TEXT:  
  Cory Smith (order #12674008)
  
   
  2 
   
  Welcome to Secret of Lumber Hill 
  Welcome to the Secret of Lumber 
  Hill adventure, a standalone quest for any 
  fantasy based campaign or single play 
  through. This module has been written for 
  the FUDGE system, but can be easily 
  adapted to any other game system if the GM 
  wishes. If you have not played FUDGE be-
  fore, it is recommended that you familiarize 
  yourself with the Fudge 1995 Edition re-
  leased for free at www.fudgerpg.com.  
  The adventure is broken in to parts 
  making it easy to run in one sitting and pre-
  generated characters are presented in the 
  back in case of new players or if the GM 
  wishes to run one quickly.  
  Throughout the book you may find 
  reference numbers in the form of a number 
  surrounded by parenthesis and italicized. 
  This refers to the section where you can find 
  more information in the Fudge rulebook. 
   
  Character Creation  
  Character builds presented in the 
  back of this adventure are built with the Ob-
  jective Character Creation Method (1.6) 
  with three free attribute levels and thirty free 
  skill levels. For those familiar with the char-
  acter creation methods, GMs are free to 
  change these to suit their playstyle.  
   
  Attributes & Skills 
   All skills are considered Most diffi-
  culty except for Armor Proficiency, Histori-
  cal Knowledge, Local Knowledge, and Me-
  lee Proficiency (1.62). These four skills are 
  considered Hard. This build also takes in to 
  consideration that the player cannot have 
  more than one Superb Attribute or two Su-
  perb Skills for balance.  
  The skills description are pretty ex-
  planatory on their own, but the goal of the 
  Historical knowledge and local knowledge 
  is to allow the characters to be able to under-
  stand any history or local information that 
  could be discovered while playing the ad-
  venture.  
   
  Armor & Melee Proficiency 
   
  A character receives +1 DDF for 
  every level above Fair in Armor proficiency. 
  It works the same way with Melee which 
  raises their ODF instead. (4.6) 
   
   
   
   
   
  
   
  3 
   
  Gifts & Faults 
   
  To make it easier on the GM when 
  implementing the characters included, we 
  have added the gift and fault descriptions for 
  easy reference. The gifts and faults are from 
  the Fudge 10th Anniversary Edition and the 
  italicized numbers represent the pages in 
  only that book.  
  Blind Fighting  
  The ability to fight while blinded or 
  in darkness with a reduce penalty, through 
  the use of other senses such as sound, smell, 
  and touch. The Gm may simply allow the re-
  duced penalty automatically, or may require 
  a Fair roll to determine the character's con-
  centration. The GM may determine modifi-
  ers based on conditions other than the dark-
  ness itself; such as whether the characters 
  other sense are affected - due to noise, for 
  example. (86) 
  Distractable 
  The character suffers a penalty when 
  engaged in a long term task, such as 
  preforming researcher or keeping watch. 
  The GM should use their discretion for this 
  effect. (110) 
  Greedy 
  The character loves money, and will always 
  attempt to obtain more. This may include 
  dishonest methods, such as theft, and it may 
  be necessary for the characgter to roll to 
  avoid stealing something of value if the 
  opportunity arises. (111) 
  Mountaineering 
  The ability to climb natural surfaces, 
  traverse dnagerous areas, and safely guide 
  and transport others through mountainous 
  trerrain and up rock faces. It may encompass 
  climbing.  
  Roll once per difficult task attempt (such as 
  climbing a rock face, or traversing a 
  glacier). 
  The difficulty level will depend on the 
  terrain. A sheer rock face might be of Good 
  or Great difficulty, whereas glavier travel 
  might be Mediocre or Fair. The GM may 
  assign bonuses to other character’s default 
  (i.e. Poor) rolls by virtue of being led by an 
  experienced mountaineer (e.g. +1 level for 
  each level of relative degree). (97) 
  Overconfidence 
  The character has an overabudnacne 
  of faith in himself, to the point of 
  foolhardiness. The character always believes 
  he is always up to to a task, regardless of his 
  actual capabilities, and will forego any 
  assistance. (113) 
   
   
   
   
   
   
   
  
   
  4 
   
  Plague Spider     ODF: 0 
    ~Attributes~                                    DDF: +2 
                                                               Scale: -1    
  Strength: Good 
  Stamina: Fair 
  Agility: Fair 
  Charisma: Mediocre 
  Intelligence: Poor 
  Perception: Great 
   
