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SEASON

1
THE INTRODUCTION 15 ADVENTURES
ON A SINGLE MAP
ENCYCLOPEDIA
ON A SINGLE PAGE

THE ADVENTURES Themes Complexity Themes Complexity

1 TROUBLES IN THE RUINS


Simple indoor exploration,
Exploration 8 FIRST
THE BARON’S
DUNGEON
Escort
mission
and mushrooms. A linear dungeon, extras to protect, and chase
what could go wrong?

2 THE ARTEFACT
A linear and culinary adventure, which will
Social
and likely 9 MAGUS MOREAU’S ISLAND Break-out
brawls Some chimeras, an unpleasant magus,
require more improvisation and roleplay.
a bichon.

3 THE ARCHMAGE’S
THERMAL BATHS
Exploration
10 THE NEST Exploration
and rescue
An underground rescue in the heart
A magical and damp environment, of a swarming nest.
competitors in armor, a splendid bathrobe.

11 MYSTERIES & TENTACLES Investigation


4 THE HEIST
Traps, gab, trickery.
Burglary A mini sandbox packed
with characters and suckers.
and potential
cataclysm

THE ELVEN TEMPLE Encounter


5 LOST IN THE MARSHES
Anxious goblins, a vile sorcerer
Exploration
and brawls!
Exploration, experiments and
a particularly sticky encounter.
of the third kind

and countless frogs.

13 THE INAUGURAL FLIGHT Investigation


6 ZOMBIES IN THE JUNGLE
A horde of undead, a city to save
Exploration
in a limited-time
OF THE KAISERLICHE
A flying ship and a particularly
3,000
feet high
and panthers. ambitious thief expert in disguise.

7 THE HUNT Hunting and 14 WIZARD TOWER FOR SALE


A hazardous exploration
Exploration
A merciless hunt opposing the adventurers exploration
to a more than fearsome creature. of a highly magical high place.

15 THE GAME
Sport, sweat, cheating, big money…
Sports and
cheating
it’s time for the soule!
THE EMPIRE

3 ar

G
ou
lt -upon rus 15
-Va
14
9 Extras to encounter
on the way to the adventure (1D6 + 1D6)
1-3 1 Dibza the Idolized and her team of soule.
They are about to train on the adventure site.
8
2 Egu, the helpful warrior-monk.
ital
13 He has vowed never to hurt or kill.
ap
h eC 3 Gally, a voluble imperial researcher.

T
She wants to study the Duchy's customs.
7
4 Gark, a fearless kobold grocer.
4 She is looking for a rare ingredient.
5 Imai, a young bearded dwarf and a fan of the
adventurers. He is dressed up as one of them.
6 A weirdly intelligent goat.
1 It follows the adventurers from a distance.
4-6 1 Korkane the Second, a goblin warrior
with a complex. She seeks glory.
Troarn 2 Marius, second best thief in the Duchy.
vil
11 l He claims to want to help the team.
e

5 3 Mathias, the greatest (in height) trainee failed


10
by the Archmage. He wants to learn magic.
4 Paula, inventor of Gol, the automatic torch
carrier. She wants to test its reliability
in the field.
5 Syrinia, a noisy and stylish bard.
12 THE MAGICAL She is looking for something to sing about.
6 LANDS
6 The Archmage. He gives a mysterious hint
about the next adventure and then disappears
in a cloud of smoke.

1 Troubles in the Ruins 5 Lost in the Marshes 9 Magus Moreau’s Island 13 The Inaugural Flight
2 The Artefact 6 Zombies in the jungle 10 The Nest of the Kaiserliche
3 7 11 14 Wizard Tower For Sale
The Archmage’s Thermal Baths The Hunt Mysteries & Tentacles
4 8 12 15 The Game
The Heist The Baron First Dungeon The Elven Temple
ENCY These adventures on a single page were
tested mainly with Into the Odd, Tunnel
Goons, and of course our game
Sodalitas. They were designed to be

CLOP
playable almost on the go. We wanted
them to be easy to pick up even for
novice referees, while still being fun for
the more experienced.
The Archmage, the Empire, the elven
temples or the extras are meant to be
swapped with any equivalent in your
chosen setting. However, over the course
The Duchy The Archmage
The contrasting, roughly medieval region Winner of the Magic Wars, inventor of
of our adventures, we have, against our
where our adventures take place. a hundred spells, holder of elven secrets,
will, developed a little piece of a universe dragon tamer and great lover of baths.
The Duchy is what remains of a huge empire
that might be useful to some referees. For a good century, he ensured the
devastated by the Magic Wars. A large capital,
Here it is. independence of the Duchy and resisted
small towns and villages, many ruins to
explore. the Empire. Contradictory rumors circulate
In the absence of the Archmage, this about his disappearance: the old Emperor had
territory is ruled by a friendly but anxious him assassinated, he’s gone exploring the
fifty-something duke. Many guilds try to take devastated lands, his ghost has been seen in
advantage of his kindness. the capital… It is all very unclear.

The Empire Goblins Kobolds Elves


A vast, conquering and technologically Small, greenish, long-eared creatures that These frail reptilian humanoids of various Subtle, brilliant, beautiful and awfully elitist
advanced empire that was at war with appeared during the Magic Wars (and are colors claim to be smarter cousins of creatures who have left many treasures,
the Duchy for decades. The new emperor rumored to be the descendants of elves the great dragons. Some of them can even temples and strange artefacts in the Duchy.
has more or less buried the hatchet and is transformed by powerful rituals). Although breathe fire, poison or lightning, like the most The elves disappeared during the Magic
trying to modernize and open up his empire they are small, goblins are brave and terrifying of reptiles. Their cold-bloodedness Wars, but many of the Duchy's inhabitants
- open warfare is not the only way to resourceful. They do not live for very long, forces them to consume an enormous amount claim to have an elven ancestor.
conquer a territory. but they do it very intensely. of food.
TROUBLES
IN THERUINS
Adventure on a single page #1
Text & drawings: Jan Van Houten
Graphic design & editing: Nicolas Folliot
Published in 2020 by Jdrlab
Introduction
Micheline, the chef of the adventurers’ favorite tavern, has a secret.
She grows her mushrooms in an ancient elven temple at the bottom of
a ravine. The humidity is perfect and the soft orange light coming from
the walls seems to favor the growth of rare species.
Yesterday morning, she left to reap the fruits of her labor. She hasn't come
back, and her worried employees have called on the adventurers to find her.

