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Just One Sword

Just One Sword is a solo, rules-light RPG inspired by classic games, allowing players to create characters and explore dungeons while engaging in combat and magic. The game emphasizes a Fiction First approach, encouraging players to embrace character development and narrative flexibility. Players will need basic materials such as dice and a character sheet to begin their adventure in a world filled with monsters and treasure.
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100% found this document useful (2 votes)
3K views104 pages

Just One Sword

Just One Sword is a solo, rules-light RPG inspired by classic games, allowing players to create characters and explore dungeons while engaging in combat and magic. The game emphasizes a Fiction First approach, encouraging players to embrace character development and narrative flexibility. Players will need basic materials such as dice and a character sheet to begin their adventure in a world filled with monsters and treasure.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

0

1
CONTENTS

WHAT IS THIS?.................................... 5 ENCOUNTER DESIGN..................... 45


ATTRIBUTIONS.................................... 5
MESSAGE TO PLAYERS.................... 6 BUILDING A DUNGEON................. 47
DUNGEON HISTORY........................ 48
CHARACTER CREATION................... 7 DUNGEON THEME............................48
ATTRIBUTE BONUS.............................7 DUNGEON EXPLORATION............. 49
ADVANCEMENT..................................13 RANDOM ENCOUNTERS.................50
REST AND RECOVERY......................14 SCAVENGING.......................................51
SEARCHING......................................... 51
ROLLING THE DICE...........................15 TRAPS................................................... 52
MAKE A MOVE................................... 15
SCENE CHALLENGE......................... 16 TREASURE.......................................... 53
RESOLVE THE SCENE...................... 16 POTIONS..............................................54
WEAPONS AND ARMOR................ 55
SKILLS...................................................17 JEWELRY............................................. 57
SCROLLS.............................................. 58
ABILITIES............................................ 20
THE GODS...........................................59
EQUIPMENT AND SERVICES......... 21
SPELLS AND SORCERY................... 61
COMBAT.............................................. 27
BESTIARY............................................69
BUILDING A REGION.......................29 ANIMALS..............................................70
RUMORS............................................... 31 BEAST-MEN.........................................75
SETTLEMENT TROUBLE.................. 32 DEMONS.............................................. 76
SETTLEMENTS.................................... 33 DRAGONS............................................77
EVENTS................................................ 34 GIANTS................................................. 78
DOWNTIME......................................... 35 GOLEMS............................................... 79
CAROUSING........................................ 35 GIANT INSECTS..................................80
ADVENTURE SEEDS......................... 36 HERALDIC............................................ 81
HIRELINGS……………..…………………….37 LIZARD-MEN.......................................83
MANKIND............................................ 85
UNDEAD.............................................. 87
THE WILDS......................................... 39
THE NIGHT-KIN..................................89
ENCOUNTERS.................................... 40
NAVIGATING........................................41
TRAVEL FEATURES..........................43
ORACLES............................................. 91

2
3
For 3 days, Tarlin had walked the ruinous mountain looking for any sign of
the mad Sorcerer who was claimed to live in these parts. For 3 days, he had
hunted rabbits, drunk from springs, and endured the sudden changings of
the weather that were common in this area. For 3 days, he had found
nothing.

So when on the 4th day he saw the fragments of a path leading deeper into
the more dangerous parts of the lands, his heart practically leapt into his
throat. At last, he was going to put an end to this.

The rumors had started back in Blacksword, where Night-Kin had attacked a
family at their farm one night. There were no survivors, but the sign was
obvious. People naturally assumed the sorcerer had done it, and Tarlin was
all too happy to have a meal and to feel weight in his coin purse again. He
hoped the job would be worth it.

Finally, the dark tower loomed out of the darkness, its spires and parapets
twisting upwards like a horrible, thorned needle. He frowned. This was not
man or beast construction; it was older.

Drawing his sword, he prepared to step forward, to climb the winding path
up to his destination when he saw light pierce the gloom, and the door at
the base opened. A figure stood there, not man, not beast, something far
older and fouler. The elongated, crocodilian snout and powerful bearing of a
Lizard-Man stepped forth and beckoned him to come.

A being of powerful magics and dark sorcery, and all Tarlin had was Just One
Sword.

4
WHAT IS THIS? ATTRIBUTIONS
Just One Sword is a rules light, OSR Inspirations and shameless thievery
styled RPG with mechanics inspired include:
by games like Ironsworn,
ShadowDark, and Worlds Without ● Ironsworn and Ironsworn
Number. It allows you to roll against Delve by Shawn Tomkin for
your Attribute Bonus with varying Oracles and Mechanics (CC
levels of success, while adding BY-NC-SA 4.0)
bonuses from skills and abilities. ● FORGE by Oliver Fradgley
● Mausritter by Isaac Williams
AIM: The aim of this game is to for Faction Rules
provide a solo player with the ability ● Dragonbane published by
to delve dungeons, overcome Free League
fearsome monsters, work against ● Worlds Without Number by
terrible factions, all-the-while Kevin Crawford
gaining obscene wealth from ● Shadowdark by Kelsey
‘legally not grave-robbing.’ Dionne
● Old School Essentials by
STYLE: This style of this game Necrotic Gnome
focuses on old-school style RPGs ● Black Sword Hack by
like ADnD 2e and other classic Kobayashi
games with non-weapon
proficiencies, and fast and deadly All art by Silver Nightingale
combat.
Text is written by OneTorch and is ©
WHAT DO I NEED? 2025 under CC BY-NC-SA 4.0
You will need a copy of these rules, International License.
a printout of the character sheet, a
pencil, and a full set of polyhedral
dice (d4, d6, d8, d10, d12, d20).

5
MESSAGE TO PLAYERS PRINCIPLES
This is an RPG that is designed to This game revolves around Fiction
play solo, or by one person playing First and Moves:
as both player and game master. To
help facilitate this play, I encourage FICTION FIRST: As you are playing
you to keep the following in mind: through a scenario, keep in mind
the current context of the scene,
Your story arc does not need to be and what sort of conflicts may arise.
perfect: You may have things that When you feel like you would ask
you completely forget, or plot the game “What do you do,” that is
threads that go nowhere. This is when you consider making a Move.
okay and expected, even in
managed games. MOVES: Once you have established
a conflict, question if there is an
Be a fan of your character: Your interesting consequence for failure.
character is going to get into bad If not, consider using the Oracles
situations. Allow yourself grace in instead. If so, determine which
getting them back out. You do not Move best relates to your situation,
need to punish yourself for then role-play out the
mistakes. “Would I like a GM doing consequences of your roll.
this to myself?” is important to
keep in mind. COMMON TERMS
Advantage (ADV): Roll twice and
Track your game: Whether this is take the highest result
through detailed notes or
summary, keep notes of what you Disadvantage (DIS): Roll twice and
did so you remember where to start take the lowest result.
back up.
d6: Roll a single, six-sided die
You may die: Your character may
die and that’s okay. Embrace it, 2d6: Roll two six-sided die and sum
learn from it, and avenge them.​ together the results

d66: Roll two six-sided die and read


the results separately

d6+: Roll a single, six-sided die and


add the described bonus

6
CHARACTER CREATION ATTRIBUTE BONUS
Each character has 6 Attribute Each attribute has an associated
Scores obtained by rolling 3d6. If, Bonus that you use to help
after rolling, you do not have any determine your skill levels, as well
scores of 14 or greater, set one to 14. as combat abilities and saves.

STRENGTH (STR): Your overall 3d6 BONUS


physical prowess and vigor. Useful 3-5 -2
for forcing doors, grappling, lifting, 6-8 -1
or hacking with swords.
9-12 +0
13-15 +1
DEXTERITY (DEX): Your overall,
grace, agility, balance, and finesse. 16-18 +2
Useful for climbing a rope, crossing
a rope-bridge, or firing a bow. NON-COMBAT SKILLS
Including your background, there
CONSTITUTION (CON): Your overall are 30 non-combat skills in the
stamina and hardiness. Useful for game. These provide +1 to any
holding your breath, resisting associated rolls.
poison, disease, and death, and to
determine Hit Points and Fatigue. The bonus can be increased to +2
during character advancement or
INTELLIGENCE (INT): Your overall training during downtime.
education, knowledge, and training.
Useful for recalling details, COMBAT SKILLS
languages, lore, or for casting spells.
Your character has 2 primary
combat skills. These are impacted
WISDOM (WIS): Your overall
by their respective bonuses, which
intuition, perception, and
changes the chance to hit, and the
awareness. Useful for noticing
damage inflicted.
details, comprehending new
information, or resolve.
MELEE: STR Bonus. Hitting things
with a sword, mace, hammer, etc.
CHARISMA (CHA): Your overall
charm and force of personality.
RANGED: DEX Bonus. Throwing
Useful for bluffing, lying,
things or firing arrows.
intimidating, or persuading.

7
HIT POINTS SPELLS AND MAGIC
Hit points (HP) start at 6+CON Spells are created by mixing
Bonus and advance by +1d6 every different herbs together into a
time you level up. compound. Each spell compound
takes up 1 item slot and takes 1 hour
FATIGUE to craft. You can craft up to 4 times
A character’s Fatigue (FP) per watch. There are 5 types of
represents their stamina, ability to compounds:
handle bursts of intense activity,
and tolerance for the elements. 1. PAINT: A viscous liquid
Your fatigue is equal to your CON created by boiling down the
Score or 10, whichever is higher. herbs and adding flour, oils,
and salt.
If your character hits max Fatigue, 2. POWDER: A fine, sand-like
gaining additional fatigue will solid created by drying and
immediately cause them to fall crushing the herbs.
unconscious from the strain and 3. POULTICE: A thick paste
wake up in 1d4 hours. Each night at created by boiling down the
max fatigue requires a BODY Save herbs and adding flour and
or else they die in their sleep. honey.
4. TINCTURE: A liquid created
by boiling the herbs in water
SAVES with honey and salt
Sometimes you can only rely on 5. BUNDLE: A clump of herbs
your base attributes. Each save is a that have been dried and
d20 vs Target 16, meaning you fastened together.
must roll 16 or better after bonuses:
The spells are discussed in more
BODY: STR+CON Bonuses: detail starting on page 61.
Blocking attacks, resisting poison,
disease, death, elements, or fatigue

MIND: INT+CHA Bonuses: Resisting


magic or focusing on spells

REFLEX: DEX+WIS Bonuses:


Avoiding unblockable attacks, traps,
or other dangers.

8
INVENTORY SLOTS WORN GEAR
Your character's inventory slots are Any worn or readied gear has a -1
equal to their STR Score or 10, to the inventory slot requirements.
whichever is higher. A shortsword would be 0 slots,
while a greatsword would be 2.
Backpack: Your character starts
with a backpack that carries all LANGUAGES
their items. If it is damaged, you Your character knows +INT Bonus
lose a random item. additional Languages besides the
common tongue.
Component Pouch: Your character
starts with a pouch that can carry There are 7 languages:
up to 6 different magic herbs.
LANGUAGES SPEAKER
Weapons: Your character is allowed
Ancient Written only
to have 1 readied or worn. All other
Mankind, most
weapons must be stored. Common
humanoids
Ape-men, Goat-men,
Armor: Your character can wear 1 Beast
Rat-men, Wolf-men
piece of armor and 1 helmet, but
Diabolic Demons
shields count towards capacity.
Draconic Dragons
Gems and Jewelry: Your character Giant Giants
can carry 2 gems per pocket, and Nathric Lizard-Men, Golems
wear rings, necklaces, or other
jewelry within reason. To attempt to understand
something in a language you do
Bundling items: Some items can not speak, roll +INT
be combined into “bundles” that
allow you to carry more than one On a full success you understand
per slot. Always record how many what was said.
you have left.
On a partial success you
understood the general meaning,
STARTING GEAR AND FUNDS
but the nuance is lost.
You start with a Weight 1 weapon,
Leather Armor, and 2d6x5 silver to On a failure you did not
purchase any other starting gear. understand it at all.

