Micro Chapbook Co Op

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The document provides rules for expanding the Micro Chapbook RPG system to allow cooperative multiplayer gameplay without a game master.

It is a set of additional rules for the Micro Chapbook RPG system that allow groups of players to play cooperatively through scenarios and adventures together.

Players need character sheets, dice, pencils, optional rulebooks and scenarios, and one player needs graph paper to map rooms as the party leader.

Micro Chapbook Co-Op 

Copyright © 2020 Noah Patterson 


ISBN: ​9798671969375   


 
Find us on DriveThru RPG!   


Art Citations 
 
Cover Art​ by Vera Nattler (in memoriam of 
Darkzel) 
 
Cover and Interior Layout:​ Noah Patterson 
 
Section 1.0 Banner Art: ​Daniel F. Walthall, 
found at: drivethrurpg.com/product/181517, 
available under a CC BY 4.0 license: 
creativecommons.org/licenses/by/4.0/ 
 
Section 3.0 Banner Art: ​Daniel F. Walthall, 
found at: drivethrurpg.com/product/181517, 
available under a CC BY 4.0 license: 
creativecommons.org/licenses/by/4.0/ 
 
Sections 4.0 Through 17.0 Art:  
@ Copyright 2016 Patrick E. Pullen 
 
   


STOP! 
 
DON’T BUY THIS BOOK! 
At least, not yet. 
 
The is a supplementary set of rules for use 
with the Micro Chapbook RPG system. It is 
recommended you use one of the system’s Core 
Rulebooks to get the most out of this deluxe 
game supplement, HOWEVER, these rules do 
stand on their own. You can play the game with 
JUST THIS BOOK! 
 
The rule’s basics are included in the front 
portion of this book. These basics can also be 
found in any of the stand-alone FREE 
chapbooks found on DriveThruRPG.com.  
 
With all that said, this Deluxe Game 
Supplement gives you all the extra rules you 
need to expand your game to include 
cooperative play with friends!  
 
Additionally, it includes official rules and 
guidelines for playing the game via video 
chat!   
   


Contents  
1.0: What is Micro Chapbook Co-Op? 
2.0: What Do I Need To Play? 
3.0: Gameplay Basics 
4.0: Party Creation 
5.0: Character Backgrounds 
6.0: Party Backgrounds 
7.0: The Party Leader 
8.0: Party Companions 
9.0: Encountering Doors 
10.0: Encountering Rooms 
11.0: Party Combat 
12.0: Running Away As a Party 
13.0: Party Treasures 
14.0: Party Cohesion 
15.0: Party Events 
16.0: Playing Over Video Chat 
17.0: Murder in the Talavell Market 
   


Section 1.0 
What is a Micro Chapbook Co-Op? 

 
Micro Chapbook Co-Op is a set of add-on rules 
for the Micro Chapbook RPG system. The basic 
system is designed for simplicity, quickness 
of play, and ease of entry. It is ultimately a 
solo game . . . until now.  
 
All of the game books so far include a few tips 
for playing co-op, but these co-op rules give 
you more clear and precise guidelines to play 
this game and all of its adventure books with 
a group of players. NO GAME MASTER NEEDED!  
   


Section 2.0 
What Do I Need to Play? 

 
In order to play Micro Chapbook Co-Op you 
will need to gather the following items: 
 
● 2 six-sided dice. (preferably 2 for each 
player ​especially​ if the group is 
playing via video chat). 
● Graph paper for one player. (The Party 
Leader) 
● A pencil with a good eraser for each 
player. 
● A Character Sheet for each player.  
● The Micro Chapbook RPG Deluxe Core 
Rulebook (optional).  
● Extra scenarios and modules (optional). 


Section 3.0 
Gameplay Basics 

 
The Micro Chapbook RPG system is an 
ultra-simple roleplaying game that is 
designed for solo play but suitable for co-op. 
On the next few pages, you will find the basic 
rules for the game system (as found in each of 
the individual Micro Chapbooks). You don't 
need anything else to play the game. However, 
to make the best use of this book I recommend 
picking up the Micro RPG Deluxe Core 
Rulebook. 
 