STARTING THE ADVENTURE


The temple’s entrance The mushroom farm The column room The great statue The treasure
• To the right of the entrance is • Strong smell of earth and manure. • Columns provide shelter or • Mushrooms cover both • A very strong smell of mold.
a marble statue. • Thousands of blue mushrooms obstacles. walls and floor of this Moldy scrolls and fabrics.
• It's a golem, slow but far too grow in planters. • Little Paul (a hungry and teasing oddly warm room. • Some elven gold objects of
strong to be fought fairly. It will • Bags full of mushrooms were left young thief) took refuge at the • Two gigantic columns unknown function.
attack and pursue non-elven in a corner of the room. top of a column. frame the titanic statue • Micheline wears a huge gold
adventurers. • A golem is stuck in the door by • He doesn't know where of an elven deity sitting helmet. She's delirious and thinks
• To the left of the entrance, particularly sticky and invasive Micheline is; the statues came to on its throne. Its eyes she's an elf goddess (she'll make
deep footprints head towards fungi. It blocks the path to the next life while he was stealing a bag of shine with a fun of the adventurers' far too
the inside of the temple. room. mushrooms. menacing light. round and short ears).
• A few blue mushrooms seem to be • If the adventurers make noise, • Paul ate three mushrooms (see • These eyes can send • Once the helmet is removed,
escaping from the temple. they hear cries for help coming below for their effects). a deadly beam of light the animated statues in
from the next room. • Beetle statues are trying to attack at intruders. the temple are deactivated.
the adventurers. The gem on their • Mushrooms have weakened the
backs is their source of energy. walls, revealing a secret room
It will explode on a heavy blow. behind the statue.

What does this fungus do? (2D6) Micheline's secret


2 It's a piece of a statue attacking the of stinging spores. 7 Bitter, earthy, disgusting, down the time around it. 11 Allows temporary Chives cancel out
adventurer. 3 Screams and try to run away. terrible idea to eat a raw mushroom. 8 Slightly climbing of walls like a spider. 12 Allows the harmful effects
4 Renders voiceless. 5 Grows sticky little tart and minty. 9 Delicious, eating it makes one temporary change of skin color like of mushrooms.
mushrooms all around it. 6 Releases a cloud float a few inches off the ground. 10 Slows a chameleon.
THE
ARTE STARTING THE ADVENTURE
The steps

FACT
• The temple is located on a small snowy mountain where ibexes and kobolds live.
• The adventurers start on the steps leading to the village, behind an old deaf goblin threatening
a kobold patrol. This is Korkan, the greatest warrior the world has ever known, but also
the oldest. He has a 1-in-2 chance of locking his back after an attack.
• Korkan is searching for his father’s spear, which he lost in his distant youth.

Adventure on a single page #2


Text & drawings: Jan Van Houten The kobold village
Graphic design & editing: Nicolas Folliot
Published in 2020 by Jdrlab • The village is settled around a gigantic statue of the Winter Goddess and her temple.
• It is led by Gex, a hot-tempered red kobold assisted by Gix, his coward twin brother.
• The winter festival is in full swing in the village. The kobolds take advantage of this to make
Introduction deliciously creamy sorbets with whatever they can find.
Ingredients (1D6): 1 Sulphur 2 Pepper 3 Ibex meat 4 Berry 5 Mould 6 Clay
One of the Glacier Guild's magical coolers • The kobolds face each other in challenges: placing a garland as high as possible,
is dying. The artifact is dangerous and very imitating a dragon's cry, eating as much sorbet as possible, taming a ferocious ibex…
fragile. If it undergoes a shock it could • The temple, covered in ice, serves as a pantry and is guarded at all times.
explode, freezing everything Only festival winners and master sorbet makers are allowed in.
for miles around (in case of
shock, roll 1D6; the artifact
explodes on a 6). The temple
The adventurers are
instructed by the guild • In the center of the food-filled temple is a deep and wide shaft of ice, which is intermittently
to get rid of the item by illuminated by a cold light.
throwing it into a portal to another dimension. • An elevator, obviously rarely used, goes down into the shaft. A piece of light music
The portal is located in an ancient elven accompanies its operation.
temple surrounded by a kobold settlement. • During the descent, the adventurers risk being attacked by the tentacles of the Big White,
a carnivorous worm whose mouth is as big as the elevator. It is blind and stuck in the wall,
but its senses of smell and hearing are developed.
• Its long tentacles can capture an adventurer and block the elevator.
• Korkan father’s lost spear is stuck in the Great White.

Some kobolds The bottom of the well


Garz the White, expert climber
• The bottom of the well is a large cave littered with garbage thrown by the kobolds.
Gaz the Green, ibex hunter
• A stone gate can be seen a hundred meters away. Every couple minutes, a blue light and
Gil the Red, witch and sorbet taster
a strong icy wind come out of it.
Gurk the Blue, chief grass gatherer
• The area is teeming with aggressive grubs, descendants of the Big White, just as starving
Gyk the Black, temple guard
and blind as their ancestor.
The secret of the deliciously • The portal leads into a huge, completely frozen forest, in the middle of a frozen elf army.
creamy kobold sorbets An adventurer only has a few seconds to return to their world if they don't want to end up
Big crushed white maggots. frozen as well.
THE
ARCHMAGE’S Introduction How's the water? (1D6)
1 Boiling 2 A little too hot 3 Perfect and lavender-

THERMAL Adventure
on a single
page #3
The adventurers were hired by a wealthy client
to recover the dragon's egg that provides heating for
scented (the bather is healed but falls asleep)
4 A bit fresh 5 Much too cold 6 Freezing, you can
see a fish caught in ice

BATHS
Text & drawings: the former Archmage’s thermal baths (the employer
Jan Van Houten provided a large fireproof trunk to transport it). About spirits
Graphic design Unfortunately, the Empire has already sent an
& editing: Their intelligence is limited and they have a hard
Nicolas Folliot expedition to the site. It is composed of a batch time understanding humans. Everything is a game to
Published in of soldiers and an alchemist. them. By the way, they are insensitive to weapons.
2020 by Jdrlab

