About Me Materials: Explore
About Me Materials: Explore
My name is Andrew Backhouse. I design pencil-paper-dice You’ll need a pencil, an eraser, and two six-sided dice.
games. You can find out more at https://pencilgames.org/.
You’ll need a copy of the rules for reference. Keep it safe, as
Thank you very, very much for buying Pencilquest! 😊
the hero reference serves as your ongoing record of
unlocked abilities. The rules include the Story for each Map.
Overview Everything which needs to be printed repeatedly is collected
under Playsheets. You play with one Party sheet per player
Pencilquest is a pencil-paper-dice game in which you
(which includes some reference stuff so you don’t need to
explore maps and slay monsters. Positioning, target, and
check the rules much) and one or more Map sheets,
ability selection is everything – it is first and foremost a
depending on adventure length (which includes the tables
deep tactics game. Another essential element is unlocking
for the elite monsters on that map).
the abilities you’ll wield on your adventures, and exploring
the tactical depth these side-grades open up. On top of that,
each map is accompanied by a ream of narrative which you
read at various points while you explore, weaving an
Victory and Defeat
involving story into the experience. Each map has a victory condition described on it. Once you
fulfil this condition, you emerge victorious from your quest.
It is typical in many respects.
Your reward is unlocking one or more abilities, as listed on
You venture forth with a party of heroes. Your goal is the Map.
generally at the other end of the map, and you need to get
You fail the quest after your third Total Party Kill (all heroes
through a lot to succeed. When you encounter enemies,
dying).
you’ll trade blows until one group falls. Your heroes have
limited reserves, and you must be economical and effective
in each battle to make it to the end alive. There are also
various things to interact with like traps, hazardous terrain,
Flow of Play
switches, and healing fountains. You start the game by selecting a party of 3 or 4 heroes,
selecting abilities for them, filling in the Party sheet, and
It is atypical in other respects.
drawing the party on the marked starting tiles. Your heroes
Movement happens by drawing a unit at its destination and alternate between explore and fight phases, starting with
then erasing its old position. Each hero has a fixed pattern of explore. The game ends when the victory condition stated on
movement, like a Chess piece, which they must adhere to. the Map is fulfilled.
Heroes have two resource pools. Vim is health and mana
rolled into one, while Nerve is used to undertake exceptional Explore
feats. You can delve with two, three, or four heroes, and
there are interesting tradeoffs to this decision. The explore phase begins as the last monster in a group dies,
or at the start of the map.
Combat is asymmetrical: monsters automatically hit heroes
for their Rating, while heroes must roll above a monster’s Each hero takes up to three actions. You choose which order
Rating to hit it. Monster aggression is similar to old-school the heroes go in. Use all the actions for one hero before
MMOs, with monsters “aggroing” in packs when moving on to another. If you don’t engage a monster with
approached or attacked. Monsters are often led by one or one of these actions (it can be the last action of the last hero
more elite monsters, which have tables of thematic powers, to act), you begin to experience Dread. You may continue to
and are often capable of strengthening their minions. Status take actions, one at a time, with any hero, but each action
effects occupy space in the world, and the unit they affect is taken costs the acting hero one Vim, paid after the action is
determined by proximity. resolved. Dread stops when you engage a monster group.
When the last hero or monster dies, you are immediately Maim 2 A (1 M) Hit, Bare, Fumble
returned to the explore phase, and further actions taken Maim is a potent Rogue ability which she must expend
count as explore actions. two Vim to use. It attacks one adjacent target, removing a
Vim from it and afflicting it with the Bare and Fumble
effects if it hits
Whether in an explore or fight phase, you always get to One “implicit” stat shared by all heroes is that ranged
choose which order heroes go in. abilities have a range of 3, unless otherwise stated.
Stats Difficulty
A smaller party has stronger heroes, but this is outweighed
by having fewer actions each hero turn. Avoid two-hero
parties while you are learning the game.
Hero movement must always follow that hero’s movement A hyphen (–), meaning no cost to use it. Gutpunch
pattern. This can make getting through passages or around has no cost beyond the action spent.
obstacles tricky! In the pattern below, the Warrior is starting A number, (1), (2) or more, meaning that that much
at the tile in the centre. Vim must be spent to use it.
