Cavern Crawl 1

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<ul><li><p>Cavern CrawlFantasy Gaming Rules for Dungeon </p><p>Exploration by G.S. Shaw</p><p>2</p></li><li><p>The PlayersLIKE most dungeon-exploration games Cavern Crawl (henceforth 'CC') pits a Games Master (GM) against players who control individual characters: the 'heroes' (who shall henceforth be interchangeably referred to as 'players', 'heroes' or 'adventurers'). It is the job of the GM to create and populate the subterranean areas which the heroes will venture through. To this end he must generate the maps and adventures pertaining to them prior to gaming and, ideally, build a campaign setting around the sessions in which the players can evolve their characters through epic deeds of derring-do. Balance is important: it would be incredibly simple to create a dungeon in which fledgling adventurers stand no chance of surviving, but this is not the point of CC. The point, as GM, is to challenge your players, but not to make survival nigh impossible. </p><p>Scale and DistanceCC is designed primarily with 28mm miniatures in mind; therefore all distances are measured in inches (so if a model's Speed is 5, it can move 5 inches!). Most modular dungeons are comprised of inch squares, so that distances are easily transferable from dungeon to tabletop. If you are using a dungeon board that does not have squares then just use a tape measure. Bear in mind that when we speak of models being 'adjacent' we mean in base contact or adjoining squares. Some spells and prayers effect an area and this is given in squares inches (usually 4x4). If you are not using squares then merely substitute a square or circular template 4 inches in diameter and use this to determine which models are effected by the spell/prayer. With a modicum of effort CC can be used with other scales. If you wanted to use 15mm model, for instance, simply convert all inches to cm and you're done! Modification to suit your specific needs is heartily encouraged. </p><p>Cavern Crawl as Tabletop SkirmishAs intimated above, CC can easily be played on a conventional gaming table using measuring devices for movement et cetera. CC can be played as tabletop skirmish as part of an ongoing campaign, pitting heroes against GMinions in an overland setting or as small unrelated battles. When doing so ignore the Exploration phase altogether and play as a single, continuous Encounter phase. It is also suggested that when a force has been reduced to a third of its starting number (rounding up) then all remaining models in that force must make WP tests (see Characteristics/Fearsome for more details), removing any models that fail as having fled or capitulated. More comprehensive rules for CC as a warband-based skirmish game are afoot, so stayed tuned crawlers! </p><p>ProfilesAll models in Cavern Crawl - whether lowly Goblin or mighty Archimage - are represented by a profile like the one depicted below. All that you need to know about a model will be contained within it. Slightly more detailed profile sheets for heroes are provided in the rear which allow more room for detailing equipment, money and so forth. </p><p>Description:</p><p>Speed (Spe.)</p><p>Melee (Mel.)</p><p>Accuracy (Acc.)</p><p>Fortitude (For.) Vitality (Vit.)</p><p>Perception (Per.) Willpower (WP)</p><p>1-16 1-10 1-10 2-10 1-20 1-10 1-10</p><p>Characteristics: Equipment:</p><p>Profile Key</p><p>Description: This is where the model's name/type/race et cetera is written.</p><p>Speed: This is how far a model may move in squares and/or inches/cms whatever convention you're using.</p><p>Melee: This represents a model's prowess at close quarter fighting (between 1-10).</p><p>Accuracy: This represents a model's prowess with ranged weapons (between 1-10).</p><p>Fortitude: This represents how tough a model is, how easy it is to injure and will be between 2-10. It can be artificially increased by armour, Spells and Prayers. </p><p>Vitality: This represents a model's 'life' and decreases as the model is injured. If it reaches 0 the model is removed from </p><p>3</p></li><li><p>play. Models with generally have between 1-20 Vitality points. Only very powerful models like dragons will have 15+ Vitality points.</p><p>Perception: This represents how aware and bright a model is at interpreting their surroundings and is between 1-10.</p><p>Willpower: This represents a model's bravery in the face of immediate doom or horror and is between 1-10.</p><p>Characteristics: This is where any special rules 'Characteristics' pertaining to the model are listed.</p><p>Equipment: This is where any equipment armour, weapons et cetera - belonging to the model are listed.