Rolling:​ During play, players always roll 
1D6, trying to score equal to or lower than 
their stat score. If they are proficient, they 


roll 2 dice and take the better result of the 2. 
1 always succeeds. 6 always fails. (NOTE: When 
you see 1D3 it means you roll a die and half 
the result rounding up. 1D2 means roll 1D6. 
Evens = 2. Odds = 1)  
 
Characters: ​To create a character, do the 
following: 
1. STATS:​ You have 4 statistics. ​ST​rength, 
DE​xterity, ​WI​ts, ​CH​arisma. You have 7 
points to assign between them as you see 
fit (9 for an easier game). No stat can 
have a score lower than 1 or higher than 
4 at this point. 
2. CLASS:​ Choose a class. There are 4 to 
choose from. Each one will make you 
proficient in one area. ​Fighter: 
Proficient in ST ​Ranger:​ Proficient in 
DE ​Wizard:​ Proficient in WI ​Bard: 
Proficient in CH 
3. RACE​: Choose a race. Race grants you a +1 
bonus to one stat. ​Human:​ +1 ST ​Halfling: 
+1 DE ​Dwarf:​ +1 WI ​Elf: ​+1 CH 
4. HEALTH and WILL​: Your health is your 
ST+DE+20 (+10 for a challenge). Your will 
is your WI+CH+20 (+10 for a challenge). 
 
Weapons:​ Roll 2D6 to determine your gold. You 
may buy equipment now. Weapons have a damage 

10 
rating and a cost in gold (g). Below are some 
basic starter weapons, both ranged and melee. 
You may buy these and others in town as well. 
 
Melee Weapons  Ranged Weapons 

Dagger  1  1g  Throwing Star  1  2g 

Short Sword  1D3  2g  Rock Sling  1D3  3g 

Hand Axe  1D3+1  3g  Shortbow  1D3+1  5g 

Great Sword  1D6  4g  Longbow  1D6  6g 

Great Axe  1D6+1  5g  Crossbow  1D6+1  7g 

 
Armor and Items: ​Armor grants the wearer a 
boost to their health, will, or both. Other 
items such and food and potions can be used to 
restore lost health and will. Below are some 
basic starter items and armors. You may buy 
these and others in town as well. 
 
Armor  Items 

Shield  +3H  1g  (2) Bread Crust  1D3 H  1g 

Magic Cap  +3W  1g  (3) Ale  1D3 W  1g 

Cloak  +6W  2g  (4) Potion  1D6 H  2g 

Chainmail  +6H  2g  (5) Holy Water  1D6 W  2g 

Blessed  +6HW  3g  (6) Miracle  FULL  6g 


Armor  HW 

11 
Generating Rooms: ​The Party Leader begins by 
choosing a random square on the graph paper 
and generating the first room. To generate a 
room, roll 2D6. The number rolled is the 
number of squares in the room. These can be 
drawn in any way, shape, or form so long as 
they are orthogonally connected. Next, roll 
1D3 (1D6 divided by 2 rounded up). This is the 
number of NEW doors in the room. Draw small 
rectangles to represent the doors along any 
single square’s edge to designate an exit.  
 
Room Type: ​Each newly generated room has a 
type. Roll 1D6 on the scenario Room Chart to 
determine the type. Note this in the room with 
the type’s letter code as listed on the chart. 
 
Doorways:​ Next, you will choose one door to 
move through into the next room. Roll 1D6 to 
determine the door type. After moving, 
generate the new room. 
 
(5-6)  Unlocked  Move through freely. 

(4)   Stuck  One player makes a ST 


check to get through. Lose 
1 WILL to reroll and try 
again. 

12 
(3)  Locked  One player makes a WI 
check to get through. Lose 
1 WILL to reroll and try 
again. 

(​1-2)   Trapped  One player makes a WI 


check to disarm and move. 
If they fail, they take 1D3 
damage but still move 
through. 
 
Monsters: ​After Entering any room. Roll to 
generate the monsters in the room. Roll once 
for the monster type (on the scenario Monster 
Chart) and a second time for the number of 
that monster. Each monster has a Max number 
of that type that can appear in a room, a 
Health Damage, a Will Damage, and a Life 
Force. 
 
Fighting: ​To fight the monsters in your room, 
follow these steps in order: 
1. Initiative (NEW): ​All players roll 1D6 
and add their Dexterity score. The 
highest number goes first in each 
round, followed by the other players in 
descending order. 
2. Bravery:​ Each player makes a CH check. 
If you pass, gain 1 Will. If you fail, you 
13 
lose Will according to the monster’s 
W-DMG. If your Will is ever 0, all rolls 
take a +1 modifier. (A roll of 1 STILL 
always succeeds) 
3. Ranged Attack:​ IF the room is 4 squares 
or larger player’s may make ranged 
attacks. Roll a DE check. If you succeed, 
apply weapon damage to the monster’s LF.  
4. Melee Attack:​ ALL player’s MUST now 
make a melee attack using a ST check. If 
you succeed, apply the weapon’s damage 
to the monster’s LF. If you fail, roll the 
H-DMG for one monster and apply it to 
your health. 
5. Repeat:​ Repeat this entire process until 
either the party is killed or you’ve 
killed all the monsters in the room. Run 
away with a successful CH roll. 
 