  ~Skills~ 
  Melee Proficiency: Fair 
  Survival: Good 
  Sneak: Superb 
   
  ~Gift~ 
  Natural Armor (+2 DDF) 
   
  ~About~ 
  Plague spiders are large, black arachnids with a 
  distinct red skull pattern on its abdomen. Highly 
  intelligent, they prefer to remain around tombs 
  and catacombs due to feeding on the larger ani-
  mals that hide there and sometimes undead if the 
  catacomb is magical. 
                                               
  Plague Bite: Make one unopposed 4df roll per 
  turn and apply -1 scratch to the player for every 
  roll below Good against the player's Charisma at-
  tribute. This lasts for six rounds or if a Great First 
  Aid check (Good if medical kit present) is made. 
  The bite attack DOES NOT suffer scale penalty. 
  Introduction to the Story 
  The adventure begins with the heroes in the 
  middle of downtown Spiderwood City when 
  they stumble on a flyer that is pinned to a 
  notice board by the very popular tavern 
  Maiden's Laugh. It is a call to investigate the 
  local lumber mill north of the city. If the he-
  roes want to participate, they should speak 
  to the North section magistrate. 
   
  The Magistrate Arl Rukal is a 
  short, diminutive fellow with gray hair and 
  eyes to match. He is rather tired and close to 
  retirement so the office is in much more dis-
  array than government offices should be. He 
  will guess correctly that the heroes are there 
  to take up the city on the request for assis-
  tance.  
   
  The Magistrate will inform them that 
  the city recently decided to expand on their 
  lumber production, two weeks in to the con-
  struction, the workers discovered an ancient 
  catacomb underneath where the lumber mill 
  had been built and fled the area do to Plague 
  Spiders coming out. A Fair survival check 
  will let the player know that plague spiders 
  are large, spiders with a nasty bite and com-
  mon around old grave sites.  
   
  If pressed, players will need a Good 
  diplomacy check or better to convince the 
  magistrate to tell them that another team had 
  gone out two days before them and they 
  have failed to return.  
   
  The Lumber mill on Christina’s Hill 
   
  The mill sits alone on the top of a 
  grassy gnoll and the trees that used to stand 
  around it have been cleared out for about 
  three hundred feet. Only the stumps remain 
  to show that they were even there in the first 
  place. There are between 3 to 6 plague spi-
  ders hiding around the mill, dependent on 
  the party size and at initial glance, the place 
  looks like it is empty. Players will need a 
  Great perception check to spot the hiding 
  spiders due to the amount of time they have 
  had to prepare their hiding spots.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  The heroes are forced to face down plague 
  spiders, but once they are defeated, they will 
  have the place to themselves. Upon exami-
  nation of the lumber mill, the will find 
  where the workers were building a new 
  basement and where they broke through in 
  to something below. A Good Historical 
  knowledge check will let the adventurers 
  know that the workers broke in to an ancient 
  catacombs, favorite places for plague spi-
  ders.  
  If the heroes choose to explore the mill, they 
  will find that the majority of the place is 
  empty except upstairs 
  in the little storage 
  room. A Great per-
  ception roll will allow 
  the players to discover 
  two scrolls of healing 
  that have been stuffed 
  in to a corner.  
  The entrance to the pit 
  is deep, but not so 
  much that they cannot 
  jump down safely. If 
  they do so, it will take 
  a superb agility roll to 
  climb back up if they 
  do not fasten a rope or 
  other device before going down. At the bot-
  tom they will find the carcass of three work-
  ers, stripped of flesh by the plague spiders. 
  There is nothing of value on them. 
  Catacomb Entrance (Room A) 
  The catacomb entrance is a hollowed out 
  hole that collapsed in to a long passage dug 
  out of the earth. It's not quite tall enough to 
  stand up completely (Any character over 
  5'7" will have to stoop). There is only one 
  way to go in the area. As the heroes get 
  closer to the main hallway (2), the floor 
  starts to change from dirt to carved stone 
  and continues to slop downwards.  
  The first trap is located in this hallway (1). 
  A Rusty blade trap is active and hidden in 
  the floor to attack from below (See Rusty 
  blade Trap for stats). 
  The Grand Hallway (2) 
  The Grand hallway is much larger than the 
  main passage that the heroes came through. 
  They have proceeded quite a few feet under-
  ground allowing for a carved roof that re-
  sembles a vaulted ceiling. The passage is 
  wide in a way that 
  would allow three peo-
  ple side by side to 
  walk down unhindered 
  and all the walls old, 
  unrecognizable tapes-
  tries hang in tatters. 
  There are three plague 
  spiders in the dark 
  ceiling out of the way 
  of any torch light. 
  There are unburnt 
  torches near the front 
  entrance if the players 
  did not bring any 
  along with them with a 
  bit of flint and steel discarded so that they 
  can light it.  
  The spiders will wait until they are over the 
  players before dropping down on them to at-
  tack. 
  A Superb Perception roll will allow the 
  players to find a little cubby hold hidden be-
  hind one of the old, dilapidated wall hang-
  ings that once adorned the walls. Inside it 
  there will be a gold ring and a Potion of 
  Magical Obfuscation in an old, smoky glass 
  vial (See Page 6). 
  Rusty Spear Trap (ODF +2) 
  Type: Mechanical (automatic reset) 
  Min. Detect level: Good 
  Min. Disable level: Great 
  Melee Proficiency: Great 
   
