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Lichslayer
9000
First Edition

LICHSLAYER 9000

First Edition

Presented by Vixen Vox Vertere

A DeadVale Game


CONTENTS

Part I — The Game · 1 Creating a Lichslayer · 2 The Seven Classes & Their Skills · 3 The Familiar

Part II — The Town & The Overworld · 4 The Town, the Gauntlet & the Survival Clock · 5 Overworld Events · 6 The Idol · 7 Retainers

Part III — The Tombs · 8 Sanity · 9 The Board · 10 Room Generation · 11 Combat & The Turn Stack · 12 Entities

Part IV — Loot & Magic · 13 The Tomb Loot Table · 14 Color Synchronicity · 15 The Spell Schools

Part V — The Lich · 16 The Lich’s Attention & The Phylactery

Part VI — The Forest · 17 The Forest


PART I — THE GAME

Chapter 1 · Creating a Lichslayer

The system uses exploding d6 as its primary resolution die. All difficulty targets and economic values are built around a base of 6.

Challenge Rolls — Roll a number of d6 equal to the character’s level. Sixes explode. Sum the dice and apply listed modifiers. Meet or beat the target. A roll of all 1s fails regardless of modifiers. Attacks are not Challenges — an attack rolls its damage dice, and Armor answers.

Step 1 · Pick Up the Crystal Gauntlet

The Gauntlet tracks: Health (base 36), Armor (base 6), Magic (powered by gold held, 1 per 600 gold), Sanity (starts Whole), Gold (tracked in X marks, 100 gold per X), Gear Slot (1 active piece), Garment Slot (1 worn piece), Accessory Slot (1 worn piece), Loot Slots (3 active items at baseline), Skill Slots (3), a Capstone Slot (1), and the ID Panel (name + level).

Step 2 · Name Your Lichslayer

Write a name on the ID Panel. Set Level to 1.

Step 3 · Roll Starting Loot

Roll 1d100 − 40 on the Loot Table three times to fill the three Loot Slots. Influence dice held may be added to any roll.

Step 4 · Roll the class

How Loot Acquisition Works

The Roll

Base — Roll 1d100 and add (Floor − 5) × 10. Take the item at that number in the Loot Table. Influence dice may be added to any roll. A result below 1 is treated as 1. A result above 121 is treated as 121.

Loot 1-60 is Common. Loot 61-100 is Uncommon. Loot 101-121 is Rare. When an effect grants loot of a named tier, roll 1d100; a result outside that tier is treated as the nearest boundary of the tier.

Modifiers — Add any Influence dice held.

Class Assignment

At character creation, after starting loot is rolled, the player rolls 1d8 without sight of the class table. The Judge records the result where the player cannot see it. It is not revealed until Level 2.

1d8 Class
1 Breaker
2 Veteran
3 Bandit
4 Scholar
5 Aristocrat
6 Lich Doctor
7 Witch
8 Choose

At Level 2 the class is revealed and Skill 1 is unlocked, occupying the first Skill Slot.

Levels

XP. 1 per 36 gold accumulated. 1 per enemy reduced to 0 Health. 6 per Tomb floor fully cleared — all rooms entered, all enemies on the turn stack defeated or escaped. Partial floors yield nothing. Gold is counted once, when it enters the Gauntlet. Gold later spent, lost, or stolen does not reduce XP already earned.

Level XP Unlocks
1 0
2 12 Class reveal. Skill 1.
3 24 Skill Point.
4 42
5 66 Skill Point.
6 96
7 132 Skill Point.
8 174
9 222 Skill Point.
10 276 Maximum.

Two stat points are gained at each level, spent as the player chooses.

Chapter 2 · The Seven Classes & Their Skills

Class Skill Rules

Acquisition: Skills 1-3 unlock at levels 2, 4, and 6. The capstone unlocks when all three skills are held and the capstone condition is met. Maximum 3 active skills at baseline — certain loot increases this.

Skill Points. Spend 1 Skill Point to unlock Skill 2 or Skill 3, or to enhance an unlocked skill as noted in that skill’s entry. Each skill may be unlocked once and enhanced once. Unspent Skill Points carry between sessions. Skill Points are not spent to cast, act, or resolve anything.

The Breaker

Skill 1 · Break · Action

Enter a Room or force open a locked chest, door, or barrier without a Challenge roll. On entry, make a bonus Attack against one enemy in the Room at +0. A natural 6 on that Attack knocks the enemy back one Room. Damage from traps in the entered Room is halved against the Breaker.

Spend 1 Skill Point: Break may be used as a Response to block a doorway — an enemy attempting to enter must pass a Challenge (target equal to the Breaker’s Power) or be denied entry this Round.

Skill 2 · Rumble Hat · Passive

The Breaker’s Garment slot grants +1 Armor and +6 Health, whether or not a Garment is equipped.

Spend 1 Skill Point: Rumble Hat also grants +1 to all rolls made while at half Health or below.

Skill 3 · Charge · Action

Move through up to Speed in Rooms in a straight line, Breaking into every Room along the path without additional rolls. Any enemy in a Room the Breaker passes through takes 1d6 damage. If any Room along the path has no clear exit in the Charge direction, the Charge ends there and the Breaker takes 6 damage from the impact.

Spend 1 Skill Point: Charge damage increases to 2d6 per Room passed through.

* Capstone · Capstone Slot — Unlocks when the Breaker has reduced an enemy to 0 Health on every floor tier (1-3, 4-6, 7-9)

Capstone · Crush · Action · Once per Round

Reduce a target to 0 Health or 0 Armor — the Breaker chooses. No gold cost. No Magic requirement. Cannot target the Lich.

The Veteran

Skill 1 · Recall · Action

Reveal up to Magic in Rooms on the current floor — type, contents, and traps — without entering them. Additionally, assist on any Challenge roll — add the Veteran’s Power to another character’s roll.

Spend 1 Skill Point: Recall also reveals which Room on the current floor contains the highest gold yield before it is entered.

Skill 2 · Worn Armor · Passive

The first physical instance each Round does not consume the Veteran’s Armor. Spell damage, Lich-type sources, and Colorless damage are unaffected. Spend 1 Skill Point: Worn Armor also applies to the first instance of Colorless damage each Round.

Skill 3 · Maneuver · Response

In response to any declared attack or spell targeting the Veteran or an adjacent ally, move both to any accessible Room within 1 space — avoiding the effect. Does not consume the Veteran’s turn. Once per Round. Cannot move into a Room at maximum capacity.

Spend 1 Skill Point: Maneuver may be used twice per Round. The second use costs the Veteran their next action.

* Capstone · Capstone Slot — Unlocks when the Veteran has prevented a party member from reaching 0 Health three times across any number of sessions

Capstone · Rally · Action · Once per floor

All characters within 1 space recover one Sanity level and gain Armor and Health equal to the Veteran’s level. The Veteran’s own Sanity does not recover.

The Bandit

Skill 1 · Burgle · Action

Loot as a sneak action without being noticed. In combat, Burgle does not break sneak and does not consume the attack action — it is a separate action entirely. Loot acquired through Burgle is immediately secured and cannot be lost to a loot-break check this Round. Once per turn at baseline.

An entity may be Burgled once. Roll 1d100 + (Floor − 5) × 10 on the Loot Table: if the result’s color matches the entity’s color, or is Any, the Bandit takes that item. Otherwise, nothing.

Spend 1 Skill Point: Burgle may be used twice per turn, targeting different loot items or gold sources.

Skill 2 · Extra Pockets · Passive

The Bandit’s Loot Slots are 5 at baseline instead of 3.

Spend 1 Skill Point: Loot Slots become 6.

Skill 3 · Disarm · Action

Disable one trap in the current Room. No Challenge roll. A trap disabled by Disarm does not trigger for any character for the remainder of the dive.

Spend 1 Skill Point: Disarm from sneak also recovers the trap’s mechanism as one Uncommon loot item.

* Capstone · Capstone Slot — Unlocks when the Bandit has successfully Burgled from 10 distinct enemies across any number of sessions

Capstone · Cheat · Action · Once per floor

Reroll any one roll — the Bandit’s, or any roll that directly affects the Bandit. Take the better result. If the reroll is also a natural 1, the roll is treated as a 6.

The Scholar

Skill 1 · Identify · Action

Reveal all properties of any loot item, enemy, or entity — faction, color, stats, active abilities, synchronicity conditions, hidden effects. If used on a spell-school conduit loot item, the Scholar gains access to one spell from that school at their current Magic rating for the remainder of the floor — without needing to be that color.

Spend 1 Skill Point: Identify also reveals which loot items in the Room the Scholar has not yet seen this campaign. New loot is prioritized.

Skill 2 · Scrolls and Ink · Action

Create a Scroll of any spell the Scholar has cast or witnessed this session. Any character may use the Scroll as a one-time action — it casts the recorded spell at the Scholar’s Magic rating at time of recording, regardless of the user’s color. A Scroll breaks on use. The Scholar holds up to Magic in active Scrolls. Additionally, inscribe any Gear or Garment with +1 Magic — takes one full turn outside of combat.

Spend 1 Skill Point: Inscribed loot grants +2 Magic instead of +1.

Skill 3 · Investiture · Passive

Grant +1 Magic and +1 to all rolls to any character the Scholar is adjacent to at the start of a Round. Lasts until the Scholar moves away. One character benefits at a time.

Spend 1 Skill Point: Investiture extends to all characters within 1 space rather than only adjacent.

* Capstone · Capstone Slot — Unlocks when the Scholar has Identified at least one entity from every enemy faction (Ghoul, Zombie, Phantom, Demon, Ogre, Maw)

Capstone · Predict · Action · Once per Round

Roll against a target enemy’s declared action before it resolves. Challenge target equals the enemy’s level ×3. On success the action is denied — it does not occur, its cost is not refunded, and the enemy loses that turn. On failure the Scholar’s action is consumed and the enemy acts normally. Against the Lich, Predict requires a target of 30.

The Aristocrat

Skill 1 · Command · Action Direct one Retainer to take one action on the Aristocrat’s turn: Attack, Loot, Block, or Move. No roll. Or grant one ally one additional action on the Aristocrat’s turn; the ally chooses the action taken. Once per Round. Spend 1 Skill Point: Command directs or grants to two targets simultaneously, both acting on the Aristocrat’s turn.

Skill 2 · Retainers · Passive

Retainers enter the turn stack at the Aristocrat’s initiative. Each provides one piece of floor intelligence per floor: Common — Room type, next floor only. Skilled — full Room contents, one floor ahead. Exceptional — enemy faction composition, two floors ahead.

Spend 1 Skill Point: One Retainer of the Aristocrat’s choice requires no payment for one in-game day.

Skill 3 · Family Heirloom · Passive

The Aristocrat cannot be Charmed, Dominated, Bound, or otherwise compelled to act by another character or entity. Effects that would direct the Aristocrat’s action fail without a roll.

Spend 1 Skill Point: Family Heirloom extends to one Retainer or ally within 1 space, chosen at the start of each Round.

* Capstone · Capstone Slot — Unlocks when the Aristocrat has maintained at least 3 active Retainers for 7 consecutive in-game days

Capstone · Influence · Action · Once per in-game day

Add to a friendly roll or subtract from a hostile one. Roll and add or subtract the result from any roll made by any character or entity the Aristocrat can see — including enemies, including the Lich. Roll the full Influence pool: Power + Magic + level. Against the Lich, a Challenge roll of 24 is required first — the Lich does not bend easily to social pressure. Once per in-game day.

The Lich Doctor

Skill 1 · Diagnose and Bandage · Action

Restore (level)d6 Health to a number of characters equal to the Lich Doctor’s level. Each target may be different. Also removes one active physical ailment (Burn, Poison, Freeze, Bound) from each target healed. It works on the Lich. Spend 1 Skill Point: Diagnose and Bandage also restores 3 Armor to each target healed.

Skill 2 · Medicine Bay · Passive

Gain 3 additional Loot Slots designated as Medicine Slots. Only Flora may occupy them. Flora retain their color. Additionally gain access to the Giver’s Recipes and Celestial Magic spell lists at current Magic rating.

Spend 1 Skill Point: One Medicine Slot item replenishes at the start of each in-game day for 36 gold, paid at the Inn.

Skill 3 · Doctor’s Coat of Arms · Passive

The Garment slot functions as both a Garment and a Medicine Slot simultaneously without occupying two slots. Additionally store up to Magic in prepared spells in the Coat — drawn from any school the Lich Doctor has access to. Prepared spells cast from the Coat cost half their normal gold. The Coat cannot store One-Thousand Blades, Feast, or Omega.

Spend 1 Skill Point: One additional spell stored in the Coat.