Treasure:​ Roll 1D6. If you get 1 through 5 you 
earn that much gold. If you roll a six, roll on 
the Items table included in the scenario. If 
you roll a 1 on the items chart you find 
nothing. 
 
The Boss: ​The boss of the dungeon will not 
appear until you’ve encountered all the other 
monsters in the scenario at least once. 
Additionally, it will only appear in specific 

14 
room types as outlined in each scenario. If 
you roll the boss when it can’t appear, reroll. 
Once the boss is defeated, the game ends.  
 
Leveling Up:​ In between games you may spend 
100 gold to add +1 to one stat (or 50 for an 
easier game). No stat can be higher than 5. You 
may also buy new equipment. You may only have 
2 melee and 1 ranged weapon at a time. 
 
NEW OPTIONAL RULES:​ These rules are new 
additions to the system you can choose to 
integrate or not.  
 
● DMG Score: ​Your character begins with a 
DMG score of 0. When you level up, add +1 
to this score. During combat, this DMG 
score is added to every damage roll you 
make. 
● Dual Wielding:​ You may wield two melee 
weapons meaning you can attack twice 
but have two chances to take damage. You 
also can’t use a shield. 
● Alternate Boss Rule: ​Keep track of each 
monster you kill during the dungeon. 
After each battle is won, roll 2D6. If the 
roll is LOWER than the number of 
monsters killed during the dungeon, the 
boss can now have a chance of appearing. 

15 
The boss will only appear in specific 
areas, as designated by the scenario 
rules. If you roll the boss when it can’t 
appear, reroll. 
● Alternate Leveling Up Rule: ​Whenever 
you kill a boss in a dungeon for the 
first time, automatically level up. If 
you kill the same boss again later, you 
may not level up from it and must spend 
100g. 
● Less Severe Deaths: ​Whenever your party 
dies, instead of losing the characters 
permanently, return to the “Town.” 
Someone found you and brought you back 
. . . but not before a thief found you and 
stole all your gold, all your items, and 
1 piece of armor or a weapon you had. If 
you need to buy a new weapon, roll 1D6 
gold as a friend lends you a little 
money. 
 
   

16 
Section 4.0 
Party Creation 

 
Player’s should work together during 
character creation. Everyone should feel free 
to create the type of character they want, but 
also balance it with other players. Having a 
party of all fighters with high STR scores 
might be fun, but the players may fail when it 
comes to traps, doors, and bravery checks. 
Additionally, work together to create 
character background, party backgrounds, and 
choose a Party Leader. These are explained 
further in the following sections.   

17 
Section 5.0 
Character Backgrounds 

 
To help facilitate a more story based 
environment for the game, each player should 
choose (or randomly roll to choose) one 
character background from the following 
tables. If randomly choosing, roll once for 
the TYPE and again for the SPECIFICS. 

18 
I - NOBLE 

1  You were raised by loving parents who took an 


interest in your academic and social success. 

2  Your parents mostly ignored you, leaving you to 


wander the castle alone growing up. 

3  Your parents were politically involved and were 


rarely home, leaving you to be raised by a warden. 

4  Your parents were overly involved, pressuring you 


into a life of politics or social stature.  

5  You were extremely ambitious as a young child and 


teen, to the point where you would even step over 
your family for advancement.  

6  You grew up in an indulgent home where your parents 


cared only about possessions and money.  

 
II - ORPHAN 

1  You had two loving parents who died suddenly and 


tragically when you were around ten to twelve. 

2  You can’t remember your parents but have always 


wished to know who they were. It's a mystery you’ve 
spent your life trying to solve. 

3  You were a street rat who enjoyed freedom.  

4  You were a cabin boy on a freighter ship where the 


captain became like a father to you.  

5  You are convinced your parents were murdered and 


spend your time trying to prove it. 

6  You grew up in a dingy orphanage where you never 


had enough to eat.  

 
19 
III - CRIMINAL 

1  Your father was a petty criminal who was caught and 


thrown into the castle dungeon when you were young. 

2  You ran away from home and joined the thieves guild 
at a very young age.  

3  Your parents were master criminals who taught you 


their ways early on. 

4  You were homeless for the first part of your life and 
learned to survive and provide for your family by 
stealing. 

5  You were wrongfully accused of a crime and spent 


time in the castle dungeon during your youth. 

6  You grew up thinking the rich had too much wealth 


and needed to be “relieved” of their burden. 

 
IV - ROYAL 

1  As the heir to the throne you left home in hopes of a 


better understanding of your people. 

2  You were betrothed at a young age against your will. 


You broke off the engagement and ran away. 

