PocketLands v1-1
PocketLands v1-1
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A paper and pencil game by Alexey Aparin ©2018
Project page - https://02.itch.io/pocket-lands
Huge thanks to: Alex Chasot, Alan Norris and Erick N. Bouchard
Glossary 4
Course of a Journey 5
Terrain 6
Actions 27
Equipment 28
Common Items 28
Rare Items 29
Dungeon Tilesets 30
Conversion Table 34
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Create a game world on a fly! Let your heroes travel, discover new territories, find
adventures, diverse dungeons to explore, and make their way through endless Lands.
With this supplement your heroes discover new lands and travel through them, while you
mapping their way. The game is played as an addon to any dungeon-delving game of your
choice.
Glossary
Region: In this game you explore a map composed of square Regions (Figure 1). If using
graph paper, draw Regions as 4x4 squares or bigger. Each region has a Terrain(1). A Region
may also contain Roads(2), Rivers(3), and Special Locations(4). Regions are separated from
each other by Borders(5).
Discovered Region: A Region which is already present on your map.
Adjacent Regions: Regions that share an orthogonal border are adjacent (Figure 2).
Diagonal regions are not adjacent. There are some exceptions for travel by Boat.
Region Sides: Each Region is divided into four Sides; North, South, East and West (Figure
3) . These Sides are relevant when travelling through or between Regions or visiting
Locations within a Region. You don’t need to draw anything extra on your map, just ensure
you know which Side of the Region your heroes are currently in.
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Course of a Journey
During a Journey your heroes:
● Discover new Regions - add Regions to your map
● Travel within or between Regions - your heroes travel the world
● Visit Locations you have discovered (Settlements, Dungeons etc.)
● Perform Actions depending on your location and equipment
The heroes have 8 hours per day to expend on actions. An action cannot be performed if
the heroes lack the requisite hours to do so. You may find it useful to mark each spent hour
as a dot on your map, marking your heroes’ trail. This will help track the daily time limit and
mark the trail of your journey.
Once you have spent all 8 hours, the day ends. If you don't want to perform any more
actions, you can also choose to end the current day immediately.
At the end of each day you must perform the following in order:
1. Eat: Each hero must either eat one Ration or lose one Life.
2. Rest: If your heroes are in a Shelter you may perform a Rest action as described in
the rules for that Shelter. If the heroes are not in a Shelter, you must make a D6 roll
on the Rest Table to determine if you can rest safely.
Rest Symbol - Draw a tent on your map to mark the region where you camped.
After resting, the new day will begin and your heroes can continue their journey.
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Terrain
Each Region has a Terrain Type. Terrain Types affect how much time your heroes will need
to move through or between Regions.
Grassland Wasteland Hills Swamp
2 hours 2 hours 3 hours 3 hours
* Water - You can only travel through Water by using a boat (coming in a future version).
Water is otherwise inaccessible.
A Region may also contain additional Terrain Elements, like Rivers or Roads.
Roads: If a road passes through the Side of a region it make it easier
to travel. It is always 1 hour to travel by Road, regardless of the
underlying Terrain Type of the Region.
Bridges are present whenever a Road crosses a River. You can use a
Bridge to cross a river - this allows you to ignore the usual penalty for
fording.
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Travel through a Region
The heroes can move between the different Sides of their current Region. This requires
spending time to traverse the Region, following the Terrain rules (p. 6).
Visit Locations
Your heroes may visit Locations (Shelters, Features, and Dungeons) in the Side of the
Region they are currently in. If the way is blocked by a River you need to cross or ford it
first.
● Shelters: Places where your heroes can perform a Rest action. Each type of Shelter
has a list of other actions you can perform there.
● Features: Features are various points of interest which heroes may only visit once,
unless noted otherwise. Read the Feature description and follow the instructions.
● Dungeons: Places where your heroes can perform a Delve into a Dungeon action
(p. 27). Dungeons depending on their types may have a special conditions you have
to apply to regular dungeon delving rules.