* Capstone · Capstone Slot — Unlocks when the Lich Doctor has healed a character back from 0 Health three times without using a spell

Capstone · Cure · Action · Once per session

Lift one ailment from any target and restore 25% of their maximum Health (rounded up) — and the target may continue acting from 0 Health as though at 1 Health for 1d6 Rounds. Alternatively cast on a fallen character: they revive at 25% maximum Health (rounded up) immediately with no permanent reduction and may act on their next turn.

The Witch

Skill 1 · Commune · Action

Reveal the nature of all Rooms within 1 space, or reveal one Room up to Magic spaces away in full detail. Any color loot the Witch carries may be used as a conduit for that loot’s school — cast one spell from a conduit loot’s school at current Magic rating.

Spend 1 Skill Point: Commune reveals the Room’s contents two floors ahead — the Witch reads the Tomb before descending into it.

Skill 2 · Familiar · Action

Summon a Familiar at the start of each Tomb dive or The Forest visit. Roll 1d8 for the Familiar.

Spend 1 Skill Point: The Familiar’s Health is doubled permanently.

Skill 3 · Counter Magic · Response

Roll against any declared spell or special ability before it resolves. Challenge target equals the caster’s Magic x3. On success: the spell is stolen — it does not resolve for the original caster, and the Witch casts it for free on their next turn at the original caster’s Magic rating with no gold or Sanity cost. On failure: the spell resolves normally and the Witch’s Response is consumed. Cannot steal the Lich’s abilities.

Spend 1 Skill Point: A successfully stolen spell may be held up to 3 Rounds before casting rather than cast immediately next turn.

* Capstone · Capstone Slot — Unlocks when the Witch has successfully Counter Magicked a spell from three different spell schools

Capstone · Oneness · Action · Once per session

Inhabit the body of any visible target — ally, enemy, or entity. The Witch acts through the target’s body using the target’s physical stats but their own Magic and spell access. The Witch’s own body becomes inert and immune to all damage while Oneness is active. The target’s loot is available to the Witch while inhabiting. Oneness lasts until the Witch chooses to end it or the inhabited body reaches 0 Health. Against the Lich: Oneness lasts one Round only — but that Round the Witch has access to everything the Lich can do.

Chapter 3 · The Familiar

The Witch rolls 1d8 at the start of each Tomb dive or Forest visit.

1d8 Familiar Combat Intelligence Special
1 Homunculus +0 atk, 12 Health Reveals one hidden Room per floor. Carries one loot item and may use that item’s Action as an additional action on the Witch’s turn.
2 Cat +1d6 atk, 18 Health Detects traps before the Witch enters. Sneak does not require an action while the Cat is adjacent.
3 Raven +0 atk, 12 Health Reveals enemy faction in adjacent Rooms before entry. The Raven may use Commune’s reveal once per floor without costing the Witch an action.
4 Hound +2d6 atk, 24 Health Tracks any entity that has passed through a Room this floor. A target hit by the Hound cannot leave its Room until the start of the Hound’s next turn.
5 Shade +1d6 atk, 20 Health Reveals color composition of all enemies in adjacent Rooms. The Shade attacks from Invisibility.
6 Bound Demon +3d6 atk, 36 Health Reveals the full stat block of one enemy per Round. The Witch rolls a Sanity Challenge (target 12) each Round it is active. At Lost Sanity the Demon is no longer bound — it acts on the turn stack on no one’s behalf.
7 Mouse +0 atk, 8 Health Reveals one hidden Room per floor. Always sneaking. Moves up to 3 spaces per turn and may squeeze into 1 unreachable space per floor.
8 Bat +1d6 atk, 14 Health Echolocation — reveals Room contents within 2 spaces without entering. The Bat’s attacks ignore vision penalties, including darkness and Sanity.

The Familiar acts on the Witch’s turn and shares one piece of intelligence per Round about adjacent Rooms or entities. It persists for the current floor or until defeated. It cannot be re-summoned mid-floor. A defeated Familiar returns next session.

PART II — THE TOWN & THE OVERWORLD

Chapter 4 · The Town, the Gauntlet & the Survival Clock

At the start of each campaign, roll 1d6 twice for the Smith’s favored colors and twice for the distrusted (1 Red, 2 Blue, 3 Green, 4 Purple, 5 Black, 6 Orange; re-roll duplicates). This affects pricing throughout the campaign.

THE INN Food and shelter. The baseline of survival. Costs reset each in-game day. Town patrons may sponsor meals and shelter for other players. Gold contributed to the Inn counts toward event triggers. Meal: 36 gold. Shelter: 72 gold. Both: 108 gold per day.

THE SMITH

Repairs Armor, Gear, Garments, Accessories, and broken loot. Armor is repaired at 36 gold per point, never above maximum. Recolors items. The Smith does not buy, sell, or keep items.

Armor. Armor does not recover on its own. Armor cannot be repaired above its maximum.

Broken items. A broken Gear, Garment, Accessory, or loot item is repaired for one quarter of its sell value. A repaired item returns intact with all effects.

Recolor. One item per in-game day. Bring the item and one Stone of the target color — Ruby for Red, Sapphire for Blue, Amethyst for Purple, Emerald for Green, Topaz for Orange, Obsidian for Black. The Stone is consumed. 36 gold. An item cannot be made Colorless, and Colorless cannot be removed.

The Smith charges more for colors they distrust and less for colors they favor: two favored colors −20%, two distrusted +30%. Disposition is set at campaign start and changes only by Drift. Drifts stack.

THE SQUARE Where town events occur. Gold contributed to Square events grants stat bonuses to all characters the following in-game day.

THE TOMBS Ten levels beneath the Town. Gold and common loot on the upper floors. Rare loot and real danger in the depths. The Lich on level ten. The social contract of tomb diving is the only protection players have against each other inside.

THE FOREST Single level. Great Celestial and Daedric beings wander here. Loot found in the Forest grants access to Daedric magic. No contract governs conduct here.

HEALTH Base 36. Modified by Garment.

ARMOR Each point negates one instance of damage. Base 6. Modified by Gear.

MAGIC Access to spells and special abilities. Powered by gold held in the Gauntlet. For every 600 gold held, Magic increases by 1.

SANITY Starts Whole. Degrades through Tomb exposure, Lich proximity, certain loot effects, and enemy abilities.

GOLD Tracked in X marks along the Gauntlet’s base. Each X represents 100 gold.

EQUIPMENT SLOTS • GEAR — one active piece of equipment • GARMENT — one worn piece of equipment • ACCESSORY — one worn piece of jewelry • LOOT SLOTS — three active loot items at baseline. • SKILLS — three Skill Slots. • CAPSTONE — one dedicated slot. Unlocked by meeting the class’s capstone condition. • ID PANEL — Name and Level.

STATS

Every Lichslayer begins at these values.

Stat Base Modified By
Health 36 Garment
Armor 6 Gear
Magic 6 Gold — +1 per 600 gold held
Speed 6 Loot
Power 6 Loot
Move 1 Loot

Attacks gain +1d6 per point of Power above 6. Speed grants one additional turn per full 6 above 6.

Stat points. Roll 1d6 six times at character creation. Each result assigns one point.

d6 Point
1 Power — +1d6 to attacks
2 Speed — +1 Speed
3 Health — +6 Health
4 Armor — +2 Armor
5 Magic — +1 Magic
6 Choose any of the above

Move is gained through loot and skills only.

INVENTORY

Inventory holds what is not equipped. Depth is 1 + maximum Health ÷ 6, rounded down — seven at base.

One slot holds one stack. A stack is up to six identical items, or fewer where the item’s own maximum is lower. Treasure follows its own stack line.

Inventory items are not active. They confer no effect and count toward no synchronicity condition.

Moving an item between inventory and an equipment band costs one turn. Components must occupy a Loot slot to be spent.

Every character must eat at least once every 3 in-game days and sleep under shelter at least once every 7 in-game days.

NEGLECT PENALTIES Penalties apply at the end of each day the minimum is not met and stack until the need is met.

DAYS WITHOUT EATING PENALTY

Day 1-3 No penalty if minimum met

Day 4 −1 to all rolls. −6 maximum Health.

Day 5 −2 to all rolls. −12 maximum Health. Drop one Sanity level.

Day 6+ −3 to all rolls. −18 maximum Health per day. Drop one Sanity level per day.

Maximum Health lost to hunger returns at 6 per in-game day in which the character has eaten. Healing of any kind restores Health, never the lost maximum. Maximum Health cannot fall below 6.

DAYS WITHOUT SHELTER PENALTY

Day 1-7 No penalty if minimum met

Day 8 −1 to all rolls. −6 Health.

Day 9 −2 to all rolls. Drop one Sanity level.

Day 10+ −3 to all rolls. −12 Health per day. Drop one Sanity level per day.

Chapter 5 · Overworld Events

Rolling Order

The Inn — d12 Event Table

Modifiers (cumulative)

Patron Investment — +1 per 200 gold contributed to the Inn the previous day (max +3).

Retainers Bonus — +1 per 3 active Retainers across all patrons in the Town.

Square — +2 while a Festival is active. −2 while the Square is Empty.

Lich’s Attention — −1 at Stage 1, −2 at Stage 2, −3 at Stage 3. Roll is capped at 12 high and 2 low.

Roll Event Effect
2 The Lich Stirs All characters lose 1 Sanity level. Tomb enemy spawn rates increase for one day. Cannot be negated by gold.
3 Illness Spreads All characters who slept at the Inn roll Health Challenge (target 12). Failure: −12 Health, −1 to all rolls tomorrow. 100 gold donated negates.
4 The Inn Needs Repairs Shelter cost doubles tomorrow. Sleepers anyway lose 1 Sanity. 200 gold restores normal cost.
5 Lean Times Meal cost +18 gold for one day. 100 gold reduces back to normal.
6 Quiet Night Standard costs. No event.
7 Square Watch Add +1 to the Square Watch counter. At 3, a Festival is held tomorrow morning and the counter resets.
8 Traveling Merchant Uncommon loot available at the Inn tonight only. 216-360 gold.
9 Local Rumor Judge reveals one piece of information about the current Tomb floor’s composition. 50 gold to Square triggers on a quiet night.
10 The Troupe Arrives All characters +1 to rolls tomorrow. Meals halved tonight. 50 gold sponsors extends bonus a second day.
11 Fair in the Square Contributors of 100+ gold gain +6 Health and +1 Sanity. All gain +6 on their first roll of the next day’s Tomb dive.
12 The Banquet All restore full Health and 1 Sanity. Survival clocks reset. Requires 500+ gold in patron contributions to trigger; otherwise treat as 11.

The Smith — Weekly Events

Roll 1d8 at the start of each in-game week.

1d8 Event Effect
1 Injury The Smith cannot work for 1d4 days.
2 Tools Broken No recolors this week. Repairs take 1 in-game day instead of immediate.
3 Standard Week The Smith works as usual.
4 Standard Week The Smith works as usual.
5 Good Coals All repairs cost half this week.
6 Disposition Drifts Roll 1d6: 1-2 the favored colors swap with the distrusted. 3-4 one favored color becomes neutral. 5-6 disposition deepens — favored −30%, distrusted +40% — for the rest of the campaign.
7 Steady Hands One recolor this week requires no gold. The Stone is still consumed.
8 Gratitude The player who has paid the Smith the most this campaign receives one repair of any single item at no cost.

The Forest — Daily Conditions

Rolling the Forest

Frequency — 1d6 each in-game day a party enters the Forest. Roll at entry.

Modifiers — +1 if the Giver has been fed this week. +1 if a Daedric Being was tributed without subsequently attacked. −1 per The Forest griefing event the party committed this campaign. −2 if the Giver is dead.

Duration — The condition lasts the full in-game day. New roll required on next visit.

Roll Condition Effect
≤1 Colorless Drift Patches of the Forest have gone gray. Sanity Challenge (target 12) on entry or drop one Sanity level. No Great Beings appear today.
2 Quiet Walking The Forest is empty of major presences today. Loot foraging yields 1 Common Forest item per party member (1d6: 1-3 Orange, 4-6 Blue). No Great Beings.
3 A Daedric Being Wanders One Daedric Being is present in the Forest today. Approach per Entities entry. Tribute accepted. The Being remembers prior interactions.
4 A Celestial Being Wanders One Celestial Being is present today. Approach per Entities entry. The Being prefers parties with at least one player at Whole Sanity — others may approach but the Being will not engage.
5 The Giver Is Here The Giver is in this stretch of the Forest today. May be fed (216+ gold of food) or visited. Players who have fed the Giver 3+ times across the campaign may also receive an audience — the Giver will answer one question about the world’s broader state.
6+ Twin Presence Two Great Beings are in the Forest today — roll 1d6 again to determine the second (re-roll if same as first; on duplicate roll the Giver is present alongside).

Lich’s Attention — Stages

Stage 1 · Watching — Trigger: first Floor 4 descent.

Inn — −1 to Inn event rolls. Negative events triggered first.

Sanity — Sanity Challenges in the Tombs target +2 (target 14 where 12 was, etc.).