3  You were never allowed outside the castle for fear 


that you would be corrupted by the “dirty masses.”  

4  You watched the assassination of the queen your 


mother when you were young. 

5  You were slated to be the commander of a great army, 


but a youthful mistake resulted in your exile. 

6  You are the second in line in succession to the 


throne. As such, your parents never took interest. 

 
20 
V - TRADESMAN 

1  Your family owns a tiny Inn in a small countryside 


village. You never wanted to leave home, but your 
parents insisted that you “experience the world.”  

2  As the child of a blacksmith, you always loved heat 


and iron. This drew you to swords and shields.  

3  Your family owned a fine restaurant that catered to 


nobels. As such, you have a knack for cooking.  

4  Your mother was a seamstress to nobles. As such you 


ended up with many noble friends. 

5  You grew up in a dish shop in the middle of the city. 


You helped carve many wooden bowls and utensils.  

6  As the child of a castle cook, you learned all the 


secrets, passages, and ins and outs of the castle. 

 
VI - HERO 

1  You always idolized the adventure life, dreaming 


from a young age of being the hero.  

2  After you watched your village slaughtered by 


goblins, you swore to become a protector.  

3  Coming from a religious background, you chose to 


bring hope to those who had none.  

4  When you saved a noble from a charging wild boar, he 


made you a member of his house guard. 

5  You always liked gold, and being a hero seemed like 


the easiest way to get it. 

6  As a farmer’s child , you drove off a pack of wolves. 


The town honored you as a hero for this. 

 
21 
All of the backgrounds are just starting 
points to jump off from. You are never tied 
down to one concept or idea. If you don’t like 
a random one you rolled, simply roll again.  
 
Additionally, none of these will define who 
you are NOW as a hero in concrete terms. You 
can apply any feeling, emotion, or viewpoint 
on the small one to two sentence experience 
described in your background.  
 
For example, someone who rolled TYPE VI and 
SPECIFIC 3 (religious background) might 
decide that the character has had a horrific 
experience in more recent years that has made 
them abandon their faith. Or perhaps the 
experience has made them MORE religious--to 
the extent of Zealotry.  
 
Your story is up to you. 
 
In any case, your background will give you 
some inspiration and guidance for when it 
comes to your turn to describe your 
character’s actions in the game. 

   
22 
Section 6.0 
Party Backgrounds 

 
After everyone has built their character and 
chosen a background, the group will together 
choose a Party Background. You can all vote 
on the background or roll for a random one. In 
any case, this will describe how your party 
came together. 
23 
PARTY BACKSTORIES 

1  When you all joined the Adventurer's Guild, as 


newbies you were automatically assigned a party for 
the training quests. Now, you are all a tight knit 
adventuring party.   

2  During a peasant uprising in a major city, you all 


were swept up in the chaos and wrongfully jailed. 
Working together with your fellow prisoners, you 
managed to escape and report the corrupt Lord and 
his Guardsmen to the Adventurer's Guild. Your group 
has been working together ever since.  

3  Your entire group grew up together. Whether you 


were noble, royal, criminal, or even a peasant, 
somehow the simplicity of childhood brought you all 
into a group of long time friendship.  

4  The Adventurer’s Guild had an emergency quest for as 


many adventurers as possible when a huge herd of 
wild boar accidentally wandered into a small town. 
While protecting the town, you all worked together 
and became friends. You have fond memories of 
evenings around the fire, munching on wild boar 
bacon and coffee. 

5  At one point, your group entered a recreational 


sporting event hosted by the Adventurer’s Guild to 
honor the kingdom’s Sunlight Festival (a festival to 
ring in the warm weather after winter). You all 
competed against one another, but quickly became 
friends because of it. 

6  Everyone in your party often frequented the same 


tavern. The love of small brew ale, made by the hands 
of nimble pixies, as well as the heavenly sweet 
breads they sold, often brought you around. After 
running into one another so many times at the 
tavern, you all realized you were part of the same 
guild and therefore should do a quest together . . . 
in the name of delicious sweet bread.  

24 
Section 7.0 
The Party Leader 

 
Once the party is created and all backgrounds 
settled, it is time to pick a Party Leader (or 
perhaps you already have). The Party Leader is 
the glue that holds the group together. They 
are both a friend and a commander to everyone 
in the group. While not above his companions, 
he helps facilitate success in battle, and 
rewards thereafter. 
25 
More importantly, The Party Leader is the 
game's main facilitator. He or She literally 
leads the party in the adventure. As such, the 
Party Leaders responsibilities, in addition 
to playing their character, are as follows: 
 
● The Party Leader holds the map of the 
dungeon. They will keep track of the 
dungeon as it is built on a piece of 
graph paper which they can share and 
show to the other players.  
● The Party Leader makes all the dungeon 
rolls. This includes:  
○ Room Size 
○ Number of Doors 
○ Room Type 
○ Monster Rolls 
○ Number of Monsters 
○ Monster Damage Rolls 
● The Party Leader will keep track of 
monster LF during combat. 
● MOST IMPORTANT: The Party Leader 
should try and describe each area they 
enter, as well as the monsters, and 
embellish it with story and 
detail--making the game an 
imaginative and exciting environment 
for everyone playing.    