The Archmage’s study


• A large room soberly decorated. It features a large desk and bookcases
overflowing with books about plumbing and baths.
• A wind spirit, out of an open bottle on the desk, is attacking Wolf,
the unbearable imperial alchemist, and a small group of soldiers.
• By searching the study one can find (1D6): 1 The key to the service door
2 Three chewing gums allowing one to breathe underwater
3 A pair of magic flip-flops (keep feet dry in all
circumstances) 4 An incomplete human-spirit dictionary
5 The softest bathrobe ever made 6 A single-use parchment
STARTING THE ADVENTURE to bind a spirit to a place or an object
The outside The baths
• Several low buildings with tiled • Baths and pools as far as the eye The flooded hallway
roofs and stone walls. can see; the buildings are much • It's very dark and many pipes are attached to the walls. If an adventurer
• Despite being neglected, the larger inside. grabs a pipe without precaution (1D6): 1 it's scorching hot 6 it's so cold that
thermal baths seem to be in very • Many pipes are exposed along the adventurer's fingers stick to it.
good condition and still active. the walls. • The water is alive, it's a young spirit.
Steam is escaping from the many • Small, translucent and helpful little • It will try to play with the adventurers by shaking and pulling them
chimneys. spirits clean up the place as soon underwater.
• A camp has been set up nearby as necessary. • If the players manage to communicate with it, they will understand that
(basic equipment can be found • Adventurers causing noise or its main wish is to join its family in the nearest river.
there). hanging around a bit too much are
• Frida, a naive but very strong quickly spotted by 1D6 soldiers.
young imperial soldier, • Adventurers can hear screams; The boiler room
stands tracking them leads to • The dragon's egg is contained in a thick glass cylinder filled with water.
guard. the Archmage’s study. • An obviously magical machine is connected to the egg.
• Following the pipes leads to a It uses the potential dragon's magic to run the thermal baths.
particularly strong metal service • Out of the water, the egg is hot as a flame.
door with a complicated lock. • Once the egg is removed, the baths collapse.
Once opened or kicked in, it opens The adventurers have to flee (while, if it's fun,
into a flooded hallway. the egg hatches and imperials attack).
THE Adventure on a single page #4
Text & drawings: Jan Van Houten
Graphic design & editing: Nicolas Folliot
WATCH THE ALARM! The reception R
• The secretary fills out paperwork while Pelota is watching.

HEIST
Published in 2020 by Jdrlab • Tam, a falsely ill student, is waiting for her parents.
• Durieux, the dean, is looking for his cat. “He has the key.”
Sylia utters a formula and Pelota becomes a huge and
terrifying saber-toothed tiger.

The dorms D
• Many cats wander among the residents' belongings.
Introduction They seem to follow and monitor the adventurers.
A painter friend of the adventurer's latest work • While searching, various sweets, a flute and throwing knives
has been stolen; it is a portrait of Puce, the are found (a careless adventurer has a 1-in-2 chance of
Archmage's famous cat. She knows the Purple triggering a trap and seeing a stinking ball crash on him).
Cat Guild is the culprit, but evidence is lacking, • Hidden under her duvet, the young thief Alex skips classes
so she asked the adventurers to recover her and reads a comic book about Korkan's adventures.
property. The Purple Cat Guild is a school for
D The cats, furious, try to trip up the adventurers and jump
thieves. That's going to require some tricks. on them from the top of the beds.
STARTING THE ADVENTURE
The school S
Entrances (and exits) S • A long corridor crossed by wires connected to bells.
The adventurers have two options. Classrooms and educational posters about crocheting.
• The roofs: They're high and slippery. • A teacher is giving a class on how to set traps. His door is
Are the adventurers skillful enough? open and Lock, a grounded student, is standing in the hallway.
• The main entrance: It is guarded by Students throw smoke bombs and nails into the hallway.
Arsene and Marius. Are the adventurers Armed teachers are ambushed in the smoke.
good liars?
The canteen C
Information (1D6) • A large dining room and a very busy kitchen.
The adventurers somehow obtained • In the center, surrounded by delicacies, sits Kibble.
the following tips: • Quentin, the cook, is setting up a banquet at the other end
1 Sylia, the secretary, is a mage. of the room. Half of the food contains a soporific.
2 Kibble, the dean's cat, has powers. Kibble unleashes its magic: cutlery and tables begin
3 Kibble's necklace is a key. to levitate towards the adventurers.
4 The guild’s cats are far too smart.
5 The guild is known for its traps. The treasure T
6 A litter delivery man is expected. R C T • A sturdy trapped door (a hatch opens under the feet of the
unwary thief) connected to the alarm system (like all objects
The alarm inside).
Each time the adventurers draw • The room is crowded with feline-shaped
attention, a bell on the alarm gauge objects: jade statues, gold necklaces,
is checked. Upon checking the last one, weapons… and the painting they’re after.
the alarm is triggered by a thief or a cat • Once the painting has been stolen, it' s time to run away.
and new obstacles must be avoided.
A soporific blue smoke comes out of the wooden floor.
The watchtower
• Made of wood, a little wobbly and topped
with a catapult.
• It is held by 6 tired goblins who might shoot
by mistake at unwary adventurers (they will
humbly apologize).
• The goblins are at war with the giant frogs
and protect their village.
• The referee can trigger an attack from
a few frogs if they wish.

STARTING THE ADVENTURE


The marsh

LOST IN
• Foggy, teeming with insects and small animals.
The water is not too deep. The village
• Half a dozen houses on stilts. Small boats

THE
• In the fog, a light can be seen in the distance.
It's the goblin watchtower. are used as shops.
• About forty goblins live there, led by Ciqa,

MARSHES
Potential events
• Intoxicatingly fragrant orchids grow on carnivorous a fearsome blue goblin armed with a harpoon.
brambles. • The attacks began when the shaman Sluc was
• A horde of giant tadpoles are trying to capsize the banished after stealing the ancestors' treasure
adventurers' boat. Following them can lead to the nest. (a gold necklace).
• A wounded heron lands near the adventurers.
Adventure on a Introduction • Inquiring adventurers may learn that Sluc has
a hand-shaped mark on his torso.
single page #5 For two days the adventurers, torn
Text & drawings:
Jan Van Houten
by boredom and hunger, have been
Graphic design on a boat lost in a marsh. The marsh The shaman's boat
& editing: Nicolas Folliot goblins could guide them, but their • The shaman abandoned his boat under a bushy
Published in 2020
by Jdrlab leader Ciqa demands that grove a few kilometers from the village.
the adventurers bring back a stolen • The eyes painted
artifact in exchange for this favor. on the hull seem
The adventure begins in the marsh. to follow the
adventurers.
The nest A few goblins A trick to beat Sluc • If the adventurers
• The nest can be heard before it is seen: the croaking • Eguna the Eager, Without the don't cover these eyes
of the amphibians is deafening. apprentice caretaker necklace, before touching the
• The frogs are abnormally organized. • Groka the Lively, nice he can't boat, a curse turns
• They take turns on guard, especially around the eggs seller of roots and potions maintain his them into tadpoles
in the large central pond. There are three times more • Gronckle the Mauve, metamorphosis until the end of the scene.
amphibians than adventurers, so caution is called for. grumpy fisherman and reverts back • In the boat lie many dried (but still alive) frogs,
• They are led by a huge frog wearing a necklace • Naba the One-Armed, to being an old smelly ointments (attracting frogs), a scroll of
and a hand-shaped mark on his chest (the inconspicuous heron goblin. polymorphism (into a batrachian) and a map
metamorphosed shaman, who uses his magic hunter of the marshes on which Sluc awkwardly drew
and treasure to lead the frogs). his plans to conquer the known world.
ZOMBIES A few dwarves
Barst, friendly pickaxe salesman
Brarda, angry redheaded
The panthers of Karosh
They're intelligent, gluttonous,
and slightly telepathic.
The jungle J
• Damp, dark and dense, a real
maze.