Stage 2 · Reaching — Trigger: first Floor 6 descent.

Inn — −2 to Inn event rolls. Shrine and Rest spaces on Tomb floors 1-5 become unsafe.

Smith — Smith adjustment events more likely (re-roll 1-2 on Smith table once per week, applied automatically).

Forest — Colorless Drift more likely. Daedric Beings appear 50% less often.

Sanity — Sanity Challenges in the Tombs target +4. Lost Sanity recovery requires 2 nights of rest instead of 1.

One Town NPC disappears each in-game week — leaves quietly, no event. Square Watch counter cannot exceed 1 while Stage 2 is active.

Stage 3 · Active Conflict — Trigger: the Unbound set completed, or a Tier 3 Vanity Idol raised.

Inn — −3 to Inn event rolls. Inn event table effectively locks to events 2-9 (negative half) for the duration.

Smith — Smith refuses work from any player who has reached Lost Sanity. Disposition disregarded.

Forest — Great Beings appear half as often. The Giver loses Health twice as fast if unfed.

Sanity — All Sanity Challenges anywhere target +6. Even rest at Inn has a 1d6 chance per night of disturbed sleep (on 1: no Sanity recovery, drop 1 instead).

No Festival may be held while Stage 3 is active. The Square Watch counter does not advance.

Stage 4 · Manifestation — Trigger: the Lich’s Crown applied, or multiple Tier 3 Vanity Idols raised.

Turned — All turned characters are recalled to the Tombs. The Lich seats them on floors of its choosing, and they act as entities under the Judge until Cured, Restored, or Cleansed.

Inn — Inn closes. Players cannot eat or sleep at the Inn. Survival clock advances unchecked.

Smith — Smith flees the Town. Armor, loot, and equipment cannot be repaired or upgraded until the campaign resolves.

Forest — Forest becomes hostile. Every visit triggers an additional enemy encounter (Entities, Floor 7-9 tier). The Square Watch counter resets to 0 and cannot advance.

Sanity — All party members default to Lost Sanity while in the Town. Each Round a character at Lost Sanity spends in the Town, the Lich attempts communion: the Judge rolls 1d6 openly; on a 6 the character passes a Sanity Challenge (target 18) or is turned.

De-Escalation

Stage 1 → 0 — 7 consecutive in-game days without a Tomb dive past Floor 3. The Lich loses interest.

Stage 2 → 1 — 14 consecutive days without a Tomb dive past Floor 5, OR successfully sponsor a Banquet.

Stage 3 → 2 — Destroy all Vanity Idols, OR destroy the Unbound set, OR successfully complete a campaign-defining narrative action the Judge agrees counts.

Stage 4 → 3 — Cannot be de-escalated. Stage 4 only ends when the campaign resolves — Lich defeated, Town destroyed, or party departs the world entirely.

Travel Between Towns

Travel Mechanics

Travel Time — 1d6 in-game days between Towns. Survival clock applies the whole time. Travel through the world is not safe.

Travel Encounters — Roll 1d6 per day of travel. On 1-2: random encounter — roll on the Entities table at the party’s deepest Tomb floor tier. On 3-5: nothing. On 6: a stranger met — a possible Retainer recruit or NPC.

Town Inheritance — When a party arrives at a new Town: that Town has its own Smith disposition, its own Inn event history, its own Lich’s Attention state, its own Square Watch counter. The party brings their Crystal Gauntlets and reputation; the Town brings everything else.

Cannot Return Immediately — A party that departs a Town cannot return for 7 in-game days. The Lich’s Attention on the departed Town may resolve in the party’s absence — or escalate. Roll for it.

Chapter 6 · The Idol

Creating an Idol — Process

Commission — Player declares intent in the Town. Pay the tier’s full gold cost. Choose inscription (if any).

Construction — Tier 1 takes 1 in-game day. Tier 2 takes 3. Tier 3 takes 7. During construction the Idol is incomplete and provides no effect.

Activation — The Idol becomes active on the in-game day construction completes. Boons or consequences begin that day.

Inscription Application — A loot-found inscription must be physically applied (it is a consumable loot item — destroyed on application). Without inscription, the Idol is Vanity by default. A wrong inscription grants half the boon and the full consequence.

The Three Tiers

Tier 1 · Personal Idol — 1,000 gold · 1 day

Kept in player’s room at the Inn or in their own residence.

Subjects Allowed — Self, Companion (party member or Retainer), Memorial (deceased), Deity, Daedric Force.

Properly Inscribed Boon — Apply the inscription’s boon to the dedicating player only.

Tier 2 · Square Idol — 5,000 gold · 3 days

Scale — Stands in the Square. Visible to every Town resident and every player.

Subjects Allowed — As Tier 1. A Self-Idol at this tier is publicly noted.

Properly Inscribed Boon — Apply the inscription’s boon to all party members AND a Town-wide effect. Persists for one full campaign or until destroyed.

Tier 3 · Great Idol — 15,000 gold + one Rare loot item · 7 days

Construction requires at least one Rare loot item as raw material — consumed on completion.

Memorial Idols at this tier are accepted only for entities of campaign-defining significance (Judge call).

Properly Inscribed Boon — Campaign-altering benefit. Persists across sessions until the Lich is defeated or the Idol destroyed. Players who descended into the Tombs while a properly-inscribed Great Idol stood receive its boon throughout.

The Inscriptions

An inscription is a loot item applied to an Idol. Inscriptions are found in Tomb chests on Floor 4 and below, in the Forest, or granted by Great Beings. Each is consumed when applied and cannot be transferred. A wrong inscription grants half the boon and the full consequence. An Idol without an inscription is Vanity.

The Unbound’s Sign — Found: Floor 7-9 Rare Cache. Boon: Sanity recovery doubled at the Inn.

The Giver’s Mark — Found: granted by the Giver, fed. Boon: All party members’ survival clock penalties delay by 1 tier. The Banquet triggers at 300 gold instead of 500.

The Elemental Sigil — Found: Tomb chest, Floor 4 and below. Each variant — Earth, Water, Fire, Air — is a distinct inscription. Boon: Smith disposition fixes to base price regardless of color. Elemental Call costs no gold.

The Celestial Mark — Found: granted by a Celestial Being approached correctly, at an offer of gold equal to 6× current level with weapons sheathed. Boon: Full Sanity restoration for the dedicating party once per in-game week. The Town heals 36 Health per resident per day.

The Forest Sigil — Found: two Stones combined. Boon: The Forest’s hostile encounters reduce by half for the party. Daedric Beings approach this party preferentially.

The Lich’s Crown — Forbidden. Found: crafted by a character at Lost Sanity. Cannot be obtained otherwise. Boon (Trap): Applying this inscription to any Idol counts as the most extreme Vanity Consequence regardless of subject. A Self-Idol bearing the Crown creates the only condition under which the Lich manifests.

The Vanity Consequence Scale

A Vanity Idol is any Idol without proper inscription, AND any Self-Idol regardless of inscription (with one specific exception: Memorial inscriptions of the Self after the dedicating character’s death). Vanity Idols compound — each one active stacks its consequence with prior ones.

Stage 1 — One Tier 1 Vanity Idol Active

Lich Effect — +1 to Lich’s Attention escalation table for one in-game week.

Town Effect — Survival clock penalties accrue 1 day faster for the dedicator only.

Sanity Effect — Dedicator rolls Sanity Challenge (target 6) at start of each in-game day. Failure drops Sanity by 1 tier.

Stage 2 — One Tier 2 Vanity Idol OR Multiple Tier 1 Vanity Idols Active

Lich Effect — Lich’s Attention escalates one full tier (treat as if next threshold hit).

Town Effect — Smith’s color disposition shifts against the dedicator. Inn event table gains +1 chance of negative events for 7 in-game days. One Retainer shifts to Wary.

Sanity Effect — All party members roll Sanity Challenge (target 12) once per in-game week.

Stage 3 — One Tier 3 Vanity Idol OR Multiple Tier 2 Vanity Idols Active

Lich Effect — Lich enters active conflict. Town event table locks to negative events only for 7 in-game days.

Town Effect — Town NPCs begin leaving — lose 1 random NPC per in-game week. Includes Retainers if not paid double standard rate.

Sanity Effect — All party members suffer a permanent −1 to Sanity Challenges while in the Town. Effect ends with Idol’s destruction.

Stage 4 — Lich’s Crown inscription OR multiple Tier 3 Vanity Idols. Lich’s Attention advances to Stage 4 — Manifestation.

Idol Destruction

Time Required — Tier 1 destruction takes 1 in-game day of focused work. Tier 2: 3 days. Tier 3: 7 days. Cannot be rushed.

Cost — Tier 1: free. Tier 2: 500 gold of labor and tools. Tier 3: 2,000 gold AND one Rare loot item (consumed in the breaking).

Effect of Destruction — All Vanity consequences from that Idol cease immediately on completion of destruction. Stage downgrades accordingly if other Vanity Idols remain.

Properly Inscribed Destruction — A properly inscribed Idol that is destroyed grants a final boon: the inscription’s referenced entity blesses the destroyer with one permanent +1 to a Rating of the destroyer’s choice.

The Lich’s Crown Cannot Be Destroyed — Once applied, the Crown inscription is permanent. The Idol may be destroyed; the corruption it introduced remains.

Chapter 7 · Retainers

Retainers are hired by the Aristocrat and paid daily at the Inn. Common 108 gold per day (18 Health, 3 Armor, Attack +0). Skilled 216 gold per day (30 Health, 6 Armor, Attack +1d6). Exceptional 360 gold per day (42 Health, 9 Armor, Attack +2d6, one loot item). Unpaid Retainers leave at the end of the day.

Each holds one loyalty state: Wary, Standard, or Devoted. New Retainers arrive Standard. Paying double wage for one day shifts a Retainer up one state. Missing a wage shifts one down. Devoted Retainers do not leave during Lich’s Attention events. Wary Retainers leave on any negative Inn event.

An Aristocrat may maintain a number of Retainers equal to their level.

Roll 1d8 once per in-game day. +1 per 3 Devoted. −1 per Vanity Idol active.

1d8 Event Effect
1 Defection One Retainer leaves with their equipment. Final this campaign.
2 Sickness One Retainer cannot work 1d4 days. Full wage still owed. A Lich Doctor may treat them for 36 gold and one turn at the Inn.
3 Grievance One Retainer shifts to Wary, or settle for 50 gold.
4 No event.
5 No event.
6 Common applicant Accept or decline at no cost. Arrives Standard.
7 Skilled applicant Accept or decline at no cost. Arrives Standard.
8+ Exceptional applicant Accept or decline at no cost. Arrives Standard.

PART III — THE TOMBS

Chapter 8 · Sanity

Sanity degrades through prolonged Tomb exposure, proximity to the Lich’s influence, certain loot effects, enemy abilities, damage from colorless entities, and neglect of the survival clock.

WHOLE No penalties.

STRANGE −1 to all rolls.

EDGE −2 to all rolls. May only loot every other round, or roll Challenge (target 12) to loot on off-rounds.

PARANOID −3 to all rolls. Must roll Challenge (target 18) to loot at all.

LOST −4 to all rolls. −1 movement every other round.

SANITY LOSS TRIGGERS • Tomb exposure — Room entries that call for a Sanity Challenge • Proximity to the Lich — any round spent adjacent to the Lich or its Phylactery • Certain loot effects — flagged in the loot table • Enemy abilities — flagged on enemy entries • Damage from Lich-type sources — each instance triggers Sanity Challenge (target 12) • Neglect of the survival clock • Some loot deliberately drains Sanity as a cost of activation

SANITY AND LOOT Certain loot negates Sanity penalties so long as the item remains intact.

RECOVERING HEALTH AND SANITY

A full night of uninterrupted shelter with a meal restores 6 + (level)d6 Health. Reduce the dice by 1 for each in-game day the character has missed a meal or shelter since their last full rest. Minimum restoration 6. Sanity recovers one level per full night of uninterrupted shelter sleep if the character has eaten within the last 3 days. Certain Inn events, loot items, and the Giver’s Recipes restore Sanity outside of rest.

Chapter 9 · The Board

A space is one Room on the board.

  1. THE TOMBS — THE BOARD The Tombs are ten levels beneath the Town. Each floor is a 5x5 grid. Players occupy rooms not individual squares — movement means moving between rooms. The grid tracks which rooms are revealed, which are blocked, which contain active enemies, and which are clear.

THE 5x5 GRID Twenty-five spaces per floor. Rooms are revealed as players advance. Each revealed room may add enemies to the turn stack. The floor is alive as a whole — enemies persist across rooms until defeated.

TRAPS

A Room may contain a trap. Roll 1d6 on entry unless the trap has been disabled. A trap with a listed effect uses that effect instead of the roll.