Abilities may include none of these modifiers. This Breath costs the priest one Vim to cast. It targets one dead
means that the listed effect takes place, as long as ally (not the priest) within range three. They are restored to
the target count and range are satisfied, and the roll life at their current location. They gain one Despair, so their
hits (for Attacks). maximum Vim is permanently reduced by one. They gain up
to four Vim, limited by their new maximum. They gain the
● Finally, the ability may include special effects. These Stun effect.
are explained on the ability. In this example, no
special effects are present. Enthuse 1 A (1 R) Heal, Vicious
Move allows for direct (monster-style, ignoring the
hero’s pattern) movement to a point within a
Replenishment Monsters
Maps are dotted with fountains. Each fountain is a single-
use full-party restore. Overview
When any hero ends an action adjacent to an unused The maps you explore are filled with monsters. You must
fountain, they may choose to activate it. Cross it out to mark indiscriminately slaughter (or cunningly avoid) these
that it has been used. All heroes (wherever they are) are creatures to reach the end of each map.
restored to their maximum Vim (after Despair effects), all
heroes gain one Nerve, and all negative effects adjacent to
heroes are destroyed. All dead heroes are resurrected
Stats
adjacent to the fountain.
Normal
Completing a Heroic Feat allows you to remove 2 Despair
A normal monster is represented by a single number, called
from party members.
its Rating, which denotes both how hard the monster is to hit
(the player must roll above it to land a hit) and how hard the
Death monster hits (the monster hits for its Rating).
If a hero is reduced to zero Vim, they die. They lose 1 Normal monsters have 2 Vim, an aggression radius of 2, a
Nerve. Cross out their symbol, but leave it where it is as a movement speed of 2, and may (like heroes) perform 1
body. Treat it as impassable terrain for heroes and monsters. action each turn. If they’re ranged, denoted by a dot in the
It is now a valid target for resurrection spells. top-right corner of their tile, they attack from up to 3 tiles
away.
Resurrection
Each monster’s Vim is tracked by drawing small tally marks
A hero may be resurrected by an ability, or by any party at the bottom of its tile, and crossing them out once it has
member activating a fountain. lost all Vim.
Ability resurrection revives the hero where they fell. The The first monster has lost one of its two Vim,
resurrection ability may come with consequences, such as while the second has lost both of its two Vim.
Despair, a permanent Vim penalty. The ability will also
detail how much Vim is restored. Elite
Fountain resurrection moves dead heroes to an empty tile Elite monsters are represented by single capital letters. They
adjacent (or otherwise as close as possible) to the activated use a Rating as normal, but they may have additional Vim,
fountain, restoring all Vim while respecting any existing and they have complex behaviours as detailed on their
Despair. It has no penalties. Special table. They share normal monsters’ aggression
radius of 2.
A resurrected hero immediately enters play, and takes their
turn in the current round as normal, if they have not done so Vampire (3, M, ○○○)
already.
This elite monster, a Vampire, is represented by a V. It has a
Rating of 3, so it deals 3 damage when it attacks (via the
Behaviour
Monsters lurk around the map in packs. They are passive
until they are disturbed, and will attack together when Actions
provoked. If two unaggressed monsters are within 2 range of Monsters have drastically simplified actions compared to
one another, they are part of a linked group and will aggress heroes. Normal monsters normally do nothing other than
together. This “chains”, so all the monsters in the group walk toward the nearest hero and attack it. Like heroes, they
shown here will aggress if any of them are aggressed. can only perform one action per turn, so if they move they
will not attack in the same turn. Elite monsters will roll on
their special table once each monster turn.
Special
Elite monsters have access to advanced abilities via their
Special table. On their turn, each elite rolls a d6 and
Abilities for which there are multiple valid targets always Effects are never triggered by the action which creates them.
have their targets chosen by the player. Abilities which do
The “unit takes an action” trigger, for movement actions,
not have enough valid targets for their effect do nothing.
occurs at both the start and end positions.
In range 3 refers to targets at ranges 1, 2, and 3.
Multi-target attacks trigger “Unit deals attack damage” once
Beyond range 3 refers to targets at ranges 4, 5 and beyond per target, consuming one effect for each target.