JUNGLE
IN blacksmith • For every jungle crossing, the
THE Gharus, pretentious but effective
warrior
referee rolls 1D6: 1 Quicksand
2 A dwarf fleeing zombies
Thura, large-scale miner 3 1D6 zombies 4 A clearing
(and spy for the Empire) covered with yellow flowers
5 A tree bearing two fruits
Adventure on a single page #6 smelling like feet (heal the one
Text & drawings: Jan Van Houten R who eats them) 6 A zombie being
Graphic design & editing: Nicolas Folliot
Published in 2020 by Jdrlab
The elven ruins R attacked by a panther
• Numerous white marble ruins dominated • Without a local guide or a map,
by a very tall tower, the Temple of the Sun. it is very difficult to find your
Introduction • Dangerous elven automatons still prowl.
• In the temple, one can find
way in the jungle. Adventurers
have a 2-in-6 chance of
For several days now, undead elves
have been attacking the dwarves on
engraved on a wall a ritual J arriving at the wrong place.
that soothes the dead. A long
the island of Karosh. The dwarves and extremely complicated
call on the adventurers to stop this text that must be sung in
phenomenon and promise to pay front of the necropolis.
them handsomely if they manage
to save the colony, and especially H
its mine. N
In three days the city will be
invaded and abandoned. STARTING THE ADVENTURE
The referee checks off a day The harbor H
segment (6 hours) below when the • A large elven tower turned into
adventurers: a lighthouse and small dwarf
• move from one place to another; wooden buildings. M
• explore a place and/or chat with • Many dwarves are injured.
the extras; • The town is run by Brogel, The necropolis N
• take a rest. a very old and elegant dwarf. • Atop a green hill, a gigantic white
The adventure begins at the harbor. He's always accompanied by building. The facade depicts
Bast, his huge pet panther. • The dwarves, led by the ambitious a golden sunrise.
3 DAYS UNTIL THE INVASION! • When the adventurers arrive, Moira, have dug too far in search • Dozens of zombies come out
the town is attacked by of ore. They've reached the of the necropolis' gate.
DAY a small group of zombies. necropolis and awakened • The interior of the necropolis is
1 • From the second day on, the the dead. plunged into darkness and filled
DAY dwarves start loading boats to flee • Moira discreetly had the tunnel with countless zombies wandering
The dwarves' mine M
2 the island.
• The path to the necropolis is • In front of the mine, barracks built
sealed and is looking for
a solution. She sent miners
towards the exit.
• Particularly persistent adventurers
DAY dangerous. It's impossible to take by dwarves. Black smoke and the to explore the elven ruins. may end up finding mining
3 it without encountering groups sound of underground explosions • Stockpiles of explosives are equipment and a freshly sealed
of zombies. rise from the mine. locked up in a well-guarded bunk. tunnel leading to the dwarves’ mine.
THE Adventure on a single page #7
Texts & drawings: Jan Van Houten
Graphic design & editing: Nicolas Folliot
Published in 2020 by Jdrlab
Introduction
A dense and invasive forest has recently appeared near the edge
Where's the creature?
(1D6)
1 About ten meters behind the

HUNT
of a remote village. The inhabitants call upon the adventurers to rid adventurers. 2 The hand: the
them of the enormous creature that comes out of it, attacking their poisoned air seems to intoxicate
fields and farms. Following the creature's tracks, the adventurers it. 3 The great tree: it scratches
arrive in front of a gigantic skeletal foot. the soil and eats roots that grow
back immediately. 4 Chest: it
seems fascinated by a whistled
THE GREAT TREE T THE PELVIS P melody. 5 Around the pelvis:
The creature • A far too even trunk engraved • The nest of a family of on the look-out at the entrance
• A gigantic mass of • It brings the prey it captures with runes. horse-sized dormice. of the burrow, she catches
feathers and flesh, its alive back to its nest. • The vegetation all around is • A female has just given birth, a struggling reckless dormouse.
terrible gurgling can • If it is wounded, it heals itself particularly dense. the animals are suspicious 6 In her nest: it’s feeding its
frighten even the bravest. at the foot of the great tree. • A short break here heals wounds, and aggressive. young with a captured
• It fights with its claws • It is a fierce and smart opponent but waiting too long is dormouse or an adventurer.
and beak and uses its that cannot be defeated in dangerous: plants quickly
start to grow on About ghosts
wings to trigger violent a single fight without They are often linked to a place.
gusts of wind. a clever plan. adventurers and
wooden objects Moving a piece of the place
germinate. allows to move the ghost.

The ghost of
T N
the great druid
• “What took you so long? My
P signal was pretty obvious.”
• Grumpy and scornful, he is
C both the perpetrator and
the main victim of the
F magical accident that
H occurred.
• Clever adventurers can
pull the wool over his
eyes and learn that:
· The creature was his pet
STARTING THE companion.
ADVENTURE THE NEST N · He knows a melody
THE FOOT F THE HAND H THE CHEST C • On a rocky plateau. Made to call it.
• A 4-meter-high skeletal foot. • A toxic, foul-smelling cloud • A column of blue light rises from it. with dry, uprooted trees. • To undo the effect of the failed
It has been gnawed by gigantic escapes from a clearing. • Dolmens overturned and broken. • In the middle of a pile of various growth spell the ghost, his
teeth (incisors). • In the center, a huge skeletal hand • The ghost of the great druid. bones (bears, horses, giant runic stick, his ring and the
• Climbing it allows to catch a glimpse wearing a rusty ring. dormice…) a hungry and curious creature need to be brought
of other places in the forest. young turkey. together in the same place.
THE
Adventure on
a single page #8
Texts: Jan Van Houten
BARON 1 DUNGEON
Drawings: François Maumont
Graphic design & editing:
Nicolas Folliot
STARTING THE ADVENTURE
The entrance
’S
ST

The keepers' tomb The dreadful The dragon's lair


Published in 2020 by Jdrlab
• A cave, a waterfall, a magically • Heroic murals, pillars, three open scorpions' pit • The old winged lizard is trapped
sealed door. tombs. • A long, narrow room. in its lair. It only breathes smoke
Introduction The hidden room
• Three skeletons guard the way. • A pit filled with countless but its scales remain impenetrable.
The duke commissioned the They lay down at the first wound poisonous scorpions. • It is supposed to have been put
adventurers to escort his son, • The statue of the famous and overplay the pain – while • Ropes, beams and pitons have to sleep by the minstrel.
the baron, in his first adventure. warrior queen Gertrude. winking at the adventurers. been installed by the scribes to • But it has not!
The boy has no experience but • At her feet, the key. facilitate the crossing.
has read many adventure books.
A minstrel and two nosy scribes
come along to chronicle his feats.
The duke, quite worried, has
bribed the skeletons (providing
them with books and musical
instruments to keep them busy
for eternity), and the death traps
have been disabled.
His beloved son must
absolutely return
unharmed.
• The entrance is • The skeletons are apparently • The ropes have been thrown into • The dragon holds the adventurers’
empty, the fugitive under the influence of a spell: the pit, the beams are burning. attention to help the minstrel
and her hostage have they are far less friendly and hum • Poisonous scorpions are abduct the baron (in a more or
escaped behind the a sinister melody. dangerous, burning poisonous less subtle way).
waterfall. scorpions are worse. • The minstrel has promised to free
the dragon, but it was a lie.