1d6 Trap
1 12 damage, bypassing Armor.
2 Speed −2 for 3 Rounds.
3 Bound. Cannot leave the Room for 1d4 Rounds.
4 Sanity Challenge (target 12) or drop one Sanity level.
5 Poisoned. 6 damage at the start of each turn for 3 Rounds.
6 Frozen. Lose the next turn.

A trap triggers once per character entering the Room.

CHESTS

Roll 1d6 when a chest is opened. On a success the chest contains loot.

Floors Loot present on Gold
1–3 6 6d6×18
4–6 5–6 4d6×12
7–9 3–6 2d6×6
10 always

When loot is present the player rolls 1d100 on the Loot Table. The Judge rolls the gold.

ROOM CAPACITY BY TYPE When a room reaches maximum capacity it blocks passage until entities are removed. The Lich does not need to attack the party directly. It only needs the board to fill up.

ROOM TYPE MAXIMUM ENTITIES NOTES

Hall 2 Bottleneck. Fills fast.

Chamber 4 Standard combat space.

Vault 6 Open. Gold rooms are often Vaults.

Antechamber 3 Transition space. Often has one exit blocked.

Shrine / Rest 0 enemies Safe until the Lich’s attention activates.

Chapter 10 · Room Generation

Room Roll Mechanics

Frequency — Roll once per Room advance. Players move into a new Room; Judge rolls 1d12 on the appropriate tier table.

Exploding Gold — All gold formulas use exploding d6. A die showing 6 rolls again and adds. No cap.

Enemy Activation — Enemies revealed by room rolls enter the turn stack immediately.

Modifier Application — Apply Lich’s Attention and Square state modifiers before reading the result. A modified roll past 12 caps at 12. A modified roll under 1 caps at 1.

Re-Roll Rules — If the rolled room is contextually impossible (e.g., a Rest Chamber after a Sanity Break in the same floor, or a Merchant’s Corner after the floor’s Merchant has been dispatched), re-roll once. If the re-roll is also impossible, the room is empty.

Floors 1-3 — The Upper Tombs

Common · d12 · Colorless & Red

d12 Room Gold Loot Enemies Effect
1 The Empty Passage None Survival clock advances 1 hour for each player who passes through.
2 The Deep Pull Rare Floor 4-6 enemy
3 The Shrine None Interact as an action. Roll 1d6: 1-2 nothing happens. 3-4 restore 36 Health to all party in Room. 5 restore 1 Sanity level to interacting player. 6 restore both AND grant +1 to the next roll.
4 The Trap Room 6d6×6 None Roll Challenge (target 12) to navigate. Failure: 12 damage to the lead player. Gold is collected after successful navigation. Traps on floors 1-3 carry no Sanity cost unless a character reached 0 Health.
5 The Ghoul Nest 1d6: on 6, 1 Common item 1 Ghoul per player If a Ghoul Nest is cleared in under 3 Rounds, another Nest spawns one Room ahead within 1d6 Rounds.
6 The Small Gold Room 2d6×18 1 Ghoul Defeating it releases the gold.
7 The Common Cache 2d6×6 1 Common per player 1 Ghoul per player One Common loot item per party member.
8 The Zombie Den 1d6: on 6 Common (Red) 1 Zombie per player
9 The Collapsed Chamber None Roll Challenge (target 6) to navigate without taking 6 damage. Success grants a shortcut to the next floor — bypass 1d6 Rooms on the way down. Useful when the floor has gotten dangerous.
10 The Rest Chamber None Counts as shelter for the survival clock. Something is scratched into the wall — the Judge reveals one piece of intelligence about the Tombs.
11 The Merchant’s Corner Common for sale None Common loot available at 144-216 gold per item. Smith’s color disposition applies — the merchant is a Town agent. Re-roll if a Merchant’s Corner has already appeared on this floor.
12 The Gold Vault 6d6×36 None No enemies. Just gold.

Floors 4-6 — The Middle Tombs

Uncommon · d12 · Blue & Purple

d12 Room Gold Loot Enemies Effect
1 The Sleeping Hall None Nothing visible. Sanity Challenge (target 6) for each player passing through. Fail: drop 1 Sanity level.
2 The Deep Pull Rare guaranteed Floor 7-9 enemy
3 The Sanity Test None All players roll Sanity Challenge (target 12). Failure: drop one Sanity level.
4 The Trap Corridor Uncommon None Roll Challenge (target 18) to navigate cleanly. Each failure costs 18 damage. One Uncommon loot item is secured at the corridor’s end.
5 The Demon Threshold 1 Demon per player
6 The Contested Chamber Both faction loot Mixed factions Players may engage immediately, wait for one side to win, or pass through carefully (Sneak target 12). Waiting costs one Round of survival clock advance. If both factions are fully defeated, the Room yields 1 Uncommon loot item per faction.
7 The Uncommon Cache 1 Uncommon per player None Roll Challenge (target 12) to access without triggering trap. Failure: 12 damage to lead player. Success: one Uncommon loot item per party member.
8 The Phantom Gallery 1 Phantom per player
9 The Dwindling Vault 4d6×18 2 Ghouls
10 The Rest Hollow None Counts as shelter for the survival clock. Uneasy. Roll 1d6 on waking: 1-2 drop 1 Sanity. 3-4 sleep undisturbed. 5-6 restore 1 Sanity.
11 The Merchant’s Alcove Uncommon for sale None Uncommon loot 216-360 gold per item. Smith’s color disposition applies — distrusted colors marked up 50% instead of 30%.
12 The Unbound Fragment 1 Unbound Vestment piece 1 Demon Roll Challenge (target 24) to access. Failure triggers a Demon encounter. Success grants one piece of the Unbound Vestments.

Floors 7-9 — The Lower Tombs

Rare · d12 · Green & Black

d12 Room Gold Loot Enemies Effect
1 The Echoing Vault None Each player rolls Sanity Challenge (target 12). Pass: the Judge reveals one piece of information about a deeper Room. Fail: drop 1 Sanity level.
2 The Communion Room None Any player at Lost Sanity is targeted by communion. Other players cannot interfere.
3 The Trap of the Deep None Roll Challenge (target 24) to navigate. Failure: 36 damage directly to Health, bypassing Armor.
4 The Colorless Antechamber None Sanity Challenge (target 12) for all players or drop one Sanity level.
5 The Maw Den Rare Maw loot 1 Maw per player
6 The Contested Deep Maws & Ogres Players entering the fight take damage from both sides. If both factions are fully defeated, the Room yields 1 Rare loot item per faction. Waiting: after 1d6 Rounds one faction wins; the Room yields the loser’s loot item.
7 The Rare Cache 1 Rare per player None Sanity Challenge (target 18) to enter. Failure: lose 1 Sanity AND lose access to one item from the Cache. Success: one Rare loot item per party member.
8 The Ogre Hall Rare Ogre loot 1 Ogre per player
9 The Sanity Break None All players roll Sanity Challenge (target 18). Failure: drop one Sanity level.
10 The Unbound Chamber Multiple Unbound pieces 3 Two Vestments — roll 1d6 twice; on a duplicate, roll again. Guarded by 3 entities — roll composition for each.
11 The Final Merchant Rare for sale None Rare loot 432-648 gold per item. Color disposition at maximum — distrusted colors marked up 100% instead of 30%. A party that recognizes them may attempt Lich Doctor’s Diagnose to bring them back. Success means a friend in the Tombs. Failure means a target in the Tombs.
12 The Empty Antechamber None No roll. Just silence.

Floor 10

Framework · Not Table-Generated

The Gate — The entrance to Floor 10. Locked until every player has cleared at least one Room on Floor 9. The Gate cannot be rushed: players who attempt to force it before the unlock condition is met take 1 Sanity loss each per attempt. Once opened, the Gate cannot be closed, and it cannot be passed upward. Through the Gate there is no retreat from Floor 10, and no withdrawal at 0 Health; the character is permanently lost.

The Floor — Rooms are not rolled. There is no gold. At the start of each Round, 1d6 entities enter at the Gate; roll composition for each. The waves do not stop while the Phylactery exists.

The Phylactery — The Judge places the Phylactery anywhere on the floor board, hidden until a character enters its space. At the start of each Round the Phylactery casts one spell from Lich’s Magic at no cost, targeting the nearest character. The Phylactery is not the Lich.

The Modifier Table

How Lich’s Attention & Square State Shift Rolls

Apply modifiers cumulatively before reading the roll.

Lich’s Attention Stage 1 — Watching

−1 to all floor rolls. Edge entries shift down (a roll of 12 becomes 11).

Lich’s Attention Stage 2 — Reaching

−2 to all floor rolls. Shrine results 3-5 are reduced to nothing or +1 to the next roll.

Lich’s Attention Stage 3 — Active Conflict

−3 to all floor rolls. Rest Chambers and Rest Hollows do not count as shelter.

Lich’s Attention Stage 4 — Manifestation

Tomb dives are effectively impossible. Every Room rolled is the Empty Antechamber or the Colorless Antechamber.

Square Festival

+2 to all floor rolls for one in-game day. Stacks with Lich’s Attention modifiers.

Square Empty

−1 to all floor rolls. Stacks with Lich’s Attention modifiers. Persists until reversed.

Character at Lost Sanity

A character at Lost Sanity may re-roll any natural 1 on a Room roll once per Tomb dive.

Daedric Tribute Active

+1 to Forest floor rolls while the tribute is active. Does not apply to Tomb floor rolls.

Chapter 11 · Combat & The Turn Stack

Combat in LICHSLAYER 9000 is not grid-based movement and positioning. The room describes what is happening. The turn stack determines who acts and when.

All spaces in LICHSLAYER 9000 are PVP space. Killing a player: the killer rolls a Sanity Challenge (target 12); on failure they drop one Sanity level.

THE TURN STACK When a room reveals enemies they enter the turn stack immediately. Every character and enemy has a position on the stack. Every entity receives at least one turn per round. Additional turns scale with Speed.

Enemies on the turn stack are not waiting to be addressed. They are moving through the floor, repositioning, Between player turns an enemy may move to an adjacent room, block a passage, or close on a vulnerable character. The floor is alive.

TAKING THE ATTACK ACTION Characters with a Gear or loot item that allows the attack action may take the attack action. Not all characters begin with attack access — loot and gear define what a character can do. A character without offensive loot can still interact, use items, move, and support.

RESOLUTION — EXPLODING d6 All attack rolls and challenge rolls use d6. Roll the die. If it shows 6 roll again and add. of 6s produces spectacular results. A 1 is a failure regardless of bonuses.

Difficulty targets are multiples of 6:

TARGET DIFFICULTY

6 Simple

12 Moderate

18 Difficult

24 Daunting

30 Merciless

DAMAGE & HEALTH Each point of Armor negates one full instance of damage, regardless of amount. An instance is a single attack, spell, or trap resolution. Ongoing effects — Poison, burning Rooms, and similar — are not instances and damage Health directly. Armor negates an instance’s damage; its other effects still resolve. When Armor is 0, damage strikes Health. Some attacks bypass Armor entirely — flagged on enemy and loot entries. It is repaired at the Smith, or restored by loot, spells, and skills. Armor cannot exceed its maximum. At 0 Health a character chooses: withdraw — they leave the floor and their dive ends — or press on at 1 Health. The third time a character reaches 0 Health on a single floor, that character is permanently lost. LOOT BREAKING Loot breaks. When a character rolls a natural 1 on an attack or challenge roll the Judge calls for an integrity check on one equipped item — Gear, Garment, Accessory, or loot. Roll 1d6 — on a 1 the item breaks and is removed from its slot. A broken item confers no effect and counts toward no synchronicity condition. Broken items are repaired at the Smith. Some loot is marked as unbreakable. Some loot breaks deliberately as a cost of activation.

A Lost character whose loot breaks mid-combat loses the Sanity-to-bonus conversion immediately. The penalties apply from that moment forward.

SANITY IN COMBAT The following triggers cause Sanity Challenge rolls during combat. Failure drops one Sanity level.

• Any round spent adjacent to a Colorless entity • Taking damage from a Lich-type source • Another player character reaching 0 Health on the floor • Specific enemy abilities — flagged on enemy entries • Entering a room flagged as a Sanity Test

Chapter 12 · Entities

Entity Color Floor Lvl Health Armor Speed Attack Abilities
Ghoul Colorless 1+ 1 18 3 6 1d6 Pack Hunter — +1d6 attack damage when at least one other Ghoul is in the same Room.
Zombie Red 1+ 1 24 0 4 1d6 Resilient — The first time reduced to 0 Health this combat, stands back up at 6 Health at the start of the next Round.
Phantom Blue 4+ 5 42 0 10 2d6 Bypass — Attacks ignore Armor entirely. Leech — On hit, the attacker rolls 1d6; on 1-3 the Phantom heals for the damage dealt.
Demon Purple 4+ 5 54 9 8 3d6 Burn — On hit, 1d6 damage at the start of the target’s next turn. Charm — On natural 6, the target rolls Sanity Challenge (target 12) or attacks a random ally next turn.
Ogre Green 7+ 8 84 6 6 4d6 Colossal Force — Attacks knock the target back one Room. Rage — At half Health, +1d6 to all attacks for the rest of combat.
Maw Black 7+ 8 60 12 12 2d12 Shadow Step — Moves to any Room within 2 spaces without provoking, twice per Round. Proximity Sanity — Adjacency triggers Sanity Challenge (target 12).