● Piers: A coastal fishing community where your heroes can perform a Visit a Pier
action (p. 28) and buy, sell, rent or lodge a boat (coming in a future version) as well
as perform a Rest action (p. 28).
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Travel between Regions
Heroes can only travel to discovered Regions adjacent to their current Side of the
Region. To travel you must:
1. Check if there is a Road in the destination Side. If there is, it only costs 1 hour.
Otherwise, just pay the normal time cost for Region’s Terrain Type.
2. Make a Contents Roll - Roll a D66 on the Contents Table. Determine what you have
found in the destination Region (p. 14).
● In a Visited Region** you can't find any new Locations, ignore [11-36] roll
results.
● Encounters have to be resolved immediately. Find the Encounter description
and follow the instructions.
3. Draw the symbol of contents in any Side of the current Region on your map.
Optional: Colourize the destination region to help show which regions you’ve visited.
* Visited Region: A Region where your heroes have already been at least once. To help
keep track of whether you’ve visited a Region before draw your travel path as you move
between Regions and mark Rest symbols, Location symbols and Encounter numbers as
they occur. You can also colour in explored regions, if you are using colours on your map.
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Travel Using Transportation
Boats
(coming in a future version)
Mounts
Riding Horse, Elk, Pony, Mastiff or other such creature of your choice.
Buy / Sell: You can buy (100 GP) and sell (50 PG) mounts in shelters that have Stables.
Lodge: Heroes can lodge their mounts in Stables for 10 GP and take them back whenever
they want. Don`t forget to mark a settlement where the mounts were left.
Speed: your heroes have +4 hour travel bonus per day.
Greater capacity: your heroes don't have a -3 hour penalty while carrying immobilized
character.
Tasty: It's a lot of food if heroes are desperate. It takes 4 hours to cook a Mount and make
12 Rations.
Can't go where people can: Cannot handle with terrain that takes more than 3 hours to
travel through, mounts can't climb, can't be taken to a Boat. In all these cases mounts have
to stay and wait for their owners. If heroes will not return to their mounts in the same or next
day, the mounts are eaten by monsters, stolen or ran away.
In Dungeons: Heroes should leave their mounts in the first room. Some of your heroes may
stay with mounts to protect them, otherwise when heroes return, you must roll a D6: on [1]
mounts were eaten by wandering monsters.
∩ - Horseshoe symbol: mark the place where you left your Mount.
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Discovering New Regions
Performing the Discover allows you to add a new Region to your map. This new region
must be adjacent to the Side of the Region the heroes’ are currently in.
To discover a new region you must:
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Discovery Table (D66)
This table procedurally creates a landscape while heroes travel and discover new territories:
defines a terrain type, creates or continues rivers and roads. Check Reading the Discovery
table (p.12) to see how it works.
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Reading the Discovery table
Look for Regional elements in the order listed and follow the instructions sequentially:
Water Region: Draw Water symbols in the new Region (Figure 7, p.12) . Land
cannot occupy the corners of a Water Region, they should always be Water
(Figure 8, p.12).
Anytime a Road is touching the borders of a Water Region you have
discovered a Pier (Figure 6, p.12).
Ignore any remaining elements.
Water continues: If there is an adjacent Water Region, draw Water symbols
in the new Region (Figure 9, p.12). Otherwise, ignore this element.
Basin
Are there rivers touching this new Region?
Yes: There will be no River or Basin in this Region. Skip the River direction
element for this region.
No: Draw a small Basin centered on the designated corner of the Region. A
new River will start here from the Basin and flows to the diagonal corner
(Figure 10, p.12). If the Basin is surrounded by land (non-Water Regions) it
becomes a Lake.
River direction: Choose one River touching the new Region and connect it
with the designated corner (Figure 11, p.12) .
Beginning of a Road:
Are there roads connected to the new Region?
Yes: Ignore this element.
No: A new Road will start from the middle of the region and exit via a border of
your choice (Figure 12, p.12) . Check for adjacent Water Regions to see if the
road creates a Pier (Figure 6, p.12).