9
BACKGROUND
Every character was doing something else before they were forced into the
life of adventuring. This may come in handy when determining if you can or
cannot do something. Roll 1d20 or choose to get your history:

d20 BACKGROUND DESCRIPTION


You performed for crowds in feats of acrobatics and
1 Circus performer
daring
You walked the streets, hunting for crime you could
2 Town Watchman
punish
3 Beast Hunter You hunted great beasts for profit or glory
4 Gambler You tried your hands at dice or cards
5 Guide You lead others to safety through the wilderness
6 Craftsman You made objects of purpose or beauty
7 Servant You aided the nobility in their comforts
8 Hermit You avoided civilization as best you could
9 Translator You were privy to many private conversations
10 Mercenary You fought for coin without asking questions
11 Sawbones You removed ailments and illness
12 Cultist You studied histories and dark arts
13 Gladiator You fought in the arena for others entertainment
14 Con-man You tricked others into giving you what you wanted
You were elevated due to a past glory or
15 Hedge Knight
accomplishment
16 Rat Catcher You made money however you could
17 Street Thug You cracked skulls and took protection money
18 Pearl Diver You hunted for treasures under the oceans
19 Burglar You took what others owned
20 Fence You aided in trading goods and products

10
STARTING SKILLS ADDITIONAL SKILLS
Each Background includes 1 After the first one, your character is
required skill for your character: allowed to pick 2 more skills to
round out their character
REQUIRED background and experience.
BACKGROUND
SKILL
Circus Performer Perform You can either focus on their
background and try and determine
Town Watchman Insight
what other two skills they may have
Beast Hunter Hunt & Fish had, or you can focus on their
Gambler Bluff personal tragedy (page 12) and
Guide Bushcraft what they may have been doing
leading up to it.
Craftsman Craft
Servant Local Lore You gain additional skills through
Hermit Foraging character advancement; either
Translator Languages leveling-up, or training in a town or
other settlement.
Mercenary Athletics
Sawbones Medicine The skills are described in detail
Cultist Sorcerous Lore starting on page 17.
Gladiator Acrobatics
Con-man
COMBAT SKILL
Persuade
Hedge Knight Your character is also allowed to
Ride
select 1 Combat Skill from the list
Rat Catcher Stealth
on page 20.
Street Thug Streetwise
Pearl Diver Swim
Burglar Thievery
Fence Trade

11
REASON YOU LEFT
There is a reason you are no longer involved in your background. Why?

d20 BACKGROUND DESC.


1 Boredom You were bored. It’s that simple
2 Mistakes You made too many mistakes
3 Death You caused someone’s death.
4 Injury You caused injury to someone important.
5 Insults You insulted someone you shouldn’t have
6 Debts You owe the wrong people money
7 Alcoholism You drank too much
8 Framed You didn’t do it. You were framed
9 Accident You caused a major incident
10 Failure You failed to fulfill your obligations
11 Stole You stole something you shouldn’t have
12 Bribes You took bribes and got caught
13 Embarrassment You embarrassed a noble or ranking individual
14 Trickery You tricked the wrong person
15 Crime You saw something you shouldn’t have seen
16 Secrets You discovered a damning secret
17 Destruction Everything you own is gone. What now?
18 Falsified You falsified important records and got caught
19 Fell Asleep You fell asleep at an inopportune time
20 Enterprise You became too involved in something illegal

12
GAINING EXPERIENCE ADVANCEMENT
There are three methods of Your character needs to collect XP
gaining experience (XP): equal to Current Level x10. Once in
1. Treasure a safe haven, follow the chart to
2. Feats advance your character:
3. Monsters.
ATK SAVE
TREASURE LVL SKILLS BONUS BONUS HP
1 3 -- -- 6+CON
You gain 1 XP per 100 Silver in
2 -- +1 +1 +1d6
value that you find and return to a
safe haven. You do not need to sell 3 +1 -- +1 +1d6
the treasure to gain XP. 4 -- +1 -- +1d6
5 +1 -- +1 +1d6
FEATS 6 -- +1 +1 +1d6
7 +1 -- -- +1d6
Completing a feat will net you XP
8 -- +1 +1 +1d6
equal to your current level at the
9 +1 -- +1 +1d6
end of the session.
10 -- +1 -- +1d6
Explore 6 waypoints in a
Delving SKILLS: Your character starts with 3
Dungeon
Rumor Validate a Rumor skills. As they advance, they can
either take on additional skills, or
Uncover a secret or
Secret advance the ones they have.
interpret hidden lore
Interact beneficially with
ATK BONUS: On indicated levels,
NPC an important NPC
add another +1 to both Melee and
during high stakes
Ranged attacks.
Manipulate or cripple a
Faction
faction to your benefit
SAVES: Each indicated level, add +1
Quest Complete a quest
to all save bonuses.

MONSTERS HP: Roll 1d6 then add it to your


You gain XP equal to the Highest current maximum health.
LVL monster defeated or skillfully
manipulated at the end of the BEYOND 10th LEVEL
session.
Each level costs 100 XP, and repeats
levels 9 and 10 respectively.

13
CONDITIONS DISTANCE and
There are four main conditions: MOVEMENT
Exposed, Sick, Exhausted, and Distance in this game is abstracted
Starving. Each condition inflicts +1 to speed up play.
Fatigue and requires a BODY Save.
On a failure, suffer +1 Fatigue again. CLOSE: Up to 15 feet. Enemies that
are within Close are considered
REST AND RECOVERY Engaged and have penalties to
Your character will heal 1 HP after movement.
1 watch of uninterrupted rest.
NEAR: Around 30 feet. This is the
In the wilds, you cannot recover default movement distance of a
Fatigue without the appropriate character
equipment. If you have it, recover 1
FP per night of uninterrupted rest. FAR: Around 60 feet. A character
can move this in a full round.
Healing inflicts +1 Fatigue. If you are
at max fatigue you cannot heal. VERY FAR: Around 120 feet. This is
the maximum range for light
FOOD ranged weapons.
You must eat 1 ration per day. After
a full day of no food, you start the DISTANT: Around 240 feet. This is
next day starving. the maximum range for heavy
ranged weapons. Anything beyond
this is considered Sight.
TIMEKEEPING
Time is kept in three forms:
TRAVEL
ROUND: A round lasts 10 seconds Your character can travel 2 watches
and is the typical measure of per day during a regular march. You
combat. must rest at least 1 watch per day,
with the last spent camping,
TURN: Turns last 10 minutes. There foraging, hunting, crafting, etc.
are 6 turns in an hour
For +1 Fatigue you can choose to
WATCH: There are 4 watches in a continue to march an extra watch,
day: morning, afternoon, evening, but you will be unable to Make
and night. Camp, Forage, or Craft Spells.

14
ROLLING THE DICE MAKE A MOVE
Before picking up the dice, first To Make a Move describe the
decide if time, learned knowledge, actions you are taking, consider
or appropriate gear will solve your possible consequences, then roll
problem. If not, you can Make a 2d6+ATR Bonus+SKILL (Max +4)
Move to rely on your character’s
abilities by rolling 2d6+ATR FULL SUCCESS
Bonus+SKILL and comparing: Your character has succeeded at
exactly what they set out to do.
2d6 RESULT
6- Failure PARTIAL SUCCESS
7-9 Partial Success Your character has succeeded, but
10+ Full Success at a reduced effect or benefit, or
with a cost, complication, or
CRITICALS setback. Options include:
A roll of a double 1’s or double 6’s is ● Reduce the Reward
a Critical and means that the ● Increase the Cost
results must be extreme. A ● Lose HP
spectacular failure, or a success ● Gain Fatigue
beyond expectations. ● Lose Time
● Waste Resources
ADVANTAGE and ● Offer a tough choice
● Expose Yourself to Danger
DISADVANTAGE
● Increase the danger
If you are approaching a situation ● Upset an ally
where you may have a situational
Advantage (ADV), roll 3d6 and take FAILURE
the two highest. For Disadvantage
Your character has failed, and must
(DIS), take the lowest.
suffer a serious cost, complication,
or setback.
COMBAT and SAVES
Rolls for attacks and defenses in Alternatively, Failure can also mean
combat, as well as saving throws succeeding at a great cost. If a
are done by rolling 1d20 and locked door is the only path
attempting to roll equal or over a forward, then you must be able to
predetermined value. bypass it, but the consequences of
your success should be extreme.

15
SCENE CHALLENGE RESOLVE THE SCENE
When you engage in a series of When either the Progress Track or
actions in order to resolve an the Countdown Track have
extended challenge against an become filled, roll 2 dice equal to
obstacle or an NPC (e.g. bargaining, the size of the Progress Track
negotiating, pleading for your life, (Easy: d4, Normal: d6, etc) against a
navigating a perilous path, scaling a target number equal to Unmarked
cliff, etc.) first determine the Progress +1
difficulty of the challenge:
Both Die Equal or Higher: Full
1. Easy: 4 progress Success. You achieve your goal
2. Normal: 6 progress unconditionally.
3. Hard: 8 progress
4. Extreme: 10 progress One Die Equal or Higher: Partial
Success. You succeed but not
Then make a Progress Track as a without a cost or a setback.
series of boxes equal to the rank of
the challenge, and make a Neither Die Equal or Higher:
Countdown Track with only 4 Failure. You fail to achieve your goal
boxes. Finally, engage with the and must suffer the consequences.
scene by Making Checks using the Use the fiction of the situation to
appropriate attributes for the determine the results, or consult
current fiction and context. with the oracles in the back (pg 89).

On a Full Success mark 2 progress. If the progress track is completely


full, and you roll double 1’s, it
On a Partial Success mark 1 counts as a Partial Success.
progress and suffer a minor setback
or consequence. Then mark 1 box in
the Countdown Track

On a Failure mark 0 progress and


suffer a severe setback or
consequence. Then mark 2 boxes
on the Countdown Track.

16
SKILLS BEAST LORE
Including your background, there Knowledge of beasts, monsters,
are 30 non-combat skills in the and animals of all kinds. This
game that can provide bonuses to includes their habits, behaviors,
your character's rolls. abilities, and potential weaknesses.

BLUFF
ACROBATICS Creating a convincing lie,
Feats of physical grace and misdirection, or other falsehood.
dexterity beyond the average
person's abilities. Includes jumping, BUSHCRAFT
climbing, balancing, and others. Navigating, making camp, and
finding shelter to endure the
ATHLETICS elements.
Feats of physical prowess and
strength. Forcing open doors, CRAFT
running long distances, holding Repairing gear, crafting goods, and
onto a rope, and other feats. improvising solutions to problems
using unconventional means.
ARCHITECTURE
Understanding of building CUSTOMS
construction, layout, design, and Social codes, formalities, rites,
orientation. Useful for determining rituals, taboos, and other socially
where a hallway should be, important protocols or behaviors.
knowing where you are in the dark,
or picking a non-load bearing wall. FORAGING
Gathering berries, tubers, edible
AWARENESS leaves, mushrooms, and medicinal
Perception, hearing, smell, and or magical herbs in the wilds.
general understanding of the world
around you. Useful for broad HUNT & FISH
approaches to using your senses: Hunting and stalking game,
hearing an approaching enemy, catching fish, or setting up snares
spotting smoke on the horizon, etc. and traps.