(no range limit).
Effects Positive Negative
Scamper 2 grants a movement action of 2, targeting a tile in Name Name
Trigger Result Result
melee range of as few heroes as possible. Symbol Symbol
They only affect units adjacent to them. Once an adjacent Effects do not stack. If a unit is affected by (adjacent to) a
unit triggers their activation condition, they are consumed. certain effect, a copy of that effect may not be placed
They apply their effect to that unit and are erased from the adjacent to them.
map – they are all once-off. If a hero or monster enters a tile
Story areas
Characteristics
When you cross a light wavy line with a Roman numeral (i,
Maps have two characteristics: Length and Difficulty. ii) attached to it, you have entered a new story area. Whether
Length has to do with how much stuff there is to do on the you’re in a fight or an explore phase, immediately pause
map. Once you have a sense of how quickly you play, this is play and read the corresponding passage from the story.
useful for matching your selection to your available play- Then resume play exactly where you left off.
time. If you don’t want to play with the story, the mechanics notes
Difficulty has to do with your chances of success. Easier above the map have you covered. But make sure you reflect
maps will give you a pleasant romp, while still providing on all the juicy context you’re missing out on.
you with interesting and impactful decisions to make.
Harder maps can be ruthless, and will require patience, Monsters
careful analysis, and pushing your party to its limits. Monster starting locations are annotated with small text in
the bottom-right corner of the tile. At the start of the game
Terrain you will draw all monsters as the appropriate letter or
number at full size in each spawn tile. You’ll gradually erase
Terrain effects only apply to heroes.
them as you clear the map.
These are used to replenish and resurrect your heroes. Their You can copy the Sample Party sheet if you want to get
behaviour is described under the Heroes section. started quickly.
While I prefer to use circles for Vim and crossed circles for
Nerve, and to draw and erase them on the Party sheet as they
are gained and lost, remember that you are free to use tokens
or dice to track these.
Abilities
Unlocked? Name Cost Effect
🗹 Brace – H (Self) Shield
🗹 Charge – A (1 R4 A) Move adjacent to target
☐ Hook – A (1 R4) Move target adjacent to self
☐ Bloodlust – A (1 M) Leech
☐ Spikes – H (Self) Thorns
🗹 Cleave 1 A (2 M D) Hit
☐ Smite 1 A (2 M D) Stun
☐ Assist 1 H (1 R) Move adjacent to target, Shield
☐ Expose 1 A (1 M) Hit, Bare
🗹 Sacrifice 2 A (1 M) Hit 2, Stun
☐ Sweep 2 A (3 M) Hit, push targets 1 tile
🗹 Harden ⌽ H (Self) Heal, Shield, Mend, Thorns
☐ Slam ⌽ A (3 M) Hit, Stun
☐ Rally ⌽ H (3 R & Self) Heal, Vicious
Abilities
Unlocked? Name Cost Effect
🗹 Fade – H (1 R, Self) Monsters ignore self or target ally next monster turn
☐ Harvest – H (1 R) Ally loses ⌽, Priest gains 2 Vim
🗹 Protect 1 H (2 R) Shield
🗹 Light 1 H (1 R2) Heal 3
☐ Enthuse 1 H (1 R) Heal, Vicious
☐ Alms 1 H (1 M) Heal 4
☐ Empathy 1 H (1 R) Heal then Repeat
☐ Breath 1 H (1 R) Resurrect hero with 4 Vim, 1 Despair, Stun
☐ Piety 2 H (1 R4) Move target adjacent to self, Heal 2
☐ Bind 2 H (2 R) Heal 2
🗹 Aura 3 H (1 R) Resurrect hero with full Vim, Mend
🗹 Grace ⌽ H (Self) Heal 8
☐ Brilliance ⌽ H (3 R) Heal, Shield, Mend
☐ Circle ⌽ H (3 R & Self) Heal 2
Abilities
Unlocked? Name Cost Effect
🗹 Stab – A (1 M) Hit
☐ Backstab – A (1 M) Hit, Bleed Flank
☐ Shortbow – A (1 R D) Hit
🗹 Longbow 1 A (1 R A) Hit
🗹 Weave 1 A (1 M) Hit then H (Self) Move 1
☐ Sap 1 A (1 M) Stun, Bare
☐ Flourish 1 A (2 M) Hit. Targets may not be adjacent to one another
☐ Prepare 1 H (Self) Speed then A (1 M D) Bare
☐ Flicker 1 H (Self) Move 2 then A (1 M) Bare
🗹 Focus 2 A (1 M A) Hit 2, Bleed
☐ Maim 2 A (1 M) Hit, Bare, Fumble
🗹 Fury ⌽ A (6 R2) Hit
☐ Ambush ⌽ A (1 M A) Hit 4 Flank
☐ Feed ⌽ A (1 M A) Hit, gain 3 Vim if target dies
Flank only works against monsters who are adjacent to a non-Rogue hero. You
must attack from one of the three tiles on the opposite side of an ally. In each
image, the various Rogue positions are valid Flanks.