Road directions: Connect all the Roads (if any) touching the new Region with
the designated borders (Figure 13, p.12) . Check to see if the road creates a
Pier (Figure 6, p.12) .
Same terrain “S”: The new region has the same terrain type as the current
S region. Draw the appropriate terrain symbols in the region (Figure 14, p.12).
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Examples of how regional elements interact
Figure 6. The discovered Region is a Water Figure 7. Even Though a part of this Water region
Region. A Pier (p.13) is discovered where the contains land, the whole region is treated as Water
existing Road meets the Water Region. (impassable without a boat).
Figure 12. The Roads do not touch the new Figure 13. The Road touching the new Region
Region, a new Road starts from the middle and leads further to its northern and eastern borders.
goes to the northern border.
Figure 14. In the new region the terrain symbols Figure 15. Because of the Hills symbol, the new
are the same as the current land Region. region will have a hills terrain.
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Piers
Shacks of rotting wood huddle together like freezing beggars in the street, surrounded by
hanging nets and barrels of reeking fish. A coastal fishing community, though the locals
seem inbred, or worse.
You discover a Pier whenever a Road meets a Water Region (Figure 6, p. 12). Piers are on
the border between Land and Water Regions.
Here heroes can:
Rest: 1 GP per hero
Visit a Pier: (coming in a future version)
- Pier symbol
Locations
Encounters
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Shelters
Places where your heroes can perform a Rest action. Each type of Shelter has a list of other
actions you can perform there.
Rest: Free
Trade: Only items that cost 10 GP or less
11. Camp Site Repair: Only items that cost 10 GP or less
The ground here is worn with travel. There Visit a Stable
are signs of old, half buried fire pits. It’s Take a Bath
nothing fancy but it will serve you well for a Night Hunt
night’s sleep.
Rest: Free
15. Town
A bustling settlement. The streets are filled
12. Inn with a flurry of activity; merchants holler and
The sound of laughter and a warm, bright priests chant; scholars lecture and workmen
hearth greet you as you enter the inn. labour.
Merchants and adventurers noisily ply their Rest: 3 GP per hero
trade over flagons of ale. Fresh food and a Trade
proper bed are a welcome sight. Repair
Rest: 3 GP per hero Hire
Trade: No magic items Visit a Stable
Hire Visit a Temple
Take a Bath
Magic Tuition
13. Abbey Get a Quest
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Features
Features are various points of interest which heroes may only visit once, unless noted
otherwise. Read the Feature description and follow the instructions.
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The secrets to make them have been lost in [5] Inventor's Workshop: If you have
time, but those wise in sorcery may yet use discovered more than 6D6 Regions in your
them. travels the inventor is impressed by your
A magical portal appears. Your heroes can knowledge and gives you an Enchanted
instantly travel between any discovered Spyglass.
Teleportation Portals. You can visit this [6] Magic Tuition: The ageing archmage is
Feature multiple times. If you decide to use lonely and greets you like kings. She offers
it. you Magic Tuition for half the normal price if
Roll a D6: you will spend 2D6 days with her. During
[1] Failure: Your heroes stayed in the same this time she will provide princely
place and cannot use this Teleportation accommodation (counts as Shelter) and
Portal for D6 days, having damaged its enough food that you won’t go hungry.
enchantment.
[2] Ambush: Your heroes are surprised by a
Challenging Enemy. If you succeed, proceed 26. Flying Island
to your desired destination. The legends were true. A gigantic, moss
[3] Partial Success: Your heroes move to a covered block of stone sweeps over the
random Teleportation Portal among those land, gently carried by the winds. Water
discovered. drips from a small lake surrounded by a lush
[4-6] Success: Your heroes proceed to your forest, with exotic birds and trees never seen
desired destination. elsewhere. Fortunately, it’s not too high for
the moment, almost within reach.