26 
Section 8.0 
Party Companions 

 
After the Party Leader, everyone else in the 
party is considered “Companions.” In many of 
the Micro Chapbook RPG products you will 
find rules and references to companions for 

27 
solo games. For purposes of Co-Op games, many 
of these same rules apply, within the realms 
where each player gets to control their own 
character.  
 
Companions are just as much a part of the 
game, as just as important, as the Party 
Leader. They fight in combat, disarm traps, 
open locked doors, etc.  
 
In addition to running their character, the 
Companions are responsible for. 
 
● Making all the die rolls for their 
characters. Stat checks, attack damage, 
etc. 
● Offering opinions, advice, and 
viewpoints to the group on what to do 
next. 
● MOST IMPORTANT: When it comes to their 
turn, describing their actions in 
detail. Telling the story of how their 
attack hit home and the type of damage 
it did OR describing their failures and 
misses, and how it has set them back. It 
is up to the companions to create a 
story for the entire group to hear. 
Everyone’s stories together make a 
whole adventure.  

28 
 

Section 9.0 
Encountering Doors 

 
Whenever it comes time for the players to move 
through a door, they will work together. The 
group as a whole will decide which door in 
the room to try. THEN the group will choose 
one player, or someone may volunteer, to try 
the door. THAT PLAYER will make the Door 
Roll.  
 

29 
If the door is OPEN/UNLOCKED the group can 
move through freely.  
 
If the door is a TRAP, that player alone must 
immediately make the Stat Check to disarm or 
avoid it.  
 
If the door is anything else (locked, stuck, 
etc.) then the group may choose who should 
attempt it. If one person fails, another player 
can step in and try. ANY player who tries a 
second time must spend a Willpower as normal. 
Once the door is open, all characters may move 
through freely. 
 
In some adventures and scenarios, a door or 
passageway might have something like a pit in 
between. In these cases ALL players must make 
a check to cross.    

30 
Section 10.0 
Encountering Rooms 

 
Most if not all rooms (except for maybe rooms 
of simple dirt, wood, or stone) have extra 
boons or dangers in them. Room effects ALMOST 
ALWAYS impact the entire party. If a room is 
filled with water, the entire party takes the 
+1 modifier to Dex rolls. If there is a trap, it 
almost always impacts the whole group. In 
some cases, however, it may seem that the trap 
or room effect only would thematically target 
one person. In this case, the character who 
entered the room first must face it.  

31 
Section 11.0 
Party Combat 

 
Combat generally works the same as in the 
basic solo rules. However, for Co-Op there is 

32 
one extra step and it falls into the lineup as 
follows: 
 
1. Initiative Roll (NEW):​ Players roll 1D6 
and ADD their Dexterity score. The 
player with the highest roll goes first 
in each following round. That person is 
followed by the next highest, and then 
the next, and all the way down to the 
player with the lowest roll. Players who 
tie can choose who goes first.  
2. Bravery Check: ​All players 
individually make a CH roll or take the 
W-DMG from the monster. This can be 
done all at the same time for the speed 
and convenience of the game flow. 
3. Ranged Attack Step: ​All characters who 
have a ranged weapon will take a ranged 
attack action now, following initiative 
for the round. 
4. Melee Attack Step:​ All characters MUST 
now make a melee attack action now, 
following initiative for the round. If a 
character has no melee weapon, they 
will make a ST roll to dodge the damage. 
Each individual who misses takes 
damage. 
5. Repeat: ​Start over from the top and 
repeat the process. 

33 
Section 12.0 
Running Away as a Party 
 
If, at the end of 
any round of 
combat, the group 
agrees they are 
in trouble of 
suffering a Total 
Party Kill (TPK), 
they can choose 
to run away to 
fight another 
day. EACH player 
simultaneously 
makes a CH check 
to run away. 
Anyone who 
passes can escape 
the room through the door they came in or a 
new door. Anyone escaping through a new door 
must make a door roll as normal and if they 
can’t get it open for whatever reason, fail to 
run away. Anyone who fails the initial CH 
check also fails to run away. They must 
remain and fight another round without the 
rest of the party who managed to escape.   

