Opa!
As expansões só existem em inglês, mesmo. Me manda um email, que nós desembolamos o esquema dos PDFs. O endereço você encontra no meu perfil no Linktree: @qualquercola
Valeu pelo apoio!
Gustavo Coelho
Creator of
Recent community posts
Opa! Está disponível na Uiclap: https://loja.uiclap.com/titulo/ua79812
Thanks! Since Advanced Aventuras Heróicas (Solo) evolved into Caves & Catacombs, there are no plans to translate it into English. I published it here mainly to make it available again after taking down my old blog where it could originally be found ;-)
To answer your questions:
1 - If a wolf would deal 1 Wound as a counterattack and its Damage modifier is −1, you don’t need to mark a Wound.
2 - For one-sided ranged combat, roll 2d6 + Agility:
- 10+: The opponent marks two Wounds.
- 7–9: Choose a complication:
- Reduce your ammo to one last shot.
- The opponent marks one Wound, and they close the distance for a potential future counterattack.
- -6: Reduce your ammo to one last shot, and they close the distance for a potential future counterattack.
I hope this clears things up.
Since Little GME is more narrative-oriented, you don’t need to strictly map every crawl turn to a Scene unless that level of granularity serves your story.
Here are a couple of ways you can adapt it:
- Dungeon Crawling: Treat each dungeon level as a Scene. If the level is particularly large or eventful, break it down further (e.g., a wing or major encounter could also count as a Scene). The key is to let narrative weight dictate scene boundaries, not just spatial movement.
- Hex Crawling: You can "spend" a Scene for every ~2 miles of travel, or adjust that based on terrain and tension. For example, crossing dangerous ground or interacting with keyed locations might consume a full Scene, while routine travel could be folded into a larger narrative beat.
The core idea is to let the passage of narrative time, not just mechanical time, shape your use of Scenes.
Hope this helps clarify things.
Hi Stephanos,
It’s really great to hear that you’re enjoying the game!
The example shown in the Dungeon Dive video was from a playtest log. It was included in the first version of the game but was later removed because the rules changed, making it no longer compatible as an example.
However, here on the game’s page, you can find other videos and links to transcribed gameplays that might be helpful.
Thank you so much for your kind words and support
Hi!
Spatial logic is distorted in the Parallel Dimension. As a result, when entering a Corridor or Room, the Investigator may encounter exits in any direction, including the South (Back) exit. However, taking this exit always leads to a completely new Room or Corridor, not the one they came from.
If you have any questions or need further clarification, feel free to reach out ;-)
Thank you for your support!
Hi there!
Glad to hear you're enjoying the dungeon generation :-)
To answer your questions:
1. When outnumbered, if a PC is hit by one Enemy, they take extra damage equal to the number of additional Enemies engaged in combat. So to answer your first question, your character takes damage from the Enemy they (partially) failed to attack, plus one extra damage for each of the other Enemies also engaged in combat.
2. If you're fighting multiple Enemies and choose to drink a potion instead of attacking, one Enemy will deal full damage, while the remaining Enemies will deal one extra damage, as explained above. It is up to you to choose (or randomize) which Enemy will deal full damage.
3. With a group of PCs fighting multiple Enemies, it is up to you to choose (or randomize) which Enemy targets which PC that is not attacking.
I hope that helps clarify things! Let me know if you have any more questions.
Thank you for your support!
Hi!
There’s no need for a random table to roll for the time of day. The game follows a structured system where each in-game day is split into six scenes: two in the morning, three in the afternoon, and one at night. A six-sided die is used to track how many scenes have passed during the day.
You can find the complete rule on page 18, under In-Game Day.
I hope this clears things up. Thank you for your support, and feel free to reach out with any other questions ;-)
I'm really glad to hear that you're enjoying Caves & Catacombs, and rest assured I'll do my best to bring new content to the game in the future.
As for print copies, unfortunately, I haven't had the chance to work on that yet, but some people have managed to print the PDFs without any hassle.
Thank you so much for your support and kind words!
Let me try to clarify:
Spellcaster enemies prioritize using their magical abilities first; once they've run out of spells, they switch to standard attacks. When an enemy has multiple spells, you can either pick a spell for them to cast or randomize the choice. Although the game offers the option to test whether enemies successfully cast their spells using the same mechanic as PCs, this is optional. Skipping the roll simplifies gameplay but may make encounters harder, as enemies will always succeed in casting their spells in this case.