  About:  
  Upon triggering, the rusty spear trap will shoot 
  out small metal blades from the floor or the 
  wall in the direction of approach. These razor 
  sharp edges can slice through many different 
  materials. It will take Good agility to dodge. If 
  the character rolls below a Fair, the attack is 
  unopposed. 
  
   
  6 
   
  Storage Room (B) 
  The storage room is a medium sized room 
  stuffed with odds and ends of all different 
  types. The majority of it seems to be 
  someone's household property that had 
  been discarded a long time ago. The person 
  in question used to be rich due to the excel-
  lent wood and metals the falling apart fur-
  niture had been made of. There are a few 
  human skeletons laying on the floor here. If 
  the heroes search any of the items or do an-
  ything to disturb the room, the skeletons 
  will stand and fight the heroes. 
  Once defeated, a Good perception will re-
  veal a few gold coins and a ruby ring 
  among the room's items. 
  Coffin Room (C) 
  The coffin room is a small room that 
  houses a sarcophagus where the lid has 
  landed on its side and disintegrated over 
  the ages. An examination of the room will 
  show that whatever was in the coffin had 
  broken out and tunneled out of the room in 
  to the great hallway. A Superb historical 
  knowledge roll will alert players that some 
  Skeleton Soldier    ODF: +1 
    ~Attributes~                             DDF: +1 
                                                        Scale: 0   
  Strength: Fair 
  Stamina: Good 
  Agility: Superb 
  Charisma: Poor 
  Intelligence: Poor 
  Perception: Fair 
   
  ~Skills~ 
  Melee Proficiency: Good 
  Armor Proficiency: Good 
   
  ~Fault~ 
  Mindless  
   
  ~About~ 
  A magically created being, the skeleton is one 
  of the more common magical creatures found 
  within dungeons and catacombs. They have no 
  conscious or soul and have been used to guard 
  tombs for as long as people can remember. 
  They are very agile for dodging attacks. (Use 
  Agility for opposed actions when appropriate) 
   
  Potion of Magical Obfuscation 
  This blue, sparkling fluid is an area ef-
  fect that last for six rounds. Upon break-
  ing, it releases a cloud of blue mist that 
  evaporates quickly. Anything within a 50 
  yard radius receives a +3 DDF against 
  any magical based attack. Any magical 
  weapons immediately lose their abilities 
  for the rounds the cloud is active. 
  
   
  7 
   
  magical creatures like Lichs or Ghouls will 
  do this to build an underground kingdom.  
  A Good perception roll will find a scroll on 
  the floor tucked underneath rubble that had 
  fallen on top of it. It is a scroll of lesser 
  shielding. 
  The hallway leading to the coffin room (3) 
  has a rusty blade trap defense (see page 5). 
   
  Running River Broken Through (D) 
  Upon approaching this room, the heroes will 
  hear the sound of rushing water and inside 
  will find where the digging and carving of 
  this room stopped when they broke in on an 
  underground river. The water rushes in large 
  torrents and is extremely dangerous. The 
  GM should make sure the heroes are aware 
  of how dangerous it. If a hero demands to be 
  allowed in the water, the river will carry 
  them away and drown them with no roll for 
  survival.  
  Four skeleton soldiers are here and will rise 
  from the ground as soon as the heroes enter. 
   