The extras The three bored skeletons


• The baron, a clumsy and gullible but very • Clodomir, Baudoin and Brice, joyful and valiant
• A secret passage under the enthusiastic teenager, far too heavily equipped. companions of the warrior queen, continue to
statue leads to a pier on an • The old scribes, more grumpy and cowardly than guard the dragon's prison even after their deaths.
underground river, where wise, but fine connoisseurs of the site's history. But they are so bored…
the minstrel’s accomplices • The minstrel, a magician, awfully flattering and • Their will and their love for the queen keep
were waiting. illegitimate daughter of the duke. She intends the dragon locked up. It is probably not a good
• If the adventurers are too to take her half-brother the baron as a hostage idea to eliminate them permanently.
slow, they will have to get and flee with the ransom.
wet to catch the fugitives.
Introduction
MAGUS
Adventure on
a single page #9
Texts: Jan Van Houten
The magus Moreau, a pupil of Drawings: Evlyn Moreau
the famous Archmage, caused Graphic design & editing:
Nicolas Folliot
a ruckus at a recent exhibition

MOREAU
Published in 2020
by presenting humanimals. by Jdrlab
His amazing creatures are
exceptionally intelligent.
A crab strangely resembling
a little girl was even able to
’S
pass a note (“Help!”) to the
adventurers present at the event.
The magus Moreau
While he has never succeeded in
Unfortunately, the magus saw
making animals more human, his
everything, Using his great powers
research allows him to create hybrid
and the help of a few accomplices, G animals or humans. He can
he was able to imprison the V transform his body at will
adventurers on his island.
and control the modified
parts of his “creations” by
STARTING THE ADVENTURE focusing hard enough.
The prison P Chimera generator
• The adventurers wake up. S Roll 2D6. For a humanoid, the first die
They feel nauseous and discover tells the body part modified by the
that the magus has used them as magus.
experiment subjects. Everyone Upper body (1-3) Lower body (4-6)
rolls on the chimera generator to L 1 Bird 1 Crab

ISLAND
find out what happened to them. 2 Dog 2 Horse
• In a cage, an angry canine 3 Fox 3 Lizard
chimeric creature is P
4 Goat 4 Octopus
wearing a collar 5 Lizard 5 Snake
engraved with the 6 Panther 6 Toad
name “Chouquette”.

The lab L The study S The village V • Noteworthy extras: The garden G
• Filthy, dark and smelly. • The magus's office and bedroom. • A dozen humans used · Alfred: organized but • Once magnificent, dotted with
• Tables and medical equipment, This is the only room in good as experiment subjects live depressed, this faithful fantastic animal statues and
many jars of various sizes condition. in makeshift shelters. servant of Moreau's parents numerous fountains.
containing sleeping animals • A portrait of the magus as a child, • They are terrorized by was one of the first subjects • Starving animal chimeras roam
(whole or not). next to his parents and the magus and his favorites, the of the magus' experiments. there.
• Two of the magus's favorite Chouquette in its original form. animal chimeras from the · Lise: a courageous child • The magus Moreau is working
“experiments” have set up a cozy • Notes whose study would allow garden, but also fear the captured recently. The on a new chimera in the middle
den in front of the door leading to adventurers, among other things, reaction of the outside world magus gave her a crab of the garden.
their master's study. to cancel the “chimerization” if should they return in their claw. She explores the • At the end of the park, a pier and
such is their wish. current state. island, looking for an escape. a ship.
Adventure on a single page #10
Texts & drawings: Jan Van Houten
Graphic design & editing: Nicolas Folliot

THE
Published in 2021 by Jdrlab

STARTING THE ADVENTURE

Introduction The temple


• A largely collapsed elven ruin. The formicæ
Nico and Jan, apprentice heroes, have called on the • It is richly decorated but only Humanoid insects of unknown
adventurers. For an observation course, they accompanied a few rooms are still origin. The species is divided into
a trio of heroes exploring an abandoned artifact factory. accessible. workers, guards and queen.
Obviously things did not go as planned: the place is partially • Two formicæ guards stand The individuals are deaf and
collapsed and empty of the promised magical items. Searching in front of the tunnel entrance, communicate by exchanging
for an explanation, the heroes went down a dirt tunnel into they communicate by touching pheromones. Another odd thing is,
a room, there was noise, flames, screams, smoke… each other's antennas. only the queen has a mouth and can
The apprentices courageously decided to flee and seek help. eat. Workers grow huge mushrooms
They would appreciate if the adventurers could bring on magic springs to feed her.
the heroes back: they need to sign their internship report.

1 Blurred vis
lightning b ion . 2 A magical
Angela
m u sh ro om farm soil. olt
room. 3 G runs across the
the forked-
The w on a shin
y for a shor
ravity stop
s
t time. 4 M working
Marie,
tongued hrooms gro insectophobic
druid is • Huge mus es occur regularly, become re
d
etallic obje
cts fire mage. She smoked
locked in a storage
urg
• Magical s are immune but the up. 6 The hot. 5 Time speeds
o rke rs adventure a tunnel to keep the
the w become as rs' s
room of minor s aren’t… shiny as th kin insects away. Marie can
artifacts (pretty magic adventurer es their effects: e moon .
use her powers to find
lamps of various colors) 1D6 determin her comrades.
that attract insects in
significant numbers. She
has been separated from
her pet companion
Lou, a huge lizard.