The heroes need a rope, a flying mount, a
25. Tower of Wizardry zeppelin or a teleportation spell to climb up
Rising from the ground like a ghoul’s fang, there.
the sinister tower is a wonder to behold – a Roll D6:
gothic masterwork of black stone and [1] Combat: A Very Strong Enemy attacks.
grimacing statues. Their eyes watch your [2-3] Observation Point: You can observe
every move, sending a chill down your the lands (and waters) around you and
spine. Discover all adjacent Regions immediately.
Roll D6: [4-5] Flying Vessel: This island is an
[1] Escaped Experiment: Fight a Very ancient flying vessel powered by a magic
Strong Enemy. crystal. There is enough power to travel over
[2] Magical Catastrophe: All new land D6 regions and safely land in any of them. It
Regions that you discover around the Tower takes 1 hour to discover a Region and 1
of Wizardry (adjacent and diagonally) hour to travel through a Region. Regions
contain the Swamp Terrain Type. The tower you travel through by air count as New
itself is abandoned, but you find a Treasure. Regions (not yet visited). Landing doesn’t
[4] Library: If you visited more than 4D6 take any time. Only make Contents Rolls
Regions in your travels the wizard is when you land in a Region.
impressed by your knowledge and gives you [6] Treasure: You found a Rich Treasure.
a Grimoire of Geography, otherwise you
must fight a Challenging Enemy.
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Dungeons
Places where your heroes can perform a Delve into a Dungeon action. Apply special
conditions from the following dungeon descriptions to the dungeon delving rules.
Tileset: Determines which Entrances and Chambers to use (p. 29).
- Doors: a regular door, if not specified in the dungeon description.
- Special Squares: Empty squares, if not specified in the dungeon description.
Unique Chambers: These chambers replace regular [61-66] chambers of the current
Chambers Set.
31. Caves
Claustrophobic ceilings Reduce the Attack of the heroes (except for short characters like
Dwarves or Halflings). The Corridors are also narrow, so the heroes can only move through
them one at a time.
Tileset: Tunnels
- Stalactite Barriers: To pass the barriers, a hero with a hammer or mace can destroy
them. Each time you do so, roll for Wandering Monsters.
- Phosphorescent Moss: May be collected and turned into an Antidote (10 moss
squares are needed for 1 dose of antidote).
Unique Chambers:
[61] Stream: Ignore any combats in this chamber.
The first time heroes enter this chamber roll a D6: If you roll less than or equal to the number
of all Stream chambers in the dungeon the stream in this chamber is very strong. Each hero
trying to ford the stream receives a Mighty Blow.
Next 5 times when you roll a D66 for a new chamber: On [11-36] the new chamber is a
Stream (chamber 62).
[62] Lake: The heroes may perform a Fishing action in this chamber.
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[63] Large Stalactite: 1 per dungeon, max. It seems to be a sacred place. Each hero heals
one Wound here. Every time after healing roll a D6: on [1] the power of the stalactite
depleted.
[64] Mushroom Gnarl: 1 per dungeon, max. Spores in the air dim the mind. The next 3
times a hero leaves a chamber, roll a D6 for that hero. On [1] the hero is moved back to the
Mushroom gnarl chamber.
[65] Yawning Dip: 1 per dungeon, max. Something moves in the depths. Whenever you
need to roll for Wandering Monsters in this chamber, there is a 100% chance they spawn.
[66] Smoking Crack: 1 per dungeon, max. Acrid smoke emerges from a crack. Nearby
there is a cluster of glittering gems worth Many GP. <Heroes> <Regular Poison>.
32. Keep
After the devastating cataclysm this old fortress was never restored. The towers are partially
collapsed. Trees now sprout and twist through the openings, loopholes and arrow slits in the
once mighty walls.
Tileset: Catacombs
- Roll D6 to determine how the keep fell into ruin. This determines what the special
squares represent in this dungeon.
[1-2] Collapsed Masonry: A devastating siege, fire raised the fortress. Whenever the
heroes move through a special square: <Random Hero> <Pitfall>.
[3-4] Plague Pits: The black Death decimated the inhabitants. Their unburied, decayed
bodies lie in piles and half-dug graves. Whenever the heroes move through a special
square: <Random Hero> <Disease>.