34 
Section 13.0 
Party Treasures 

 
Once a room is cleared of monsters and the 
heroes have won, they will collect treasure as 
normal. In a Co-Op game, EVERYONE rolls their 
own individual treasure rolls. Players can 
exchange items as they wish.  
 
Alternatively, the Party Leader can roll on 
the Party Treasure Chart featured on the next 
page using 2D6. This will give the party the 
result of what they found in the room. 
 
The party must then decide how to best divvy 
up the treasures.  

35 
Party Treasures 

2  1D2 Gold 

3  1D3 Gold 

4  1D6 Gold 

5  2D6 Gold 

6  2D6x2 Gold 

7  3 Item Rolls 

8  2 Item Rolls 

9  1 Item Roll 

10  1D6 Gold and 1 Item Roll 

11  2D6 Gold and 2 Item Rolls 

12  2D6x2 Gold and 3 Item Rolls 


  
Items in Co-Op games should be shared among 
the group. Items can generally be used at ANY 
TIME in the dungeon and on any member of the 
party. So if one player has a bread crust and 
another player needs it, the first player can 
use it and heal the other player. 
Thematically, this is like tossing the bread 
to the new player so they can munch it down 
quickly--even in the midst of battle.  

36 
Section 14.0  

Party Cohesion 

 
The party’s Cohesion is a measure of how close 
they are to one another, how well they work 
together, and how well they like each other. 
Cohesion can never drop below 0, even if an 
event would possibly make it so. It simply 
means the group isn’t as organized.  
 
The Party Leader should keep a running tally 
of the Party Cohesion, which begins at 0. The 
37 
party automatically earns 1 cohesion when 
the group defeats a boss in a dungeon. 
 
Cohesion may be spent to aid the party in the 
following ways. 
 
● I Need Assistance: ​One Cohesion may be 
spent to automatically PASS any single 
Stat Check for any 1 player. 
● Resurrection:​ If a party member is dead, 
the group may spend 1 Cohesion PER 
PARTY MEMBER (including the dead one) 
to resurrect them. 
● Divine Intervention: ​If the entire 
party is dead (TPK) the group may spend 1 
Cohesion per party member MULTIPLIED 
by that same number to resurrect the 
entire party by some miracle. So if a 
party has 3 members, that is 9 Cohesion 
points that must be spent.  
● Inseparable: ​The ENTIRE party may level 
up by spending 1 Cohesion per party 
member MULTIPLIED by that same number 
to resurrect the entire party by some 
miracle. So if a party has 3 members, 
that is 9 Cohesion points that must be 
spent.  
 
   

38 
Section 15.0 
Party Events 

 
In between adventures, the party can CHOOSE 
to make a roll on the events table on the next 
page. This adds a little bit of story and 
development to the group as they progress 
through their adventure together.  

39 
Each event will affect the Party Cohesion in 
some way. Results that cause you to lose 
Cohesion may be negated by everyone making 
CH rolls. For each person who passes the test, 
reduce the amount of cohesion lost by 1. 
 
Additionally, on Events that increase your 
Cohesion, each player may make a CH roll. If 
the ENTIRE PARTY passes, the amount earned is 
double.  
 
Party Events 

2  The party was ambushed on the trail. During the 


ambush, one member of the party grabbed the gold 
and abandoned everyone else. However, the party 
won and caught up with the deserter at the inn, 
demanding the gold. Lose 5 Cohesion. 

3  One party member stole something from a local shop. 


Another party member is upset by this dishonesty 
and insists he return it. The group breaks down 
into arguments over the issue. Lose 4 Cohesion. 

4  One party member tries to keep more than their 


share in gold from a quest, claiming they “deserve 
it” for working harder. The rest of the group gets 
angry. Lose 3 Cohesion. 

5  One party member eats some trail rations that don't 


belong to them. The other members who they belonged 
to were saving them for a reward for themselves 
after the next dungeon. Lose 2 Cohesion. 

6  The party gets lost in the wilderness on their way 


back to town. Tensions grow as members argue over 
how to get back. Lose 1 Cohesion 

40 
7  It is a fairly normal night for the party as they 
head wearily back to the tavern, have the same meal 
as always, and head to bed. No effect. 

8  One party member reveals their secret skill . . . 


cooking. They make an excellent meal on the trail 
from hogback bacon, blassenberries, and smoked 
cheese for everyone. Gain 1 Cohesion. 

9  One party member surprises the rest with a special 


bottle of wine they’d been saving. Everyone happily 
drinks together in friendship. Gain 2 Cohesion. 