The eggs The queen


• They are fragile and glow with • Huge famished creature.
a visibly magical orange light. • It spends most of its days The food supply The nursery
Jarod, a handy • Crushing an egg would alert eating and laying eggs. • Moist and sticky, a suffocating • Dozens of larvae are swarming and
jack-of-all-trades the whole nest. • Much smarter than its children, smell of mold and mildew. growing before one’s very eyes.
and trap enthusiast, has • A small tunnel appears at the it is not from our world. Its goal • Workers are busy turning • Lou, Angela's pet companion,
weakened part of the nest bottom of the room. Jarod has is to collect enough magic in its and flipping bits of mushrooms. is curled up in a corner, starving.
by trying to dig an exit. installed several traps there. body to be able to return home.
MYSTERIES Adventure on a single page #11
Texts: Jan Van Houten
Drawings: Élodie Shanta
Places
The town hall

TENTA
Graphic design & editing: Nicolas Folliot • Piles of documents crammed into every
Published in 2021 by Jdrlab
corner. The mayor and the dean are arguing
about how to organize them.

CLES
• The building is old and richly decorated.
Many colorful bas-reliefs tell parts of the
local history.
The great market
• A pier, many boats. The stalls are very well
stocked, buyers come from far away.
Introduction Information • In a corner, Manon's tent, from which some
“ouch!” regularly arise.
A few days ago, a ghost appeared during the big fish market in • The village was founded a long time ago by a tribe of daring
• The statue of a hero armed with a large
Troarnville. He harangued the crowd for a few hours: “WHERE IS amphibious humanoids.
harpoon. Seems tattooed with moving colorful
THE CHOSEN ONE? THE GREEN MOON IS COMING AND NOTHING • Driven mad by the betrayal of his people who had left to live
patterns strangely reminiscent of a squid.
IS READY! YOU FOOLS!” The very worried mayor of the city has on dry land, the Kraken god ravages the region with every
called on the adventurers to investigate this apparition. green moon. Tudine's tavern
The referee must give plenty of information. The real goal of the • Villagers used to pick someone to live at sea as a hero, armed • Nets and pulleys everywhere. A large anchor
adventure is not the investigation, but the elaboration of a plan with an enchanted scepter giving them the founders abilities. and two broken-down antique cannons
to save the village (or at least the villagers). • The villagers moving tattoos are made with the Kraken ink complete the scenery.
(a crafting secret of Manon, who has almost none left); they • The whole town meets there for supper.
react to emotions and allow communication with the creature.
Protagonists
Malo, goblin
fishmonger
adopted by
villagers.
Solen, crafty
fisherwoman fitted
with a harpoon as
Gregor, the mayor Alban, the fishermen's chief Nuz, Alban’s son Manon, the tattoo artist The dean a right hand.
Caring but completely Round and grumpy, skin worn Brave but selfish, he has Heiress of a long lineage. Withered but still vigorous. Tudine, friendly
overwhelmed young urban. down by the sea and covered sneakily grabbed the ghost's She is a very talented yet rude Her moving tattoos recount innkeeper. Her fish
He got elected because he was with sea tattoos, which turn stick. The object's magic is young woman, and a bit of her life and emphasize soup is famous
the only candidate. red when he gets angry. beginning to take effect on him. a magician. her emotions. around here.