17
INSIGHT PERFORM
Spotting changes in behavior, Standing before a crowd and
mannerisms, or speech that drawing attention to yourself
indicate a person's true intentions through reading a poem, making
or goals in a situation. jokes, acting in a theater, or even
playing an instrument.
LANGUAGES
Exposure to languages and the PERSUADE
ability to comprehend what is Using charm, threats, coercion, or
being said through either context simple reasoning to get what you
clues, prior knowledge, or want out of a situation.
adaptability.
RIDE
LEADERSHIP Riding a horse in a more complex
Issuing orders, making demands, or advanced manner than simply
mediating disparate parties, or sitting on the back of one.
overseeing negotiations.
STEALTH
LORE Avoiding detection while moving,
Learning in a specific form of lore hiding, stealing, or spying.
and the ability to link the stories to
the current situation. You must pick STREETWISE
one of the three options: Navigating city streets, avoiding or
1.​ Religious: Cults, belief identifying a specific groups 'turf’,
systems, practices, and identifying major players in local
ceremonies politics, or knowing how to present
2.​ Sorcerous: Magical, arcane, yourself should the need arise.
or alchemical practices,
methods, and beliefs SEAMANSHIP
3.​ Local: The local history,
Piloting an ocean-going vessel in a
cultures, customs, leadership,
manner consistent with its design.
and practices.
Managing sails, ropes, and other
situations necessary to keep the
MEDICINE
ship afloat and on course.
Healing yourself or any fallen
comrades, performing first aid, and
concocting remedies.

18
SPOT HIDDEN USING SKILLS
Noticing minor details, small Skills can be applied to any of the
objects, or miniscule changes that attribute scores you feel are
allow you to detect where relevant when Making a Move.
something may be hidden.
If you are arguing over specifics of
SWIM Trade, you can roll +INT+TRADE to
Doing more than just keeping your highlight knowledge or experience
head above water. Treading, you may have in the field. If you are
different swim styles, breathing and bartering or haggling, you may
diving techniques, etc. instead roll +CHA+TRADE to try and
negotiate for a better deal.
THIEVERY
Picking locks or pockets, and The important thing to remember
detecting or disarming traps like is that the skill must be relevant to
trip-wires or pressure plates. the situation. If it is not relevant,
then it is not allowed.
TRADE
Negotiating on price, discussing
WHEN TO ROLL
trade routes or methods, or valuing There are three things to consider
items or services. when deciding whether or not to
roll a check:
WITCHERY
Understanding of the allowed SIGNIFICANT CONSEQUENCES:
practices of magical spellcraft and You have a plan, but there is a
its nuances, beliefs, uses, and chance that if you don’t pull it off
customs. just right, things will go very poorly.

LIMITED RESOURCES: You have a


plan, but you are uncertain if you
will finish on time and/or with the
materials you have on hand.

REQUIRES TALENT: You have a


plan, but it is complicated enough
to require more than just time and
persistence.

19
ABILITIES IRON FISTS
There are 10 combat abilities to Your hands are deadly weapons
choose from during the game. You unto themselves. Deal 1d6 damage
get to start with 1, but any others instead of 1d4.
must be trained.
QUICK DRAW
AIM You may begin combat, even after
If you spend a combat round being ambushed, with a readied
aiming your ranged weapon, add +2 weapon.
and deal +1 damage on a hit.
SHIELD MASTER
AMBIDEXTROUS You have trained with a shield and
You carry a weight 1 weapon in your know how to deflect the worst of a
off-hand. You may attack twice blow. You may declare at the start
during your turn, with the second of a turn that you are blocking. It
attack at -4. The second attack does will prevent all damage, but will
damage at disadvantage. inflict -1 Quality on your shield for
each attack that it blocks.
BACKSTAB
If you manage to sneak up on an WEAPON MASTER
unaware enemy, a successful attack You have been trained in the use of
deals x3 damage. a specific weapon. Determine the
weapon, and then you may add +1
FAST RELOAD and deal +1 damage when using
If you do not move, you may fire that weapon in combat.
twice during one combat round,
with the second attack at -4. WITCHCRAFT
You have been trained by a talented
IMMOVABLE witch. You start knowing the
When you wield a spear, you may recipes for 3 spells determined at
plant it to defend against a random (pg. 54).
charging enemy. On a successful
BODY Defense, you deal damage to This skill can only be taken at the
the enemy. start of the game. All other magic
must be learned through training.

20
EQUIPMENT AND SERVICES
Unless otherwise specified, all gear takes up 1 item slot, and is priced in Silver

MELEE DMG COST WEIGHT RANGE TYPE


Bastard Sword (1H/2H) d8 15 2 C slashing
Club d4 2 1 C crushing
Dagger d4 5 1 C piercing
Greataxe (2H) d10 20 3 C slashing
Greatsword (2H) d10 25 3 C slashing
Halberd (2H) d10 30 3 C/N piercing / slashing
Hand axe d6 6 1 C slashing
Mace (1H/2H) d8 9 2 C crushing
Maul (2H) d10 15 3 C crushing
Rapier d6 10 1 C piercing
Shortspear (1H/2H) d6 5 1 C/N piercing
Shortsword d6 8 1 C piercing / slashing
Spear (2H) d8 12 2 C/N piercing
Staff (1H/2H) d4 5 2 C crushing
War Axe (1H/2H) d8 12 2 C slashing
Warhammer d6 7 1 C crushing

RANGED DMG COST WEIGHT RANGE TYPE


Hunting Bow d8 15 2 D piercing
Short bow d6 10 1 VF piercing
Arrows (20) -- 5 1 -- --
Javelin d6 1 1 F piercing
Sling d6 1 1 VF crushing
Stones (20) -- 2 cp 1 -- --

SNEAK / SWIM /
ARMOR BODY REFLEX COST WGT AWARENESS
ACROBATICS
Leather +1 +0 20 1 -- --
Chain +2 -1 50 2 -1 --
Scale +3 -2 200 3 -2 --
Plate +4 -3 500 4 -3 --
Shield +1 -- 25 1 -- --
Helmet +1 -1 20 1 -- -1

21
LODGING COST EFFECT
Floor / Chair 2cp Recover 1 Fatigue
Room 6cp Recover d2 Fatigue
Nice Room 2 Recover d2+1 Fatigue
Fancy Room 1gp Recover d3+1 Fatigue
Hot Water
delivered to 5cp Make a BODY save. On a success, recover 1 Fatigue
room
Drawn Bath 2 Recover 1 Fatigue
Nice Bath 5 Recover 2 Fatigue
Stabling and
2 Required for horses, donkeys, oxen
Fodder

FOOD COST EFFECT


Quality wine 1 -1 to WIS, +3 to CHA checks for 1 hour
Aged wine 5cp -2 to WIS, +2 to CHA checks for 1 hour
Cheap wine 3cp -3 to WIS, +1 to CHA checks for 1 hour
Wheat Beer 2cp -2 to WIS, +2 to CHA checks for 1 hour
Barley Beer 1cp -3 to WIS, +1 to CHA checks for 1 hour
Full Meal
15cp Recover 1d6+CON HP
(food+drink)
Meal 8cp Recover 1d4 HP
Simple Meal 4cp Recover 1 HP
Porridge/Stew 2cp Make a BODY save. On a success, recover 1 HP
Travel Ration 2 Food and water for a day. Can be bundled into 3

RATIONS COST EFFECT


Travel Ration 2 Enough food and water for a day. Bundle up to 3
Fresh food and water. A successful +DEX roll allows
Fresh Ration 5 you to make a hot meal, recovering +1d6. Rots in 2
days. Cannot bundle

22
WAGON COST EFFECT
30 Item Slots. Requires oxen. +1 to all Watches.
Wagon (4w) 300
Cannot travel in Wilds or Perilous terrain
20 item slots. Can be pulled by hand or donkey. +1 to
Cart (2w) 80
all watches
Wagon 40 item slots. Requires draft horse +2 to all Watches.
500
(covered) Can only travel on Roads and Easy Terrain
Packsaddle 10 10 item slots
Trained to be ridden into combat. -1 Watches to
War horse 3600
Routes (min: +0)
Can pull a cart or be ridden. -1 Watches to Terrain
Donkey 700
(min: +0)
Oxen 500 Can pull a wagon or cart. Cannot be ridden
Can be ridden. Cannot pull cart. -1 Watches to Terrain
Riding horse 1000
and Route (min: +0)
Draft Horse 2000 Can pull a covered wagon. Cannot be ridden
Dog 50 +2 to spot Encounters before they happen
Hawk 100 Add +1 when GATHERING FOOD

SERVICES COST EFFECT


Weapon 10%
Restores +1 Quality to a weapon
Repair Value
10%
Armor Repair Restores +1 Quality to armor
Value
Common
20 Recover 1d6 HP
Doctor
Private
200 Recover LVLd6 HP
Doctor
Detect Magic 200 Identify the enchantment
Bless 250 Remove a curse
Cure Disease 150 Remove disease
Training 200 Training takes 1 week worth of time.
Silvering a Adding silver plating to a weapon to allow it to
Cost x10
Weapon damage ghosts and undead more effectively

23
LIGHT COST EFFECT
Candle 1 Casts a circle of light up to CLOSE. d10 Ud
Torch 2 Casts a circle of light up to NEAR. d8 Ud
Tinderbox 5 Required for lighting torches, campfires, etc
Lantern 50 Casts a circle of light up to NEAR. d20 Ud
Lamp Oil 10 Refill for lantern. Burns for 1 Turn. Deals 2d4 DMG

GEAR COST EFFECT


Animal Snare 1 Adds +1 to GATHER FOOD rolls. 3 Uses
Halts Bleeding and heals 1d4 HP on successful +INT
Bandages 5
check. +1 Fatigue. Bundled up to 3
Bedroll 5 Allows you to recover Fatigue in the wilds
Bells 2 Can be used as an early warning device
Bottle 1 Can hold twice as much liquid as a vial
Deals 1d4 HP in damage when stepped on. Halves
Caltrops, bag 5
movement
Chain (50.ft) 25 Cannot be cut, but very strong
Chalk (x10) 2 cp Can be used to make marks on dungeon walls
Charcoal 5 cp Useful for drawing maps
Chisel 3 Allows you to carve something onto a stone surface
Cooking pot 5 Add +1 when attempting to make camp
Crowbar 8 ADV on +STR checks to pry open doors
Allows you to persuade an enemy to place something
Dice 1
on a game of chance
Fishing Gear 15 Adds +1 on GATHER FOOD if you're near water
Garlic (bulb) 1 Weakens vampires
Used to seal windows shut, keep two small objects
Glue (bottle) 2
together, or otherwise hold something in place
Allows you to hook a rope onto a surface. Can be hurled
Grapple Hook 15
up to FAR on successful +STR check
Herbal
25 A successful +INT check heals 1d6+1 HP. +1 Fatigue.
Remedy
Hammer 2 Can be used to hammer nails
Holy Symbol 30 A pure silver symbol that aids in Rebuking the Undead
Holy Water 100 A suspension of quicksilver. Deals 2d4 dmg to undead
Hourglass 30 Timer that lasts for 1 hour

