
Rituals Varies Varies The same costs apply as those for Tribal Units. Daemons and Undead do not pay these costs.
Spells Varies Varies The same costs apply as those for Tribal Units. Daemons and Undead do not pay these costs.
Spines (1) Spine (1) - Tears (3) 2D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Spines (2) Spine (2) - Tears (3) 3D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Spines (3) Spine (3) - Tears (3) 4D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Spit Spit as Arrow (Straight) - Tears (3) 2D6 + Stars + Poison 0 1 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6). Victims will also be Blinded, i.e. working in complete Darkness, until they wash their eyes.
Spores Spore D6/ Turn Y 0 Causes Disease, which can inflict D6 Damage/ Turn until cured.
Sting (1) Sting (1) - Tears (3) D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Sting (2) Sting (2) - Tears (3) 2D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Sting (3) Sting (3) - Tears (3) 3D6
+Stars
+Poison
Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Sting (4) Sting (4) - Tears (3) 4D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Sting (5) Sting (5) - Tears (3) 5D6 + Stars + Poison Y 0 Poisoning causes further Damage equivalent to a Dose of Black Bitterberry delivered by a Blade Weapon, (i.e. 3D6).
Talons Talon 3D6 + Stars Y 0 A roll of 12 on 2D6 Grabs a handheld item from the target's grasp.
Tentacles (2) Tentacles 2D6 + Stars Y 0 A successful attack with Tentacles is similar to the effect of a Web Spell. The targeted unit is limited to a single move during its next Turn. The target also takes Damage as a result of tearing the Tentacles from their flesh.
Tentacles (4) Tentacles (4) 4D6 + Stars Y 0 A successful attack with Tentacles is similar to the effect of a Web Spell. The targeted unit is limited to a single move during its next Turn. The target also takes Damage as a result of tearing the Tentacles from their flesh.
Tentacles (6) Tentacles (6) 6D6 + Stars Y 0 A successful attack with Tentacles is similar to the effect of a Web Spell. The targeted unit is limited to a single move during its next Turn. The target also takes Damage as a result of tearing the Tentacles from their flesh.
Tentacles (8) Tentacles (8) 8D6 + Stars Y 1 A successful attack with Tentacles is similar to the effect of a Web Spell. The targeted unit is limited to a single move during its next Turn. The target also takes Damage as a result of tearing the Tentacles from their flesh.
Tusk Tusk 3D6 + Stars Y 1 A roll of 12 Gores a victim, adding a Damage Multiplier.
Weapons Varies Varies The same costs apply as those for Tribal Units.

Gaze Attacks

Units that are targets of a Gaze Attack can be Turned to Stone. Fortunately a Mirror or a Magic Mirror can, respectively, provide Modifiers of -2 and -4 against Gaze Attacks.

Monster Venom/ Poisons

The venomous or poisonous attacks used by Monsters come into effect when the Monster makes a successful strike with a poisonous attack.

Roll Twice and Other Multiple Rolls

If a roll results in a Roll Twice or similar outcome more than once, successive rolls are allowed.

Giant Scavengers

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Capture/ Cord Hide/ Faded Imprint Search/ Torch

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Wolf Spider Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 0
3 Red Millipede Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth 0
4 Cave Beetles Pincers Pincers Pincers 0
5 Cutlass Ants Mandibles Mandibles Mandibles 0
6 Golden Spider Web Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 0
7 Roll Twice

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Fire Ant Mandibles Mandibles Mandibles 1
9 Dire Wolf Howl/ Hunting Horn Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth 1
10 Scorpion Pincers Pincers Sting (2) - Poison/ Tears (3) 1
11 Slime Mould Vapour/ Cloud (4) As Mandibles As Mandibles 2
12 Wildcat Jaws/ Bottom Jaw: Teeth Claws/ Claws (3) Claws/ Claws (3) 2
13 Roll Three Times

Speed Defence Treasure Skills
Horseshoe Full Shield/ Shield (4) Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Tangleweed Tentacles (8) Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth 3
15 Witherweed Spores/ Spore Spores/ Spore Jaws/ Bottom Jaw: Teeth 3
16 Bonecrusher Claws/ Claws (3) Claws/ Claws (3) Claws/ Claws (3) 4
17 Sabretooth Roar/ Hunting Horn Jaws/ Bottom Jaw: Teeth Claws/ Claws (3) 4
18 Pit Wolverine Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Claws/ Claws (3) 4
19 Roll Four Times

Speed Defence Treasure Skills
Wing Battle Shield/ Shield (5) Courage/ Thistle

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Winter Bat Frostbite/ Snowflake Frostbite/ Snowflake Frostbite/ Snowflake 4
21 Vampire Bat Drain/ Scythe Drain/ Scythe Drain/ Scythe 4
22 Hornet Sting (3) - Poison/ Tears (3) Sting (3) - Poison/ Tears (3) Sting (3) - Poison/ Tears (3) 5
23 Ancient Firefly Meteor/ Meteor (3) Meteor/ Meteor (3) Meteor/ Meteor (3) 5
24 Wood Wasp Sting (4) - Poison/ Tears (3) Sting (4) - Poison/ Tears (3) Sting (4) - Poison/ Tears (3) 5
25 Ancient Hornet Swarm/ Hive Swarm/ Hive Swarm/ Hive 5

Predators

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Capture/ Cord Hide/ Faded Imprint Search/ Torch

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Ingot Courage/ Thistle Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Ogre Jaws/ Bottom Jaw: Teeth Spiked Club Spiked Club 2
3 Troglodyte Spear Claws/ Claws (3) Claws/ Claws (3) 2
4 Timber Troll Heal/ Cross Jaws/ Bottom Jaw: Teeth Claws/ Claws (3) 2
5 Longtooth Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Spiked Club 2
6 Cave Troll Tusk Claws/ Claws (3) Heal/ Cross 2
7 Roll Twice

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Ingot Courage/ Thistle Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Hill Giant Spear Spiked Club Spiked Club 3
9 Wild Ogre Jaws/ Bottom Jaw: Teeth Spiked Club Spiked Club 3
10 Minotaur Horns Horns Trident - Net/ Trident 3
11 Marsh Troll Mist/ Cloud (4) Claws/ Claws (3) Jaws/ Bottom Jaw: Teeth 3
12 Cyclops Mesmerise/ Spiral Mesmerise/ Spiral Spiked Club 3
13 Roll Three Times

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) Ingot Courage/ Thistle Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Frost Giant Frostbite/ Snowflake Frostbite/ Snowflake Spiked Club 4
15 Mountain Troll Heal/ Cross Claws/ Claws (3) Jaws/ Bottom Jaw: Teeth 4
16 Fire Giant Meteor/ Meteor (3) Fireworks/ Firework Spiked Club 4
17 Ettin Spiked Club Spiked Club Spiked Club 4
18 Bluetooth Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth Spiked Club 4
19 Roll Four Times

Speed Defence Treasure Skills
Wing Battle Shield/ Shield (5) Ingot Courage/ Thistle Strength/ Portcullis

Occupation

Preferred Actions

Stars

1-2 3-4 5-6
20 Griffin Talons Talons Beak 5
21 Gargoyle Claws/ Claws (3) Claws/ Claws (3) Jaws/ Bottom Jaw: Teeth 5
22 Manticore Spines (3) - Poison/ Spine (3) - Tears (3) Spines (3) - Poison/ Spine (3) - Tears (3) Jaws/ Bottom Jaw: Teeth 5
23 Harpy Mesmerise/ Spiral Dark Blade - Poison/ Magic Triple Dagger - Tear Dark Blade - Poison/ Magic Triple Dagger - Tear 5
24 Roc Beak Talons Talons 5
25 Ancient Eagle As Whirlwind (6) Beak Talons 5

Giant Reptiles

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Capture/ Cord Hide/ Faded Imprint Search/ Torch

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Climb/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Boa As Tentacles (2) As Tentacles (2) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 0
3 Sidewinder Rattle/ Bell Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 0
4 Razortooth Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 0
5 Gila Monster Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth Claws/ Claws (3) 0
6 Cave Lizard Claws/ Claws (3) Claws/ Claws (3) Jaws/ Bottom Jaw: Teeth 0
7 Roll Twice

Speed Defence Treasure Skills
Run/ Footprints Full Shield/ Shield (4) Climb/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Sidewinder Rattle/ Bell Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 2
9 Cave Crawler Claws/ Claws (3) Claws/ Claws (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 2
10 Catoblepas Gaze/ Medusa's Eye Gaze/ Medusa's Eye Jaws/ Bottom Jaw: Teeth 2
11 Sawtooth Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth 3
12 Backbiter Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 3
13 Roll Three Times

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) Climb/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Spitting Cobra Spit/ As Poisoned Arrow (Straight Flights) Spit/ As Poisoned Arrow (Straight Flights) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 3
15 Hydra Jaws/ Bottom Jaw: Teeth Heal/ Cross Claws/ Claws (3) 3
16 Diamondback Rattle/ Bell Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 3
17 Pyrohydra Meteor/ Meteor (3) Heal/ Cross Claws/ Claws (3) 4
18 Basilisk Gaze/ Medusa's Eye Dragon's Breath Claws/ Claws (3) 4
19 Roll Four Times

Speed Defence Treasure Skills
Fly/ Wing Warrior's Shield/ Shield (7) Treasure Chest Climb/ Tiger's Claw

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Wyvern Sting (3) - Poison/ Tears (3) Claws/ Claws (3) Jaws/ Bottom Jaw: Teeth 5
21 Ice Dragon Frostbite/ Snowflake Demon's Claws/ Claws (5) Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5
22 Fire Dragon Dragon's Breath Demon's Claws/ Claws (5) Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5
23 Cloud Dragon Mist/ Cloud (4) Demon's Claws/ Claws (5) Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5
24 Storm Dragon Whirlwind (6) Demon's Claws/ Claws (5) Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5
25 Dream Dragon Archmage/ Triquetra Dragon's Breath Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5

Pool Predators

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Capture/ Cord Hide/ Faded Imprint Search/ Torch

Speed Defence Treasure Skills
Curved Shield/ Shield (2)

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Tube Worm Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 0
3 Surgeonfish As Tentacles (2) As Tentacles (2) Jaws/ Bottom Jaw: Teeth 0
4 Electric Eel Lightning Bolt (1)/ Bolt Lightning Bolt (1)/ Bolt Lightning Bolt (1)/ Bolt 0
5 Man-O-War Sting - Poison/ Tears (3) Sting - Poison/ Tears (3) Sting - Poison/ Tears (3) 1
6 Fighting Fish Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth 1
7 Roll Twice

Speed Defence Treasure Skills
Classic Shield/ Shield (3)

