Basic Exporation
Roll for Room/Corridor
-1 Lightsource {P. {D100. 1-25 = Corridor,
84} 26-100 = Room.
P85}
Is this a New Domain?
Yes No
{+50 Xp}
Roll for Overseer Optional: Roll on the area
{D10 Overseers Chart. Description Table {D100
P165} P.87}
Leave the Domain
Roll for Overseer
Influence {D10.
Is this is a room? Yes
Overseer Influence
chart. P87}
Roll a Domain Exit Check Do you wish to leave
Have you already found
Yes {D8-D6-D4. Decreases on Did you find the Exit? Yes this Domain or keep
the Lair?
a roll of 1 - 2 - P.64} exploring?
No No No
Roll a Lair Check {D12-
Keep exploring
D10-D8-D6-D4. P.64}
Tension Check {D8-D6-
D4. Decreases on a roll
of 1 - 2. P.106}
Roll for Combat Encounter
{D20. Room Encounters on a +10.
Corridor Encounters on a +15}
Combat Encounter? Yes COMBAT
No
Roll Combat Encouters - General table. {D6. P.119.
1-3 = Combat Encounters - Table A [P. 120].
4-6 = Combat Encounters - Table B [P.121]}
Roll on the Events Table
{P.95} and follow the
description
Check "Level
Adaptation"
LOCKED DOORS /
CONTAINERS & TRAPS
Who Strikes First?
Initiative check.
Based on the Encounter Unless the narative says
Roll, does this area otherwise {OPTIONAL}, do you
contain: No
want to try and Surprise your
opponent?
Yes
Door(s) and Container(s) Trap(s)
Roll an Initiative check to
Roll an opposed check
determin turn order {Your
Check if it is locked {D20. {your Stealth against your
perception vs targets
12+ the door is locked. 10+ Unlocked opponents Awareness}
awareness}
the container is locked}
NB: In case there are several opponents with
different Awareness scores, simply use the highest among
them. The same goes for
Locked your side but reversed: if you are playing with multiple PCs
only use the Did either side roll a
lowest Stealth score among them. In case you are a single Critical Fail?
player accompanied by
followers of any sort, your Stealth skill is reduced by 10 for
Determin locks difficulty {Roll D8 on each follower.
the Difficulty Modifiers Table and
adjust Thievery Skill accordingly.
No Yes
Requires a lockpick. P63}
Did you win the opposed -10 to your perception
No
check? modifer.
Do you wish to try and +20 on the winners first
No
open the lock? attack
Yes +20 on your first attack
Yes
Check to see whether the lock
is trapped (D10. 7+ = trapped}
You must apply a -30 modifier to
Do you wish to target a your attack roll {NB: If your
Yes
specific body part? attack is sucesful, reduce targets
No Attempt to pick the lock? No Was the lock trapped? skill by 10 until combat ends
No
Yes
Yes
Roll against your Thievery The attacking character The defending character
Skill {Remember to include Perform a Perception makes a standard Skill makes a combat Skill
the Difficuly Modifier} Fail
Check. Check {D100 +10} Check {D100}
Pass
+10 XP Yes Sucesfully Picked Lock?
Do you want to attempt to Yes Rolled a Critical Strike?
dismantle the Trap?
No Do you want to:
{requires a set of Thieves'
Tools}
No Did the defender
No
roll a critical?
Yes Avoid Trigger Leave
If you were unsucesful picking
the lock you may choose to No Rolled a Critical Fumble? Yes
Perform a Thievery Perform the Skill Avoid check Willingly trigger the trap.
break it down. +10 XP Pass detailed on the Trap Effect
Check. Pass a Dodge impossible
chart. {-30} check and make a
Tension Dice check Automatic strike - Roll on the Fumbles
No
Double Damage* Table {P.73}
Fail
If this is a door you must Attempt to Break the
No
leave by another exit. lock? Who rolled highest
Fail Pass Fail Pass
whilst still rolling below
Trap triggered. their skill score?
Yes Roll on the Trap Effect
table {P105}
Roll an Athletics check. This makes a lot Attacker Defender Both Failed
of noise and you must also roll a Tension
Pass Yes Did you survive?
check. Each failed attempt increases the
sucessive Athletics check by 20 Roll on the defensive
Roll on the Hit Location
Move Table {D10. -
Table {D20 - P.69}
P.67}
No
Fail
Roll on the Damage Table*
GAME OVER {P.70. D6 unless weapon states
otherwise + modifiers}
Has this resolved combat? No
Yes
Yes Did you survive?
No
GAME OVER