24
GEAR COST EFFECT
Used to force a door to stay open or closed. Bundled up
Iron spike 1
to 10
Manacles 15 Useful for capturing a bounty alive
Marbles (bag) 2 Toss to create noise, or hazardous terrain. d20 Ud
Metal File 3 Allows you to file through metal bars
Mirror (hand
10 Used to see around corners
held)
Nails (x10) 1 Used to seal a door or secure something
Adds +2 to GATHER FOOD rolls when near water, or +1
Net 50
in the wilderness. Entangles
Allows you to create openings in walls or break up
Pickaxe 10
stone
Poison BODY Save. On a success, target suffers 1d4 dmg. On a
25
(deadly) failure, target suffers 1d6
Poison BODY Save. On success, target moves at 1/2 speed. On
50
(paralyzing) failure, target cannot move
Poison BODY Save. On a success, target makes +WIS checks at
30
(sleeping) DIS. On failure, target is asleep.
Pole (10ft) 2 Traps only activate on a 1 in 6.
Quill and Ink 4 Can be used to transcribe written materials
Allows you to repair weapons and armor in the field.
Repair Kit 10
Requires successful REPAIR roll. Bundled up to 3
Rope, hemp Can have a grappling hook attached for no added
15
(50ft) weight.
Saw 8 Cut through wood or timbers
Scroll case 15 Can hold up to 3 scrolls and keep them dry
Shovel 8 Dig holes or bury things
Silver dagger 25 Allows for damaging of ghosts, deals +1 dmg to undead
Surgical
100 Advantage on +INT checks to prevent someone’s death
Instruments
Advantage on +WIS checks to spot encounters while
Spyglass 100
navigating
Stake (wood)
2 cp Deal 2d4 damage to vampires
(x6)

25
GEAR COST EFFECT
Roll to MAKE CAMP with Advantage. Recover 2 Fatigue
Tent 25
on a Full Success
Thieves Tools,
10 Required to pick locks
Simple
Thieves Tools,
50 Add +1 to when attempting to pick locks
Complex
Large sack 50 6 slot capacity. Requires 2 hands to carry
Small sack 15 3 slot capacity. Requires 1 hand to carry
Can be strung across openings to create tripping
Twine (200 ft) 8 cp
hazards, used to hang bells, or other useful things
Vial 2 Can hold single doses of tincture
Waterskin 6 Carries additional water for up to 3 days
Can be used to alert others to danger or pass
Whistle 2
messages across distance

QUALITY REPAIRING
Weapons and Armor all start with To repair your gear, make a +DEX
3 Quality. check while having 1 Repair Kit.

During some situations, your gear Full Success: Restore +1 Quality


quality will reduce. If it reaches 0,
you instead reduce the DAMAGE or Partial Success: Restore +1 Quality,
BODY/REFLEX Saves respectively. but you use up the repair kit
If the penalty gets to -3 it breaks
and must be discarded. Failure: You fail to restore your gear
and use up the repair kit.
USAGE DIE
Some gear is marked with a Ud TORCHES AND LANTERNS
which is a Usage Die. Usage dice Torches and lanterns must be
start at the value provided, and are carried in 1 hand. However, torches
rolled under certain conditions. If can be attached to a shield using
you roll a 1 or 2, reduce the die twine, but blocking using the
value by 1 step. E.g. d6 > d4. After shield has a 1-in-6 chance of
d4, the item is used up dousing the torch. If a lantern is
shattered, it catches fire on a 2-in-6.

26
COMBAT ATTACKING
Combat is played out in rounds, To attack, roll d20 + MELEE or
with each round requiring an RANGED depending on your attack
initiative roll. method. If you roll equal or over the
Armor Class (AC) you inflict your
INITIATIVE weapon die plus bonus in damage.
Each side rolls 1d6 and the highest
roll goes first. PC’s roll initiative CLEAVE: If you kill an enemy, any
twice and act in full on both turns. unused damage passes to the next
Re-roll matching initiatives. enemy within CLOSE.

ACTIONS DEFENDING
Each combat round happens in a To defend against an attack,
sequence: determine your approach:
1.​ MOVE / TAKE ACTION: Pull a 1.​ BLOCK: d20 + BODY + Armor
lever, reload a weapon, drink Bonus / Penalty
a potion, shout orders, etc. 2.​ DODGE: d20 + REFLEX +
2.​ RANGED ATTACKS Armor Bonus / Penalty
3.​ MAGIC ATTACKS 3.​ vs MAGIC: d20 + MIND +
4.​ MELEE ATTACKS Bonus / Penalty
5.​ MOVE: Anyone that has not If you roll greater than or equal to
attacked can move again the enemy Attack Score (AS) you
avoid taking any damage.
SURPRISE
Each subsequent attack that round
If one group is attacking the other
inflicts a -2 penalty to your save.
unawares, the attacker gets 1 full
round before initiative is rolled.
DEATH
MORALE When at 0 HP or less, make a
BODY Save - Negative HP.
When an enemy suffers first blood,
first death, or loses half its
Succeed: You are up at 1 HP. If you
strength, roll 2d6 versus Morale.
are hit again, it is an automatic fail.
Rolling over means the enemy
surrenders or flees. Fleeing
Fail: Roll 1d6. Reduce that ATR
enemies cannot avoid attacks.
Score by -1d4 permanently. You
wake in 1d4 hours.

27
INCOMING DAMAGE CRITICAL HITS
To make combat more survivable, If you roll a 20 you deal maximum
when the player character is hit, damage, and add your weapon
divide the damage dealt per die in effect:
half and round down. ●​ SLASHING: 1d4 Bleed DMG
for 1d4 Turns.
ENEMY ATTACKS ●​ CRUSHING: Enemy AC -1
A simple system to determine the ●​ PIERCING: +1 to BLOCK and
enemy attack pattern: DODGE this combat

d6 NON-MAGE MAGE If you roll a critical while Defending:


1 Attack Magic ●​ BLOCK: You counter-attack
immediately. Roll damage.
2 Attack Magic
●​ DODGE: The enemy is
3 Attack Magic staggered
Melee: Guard (+2 AC)
4
Ranged: Aim (-2 REFLEX) COMBAT MANEUVERS
5 Move and Attack Instead of dealing damage, you
may attempt a maneuver for +1
6 Special Attack
Fatigue. The effects stack for each
+1 Fatigue you suffer. Your roll must
SPECIAL succeed to impose the effects:
Non-Mage enemies can activate
their special a number of times MELEE
equal to their LVL ●​ Disarm: Knock away the
enemy weapon for 1 round
ENGAGED ●​ Shove: Knock the enemy
Enemies within CLOSE can only backwards 5 feet.
take ½ movement. ●​ Trip: Knock the enemy prone
for 1 round.
RANGED
PRONE
●​ Stagger: Enemy does not
Anything Prone cannot dodge. move for 1 round
●​ Disable: Enemy damage is at
CRITICAL MISS disadvantage for 1 round
If you roll a 1 while attacking or ●​ Distract: Advantage to
defending, reduce weapon or DODGE for 1 round
armor quality by -1 respectively. You
also suffer the Critical Hits effects.
28
BUILDING A REGION
To build your regional map, print SECOND: Repeat the process to
out a hex map and grab between 4 place known points of interest. You
and 6 d6’s. Drop the d6’s overtop may uncover additional points from
the center, move them into the quests or exploration.
closest hex, and record the results.
d6 POINT OF INTEREST
FIRST: Draw in terrain based on the 1 Settlement
table below, merging and blending 2 Settlement / Landmark
as you see fit: 3 Landmark
d6 TERRAIN 4 Ruin
1 Grasslands 5 Lair / Dungeon
2 Forest / Jungle 6 Temple
3 Marsh / Swamp
4 Hills / Plateau Then place a settlement in the
center of your map. This is your
5 Mountains
starting point.
6 Coastline / Desert

THIRD: For each point of interest, roll to determine its specifics:


d6 SETTLEMENT LANDMARK RUIN TEMPLE
1 Hamlet Natural Waystation / Tower Eight Divines
2 Village Natural Crypt / Mausoleum Eight Divines
3 Village Natural Temple Eight Divines
4 Town Artificial Castle / Keep Local
5 Town Artificial Settlement Local
6 City Unusual Lizard-Men Creation Dragon

For Landmarks, determine its nature using this table:


d6 NATURAL ARTIFICIAL UNUSUAL
1 Place of beauty Tomb / Barrow Powerful Wards
2 Safe clearing / location Sorcerer’s Tower Ancient Shrine
3 Prominent biome feature Lord’s Manor Site of Disaster
4 Hazardous Terrain Quarry / Mine Corrupted Tomb
5 Water Feature Castle / Keep Standing Stones
6 Fungal / Corrupted Warlord’s Camp Sacrificial Altar

29
FACTIONS
Each region should have at least 2 d10 GOAL RESOURCES
factions. Roll or choose their size 1 Destroy Spies / Diplomats
and to determine their resources.
2 Dominate Wealth
Factions with 3+ resources can
3 Expand Magics
field warbands.
4 Ally Raw Resources

d6 SIZE (RESOURCES) 5 Explore Blackmail / Bribes

1 Small (2) 6 Protect Hard Workers

2 Small (2) 7 Steal Hideouts


3 Small (2) 8 Research Trade
4 Medium (3) 9 Convert Strongholds
5 Medium (3) 10 Enrich Assassins
6 Large (4)
INTERFERENCE
GOALS If completing a goal works against
Factions should have 1-3 active another faction's power or
goals, each requiring 2-6 progress influence, remove or change the
to complete. During downtime, roll resource most impacted. If it most
Progress, adding +1 for each likely impacts a goal, remove 1-3
Resource used, and -1 for each progress on that goal.
known Hindrance.
Player characters can also
d6 PROGRESS contribute, either helping or
3- No Progress hindering a faction’s goals.

4-5 +1 Progress
6+ +2 Progress
RUMORS
During downtime, after all faction
progress rolls, roll a d6 versus each
When a progress track is filled, the
goal’s completed progress. If you
goal is complete. Add a new
roll under the current progress,
resource to the faction, and, if
rumors begin to swirl.
relevant, a new goal.