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Needle Fish Spine - Poison/ Tears (3) Spine - Poison/ Tears (3) Spine - Poison/ Tears (3) 2
9 Box Jellyfish Sting (2) - Poison/ Tears (3) Sting (2) - Poison/ Tears (3) Sting (2) - Poison/ Tear (3) 2
10 Moray Eel Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 2
11 Porcupine Fish Spine (2) - Poison/ Tears (3) Spine (2) - Poison/ Tears (3) Spine (2) - Poison/ Tears (3) 2
12 Crocodile Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth 2
13 Roll Three Times

Speed Defence Treasure Skills
Battle Shield/ Shield (5)

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Blue Octopus Tentacles (8) Sting (3) - Poison/ Tears (3) Sting (3) - Poison/ Tears (3) 3
15 Giant Caiman Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth Claws/ Claws (3) 3
16 Giant Squid Beak Beak Tentacles (8) 3
17 Giant Hagfish As Tentacles (8) As Tentacles (8) Jaws/ Bottom Jaw: Teeth 4
18 Giant Puffer Sting (3) - Poison/ Tears (3) Sting (3) - Poison/ Tears (3) Sting (3) - Poison/ Tears (3) 4
19 Roll Four Times

Speed Defence Treasure Skills
Warrior's Shield/ Shield (7) Treasure Chest

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Giant Stingray Sting (4) - Poison/ Tears (3) Sting (4) - Poison/ Tears (3) Jaws/ Bottom Jaw: Teeth 5
21 Giant Firefish Spine (3) - Poison/ Tears (3) Spine (3) - Poison/ Tears (3) Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 5
22 Giant Octopus Beak Tentacles (8) Tentacles (8) 5
23 King Caiman Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5
24 Boxing Crab Sting (5) - Poison/ Tears (3) Sting (5) - Poison/ Tears (3) Sting (5) - Poison/ Tears (3) 5
25 Ancient Octopus Demon's Tentacles/ Tentacles (8) Demon's Tentacles/ Tentacles (8) Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5

Undead

Roll by Type of Complex:

Outpost: 2D6 Dungeon: 2D6 Stronghold: 3D6
Catacombs: 3D6 Fortress: 4D6 Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Capture/ Cord Hide/ Faded Imprint Ride/ Stirrup Search/ Torch

Speed Defence Treasure Skills
Run/ Footprints Curved Shield/ Shield (2) Gem Immunity/ Trefoil Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Zombie Claws/ Claws (3) Claws/ Claws (3) Jaws/ Bottom Jaw: Teeth 1
3 Skeleton Scimitar Scimitar Scimitar 1
4 Wight Spear Spear Drain/ Scythe 1
5 Ghoul Claws/ Claws (3) Jaws/ Bottom Jaw: Teeth Jaws/ Bottom Jaw: Teeth 1
6 Ghost Mist/ Cloud (4) Drain/ Scythe Drain/ Scythe
7 Roll on next table

Speed Defence Treasure Skills
Run/ Footprints Classic Shield/ Shield (3) Jewel: Brilliant Immunity/ Trefoil Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Phantom Mist/ Cloud (4) Mist/ Cloud (4) Drain/ Scythe 2
9 Mummy Malachite Mace/ Jewelled Mace Malachite Mace/ Jewelled Mace Drain/ Scythe 2
10 Scarecrow Fear/ Skull Fear/ Skull Drain/ Scythe 2
11 Poltergeist Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped Wizard/ Wand: Star-Tipped 2
12 Wraith Mist/ Cloud (4) Runesword/ Jewelled Sword (4) Drain/ Scythe 2
13 Roll Twice

Speed Defence Treasure Skills
Run/ Footprints Battle Shield/ Shield (5) 3 Jewels/ 3 Brilliants Immunity/ Trefoil Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Giant Skeleton Spear Spear Spear 4
15 Vampire Mesmerise/ Spiral Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) 4
16 Revenant Runesword/ Jewelled Sword (4) Necromancer/ Sacred Dagger Necromancer/ Sacred Dagger 4
17 Vampiress Mist/ Cloud (4) Mesmerise/ Spiral Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) 4
18 Bloodseeker Demon's Claws/ Claws (5) Demon's Claws/ Claws (5) Demon's Claws/ Claws (5) 4
19 Roll Three Times

Speed Defence Treasure Skills
Run/ Footprints Warrior's Shield/ Shield (7) 3 Dark Jewels/ 3 Brilliants: Curved Immunity/ Trefoil Resistance/ Shen Ring

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Banshee Howl/ Hunting Horn Demon's Claws/ Claws (5) Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 5
21 Lich Demon's Blade/ Jewelled Sacred Dagger Demon's Blade/ Jewelled Sacred Dagger Mage/ Triskel 5
22 Royal Vampire Mist/ Cloud (4) Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) Archmage/ Triquetra 5
23 Ancient Mummy Malachite Mace/ Jewelled Mace Malachite Mace/ Jewelled Mace Drain/ Scythe 5
24 Ancient Vampire Ancient Dagger/ Jewelled Dagger Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) Archmage/ Triquetra 5
25 Ancient Lich Ancient Wand/ Jewelled Wand: Star-Tipped Talisman Archmage/ Triquetra 5

Daemons

Roll by Type of Complex:

Outpost: 2D6

Dungeon: 2D6

Stronghold: 3D6

Catacombs: 3D6

Fortress: 4D6

Citadel: 4D6

Circle the number corresponding to each unit to show when it has become active. When the unit corresponding to a particular number has already entered play, the next unit further down the Manifest is selected.

Basic Crafts
Blade/ Hunting Knife Capture/ Cord Ignite/ Furison Ride/ Stirrup Search/ Torch Stitch/ Needle

Speed Defence Treasure Skills
Hoofed/ Horseshoe Classic Shield/ Shield (3) Ingot Resistance/ Shen Ring Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
2 Spinebreaker Pincers Pincers Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 2
3 Howling Fiend Howl/ Hunting Horn Howl/ Hunting Horn Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore 2
4 Purpleclaw Demon's Claws/ Claws (5) Demon's Claws/ Claws (5) Demon's Jaws - Drain - Disease/ Jewelled Bottom Jaw: Teeth - Spore 2
5 Thundertooth Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore Demon's Jaws - Disease/ Jewelled Bottom Jaw: Teeth - Spore Demon's Horns/ Horns: Twisted 2
6 Thornyback Demon's Spines - Poison/ Jewelled Spine (3) - Tears (3) Demon's Spines - Poison/ Jewelled Spine (3) - Tears (3) Demon's Claws/ Claws (5) 2
7 Roll Twice

Speed Defence Treasure Skills
Hoofed/ Horseshoe Full Shield/ Shield (4) Jewel: Brilliant Resistance/ Shen Ring Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
8 Horned Devil Demon's Horns/ Horns: Twisted Demon's Horns/ Horns: Twisted Devil's Pitchfork/ Jewelled Fork 3
9 Fiery Fiend Meteor/ Meteor (3) Demon's Horns/ Horns: Twisted Demon's Horns/ Horns: Twisted 3
10 Scarletclaw Demon's Claws/ Claws (5) Demon's Claws/ Claws (5) Demon's Claws/ Claws (5) 3
11 Shredder Demon's Tentacles/ Tentacles (8) Demon's Claws/ Claws (5) Demon's Claws/ Claws (5) 3
12 Frost Fiend Mist/ Cloud (4) Frostbite/ Snowflake Devil's Pitchfork/ Jewelled Fork 3
13 Roll Three Times

Speed Defence Treasure Skills
Fly/ Wing Battle Shield/ Shield (5) 2 Dark Jewels/ 2 Brilliants: Curved Resistance/ Shen Ring Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
14 Dark Fiend Demon's Tentacles/ Tentacles (8) Demon's Spines - Poison/ Jewelled Spine (3) - Tears (3) Demon's Spines - Poison/ Jewelled Spine (3) - Tears (3) 4
15 Gremlin Wizard/ Wand: Star-Tipped Claws Fangs - Poison/ Bottom Jaw: Teeth - Tears (3) 4
16 Incubus Mist/ Cloud (4) Heal/ Cross Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) 4
17 Reaper Mist/ Cloud (4) Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) 4
18 Succubus Mesmerise/ Spiral Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) Necromancer/ Sacred Dagger 4
19 Roll Four Times

Speed Defence Treasure Skills
Fly/ Wing Warrior's Shield/ Shield (7) Treasure Chest Resistance/ Shen Ring Immunity/ Trefoil Strength/ Portcullis

Occupation Preferred Actions Stars
1-2 3-4 5-6
20 Shadow Shadow's Lash/ Jewelled Whip Fire Storm/ Meteor (5) Demon's Claws/ Claws (5) 5
21 Archfiend Mist/ Cloud (4) Demon's Teeth - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) Archmage/ Triquetra 5
22 Demon Lord Demon's Tentacles/ Tentacles (8) Talisman Archmage/ Triquetra 5
23 Archdevil Rod of Ruin/ Jewelled Rod Talisman Archmage/ Triquetra 5
24 Ancient Fiend Demon's Tentacles/ Tentacles (8) Demon's Fangs - Poison/ Jewelled Bottom Jaw: Teeth - Tears (3) Demon's Claws/ Claws (5) 5
25 Ancient Daemon Staff of Destruction/ Jewelled Staff Demon's Spines - Poison/ Jewelled Spine (3) - Tears (3) Archmage/ Triquetra 5

Treasure : Book 6 : Treasure

Treasure is found with Tribal Units and Monsters, or in Chests and Treasure Chests found Complexes.

The prizes available to units include Treasure and Loot, as shown on the Treasures Table.

Players can look up specific Types of Treasure, such as Potion or a Document, on the table for each Type of Treasure. When Chests and Treasure Chests are found Adventurers roll at the point when a Chest is opened.

To check the Types of Loot and/ or Treasure within a Chest roll 3D6 on the Treasures Table.

To check the Types of Loot or Treasure inside a Treasure Chest units roll 4D6 on the Treasures Table.

Enchanted Items are often shown with a Jewel/ s Attached to them but there are also unique items, which don't need to be shown with a Jewel in place.

In addition, some items are Attached to or Merged with a Label or Panel that shows the item is enchanted. For example, skills which become enchanted when Projected into a Talisman.

When rolling on the Enchanted Items Tables there are no bonuses for possessing Stars.

The choice of Treasures available to players can be expanded either by adding to the Treasures Table or by adding sub-tables, such as those shown for Barrels or Poisons.