Stat blocks assume a standard party at the appropriate floor tier. Scale up by adding Health equal to the Entity’s level per additional player beyond four.

Every entity appears on its floor and all floors below. When a Room’s entities are placed, roll 1d6 per entity: 1-2 the lowest tier available, 3-4 the middle tier available, 5-6 the floor’s own tier. On floors 1-3 all results are the floor’s own tier.

The Lich

Colorless · Floor 10

Health144 baseArmor18Speed6 (2 turns per Round)Attack4d6 touch

Health Scaling — Base 144. +12 Health per player at Lost Sanity. +24 Health per Unbound Vestment piece equipped.

Armor Bypass — Bypassed only by All-Color loot, the Breaker’s Crush capstone, and the Demon Magic spell Crush.

Sanity Touch — On hit: Sanity Challenge target 18. Adjacency is constant target-18 Sanity Challenge per Round regardless of attack.

Free Magic — Casts one Lich’s Magic spell per turn at no gold or Sanity cost.

Death Word (Once per Encounter) — Speak the Word at one character. Resolve as the spell.

Lich’s Attention — Every Round, choose one PC. That PC rolls Sanity Challenge target 18.

Revival — Until Phylactery is destroyed, Lich revives at start of next Round with half Health when reduced to 0.

On True Defeat (Lich + Phylactery) — 12d6×6 gold. 1 piece of every faction’s signature loot. The campaign ends. The Town wakes. Color returns to the world by 1d6×10% over the following week.

Object · HiddenThe PhylacteryFloor 10

Health72Armor36Speed0 (immobile)Attacknone

Cannot Be Targeted Remotely — A PC must be in the Phylactery’s Room to attack it. Spells cast from outside the Room have no effect.

Colorless Immunity — Colorless damage sources do nothing. Most Lich-coded loot is useless against it.

Destruction Conditions — All-Color loot damages at full. Crush — the Breaker capstone or the Demon Magic spell — reduces the Phylactery to 0 in one action.

Effect of Destruction — The Lich’s Revival is denied. The next time the Lich reaches 0 Health it stays dead.

PART IV — LOOT & MAGIC

Chapter 13 · The Tomb Loot Table

Every loot item, and gems above all, sits at a fork.

HOLD — Keep it equipped. You get its passive stats and its color counts toward synchronicity. The Lich approves of safety.

CONSUME — Items with the Consume action are used and destroyed for their immediate effect. Single use unless Stackable.

COMPONENT — Casting a spell that a loot item is Component For consumes that item in the casting. Where a multiplier appears (×N), the caster chooses at the moment of casting: release all N counts in one simultaneous casting, or cast singly up to N times, after which the item is consumed. The choice is made once and cannot be split retroactively.

MERGE — A gem may be merged into socketed jewelry (rings, earrings, necklaces; inscribable scrolls). The gem’s effect becomes permanent on the host item for as long as the host survives, and the merged gem’s color overrides the host’s color for all synchronicity purposes. Jewelry carries exactly one socket. Merging is permanent — the gem cannot be recovered, consumed, or spent as a Component afterward.

CHANNEL — Burn the item entirely into a personal buff. Channel buffs stack with one another and free the loot slot for new acquisitions — the glowing build. All Channel buffs end when the current dive ends. They do not persist through the Town, the Inn, or rest. You cannot dive, channel, heal at the Inn, and dive again carrying the stack; the glow is bought fresh each descent.

THE EXCEPTION — The Jeweled Scroll is the sole multi-socket item in the game. Any number of gems. It is priced accordingly, and it is the only one.

The Closed Action List

The Loot Table (121 entries)