30
RUMORS
Each Point of Interest has a rumor about it. Roll 1 Rumor per Point of Interest
(excluding Settlements)

d20 RUMOR
1 Foul magics swirl in the darkness
2 Guarded by its current inhabitants
3 Protected by ancient, sorcerous magics
4 A Lost Treasure horde is rumored to reside here
5 Lizard-Men have established a foothold
6 A Lost Archives contains ancient secrets
7 Occupied by a rampaging warlord
8 Beastmen have claimed this region
9 Lost Knowledge was buried to prevent discovery
10 Where a secret group of sorcerers meets
11 Dark beasts come out at night
12 A shrine to a dark god is buried here
13 A stolen horde was hidden here
14 A great battle was fought nearby
15 Something powerful was destroyed here
16 Evidence of ancient history exists
17 A new cult is forming in secret
18 A secret has been uncovered
19 Overtop of a large, underground complex
20 An Ancient Religion was founded on this site

31
SETTLEMENT TROUBLE
Each Settlement has an associated trouble or rumor. Roll 1d20 to find out
what is plaguing the settlement.

d20 TROUBLE
1 Important object is stolen
2 A tunnel was found that leads deep into the earth
3 People are going missing
4 An outcast has returned with terrifying allies
5 Something stalks the streets at night
6 The dead are returning in greater numbers
7 An important shipment is missing
8 A malady has left most too sick to work
9 A ritual has been disrupted
10 Lizard-men hold sway over the leadership
11 A curse has come to fruition
12 A warband is sieging the settlement
13 A dark past is brought to light
14 Someone important is dead or missing
15 A dragon is demanding tribute
16 A sacrifice is being sought
17 A hunt is being organized
18 Something is haunting the people
19 A stone giant sleeps nearby
20 Omens speak of coming disaster

32
SETTLEMENTS Mark the value, then compare to
Settlements are the places where the chart below and sketch an area
your character can go to rest, train, DISTRICT
sell their goods, pick up rumors, 1 Slums
research faction goals, or even 2 Low
spend a bit of downtime. 3 Artisan
4 Middle
To construct your settlement, first
5 Religious
mark a Town Center that contains
one of each: Government Seat, 6 Upper
Pawn Shop, Healer, Shrine, Clerk
Then, to get an idea for the social
Next, collect dice equivalent to the structure, roll the associated die
settlement size and drop them again to determine the leadership:
overtop the center to get the
d6 WHO RULES?
additional districts and location:
1 Priesthood

TYPE DISTRICTS ROLL 2 Warlord

Village 2 d4 3 Council

Town 4 d5 4 Elder

City 6 d6 5 Sorcerer
6 Lord

Finally, each district will contain d4 Points of Interest:

d6 SLUMS LOW ARTISAN MIDDLE RELIGIOUS UPPER


Public Market Market
1 Pawn Shop Graveyard Market
House Square Square
Market Minor
2 Warehouses Tavern Tavern Library
Square temple
Street
3 Craftsmen Craftsmen Surgeon Library Castle
Market
Major Lord's
4 Curio Shop Arena Jeweler Craftsmen
Temple Manor
Public Pilgrimage
5 Tavern Theater Clerk Theater
House site
Gambling Guild Abandoned
6 Sawbones Outfitters Lounge
Den House shrine

33
EVENTS ENCOUNTERS
When you first arrive at a As you are navigating inside a
settlement, return after having settlement, either moving between
been away, or when you are points of interest, or moving to an
finishing up a long period of entirely new district, roll a 1d6. On a
downtime or training, roll a 1d6. On 1, you have a settlement encounter.
a 1, roll for Events
d20 ENCOUNTER THEME
d# EVENT WHEN 1 Beggar Proselytize
Assassination / 2 Priest Threaten
1 Recently
Murder 3 Mercenary Barter
Disappearance 4 Outsider Beg
2 Ongoing
/ Scandal
5 Shopkeeper Trade
3 Festival / Faire Ongoing
6 Sawbones Offer
4 Fire / Storm Ongoing
7 Thief Retrieve
Plague /
5 Soon 8 Witch Claim
Disease
9 Messenger Spy
6 Siege / Looting Soon
10 Guard Control
7 Market Day
11 Merchant Travel
Monsters
8 12 Smith Escape
prowling
13 Mason Inform
9 Notable visitor
14 Performer Influence
10 Ceremony
15 Beast-Man Avert
Tournament / 16 Adventurer Repair
11
Contest 17 Shepherd Charge
Lost / Stolen 18 Guide Challenge
12
Resource
19 Servant Ally
20 Pilgrim Persuade
Use the oracle tables starting on
page 93 to fill out the details of the
These encounters are good
event. For events that will happen
opportunities to fill in clues and
soon, roll a 1d4 for the number of
details on the events of the wider
days before it happens.
world, as well as possible sources of
information regarding Adventure
Seeds (pg 36)

34
DOWNTIME CAROUSING
Between adventures, you can You can also spend your downtime
choose to participate in downtime carousing. This is when you spend
activities. These include: your hard earned cash on drink and
merriment for yourself and any new
CRAFTING SPELLS: When done as friends you make along the way.
part of a downtime action, there is
no roll required to craft the spell. COST is the minimum you must
spend to get the associated bonus.
TRAINING: To train, you must first
find an appropriate teacher. COST BONUS
Training takes 1 week and requires 50 sp -2
200 silver up front and a save to 100 sp -1
see if you learned anything.
200 sp +0
400 sp +1
1.​ SKILL: Adding or advancing a
skill. Requires a BODY, MIND, 800 sp +2
or REFLEX save depending 1,500 sp +3
on what you are learning 3,000 sp +4
2.​ MAGIC: Learning a specific
spell. Requires a MIND save Once you have your bonus, roll
3.​ ABILITY: Learning a new 2d6+Bonus to get your XP gain
combat ability. Requires a from carousing.
BODY or REFLEX save
2d6 GAIN
Each time you have trained and 0-2 +2 xp
failed, add +2 to the save at the end. 3-5 +3 xp
6-8 +4 xp
RESEARCH: You may also spend
9-11 +5 xp
your time doing goal-oriented tasks
like researching or rumor 12-14 +6 xp
gathering in order to plan your 15 +7 xp
next moves. 16 +8 xp

TRADE: You can sell off your goods If you roll doubles, there is also a
using a +CHA check. On a full random event. Odd: Negative,
success, get 80% value, partial gets Even: Positive.
60%, and Failure gets 40%.

35
ADVENTURE SEEDS
When you are in a settlement, you can gather rumors of adventures or
dangers. When you do, roll once on each column, combing them in a way
that presents a challenge worthy of overcoming. You may use the Oracles on
pages 91 to 96 to fill out the goal.

d20 OBJECTIVE SUBJECT SITE 1 SITE 2 SITE 3


1 Locate Beast-Man Mine of the Haunted Totem
2 Infiltrate Archives Vault of the Forgotten Sorcerer
3 Secure Camp Spire of the Cursed Dragon
4 Rescue Noble Sanctum of the Silent Cult
5 Protect Demon Chasm of the Blighted Warrior
6 Remove Treasure Sanctuary of the Infernal Revenant
7 Sabotage Ritual Tower of the Infested Sword
8 Learn Hideout Caves of the Shattered Beast
9 Hide Hostage Crypt of the Corrupted Lizard-Man
10 Spy Cult Temple of the Bloodstained Saint
11 Restore Vault Tomb of the Forbidden Successor
12 Destroy Weapon Castle of the Insane Abomination
13 Stop Thief Fortress of the Undying Warlord
14 Expose Sorcerer Keep of the Unknown Demon
15 Escort Merchant Haven of the Sundered King
16 Retrieve Map Tunnels of the Shrouded Archive
17 Persuade Night-Kin Undercroft of the Disgraced Ancestor
18 Investigate Killer Warrens of the Monstrous Corpse
19 Follow Lizard-Man Barrow of the Poisonous Ritual
20 Deliver Spy Labyrinth of the Desecrated Relic

Add the site to the map as a new Point of Interest that feels relevant to both
the settlement and the name of the site. It may be within a day’s travel, or it
could be across the map, implying its effects are being felt far and wide.

While there can be multiple Points of Interest per hex, there should only ever
be one Adventure Site.

36
HIRELING HIRING
Sometimes you just can’t do it on If they match your needs, you can
your own. The treasure horde is too then negotiate on salary and
large, or the skill set required too benefits, otherwise you must wait
disparate from your own. When this for someone else to respond.
happens, you can hire some help.
Along with their required daily rate,
RECRUITMENT you must pay them a 10% cut of
First, spend 10 silver putting up a any found treasure, and a 1 week
wanted ad, paying a crier, etc. for 1 advance on their pay.
week. Each day, roll the chance
someone responds. Once you make your offer, roll
2d6+CHA Bonus. Add +1 if you are
LOCATION CHANCE offering above their rate, and -1 if
Hamlet 2-in-6 you offer them less.
Village 3-in-6
●​ Full Success: They accept the
Town 4-in-6
job
City 5-in-6
●​ Partial Success: They
demand +d4 more daily rate.
ABILITIES
●​ Failure: They refuse or
Each hireling will have a Career, demand a much higher rate
and between 1 and 3 skill points to
distribute for their character LOYALTY
creation. The higher their skills, the
If the hireling is put in
higher their daily rate. Roll 1d6:
unreasonable danger, or after the
SKILL DAILY RATE adventure has ended and they
d6 POINTS (silver) have been paid, you must make a
1-2 +1 1d6 Loyalty Check.
3-5 +2 1d6+2
6 +3 1d6+4 Roll 2d6+CHA Bonus:
●​ Full Success: They are willing
A hireling will carry a torch, to stay on at the current rate
additional gear, extra loot, or help ●​ Partial Success: They will
within their skill set. They will not stay on for +1d6 daily rate..
aid in combat. They have 3d6 item ●​ Failure: They leave
slots worth of carrying capacity.

37
SKILL CHECKS CHARACTER
A hireling’s skill bonuses stack with Use the tables below to quickly
your own, up to the max of +4. generate their reason for seeking
you out, and a personality quirk.
COMBAT
d20 REASON QUIRK
When you enter combat, your
hireling will stay out of the way, Chewing
1 Boredom
doing their best to provide light if constantly
they are holding the torch. 2 Fame Avoids water
3 Glory Fidgets
If you fall in combat, roll 1d6: 4 Greed Doodles
Excessively
d6 HIRELING FATE 5 Wealth
dignified
Your hireling is killed by the 6 Secrecy Loves idioms
1
enemy. 7 Reputation Hates cooking
Your hireling flees. Make a 8 Redemption Makes bad tea
Loyalty Check. On a 9 Thrill Seeking Superstitious
2-5
success, they reunite with Overly
you after 1d4 hours. 10 Vengeance
generous
Your hireling drags you to Deeply
11 Honor
safety after sacrificing religious
6 something from your 12 Duty Complains
inventory for your life. You Impress
awake in 1d4 turns at 1HP 13 Impatient
Someone
Swears like a
14 In Hiding
EQUIPMENT AND GEAR sailor
While you do not need to determine Tallies
15 Exploration
your hireling’s equipment, you will monsters killed
need to provide them with rations, 16 Responsibility Easily swindled
as well as anything else you want 17 Mystery Whittles
them to carry. They will not
Collects
purchase equipment for you out of 18 Pursuit
momentos
their salary.
19 Knowledge Crudely preens
20 Aid Total teetotaler

38
THE WILDS TRAVEL TIME
Each point of interest requires a Crossing a hex takes, at a
method of getting there, as well as minimum, 1 day of travel or 2
a determination on how long it will watches. Hexes are 12 miles wide
take. You will want to determine a meaning you can travel 6 miles per
‘best route’ between the points, and watch. Terrain and the Route may
treat them as a point-crawl. add additional time.