  The Hall of the Lich (E) 
  The hall of the lich is a large and deep oval 
  room carved out of the bedrock. Pillars have 
  been carved out of the natural rock to give it 
  the appearance of holding up the roof. In the 
  center of this room is a stone throne and on 
  it the Dark Lich of Silas Mord. He hovers 
  there in a cloud of dark evil staring at the en-
  trance where the players come in. He shrieks 
  at them while drawing his sword and says 
  the following, "How dare you intrude on my 
  sanctum, vile creatures. You pollute my 
  world and you will die for it!" 
   
   
   
   
   
   
   
   
   
   
  Silas Mord        ODF: +1 
  ~Attributes~                          DDF: +2 
   
   
   
   
  Scale: 0 
  Strength: Good                                                       
  Stamina: Fair 
  Agility: Good 
  Charisma: Fair 
  Intelligence: Fair 
  Perception: Fair 
   
  ~Skills~ 
  Armor Proficiency: Great 
  Melee Proficiency: Good  
  Magic: Great 
   
  ~Spells~ 
  Lesser Shield 
  Summon Creature (Skeleton Soldier) 
   
  NOTES: 
  Silas Mord was a rich miser that used to 
  live in Spiderwood city 200 years earlier. 
  Fearing for his death, he created a spell 
  that would turn him into a Lich after he 
  passed away and was buried. He is driven 
  with insanity and hatred for those who 
  threaten his things and riches. 
   
  Lesser Shield (+2 DDF): A glittery shield 
  that protects against most attacks (unless de-
  scription says otherwise). It lasts for 2 rounds 
  + magic level of the user. Can be disrupted by 
  a magical shield cracking attack. The shield 
  can absorb 4 points of damage before collaps-
  ing. 
  Summon Creature: The ability to summon a 
  creature from alternate dimensions or through 
  re-animation. For ever two levels above Fair 
  (rounding up), one extra creature arrives. (e.g. 
  Sorcerer  rolls a Superb, two skeletons appear 
  instead of one). 
  
   
  8 
   
  Ending  
  When the Lich is killed, it will explode in to 
  Green fire (inflicting 1 hurt for anyone 
  within 5 feet) and any remaining skeletons 
  soldiers that have yet to be defeated will fall 
  apart due to their magical source keeping 
  them together no longer present. A Percep-
  tion of Great will allow the heroes to dis-
  cover a cache of gold coins. If this is part of 
  a campaign, they can also find two scrolls of 
  Lesser Shield that they can keep for their 
  next adventure.  
  Returning to the Magistrate, he will pay 
  them what he owes and thank them for their 
  kind help. The hero’s reputation in Spider-
  wood city will increase to friendly. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
   
  About This Fudge Roleplaying Game Document: 
  The text content of this document is released under the terms of the Open Game License, which 
  can be found at http://fudgerpg.com/about/legalities/ogl.html and is incorporated here by 
  reference. 
   
  About Fudge: 
  Fudge is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet 
  community of rec.games.design and other online forums. The core rules of Fudge are available 
  free on the Internet at http://www.fudgerpg.com and other sites. Fudge was designed to be 
  customized, and may be used with any gaming genre. Fudge gamemasters and game designers 
  are encouraged to modify Fudge to suit their needs, and to share their modifications and 
  additions with the Fudge community. 
  The Fudge game system is copyrighted ©2000, 2005 by Grey Ghost Press, Inc., and is available 
  for use under the Open Game License. See the fudgerpg.com website for more information.” 
  The Fudge [or Fudge System] logo is a trademark of Grey Ghost Press, Inc., and is used under 
  license. Logo design by Daniel M. Davis, www.agyris.net. 
  Open Game License Compliance: 
  In accordance with the Open Game License Section 6 “Notice of License Copyright” the 
  following is the required and updated Section 15 “Copyright Notice.” 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
  Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan 
  O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re 
  Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed 
  Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, 
  Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William 
  Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin 
   
  Barazon-Wol: Secret of Lumber Hill released under (CC) Attribution-NonCommercial-
  ShareAlike 4.0 International license 2016 by Jonathan Snyder 
   
  Lich (CC) 2012 Released under the Creative Commons Attribution-Share Alike 3.0 License by 
  Parazyzm. 
   
  Skeleton Man, Skull and Crossbones Spider are released in the public domain by 
  openclipart.org. 
  