Regarding attacks at a distance, there is no distinction between ranged and close combat, as there is no character positioning. Therefore, if your character has a dagger, nothing prevents them from throwing it at an enemy. However, you might consider the following rule: enemies hit by ranged weapons/attacks must close the distance to their attacker before counterattacking, whereas enemies hit by melee weapons/attacks can counterattack immediately. If you're looking for a way to manage distance for ranged attacks, you can find an alternative here: https://rpggeek.com/thread/3322501/questions-about-ranged-attacks-defense-healing-etc
Thank you for your support!
The supplements are already bundled with the Core Rulebook. They are available separately for those looking to adapt them to other systems, but you'll find everything, including the remastered Encounters supplement alongside the Core Rulebook and other files in your purchase. Thanks for reaching out!!
You’re not a pain at all! Questions like these help make the game better for everyone ;-)
Regarding the repeated range in the Scene Event table, I noticed that issue earlier today and have reuploaded the corrected file. Please download it again, and it should be fixed now.
As for the “End Scene” move, Eldritch Town was originally written for the first edition of Little Town. While it was also revised, a reference to the “End Scene” move was mistakenly left behind, but this has already been addressed. I appreciate you bringing it up!
Regarding the Time Limit rules: before the remastered edition, the Time Limit could increase or decrease at the end of each Scene. However, this could lead to very short games if things didn’t go too well for the Investigator.
The switch to the “Daily Review” move addressed that, but it doesn’t necessarily make the game easier. It does change the pacing, as there’s no longer a risk of failing the investigation after just four scenes.
I’m really glad to hear you’re enjoying the game!
Thank you for your feedback, and feel free to reach out anytime ;-)
Thank you so much for your kind words! I’m really glad to hear that the game is resonating with you :-)
To answer your questions:
By default, the Time Limit has a minimum of 6, meaning there are no Random Events at Default difficulty. However, the Time Limit can go lower at Easy difficulty. That said, you were absolutely right about there being a typo in the Scene Event table. I’ve fixed it and adjusted the table so that Random Events can occur at Default difficulty.
The updated PDF is already available for download.
Regarding moves in PbtA: unless otherwise stated (like with the Investigate move, which can happen only once per scene), there are no limitations on how many moves you can play in a scene. You can make as many as the narrative allows.
Thank you for your feedback, and I hope you continue enjoying the game ;-)
Hi!
Glad to hear you’re enjoying the game. Let me try to clarify these points:
- Inventory Limit: There’s no official limit on how much you can carry. The game was designed to be as flexible and straightforward as possible, allowing players to use their own judgment. If you’re looking for a way to track inventory, you can find an interesting idea in the Into the Wild forum on RPGGeek: https://rpggeek.com/thread/3322501/questions-about-ranged-attacks-defense-healin...
- Class Defense Modifiers: The defense bonus for Thieves is permanent and counts even if their armor is destroyed. So, even without armor, a Thief still benefits from the defense bonus as a baseline.
I hope this helps, and let me know if you have any other questions or need further clarification.
Thank you for your support!
I'm currently working on a complete rewrite of the Encounters supplement, which will feature some Magical Equipment, though the PCs won't be able to buy them directly. That said, I like the idea of a supplement dedicated to special items, and it's definitely something I can consider developing in the future. Appreciate the suggestion, and thanks for your feedback!
Hi,
I'm glad to hear you're enjoying the game. The issue with the downloads might have been a temporary glitch on itch.io. You can try downloading them again from the bundle or directly from their individual pages. Both supplements are available for free there. If you continue to have any trouble, feel free to reach out, and I'll do my best to assist you.
Thank you for your support!
Hello!
I'm glad to hear you're finding it easy to understand and learn as you go. Regarding your question: If your only character dies, you can create a new one to continue exploring the same dungeon. This new character could be, for instance, a relative of the first one, seeking revenge. Alternatively, you can start an entirely new quest.
If you want to continue exploring the same dungeon, whenever you enter a mapped segment (room or corridor), roll 1d6: on a 1 or 2, roll an encounter. After reaching the room where your first character died, the dungeon generation will follow the standard procedure.
I hope this clears things up ;-)
Thank you for your support!
Complementing the answer found on DTRPG: a ranged attack does not count as an action taken before combat. Instead, it starts the encounter.
As for whether enemies are alert or not in the wild, you can refer to the Yes/No Oracle: if they are not alert, you can try to sneak past them using the distance modifiers on the Skill Test.
Thank you for your feedback!