</p><p>For each attribute that is given a numerical value, the higher the number the better the model is in that area. How these values are used in the game are explained over the following pages. </p><p>4</p></li><li><p>Exploration Phase</p><p>If there are no enemies present in the dungeon then the heroes are 'exploring'. Most adventures will begin with an Exploration phase, as the heroes descend into the dungeon. Each turn of the Exploration phase each hero can move once up to its Spe. rating and has an additional action, which may be used to listen at doors, search for traps et cetera (see 'Actions' below). During the Exploration Phase heroes must move in a fixed sequence agreed at the beginning of each adventure. As soon as a hero moves into a position where he can spot or be spotted by an enemy the Exploration phase immediately ends and an Encounter phase begins (see following chapter). </p><p>Placing Board Pieces</p><p>As mentioned earlier CC should ideally be played using modular dungeon pieces, which are widely available from companies like WOTC or in PDF format from a myriad of online purveyors. Of course you could always make your own, too! Whatever you decide it is easier if the pieces are divided into inch squares (although, as mentioned above, if they aren't this isn't insurmountable)The dungeon is laid out by the GM as the hero players explore it, with only pieces being revealed that the hero models can 'see' (there is no limit to this line-of-sight, provided there are no obstructions). Rooms and their contents should not, for instance, be placed until the door serving them has been opened by the hero players. </p><p>Actions</p><p>During the Exploration phase the heroes may attempt to perform various actions, which are described in detail below. Each can use their action either before or after they move, or doesn't have to use it at all. Some simple actions - opening an unlocked door/chest, for instance - are performed automatically, but others of a more complicated nature will require a Perception test, based on the hero's Perception ('Per.') characteristic. To perform a Per. test the hero must be in an appropriate location and then roll 1d10 on the chart below, with a score of or over the given number indicating success.</p><p>Perception Test </p><p>Per.: 1 2 3 4 5 6 7 8 9 10</p><p>1d10: 10 9 8 7 6 5 4 3 2 2</p><p>Please note that these Actions can also be performed in the Encounter phase (see following chapter), but with the restrictions listed below. In most instances the players will be too busy fighting during an Encounter phase to worry about performing actions! All of the following count as a single 'action':</p><p>Searching a Room or Corridor for Traps and Secret Doors</p><p>Exploration: Heroes may simultaneously search corridors and rooms they are in for traps and secret doors (how corridor and room sections are defined is up to the GM, but the divisions should be relatively uniform). This involves making a Per. test (Thieves and Dwarves get +1 to their roll). If passed any of these features are immediately revealed to the heroes (unless an Adventure states otherwise). The following caveats also apply: If an unmodified 1 is rolled the searcher is immediately attacked by a Wandering Monster specific to that dungeon (see below for more on this). An area may only be searched twice.Encounter: Heroes may only search corridors and rooms for both traps and secret doors if they are not in melee and if there are no monsters on the section being searched. A hero that searches forfeits the use of any ranged attacks, spells/prayers and melee attacks for that turn (all of which will be explained in the 'Encounter Phase' section). </p><p>Searching a Room for Treasure </p><p>Exploration: All rooms may be searched for treasure. Most will have their contents, if any, listed on the GM's plan and in this case they are immediately revealed after a search is declared, and a Per. Test passed.Rooms not already noted by the GM as containing treasure may also be searched. If a hero wishes to do this they must be in the room and then roll 2d10 on the following table (Thieves and Dwarves get +1): </p><p>2d10 Result</p><p>2-3 Wandering Monster! See Wandering Monsters, below.</p><p>5</p></li><li><p>4-5 Trap! The hero has unwittingly sprung an ancient trap (temporary) and must pass a Per. test or receive an Injury roll (see Injuries, later). </p><p>6-15 Nothing!</p><p>16 1d10x4gs</p><p>17 1d10x6gs</p><p>18 1d10x8gs</p><p>19 1d10x8gs + Healing Potion</p><p>20 Random Magic Item</p><p>A room may only be searched for treasure once.Encounter: Heroes may only search rooms for treasure if they are not in melee and if there are no monsters on the room being searched. A hero that searches forfeits the use of any ranged attacks, spells/prayers and melee attacks for that turn half. </p><p>Disarming a Trap </p><p>Exploration: A detected trap may be disarmed by a Hero on an adjacent square to the device or trigger passing a Per. test (Thieves and Dwarves get +1), a failure means the Hero has inadvertently triggered the trap and is injured as described (see Triggering Traps, below, for more information on traps). Encounter: A hero may only attempt to disarm a trap if they are not in melee. A hero that attempts to disarm a trap forfeits the use of any ranged attacks, spells/prayers and melee attacks for that turn half. </p><p>Picking or Attacking a Locked Door</p><p>Exploration: Picking locked doors can be attempted. An adjacent hero must pass a Per. test (Thieves and Dwarves get +1) to open it. Only two attempt can be made to pick a lock . Alternatively a