Treasures Table

Roll 3D6 for Chests

Roll 4D6 for Treasure Chests

No. Title Image Effect
LOOT
3 Coins Hexagons 3D6 Coins (round up to Ingots if preferred).
4 Bottle Wine Bottle See the Bottles and Kegs Table.
5 Fresh Fruit Fruit Heals D6 Defence for as many as D6 units.
6 Key Key The Key opens the nearest Locked Door.
7 Keg Keg See the Bottles and Kegs Table.
8 Gold Ingots D6 Ingots.
9 Barrel Barrel Roll once on the Barrels Table to find out what the Barrel contains.
10 Fresh Meat Leg of Lamb Heals 2D6 Damage for as many as D6 units.
11 Salted Fish Fishbone or Fish As many as 2D6 units can gain 2D6 Defence from eating the Fish.
12 Furs Hide The Chest contains Furs worth a 2D6 Gems.
13 Roll Twice If a roll results in a Roll Twice outcome more than once further rolls are allowed.
TREASURE
14 Roll Twice If a roll results in a Roll Twice outcome more than once further rolls are allowed.
15 Potion Label Roll on the Potions Table to discover which Potion has been found.
16 Gems Gems Roll 3D6 to Reveal the number of Gems found.
17 Potions 3 Labels Roll a D6 to see how many times you roll on the Potions Table.
18 Skeleton Key Key (3) A Skeleton key Unlocks Doors and Chests (not Treasure Chests) throughout the current Complex.
19 Document: Scroll Scroll Roll once on the Scrolls Table to see which Scroll has been found.
20 Jewellery 3 Brilliants Roll 3D6 to discover the number of Jewels found.
21 Document: Enchanted Book See Enchanted Books Table Roll once on the Enchanted Books Table.
22 Enchanted Item See Enchanted Items Tables Roll once on the Enchanted Items Tables.
23 Enchanted Items See Enchanted Items Tables Roll twice on the Enchanted Items Tables.
24 Treasure Treasure Roll 6D6 to discover the number of Ingots found among the Treasure. Roll 6D6 to discover the number of Gems found. Roll 6D6 to discover the number of Jewels found. Roll twice on the Potions Table. Roll twice on the Scrolls Table. Roll once on the Enchanted Books Table. Roll once on the Enchanted Items Tables.

Barrels Table

Doses can be marked in the same manner as Potions. Barrels are usually Labelled and, if not, it's easy to lift or open a lid, which will Reveal the Contents of a Barrel.

It takes 2 hours for each Dose of alcohol to clear.

No. Title Image on Label Value Possible Use
1 Pitch Torch Ingot A Barrel of Pitch can Light a Zone when lit. Alternatively, it can be used to make 2D6 standard Torches. If the Barrel is ignited it will burn slowly for up to 24 hours.
2 Oil Lantern Ingot Oil can be used to refill Lanterns and spilt oil can be ignited to fill a Chamber with flames causing D6 Damage/ Turn to those occupying the Chamber. Each extra Barrel of Oil spilt in the same Zone at the same time adds a D6 Damage.
3 Fruit Fruit Ingot Roll 2D6 and, unless a 2 is rolled, 2D6 units can gain 2D6 Defence from eating the Fruit. If a 2 is rolled the Fruit is rotten.
4 Salted Fish Fishbone Ingot Roll 2D6 and, unless a 2 is rolled, 2D6 units can gain 3D6 Defence from eating the Fish. If a 2 is rolled the Fish is rotten.
5 Beer Tankard Gem The Beer can be sold for 2D6 Ingots. There is enough Beer in the Barrel for 3D6 units, which can gain a D6 Defence each if they drink a Dose. However, each successive Dose a unit consumes causes actions to be carried out at a Penalty of -2.
6 Spirits Meteor (3) D6 Gems A Barrel of Spirits is worth D6 Gems. There is enough in each Barrel for 6D6 units, which can each gain a D6 Defence if they drink a Dose. Each successive Dose a unit consumes causes actions to be carried out at a Penalty of -2. In addition, units consuming a measure of Spirits must roll 2D6. A roll of 2 leaves them blind for 6 Turns. If a flame is applied to the Spirits vapour will ignite immediately. A single Barrel Explodes throughout a Zone for 2D6 Damage. Any other Barrels of Spirits within the Zone will also Explode at that point, causing a further 2D6/ Barrel.

Bottles and Kegs Table

Doses can be marked in the same manner as Potions.

No. Title Image on Label Doses Effects
1 Wine Ingot 24 Worth D6 Ingots. Actions are carried out at a Penalty of -2 if a Dose is taken.
2 Rum Gem 24 Worth 2D6 Ingots. Heals Defence by D6/ Dose once/ Complex. Actions are carried out at a Penalty of -2 if a Dose is taken.
3 Brandy Gems 24 Worth 3D6 Gems. Heals Defence by 2D6/ Dose once/ Complex. Actions are carried out at a Penalty of -2 if a Dose is taken.
4 Liqueur Brilliant 1 Worth 3D6 Jewels. Actions are carried out at a Penalty of -2 if a Dose is taken.
5 Enchanted Liqueur 2 Brilliants 1 Roll for D6 Vials of a single Potion on the Potions Table.
6 Ancient Absinthe Brilliant: Curved 1 Raises the Dead once. Roll on the Raise Dead Outcomes Table using the Lost Tribes column.

Potions

Each Potion is shown with a Potion Label or Vial surrounding the relevant icon.

Potions can be used as a special action, which allows a Potion already in a unit's possession to be swallowed or applied before a unit moves or acts properly. Burdened units cannot use Potions in this way.

Tribal Units and Monsters can take Potions before they move and act. This means that those with a Potion available as a Preferred Action may choose to use the Potion before moving and using another Preferred Action in the same Turn.

Potions can be recorded within Designs or on Adventure Logs. Ingredients can be stored for long periods. Potions become useless after six months. Potions can be moved safely in Vials.

Teleportation and the use of Astral Gates don't Damage Potions.

Each Potion provides a single Dose. Generally, it's not possible to take a partial Dose from a Vial as each Dose is of a small volume and would have limited effect without using a full Dose.

When a Dose of Blade Venom is applied the weapon is marked with a Tear on or beside it. This usually remains in place until an opponent is struck. The Poison may then cause Damage and is removed from the Blade. Applying more than one Dose of Blade Venom to a Blade at any one time is not practical.

Exposure to a Powerful Magical Effects or immersion in water, (and similar circumstances), cleans all of the Venom from Blades and Missiles.

Potions acting as Blade Venoms can be applied to Arrowheads, Bolts/ Quarrels and Blowpipe Darts. Instead of a single Tear being added, three Tears can be shown. These are then removed as the Arrows, Bolts/ Quarrels or Blowpipe Darts are used.

Blade Venom is effective in lower quantities because piercing Missiles can carry the Venom directly into a target's bloodstream. The Venom is expended when the Missile is fired, regardless of whether or not it hits the target. The unit firing the Missiles must use them as the next three Missiles fired or it's assumed that the Venom is gone.

Some Potions are not Labelled when found. Roll a D6 for either a single Potion or a Batch of Potions. A 1 or 2 indicates that the Potions are Unlabelled.

Adventurers capable of creating Potions through a Cauldron Ritual can use the tiniest taste and/ or smell to distinguish between different Types of Potion. Adventurers may also be able to identify Potions found in the possession of opponents by remembering which Potions are often used by particular Tribes and/ or Occupations.

A unit cannot take or apply more than 3 Potions/ Day without becoming ill. Each further Potion causes 6D6 Damage.

Consuming two or more Potions at the same time causes 3D6 Damage to an Adventurer's Defence. The effects of each Potion are cancelled out.

Players and GMs have the option of 're-mixing' Potions to arrive at new combinations, but it takes care to retain the original meaning of the icons that are being mixed or Combined as part of the new Combined Potion and its values.

The basic duration of a Potion is throughout the Turn when the Potion is used, but players may choose to allow some or all Potions to last for up to 6 Turns or, more safely, a D6 Turns.

Potions Durations Options Table

Option Duration Select
1 1 Turn
2 D6 Turns
3 6 Turns

The descriptions of possible Ingredients shown within the Potions Table, and optional Poisons Tables, can provide the basis for a system where units collect Ingredients.

The purchase and magical creation of Potions through Druids, Cauldron Rituals or Laboratories does not require consideration of each individual Ingredient. It is, however, helpful to require the use of Dark Jewels to limit the use of certain Poisons.

Those who wish to go into more detail about Ingredients can open an Ingredients Panel to track Ingredients.

Potions Table

No. Title Image on Label Ingredients Effect Use
3 Beeshead Broth Hive Bees Beeshead Broth allows a unit to Lure Scavengers in the same manner as a Lure skill. Apply
4 Black Bitterberry Tear Witch's Tears, Daemon's Blood and Dust from a Dark Jewel Causes 6D6 when consumed. It can be applied to Blades for 3D6 of extra Damage or Arrowheads, Bolts and Blowpipe Darts for 2D6 of extra Damage. Use as Blade Venom requires a strike with a Blade Weapon coated in the Poison. Drink or Apply as Blade Venom
5 Cloudberry Juice Cloud (4) Cloudberries Cloudberry Juice allows the user to turn to Mist. Drink
6 Daemon's Blood Demon's Claw Daemon's Blood A unit consuming this Potion will gain a Demon's Claw, which makes the unit unable to fire Missile Weapons. Drink
7 Dragon's Blood Dragon's Breath Dragon's Blood When applied Dragon's Blood immolates a unit or a unit's weapon. Fire cannot harm a unit that drinks the Potion. Weapons coated with the Potion cause 2D6 extra Damage and may ignite flammable materials. Drink or Apply
8 Eagle Dust Wing Eagle's Feathers Any unit using this Potion temporarily gains the Speed shown on the Potion Label. Drink
9 Fireweed Meteor (3) Meteorite Fireweed reduces Damage from cold by 2D6/ exposure or assault. Apply
10 Iceweed Snowflake Ice Iceweed reduces Damage from fire by 2D6/ exposure or assault. Apply
11 Liquid Sunshine Sun Paladin's Blood Liquid Sunshine can wash away a single Mark of Dishonour. The Paladin's Blood needs to be given voluntarily for the Potion to form. Apply
12 Monster's Blood Claw Fresh Monster's Blood Drinking this Potion causes a unit to gain a Claw but the unit is then unable to fire Crossbows, Composite Bows or Longbows. Drink
13 Moonshine Crescent Wolf's Blood The unit consuming this Potion can see through 'thin' surfaces, e.g. Doors, Chests and Treasure Chests but not walls or metal surfaces. Drink
14 Quick Juice Horseshoe Morning Dew Quick Juice allows a unit to temporarily gain the Speed shown on the Potion Label. Drink
15 Spider's Glue Web Golden Spider's Web A unit that applies this Potion can climb most surfaces. Unusually difficult climbs may call for a roll on 2D6 with an additional Modifier to take account of the difficulty of the task, e.g. overhanging, wet or icy surfaces. Apply
16 Troll Soup Portcullis Troll's Blood Troll Soup gives the unit the Strength skill. Drink
17 Warpaint Thistle Thistles Warpaint allows an Extra Hand-to-Hand attack for a single Turn only. Apply
18 Whiteroot Cross Tears Whiteroot heals 3D6 Damage, neutralises Poisons and can cure most Diseases. Drink

As discussed in Book 2: Making Designs, players may choose to extend the range of options available to units by, for example, adding a Poisons Table for use when units encounter Poisons during play.