10  A local church of the light had their tithes stolen. 


They are distraught as the money was going to pay 
for a new Bell for the church. Despite no reward 
offered, the party decides to work together to get 
the money back. Gain 3 Cohesion. 

11  While scouting ahead, one party member finds a 


hidden collection of gold. Instead of keeping it for 
themselves, they bring it back and share the reward 
with the whole party. Gain 4 Cohesion. 

12  When the party falls into a death trap, a deep pit 
that falls over 100 feet into the earth, one party 
member who didn’t fall manages to save everyone 
else. Gain 5 Cohesion. 

 
   

41 
Section 16.0  

Playing Over Video Chat 

 
We all love playing games together with our 
family and friends. Unfortunately, it may not 
always be easy (or even possible) to get 
everyone into the same place at once. That is 
exactly why these rules are designed to be 
easily played over video chat. You don’t need 
any extra special gaming program, platform, 
or fancy camera setup for this to work. All 
you need are your computers or phones, your 
preferred video chat method, and your 
friends. It is EVEN possible to play with 
AUDIO ALONE! 
42 
● THE PARTY LEADER: ​In remote play, the 
Party Leader becomes extremely 
important. The Party Leader will have 
the graph paper on their end and 
facilitate building the dungeon as 
usual. Showing the other players the 
graph paper map is no longer vital. 
Instead, the map acts as a baseline for a 
game of imagination as described by the 
Party Leader. 
● SHARING the MAP (Optional): ​If you wish, 
the Party Leader may show the map to 
other players for ease of reference by 
simply holding it up to the camera. If 
you want to get fancy, you can draw the 
map in an art program on the computer 
(or even a fancy dungeon program if you 
want to go that far) and then share your 
screen with the other players. Screen 
sharing is something that should be in 
most video chat programs and will allow 
all the other players to see you 
building the dungeon first hand. This 
is not, however, necessary to playing 
the game. 
● DUNGEON DESCRIPTIONS: ​Describing each 
room of the dungeon in DETAIL becomes 
vital for the companions. And I 
recommend not just saying “the room is 5 

43 
squares wide.” Instead, imagine you are 
ACTUALLY in the dungeon leading the 
party. Each square is 5 feet wide. 
Describe what you see as you enter the 
room. This becomes especially important 
when you are playing with Audio only. 
(For example, you might say something 
along the lines of: “We enter a small 
dank room that appears to be no more 
than fifteen feet wide or long. It has a 
low ceiling and there appears to be 
water pooling on the floors. Before us, 
we see six goblins perched on a tiny 
island around a campfire. They appear 
to be cooking some sort of 
sausages--most likely stolen off some 
other adventurer.” Little bits of flair 
like that make a remote game all the 
more exciting as everyone can image it 
in their heads.) 
● ROLEPLAY: ​For the companions, playing 
their character and describing the 
actions in detail makes the game more 
exciting for everyone. 
● DIE ROLLS:​ Die rolls work the same as 
described earlier in the book. 
Companions will make the rolls for 
their characters on their end and the 

44 
Party Leader will make the rest of the 
dungeon rolls on their end.  
● TRACKING: ​Everyone should keep track of 
their own character, Stats, Health, 
Willpower, etc. on their end.  
● HONESTY: ​This goes without saying. You 
all will be making die rolls on your 
own ends of the chat. Sometimes, if not 
all times, others will not be able to see 
the roll. Make sure to be honest with the 
rolls you make, good or bad. While this 
is Co-Op, fudging the numbers to make 
your character look better can ruin the 
experience for others.  
● SHARE the LOAD: ​In order to make sure 
everyone is happy and having a good 
time, it might be a good idea to take 
turns being the Party Leader on 
different game sessions. One player 
might be the Party Leader during the 
first meeting and another on the second 
and so on. Working together and sharing 
the load makes it better for everyone. 
● HAVE FUN: ​The most important element of 
playing the game, over video chat or in 
person, is to have fun. 