[5-6] Glass Stalactites: Only dragon fire could melt stone in such a way. Whenever the
heroes move through a special square: <Heroes> <Thorns>.
Unique chambers:
[61] Forge: 1 per dungeon, max. The heroes find a Blueprint of a Master Crafted Item (see
“Rare Items”). Roll D6: [1-3] Armour, [4-6] Weapon.
[62] Horse Stalls: 1 per dungeon, max. The heroes receive Charmed Horseshoes (see
“Rare Items”).
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[63] Jail: 1 per dungeon, max. The heroes release a shackled prisoner. He is a kidnapped
servant from the nearest castle, where you can get a reward (Many GP).
[64] Tower Base: The heroes may ascend to the top of the tower, you discover the contents
of all regions adjacent to this dungeon. Ignore results [41-66] on a Contents Roll.
[65] Kitchen: 1 per dungeon, max. Choose to receive either Spices or D6 Rations (p. 28).
[66] Well: 1 per dungeon. Roll a D6 when entering this chamber: [1-3] The heroes disturb an
enemy living in the well. After resolving normal encounters in this chamber, fight a
<Challenging Enemy>.
A sinister aura is emanating from the walls. Every time the heroes enter a chamber, a
random hero is cursed with fear, causing <Reduced> <Defence> until they leave that
chamber. The curse is randomly applied to a character every time the heroes enter a
chamber, even if it has been explored previously.
Tileset: Wards
- Barriers of Force: Flickering energy flows block the passage.
Each hero can make one attempt to overcome the force field through force of will. Roll D6:
[1-3] the hero receives a <Wound>, [4-6] the barrier is removed.
Unique chambers:
[61] Monk’s Dormitory: This room contains D6 monastic medallions. The medallions allow
the wearer to move through (but not remove) a barrier of force. The medallion becomes inert
and is discarded after one use.
[62] Sacrificial table: 1 per dungeon. You free a prisoner - as thanks, they warn you of the
dangers ahead. You may choose which <Final Boss> is encountered in this dungeon instead
of rolling. Also all Barriers of Force deactivated.
[63] Gallery of bas-reliefs: 1 per dungeon, max. vvYou have discovered the reason that the
temple fell. Bringing this information to any Town or Abbey rewards the heroes as if they
completed a Quest.
[64] Summoning chamber: Creatures spawn here sporadically. In this chamber and in
adjacent chambers, whenever you roll for <Wandering Monsters> they are twice as likely to
be encountered.
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[65] Hall of suffering: The heroes receive a jar of magically accumulated pain. A character
can open the jar in combat for one action; any enemies in the chamber skip their next 2
turns. The jar is empty and discarded after one use.
[66] Altar: 1 per dungeon, max. The heroes destroy it and the sinister aura over the temple
is dispelled. The heroes no longer roll for the curse when entering chambers.
34. Ruins
These ruins were abandoned by their inhabitants centuries ago. The roof has collapsed in
places, exposing gaps through which you can see the sky.
It is not <Dark> in this dungeon.
Tileset: Wards
- Stone doors: Massive stone slabs that cannot be broken. Treat these doors as if they
were walls. If wandering enemies are encountered, they emerge from the stone doors. All
stone doors in this chamber become normal exits.
- Mound: The ceiling here has collapsed and piles of masonry and fallen leaves,
overgrown with ivy and bushes, rise in a heap. Every time the heroes cross one or more
contiguous Mound squares roll on the Mounds Table (D6).
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35. Necropolis
A dank cold and the smell of decay emerges from the dark gloomy galleries of this
necropolis.
Unique chambers:
[61] The plague pits: Rats scurry through the dusty remains.<Heroes> <Disease>.
[62] Scriptorium: 1 per dungeon, max. The tomes list the names of the fallen. In the pages,
the heroes find a note with the location of a treasure. The treasure is hidden in the 20th
Grave Square generated in the dungeon. Roll for a <Very Rich> <Treasure> when heroes
come there.