Abilities
Unlocked? Name Cost Effect
🗹 Icicle – A (1 R D) Hit, Stun
☐ Blink – H (Self) Move 4
☐ Swap – H (1 R8) or Attack (1 R8) Switch places with target
🗹 Swarm 1 A (1 R4 D) Hit, Repeat
🗹 Shove 1 A (1 R) Hit, Move target 2
☐ Shift 1 H (2 R) Move 1
☐ Haste 1 H (1 R) Speed
🗹 Fireball 2 A (2 R) Hit 2. Targets must be adjacent to one another
☐ Urswarm 2 A (1 R4 A) Hit, Repeat
🗹 Sear ⌽ A (3 M A) Hit, Stun
☐ Void ⌽ A (3 R2) Hit 2
☐ Invert ⌽ A (1 R A) Hit 2, Bleed
☐ Jaunt 1⌽ H (3 R, Self) Move 5
☐ Slant ⌽⌽ H (3 R) Speed then Attack (3 R) Stun
Your heroes carry torches which allow you to see your foes. iv
Attacks made against monsters at range 4 or greater must be
made at disadvantage. Picking wight-plasm from your garments, you step forward into the side-
room. It’s a large space with ornately carved walls, although it’s also shaped
The flickering light doesn’t illuminate much. You see a doorway ahead of somewhat irregularly. You get the feeling this crypt was hewn from the
you, and – was that movement? Must be a trick of the light. The air is heavy bedrock, following skeins of softer stone.
with dust. You can’t smell much, but there’s a hint of something acrid – it
smells of decay. Ahead of you, there’s another glowing censer, and it’s being perused
haughtily by another elder vampire, its broodlings scurrying at its feet. Off to
Just as you’re starting to feel confident that you’ve gotten the drop on the right, the carvings draw your eye to a colossal stone lever mounted to an
whatever might lurk here, a long, anguished scream echoes from deep in the unseen mechanism.
crumbling halls, and it is answered by a cacophony of shrieks and howls.
You square your shoulders and set off into the crypt. v
It takes two of you to get the heavy chunk of stone to move, but once it does
i it moves quickly, nearly unbalancing you. There is a moment of pregnant
silence before you hear a cascade of thunking and grinding sounds in the
Off to your right, you glimpse the face of an older vampire as it turns this roof, growing gradually more distant. They end with a massive, terminating
way and that, clearly disturbed by something. It is illuminated by a low crunch, as though a massive boulder has fallen from a great height.
glow, but you’re not sure where it’s from.
You may now pass the doorway at vii.
You’ve barely taken five steps when another vampire spins to face you, teeth
glistening! Its minions scurry around it in the darkness. It is impressively
tall, its back a rictus of condescending poise. It is wreathed all in black, but vi
you cannot make out whether it is fabric or shadow-flesh. Its skin is supple,
Like the last one, this censer hangs on a spike of gnarled, ancient-looking
but horrifically mottled: black, brown and purple skeins seem to ooze and
metal, driven deep into the wall-carvings. Its light dims and is extinguished
flow beneath the surface. It leaps towards you, and you rush forward to meet
as you remove it.
it in battle.