locked door may be forced open by an adjacent adventurer attacking and 'killing' it (see 'Melee'). The attack counts as one action and the door is hit automatically. Light doors have For.2, medium doors For.4 and heavy doors For.6. If a locked door is not forced open by one character after one round of melee, any enemies that may be on the other side immediately become Alert (see 'Encounter Phase'). Encounter: A hero may only attempt to pick a lock or attack a locked door if they are not in melee. A hero that attempts to disarm a trap forfeits the use of any ranged attacks, spells/prayers and melee attacks for that turn half. </p><p>Listening at a Door </p><p>Exploration: Heroes may attempt to listen at doors to discern if there are any occupants. Only one attempt may be made by a hero adjacent to the door passing a Per. test (Thieves and Elves get +1). If successful the GM must give some general indication as to whether and how the room is occupied. Encounter: Listening at a door may not be attempted during an Encounter phase. </p><p>Drinking a Potion</p><p>Exploration: This counts as an action and requires no test. The effects come into play immediately. Encounter: Unless unconscious (see Encounter Phase/Causing Injury) potions can be drunk at the beginning of the model's turn half and cause no penalties, even if the model is in a melee. </p><p>Casting a Spell/Reciting a Prayer</p><p>Exploration: This counts as an action and the spell or prayer is attempted exactly as described in the 'Encounter Phase/Magic and Prayers section later on.Encounter: See the following chapter for more details on using spells and prayers in the Encounter phase. </p><p>Recovering from being Stunned</p><p>Exploration: If a hero is still stunned from a prior Encounter phase then he must use his first action to automatically recover. Encounter: A hero can only artificially recover from being Stunned if a friendly Mage or Cleric casts a healing spell/prayer on them. </p><p>Opening an Unlocked Door or Chest</p><p>6</p></li><li><p>Exploration: This counts as an action and requires no test. Encounter: There are no penalties attached to this action. </p><p>Talking to NPCs</p><p>Exploration: This counts as an action and at the discretion of the GM may require a Per. test. Encounter: A hero may only attempt to talk to a NPC if neither are in melee. A hero that talks to a NPC forfeits any ranged attacks, spells/prayers and melee attacks for that turn. </p><p>Passing Items</p><p>Exploration: Models passing items must be adjacent to one another. This counts as an action and requires no test. Encounter: A hero may only attempt to pass an item to an ally if the passing model is not in melee. The receiving model may be in melee. </p><p>Note on Actions</p><p>There are obviously eventualities that may arise that are not sufficiently covered by any of the above. In such instances the GM should improvise and be open to suggestions from players. CC is not a true RPG, but it does contain RPG elements! The spirit of both fairness and fun should characterize your approach to CC. </p><p>Triggering Traps</p><p>During their movement adventurers may inadvertently trigger one of the many traps that are a frequent and hazardous feature of many dungeons. This is done when a hero unwittingly moves onto a square containing a trap (these should be marked on the GM's plan). If this occurs the effected hero immediately stops on the trap square and makes a Per. test to see if they've managed to spot and so dodge the effects of the device. If not they are injured as described on the GM's plan*. Either way that character's current turn is over (id est, they may not use up any remaining movement, actions, melee/ranged attacks or spells/prayers). Traps should be designated either 'permanent' or 'temporary'. A permanent trap continues to function as described until disarmed. A temporary trap is exhausted once it has been triggered. A selection of the more commonly encountered traps and their effects are provided below:</p><p>Pit Trap (permanent)</p><p>A pit trap is essentially a camouflaged hole into which the unwary adventurer might fall. Generally a pit trap cannot be disarmed. When discovered mark the location with an appropriate token so that the heroes will remember to avoid it in future. Damage is suggested at 1ID or the automatic loss of 1 Vit. Point (see Encounter Phase/Causing Injury later).</p><p>Dart Trap (temporary)</p><p>A pressure point activates a mechanism that fires a dart into the unlucky model. Damage at 1ID is suggested, although the dart could be Poisoned (see Characteristics/Poison) or the mechanism could fire darts into multiple squares. The square or area containing the pressure point is where the trap can be disarmed. </p><p>Falling Block (temporary)</p><p>A trip-wire or pressure point triggers a block which falls from the ceiling onto a predesignated area. 1-4ID are suggested for such a devastating device. The squares where the block has fallen should remain inaccessible and be appropriately marked. The square or area containing the trigger is where the trap can be disarmed. </p><p>Wandering Monst...</p></li></ul>