# NAME SELL VALUE COLOR CLASS EFFECT ACTION COMPONENT FOR TAG
1 Ancient Coin 6×d100 Any Treasure Stackable ×10. Influence Any Spell Real historic value
2 Sword 1d100 Red Gear Attack all enemies in room. Attack Destruction I guess someone didn’t need this anymore
3 Dagger 3d10 Purple Gear Attacks keep sneak. Attack Destruction …or this.
4 Red 1d6 level × 3d6 Red Treasure Add result to any roll. Influence Any Spell It’s red.
5 Grappling Hook 22 Green Gear Ascend or descend one floor without using stairs. Equip Banish Rope included
6 Oracle Feather 8d100 Orange Treasure Inspect one room per turn without entering. Equip Flight Isn’t that just a feather?
7 Torch 8 Orange Gear Repels Lesser Dead without dealing damage. Attack Blaze Let there be light.
8 Needle & Thread 1 Colorless Gear Grants +1 turn per round. Attack explodes on 1. Equip Any Colorless Spell Watch it! Could poke someone’s eye out with that thing…
9 Shield ×d10 Blue Gear +level Armor. Block Barrier Worn and weathered
10 Skull Pristine 1000 Black Treasure Immune to Poison. Influence Gold Lightning Well look at that.. All the pieces intact.
11 X-Color Ink 60d6 Any Treasure Shift one loot item to chosen color. Stackable ×3. Equip Any Spell of Color Rich and Vibrant
12 Skull Broken 55 Blue Treasure Immune to Death effects. Influence Death Word Oh my..
13 Tattered Ribbon 0 Any Treasure If reduced to 0 Health, survive at 1 instead. Equip Any Spell of Color Well I’m sure it was a fine thing at some point.
14 Tattered Scroll 0 Purple Treasure Sanity −1. Stackable ×3. Inscribe Any Colorless / Black / Orange Spell Have to do I guess
15 Rotted Fleece 0 Red Garment Sanity −2. Equip Pestilence P-ew
16 Broken Sword 1d10×1d10 (0=0) Blue Gear Attack 3d6 exploding on 3. Sanity −1. Attack Crush Really? That’s it?
17 Strange HeadCharm 0 Any Treasure Nullify all Sanity effects on self. Equip Madness And where did you say you found that again?
18 Candles 1d6 Any Treasure Sanity +1. Stackable ×6. Reveal invisible Characters in same room. Equip Brilliance / Detonate / Sludge Really sets the mood
19 Pile of Ashes 1 Colorless Treasure Sanity −2. Equip Any Daedric Are you keeping that?
20 Veteran’s Guard 3d100 Colorless Garment +20 Health, +2 Armor. Equip Ward / Heavy Bet I could take a hit in this
21 Spy Glass 73 Colorless Treasure +2 Magic. Equip Any of The Unbound’s Incantations You see it’s really handy
22 Witch Bloom 11 Choose: Green / Black / Purple Treasure +1 Magic. Stackable ×5. Equip Bloom / Ward Smells like butter
23 Tin of Fresh Cake 27 All Color Treasure +1 to all stats. Stackable ×3. Consume Reanimate / Omega Mmmm that’s the stuff!
24 Blue Sapphire 9d10+99 Blue Treasure +2 Speed, +2 Magic. Stackable ×3. Channel Any Blue Spell So pretty
25 Bottle of Wind 0+44d4 Red Treasure +3 Speed, +1 Move. Channel Flight / Any Word / Any Call Are you joking?
26 Decaying Hand 33 Black Treasure Attacks poison target. Attack 6d6 exploding on 6. Attack Pestilence / Drain What are you going to do with that?
27 Living Ivy 7d6 Green Treasure Attacks within 1 space poison the target. Block Rematerialize / Radiant Touch / Binding Don’t take care of it—it’ll thrive!
28 Sleek Gloves 7d100 Black Garment +2 Speed, +1 Move. Equip Accell / Decell / Freeze Great fit, Honestly.
29 Purple 1d12 9d12 Purple Treasure Add result to any roll. Influence Any Spell This one’s purple
30 Striking Stones 50 Blue Gear +3 Power. Stackable ×2. Attack Crush / Blaze Nice rocks
31 Green 1d10 47 Green Treasure Add result to any roll. Influence Any Spell Green this time
32 Unfilled Flask 33 Colorless Treasure Set Sanity to Edge. Consume Any Colorless Spell Pick that one up off the ground did you?
33 Emerald Scroll 36d6 Any Treasure +2 Armor, +1 Magic. Inscribe Any Green / Colorless Spell Well that’s fun paper
34 Boots that Fit 153 Any Garment +2 Move, +1 Health. Equip Accell / Dimension Shift Purrrfect
35 False Crystal 7d8-5d8 Colorless Treasure −10 Magic. This becomes +10 if paired with True Crystal. Channel Any Spell Omg where’d you get that?
36 Skeleton Key 3d6 Colorless Treasure +2 Speed. Equip Ethereal Shift / Null Zone / Banish Uhm, why do you have that?
37 Cloudy Orb 5d100 Any Treasure +2 Magic. Channel Invisibility Can’t see a thing
38 Black Emerald 6d6×6d6 Choose: Black / Green Treasure Resistant to Black and Green damage. Channel Dominate What even is that?
39 Fine Earrings 7d8×7d8 Any Accessory +1d6 to rolls. May be fitted with one gem. Equip Celestial Word / Brilliance / Barrier You can wear them with anything
40 Zombie’s Hand in a Bottle 87 +6d6 Red Treasure If reduced to 0 Health, revive as a Zombie. Channel Death Touch Gnarly
41 Preserved Salve 111 Green Treasure Restore 25 Health. Sanity penalties do not apply until end of round. Stackable ×3. Consume Radiant Touch Whoa, that’s the stuff!
42 One Gold Ring 222 Green Accessory +1d6 to rolls. May be fitted with any one gem. Equip Destruction / Crush / Heavy / Freeze Nice!
43 Refilled Flask 17d8 Orange Treasure Set Sanity to Strange. Consume Any Spell Oh yeah got that one from a Friend huh?
44 Iron Mace 25d6 +17d6 Blue Gear +2d6 Attack, +2 Armor. Attack Crush Geez that thing’s heavy
45 Shining Orb 777 Any Treasure Identify all rooms within 1 space at start of each round. Equip Brilliance / Ripple / Cleanse / Respite Shiiiiny
46 Blue 1d8 12d8+12d8 Blue Treasure Add result to any roll. Influence Any Spell No no this one, it’s blue
47 Shadow Cape 377 Any Garment Sneak does not require an action. Equip Any Spell of Color So is it Black? I guess more like a Gray?
48 Bottle of Shadow 12d12 Any Treasure Actions while sneaking do not break sneak. Channel Melt in Shadow / Null Zone / Decell / Freeze Nobody mess with the vibe.. ok?
49 A Fine Necklace 46d8 Any Accessory +2d6 to rolls. May be fitted with any one gem. Equip Celestial Word / Brilliance / Barrier Now ain’t that a piece
50 Red Ruby 652 Red Treasure +1 Magic, +1 Speed. Stackable ×6. Channel Any Red Spell The color just goes great with so many things you know?
51 Pristine Statuette 487 Any Treasure +3d6 Armor. Immune to physical damage. Channel Any Spell of Color That’s the one.
52 Black 1d4 12d4 Black Treasure Add result to any roll. Influence Any Spell Black this time.
53 Wing Webbing 362 Black Treasure Nullify next spell cast and cast Freeze on that caster. Channel Flight / Madness / Blaze / Sludge / Ripple / Wild Call So you’re like a scientist or something?
54 Fresh Scroll 110 Colorless Treasure +1 Sanity. Stackable ×3. Inscribe Any Green / Red / Purple / Blue Spell Hot off the press
55 Jagged Maul 37d6 +145 Black Gear Attacks +4d6. Breaks 2 Armor on hit. Attack Crush / Destruction / Omega So you like designed it that way?
56 Three Gold Rings 1111 Red Accessory Must hold 2 Gold Rings. +3d6. Equip Gold Lightning ×3 Ok starting to really glam out now.
57 Arcane Scroll 99d8 Purple Treasure +2 Magic, +1 Speed. Arcane spells cast twice. May be fitted with any gem. Inscribe Any Spell Ok but like, you do modern stuff too right?
58 Sturdy Staff 112d4 Orange Gear +3 Armor, +3 Power. Resistant to Traps. Attack Heavy / Crush / Dominate / Banish / Blaze Sure footed.
59 Purple Amethyst 862 Purple Treasure +1 Power, +1 Health. Stackable ×6. Channel Any Purple Spell Sparkle Sparkle
60 Frozen Rose 320 Blue Treasure +2 Armor, +1 Magic. Cast Freeze at 96 gold per space. Block Freeze / Sludge / Dominate / Heavy / Ward / Respite / Cleanse Isn’t that from that one movie?
61 Glimmering Ring 476 +6d12 Any Accessory +1 Armor, +1 Power, +1 Speed. Stackable ×5. Equip Flight / Barrier / Brilliance / Ripple Wait wait wait, what’s the difference?
62 Green Emerald 472 +7d8 Green Treasure +2 Speed, +1 Magic. Stackable ×3. Channel Any Green Spell ×3 Aren’t they all like that?
63 Black Gauntlets 66d6 +142 Black Gear +4 Power, +2 Armor. Pay 66 gold to raise or lower Sanity by one level, once per turn. Attack Heavy / Crush / Barrier / Drain / Infernal Word Fist bump anyone?
64 Bottle of Water 8 Colorless Treasure Immune to Blaze and Infernal Word until end of round. Restore +1 Sanity. Stackable ×4. Consume Any Green Spell That’s it? It’s all you need bro
65 Twisted Fang 77+7d6 Red Gear +6d6 Attack. Attack Destruction / One-Thousand Blades Bet that one HURT
66 Hand-Painted Shield 4521 Any Gear Automatically block 1d6 attacks. Resist Random Color. Block Barrier / Ward / Wall You can really tell it was made with a lot of… passion!
67 Hand of The Queen 8888 Red Gear Immune to physical damage. Equip Crush That’s not even yours!
68 Master’s Claw 9999 Red Gear One-Thousand Blades as an action. Attack Any Spell You’re gonna just wear that?
69 Crossbow & 20 Bolts 625+4d6 Black Gear Attack any room along a straight line. Attacks deal 6d6. Spend one full turn reloading after each shot. 20 bolts; the Smith restocks at 6 gold per bolt. Attack Destruction / Crush / Binding No jokes
70 Burning Rose 153d6 Red Treasure +2 Speed, +1 Magic. Cast Blaze ×3 at 111 gold per space. Attack Blaze / Infernal Word / Accell / Rematerialize / Madness I swear she gave it to me like this
71 Orange 1d20 20d20 Orange Treasure Add result to any roll. Influence Any Orange Spell Orange
72 X-Tomb Visor 893+9d8 Red Garment Examine and identify any chest or Room within 3 spaces. Equip Any Spell Cool Shades!
73 Frozen Rune 451d4 Blue Treasure Freeze as an action. May be set as a trap. Channel Drain / Freeze Its what we call Contingency
74 All Herb 420 Green Treasure Cleanse as an Action. Ripple is cast automatically at the start of each turn. Stackable ×4. Consume Any Green Spell Is there anything this doesn’t do?
75 Dy-No-Mite 818 Black Treasure Destroy a Room. Channel Null Zone / Destruction ×100 DANGER!
76 Jeweled Scroll 888 + 8d8 per gem Green Treasure May be combined with any number of gems. Retains Stat boosts. Inscribe any Spell with color matching this scroll. Inscribe Any Spell (while a color-matched gem is merged) Now we’re talking style!
77 Bottle of Wine 99+99d8 Blue Treasure +2 Magic, +2 Armor. If paired with False Crystal: cast Madness or Respite as an action. Stackable ×2. Channel Respite / Any Blue Spell Possible duplicate—what’s this one called again?
78 Four Gold Rings 4444 Orange Accessory Must hold 3 Gold Rings. +4d6. Equip Radiant Touch Almost
79 The Unbound’s Scroll 373 Green Treasure Double effectiveness of next spell cast. Inscribe Reanimate / One-Thousand Blades What is this some kind of hide?
80 Big Bag of Gems 999×999d6 +1 Any Treasure +5 Power, +5 Magic. Channel Crush / Destruction / Dominate / Heavy / Barrier / Brilliance / Sludge / One-Thousand Blades Show me the money baby!
81 Perfect Shell 77777 Purple Treasure +5 Armor. Grants Wall ×3 as action. Block Barrier / Ward / Respite / Null Zone / Reanimate Seamless
82 Bottle of Light 0 during day 10d100 at night Colorless Treasure Cast Brilliance / Celestial Word / Radiant Touch as an action. Stackable ×3. Channel Gold Lightning / Any Colorless Spell Dude… how’d you get that?
83 Swirling Orb 43d6 Colorless Treasure +6 Magic, +3 Armor. Conduit for Colorless Spells. Resistant to Spells of Color. Channel Rematerialize / Banish / Null Zone / Melt in Shadow / Sludge Ok nowww we’re cooking
84 Pristine Ribbon 488 Blue Treasure Immune to Magic. Equip Omega / Celestial Word / Feast (Repeatable) Not even a blemish!
85 Hand of The King 99999 Purple Gear +10 Power. Equip Any Red / Colorless Spell Oh come on!
86 Fiery Topaz 65d6+47 Orange Treasure Cast Gold Lightning ×6. Cleanse may be cast on the whole floor. Channel Cleanse It looks like the lights dancing on the inside. Can’t you see?
87 Elixir 77 Green Treasure Restore target’s Armor and Health to full. Stackable ×5. Consume Any Green or Red Spell Now THATS the stuff
88 Living Branch 42 Green Gear Bloom as an Action. Elemental Call as an Action. Inscribe Any Green Spell Are you going to bring that inside?
89 True Crystal PRICELESS Any Treasure Inscribe any Spell to use as an Action. Channel Any Spell of Color ×1d6 Junk. Really it’s worthless
90 Crystal Flask of Dark Liquid 500 Choose: Black / Blue / Purple Treasure +6 Armor Power or Magic dependent on chosen color. Consume: +6d6 to Health, to the next attack, or to the next spell. Consume Any Spell of Color Should I get some cups?
91 Amber Flask of Shadows 5000 Purple Treasure Cast Melt in Shadow on your party as an Action at no cost. Consume Any Arcana Spell Well isn’t that an interesting ornament!
92 Fitted Home-Spun PRICELESS Any Garment Immune to Lich’s Magic. Sanity penalties do not apply. Equip Any Spell of Color Yeah, got it last year still holding up.
93 A Present Wrapped in Gold 88888 Any Treasure Roll 1d6 d100s as if rolling for loot. Channel Any Celestial Spell (cast 1d100 times at random targets) Is it a pony???
94 Exquisite Cuff-Links 3333 Blue Accessory Cast Ethereal Shift ×8 at no gold cost per use. Equip Any Blue or Red Spells (Repeatable) Well aren’t those nice.
95 The Unbound’s Best Bracelet 10000 Red Accessory Cast Dominate as action. Equip Binding / Heavy / Wall ×5 It’s a little gaudy
96 Crystal Flask of X-Color 66×6d6+66 Any Treasure Channel into any Spell of Color. Channel Any Spell of Color Look at how that catches the light!
97 Nothing Treasure It’s nothing. If your Loot Slots hold only Nothing, you are immune to everything. That’s it.
98 All-Color 1d100 9d100 All Color Treasure Add result to any roll. Influence Any Spell of Color Ok so this one is Black right?
99 Animate Shield 100 Red Gear Block any physical attack 100g, any number of uses. Block Wall / Ward / Barrier (Repeatable) It does its own thing, I’m just here.
100 Whisper-Blade 777 Blue Gear Attacks bypass Armor. +1d6 to Attacks. Attack One-Thousand Blades Shhh!
101 Gold-Thunder Bow PRICELESS Green Gear Gold Lightning as an action. Attacks may be made within 3 spaces. Attack Any Celestial or Arcana Spell. They call me Zeus.
102 All-Color Orb 888888 All Color Gear Conduit for All spells. Resistant to Spells. Immune to Colorless Spells. Channel Any Spell of Color (Repeatable) Wait so it’s Black?
103 The Unbound’s Mantle PRICELESS Black Garment Cast Dimension Shift as action at no gold cost (no bonus turn). Equip Any Black or Blue Spell (Repeatable) Great Silver Epaulettes, draped in ever-decaying vegetation
104 Demon-Hand Axe 555 Purple Gear +6d6 to Attacks for each Sanity level below Whole. Attack Any Black/Purple Spell (Repeatable) All work and no play
105 10d100 10d100 Any Treasure Add result to any roll. Influence Any Spell of Color Big Money no Whammies…
106 Holy Hog’s Haunch 9d6 Orange Gear Restore 5d6 Health each turn to any character within 1 space. Cast one random Elemental Call as an action. Attack Any Celestial Spell I don’t know if I can even finish this myself.
107 Exquisite Cane 999999 Purple Gear Accell, Decell, or Freeze on Attack. The holder suffers no Sanity penalties. Attack Any Arcana Spell Endlessly Engraved
108 Excalibur PRICELESS Orange Gear Attacks explode on all even rolls, or all odd — determined at acquisition. Attack Any Celestial Spell Ahhhh the Balance
109 The Cattle-Prod 999 Blue Gear Targets hit must move one floor up or down. Attacks deal no damage. Only one may exist in a party. Influence Any of The Unbound’s Incantations Only one
110 Book of All-Things PRICELESS Green Gear When used to cast a spell, casts 3 random spells from the majority color; the holder chooses if tied. (P+S+H+A+M)d6 attack, +12d6, +6 to all stats, Full Restore. Attack All Spells (dominant color) Yep its all in there
111 Brand New Winter Coat 99999 Any Garment Cast Detonate as action. Immunity to Freeze. Nullify any spell as a response and destroy this item. Equip Any Spell of Color Ahhhhhhh ..so warm
112 The Forgotten Doll 2 Any Gear Cast Omega as action. Equip Any Spell (×1d6 effectiveness) Cared for once..
113 Full Set of Seamless Armor 5001 Blue Garment Cast Rematerialize on self at no gold cost and no maximum Health reduction. Equip Melt in Shadow / Drain / Heavy / Any Blue Spell And a Perfect Fit!
114 Scepter of the Emperor 9999999 Orange Gear Cast Rematerialize on others. Equip Any Celestial Spell (cast up to 1d6 times) You have the Power
115 Just Another X-Color Ribbon 10 Any Treasure Cast Rematerialize ALL with full restore. Resistant to Spells of Color. Equip Any Spell of Color (cast as ALL) Just another Ribbon
116 The Master’s Sash PRICELESS Red Garment Attack +50d6. Attack All Black / Orange / Red Spells Finely Woven
117 The Unbound’s Coat of Arms PRICELESS Purple Treasure All Blue spells cast twice. Triggers Destruction ALL. Equip All Blue Spells Two Pig Kings & an Opossum as Emperor
118 A Fine Shot of Espresso 500 Black Treasure +2 turns this round. Stackable ×5. Consume Green Spells / Accell Well pulled
119 The Skull Perfect 99999 All Color Treasure All stats set to 9, including maximum Health. All spells cast three times. Equip All Spells In all its luster & glory
120 Five Gold Rings 55555 Any Accessory Must hold 4 Gold Rings. +10d6. Cast Gold Lightning ×5. Equip All Spells Finally!
121 Tall Glass of Ice Water 36 Any Treasure Consume as your turn. Restore 36 Health. Until the end of the Round you cannot be targeted, damaged, healed, or affected by any spell or ability, and cannot act. Consume Imbibe Ahhhh so refreshing.

Chapter 14 · Color Synchronicity

All loot has color. Spell damage bears its school’s color; entity damage bears the entity’s color.

Color Enemy Type Primary Faction Secondary Factions
Orange Celestial Demon, Daedric
Black Maw Maw Demon, Lich, Arcane
Blue Phantom Phantom Celestial, Daedric, Arcane
Green Ogre Daedric
Purple Demon Demon Lich, Unbound
Red Zombie Zombie Celestial, Unbound, Arcane
Colorless Lich / Celestials Lich
Faction Color Signature
Lich Colorless, Purple, Black
Demon Black, Purple, Orange
Celestial Orange, Blue, Red
Daedric Green, Blue, Orange
Unbound Red, Purple, Black
Arcane Red, Blue, Black

The Four Synchronicity Conditions

MONO-COLOR — All equipped loot shares one color. Effect: 2× damage dealt. ½ damage received. Spells of your color cost half gold.

FULL SPECTRUM — All equipped loot is a different color. Colorless items do not count. Effect: 2× damage dealt to Colorless entities. ½ damage received from Colorless sources. Resistant to the Unbound. Access to Colorless magics.

DUAL-COLOR — All equipped loot splits between exactly two colors. Colorless items do not count. Effect: Immune to both colors’ enemy types and to any faction whose signature contains both. 2× damage dealt to both colors’ enemies.

MONO-TYPE — All equipped loot is the same type regardless of color. Effect: Double effectiveness of all loot abilities.

Broken items are ignored when checking synchronicity conditions.

Chapter 15 · The Spell Schools

Casting Times — On Turn: resolves immediately on the caster’s turn, consumes the action. Next Turn: declared this turn, resolves at the start of the caster’s next turn. End Round: resolves at the end of the current round after all entities have acted. Start Next Round: declared this turn, resolves before any entity acts in the following round. Response: cast in reaction to a trigger outside the caster’s turn, costs the caster their next turn’s action.