Your party claims the second censer.
ii As you bring the two censers near one another, tiny threads of light connect
A censer hangs on an ancient spike of metal, buried deep into the rocky wall them and break apart, playing and spilling in something like a fountain. This
of the crypt. It doesn’t look like it belongs here. It gives off a low, steady is accompanied by a quiet, gentle tinkling sound.
glow, and there’s no sign of smoke, or smell of oil. Something divine is
fuelling its light.
If you have activated story area v: Steeling yourself, you approach the wall of stone before you. As you draw
near, the wall softens and melts away in patches. It seems surreally sped-up.
A vast pair of doors stands open before you. Connections to systems of As it drips away, so does the profound dread you felt, and you find
weights and counterbalances are visible on the sides. You pay the doors little yourselves squaring your shoulders and stepping through the arch into a
heed, however, because the chamber before you is captivating. The light is dark, dark room. It seems to consume all the light from your torch – you can
modest, but enough for you to see creatures seething and scurrying around. barely see the walls.
The space is enormous. The ceilings vanish in the darkness, swallowing two
colossal pillars. The walls recede into pitch black, but you can make out You raise your weapons as a wight shrieks toward you.
entryways around the main concourse.
xiii
viii As you round the corner, cursing all wights and swearing never to set foot in
As you pass through the high archway, the space before you erupts in light. a crypt again, your gaze falls on the monstrous visage of Vish’serim himself.
As your eyes adjust to it, you make out several rows of candles, artfully He is incredibly tall, even for a vampire, and as he looks at you, you feel the
spaced around a terraced rectangular platform of heavy marble. The wall weight of the thousands of years he has lived. He looks distracted, or
behind it is also faced in marble, and carved with elaborate scenes of winged perhaps disappointed. He raises a gnarled hand and points toward the door.
creatures crying voluminously. A heavy iron bracket sits in the centre of the He lets out a quiet groan, and in it you can make out a word: “Leave.”
altar, split down the middle, holding two portentous sockets.
If you have killed all three of Vish’serim’s children:
ix You hold up a gauntleted fist and open it before Vish’serim. Three five-inch
fangs drop to the ground. It takes a moment for him to understand your
You approach the altar cautiously. It seems unfazed. meaning, but as soon it becomes clear, he hunkers down in an almost pitiable
squat, letting out a low, slow moan of despair.
If your party has claimed both censers:
Heroic feat completed! Remove 1 Vim from Vish’serim.
You place the censers in the sockets. As you bring them together, the dance
of light between them grows to a manic intensity. You notice for the first You gird your loins and set your brows. It’s time to purge this land of
time that they interlock neatly, bringing their quiet flames almost in contact. another deranged beast.
For a beat, the candles around the altar’s edges erupt to roar, nearly blinding
your dark-adjusted eyes and consuming all shadow in their intensity. A If your entire party dies while fighting Vish’serim, you must
chorus of guttural yelps accompanies the burst of light. distribute one additional Despair upon revival.
The smell of wight-plasm lingering in your nostrils, you step through As darkness steals in around the edges of your sight, the last thing you see is
another high archway. The room beyond is narrow and crumbling. You can Vish’serim leaning over your satchel and drawing your journal from it with
just make out, among mounds of rotting wood-pulp, the shapes of a few tall two spidery fingers. At least someone will read your story.
books on deep shelves. This was once a library. One book catches your eye
If you defeat Vish’serim:
immediately. Its cover is dark mahogany, and the lettering stands out in the
gloom: a pale, pearlescent blue-white. Off to the side, in the darkness, you Vampire lords do not die easily. With his body run through in several places
can hear another elder vampire growling. by metal and magic, he seems to slow down and stoop gradually. Kneeling,
he opens his mouth as if to say something, but he seems to change his mind
at the last moment. He bows his head and seems to expire, not from your
xi mortal instruments, but from accumulated millennia of exhaustion. He
You approach the book and examine it more closely. It appears to be in makes eye contact with each of you before falling forward onto the stone, as
perfect condition, while those around it are in various stages of collapse. It stiff and cold in death as he was in life.
hums quietly as you reach to grasp it – and startles you as you lift it. It’s
As much as his misdeeds echo in your memories, you cannot help but feel a
about as long as a dwarf’s arm, but it weighs nothing at all. You hand it to
sense of loss for the world, as a tether which connected the present to the
someone with space in their satchel.
distant past has been irrevocably broken.