Poisons Table

No.

Title Tear Contains Ingredients + Effect Use
2 Black Bitterberry Tear (Assumed) Witch's Tears and Daemon's Blood This deadly Poison causes 6D6 Damage when consumed. It can be applied to Blades for 3D6 of extra Damage or Arrowheads, Bolts and Blowpipe Darts for 2D6 of extra Damage. Drink or Apply as Blade Venom
3 Bloodsbane Dagger Elf's Blood and Black Bitterberry Bloodsbane is a particularly unpleasant Poison. It acts as a Damage Multiplier on any Damage a victim has already received during the Turn when the Poison is used. Drink or apply as Blade Venom
4 Fireroot Meteor (3) Meteorite Fireroot brings on an intense fever that compels victims to move to and drink from the nearest plentiful source of water. For example, moving to a Pool Chamber or a Fountain helps. Failure to do so within 3 Turns leads to D6 Damage/ Turn until units reach a plentiful source of water. Drink
5 Blue Glue Web Golden Spider's Web Blue Glue attacks the muscles and slows its victims. Affected units can only move a single Zone/ Turn and cannot complete any actions for D6 Turns. Drink
6 Wintersweed Snowflake Ice Wintersweed starts to freeze the blood of its victims, who quickly slip into a lethal coma unless warmed beside a fire. The unit only suffers 2D6 Damage if warmed for a Turn using a fire. A Meteor or a Fire Storm will offer the same relief from the coma as a Hearth, but the unit takes the usual Damage if such methods are used. Drink
7 Blue Bitterberry Twin Tears Troll's Tears and Daemon's Blood This lethal Poison can only act as a Blade Venom. It can cause the same Damage as the blow that results in a Poisoning. Apply as Blade Venom
8 Wraith's Blood Scythe Zombie Flesh Wraith's Blood may not be formed from blood but it does Drain away a skill of the victim's choice. Drink or apply as Blade Venom
9 Daemon's Spit Sacred Dagger Demon's Spine Daemon's Spit makes its victims injure themselves. A self-inflicted wound using the victim's current H2H weapon is applied to the unit, which will come to its senses after inflicting the injury. The weapon usually hits its target automatically but a roll on 2D6 is necessary, as a 2 may result in a Fumble, which means escaping the blow. A 12 results in a Damage Multiplier. Drink
10 White Bitterberry Three Tears Vampire's Tears and Daemon's Blood White Bitterberry is a lethal Poison. It can only act as a Blade Venom. It acts as a Double Damage Multiplier. Apply as Blade Venom
11 Kingsroot Orb Daemon's Bone Kingsroot causes intense hallucinations, which render a unit incapable of movement or actions. However, while affected the unit becomes aware of a forthcoming Local Event that's Revealed to the unit's player immediately. Drink
12 Royal Bloodsbane Ancient Dagger Lich's Blood Royal Bloodsbane Slays the victim immediately. Liches have been known to use their own blood to Poison their weapons. Drink

Suitable Poisons can be used as Blade Venoms by mixing them into a paste either in advance or as an action. A successful strike with a Blade Weapon is required when Poisons are used as Blade Venoms.

The Ingredients required to prepare Poisons may include Ingredients similar to those used to make related Potions. However, the Poisons on the Poison's Table all require the addition of dust from a Dark Jewel.

Monster Venom

A Poison equal to Black Bitterberry can be extracted from the bodies of freshly Killed Monsters with naturally occurring Poisons. A Poison Spell is then required to refine the Venom to form what becomes a Poison Potion.

Enchanted Documents

The two Types of Documents of greatest value to Adventurers are Scrolls and Enchanted Books.

Duration of the Magical Effects of Enchanted Documents

The durations of the magical effects associated with Enchanted Documents are for the most part consistent with those for Spells and Rituals. Some Enchanted Documents have particular durations, which are detailed in the description of each item's effect.

Scrolls can be found in a variety of places and most can be carried under reasonable safety in Scroll Cases. Books are usually only found in Libraries and Treasure Chests and can be fragile.

Documents Options Table

Document Options Select
Scrolls Scrolls need to be used within the Chamber where they are found. If moved any distance or opened elsewhere it can be assumed the Document has crumbled as a result of being moved.
Scrolls Scrolls can be considered as relatively durable when rolled up. They can be recorded on Scroll Labels shown within Designs and Adventure Logs.
Enchanted Books Magical books are very fragile and easy to Damage when removed from their Lecterns. As a result, they cannot generally be removed from their Lecterns and Libraries, or Treasure Chests, where they are stored without being Damaged. Librarians can move Enchanted Books and Scrolls without harming them providing they do not use a Speed of more than one Zone/ Turn. Otherwise, it's necessary to place the book inside a Treasure Chest and to protect the Treasure Chest from sustaining any Damage until the book is unpacked at the other end of its journey.
Enchanted Books Books can be considered as durable when closed. They can be recorded on Bookmark Labels shown within Adventurers' Designs and Adventure Logs.

Each Scroll is shown as an icon with a Scroll Label Enclosing the icon.

Each Enchanted Book is shown as an icon appearing on a Bookmark Label.

Enchanted Books kept in Libraries are placed on a Lectern, which provides magical protection for the book while it remains on the Lectern.

While placed on a Lectern within a Library, Enchanted Books cannot be Damaged by Powerful Magical Effects and Monsters' Abilities.

Except in extreme circumstances, Damage which might result from Conditions or Events also has no direct effect on Enchanted Books resting on Lecterns.

Documents which generate magical effects do not have to be written on Scrolls or Enchanted Books. Walls, Tapestries, Bas Reliefs, Tablets and Skins are all possible locations for Enchanted Documents. Some of these options may prevent the Enchanted Documents from being moved. A Document's enchantment will not work without the original surface.

Any unit capable of casting a Spell can usually read magical Documents, including Scrolls and Enchanted Books.

Scrolls

Scrolls lose their lettering as they are read.

Scrolls Table

No. Title Scroll Label Image Effect
4 Dispatches Battle Axe Dispatches bring news of war and battles. Guards are eager to hear any news and Dispatches can assist attempts to Disguise by +2.
5 Forged Documents Mask Possession of Forged Documents can assist attempts to Disguise by +2.
6 Invitation Cake - Candles Possession of an Invitation can assist attempts to Disguise by +4.
7 Miner's Map Pickaxe A Miner's Map Reveals the location of a Pithead. Open a Path to the nearest Pithead.
8 Password Key (2) Possession of a Password can assist attempts to Disguise by +2.
9 Scroll of Dark Magic Sacred Dagger A Scroll of Dark Magic teaches the reader a Dark Magic Spell.
10 Scroll of Dark Magic Sacred Dagger A Scroll of Dark Magic teaches the reader a Dark Magic Spell.
11 Scroll of Protection Shield (3) When this kind of Scroll of Protection is read a unit's Defence is increased to 30 points on a temporary basis.
12 Scroll of Protection Shield (4) When this kind of Scroll of Protection is read a unit's Defence is increased to 40 points on a temporary basis.
13 Scroll of Protection Shield (5) When this kind of Scroll of Protection is read a unit's Defence is increased to 50 points on a temporary basis.
14 Scroll of Protection Shield (7) When this kind of Scroll of Protection is read a unit's Defence is increased to 70 points on a temporary basis.
15 Scroll of Redemption Fleur De Lis When a Scroll of Redemption is read the reader is cleansed of any Marks of Dishonour recorded on its Design.
16 Scroll of White Magic Orb The Scroll teaches the reader a White Magic Spell.
17 Scroll of White Magic Orb The Scroll teaches the reader a White Magic Spell.
18 Scroll of Wizardry Wand: Star-Tipped The Scroll teaches the reader a Wizardry Spell.
19 Scroll of Wizardry Wand: Star-Tipped The Scroll teaches the reader a Wizardry Spell.
20 Treasure Map Treasure Chest Reveals a Hidden Treasure Chest. Open a Path to the nearest Cavern containing a Treasure Chest that has not been Revealed.
21 Roll Twice
22 Roll Twice
23 Ancient Scroll Triquetra A unit can use an Ancient Scroll once to learn any Ritual.
24 Lich's Curse Scythe A Lich's Curse makes the unit reading the Scroll seek out opportunities to gain at least five more Marks of Dishonour.

Enchanted Books

Those encountering Enchanted Books can read the spine or the title page to determine what kind of book has been found. Turning to the first page activates the book and the reader is committed to rolling 9+ on 2D6 to see if the book is read successfully. The reader's Stars act as a Modifier.

Anyone attempting to read the same book twice within the same Complex must roll an unmodified 9+ on 2D6 or suffer Madness.

The Madness can only be cured through bathing in a Magic Fountain. Any unit affected in this way cannot cast Spells or Rituals and is unable to read Documents or use Enchanted Items. They remain loyal to existing allies but any involvement in H2H combat results in both giving and receiving twice the normal amount of Damage.

Roll 4D6 on the Enchanted Books Table to discover what kind of Enchanted Book has been found.