Spell Economy — Gold spent on spells is erased from the Gauntlet immediately — it is consumed, not held. Loot that modifies Magic retroactively affects any spell resolution still pending. Spells that reference Magic use the caster’s current Magic at time of casting.

Blue-color loot amplifies The Unbound’s Incantations. A character holding one or more Blue loot items treats M as M+1 when casting a Unbound’s Incantation. This bonus is flat regardless of Blue loot count. A Mono-Color Blue build reduces all The Unbound’s Incantations gold costs by 36 (minimum 0).

Lich’s Magic

Colorless · Floor 10 · Judge-Controlled

Player characters access Lich’s Magic only through being turned or through Full Spectrum.

Spell Cost Timing Effect
Dominate 144 gold + 1 Sanity On Turn Force a target to take one action of the caster’s choosing on their next turn. The action must be physically possible. The target knows they were dominated after the fact.
Drain 72 gold On Turn Steal Md6 Health from a target. The caster restores Health equal to the amount drained. Cannot reduce a target below 1 Health unless they are already at 1. Colorless entities are immune.
Death Word 216 gold + 1 Sanity On Turn Speak the Word at one target. The target rolls a Challenge (target 30). Failure: reduced to 0 Health regardless of current Health, Armor, or immunities. Success: drop two Sanity levels. Cannot be countered once cast. Cannot target the Lich.
Ethereal Shift 180 gold On Turn Pass to any Room on the current floor ignoring all obstacles, doors, and room capacities. Become immune to physical damage until the end of the Round. During immunity only spells may be cast — Attack actions are unavailable.
Madness 144 gold + 1 Sanity End Round All Rooms within 1 space become Madness zones. Any character who begins or ends their turn in a Madness zone rolls Sanity Challenge (target 12) or drops one Sanity level. Radius increases by 1 space at the start of each Round for M Rounds, then collapses. The caster is not immune to their own zones.
Pestilence 180 gold + 1 Sanity End Round All Rooms within 1 space deal Md6 damage to all living entities at the end of each Round. Radius increases by 1 space at the start of each Round for M Rounds. The Lich, undead, and Colorless entities are immune. The caster is not immune.
Death Touch 216 gold + 2 Sanity On Turn Melee range. On contact with a living target, reduce them to 0 Health. The caster becomes a Zombie for 1 Round — acting on the Zombie faction’s turn, unable to cast spells, retaining their loot. If reduced to 0 Health while a Zombie, they revive as a permanent Zombie.

Demon Magic

Black · Floors 4–6 Primary

Spell Cost Timing Effect
Invisibility 72 gold On Turn Become untargetable. Gain all sneak benefits — attacks from Invisibility deal double damage and do not break it unless the caster takes damage. Ends at the start of the caster’s next turn or on taking damage. Spells may be cast from Invisibility without breaking it.
Dimension Shift 216 gold On Turn Pass to any Room on any Floor of the Tombs. On arrival take an additional turn immediately — this bonus turn does not consume the next turn. Bypasses the Gate to Floor 10 but not the conditions that open it.
Destruction 144 gold On Turn Deal (M+P)d6 damage to the target. The caster immediately takes half that damage rounded down. This damage bypasses Armor and all damage reduction — both the target’s and the caster’s. If the recoil reduces the caster to 0 Health, the target still takes full damage first.
Infernal Word 108 gold On Turn Target Burns. At the start of each of their turns for M turns they take Md6 fire damage. Burning stacks — hit twice, they roll twice per turn. Fire damage is not blocked by Armor from sources other than explicit fire resistance. The Burn ends early if the target enters a water-effect room or receives a Cleanse.
Silence 72 gold On Turn Target cannot cast spells for M turns. Loot abilities that are not spells continue to function. Active spells already in effect are not disrupted. Cannot target the Lich.
Crush 108 gold On Turn Reduce a target to 0 Health or 0 Armor — caster chooses. Cannot target the Lich.
Binding 108 gold + 1 Sanity On Turn Target’s movement is bound to the caster. Damage the target deals to the caster is split evenly between both. Healing received by either is split between both. Lasts M rounds. The target cannot move more than 1 Room from the caster while Bound. Breaking Binding early costs the caster 36 Health.

Celestial Magic

Orange · Crystal Forest Primary

Spell Cost Timing Effect
Brilliance 72 gold On Turn All Rooms within M spaces are illuminated and revealed until the end of the next Round. Monsters in illuminated rooms take Md6 damage at the start and end of the spell’s duration and deal 50% reduced damage while illuminated. Colorless entities take no damage but are still revealed. Illuminated rooms cannot hold Madness zone effects while Brilliance is active.
Flight 108 gold On Turn Become immune to all melee damage for M rounds. Move M spaces ignoring traps. While in Flight, move through rooms at max capacity without being blocked. Flight ends early if the caster makes a melee Attack.
Barrier 72 gold Response Restore M/3 Armor (rounded up) to up to M characters. Can target the caster. Cast as a Response, Barrier activates after damage is declared but before it resolves — Armor restored applies to that damage instance.
Radiant Touch 108 gold On Turn Melee range. Restore Md6 Health to a living target and remove one active ailment. If cast on an undead or Zombie entity, deal Md6 damage instead. A character at Lost Sanity casting Radiant Touch on themselves rolls Sanity Challenge (target 12) — success restores 1 Sanity level in addition to the Health.
Celestial Word 144 gold + 1 Sanity On Turn Speak a Word of Celestial power. Choose one effect at casting: (1) Reveal — expose all hidden information about the target’s faction, loot, current Health, and Armor. (2) Rebuke — deal 2Md6 damage to a Demon, Lich, or Maw entity only. (3) Sanctify — designate the current Room as protected; no Sanity Challenges occur here until the end of the next Round. A Room may only be Sanctified once per Tomb dive.
Gold Lightning 216 gold On Turn Deal 3Pd6 damage to all Rooms in a line M+P spaces long from the caster. Every entity in every Room in the line takes full damage — ally and enemy alike. The caster is not in the line unless they choose to be. Colorless entities take half damage.
Omega 360 gold + 1 Sanity Start Next Round Deal (M+P)d6×d6 damage to all Rooms in M space radius. Every entity takes full damage. The caster is affected if they remain in the radius.

Arcana

Purple · Turn Stack Manipulation

Spell Cost Timing Effect
Accell 72 gold On Turn Target gains 1 + (M/3 rounded down) additional turns this Round, inserted immediately after their next turn. Cannot target the Lich. Turns granted by Accell do not trigger loot-break checks.
Decell 72 gold On Turn Target loses 1 + (M/3 rounded down) turns from the current Round’s turn stack. Turns are removed, not delayed. The Lich loses turns to Decell only if M is 6 or higher.
Freeze 72 gold On Turn Target cannot move until the end of the next Round. May still Attack, cast spells, and use loot — only movement is suppressed. Freeze does not stack — a second hit extends the duration by 1 Round. Frozen characters cannot advance floors or retreat through doors.
Wall 108 gold On Turn Create a Wall M rooms in length from the caster’s current position. Blocks movement through any room it occupies. Destroyed only by spell damage or the Break action (Challenge target 12, 12 damage to the wall per success). Persists until destroyed or the party exits the floor.
Heavy 108 gold On Turn Grant the target M Power and M/2 Armor (rounded up). While Heavy the target cannot move. Lasts until Armor is reduced to 0 or until the end of the next Round.
Detonate 144 gold End Round Deal (M+A)d6 damage to all characters — ally and enemy — in a 3 space radius at the end of the current Round. The caster is in the radius.
Rematerialize 216 gold Next Turn Rematerialize a fallen character at 50% of their maximum Health. Maximum Health is permanently reduced by (5−M)d6. At M=5+, reduction is 0 and the character rematerializes at full maximum Health. Cannot be used more than once per Tomb dive on the same character.

Daedric Magic

Green · Living World · Summon School

Spell Cost Timing Effect
Bloom 72 gold On Turn Restore Md6 Health to a living character — the target is now Green for synchronicity purposes until the end of the Round. Alternatively, target a Zombie: deal Md6 damage. The Bloom effect against Zombies does not restore Health to the caster.
Ripple 36 gold On Turn Detect all Zombies and living entities within M spaces. Location and category are revealed to all party members until the end of the Round. Does not reveal stats, loot, or abilities. Colorless entities and the Lich are not revealed by Ripple.
Ward 72 gold On Turn Set a Ward in a target Room. Invisible to enemies. If a Zombie ends its turn in a Warded Room, the Ward detonates — dealing 3Md6 to all Zombies within 1 space radius. Persists until triggered or the party exits the floor. Multiple Wards may be placed. A Room holds only one Ward at a time.
Cleanse 108 gold On Turn Choose one: destroy M Zombies in the current Room (no Challenge roll — simply removed), or remove all active ailments from M targets. A target with multiple ailments has all of them removed in a single Cleanse. Cannot target the Lich or Colorless entities.
Respite 108 gold End Round At the end of each Round for M Rounds, restore Md6 Health and grant +1 Armor to all non-Zombie characters who end their turn within 1 space of the caster. The caster must remain stationary — moving more than 1 Room from the origin ends Respite.
Elemental Call 144 gold + 1 Sanity Start Next Round Summon an Elemental Spirit. It enters at the start of the next Round in the caster’s Room and acts on the Daedric faction’s turn. Roll 1d6 on the Elemental Spirit Table. Only one Spirit may be active per caster. The Spirit remains until defeated, until the caster reaches Lost Sanity, or until the floor is cleared.
Wild Call 180 gold + 1 Sanity Start Next Round Summon a Wild Spirit from the Crystal Forest. Wild Spirits act according to their nature. The caster may attempt to direct a Wild Spirit by spending their action on a Challenge roll (target 12). Failure means the Spirit acts freely that Round.

Elemental Spirits — 1d6

1d6 Spirit Ability Health
1 Ember (Fire) Deals Md6 fire damage to one enemy per Round. Immune to Burn. M×6
2 Silt (Earth) Blocks one Room as Wall. Takes damage instead of the caster once per Round. M×12
3 Gust (Wind) Grants all allies within 1 space +1 Move each Round. Immune to melee. M×4
4 Rime (Ice) Freezes one enemy per Round at no cast cost. Immune to Freeze. M×8
5 Sprout (Growth) Restores M/2 Health to one ally per Round. Cannot attack. M×6
6 Void (Colorless) Deals 2Md6 to any entity regardless of color resistance. Sanity Challenge (target 12) to all within 1 space each Round, including allies. M×10

Wild Spirits — 1d6

1d6 Spirit Behavior Health
1 The Beast Attacks the lowest-Health entity in range each Round — ally or enemy. M×8
2 The Grove Restores M/3 Health to all entities within 1 space each Round. Cannot be directed. M×6
3 The Pack Splits into M Fragments (1 Health each). Each Fragment attacks a random entity for 1d6. M Fragments
4 The Warden Occupies a Room and prevents all movement through it for M Rounds. Attacks anything that attempts to pass. M×14
5 The Rot Moves toward the nearest damaged entity each Round. Deals 1d6 exploding to each damaged entity in its Room and cannot damage an undamaged one. Consumes any entity at 0 Health: a consumed entity cannot stand back up, be reanimated, or be restored. Does not affect characters. M×6
6 The Giver’s Echo Restores Md6 Health to the most depleted ally each Round. Drains its own Health to do so — at 0 Health it vanishes. Sanity loss is 0 for all allies within 1 space. M×20

The Unbound’s Incantations

Blue · Destruction · Power · Vestments

The Unbound Vestments are six belongings. When one is found in a Room, roll 1d6 for which: 1 Whisper-Blade (Null Zone) · 2 The Unbound’s Mantle (Melt in Shadow) · 3 The Unbound’s Best Bracelet (Banish) · 4 The Unbound’s Scroll (Reanimate) · 5 The Unbound’s Coat of Arms (Blaze) · 6 Candles (Sludge). On a duplicate, roll again. An Incantation may be cast, by any method, only while its Vestment is equipped. One-Thousand Blades requires all six equipped, except when granted as an action by loot.