You may now pass the doorway at xii.
Reward: Unlock one ability, and a second ability if you completed
both heroic feats.
The ogre clans to the north keep mostly to themselves. They are violent, but You have found the Vertebrae.
only against trespassers. She tells you the story which will be repeated to the
rest of the civilized world. The king rode on a hunt beyond his normal
stomping grounds. His guides were distracted, and did not realize they had ii
turned astray and entered ogre territory. Their presence angered a roaming Stepping over the imposing mounds of ogre, you find yourselves in a
pack of adolescents. Despite paying with the lives of twenty servants, the slightly narrower cavern. The ceiling is still very far above you.
ogres exacted their price in royal blood.
This seems to be some kind of tannery. Fresh hides are hung on racks in the
You shudder to think about what will be done to ensure the servant part of sunlight, and long, wicked skinning knives glint on a wide rack. An ogre and
the story lines up. his subordinates sit on rocks in a loose scatter, scraping hides clean and
You ask how the king really died. Her answer makes it clear that you really sharpening blades.
don’t want to know the answer, but you get an impression – something
which needs to be impossible, for the stability of the realm. An assassination, iii
or a betrayal. A reality which must be denied quickly and completely.
This seems to be the collection point for finished hides. Bouncing the
The price will be the head of the ogre king, and she needs a discreet, delicate vertebrae in one hand, the beginnings of a plan hatch in your mind.
effective band of adventurers to exact it. She promises you any flavour of You take a few broad strips of leather from the pile.
power you desire.
You have found the Hide Strips.
~
The ride to the foothills in which the ogres live is swift and uneventful. You iv
follow her concise directions to the base of a particularly tall mound of earth.
The grass in the valley is thin and knotted, trampled by generations of The ogre corpse at your feet twitches slightly. Stepping past the pooling
colossal feet. A great gash has been cleaved into the earth, and you can see a blood, you peer into the widening cavern beyond. An ornate totem
well-lit space inside. The entrance is tall for a human, but probably quite a dominates the room, stretching impressively toward the ceiling.
stoop for an ogre.
It is crafted of sturdy-looking pieces of wood, bound together with thick
You step into the cavern. The smell that assaults your nostrils is incredible. It twine, in a strangely beautiful abstract chaos. The outward-facing branches
smells as if generations of corpses have been left to rot alongside one have been trimmed and sharpened, and upon each is mounted the dessicated
another. You can smell layers of decaying carrion – from nearly-fresh to remains of a small creature. They are impaled all along its length, mostly by
truly ancient. You struggle not to gag as you file inside. the chest or head. As you look carefully, you realize that their eyes have been
removed and replaced with rounded semi-precious stones.
Long, thin gashes in the roof allow sunlight to stream into the cavern. It is
vast and mostly empty. The walls are packed, dusty sand, the soil sucked dry
by the ogres’ crude water extraction. v
You approach the totem cautiously, and realize that it is radiating significant
To your right, a powerful-but-mangy hound stalks beside a pile of bones, a
psychic energy, binding the ogres together to a shared life-energy. You’re not
litter of stringy pack-mates nipping at one another behind it. It looks calm
going to be able to defeat their king with this thing around...
and loose, but ready for anything. A long canine glints in a sun-beam, and
you shudder. The totem has six Vim. Any hero standing within this story area
may spend an action to remove one Vim from the totem.
On the other side of the cavern, you see a full-grown ogre slumped against a
wall beside an adolescent. Not having had the opportunity to study an ogre The ogres notice the strange interlopers interfering with their sacred artefact
before, you stare at its strangely disfigured features with curiosity. It looks as almost immediately, and emerge from small hovels around the cavern to
if someone has sculpted a human face from clay, but at almost twice the intervene.
scale, and then loosed a furious series of kicks and blows against it part-way
through the setting process. The knurls and folds of its face seem to be When you enter this story area, draw the top starred monster
constantly in motion, as if it were constantly seeking a comfortable group. Once that group is defeated, draw the bottom starred
arrangement for its grotesque features. monster group. Once that group is defeated, reduce the totem’s
Vim to zero.