Enchanted Books Table

No. Title Bookmark Image Value Effect
4 Assassin's Codebook Key An Assassin's Codebook offers an insight into the technique of the Complex's Locksmiths and the reader can successfully open any Lock within a Complex unless a 2 is rolled.
5 Atlas of the Ancient World Globe An Atlas of the Ancient World shows a reader the general location of a Lost Tribe's Complex. The effect works just once/ Complex.
6 Book of Blood Sacred Dagger The reader of a Book of Blood can and is immediately compelled to perform a single Sacrifice without the need for access to an Evil Altar.
7 Book of Bones Bone The Book of Bones allows the reader to Animate a Slain Monster. The effect works just once/ Complex.
8 Book of Hours Hourglass Once/ day a Book of Hours allows a unit to cast two Spells as a single action.
9 Book of Peace Fleur De Lis Reading the Book of Peace creates Silence throughout a Complex for 6 Turns. The book may only be used once/ Complex.
10 Daemon's Codex Demon's Claws Reading a Daemon's Codex bestows D6 Dishonours on the reader. In addition, the reader's hands turn into Demon's Claws for 6 Turns. The effect works just once/ day.
11 Forbidden Codex Demon's Fangs A Forbidden Codex opens an Astral Gate in the nearest wall. A Monster emerges from the Gate as a Local Event at the start of each Turn. The portal can be sealed by Powerful Magical Effects amounting to 100 Damage.
12 Inquisitor's Manual Tongs Reading an Inquisitor's Manual aloud can Summon and Torment a Daemon with a roll of 9+ on 2D6 modified by the Stars and Abilities possessed by the reader and the Type of Daemon selected. If the result is successful the Daemon, (drawn from the Daemon's Manifest), can be forced to grant a Wish or to act as an Animate unit. If the reading fails the Daemon is Summoned and becomes a Recurring Enemy set on hunting down the reader. The effect works once/ Complex. A Wish can be used to bring about a shift of one row up or down within a Treasure Table or an Encounter Manifest.
13 Legends of the Lost Kingdoms Stellar Adze Reading a copy of the Legends of the Lost Kingdoms lets the reader try to Convert everyone in Line of Sight or Sound. The effect works just once/ day.
14 Lich's Grimoire Scythe Any unit reading a Lich's Grimoire gains a hideous appearance, which causes an effect equivalent to a Fear Spell when viewed by any opposing unit within the Complex. The effect lasts for 6 Turns after the book is read.
15 Litany of Hope Star A unit that reads a Litany of Hope cleanses D6 Marks of Dishonour from its Design.
16 Manual of Many Masters Harp or Tambourine Reading a Manual of Many Masters teaches the reader any one Craft. The effect works just once/ Complex.
17 Saint's Gospel Chalice All Peaceful units throughout a Complex are restored to a minimum Defence of 30. The effect works just once/ day.
18 Seafarer's Saga Jewelled Seax A Seafarer's Saga makes the reader want to become a Seafarer and work tirelessly to achieve this aim. The book assists this process by converting the unit's Tribal Weapon skill to a Seafarer's Seax. It's up to the unit to acquire a Seafarer's Seax and the Tribal Skills of a Seafarer through Transform Rituals or Enchanted Items.
19 Seer's Prophecy Orb The reader can try to act as an Oracle capable of viewing a forthcoming Campaign Event once/ Complex, i.e. the next Campaign Event is Revealed to the unit when the Document is used successfully.
20 The Blizzard Snowflake Reading The Blizzard causes the entire Complex to be frozen through and slick with ice. Movement within the Complex is slowed to 1 Zone/ Turn for all units that cannot fly, lack Claws or have no Crampons or Skates. The surrounding area is exposed to a week of intense storms and sub-zero temperatures. The effect works just once/ year.
21 The Maelstrom Whirlwind (8) The Maelstrom sends a massive Whirlwind sweeping through a Complex for a Turn. The Maelstrom extinguishes all flames, destroys every Door and causes Whirlwind Damage to every unit outwith any Library located within the Complex. Features can also be checked for Damage.
22 Ancient Prayer Book Chakram After reading an Ancient Prayer Book the reader loses all Marks of Dishonour and works tirelessly to become a Monk.
23 Ancient Grimoire Jewelled Bottom Jaw: Teeth The evil within an Ancient Grimoire bestows 2D6 Marks of Dishonour on the reader. The unit is also transformed into a Daemon for 6 Turns. Roll 3D6 on the Daemons' Manifest to identify the Type of Daemon. Any unit affected will behave like a Daemon while influenced by the Grimoire. The effect works just once/ Complex.
24 Ancient Codex Talisman A unit that reads an Ancient Codex learns the knowledge required to make a single magic item on a single occasion. Though not an Ancient Item. The cost of the materials is D6 Dark Jewels x D6 x D6. The effect works just once/ year.

Enchanted Items and Weapons

Enchanted Weapons cause the same basic Damage as their non-magical equivalents.

Using an Enchanted Item typically requires a successful roll on 2D6 and the loss of a Gem or 2D6 Damage if the roll is successful. Ancient Enchanted Items and Magic Weapons are exceptions, as they only destroy a Gem when a 12 is rolled.

The required Gem is usually not taken from the actual Enchanted Item and is offered up in the same manner as the Gems and Jewels used to fuel spellcasting and Rituals.

Unlike Spells and Rituals, there is no cumulative bonus for repeated, successful use of Enchanted Items.

If a 2 is rolled on 2D6 when using a Magic Weapon, (which isn't Ancient), the Jewel within the weapon explodes for 4D6. Unless the weapon is used by a member of a Tribe directly linked to a matching Tribal Weapon.

An Enchanted Weapon that has lost or Damaged a Jewel can be Repaired by taking the weapon to a Forge and using Mend to replace the missing Jewel. Other Enchanted Items can also be Repaired at Forges by using Mend. The Jewel can be marked as being Damaged and remain on display while it's taken to a Forge.

Duration of the Magical Effects of Enchanted Items

The durations of the magical effects of Enchanted Items are for the most part consistent with those for Spells and Rituals. Some Enchanted Items have particular durations, which are detailed in the description of each item's effect.

Enchanted Items Tables

No. Title Jewelled Image/ Image Effect
2 Thunder Hammer Warhammer This weapon acts as a Damage Multiplier when a 12 is rolled on 2D6.
3 Bloodaxe Double Axe This weapon acts as a Damage Multiplier when a 12 is rolled on 2D6.
4 Dragonsbane Sword (2) This weapon acts as a Damage Multiplier when a 12 is rolled on 2D6.
5 Bitter Blade Twisted Blade This weapon weeps Poison onto the surface of the Blade whenever it becomes clean.
6 Meteorite Bow Quarrel (Curved Flights) This weapon acts as a Damage Multiplier when a 12 is rolled on 2D6.
7 Dark Blade Triple Dagger This weapon acts as a Damage Multiplier when a 12 is rolled on 2D6.
8 Skullbreaker Morning Star This weapon acts as a Damage Multiplier when a 12 is rolled on 2D6.
9 Malachite Mace Mace This weapon acts as a Damage Multiplier when a 12 is rolled on 2D6.
10 Roll on next table
11 Roll on next table
12 Roll on next table

No. Title Jewelled Image/ Image Effect
2 Seafarer's Seax Seafarer's Seax A Seafarer's Seax Snaps an opponent's magical or non-magical H2H weapon on a roll of 12 on 2D6.
3 Holy Lance Lance A Holy Lance acts as a Damage Multiplier when causing any Damage against Daemons and Undead, providing the owner has no Marks of Dishonour.
4 Runesword Longsword (4) When a 12 is rolled on 2D6 a Runesword Drains a Skill of the attacker's choice from its target. This does not include any Honours. Though these may be lost if the skill taken was required to keep an Honour.
5 Diamondtip Arrow (Straight Flights) An injury caused by a Diamondtip slows targeted units by 1 Speed/ Turn until the Damage is Healed.
6 Myrmidon's Spear Spear A Myrmidon's Spear acts as a Damage Multiplier when a 12 is rolled on 2D6.
7 Skullsplitter Battle Axe A roll of 12 on 2D6 allows a Skullsplitter to Slay any Tribal Unit.
8 Shadow's Lash Whip A roll of 12 on 2D6 causes a D6 Stings, each of which causes D6 Damage.
9 Shadowsedge Obsidian Blade Broken glass is left in the wound when a 12 is rolled on 2D6. The splintered glass acts as a Poison.
10 Roll on next table
11 Roll on next table
12 Roll on next table

No. Title Jewelled Image/ Image Effect
2 Medusa's Mirror Hand Mirror A Medusa's Mirror can store a Gaze Attack and directed it at one unit. A modified roll of 9+ turns the victim to stone. A Gaze Attack that fails can be stored in the mirror. When a unit is Turned to Stone players may choose to roll on the Enchanted Statues Table. It's possible to use a Medusa's Mirror to restore a unit that's been Turned to Stone. Using a Drain Spell while the mirror is present and 'empty' restores the unit. It may be necessary to take account of any Damage sustained while the unit has been a statue.
3 Scimitar Jewelled Scimitar A Jewelled Scimitar acts as a Damage Multiplier and removes at least half of a unit's current Defence when a 12 is rolled on 2D6.
4 Axe Jewelled Axe An Axe acts as a Damage Multiplier when used as a Missile Weapon.
5 Twin Blade Jewelled Twin Blade Rolling 12 on 2D6 when fighting with a magical Twin Blade allows a second H2H attack to take place as part of the same action.
6 Harpoon Jewelled Harpoon A 12 on 2D6 slays any Pool Predator instantly.
7 Magic Carpet Magic Carpet A standard Magic Carpet can carry units at Flying Speed. A roll must be made every Turn to keep flying and a 2 on 2D6 means that the carpet falls to the ground. Each unit or equivalent placed on the carpet when it's flying adds +1 to the chance of it failing. The carpet can only be used once/ day. it's not practical to act while on the carpet.
8 Winged Rod Winged Rod Successful use of a Winged Rod lets the bearer take a second move within the same Turn. Using the rod is exhausting and causes 2D6 Damage with each use.
9 Witch's Lantern Lantern When lit successfully, a Witch's Lantern Lures Monsters in the same manner as the Lure skill available to Rangers.
10 Roll on next table
11 Roll on next table
12 Roll on next table