   
  10 
   
   
  Fantasy Woman by Runamuck. Released in to the public domain via openclipart.org. 
   
  Adventurer by jpneok. Released in to the public domain via openclipart.org. 
   
  Heroine (Cleanest) by wesd440. Released in to the public domain via openclipart.org. 
   
  Female Ninja Silhouette by GDJ. Released in to the public domain via openclipart.org. 
   
  Cover by Jessica Werner, Copyright 2016. Used with Permission. 
   
  In accordance with the Open Game License Section 8 “Identification” the following designate 
  Open Game Content and Product Identity: 
   
  OPEN GAME CONTENT 
   
  This document (where not covered by product identity) is released under the Creative Commons 
  Attribution-NonCommercial-ShareAlike 4.0 International license  
   
  PRODUCT IDENTITY 
  The Fudge Swoosh Dice and JTGames logo are protected by standard copyright law.  
   
   
   
   
   
   
   
  
   
  11 
   
   
  
   
  12 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: Jessa Akava 
  Race: Human    
  Player: ______________________ 
  Fudge Points:  4 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
  Mediocre 
  Stamina 
  Fair 
  Agility 
  Superb 
  Charisma 
  Fair 
  Intelligence 
  Fair 
  Perception 
  Good 
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
  Fair 
  GIFTS 
  Bluff 
  Fair 
  Disable Device 
  Fair 
  Blind Fighting 
  Scouting 
  Fair 
   
  Sneak 
  Great 
   
  First Aid 
  Fair 
  FAULTS 
  Historical Knowledge 
  Mediocre 
  Local Knowledge 
  Mediocre 
  Overconfidence 
  Melee Proficiency 
  Superb 
   
  Sense Purpose 
  Fair 
   
  Survival 
  Good 
   
  Persuasion 
  Fair 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  Character Portrait 
   
  
   
  13 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
   
  14 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: Ingor Okimar 
  Race: Human    
  Player: ______________________ 
  Fudge Points:  4 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
  Great 
  Stamina 
  Good 
  Agility 
  Mediocre 
  Charisma 
  Fair 
  Intelligence 
  Fair 
  Perception 
  Good 
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
  Great 
  GIFTS 
  Bluff 
  Fair 
  Disable Device 
  Fair 
  Mountaineering 
  Scouting 
  Fair 
   
  Sneak 
  Fair 
   
  First Aid 
  Fair 
  FAULTS 
  Historical Knowledge 
  Mediocre 
  Local Knowledge 
  Mediocre 
  Distractible 
  Melee Proficiency 
  Great 
   
  Sense Purpose 
  Fair 
   
  Survival 
  Fair 
   
  Persuasion 
  Fair 
   
  Character Portrait 
   
  
   
  15 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
   
  16 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: Iris Idilik 
  Race: Human    
  Player: ______________________ 
  Fudge Points:  4 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
  Fair 
  Stamina 
  Fair 
  Agility 
  Fair 
  Charisma 
  Fair 
  Intelligence 
  Good 
  Perception 
  Great 
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
  Fair 
  GIFTS 
  Bluff 
  Fair 
  Disable Device 
  Good 
  Attractive (+2 social interactions) 
  Scouting 
  Good 
   
  Sneak 
  Fair 
   
  First Aid 
  Fair 
  FAULTS 
  Historical Knowledge 
  Fair 
  Local Knowledge 
  Fair 
  Greedy 
  Melee Proficiency 
  Fair 
   
  Sense Purpose 
  Fair 
   
  Survival 
  Fair 
   
  Persuasion 
  Fair 
   
  Character Portrait 
   
  
   
  17 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
   
  18 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: ____________________ 
  Race: _____________ 
  Player: ______________________ 
  Fudge Points: ____ 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
   
  Stamina 
   
  Agility 
   
  Charisma 
   
  Intelligence 
   
  Perception 
   
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
   
  GIFTS 
  Bluff 
   
  Disable Device 
   
   
  Scouting 
   
   
  Sneak 
   
   
  First Aid 
   
  FAULTS 
  Historical Knowledge 
   
  Local Knowledge 
   
   
  Melee Proficiency 
   
   
  Sense Purpose 
   
   
  Survival 
   
   
  Persuasion 
   
   
  Character Portrait 
   
  
   
  19 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
SOURCE: textdata/thevault/FUDGE [multi]/Fudge Tale/A Fudge Tale Secret of Lumber Hill.pdf