The space is as sparsely occupied as the other chambers, which makes the Off to the right, you spot a small patch of incongruous beach sand.
effect of the massive symbol on the ground quite fantastic. You wonder if the
symbolism is meaningful – do these ogres rally under a banner of some
kind? – but can only speculate, not knowing very much about ogres. xi
Yep, it’s a beach – or at least, a strange little shrine to a beach. The mound of
Passageways ahead of you and to your left imply deeper chambers, and to
sand is quite small, but it was definitely taken from a beach. This must have
your right a group of surly ogres lounge in front of a large, crudely
been a colossal effort, as the caverns are many leagues inland, and the
constructed coop. It is filled with truly strange creatures.
nearest coast is all sheer cliffs.
The sand is decorated with a noisy scatter of dessicated kelp and putrid
vii crustacean bodies. A few small, tidy sea-shells are laid in a circle in the
Two adult ogres are entertaining a group of adolescents by juggling rocks middle.
with very little co-ordination. Every few attempts they wound themselves
slightly, to enthusiastic whoops of delight. You grab a few choice shells.
In the distance beyond them, you can make out a large, dark pile of You have found the Sea-shells.
weaponry. This must be the ogres’ armoury.
xii
viii From up close, the ogre king is a profound assault on the senses. The
The pile of weapons behind the ogres is as poorly organized as anything olfactory miasma nearly floors you. Scarcely half of the bones beneath him
you’ve seen in the caverns so far. Stacks and heaps of dull metal lie rusting are clean – you catch a glimpse of a thick maggot squirming into an eye-
on the sandy floor, wholly un-cared-for. The collection mostly seems to be socket – but the stench of decay is swamped by a richly aromatic scent from
simple bladed weapons, but you see a couple of pikes, scimitars, and maces his body which makes you dry-heave reflexively.
poking through too. His size is also staggering. Even accounting for the throne of bones, his
It seems a sorry collection – none of the gear holds a candle to yours. But as massive bulk towers toward the ceiling, and he hunches slightly to avoid
you turn to leave, a glint catches your eye. A small dagger, its hilt bound in scraping his head. A huge hound is sprawled on the lower steppes of the
dark, bloody red, lies portentously at the edge of the pile. Everything else in bone-mound, and other ogres sit around him.
the room is caked in the tan dust which permeates the cavern, but the dagger If you have the Vertebrae, Hide Strips, Feather, and Sea-shells:
is clean and stark.
As you peer at his colossal head, you can make out an elaborate
As you lean over to pick it up, your skin tingles as strange energies make head-dress wrapped around his forehead. Your hoarding instinct
themselves known. You breathe deeply, appreciating the power the dagger has served you well! You spend a minute crafting a crude
confers. duplicate, decorating it with the items you have gathered from
You have found the Enchanted Dagger. One hero may once use around the caverns.
any one ability without paying its cost. They also gain two Vim. You lose the Vertebrae, Hide Strips, Feather, and Sea-
Your party loses the Enchanted Dagger when you do this. shells. You gain the Royal Head-dress.
As you step forward, the king notices you. He stares at you steadily with no
ix sign of alarm or recognition, but he gradually gets to his feet, raises his
You approach the coop with some trepidation. The creatures look something massive club, and grunts to alert his underlings. They shamble towards you.
like domestic chickens which have been used as spell-fodder by a Prepare yourselves!
particularly imaginative wizard. Some have large, curved talons which stunt
If you have the Royal Head-dress:
their gait, while others struggle under the weight of elaborate plumage.
The king spots the headdress. He looks confused for a moment,
A particularly well-formed and unmolested feather lies on the dirt in the
but then draws himself up and limbers up more energetically. He
coop. You snatch it.
roars something at you in ogrish. You don’t understand the words,
You hear a rustling in the distance. Peering into the gloom, you see what
i looks like a pile of playing cards elaborately arranged into a geometric
pattern on the ground. As you watch it, however, it suddenly folds in on
The pillars of light, while useful as landmarks, do not do much to itself, undergoing some absurdly complex transformation. When the
illuminate the space. As you set off into the darkness, you seem to draw dizzying movement is completed, it more closely resembles a tower.
closer to the source of the clicking. It resolves into a complex series of
sounds, clustered together into louder bursts. It sounds for all the world like You get the distinct impression that it’s trying to decide how small a space
a machine pretending to be an insect. you could fit in. It must be an Enfolder.