No. Title Jewelled Image/ Image Effect
2 Rod of Ruin Rod A successful H2H strike with a Rod of Ruin makes the Jewel on any targeted Enchanted Item explode causing 6D6 Damage to all those within the Zone. The unit using the rod takes the same 6D6 of Damage as any other unit.
3 Staff of Destruction Staff Successful use of a Staff of Destruction can cause an Earthquake. Roll 2D6 for every Chamber that's within 2 Zones and every Occupant of those Chambers. A 2 on 2D6 causes the Occupants 5D6 Damage each. All Major and Minor Features within these Chambers are broken beyond repair.
4 Predator's Mask Mask Placing a Predator's Mask on a unit allows the unit to become a Predator for 6 Turns once/ day. Roll on the Predator's Table to find the Type of Predator that the mask forms.
5 Nightingale's Cage Birdcage A Nightingale's Cage can capture a target's voice. If successful the Nightingale's Cage prevents the target from casting Spells and Rituals until the cage is opened or broken. A Nightingale's Cage has a Defence of thirty. Fortunately a Nightingale's Cage can only contain one voice at a time. It does not usually contain a voice when encountered. A roll of 9+ on 2D6 modified by the Stars belonging to the cage's owner and the targeted unit is required for a voice to be captured. The cage's owner can use an action to open the cage at any time.
6 Jade Censer Censer The bearer of a Jade Censer can look through a Door or wall and see the Type of Chamber and Metallic Items inside the Chamber once/ day.
7 Demon's Blade Sacred Dagger Making a Sacrifice of 50 Jewels while possessing a Demon's Blade allows the caster to Summon a Daemon without the presence of an Evil Altar. A successful roll of 9+ on 2D6 modified by the Stars possessed by the reader and the Type of Daemon selected determines the outcome. If the result is successful the Daemon can be compelled to grant a Wish or to act as an Animate unit for a day. If the attempt fails the Daemon is Summoned and immediately becomes a Recurring Enemy set on hunting down the unit that attempted the Sacrifice. The effect works just once/ Complex. A Wish can be used to bring about a shift of one row up or down within a Treasure table. It may also be used to assign the presence of a particular Tribal Unit or Monster to a Complex.
8 Stellar Adze Stellar Adze A Stellar Adze can be used to attempt to Convert units, bringing them under the control of the unit wielding the adze.
9 Serpent Bar Serpent Bar A Serpent Bar is an Ancient Relic. It can act as a weak Astral Gate when activated. Units can travel to any Mirrors within the Complex or Teleport one Zone once/ day. A roll of 2 on 2D6 when activating the Serpent Bar Snaps the device, which can be Repaired with a Mend carried out at a Forge. A roll of 9+ on 2D6, modified by the Stars of the unit activating the Astral Gate, is required for a successful outcome.
10 Roll on next table
11 Roll on next table
12 Roll on next table

Ancient Enchanted Items Table

No. Title Jewelled Image/ Image Effect
2 Ancient Arrow Arrow (Curved Flights) An Ancient Arrow keeps causing 2D6 Damage/ Turn until the unit that fired the Arrow retrieves the Missile or the victim cuts it out for 4D6 additional Damage.
3 Ancient Glowstone Glowstone - Heart An Ancient Glowstone can be broken just once. Breaking it within a designated Chamber restores any Slain units in the Chamber. Undead and Daemons are not Raised. Other units are Raised Intact.
4 Ancient Dagger Dagger An Ancient Dagger takes a Skill from the target whenever a 12 is rolled. The skill stays with the Ancient Dagger and is available to whoever possesses the weapon. An Ancient Dagger usually contains a D6 Spells when Revealed.
5 Ancient Torch Torch The Light from an Ancient Torch exposes all concealed units, Traps and items within a Zone, allowing other units to see and act against Hidden units.
6 Ancient Orb Orb as Label (Jewel is Assumed) The unit can act as a reliable Oracle capable of remotely viewing a named Chamber once/ Complex, i.e. seeing the exact Type of Chamber and any Occupants and items. A Dark Jewel is required to charge the Ancient Orb. The Occupants and items may have moved by the time Adventurers get to the Chamber. Alternatively, see the Ancient Orbs Table.
7 Ancient Key Key An Ancient Key opens any Lock until a 2 on 2D6 makes the key Snap. It can be Repaired temporarily at a Forge with a successful Mend Spell.
8 Ancient Catapult Catapult The Catapult can target the Jewel or Dark Jewel Attached to a magic item and break the Jewel or Dark Jewel. The item has to be taken to a Forge and Repaired with a Mend action.
9 Ancient Wand Wand or Wand as Label An Ancient Wand can open a weak Astral Gate that Teleports an opponent up to 2 Zones away once/ day. Alternatively, see the Ancient Wands Table. Roll 9+ on 2D6, modified by the Stars of the unit activating the Astral Gate and the Stars belonging to the target.
10 Brecbennach House-Shaped Shrine (Jewel is Assumed) This Ancient Relic contains a Stellar Adze and what are thought to be the Bones of an Ancient Saint or High King. When carried into battle it has the power to add +1 to an entire Team's rolls for a Turn once/ day. A roll of 9+ modified by the owner's Stars is required for the effect to occur. The owner can attempt to use the Relic more than once. A natural 12 is still required for each unit's bonus effects to apply.
11 Talisman Talisman (Jewel is Assumed) A Talisman offers the opportunity to delay the completion of a Spell or Ritual once/ day.
12 Ancient Shield Finned Shield (2) An Ancient Shield offers a Defence of 50 and a unit bearing one cannot take Damage from the same kind of attack more than once within a single Turn, i.e. only one Meteor Spell can cause Damage and/ or only one Arrow can cause Damage.

Ancient Wands Table

Instead of using the standard effect assigned to an Ancient Wand players can roll on an optional Ancient Wands Table. Any unit seeking to use any Ancient Wand is required to have a qualifying Honour, i.e. a Wand, a Triskel or a Triquetra, within their Design.

No. Title Jewelled Image/ Image Effect
1 Ancient Wand Wand: Star-Tipped An Ancient Wand can be used to try to open a weak Astral Gate that Teleports the owner up to 2 Zones away once/ day.
2 Wand of Good Health Wand: Cross-Tipped Once/ day a unit can attempt to use a Wand of Good Health to cure any unit of any Disease, Poisoning or 6D6 Defence.
3 Wand of Faith Wand: Fleur De Lis-Tipped A unit can attempt to use a Wand of Faith to remove a Mark of Dishonour once/ day.
4 Wand of Frost Wand: Snowflake-Tipped If used successfully, this Wand can be used to lower the temperature of a Chamber below freezing point once/ day. This causes Pool Chambers to freeze over, restricts Reptiles to a move of one Zone/ Turn and puts Swarms and other Insects to sleep.
5 Wand of Fear Wand: Skull-Tipped If the Wand is used successfully a target unit is so terrified that it can neither move nor speak during its next Turn. The victim cannot cast Spells or Rituals. Reading Documents or talking to other Adventurers is also out.
6 Witch's Wand Wand: Web-Tipped The unit in possession of the Wand can control any Spider or Spiders it comes into contact with as if it/ they were Animate.

Ancient Orbs Table

Instead of using the standard effect assigned to an Ancient Orb players can roll on an optional Ancient Orbs Table. Any unit seeking to use any Ancient Orb is required to have a qualifying Honour, i.e. an Orb, a Triskel or a Triquetra appears within their Design.

No. Title Icon Encloses or Attaches a: Effects
1 Ancient Orb Brilliant The unit can act as a reliable Oracle capable of Remote Viewing a named Feature Chamber once/ Complex, i.e. see the exact Type of Chamber and/ or any Occupants and items. A Dark Jewel is required to charge the Ancient Orb.
2 Mystic's Orb 2 Brilliants The unit can act as an Oracle capable of Remote Viewing a named Feature Room at the point when the unit will enter the Feature Room once/ Complex, i.e. see the future Occupants and items. A Dark Jewel is required to charge a Mystic's Orb.
3 Oracle's Orb 2 Brilliants The unit can act as an Oracle capable of viewing a forthcoming Local Event once/ Complex, i.e. the next Local Event that should occur is Revealed to the unit when the Orb is used. A Dark Jewel is required to charge an Oracle's Orb.
4 Prophet's Orb 4 Brilliants The unit can act as an Oracle capable of viewing a forthcoming Campaign Event once/ Complex, i.e. the next Campaign Event that should occur is Revealed to the unit when the Orb is used. A Dark Jewel is required to charge a Prophet's Orb.
5 Visionary's Orb 5 Brilliants The unit can act as an Oracle capable of seeing what will be encountered/ Revealed in a Chamber through an Astral Gate once/ Complex. A Dark Jewel is required to charge a Visionary's Orb.
6 Demon's Orb Brilliant: Curved The unit can act as an Oracle capable of seeing what will be encountered/ Revealed in a Chamber in a Dark World once/ Complex. A Dark Jewel is required to charge a Daemon's Orb.

Talismans

Once/ day a unit in possession of a Talisman can attempt to Project a Spell or Ritual into a Talisman, where it Merges with the Talisman. No Gems or Jewels are required to 'power' the projection but the Talisman consumes the projected skill if the projection succeeds.

The skill that's projected can then come into effect after a delay of up to 6 Turns if the Talisman works successfully. A 9+ is required for the projection to succeed but a unit's Stars can modify this.

On the chosen Turn the Talisman releases the Spell or Ritual into the Zone where the Talisman is or at the nearest unit within that Zone apart from the unit that projected the skill into the Talisman.

Using a Talisman is dangerous as an attempt to project a skill/ image that results in a roll of 2 on 2D6 causes an explosion that causes 6D6 throughout the Zone. The explosion destroys the Talisman.

Astral Gates

With access to certain Types of Orbs, Globes and Documents it's possible to use an Astral Gate to Teleport into Starchambers and/ or Magic Mirrors within Remote Complexes. Under certain circumstances the unit or units (to a maximum of six) can travel through time as well as over distance. A roll of 9+ on 2D6, modified by the Stars of the unit activating the Astral Gate, is required for a successful outcome.

Astral Gates Table

No. Title/ s and Icons Effects
1 Astral Gate Up to 6 units can use an activated Astral Gate to move through any Magic Mirrors within a Complex or to Teleport up to two Zones away. The Astral Gate can be activated once/ day.
2 Astral Gate - Magic Globe Up to 6 units can use an Astral Gate to Teleport to the Starchamber within a distant Complex known to the unit that activates the Astral Gate. The Astral Gate can be activated once/ day.
3 Astral Gate - Ancient Orb Up to 6 units can use an Astral Gate to Teleport to a location within the current Complex that can be viewed using an Ancient Orb. The Astral Gate can be activated once/ day.
4 Astral Gate - Magic Globe - Ancient Orb Up to 6 units can use an Astral Gate to Teleport to a distant Complex known to the unit that activates the Astral Gate. The unit can Teleport to any Chamber within the Complex that might be viewed using an Ancient Orb from the Complex's Starchamber. The Astral Gate can be activated once/ day.
5 Astral Gate - Magic Globe - Ancient Orb Up to 6 units can use an Astral Gate to Teleport into a Campaign Event in the past. An Astral Gate - Magic Globe - Enchanted Book: Prophecy combination makes it possible to return. The Astral Gate can be activated once/ day.
6 Astral Gate - Magic Globe - Enchanted Book: Prophecy Up to 6 units can use an Astral Gate to Teleport into a future Campaign Event. An Astral Gate - Magic Globe - Ancient Orb combination makes it possible to return. The Astral Gate can be activated once/ day.

Titles or Elements List

The Titles List keeps track of the use of icons/ game elements within the game. Each of the terms shown can be referred to as a Title and is open to being represented through an icon. The terms given are active game elements that interact during play. Most Titles are capitalised within the rules to indicate that they are active components or elements within the game. Terms at the top level of any grouping are not usually capitalised, e.g. units, actions and items.