Some recommendations would be: TERRAIN


1. Between Settlements there
Easy: Open, River, Coast, Grasslands
may be a Road
2. From a Settlement to a Ruin
Tough: Forest, Hills, Desert, Marsh,
there could be a Trail
Plateaus
3. From a Lair to a Landmark it
may be through the Wilds
Perilous: Jungle, Swamp,
Mountains
Determine the likely method of
travel, then use the Watches table
ROUTE
to determine just how long each
route will take to travel. Road: You will be traveling along a
road throughout the trip
DANGER
Trail: You will be traveling along a
Each route or area has a certain
beaten path, or some other clearly
level of danger to it which
defined route.
determines the encounter chance.
Use this table to determine how
Wilds There is no route where you
dangerous it is:
are going. You must attempt to
navigate purely by instinct and skill.
d6 DANGER
1-3 Unsafe WATCHES TERRAIN ROUTE
4-5 Dangerous +0 Easy Road
6 Deadly +1 Tough Trail
+2 Perilous Wilds

39
ENCOUNTERS ENCOUNTER DETECTION
When you are out in the wilds there When you are coming upon an
are many things that your character encounter, roll +WIS if you wish to
has to keep in mind to stay alive. spot the encounter first:

On a Full Success you spot it in


ENCOUNTER CHANCE
advance and can act as you prefer.
After determining the danger level
from page 39, select the associated
On a Partial Success, as above, but
Encounter Die:
you must pass a Check to react in
●​ Unsafe: d10
advance of the encounter.
●​ Dangerous: d8
●​ Deadly: d6
On a Failure, you stumble upon the
encounter after being spotted.
As you spend time in the wilds, your
actions will impact your chance for
encounters. That chance is always
INCREASING CHANCE
1 + Encounter Penalties generated Outside of a NAVIGATION or a
by the success (or failure) of your GATHER FOOD check, there are
actions that day. other ways to increase the timer:

Each watch, make an Encounter 1.​ FORCED MARCH: Spending a


Check by rolling the relevant die. If 3rd watch navigating adds +1
you roll equal or under the 2.​ OVERNIGHT MARCH:
encounter chance value, you have Pressing on, even in darkness,
run across a random encounter. adds +2 to your chances. Also
causes Exhaustion.
REACTION ROLL 3.​ PURSUED: If you are actively
being pursued, your
When first encountering a potential
encounter chance starts at 2
enemy, roll 2d6+CHA Bonus
4.​ CAMPING: After a full day,
each additional watch adds +1
2d6+CHA REACTION
to the encounter chance.
0-4 Hostile / Threatening
5-6 Suspicious / Warning
RESETTING THE ENCOUNTER
7-9 Neutral / Indifferent
After you experience an encounter,
10-11 Curious / Approachable
arrive at your goal, or start a new
12+ Friendly / Talkative day, reset your encounters to 1.

40
NAVIGATE GATHER FOOD
When you are navigating between When you are in the wilds and
two locations, roll +INT at the start spend a watch gathering food:
of each travel day. ●​ If you forage: +INT
●​ If you hunt or fish for wild
On a Full Success you travel game: +DEX
without difficulty. Add +1 to
Gathering and Encounter On a Full Success you collect d2+1
detection. fresh rations

On a Partial Success, you manage On a Partial Success you collect d2


to travel with minimal difficulty. +1 fresh rations. Add +1 to the
to Encounter Chance Encounter Chance and make an
encounter check.
On a Failure, roll a MISHAP. -1 to
Gathering and Encounter On a Failure, you failed or
detection. Add +2 to Encounter experienced a major setback. Add
Chance +2 to the Encounter Chance and
make an encounter check.
CAMPING
If you wish to rest and recover in MEDICINES AND POISONS
the wilds, you must set up camp. Instead of foraging for food or
Roll +WIS to find a suitable spot. crafting spells, you may instead
forage ingredients to craft herbal
Full Success: You find a good place remedies or poisons. On a Full
to camp. Recover HP and FP, and a Success, add +1 to your craft check
+1 bonus recovery to HP or FP to make the concoction.

Partial Success: You regain your FP If you spend an hour crafting a


and HP as usual. remedy or poison, roll +DEX. On a
Full Success you craft 2 of your
Failure: You fail to recover anything. choice, on a Partial you craft 1, and
Add +1 to your Encounter Chance. 0 on a Failure.

It is not mandatory to establish a You must know the recipe to


campsite at night, it just means you perform these actions.
will not recover any HP or FP.

41
MISHAPS EXHAUSTION
After a failed NAVIGATION Check The route, terrain, travel time, or
you will suffer a Mishap on top of simply the way you packed your
any penalties to encounter checks bags are making it much more
and gathering. Use the table below tiring than you anticipated. Suffer
to determine your penalty. Roll a d4 +1 Fatigue and make a BODY Save.
if you are on a road, trail, or On a Failure, add another +1. You
following a clear course like a river. must rest for 1 watch, or make the
save every watch until you do.
If you are not Lost, you still navigate
to your desired destination. ILLNESS
You have contracted an illness.
Mishaps also do not need to be
Suffer +1 Fatigue each watch you
restricted to NAVIGATION failures.
continue to travel. At the end of the
Exposure can happen from
travel day, make a BODY Save. On a
crossing a river, and Illness can
failure, take another +1 Fatigue.
happen from eating bad food.

d6 MISHAP Illnesses last for 1d4+1 days.


1 Exposure
SETBACK
2 Exhaustion
Something halts your progress and
3 Illness
you must find a way around. Set up
4 Setback an appropriate barrier and
5 Lost determine the best method past it.
6 Lost
LOST
When you have become lost you
EXPOSURE may make a +WIS check to notice
The elements were especially harsh at the start of the next watch. On a
to you(caught in a storm, baking in success, you spend that watch
the sun, etc). Take +1 Fatigue and returning to where you started;
then make a BODY Save. On a making no progress. On a failure,
Failure, take another +1 Fatigue. you do not notice and continue.

If the exposure continues, you must You cannot get lost on established
make the save every Watch. roads or trails.

42
TRAVEL FEATURES
As you travel between two locations, you will have places where encounters
occur, or even where you choose to bed down for the night. These points can
either be for basic roleplay, or they may grow into a unique Point of Interest.

FOREST /
MOUNTAINS PLAINS / DESERT /
d20 ADJECTIVE SWAMP /
/ HILLS COAST PLATEAU
JUNGLE
Aquifer /
1 Abandoned Brook Bluff Aquifer / Oasis
Estuary
2 Damp / Soggy Cave Cave Cave Cave
3 Diseased Copse Cliff Lake / Inlet Yardang
Empty /
4 Snag(s) Crag Gulch Alluvial Fan
Barren
5 Cramped Gully Gorge Outcropping Mesa
6 New / Recent Grotto Gulch Ridge Chasm
Pond /
7 Hostile Ledge Fen Pediment
Shallows
8 Decaying Rock outcrop Spring Thicket Inselberg
9 Expansive Old Growth Glen Shrubs Shrubs
Windswept
10 Unusual Sinkhole Valley Cacti
Trees
Island /
11 Occupied Summit Stream Rocky hills
Mound
Stream / Pond / Tide Deflation
12 Overgrown Ravine
Spring Pool Hollow
13 Massive Thicket Dry lakebed Low hills Playa
14 Lush Natural Dam Lake Tall grass Butte
15 Craggy Clearing Butte Meadow Basin
Gnarled
16 Treacherous Escarpment Copse Sand Sea
tree(s)
17 Pleasant Fruit tree(s) Mine / Quarry Furrows Pavement
Dead /
18 Lumber mill Watchtower Shelter / Inn Caravanserais
Desolate
19 Hidden Campsite Campsite Campsite Campsite
20 Rugged Homestead Homestead Homestead Homestead

43
WEATHER
At the start of each day roll 2d6 and
2d6 SUMMER
compare to the table below for the
day’s temperature versus the 2-3 Thunderstorm
seasonal average. 4 Rain
5-6 Light Clouds
2d6 TEMP vs AVG
7-9 Clear Skies
2 Colder
10-11 Heavy Clouds
3 Much Cooler
12 High Winds
4-5 Cooler
6-8 Average 2d6 FALL
9-10 Warmer 2 Thunderstorm
11 Much Warmer 3 Snow
12 Hotter 4 Rain
5-6 Heavy Clouds
Next roll weather conditions based
upon season. Wind occurs on 1-in-6 7-9 Light Clouds
unless included. Severe weather 10 Clear skies
imparts a -2 to all Navigation,
11 High Winds
Gathering Food, or Camping rolls,
while simple bad weather is -1. 12 Heavy Fog

2d6 SPRING 2d6 WINTER

2 Thunderstorm 2 Blizzard
3-4 Rain 3-4 Snow
5-6 Light Clouds 5 Freezing Rain/Sleet
7-9 Clear Skies 6-9 Clear Skies
10 High Winds 10-11 Light Clouds
11-12 Heavy Clouds 12 Heavy Clouds

44
ENCOUNTER DESIGN
When you have encountered something, use these tables to help determine
what you found, how dangerous it is, and what it is currently doing.

d6 ENCOUNTER LEVEL 2d6 DANGER


PL 1 2 3 4 5 6 7 8 9 10 11 2 Extreme
1 1-3 4-6 3 Tough
2 1-2 3-5 6 4-5 Major
3 1 2-3 4-5 6 6-8 Average
4 1 2-3 4-5 6 9-10 Minor
5 1 2-3 4-5 6 11 Easy
6 1 2-3 4-5 6 12 Very Easy
7 1 2-3 4-5 6
8 1 2-3 4-5 6
9 1 2-3 4-5 6
10 1 2-3 4-5 6

ENCOUNTER MODIFIER DESIGNING AN ENCOUNTER


x2.00 Extreme Placed. Avoid Roll 1d6 then read across from
x1.50 Tough Placed. Dangerous 1 Player Level (PL) then up to get
Encounter Level
x1.25 Major Placed, Extreme Wandering
Multiply Encounter Level by 2 to
x1.00 Average Placed, Tough Wandering 2
get Base Strength
x0.75 Minor Placed, Major Wandering Roll Danger to determine the
x0.50 Easy Placed, Average Wandering Encounter Modifier. Multiply
Very Easy placed, Minor 3 that by Encounter Level to get
x0.25 Total Encounter Level (TEL).
Wandering
Round up for any fractions.
x0.10 Easy Wandering
Take the final TEL and divide it
up amongst desired monsters as
4
LVL. Any leftovers can be used on
support monsters

45
ENCOUNTER SPARKS BUILD THE NARRATIVE
If you are uncertain what you run Once you have decided what you
into, roll once on each column and ran into, roll an Activity and the
combine them into a concept. This group's current Trouble, then
does not need to be a combat combine them to build a picture of
encounter. the encounter.

d20 SUBJECT THEME d20 ACTIVITY TROUBLE


1 Adversary Aggression 1 Hunting Illness
2 Animal Trade 2 Scavenging Injury
3 Demon Discover 3 Patrolling Irritation
4 Community Pursuit 4 Robbing Exhaustion
5 Cult Lost 5 Searching Broken Gear
6 Beast-Men Isolate 6 Obeying Leaderless
7 Lizard-Men Death 7 Returning Hungry
8 Soldier Escape 8 Socializing Lacking Gear
9 Merchant Change 9 Stalking Assaulted
10 Pilgrim Revelation 10 Guarding Aimless
11 Mercenary Oppression 11 Trapping Failing health
12 Sorcerer Theft 12 Digging Understaffed
13 Criminal Dominate 13 Hauling Hated leader
14 Hermit Desecrate 14 Resting Pursued
15 Messenger Influence 15 Looting Hunted
16 Undead Challenge 16 Fighting Poisoned
17 Giant Construct 17 Building Arrested
18 Beast Protect 18 Destroying Cursed
19 Night-Kin Avert 19 Eating Defeated
20 Witch Repair 20 Guiding Trapped

46
BUILDING A DUNGEON DUNGEON FACTIONS
Dungeons vary in size from small to Each dungeon should have at least
large. Roll Size to get the minimum one faction. Roll d6+Faction Mod:
number of waypoints and the
chance for multiple factions. d6 FACTIONS
2- One
FACTIONS
d6 SIZE MOD 3-5 Two
1 6 -2 6+ Three
2 8 -1
3 8 -1 RELATIONSHIPS
4 10 +0 Since not every faction is going to
5 10 +0 be friendly with each other, roll 2d6
6 12 +1 to determine how they behave.