Spell Cost Timing Effect
Blaze 108 gold On Turn M connecting Rooms are set ablaze. Any entity that starts or ends their turn inside a Blazing Room takes Md6 fire damage. Blazing Rooms persist for M Rounds then extinguish. The caster chooses which M Rooms — they must be connected. Fire damage from Blaze is not blocked by Armor.
Melt in Shadow 144 gold On Turn Become immune to all damage until the end of the Round and move to any target space within M spaces. Immunity covers damage only — Silence, Freeze, and Dominate still apply. At the end of the Round immunity drops and the caster is fully vulnerable in their new position.
Null Zone 144 gold On Turn Spells may not be cast within M spaces of the target point for 1 + (M/3 rounded down) Rounds. Affects all casters equally — ally and enemy. The caster is inside it and also cannot cast. Loot abilities continue to function. The Lich can cast within a Null Zone.
Banish 180 gold On Turn Remove the target from the current floor. A banished enemy drops no loot and does not count toward floor clear. A banished player character reappears in the Town at the Inn — at 1 Health, loot intact, survival clock unaffected. Cannot target the Lich.
Sludge 108 gold On Turn Rooms within M radius are covered in Sludge for M Rounds. Any entity that ends their turn in a Sludge Room cannot move on their next turn and takes Md6 damage. If a Sludge Room is also ablaze, the damage is doubled.
Reanimate 144 gold + 1 Sanity On Turn Reanimate a fallen entity as a Zombie under the caster’s direction. Maximum Health is 50% of its previous maximum. Reanimated entities act on the Zombie faction’s turn. Direct them with a Challenge roll (target 6) as the caster’s action. If the caster reaches Lost Sanity, Reanimated entities revert to standard Zombie behavior. Cannot target the Lich or Colorless entities.
One-Thousand Blades 360 gold + 2 Sanity · Lost Sanity required On Turn This spell may only be cast at Lost Sanity. Deal (P+S+H+A+M)d6×d6 damage split amongst all entities in the current Room and all adjacent Rooms — ally and enemy alike. The caster is included. Damage is split as evenly as possible; the caster assigns any remainder.

The Giver’s Recipes

Crystal Forest · Self-Cost · The Lich’s Direct Opposite

Spell Cost Timing Effect
Suggestion Md6 Health (caster) On Turn The target must move one Room in a direction the caster chooses instead of their declared action this turn. Resolution: the target rolls 1d6 against a weighted target based on type — Lesser enemies (Ghoul, Zombie) beat a 2; Standard enemies (Demon, Phantom, Ogre, Maw) beat a 4; Great Beings beat a 6 (exploding applies); Player characters beat their Magic rating; the Lich is immune. If the target beats the number, their declared action proceeds normally and the caster’s Health cost is still paid.
Another! 2Md6 Health (caster) Response Cast immediately after an ally uses a consumable loot item. That consumable’s effect triggers again — a second application. The consumable is not restored. Does not work on non-consumables.
Imbibe Md6 Health (caster) On Turn Transfer up to Md6 Health from the caster to a target ally. The caster loses this Health; the ally gains it. Cannot heal an ally above their maximum Health. Cannot reduce the caster below 1 Health — the transfer stops at 1 if it would kill the caster.
Saunter Md6 Health (caster) On Turn Move up to M spaces ignoring room capacity limits and enemy engagement rules. While Sauntering the caster cannot be targeted for attacks. Saunter ends the moment the caster takes an aggressive action.
Nap 3Md6 Health (caster) · caster skips this turn Next Turn Restore full Health to all allies within M spaces. Restore 1 Sanity level to all allies within M spaces. Reset the food requirement of the survival clock for all allies within M spaces.
Dismissal Md6 Health (caster) On Turn Remove one active ailment from any target — ally or enemy. Against an enemy, Dismissal removes beneficial effects: Invisibility, Heavy, active Barrier Armor, Ward protection.
Feast All remaining Health (caster) · minimum 1 Health remains Start Next Round Spend all but 1 Health. At the start of the next Round: restore all allies to full Health. Restore all allies to Whole Sanity. Reset both survival clocks for all allies. Dispel all active ailments from all allies. Remove all Lich’s Attention overworld effects for one in-game day. The caster is left at 1 Health with no Armor, unable to cast Giver spells for the remainder of the floor.

Chapter 16 · The Lich’s Attention & The Phylactery

The Lich is colorless. It has no body. Its Phylactery lies on the tenth floor. The moment players push past certain thresholds, its attention activates.

Attention Triggers

Trigger Effect
First player descends to Floor 4 The Lich begins watching. Enemy spawn rates on floors 1-3 increase. One negative Inn event is guaranteed the next day.
First player descends to Floor 6 The Lich’s attention fully activates. The first player to descend is sacrificed — reduced to 1 Health instantly.
First Unbound Vestment piece acquired The Lich recognizes the threat of a complete set. Demons begin appearing on floors 1-3. The Smith’s prices increase 30% across all colors for one in-game week.
The Unbound set completed The Lich enters active conflict. Enemy pieces are placed onto floor boards directly, not through room reveals.
A character reaches Lost Sanity The Lich attempts communion. The Judge rolls 1d6 openly; on a 6 the Lich reaches through — the character passes a Sanity Challenge (target 18) or is turned.
A Great Being is defeated The Lich temporarily gains the Being’s color signature. The entity of that color is added to all active floor boards.

The Lich

The Lich has no body. It manifests only at Attention Stage 4, in the Town.

Health 360 · Armor 36 · Speed 12 · Magic 18 · Attack 6d6 · Colorless

Add 36 Health per player beyond four. Two turns per Round. All damage dealt is Colorless. Immune to Colorless damage.

Free Magic — One spell from Lich’s Magic per turn at no cost.

Targeting — The Lich attacks the character holding the most gold.

Revival — Until the Phylactery is destroyed, the Lich revives at the start of the next Round at half Health when reduced to 0.

Resolution — The Lich is destroyed permanently only after the Phylactery is destroyed.

TURNING & THE CURE

A character turned by the Lich is a Zombie: they keep their Skills, loot, and Ratings, gain Resilient, and count as a Zombie for all effects. They act on the Lich’s behalf, with full PVP access, and cannot leave the Tombs voluntarily. While characters are turned, Inn event rolls take −1 per turned character. Turning has four exits.

CLEANSE (Daedric) — The spell removes Zombies; a turned character is one. It is legal for players to Cleanse a turned player. It is a player-killing.

RESTORE (Celestial) — Celestial restoration magic dispels the turning.

CURE (Lich Doctor capstone) — Cure cures the turning.

THE PILGRIMAGE — The turned may leave the Tombs only toward the Forest. Gather one flower of every color and return to a Shrine. The Pilgrimage must be completed within 6 in-game days of the turning, or the turning becomes permanent. No cure applies past the sixth day.

The Phylactery. Floor 10 object. Destroying it ends the Tomb permanently. The Witch’s Oneness may inhabit the Phylactery — gains its spells; the Witch dies if it is destroyed during inhabitation.

PART VI — THE FOREST

Chapter 17 · The Forest

The Forest is infinite expanse on a single level. Great Celestial and Daedric beings wander it.

Being Approach Boon If Allowed To Prosper Loot If Defeated
Celestial Being Offer gold equal to 6× current level. No weapons drawn. All Town characters restore 36 Health and 1 Sanity level per in-game day for one week. Orange and Blue loot. One Celestial Magic spell learned.
Daedric Being Offer a piece of equipped loot as tribute. Must be willingly given. The Smith’s color disposition shifts to favor the offering’s color for one week. Green and Blue loot. Access to one Daedric spell.
The Giver Feed it. Bring food from the Inn — 216 gold minimum. All Town characters reduce daily survival costs by half for one week. The Giver’s Recipes become accessible.

Each Being casts from its school at no gold or Health cost, one spell per turn. Add 18 Health per Being per player beyond four.

Being Health Armor Speed Magic Attack
Celestial Being 216 18 12 12 3d6
Daedric Being 216 12 12 12 4d6
The Giver 288 6 6 12

The Giver does not attack. Its Recipes act.

Approach and defence. No Being initiates combat. The Celestial and the Giver do not fight unless attacked; the Daedric defends if attacked.

Feeding the Giver. A character who has fed the Giver three times across a campaign gains access to the Giver’s Recipes at their current Magic rating.

Hunger. The Giver loses 60 Health per in-game week unfed. At 0 Health it dies and the Forest ecosystem collapses by half — half the rooms, half the Great Being appearances.

Defeat costs. Killing a Celestial Being drops every player in the party 1 Sanity level. Killing a Daedric Being drops the killer 1 Sanity level. Killing the Giver drops every player 2 Sanity levels and collapses the Forest as above.

An incorrect approach yields nothing. A defeated Being’s boon is lost to the Town permanently this campaign. If players take the Giver’s boons and stop feeding it, it starves; the Forest dies with it.

Forest loot is environment-specific and does not appear in the Tombs. All Forest loot is consumable: a Stone or Flora is spent when its effect is used or when it is cast as a component. A stack is spent one at a time.

COMPONENT CASTING

A spell is available only while its components occupy Loot slots. Components are consumed at casting.

Every recipe is one flower and one fungus, unless listed otherwise.

Forest path. Components only. No gold. M equals the number of complete recipes spent in the cast. Gold may not raise M.

Tomb path. Gold and the Tomb loot components listed on the spell. M is the caster’s Magic rating.

Daedric Magic is cast on the Forest path only.

The Giver’s Recipes cost the caster’s Health as listed. Flora raise M and are not required to cast.

Learned spells. The Scholar inscribes a Scroll of any spell cast or witnessed; a learned spell is cast with gold at the Scholar’s Magic rating at the time of recording and requires no components. The Witch learns a spell through Commune; a learned spell is cast for 1 Sanity level and requires no components.

Flora held in the Lich Doctor’s Medicine Slots count as occupying Loot slots.

Daedric Recipe
Ripple Blue Bluebell + Indigo Milk Cap
Bloom Green Hellebore + Green Russula
Ward Black Batflower + Orange Omphalotus
Respite Blue Bluebell + Red Muscaria
Cleanse Green Hellebore + Orange Marigold + Black Deadman’s Fingers
The Giver’s Recipes Recipe
Suggestion Orange Marigold + Orange Omphalotus
Another! Red Rose + Red Muscaria
Imbibe Purple Foxglove + Indigo Milk Cap
Saunter Black Batflower + Amethyst Deceiver
Dismissal Purple Foxglove + Green Russula
Nap Red Rose + Black Deadman’s Fingers
Feast One of every flower

THE FOREST

The Forest is infinite expanse on a single level. No contract governs conduct here.

The Stones (d6 · one per color · vein loot)

All Stones are gems: they Hold, Consume, Component, Merge, and Channel per the Five Fates. Each vein yields 1d6 stones (exploding). When a vein empties, the region grays — permanently, this campaign. Nothing regrows in gray. A day spent in a grayed region forces a Sanity Challenge (target 12). | d6 | Stone | Color | Effect | |—|—|—|—| | 1 | Ruby | Red | +1 Magic, +1 Speed. Stackable ×6. | | 2 | Sapphire | Blue | +2 Speed, +2 Magic. Stackable ×3. | | 3 | Amethyst | Purple | +1 Power, +1 Health. Stackable ×6. | | 4 | Emerald | Green | +2 Speed, +1 Magic. Stackable ×3. | | 5 | Topaz | Orange | Cast Gold Lightning ×6. | | 6 | Obsidian | Black | +2 Power. Resistant to Black damage. |

Colorless does not grow.

The Flora (d12 · Consume · Component For The Giver’s Recipes, color-matched)

Harvest rule: take a whole patch and it dies. Leave at least one and the patch doubles by next in-game week.

d12 Flora Color Effect
1 Red Rose Red Restore 12 Health.
2 Orange Marigold Orange Restore 1 Sanity level.
3 Blue Bluebell Blue Restore 6 Armor.
4 Green Hellebore Green Cleanse one ailment.
5 Purple Foxglove Purple +1 Magic until the dive ends.
6 Black Batflower Black Sanity −1. Certain Recipes require it.
7 Red Muscaria Red +1 Power until the dive ends.
8 Orange Omphalotus Orange +1 turn next round.
9 Indigo Milk Cap Blue +1 Speed until the dive ends.
10 Green Russula Green Your next attack poisons its target.
11 Amethyst Deceiver Purple Your next spell casts twice.
12 Black Deadman’s Fingers Black Set Sanity to Edge. Component: any Colorless spell.

The Phenomena (d6 · daily roll · the being is the weather)

One roll each in-game day. The result is the Forest’s state and the Great Being wandering it. Defeated, it yields rare loot of its color — and the boon it would have granted the Town is lost permanently. The Giver remains the seventh presence, fed at the table (see above).

d6 Phenomenon Color While Present Approach Boon if Allowed to Prosper
1 Sun Orange +1 to all rolls in the Forest. Stand in the open. Offer nothing. Wait one full turn. The Town restores 36 Health per resident the next day.
2 Rain Blue Flora patches yield double today. Offer a filled flask, willingly. Inn shelter is free for one week.
3 Spring Green All flora regrows instantly today. Plant something — return one flora to the ground. The Smith repairs at no charge for one week.
4 Shade Black Sneak is free; Sanity Challenges +6 difficulty. Extinguish every light the party carries. One character’s Sanity restored to Whole.
5 Storm Purple Spells cost half gold; loot breaks on 1–3 today. Cast any spell into the sky, at full cost. All spellcasting half cost for the Town, one week.
6 Harvest Red All yields double. All depletion doubles. Feed it — 216 gold of food from the Inn. Survival costs halved for the Town, one week.

Presented by Vixen Vox Vertere

A DeadVale Game

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