[63] Chapel of Rest: 1 per dungeon, max. The ringing of the burial bell soothes the hungry
dead. Graves squares no longer cause undead to appear and attack the heroes.
[64] Tool Storage: Among the rusty trash the heroes find something useful. They receive
two shovels and a rope.
[65] The grave digger’s shelter: 1 per dungeon, max. You have disturbed a vengeful
ghost. Roll for a <Challenging> <Enemy> and add it to the next three combat encounters. It
restores after each combat but counts as one enemy and has no treasure.
[66] Hordes of the living dead: Roll D6: that is the number of entrances this chamber has.
Waves of undead assault the heroes, trapping them in the chamber. The heroes cannot
leave the chamber until all combats are resolved. For every entrance to the chamber, you
must fight two waves of <Weak> <Enemies>. Resolve each combat fully before
encountering the next wave of enemies.
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36. Forsaken Mine
Old minecarts lie scattered, the remains of a once profitable industry. Who knows what they
awoke in the dark.
Tileset: Tunnels
- Wooden Supports: Only exits marked with this symbol are available to move through.
- Ore Vein: These veins can be mined using a pickaxe. The value of the ore is equal to
the number of vein squares in the chamber, +1 for each dwarf in the party. Roll D6. If you roll
less than or equal to the number, you successfully mine the vein. Compare the number you
rolled to the Mining Table to determine what you receive.
Tunneling: Heroes can dig through blocked exits using a Pickaxe or Shovel. Remove the
blocked exit and add a new chamber to your map connected to this exit; Roll D6 to
determine how many map squares big the chamber is. You may decide the shape of the
chamber (whether it is a room or corridor). The new chamber is empty and cannot connect to
more than two existing chambers. Roll on the Tunneling Table (D6).
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NPC`s
The Hunter can sell you food for your journey. He also asks you to help him deal with a
dangerous animal. If you agree, perform a Night Hunt action, and then roll a D6:
[1-3] Hunter’s advice: To thank you for your service, he gives you a great tip which will help
you to rest safely in the wilderness for the next D6 rest times.
[4-5] Hunter`s trails: He uncovers some secret paths through the surrounding areas. Ignore
Terrain Type when you discover or travel in this and adjacent land Regions (including
diagonals. This applies to any terrain. Moreover, fording a river takes only 1 hour there.
[6] Now you know the truth: The Hunter serves to a monster and provides him with food.
Fight a Very Strong Enemy.
The Wandering Minstrel writes a song about your deeds. Roll D6 to determine what song he
will write:
[1-2] A Comical Couplet: You now have to pay 10 GP each time you enter the last explored
Village, Town, or Castle due to your embarrassing reputation.
[3-5] A Satirical Masterpiece: You now get the chance to avoid paying a shelter’s rest fee
for a random member of your party due to the fantastical stories that your song has inspired
about that character’s legendary status.
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[6] A Heroic Ballad: You are now famous throughout all the land, and your popularity earns
your party a free rest in all Shelters from now on.
Roll a D6:
[1-4] The strangers are very friendly: They invite you to share their roast – meat you have
never smelled before. Get one Ration for each of your heroes. Heroes also may Rest here
as in a Shelter for 1GP per person, per day.
[5] Cultists: The travelers, posing as farmers, serve the gods of Chaos. Fight a Regular
Enemy.
[6] A shape-changing mimic lures you in before revealing itself (fight a Challenging
Enemy)!
45. Witch
The old woman seems friendly enough. If you ignore her toothless grin, grimy nails and
cataract-filled red eyes, that is. And her cackling. The cackling’s the worst. And her breath.
She smells like an open tomb. But she promises her potion will help you. Surely the stories
about evil witches are mere superstition?
The witch gives you a potion. If a hero drinks it, roll a D6:
[1-3] He gets the ability to see in the dark.
[4-6] He now has “Bad luck”. Every time you have to choose a random character, it will
always be that hero.
The effect is permanent.
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Troubles
Heroes may use Spices to cancel this event. Otherwise, half of your food (round up) has
been spoiled. You must throw out the rotten food before you can move on.