You also notice that the floor is strewn with tiny pieces of clockwork.
vii
ii A pack of void-creatures seethes before you. Behind them, an old man
cowers, the emptiness of infinity at his back.
An Adjuster stands before you in all its obscene glory. At least twenty
maniple limbs extend from its trunk, probing and waving at the air in a wild
He identifies himself as a student of the Infinite Light, which the creator of If you cut all three threads by hand, saving the vessel:
this place has taken great efforts to tame, with little success thus far. He Gasping for breath, Uthrix mutters: “Fools. A billion lives will
demonstrates that his studies have given him limited capacity to shape the never be lived. A billion threads will never be woven. For such a
Light, and that he thinks he has been brought here to perform some task in light hand to unmake so much... not even the darkest deeds deal
this vein. He says that they’ve kept him here for months, and while for in such deep profanity. You have... wronged...”
some reason he never grows hungry, his mind has begun to fray somewhat.
His words trail off as shafts of piercing light spill from his eyes.
He encourages you to destroy the strange patch of darkness, for it seems to It cuts deep grooves in the Matterlace as he falls backward. His
be a focal point for the creator’s power. breathing seems to relax, and a small smile plays over his
features. You hear the voice of the old man.
ix “Thank you, friends. You have delivered me from a fate far
As you approach the orb, the stranger convulses and twitches, and then crueller than death.”
draws himself upright.
You glimpse more light emerging from cracks on his face and
Spawn the monsters marked with asterisks. hands, but he makes a small gesture and you find yourselves
unceremoniously deposited back on the dusty path.
“At last! Subjects of... viable... potency.
If you kill the vessel:
“Do not resent this vessel. It recalls nothing of its... servitude. I am Uthrix,
and I formed this Matterlace. My great work lies incomplete, however, The tendrils of darkness sag then drip thickly, slowly falling
because I have not found material stout enough to weave what must be away from their strange knot. The threads bound to them make
woven... until now. loud cracking noises as they snap back to their source beam, and
then begin to hiss and writhe, seeming to fray first at the tip, and
“Destiny hangs thick around each of you: gossamer cloaks of weighty then along their edges. One whips past a hero’s face, leaving a
portent. Once your foetid coils are removed, I shall spin the loose yarn into very unique scar.
that which I have sought for an aeon. My work shall finally be complete.”
The rapidly-whipping threads begin to dislodge others near their
You now face Uthrix. Cutting his world-threads will commit the attachment points, and you see irregular perturbations in the
Matterlace unto the cool embrace of entropy. To do this, you can main shaft of light. The hiss becomes a thrum, and then a roar,
kill his vessel, or cut the threads yourselves. and great bundles begin to split from the trunk. The surface
beneath your feet begins to judder violently.
To cut the threads by hand, you must first reduce Uthrix’s vessel
to 2 or less vim. In his weakened state, you may co-opt his You hear the titanic crack of something fundamental breaking-
power to cut the threads. A hero standing at an attachment point
(▵) may spend her action to attempt to cut that thread. This You find yourselves in a ramshackle wooden shed in a patch of
requires beating a rating of 2 at Disadvantage. Roll two dice and forest you can’t recognize. A scrap of dirty parchment is pinned
get 3, 4, 5, or 6 on both. to one of the buckled walls by a tiny triangle of metal. The note
reads:
The sole Heroic feat available is to save his vessel.
“Your world is forfeit. Better luck in the next.”
Uthrix lunges towards you with death in his eyes.
Reward: Unlock two abilities, and two more if you saved the
vessel.
Story area – progresses narrative range) or attack (in range). Elites instead roll
Special.
Total Party Kills □□□
Move Class Abilities Nerve Vim
Warrior
Priest
Maximum Vim
increased by 2 (four
heroes), 3 (three
heroes), or 5 (two
heroes).
Rogue
Counts as 1 tile
further away for
monster aggression
and target selection.
Mage
Gains an extra ⌽ (2
total) when a
fountain is activated.