Top Level Elements

Act/ s
Action/ s
Combin-ation/ s/ ing/ ed
Compress/ ing
Currency/ ies
Duration/ s
Enchanted
Event/ s
Item
Locate/ ion or Place/ s
Magic Item/ s
Magical Effect/ s
Mark/ s/ ings
Missing
Modifier/ s
Move/ s/ ings
Opponent/ s
Outcome/ s
Possession/ s
Range
Ranged Attack/ s
Target/ s and Targeted Unit/ s
Units
Weapon/ s

Elements

Ability/ Abilities
Accessory/ ies
Act/ s of Atonement
Adventurer/ s
Alarm/ s
Alert/ s /ed
Altar/ s
Ancient/ s
Arrow
Assume/ d
Barrel/ s
Batch/ es
Beyond the Pale
Bit/ s
Blackheart
Blade Venom/ s
Blade Weapon/ s
Blanket/ s
Blunted
Bolt/ s
Bottle/ s
Bucket/ s
Burden/ ed
Campaign Character/ s
Campaign Condition/ s
Campaign Event/ s
Campaign Play
Campaign Lifestream/ s
Capture/ d
Cascade/ ing
Cascading Event/ s
Chamber Shape/ s
Chamber/ s
Chant/ s /ing
Chest/ s
Cloak/ ed
Cluster/ ing/ ed
Coin/ s
Combine/ d
Command/ s
Complex
Complexes
Compress/ ed
Convert/ s/ ed
Coupling
Crack/ s
Craft/ s
Crush/ ed
Curve/ s/ d
Cutting Edge/ s
Daemon's/ s'
Damage/ d
Damage Multiplier/ s
Dark Jewel/ s
Dark Magic
Dash
Dashed Line/ s
Declare/ d/ s
Declared Action
Declared Action/ s
Decoration/ s
Defence/ s
Demon/ s
Design Style/ s
Design/ s
Devil/ s
Disguise/ s
Dishonour/ s
Document/ s
Dose/ s
Edge/ s/ ed
Empty Cavern/ s
Empty Room/ s
Enchanted
Enchanted Book/ s
Enchanted Document/ s
Enchanted Item/ s
Enchanted Stone/ s
Enclosed/ Encloses/ ing
Entrance
Evil Altar/ s
Exit/ s
Experience -d
Explode/ s /d/ ing (Designs)
Feature Room/ s
Feature/ s
Figure/ s
First Weapon/ s
Fish
Flight/ s
Fork/ s
Fountain/ s
Freeform Play
Fumble/ s
Fuse-d
Gash/ es/ ed
Gaze Attack/ s
Gem/ s
Gesture/ s
Globe/ s
Grip
Guest/ s
Hammer/ s
Hand-to-Hand aka H2H
Heart/ s
Helmet/ s
Hidden
Hide/ s
Hiding
Hiding in Shadows
Hilt
Honour/ s
Hostile Tribe
Ingot/ s
Ingredient/ s
Instant Play
Jewel/ s
Jewellery
Keg/ s
Keyhole/ s
Keystone/ s
Killed
Label/ s/ led
Lantern/ s
Layout/ s
Lectern
Level/ s (Underground)
Light
Lighting
Local Alarm/ s
Local Condition/ s
Local Event/ s
Lock/ s
Loot
Lost Tribe
Lure/ s
Magic Weapon/ s
Magical Chant
Major Features
Mallet/ s
Manifests
Marks of Dishonour
Merge/ d/ ing
Metallic Item's
Metallic Weapon/ s
Mineral-based Item/ s
Minor Feature/ s
Missile Attack/ s
Missile Weapon/ s
Missile/ s
Monster Attacks
Monster/ s' Venom
Monster's/ s' Ability
Monsters/ s
Multiple Zones
Multiplier
Negotiate
Notch/ Notches/ ed
Observer/ s/ ed
Occupant/ s
Occupation/ s
Orb/ s
Ordinary Item/ s
Padlock/ s
Pairing/ s
Panel/ s
Path/ s
Peaceful Tribe/ s
Poison/ s/ ing
Pool Chamber/ s
Pool Predator/ s
Potion/ s
Powerful Magical Area Effect/ s
Powerful Magical Effect/ s
Predator/ s
Preferred Action/ s
Preferred Target/ s
Prisoner/ s
Quarrel/ s
Raise Dead
Raised from the Dead
Ransom/ s
Ready-To-Run
Reconsecrated
Rectangle/ s
Recurring Enemy/ ies
Referee/ s
Refusal to Surrender
Reinforce
Remote Alarm/ s
Remotely Viewing
Replenish/ ed/ ment
Reputation/ s
Resupplied
Reveal/ s/ ed
Ritual/ s
Roll Twice
Roll Three Times
Roll Four Times
Room/ s
Scavenger/ s
Scroll/ s
Second Attack/ s
Second Weapon/ s
Set at Angle
Set at Slight Angle
Setting
Shaft/ s
Share/ s (of Experience: Star)
Shared Outcome Rolls
Shield/ s
Shine
Slave/ s
Slain
Slot/ s
Snap/ s
Specific: Spells, Rituals, Monsters, Occupations, Honours, Actions, Outcomes, Items, Markings, Gestures, Diseases, Tribes, Songs, Enchanted Items, Potions and Poisons
Speed
Spell/ s
Standard Blade Weapon/ s
Standard Item/ s
Star/ s
Straight Edge/ s
Strand/ s
Streamlined Play
Stunt
Style/ s of Play
Summon/ s /ed / ing
Surrender/ s/ ing
Tapestry/ ies
Tear/ s
Teleport -ation
Torch/ es
Torment
Trap/ s
Trap/ s
Treasure
Treasure Chest/ s
Tribal Abilities
Tribal Encounter/ s
Tribal Opponent/ s
Tribal Skill/ s
Tribal Weapon/ s
Tribal Manifest/ s
Tribal Unit/ s
Tribe/ s
Trident
Turn/ s
Turn-by-Turn
Type of Complex/ es
Uncloak/ ed
Unlock
Venom
Vertical Dash
Vial
Ward/ s
Wedge/ s
White Magic
Wizardry
Zone

Glossary

Term Meaning
Action Actions represent the role or function that an icon performs when made active/ put to use.
Active The icon and its associated action are currently in use.
Alert Any Adventurer or unit that's in play and ready to perform an action is Alert.
Attached Icons are Attached or joined to other icons to identify the particular context or role expressed by the (discrete) combination of two or more icons. This usually applies to External Labels.
Beyond The Pale A unit that's known to be 'Beyond The Pale' is offered neither Gifts nor Bribes. It will also be shown 'No Quarter' in battle.
Cascading Condition Any Campaign or Local Condition can act or have knock-on effects on other Campaign or Local Conditions and/ or Events.
Cascading Event Any Campaign or Local Event can act or have knock-on effects on other Campaign or Local Conditions and/ or Events.
Cavern Caverns are natural caverns or roughly hewn chambers that often act as Monsters' lairs.
Chamber Chamber is the overall term used to refer to enclosed areas including Rooms, Caverns and Passageways.
Cluster/ (s) and Clustering Clusters and the Clustering that forms them refer to the manner in which Feature Rooms and Caverns are placed closer to each other as the number of Passageways and Empty Chambers forces Feature Rooms and Caverns to be placed close together. Play can be made more intense by increasing the amount of Clustering within Complexes.
Compressing (Designs) When one (primary) icon allows the assumption that another (secondary) icon/ icons is/ are present without displaying the secondary icon/ s, a Design containing such icons is described as Compressed or Crushed.
Crushing (Designs) When one (primary) icon allows the assumption that another (secondary) icon/ icons is/ are present without displaying the secondary icon/ s, a Design containing such icons is described as Compressed or Crushed.
Declare Players can commit units to attempt a particular move or action by Declaring their intention. This can be done verbally, by placing cards on a table or by marking units' Designs.
Design Elements A Design Element is an icon or set of icons/ images which form part of a unit's Design.
Design Media The media or materials used to display a Design can range from pencil and paper to 'playing cards' or interactive computer graphics.
Design Style The style of a Design or icon refers to its visual or artistic styling. This may be closely related to the choice of Design Media.
DM See Gamesmaster (GM) or Referee.
Enclosing Label A Standard or Enclosing Label is a Label that Encloses a Design Element/ s.
Exploding (Designs) When a Crushed or Compressed Design/ icon is expanded to display some or all of its subordinate or Assumed icons, the Design/ icon is being 'Exploded'.
External Label An External Label is a Label that's added to a Design Element rather than a Label that Encloses an icon. A line remains in place to distinguish the two elements and show that they are Attached to each other but not completely Merged.
Feature A Feature is a physical element of a Complex, such as an Altar or a Fountain. Features are usually found in Rooms but players and GMs have the option of adding Features to Caverns. Features are categorised as Minor or Major Features.
Feature Room A Room containing a Feature, as described in the Feature Rooms Table, is known as a Feature Room.
Feature Set The values assigned or allocated to accompany a Label make up a Label's Feature Set. For example, when an Options Table is in use the icons and associated values or interpretations assigned to those icons form a Feature Set specific to the Label.
Gamesmaster (GM) There are a number of terms used to describe those who referee or moderate play by designing Complexes and/ or overseeing and guiding play. These include Dungeon Master, Gamesmaster (GM) and Referee.
Image Within tables and Manifests the term image generally refers to an icon.
Label Labels are a form of Panel that usually Encloses or is Attached to an icon to indicate the purpose/ effect of the Labelled icon.
Layer Layers are Panels arranged into a series of Layers.
Leader A Complex's Leader is the most powerful unit within the Complex. This is usually the highest-ranking unit within a Tribal Manifest. However, it's possible for particularly powerful Monsters, including powerful Daemons and Undead, to be designated as a Complex's Leader.
Line of Sight (LoS) All units can generally see over a distance of three Zones in the Torch-, Fire- and/ or Lantern Light that typically illuminates both Rooms and Passageways. Closed Doors, Darkness and Cavern Entrances usually block a unit's current view or Line of Sight (LoS). It can also be blocked by certain Spells and magical effects or as a result of all Light sources within a Zone being extinguished. Spells, Rituals and other ranged attacks cannot target individuals when there is no clear LoS. However, a Zone that blocks LoS in the absence of a physical barrier, e.g. a Darkened Room, can be the target of area effects while still blocking LoS. Where a doorway or similar Entrance between Rooms and/ or Passageways has been Smashed or is Open/ Ajar, it's possible to target the Zone or individuals with targeted effects. Due to their winding entrances and galleries Caverns have to be entered to establish a LoS and no LoS can be established to a Zone outwith a Cavern while within a Cavern.
Local During play, something that's Local refers to the immediate vicinity, either in terms of Local Alarms that only extend to adjacent Zones or Local Events, which only operate within the Complex that's being explored.
Loot Loot is a term that can be used to describe less valuable Types of Treasure such as Furs and Bottles of Wine.
Major Feature A Major Feature is a substantial and usually fixed physical element of a Complex.
Manifest/ Encounter Manifest A table describing the Occupants of a Complex or part of a Complex. An Encounter Manifest is usually either a Tribal Manifest or a Monster Manifest.
Merged Label A Merged Label is a Label that unites Design Elements together seamlessly. There is no distinguishing line to indicate that the icons are in anyway distinct or separate. Merged Labels are also not Enclosed when forming a Label, as compared to standard Labels, which usually Enclose a single icon.
Modified The chances of carrying out many actions involve a dice roll that can be adjusted or modified by a number of factors to arrive at an outcome.
Move A move is an action that's distinct from other actions in so far as most moves take place separately from the use of other actions.
No Quarter Describes a unit that neither offer nor receives any mercy.
Occupation A unit's Occupation is a convenient way of identifying units during play. it's not necessarily equivalent to either a Title, including a Title associated with an Honour.
Outcome An outcome is the result of an action.
Panel Panels are Labels that usually bring together a series of Labels.
Partially Revealed A unit or a Chamber is Partially Revealed when other units become aware of some, but not all, of the unit or Chambers' Features/ Contents/ skills.
Path A Chamber or a series of Chambers may be Partially Revealed to allow units to have some indication of how to get to a location that's not in their Line of Sight (LoS).
Preferred Action During play it can be useful to have a simple means of deciding which action an opponent will choose to use next. Preferred Actions for most possible opponents are set out within the Encounter Manifests/ tables.
Preferred Target Units with a high Reputation are likely to be selected as Preferred Targets when Tribal opponents have a choice of possible targets.
Referee There are a number of terms used to describe those who referee or moderate play by designing Complexes and/ or overseeing and guiding play. These include Dungeon Master, Gamesmaster (GM) and Referee. While using the term Referee puts across the basic idea, it's worth noting that running a roleplaying game has more to do with the work of a film director who interprets the rules, rather than a football referee who tries to apply the rules in a strict and fixed manner.
Remote During play anything Remote implies a certain distance. So a Remote Alarm can be heard over a greater distance than a Local Alarm.
Reputation A unit's Reputation is a measure of fame and/ or infamy indicated by the total number of Stars, Honours, Marks of Dishonour and Decorations that a unit possesses.
Revealed When a unit or units become aware of a previously unexplored Chamber and/ or its Contents the Chamber is Revealed. Units are also be Revealed as they are brought into play because other units become aware of them.
Room Rooms are Chambers that are usually occupied and fitted for the use of Tribes.
RPG A roleplaying game.
Section A section or subsection refers to a part of the rules.
Strand All rules can be switched on or off and modified individually. This can be carried out quickly across a range of options within the game by selecting some or all elements of a Strand or series of options defined in terms of Instant, Streamlined, Campaign and Freeform. These Strands range from making play as quick to set up and run as possible to offering more detail rules that are fine-tuned to suit a particular group of players.
Style of play Players may choose to play as Solo players, Team players or with a Referee.
Template A template is a framework or 'outline' that allows players and/ or GMs to prepare adventures more quickly. Examples include ready-to-run Layouts for Complexes and the various Manifests used to instantly 'populate' Complexes, (including Complexes which may be based on ready-to-run Layouts).
Title Game elements including units, skills, items, and Features are allocated a Title specific to the icon and value that they represent within the game.
Turn A Turn is the standard measure of time used to carry out and record actions and events during play. It may also be called a Round.
Unit A unit is any Adventurer, character, Monster or member of a Tribe encountered during play.
Unmodified An unmodified roll attracts no adjustments or bonuses when rolling dice during play.
Window Designs that use Panels can be thought of in terms of a series of overlapping semi-transparent windows.
Zone A Zone is the standard measure of distance used to define a Chamber during play.