If you have a Compass, ignore this event. Otherwise, your heroes lose their way, confused
by the unfamiliar terrain. Add +3 hours of Travel to your party’s expended travel time for the
current day. Roll a D6 to see where your heroes are:
[1-2] The heroes return to the Region they just travelled from.
[3] The heroes are in the North Side of the current Region.
[4] The heroes are in the South Side of the current Region.
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[5] The heroes are in the West Side of the current Region.
[6] The heroes are in the East Side of the current Region.
Heroes may use Herbs to cancel this event. Otherwise, a random hero comes down with a
Disease. If you had either the “Food Spoils” or “ Mosquito Swarm” events before, two heroes
are affected.
Each hero receives countless bites (see Thorns) and in addition to that will lose 1 Life. If you
had the “Camp Disease” event before, your heroes lose 1 more life.
Combat
Use any tables you like to choose opponents. Four combat encounter categories represent
strength of enemies in relation to a power of your heroes.
61 62 - 64 65 66
Weak Enemy Regular Enemy Challenging Enemy Very strong Enemy
Actions
Heroes may perform these actions when it's allowed by a location, a dungeon chamber or an
item description.
Delve into a Dungeon. Takes 1 hour, and the rest for that day. Dungeons depending on
their types may have a special conditions you have to apply to regular dungeon delving
rules.
Fishing: This task takes 2 hours. One hero can try to catch a fish in a Region with a River or
in a Region adjacent to Water. If successful, the entire party eats without spending a food
Ration for the current day. Make a D6 roll: [1] the fishing gear is broken, [2-6] success.
Get a Quest: Takes 1 hour. One quest is available. Roll on the “Quests Table”.
Magic Tuition: Spellcasters may choose a new Spell to learn. Check the Game Conversion
Table for prices.
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Night Hunt: This action can be performed instead of Resting. Your heroes may try to hunt,
gathering food rations. Roll for each hero who goes on the hunt: on a [5-6] this hero receives
2D6 Rations, on a [1] they take a Wound.
Hire: Takes 1 hour. You can add or replace heroes with a new level 1 character of your
choice.
Repair: You can remove a “Broken” condition from any item for half of the price to buy that
item.
Rest: The current day ends if you perform this action. If your heroes are in a Shelter Heroes
recover 1 Wound per night of rest. Otherwise you must make a D6 to determine if you can
rest safely:
[1] Dangers in the Dark: Make a D6 roll on the Combat Table. Resolve a combat
and then roll a D6 for each hero: on [1-3] he can perform a Rest action, on [4-6] the
hero stood guard all night and can't rest.
[2] Stormy Weather: The weather is so bad that your heroes can’t rest. A Tent
protects your heroes from this event.
[3-6] Nice and quiet: Nothing bad happens. Heroes recover 1 Wound.
Take a Bath: Takes 2 hours. For 5 GP per hero, each of them can get a single temporary
extra Life that cannot be restored once lost.
Trade: Takes 1 hour. Allows the heroes to buy and sell items.
Visit a Pier: Takes 1 hour. You can rent a Boat (5 GP per Day, pay each day up front) or
buy a Boat (70 GP). See the Boats section for details (coming in a future version).
Visit a Stable: Here you can buy Mounts (100 GP each) and sell Mounts (50 GP each).
Heroes can lodge their mounts at settlements (10 GP each) and retrieve them whenever
they want. Mark the settlement where the mounts were lodged so you know where to collect
them from.
Equipment
Here are items used by your heroes in travel.
Buy / Sell: You can buy and sell them performing Trade action. Rare Items are not for trade.
Heroes can only find them during their adventures.
Broken: As a result of some risky actions items can get the Broken status. You can remove
it performing Repair action.
Common Items
Antidote (20 GP): Removes “Poisoned” status from a hero. Single time use item.
Boat (70GP): See “Travel Using Transportation. Boats” for details.
Compass (30 GP): You can ignore a “You Become Lost” event , when you roll [54] on
Contents Table.