Timeline Day 1, afternoon Day 1, evening Day 2, morning Day 2, afternoon Day 3, evening
Fishermen are swamped by Solen is saved by other A green moon appears in The sea is far too calm, and Huge tentacles fall on
The referee may consider a very abundant catch. fishermen. She is very the sky. There is no fish left. several fishermen did not the coast. The Kraken razes
that the timeline moves On closer inspection of the confused, saying her boat was The villagers are very return from the morning the port and then the village.
forward each time the nets, some fishes look a bit “crushed”. She talks about worried. Gregor clumsily fishing. Solen tries to convince It is a natural disaster, not
adventurers lose time or strange – lamps on their gigantic tentacles and an eye tries to reassure his citizens. the fishermen to go out to sea a fight that can be won.
find important information. foreheads, far too many eyes… bigger than her boat. and get revenge.
Introduction The elven technology
• A long time ago the elves mastered cloning.
The future duke Firmin, who has a taste for shiny things,
The “temple” was sealed when the highly magical
has asked the adventurers to find some ornaments
liquid used to create the clones got tainted, giving
for his crown. He wants a dozen of those pretty,
birth to something that was not quite alive, but
glittering hexagonal crystals sometimes found in
wished it were.
elven ruins (he has lent them one as a sample to facilitate
• Hexagonal crystals are storage media, notably
their prospecting).
capable of holding the information needed to clone
After extensive research, the adventurers have
an individual. A loaded crystal glows slightly.
discovered the location of an elven temple lost in Adventure on • The automatic doors open upon contact with skin
a swamp teeming with mosquitoes. A large marble a single page #12 0 and close without a sound.
staircase leads to the top, but the access is Texts: Jan Van Houten
hermetically sealed by a very heavy block of rock. Drawings: Guy Pradel
Graphic design & editing:
Nicolas Folliot
STARTING THE ADVENTURE Published in 2021 by Jdrlab
Level 0 Level −2
• A dozen identical elf statues decorate the room. • This level is completely immersed in several centimeters of fluid.
One of them has been knocked over and broken, • In a large room, two marble “tubs”: one is broken and overflowing
probably by runaways in a hurry. with fluid, the other is intact and, by inserting a charged crystal,
• Bas-reliefs showing elves coming to the temple and allows a baby clone to be produced. After each use, the machine
leaving with infants and baby animals of extinct species. −1 has a 1-in-2 chance of breaking down permanently.
• A huge slab of luminous crystal covered in a layer of • A small study littered with piles of smelly mould
sticky fluid. Manipulating the crystal and tapping on and broken objects and jars. By rummaging hard enough,
the strange symbols that appear on it displays a map one can find a small artifact used to identify which
and reveals a door leading to the lower level. Upon individual is being “copied” into a crystal.
closer inspection, it is also clear that the temple has • The resting room. An alcove containing cutlery. A large
been sealed off after some sort of “life fluid” leaked. table where a crystal the size of a large book has been
left behind and lights up when touched. It then displays
Level −1 a bright and noisy mind-controlled game involving
a wizard facing waves of humans,
• Walls, floors and ceilings ooze with fluid and are −2 goblins, kobolds, etc.
lit with flickering light coming from crystals
embedded in the ceiling.
• In the gallery, various skeletons are encased
in huge glass blocks on pedestals: humans, elves,
goblins, kobolds, some extinct animals…
The fluid has tried in vain to infiltrate them.
On each pedestal, a hexagonal slot allows
loading into a crystal the information needed
to create a clone. The glowing fluid, eager The fluid has absorbed
for contact and knowledge A mosquito has entered It starts It is then able It can now create fairly enough information
• A room containing a comfortable The fluid seeks above all to touch the with the adventurers. forming eyes, to produce faithful copies of to become a multiple,
examination bed that can accommodate adventurers. With each new contact, The fluid creates hundreds mouths, slimy adventurers (sometimes conscious being.
a hexagonal crystal. If an adventurer lies down of copies of it, to try arms, and humanoids mixing their features a bit), Its behavior will depend
it needs a short rest in order to evolve and make contact with so on. with little which study and on what it had learned
on it, soft music is played and the information and return in a more intelligent form. other creatures. detail. imitate them. from the adventurers.
needed to clone them is loaded into the crystal.
Introduction THE INAUGURAL FLIGHT OF THE
The Kaiserliche, a showpiece of Adventure on a single page # 13
imperial technology, is a luxurious Textes & drawings: Jan Van Houten
flying ship powered by the newly Graphic design & editing: Nicolas Folliot
invented steam engine. Diplomats and Published in 2021 by Jdrlab
their families have been invited for the
inaugural flight to the Imperial capital.
The Empire intends to use the event THREATS
to display its technological advances
and greatness. But a few days before At the very beginning of the
the flight, the ambassador received adventure, the referee rolls 1D6 or
a letter from the notorious Boldok chooses an initial Boldok shenanigan,
(the world’s second-best thief) then adds one every 10 minutes.
announcing that he would be stealing 1 Snakes released into the air
the Kaiserliche. Concerned, she has ducts invade the reception area.
asked the adventurers to ensure 2 A sleeping pill is dropped in the
the safety of the trip. drink of Stein, the pilot.
3 Ash, a discreet and corrupt
meteorologist mage, creates a
The Kaiserliche fog and then a storm around the
• The open areas are decorated with ship. To sustain his spell, he must
hundreds of gilded statues and constantly whisper incantations.
mirrors… It is luxurious but not 4 The engine's dragon egg
necessarily of the best taste. container has been opened.
• The reception is excellent. The ship Technical parts are flooded
is mostly staffed with many with hot steam and the
kobolds in uniform: thanks to their Kaiserliche gets out of control.
small size and weight, they are able Boldok’s plan 5 A powerful rune-covered
to sneak in everywhere to take care Boldok plans to have the ship artifact attached to the
of machines or serve snacks evacuated in order to take control of underside of the hull greatly
(delicious but all cabbage-based). it more easily. Thanks to a powerful increases the weight of
• The technical areas are much more A few passengers potion of multiplicity and his the ship.
dull. A tangle of pipes and noisy • Rouletabosse, a very curious Captain Eberitch expertise in make-up and disguise, 6 Sky pirates on improvised hot
machines leads to a dragon egg. young journalist This proud imperial is not convinced he gradually replaces all the kobolds air balloons attack the ship.
• The Kaiserliche is powered by this • Ambassador Maillard, a refined by the adventurers’ competence. working on the ship (a dozen are
dragon egg, which heats the water forty-something in charge Her main concern is to protect the already locked in a box in the hold. CLUES ABOUT THE PLAN
and creates steam. of relations with the Empire passengers. Each copy is convinced to be the • Kobold-colored makeup
• The ship’s hold is filled with crates, • Master Gurl, a moustachioed If three threats are active at the original, but disappears in a “poof” • Kobold-sized hair piece
mainly canned octopus that and grumpy kobold butler same time, the captain will trigger when injured. The real Boldok can • Traces of fights
Mr. Dupoulay hopes to sell in the • Monsieur Dupoulay, a very the evacuation. The pods are be recognized by the powerful • Kobolds tied up
imperial capital. unlucky merchant accessible through hatches under “fall-like-a-feather” ring he wears in a box
• Under the ship hang 4 lifeboats, • Baron Jungdorf, a young the hold and ladders along the hull in case he needs to escape hastily. • Boldok’s
small crafts enchanted to glide father overwhelmed by his of the ship. The vessels will not wait This worn ring has a 1-in-2 chance empty
peacefully to the ground. restless and noisy triplets for the adventurers for very long. of being depleted after each use. potion
The bedroom 4 The dining room 3
• Closets, many comfortable mage’s robes. 4 • A gigantic portrait of the Archmage follows the adventurers
• A cozy bed in which sleeps Aïssa, a young apprentice with his scornful gaze.
forgotten by the Archmage. • On a large table lie many dishes and tureens, but also a small
• Next to the bed, a huge alarm clock connected to crystals unicorn obviously still alive, with an apple stuck in its mouth.
controlling the building. Aïssa has disrupted the tower while • The moldy food smells awful, but mannequins in servants’
trying to set the alarm clock: the room is stuck in a outfits come to life and try to force the adventurers to sit
20 second time loop. One will have to be fast to defuse this 3 and eat.
whole thing.

The inner garden 2 The library 1


• The room is much bigger than it should be: trees, flowering • Everything is soaked, the walls are covered with algae and
bushes, small colored butterflies, a stream flowing moss.
peacefully… All of this beneath huge skylights. • Most of the books are ruined, but a splendid and untouched
• Gravity seems to have rotated 90°. Trees grow on the left 2 shelf displays all the books the adventurers have ever wished
wall, along which flows a stream. to read… It’s an illusion: whoever grabs a book falls into
• The door to the dining room is visible 30 meters above. a deep sleep.
• Bertrand, an iridescent koi carp that has become far too
STARTING THE ADVENTURE smart from the infusion of grimoires in water, grumbles in a
The entrance 0 puddle. It wants the adventurers to leave and let the library
fill up again.
• Comfortable armchairs, a pedestal table, automatic lights, 1 • A small desk containing a family of colorful frogs and a wand
a magic perfume dispenser and a beautiful mauve carpet.
of silence with 2 remaining charges.
• A damaged painting hanging on a wall represents a big dog.
• In the background, water flows out of a door opening onto
When an adventurer steps on the carpet with shoes on,
the garden.
this “paint dog” comes out of the frame to push them away.
If they insist, the clumsy animal tries to force their shoes off.
• If an adventurer puts their bare foot (with or without sock) Time effects
on the carpet, it slowly swallows it and spits it out wearing Time itself no longer flows properly in the
0 tower. When the adventurers enter a room,
a beautiful purple furry slipper.
• At the back of the room, a closed door swells the referee can roll 1D6 to find out what
with dampness. Opening it releases a downpour happens to them.
of water. 1 Transformation into elderly cacochymes for
1D6 minutes.
2 Vision of the young Aïssa wandering alone,

WIZARD ALE
desperately trying to fix the tower.