CONTENTS

Treasure

Quick Start Rules

Playing With Graphics

Titles
Skill Titles
Title/ Image or Icon
Combinations
Subsets
Subsets and Combinations
Pairings
Subsets, Combinations and Pairings
Edges and Elements
Marking
Quick Marking

Book 1: Adventurers

Skills
Designing Adventurers
Designing Adventurers Options Table
Currency
Currencies Table
Legacies
Legacies Table
Basic Crafts
Basic Crafts Table
Speed
Speeds Table
Defences
Defences Table
Alarms
Preferred Actions
Tribes and Tribal Weapons
Peaceful Tribes Table
Hostile Tribes Table
Lost Tribes Table
Tribal Skills
Tribal Skills Table
Abilities
Abilities Table
Crafts
Crafts Table
Extra Weapons and Second Weapons
Extra Weapons Table
Backstabs
Enchanted Items
Spells
Casting Spells
Dark Magic
Dark Magic Table
Druidic Magic
Druidic Magic Table
White Magic
White Magic Table
Wizardry
Wizardry Table
Buying Skills, Items and Services
Buying Skills, Items and Services Table
Missiles
Missiles Options Table
Food and Water
Weight Limits
Weight Limits Table
Stars
Auctions
Developing Adventurers
Developing Adventurers Options Table
Rituals
Duration of Rituals
Rituals Table
Honours
Honours Table
Quests
Lifestreams
Shards
Shards Table
Constellations
Ancient Constellations
Ancient Coastal Constellations Table
Monks
Monks' Table
Assassins
Assassins' Table
Performances
Performances Table
Decorations/ Battle Honours
Decorations Table
Marks of Dishonour
Marks of Dishonour Markings Table
Marks of Dishonour Table
Players' Marks of Dishonour Table
Acts of Atonement
Acts of Atonement Table
Homes and Banks
Stored Possessions Table
Resupply, Reinforcements and Raising the Dead
Temple Altars Options Table
Raise Dead Outcomes Table
Transfers

Book 2: Designs

Design Styles
Panels and Labels Table
Markings Table
Icon Set Alternatives Table
Combining Icons and Actions
Using Figures/ Miniatures
Figures Options Table
Design Media
Style of Play

Book 3: Running Play

Order of Play Tables
Basic Order of Play Table
Shared Outcome Rolls
Strands
Order of Play Table
Scale
Revealing Chambers
Reveal Table
Spellcasting Options Table
Lighting and LOS
Lighting Options Table
Line of Sight (LOS)
Local and Remote Alarms
Alarms Options Table
Alarms Table
Applying Preferred Actions
Preferred Actions Options Table
Turns
Turns Options Table
Campaign and Local Events
Order of Play
Preferred Targets and Reputations
Concealing Reputations
Actions
Magical Effects Costs Table
Actions Table
Hiding and Hiding in Shadows
Lashing Out
Reclaiming Weapons
Healing
Replacing Gems, Jewels and Dark Jewels
Testing Skills, Modifiers and Outcomes
Modifiers Table
Damaging Items and Collateral Damage
Poisons
Prisoners and Slaves
Prisoners and Slaves Table
Guests
Guests Table
Gifts and Bribes
Gifts or Bribes Table
Morale
Morale Options Table
Conversion and Converts
Conversion Modifiers Table
Disguises
Disguise Modifiers Table

Book 4: Designing Campaigns and Complexes

Design
Starting to Design Complexes
Designing Complexes Table
Cascading Conditions and Events
Campaign Conditions and Events
Campaign Conditions Table
Campaign Events
Campaign Events Table
Cultures
Complexes
Complex Markings Table
Complexes Table
Local Conditions and Events
Local Conditions Table
Local Events
Local Events Table
Selecting Missions
Mission Circumstances Table
Missions Table
Plots
Challenges
Laying Out Complexes
Layout Options Table
Standard Layouts
Ready-To-Run Layouts
Standard Layout Rules
Solo and Team Layout Options
Random Chambers Table
Random Entrances Table
Doors and Locks Options Table
Exits
Exits Options Table
Levels
Clustering
Clustering Options Table
Chambers Within Complexes
Complex Contents Table
Using Manifests
Entrances to Complexes 
Entering Complexes Options Table
Entering Complexes Table
Chambers
Passageways
Traps Table
Rooms
Types of Empty Rooms
Empty Rooms Table
Types of Feature Rooms
Feature Rooms with Multiple Zones
Feature Rooms Table
Magic Fountains
Magic Fountains Table
Tapestries
Tapestries Table
Enchanted Statues
Enchanted Statues Table
Pitheads
Pitheads Table
Globes
Globes Table
Thrones
Thrones Table
Caverns
Empty Caverns
Occupied Caverns
Monsters and Caverns Table
Caverns with Multiple Zones
Caverns Table
Accessories
Accessories Table: Architectural Features
Accessories Table: Costume
Accessories Table: Dressing
Accessories Table: Food and Drink
Accessories Table: Furnishing
Accessories Table: Materials
Accessories Table: Miscellaneous
Accessories Table: Senses and Sensations

Book 5: Tribes and Monsters

Preferred Actions Options Table 2
Occupations
Ancients Tribal Group
Barbarians Tribal Group
Brethren Tribal Group
Corsairs Tribal Group
Dark Elves Tribal Group
Demonspawn Tribal Group
Dwarves Tribal Group
Elves Tribal Group
Goblins Tribal Group
Half Ogres Tribal Group
Halflings Tribal Group
Hobgoblins Tribal Group
Northerners Tribal Group
Orcs Tribal Group
Ravenswings Tribal Group
Seafarers Tribal Group
Slavers Tribal Group
Southerners Tribal Group
Trolls Tribal Group
Watchers Tribal Group
Monsters
Monsters' Abilities and Weapons Table
Gaze Attacks
Monster Venom/ Poisons
Roll Twice and Other Multiple Rolls
Giant Scavengers
Predators
Giant Reptiles
Pool Predators
Undead
Daemons

Book 6: Treasure

Treasures Table
Barrels Table
Bottles and Kegs Table
Potions
Potions Durations Options Table
Potions Table
Poisons Table
Monster Venom
Enchanted Documents
Duration of the Magical Effects of Enchanted Documents
Documents Options Table
Scrolls
Scrolls Table
Enchanted Books
Enchanted Books Table
Enchanted Items and Weapons
Duration of the Magical Effects of Enchanted Items
Enchanted Items Tables
Ancient Enchanted Items Table
Ancient Wands Table
Ancient Orbs Table
Talismans
Astral Gates
Astral Gates Table
Titles or Elements List
Top Level Elements
Elements
Glossary