Fishing Gear (10 GP): A net, rod or other similar tool for catching fish. Allows a hero to
perform the Fishing action.
Herbs (15 GP): You can ignore a Camp Disease, when you roll [55] on Contents Table.
Single use item.
Mount (100 GP): See “Travel Using Transportation. Mounts” for details.
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Ration (1 GP): Food fit for travel. Once per day each hero must eat one Ration or take a
Wound.
Shovel / Pickaxe (5 GP): These tools are used in various situations, often to acquire rare
items or ores in dungeons or encounters.
Spices (15 GP): Prevent food from spoiling when you roll [53] on Contents Table. Single
time use item.
Spyglass (50 GP): Whenever you Discover a new Region you may use this spyglass to
discover a second region,directly behind the first. The spyglass can only be used to discover
a second Region if the first Region discovered is flat (if takes more than 2 hours to travel
through a Region, it is not flat).
Tent (30 GP): You can ignore a Bad Weather, when you Rest or roll [52] on Contents Table.
Rare Items
Blueprint of a Master Crafted Item: In Locations where a <Repair Items> action is
available heroes may hire a smith to create one Armour or Weapon from the blueprint. The
chosen item has <Increased> <Defense> or <Attack>. It costs double the normal price for
the chosen item.
Enchanted Spyglass: Whenever you Discover a new Region you may use this spyglass to
discover a second region, directly behind the first. Every time after using this item roll a D6:
on [1] the power of the item is depleted and it becomes a normal Spyglass.
Grimoire of Geography: The old book gives you some useful information about the
surrounding lands. Roll D6 and immediately add that many undiscovered regions to your
map without making a Discovery Roll. For each Region added in this way, you may choose
the Terrain Type and Regional Elements. Make Contents Roll when visit these Regions as
usual.
Mithril: In Locations where a <Repair Items> action is available heroes may use the smith’s
tools to craft Mithril items:
Mithril Armour - <Increased> <Defense> Cost: 10
Mithril Mithril Weapon <Increased> <Defense> Cost: 5 Mithril.
Powder of Recall: A wizard can consume this to restore spent spells (one pouch per spell).
Traveller’s Charm: If you get “Troubles” as a result of a Contents roll, you can make a D6
roll on the “NPCs Table” instead. Roll a D6 after each use: on [1] the power of the item is
depleted - the charm becomes a simple piece of jewelry with no magical properties worth 10
GP.
1. Witch's Ingredients
A beautiful young lady asks you to bring her three ingredients for a special mask. One
ingredient can be found in each of the following terrain types: swamp, forest and hills. While
you are in a region of the corresponding type, you can search for an ingredient by rolling D6.
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You can search once per Region. On a [1-3] you find the ingredient from the current terrain
type.
2. Runaway Husband
A scoundrel stole the family’s silver and escaped the day after the wedding. To catch him
you must follow his trail through 3 Regions. Roll a D6 in each Region you travel through,
including the region where you received the quest: on a [1] the trail leads to the North, [2] to
South, [3] to West, [4] to East, [5-6] you temporarily lost the trail - you can continue the
chase, but you have lost time. As such, you must travel through one additional Region
before you catch the thief. If the trail leads into an impassable region, reroll and use the new
result instead.
4. Beached Mermaid
A mermaid has lost her magic ring that allowed her to walk on land. She must be returned to
the water in 5 days or she will die. Escort the mermaid to a Water Region or to a Region
with a River, Basin or Lake.
Dungeon Tilesets
The following tables contain elements for generating random dungeons.
Each dungeon description will specify a Tileset to use.
- Entrances
- Doors
- Special squares
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Catacombs Tileset
30
Tunnels Tileset
31
WardsTileset
32
Conversion Table
Pocket Lands Four Against Darkness
Dark
Heroes Party
Defense Defense
Attack Attack
Reduce/ Increase -1 / +1
Improve Weapon +1
Improve Armour +1
Dangers
33
Treasures
Few GP D6
Several GP D6x5
Many GP D6x10
Lots of GP 3D6x10
Enemies
Misc
34