FOR
3 Leap into the past, to the time of the room's
Introduction splendor, for 1D6 minutes.
4 Leap into a distant future where the tower

TOWER S
Beth, a young peasant girl in debt,
inherited a strange building when her is inhabited by goblins worshipping
aunt died: one of the Archmage's summer “The Sleeper”, for 1D6 minutes.
homes. She would like to sell it quickly 5 Transformation into young children for
but strange things are happening inside, 1D6 minutes.
Adventure on a single page # 14 • Texts: Jan Van Houten • Drawings: Helkarava 6 All the items the adventurers have used
so she calls on the adventurers to solve Graphic design & editing: Nicolas Folliot • Published in 2021 by Jdrlab
the situation. since entering the tower reappear in their
inventories.
Introduction THE GENTLEMEN FROM THE HILL THE GRIFFINS FROM THE FINE DISTRICTS
A dozen knights in shining heavy armor, strong and dangerous brutes. Some fifteen shameless bandits hired by the richest city merchants.
Every four years, the city’s They are armed with wooden sticks used both to propel the ball and to
Goal: The statue Tactics
neighborhoods compete in knock down the opponents.
a fierce soule tournament. Noteworthy members 1 Intimidation and hunting horn. 2 A good
old-fashioned scrum. 3 Bringing out the Goal: The fountain Tactics
The winners earn a place on the • The captain: Gaspard,
city council. This year, three teams a contemptuous and
weapons. 4 Bringing out the horses. Noteworthy members 1 Coming or going through the heights.
resentful young 5 Bringing out the founder's magic stick • The captain: Felina 2 Smoke bombs and booby traps.
are playing in the finals:
viscount. (sends the ball directly to the foot the Mauve, thief and 3 Merchant carts block the path.
the Gentlemen from the Hill,
the Griffins from the Fine Districts, • The coach: Lucille,
of the Hill). 6 Roll again on this grappling hook expert. 4 Ambushed crossbowmen. 5 Griffins
a powerful and unkind table and on the Griffins' • The strategists: disguised as fans pounce on the ball.
and the Brave Ones. Unlike their
opponents, the Brave Ones are caretaker. table, and mix. The twins Karl & Lark, 6 Roll again on this table and on the
not professional players, but a diversion and trickery Gentlemen’s table, and mix.
team gathering the inhabitants of experts.
the city’s working-class districts.
They could really use a win.
Unfortunately, in the days leading
up to the tournament, the
Brave Ones star players have
fallen victim to a strange
series of accidents. The THE BRAVE ONES
desperate residents have
called on the adventurers These hard workers trained
to represent them in this for months to win the selection
eagerly awaited event. matches.
Goal: The well outside of town
Noteworthy members
• Jeanne, brave mother and
captain.
• Marc, passionate alchemy
student with a stutter.

The rules The audience The beginning of the game


Adventure on • To win, the team must return the ball to their own The audience is disheartened at the beginning of the
a single page goal. game but, if the adventurers impress them, they will • The ball is supposed to have been hidden in the park by the
# 15 captain of the guard… but the Gentlemen know its location
Texts:
• The ball - magical, talkative and ultra enthusiastic - wake up, cheer them on, and even help them.
comments and criticizes the game. It hates cheaters. When the adventurers do a “great move” (or in advance and, by the time the adventurers arrive, Gaspard
Jan Van Houten
Drawings: • During the game, the referee uses the Tactics tables successfully stir up the crowd), mark a level is holding it.
Sax la Bagarre to find out what twisted plans the opposing teams on the applause meter. When it reaches level 3, • The Griffins have planned an ambush on the bridge.
Graphic design Karl and Lark have strung very thin, sharp cables at calf
and editing: have made. the crowd gets excited APPLAUSE METER
Nicolas Folliot • If the referee is not sure who wins between the and tries to help the height, and a few men lurking under the bridge await
Published in 2022 Griffins and the Gentlemen, they roll 1D6: on an adventurers: they block a an opportunity.
by Jdrlab
even number, the Gentlemen win; on an odd number, street, occupy the guards, • The guards surrounding the crowd have been bribed by the
the victory goes to the Griffins. throw the ball back… other teams and do not hesitate to hinder the adventurers,
or even block them if they seem to get too far ahead.
The game The adventurers The comradery
• One of the players is the referee • An adventurer has a name, • Each player gets 3 comradery
who introduces the world and the a short concept (4 words) and tokens, which they can spend:
A SURPRISE extras in it and makes them react. a particular asset (technique, · during their turn to make their

BONUS • The others play adventurers who


have a mission to accomplish
companion, animal, favorite
object...).
adventurer ignore an injury
(physical or moral);
A miniaturized version together. • When an adventurer attempts · during a comrade’s turn to help
of our game Sodalitas, • The game is played in turns. a risky action that may fail, their them (by explaining how) and
to play on the go • A player’s turn ends after a dice roll player rolls 1D6 (+1D6 if their transform their failure into
and/or if their adventurer moves concept makes the task easier, success.
the situation forward. +1D6 if their asset helps). On • A player who has no comradery
· The referee moves the situation a result of 3 or higher the action token left may decide to sacrifice
forward after each player’s turn. is a complete success, otherwise their adventurer to help a comrade
· In the story, a game turn can last it is a failure or a partial success. or to perform a final heroic action.
from a few seconds to several • To solve a complex situation • If none of the players have any
hours. (chase, fight, heated debate...), the comradery token left, the
• The referee can ask for a hand vote referee can ask for a minimum adventurers are exhausted and
of the group for important amount of successes. must abandon the mission.
decisions.
A BUNCH OF
THANKS
Find us again in… (1D6)
To Jan's other half who had the good And of course a huge thank you to AND A FEW 1 Sodalitas, the full version of our role-
idea to get him a drawing tablet, and
is very patient when it comes to
our magical illustrators for having
accepted to follow us and fit into our
PROMISES playing game on more than a third of a
page! 2 Off-series adventures with
choosing between images that only tiny pages with brio.
very cool guests. 3 A perilous second
differ by three pixels.
season. 4 A seaside adventure on
To Jan's students. These adventures were written and
more than a single page that we will
To the people of Twitter and the (mostly) illustrated by JanVanHouten
eventually finish finishing. 5 Your next
cestpasdujdr Discord, especially – janvanhouten.itch.io
favorite TTRPG project? 6 Our homes,
Côme Martin, Guillaume Jentey and
dressed as kobolds?
Martin Lefebvre for their in-depth They were edited and laid-out by
review of the early adventures. Nicolas Folliot – nicolas.folliot.net
To Ours, unanimously elected best … with two super cool and free fonts:
comrade and human billboard. • Sans Merci, a Jack Usine font
To Guy from Jdrlab for his support, distributed for free by the Smeltery This complete set of
and to Marie for her proofreading factory – www.smeltery.net/fr/ the first season was
published in early 2022
and opinions on commas. fontes/sans-merci with our associative
To all those who followed us in the • Sylexiad Sans, a font developed by publisher Jdrlab.
creation and incremental funding of Dr. Robert Hillier for adult dyslexic
this whole thing! readers –www.sylexiad.com/fonts/
sylexiad

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