DANGER 2d6 RELATIONSHIPS

Each Dungeon has a certain level of 2-4 Hostile / Conflict


Danger that impacts random 5-6 Suspicious / Cold War
encounter chance and trap
7-9 Neutral / Indifferent
dangers. Roll once then read across
to get the appropriate values. 10-11 Peaceful / Cooperative
12 Friendly / Allied
DANGER
d6 DANGER DIE TRAPS
1-3 Unsafe d10 1d6 ENCOUNTER TABLES
4-5 Dangerous d8 2d6 Next build a d6 Random
6 Deadly d6 3d6 Encounter Table using the below
table to fill in the chance for
encountering each faction. The
ENCOUNTER CHANCE
remainder are random creatures.
Your Encounter Chance always
starts at 1 when you first enter a # Factions # Appearing
dungeon. As you explore, you will
1 Faction: 1d4 in 6 Chance
roll against it using your Danger
Die. If you roll equal or under the 2 Factions: 1d3 in 6 Chance
current value there is an encounter. 3 Factions: 1d2 in 6 Chance

47
DUNGEON HISTORY DUNGEON THEME
Roll or choose once on each column The dungeon exists in its current
to get an idea for the history of the state for a reason. Roll or choose
dungeon; its structure, contents, and twice on the table below and
why it may have been built. Expanded combine to form that picture.
Dressing Tables for each specific
history is available on pages 97-100

d20 BUILT BY... TO BE A.... d20 THEME


Heretical 1 Blasphemy
1 Archive
Cultists
2 Cruelty
2 Ancient Hero Laboratory
3 Survival
3 Fallen Empire Temple
4 Secrets
4 Military Altar
5 Knowledge
5 Lizard-Men Refuge
6 Growth
6 Alchemists Prison
7 Infestation
7 Beast-Men Tomb
8 Devout Pilgrims Occult Focus 8 Transformation

9 Fallen Order Meeting Place 9 Destruction

10 Secret Society Workshop 10 Creation

11 Lost Tribe Observatory 11 Treachery


12 Paranoid Ruler Rendezvous 12 Curses
13 Insane Sorcerer Foothold 13 Occult
14 Forbidden Sect Arena 14 Undead
15 Dragon Cultists Mine 15 Power
Forgotten Containment 16 Corruption
16
Warlord Area
17 Horrors
17 Rebel Group Stronghold
18 Conflict
18 Sacred Order Vault
Distant 19 Fury
19 Divine Focus
Enemies 20 Arcane
Knowledge
20 Demons
Base

48
DUNGEON EXPLORATION 3) Exits lead to new waypoints.
Exploration of a dungeon is done Connections lead to unexplored
through a series of waypoints or points, or a new one if none exist.
points of interest. It takes 1 Turn to
4) Once at dungeon size, roll final
move between locations.
waypoint exits. Unexplored points
dead-end or form one connection.
1) Start/Move to a new waypoint.
Roll an Adjective and Location to 5) After exploring half the
determine your surroundings. waypoints, roll a die equal to size
for each new waypoint. On a max
2) Roll a d4, then roll on Features
roll you find your goal, with each
that many times. Then roll on the
room above size adding +1.
associated tables for each roll.
Otherwise, it is in the last waypoint.

d20 ADJECTIVE LOCATION d4 FEATURES


1 Crude Habitation 1 Dressing
2 Ancient Storage 2 Environment
3 Claustrophobic Workshop 3 Danger
4 Protected Trophy Room 4 Theme
5 Ruined Library / Study
6 Collapsing Staircase / Slope d6 EXITS
7 Confusing Chamber 1 One Connection
8 Precarious Shrine / Chapel 2 Two Connections
9 Repulsive Room 3 One
10 Forgotten Kitchen 4 One
11 Mended Antechamber 5 Two
12 Recent Slaughterhouse 6 Three
13 Twisted Ladderway / Hole
14 Abnormal Tunnel
15 Grim Guard post
16 Fresh Pit / Excavation
17 Blighted Vault
18 Contested Undercroft / Crypt
19 Fragmented Grand Hall
20 Clean Prison

49
RANDOM ENCOUNTERS LIGHT
Each time you enter a waypoint, Every turn, roll your lights Usage
check for Encounters by rolling your Die. If you fall into darkness, you
Danger Die. Delays like searching or have disadvantage on all rolls while
taking extra time for tasks adds +1 to deep-dwelling enemies do not.
the Chance. After an Encounter,
reset the Chance back to 1. ESCAPING THE DUNGEON
Determine the best route out and
RESTING check encounters and light for
If you spend 1 turn in a safe area each waypoint you must cross. You
relaxing and eating a ration, reset do not need to remake any skill or
the Encounter Chance to 1 then ability checks to avoid dangers.
make an encounter check.

d20 DRESSING ENVIRONMENT DANGER


1 Urn / Coffin Stale / Fetid Air Ambush
2 Rubble / Detritus Cracks / Holes Enemy Patrol
3 Ashes / Torch Stubs Pooling Water Light Hazard
4 Braziers / Candlesticks Strong Wind Fungal spores
5 Benches / Chairs Stagnant Water Toxic Gas
6 Oven / Fire pit Mold and Mildew Approaching Footsteps
7 Rope / Chains Dung / Urine Stationed Enemy
8 Barrels / Chests Spreading Fungi Poor Footing
9 Beds / Blankets Slimy Surfaces Drowning Hazard
10 Glassware / Cauldron Historical Oddity Ensnaring Hazard
11 Painting / Frescoes Warm breeze Stuck Door
12 Herbs / Ingredients Rotting vegetation Collapsing Infrastructure
13 Statuary / Ornaments Calcium deposits Locked door
14 Broken Weapons / Armor Signs of Erosion Thick fog / mist / smoke
15 Clothes / Robes Floating soot Slick / Slippery floor
16 Cookware / Food Creaking / Groaning Fresh blood
17 Meat / Bones Signs of Use Confusing / Disorienting
18 Scrolls / Parchment Cold breeze Scrawled Warning
19 Tables / Workbench Viscous residue Alarm
20 Oil / Incense Unusual odor Guarded Treasure

50
SCAVENGING SEARCHING
Whenever you stop for a moment If you decide to do a thorough
to quickly Scavenge an area, roll search of an area to look for hidden
d10 on the table below. This could doors, a concealed mechanism,
be: checking the pockets of a fallen treasure, or some other secret, first
enemy, sorting through refuse in a increase the Encounter Chance by
creature nest, or quickly scanning a +1, then roll +WIS. This takes 1 Turn.
room for goods.
On a Full Success roll once on the
d10 SCAVENGE below table.
1 Trap!
2-4 Nothing d10 SEARCH
5 Gear 1 Ambush!
6 Item Trap: If you manage to disarm
2
it, roll again ignoring this result
7-9 2d6 silver
Secret Path: Add a connection
10 Treasure Roll 3
to an existing waypoint
d6 GEAR Hidden Room: Free safe area to
4
1 Trail Ration rest (Cannot Connect)
2 Bandage Goal Clue: Add +1 each time
5
you check to find your goal
3 Herbal Remedy
Hiding NPC
4 Torch 6
1-3: Helpful, 4-5: Injured, 6: Rival
5 Repair Kit
7-9 Treasure Roll
6 Silver dagger
10 2 Treasure Rolls
d6 ITEM
On a Partial Success, roll once then
1 Key
make an Encounter Check.
2 Charm / Ward
3 Murti On a Failure you find nothing of
4 Area Secret note. Increase the Timer by +1 then
5 Map make an Encounter Check.
6 Piece of History

Scavenging once takes a few


moments and does not increase
the Encounter Timer.

51
TRAPS DISARMING TRAPS
When scavenging or searching a If you attempt to disarm a trap you
room, there is a chance you may have just encountered, add +1 to
accidentally uncover a Trap. the Encounter Chance and roll
+DEX. This takes 1 Turn.
When that happens, roll an Event
and Component to build a picture On a Full Success you disarm the
of what the trap does: trap without problem.

d6 EVENT COMPONENT On a Partial Success you disarm


Block / the trap by basically setting it off in
1 Pit / Fall
Obscure a controlled manner. Make a
Crush / REFLEX Save. On a success, you
2 Element / Light
Break avoid the dangers, but on a failure
Ambush / Weapon / you are impacted by them.
3
Surprise Projectile
Snare / On a Failure you failed to disarm
4 Toxin / Poison the trap and it goes off in your face.
Entangle
Summon /
5 Alarm / Enemy
Attack RESETTING TRAPS
Trigger / If you choose to reset a trap you
6 Barrier / Path
Release have encountered, add +1 to the
Encounter Chance and roll +DEX.
This takes 1 Turn.
ENCOUNTERING TRAPS
When you first encounter the trap, Full Success: The trap is reset.
roll 1d6. On a 1 or a 2 you
accidentally triggered the trap Partial Success: The trap is reset
already. Make a REFLEX Save to but less dangerous. Reduce the
avoid taking any damage. danger level by 1 step. Unsafe traps
that have been reduced roll
If it has not gone off, you may damage at disadvantage.
instead attempt to Disarm it, or
find a way to avoid it entirely. Failure: You manage to re-active
the trap in your face. REFLEX to
avoid hurting yourself.

52
TREASURE
Use the following tables to Roll once for each gem or piece of
determine the nature of any found jewelry you find:
treasure. Treasure value is always 2d6 GEMS JEWELRY
calculated in Silver Pieces.
2 10 20
3-4 25 50
PLAYER LEVEL MOD
5-6 50 100
Level 1-3: +0
7-8 100 200
Level 4-6: +1 9-10 200 400
Level 7+: +2 11 400 800
12 800 1,500
2d6+MOD TREASURE
2-6 2d6x10 coins Roll once for each magic item you
find. Cursed Items bind to you
d4 Items worth a
7-8 immediately if put on or wielded.
total of d6x50 SP
9-10 d2 gems MAGIC ITEM
d6
11 Jewelry 1 Potion
12 Magical Item 2 Potion
3 Armor
Roll 1d6. On a 1, up to 1d6 x 10 of the 4 Weapon
coins are actually copper. (100 5 Jewelry
coins = 80 silver and 20 copper) 6 Scroll

Roll 1d6 again. On a 1, convert up to 2d6 QUALITIES


1d6 x 10 of the silver value into gold 2-3 1 Curse
(80 silver = 60 silver and 2 gold). 4-6 1 Enchantment, 1 Curse
7-11 1 Enchantment
100 coins takes up 1 slot.
12 2 Enchantments

ITEMS (d66) 1-2 3-4 5-6


1 Statuette Painting Dinnerware
2 Pottery Books Furnishings
3 Stained Glass Game Sets Clothing
4 Armor Alcohol Instruments
5 Weapon Religious Trappings Oils
6 Tapestry Treasure Map Perfumes

53
POTIONS
Drinking a potion takes 1 round. Potion effects last for the time listed,
including the curse.

d10 DURATION ENCHANTMENT CURSE


Healing (2d6+CON Weakening: Recover HP at
1 1 Turns
Bonus) Disadvantage
Disturbing: During a rest, roll 1d6.
Poisonous: Deal 1d4
2 2 Turns On a 1-3 you do not recover
Poison damage on attack
Fatigue
Arrow Attraction: Ranged
Immovable: Knockback
3 3 Turns enemies attack you with
Immunity
Advantage
Resting: Restore 1d4 Stiff Joints: All DEX related checks
4 1 Hour
Fatigue are at disadvantage
Vampiric: Regain 1d4 HP
Horrendous: Disadvantage on
5 1 Hour each time you slay a
Reaction Rolls
creature
Aquatic: Breath Draining: Lose Fatigue at twice
6 2 Hours
Underwater the normal rate
Restorative: Removes Gluttonous: You must consume 2
7 2 Hours
any disease or ailment rations per day
Dark Sight: See up to
Withering: Roll 1d6. Reduce that
8 1 Watch FAR in complete
ATR bonus by -1
darkness
Oriented: Know True Betrayer: On Natural 1, deal
9 2 Watches
Direction damage to yourself
Elemental Immunity:
You are immune to the Bloodthirsty: Must attack single
10 1 Day
effects of: 1-2: Fire, target until it is dead
3-4: Ice, 5: Poison, 6: Acid