   
45 
Section 17.0 
Murder in Talavell Market 

 
Murder in Talavell Market is a simple 
starting dungeon scenario for players in a 
group to get a feel for the game. It may be 
played multiple times if the players wish. 
After that, players should feel free to move 
onto other scenarios from other series books. 
46 
Talavell Market, a travelling caravan of 
merchants who will set up their tents and 
sell their wears in various locations 
across the land of Hellick Waters. Your 
group is travelling along the path between 
Bevinel Forest and the town of Sahdn Valley 
when you unexpectedly stumble on the 
market. You decide to make the best of it and 
do a little shopping while you are here. 
Unfortunately, things don’t go so smoothly. 
When a cry comes out from the crowds of 
shoppers, you turn around to see a dead body 
slumped on the ground. “Murder!” cries an 
elderly shopkeep nearby, clutching her 
scarves to her face in horror. In a brief 
glimpse you catch sight of a cloaked figure 
fleeing the scene. Without even a second 
thought your group rushes forward after the 
culprit. Following them into a large red 
tent, you stop cold. The inside of this tent 
appears to be enchanted. Wooden plank 
walls, decorated in elaborate purple and 
gold tapestries, mark the entrance. Moving 
forward, you realize this magical space is 
actually a labyrinth inside. It is clearly a 
clever tool of a trained assassin. They make 
their kill and then flee into a seemingly 
normal tent, only to lose their pursuers in 
a strange labyrinth set up to trick and 
confuse--and filled with other dangers and 
assassins. However, you aren’t falling for 
it, and you aren’t going to let the killer get 
away.  

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The Dungeon 
 
Talavell Tent Rooms 

#  Room Type   Description 

1  Grass  G  This room has a grass floor. No effect. 

2  Rug  R  A beautiful and elaborate rug lays 


over the grass floor of this room. 
However, the rug is a trap and tries 
to roll everyone up inside of it. 
Everyone must make a ST check to 
escape it or take 1D3 H-DMG as it 
squeezes them tight. 

3  Clutte C  This room is full of seemingly stolen 


r  wears. Rolled up rugs. Antique 
furniture. Etc. It is hard to 
navigate. All DE rolls are +1. 

4  Pit  P  A Pit is dug into the ground here and 


everyone must make a DE check to 
cross or take 1D3 H-DMG. 

5  Mirror  M  This room has a ton of different 


Mirror  mirrors hanging on the elegant 
walls. Looking in them causes 
confusion. Make a WI check or take 
1D3 W-DMG. 

6  Assassin's  A  A large wooden machine sits on one 


Trap  end of the room and fires thousands 
of poisoned needles. Make a DE check 
to dodge it or take 1D6 H-DMG and 1D3 
W-DMG 

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Talavell Tent Doorways 

(5-6)  Cloth  A simple cloth tapestry 


hangs over this doorway. 
Move through freely. 

(4)   Stuck  This wooden door is stuck. 


You must make a ST check 
to get through. Lose 1 WILL 
to reroll and try again. 

(3)  Locked  This wooden door has a 


large metal padlock on it. 
You must make a WI check 
to get through. Lose 1 WILL 
to reroll and try again. 

(​1-2)   Trapped  This wooden door has a 


trap attached to it. You 
must make a WI check to 
disarm and move. If you 
fail, take 1D3 damage but 
still move through. 
   

49 
 

Talavell Tent Monsters 

Monster Type  Max  H DMG  W DMG  LF 


1  Field Rat  6  1  1  1 

2  Assassin Trainee  4  1D2  1D2  5 

3  Attack Dog  3  1D3  1D3  7 

4  Assassin Guard  3  1D3+1  1D3+1  10 

5  Assassin  2  1D6  1D6  15 

6  Master Assassin  1  2D6  2D6  30 

 
50 
Bestiary 
 
Field Rat: ​This rat 
is nothing too 
dangerous or 
frightening. It 
simply wandered 
into the tent and 
got lost, but will 
fight to get out. 
 
Assassin Trainee: ​It 
seems this tent must 
belong to the 
assassin's guild, as 
there are very 
young Assassin Trainee’s hanging out here. 
 
Attack Dog:​ A large and sleek black dog, these 
animals are staples of the assassin’s guild. 
 
Assassin Guard:​ These members of the 
Assassin’s Guild don’t generally go out on 
missions and instead remain behind to guard 
the guild’s secrets. 
 
Assassin:​ One of the Assassin Guild’s main 
men, trained in the art of killing.   

51 
The Boss 
 
Master Assassin: ​The 
cloaked figure who 
was chasing removes 
the outfit to reveal 
a woman underneath, 
one of the Assassin’s 
Guild's Master 
Assassins. Deadly in 
every way, and a 
real killer of men. 
She won’t hesitate 
to slit a throat or 
two just for the fun 
of it. She can appear 
in any room in the 
ten. 
Whenever a 
character takes 
damage from her 
poison dagger, make 
a ST roll to resit 
the poison. If you 
fail, you are 
poisoned and will take 1 damage at the start 
of each new round of combat. You must use a 
Miracle to cure it OR rest completely to 
recover full health.  
52 
 
Reward: ​When you defeat the Master Assassin 
players will earn 2D6 Gold each. The group 
will also receive the Poisoned Dagger. It is a 
normal dagger of 1 damage, but when it hits, 
roll 1D6. On a roll of 1, the target is poisoned 
and will take 1 damage at the start of each 
new round of combat. 

 
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