54
WEAPONS AND ARMOR 2d6 BONUS
The bonus is added to your attack 2-5 +1
or defense modifiers respectively. 6-8 +2
Weapons also have the bonus 9-11 +3
applied to damage rolls. Magic
12 +4
Items do not have a Quality score.

d10 ARMOR ENCHANTMENT CURSE


Elemental Immunity: You
are immune to the effects of: Weakening: Recover HP at
1 Leather
1-2: Fire, 3-4: Ice, 5: Poison, Disadvantage
6: Acid
Resolute: Critical hits count Disturbing: Each rest roll 1d6.
2 Leather
as regular hits On a 1-3 you do not recover FP
Arrow Attraction: Ranged
3 Leather Upright: Prone Immunity enemies attack you with
Advantage
Undying: Advantage to Stiff Joints: All DEX related
4 Chain
Death Checks checks are at disadvantage
Hearty: Make all Fatigue Burns Bright: All light sources
5 Chain
related saves with Advantage reduce on a 1-3
Resonant: Blunt weapons deal
6 Scale Stout: +3 Bonus FP
double damage to you
Horrendous: Disadvantage on
7 Scale Healthy: You gain +6 HP
Reaction Rolls
Thorned: Deals 1d4 DMG
Gluttonous: You must
8 Plate back to an enemy upon each
consume 2 rations per day
successful block
Aquatic : You can breath Undead Magnet: Undead can
9 Shield
underwater sense your presence
Warded: You may instead
Withering: Roll 1d6. Reduce
10 Helm lose 1 FP per 2 HP when
that ATR bonus by -1
suffering damage

55
d10 WEAPON ENCHANTMENT CURSE
Elemental Damage: deals
Sanguine: Requires 1d3 HP
1-3: Shortspear +1d6 elemental dmg.
1 per day or deals dmg at
4-6: Spear 1-2: Fire, 3-4: Ice, 5: Poison,
Disadvantage
6: Acid
Bane: Deals +1d6 damage
Cannot Critical: A critical
against: 1-2: Undead,
2 Dagger success counts as a normal
3-4: Demons, 5: Night-Kin,
success
6: Lizard-Men
Vampiric: Regain 1d4 HP Constantly Whispers:
3 Maul each time you slay a Disadvantage on +WIS that
creature involve hearing or listening
Enlightened: Glows like a Abhors Armor: If you wear
4 Mace torch up to NEAR once per armor, all attacks are at
day for 1 Hour Disadvantage
1-2: Shortsword​ Smashing: Enemy flies
Betrayer: On Natural 1, deal
5 3-5: Bastard backwards 15 feet upon a
damage to yourself
6: Greatsword critical. They are prone
Sanctimonious: You must
1-2: Hand Axe​
Fast: Advantage on praise a specific deity daily or
6 3-5: War Axe​
Initiative else deal damage at
6: Greataxe
Disadvantage
Siphoning: Absorbs 1 FP Barbed: Each time you
1-4: Shortbow
7 every time you kill an inflict damage, deals -1 HP
5-6: Hunting
enemy back
Summoned: Cannot be
Bloodthirsty: Must attack
8 Rapier lost. Spend 1 FP to
single target until it is dead
immediately recall weapon
Palliative: Once per day,
Profane: Enemies crit on
9 Halberd can heal the wielder
1 or 2
1d6 HP
Grudge: Gain +2 to hit
Draining: Lose Fatigue at
10 Warhammer against last enemy type
twice the normal rate
killed

56
JEWELRY
Worn jewelry does not encumber, however you have to be able to put it on.

d10 JEWELRY ENCHANTMENT CURSE


Radiant: Emits light up Withering: Roll 1d6. Reduce that
1 Brooch
to NEAR. Permanent ATR bonus by -1
Immunity: Immune to magical
2 Amulet Healthy: +6 HP
healing
Paranoid: Sounds audible alarm
3 Ring Stout: +3 FP
when enemies approach (FAR)
Aquatic: Breathe Draining: Lose Fatigue at twice
4 Necklace
Underwater the normal rate
Enhanced: +1 Attribute
5 Circlet Profane: Enemies crit on 1 or 2
Bonus to 1 Stat.
Perceptive: Roll with Stubborn: A Partial Success
6 Bracelet
Advantage to avoid Traps counts as a Failure on all checks
Aware: Cannot be Barbed: Each time you inflict
7 Anklet
surprised damage, deals 1HP back
Oriented: Know True Undead Magnet: Undead can
8 Earing
Direction sense your presence
Ensorcelled (2): Contains
2 charges of 1 random Weakening: All healing is at
9 Choker
spell. A Witch can disadvantage
recharge
Ensorcelled (3): Contains
3 charges of 1 random Bloodthirsty: Must attack single
10 Arm band
spell. A Witch can target until it is dead
recharge

57
SCROLLS
Scrolls only contain a single spell, and do not have a secondary enchantment.
When rolling its Qualities, only note if it has a curse. If it does, use the table
below to find out which table to use for finding its Curse. The Curse is
activated upon using the scroll. Use the Potions table to determine duration.

d66 SPELL d66 SPELL


1-1 Call Upon the Crows 4-1 Rebuke the Serpent
1-2 Call Upon the Flames 4-2 Rebuke the Undead
1-3 Call Upon the Lost 4-3 Scorn the Mind
1-4 Call Upon the Mind 4-4 Scorn the Senses
1-5 Call Upon the Soul 4-5 Scorn the Tongue
1-6 Call Upon the Tongue 4-6 Scorn the Unwelcome
2-1 Close Wounds 5-1 Scorn the Vile
2-2 Cure Ailments 5-2 Seal the Door
2-3 Deceive the Mind 5-3 See Sorcery
2-4 Disperse the Sickness 5-4 Serpent's Dance
2-5 Disperse the Wilds 5-5 Serpent's Deception
2-6 Dull the Mind 5-6 Serpent's Eye
3-1 Eyes of the Wild 6-1 Serpent's Gift
3-2 Fall with Grace 6-2 Serpent's Grace
3-3 Lift Weariness 6-3 Serpent's Scales
3-4 Open the Door 6-4 Serpent's Speed
3-5 Rebuke Sorcery 6-5 Serpent's Strike
3-6 Rebuke the Elements 6-6 Serpents Tongue

d6 APPEARANCE d6 CURSE
1 Fading parchment 1 Potion
2 Stout vellum 2 Potion
3 Engraved Lead 3 Potion
4 Tattooed skin 4 Jewelry
5 Illuminated 5 Jewelry
6 Simple paper 6 Weapon

58
THE GODS GLIACOS
The gods of the world are many, A mother figure to all, Gliacos is the
with many regions having a local goddess of nature, regeneration,
deity that they offer up prayer and wisdom, and prosperity. It is said
sacrifice towards for good harvests, that she taught many of the other
blessings, or other mundane tasks. gods their talents.

There are eight that stand above all ATHRIA


the rest known as the Eight
The father-figure of the gods, Athria
Divines. They are frequently
is the god of family, magic, and
grouped together in a Pantheon
merriment. He is a pleasant and
where worshippers may pick and
mirthful god, wandering the earth
choose which ones they wish to
disguised as an old man to hear
offer up their sacrifice or prayers.
tall-tales and legends.

Though the Eight do not empower


RUGH
warrior priests or sorcerous magics,
faith and belief in them is strong Claimed to be one of the first kings,
across many regions. Many offer up Rugh is the god of craftsmen,
prayers of thanks, mercy, or even rulers, and warriors. He clutches a
calls for retribution in the hopes spear in one hand, and a book in
that the gods will listen. the other, always keeping both
strength and wisdom in balance.
To some, this is not good enough,
and they have turned their worship TIEN
to the Four Great Dragons. Ancient A wise and beautiful sage, Tien is
and sorcerous gods, they are more the goddess of fire, medicine and
than happy to empower their agriculture. She is said to wander
worshippers in the hopes of the world, offering her aid in the
spreading their influence back guise of a simple peasant woman.
across the earth.

59
KUAN THE GREAT DRAGONS
A tumultuous god with a quick In the times before Mankind ruled
temper, Kuan is the god of weather, the surface, the Lizard-Men held
storms, and sailors. His designs are other gods in reverence. Dark,
considered unknowable, and he will powerful, and twisted gods that
dash a ship on the rocks just as were represented by each of the
quickly as he saves a different one. four dragons.

KURIM ANGOR THE RED


A brash and wild god, Kurim is the Angor was not born, rather she
god of the wilderness, feasts, and ripped herself free from the Cosmic
strength. He delights in hunts and Divinity, falling to earth in fire and
tournaments, often believed to flame to birth the first Change. She
disguise himself to test the is the goddess of Power, Change,
strength of warriors. Rebirth, and Fire.

KATH YULICK THE WHITE


Dark Queen and Warrior, Kath is Born of the tears shed by the
the goddess of war, fate, and death. Cosmic Divinity, Yulick fell to the
She is believed to revel in battle, earth to put out her sister's fires.
and honor worthy foes by She is the goddess of storms,
consuming their hearts. seasons, comfort, and water.

BRATHE THESS THE GREEN


Goddess of life, rebirth, and Birthed from the Cosmic Divinity’s
judgement, Brathe is said to follow last breath, Thess saw the world as
her sister Kath into battle to a fresh canvas. She is the goddess
determine who is worthy, and who of growth, potential, and Nature.
is not. While portraying a terrifying
presence, she is considered kind MASICK THE BLACK
and gentle to those who are Born from the blood and bile of the
passing on to a greater reward. Cosmic Divinity, Masick fell and
leaked deep into the earth. Masick
is the goddess of death, fate, and all
things below the surface.

60
SPELLS AND SORCERY CRAFT A SPELL
There are 9 sacred herbs in the Reduce the herbs used by -1 and
world through which mystical and roll the higher of +INT or +DEX. This
magical effects can be channeled: takes 1 hour.

1.​ Banwyrt Full Success: You craft 1 spell.


2.​ Haetelwyrt
3.​ Harehune Partial Success: You craft 1 spell,
4.​ Hennebelle but (pick one):
5.​ Leonfot ●​ It takes longer (2 hours)
6.​ Lithewyrt ●​ It uses up more herbs
7.​ Monkmeos (additional -1 to 1 herb)
8.​ Rainhae
9.​ Thrilefe Failure: You either fail to craft the
spell, or craft it at the cost of -2
Combining these can produce up additional components.
to 36 magical spells in the form of a
Paint, Poultice, Powder, Tincture, COLLECTING HERBS
and Bundle. Each takes up 1
When you spend a watch searching
inventory slot.
for herbs in the wilds, roll +INT.

CASTING A SPELL Full Success: You find d4 quantity


To cast a spell, you must first learn of 2 herbs of your choosing that are
the recipe from a witch, then available in that region.
successfully craft it. To cast, roleplay
the requirements, gain +1 Fatigue, Partial Success: You find d2
and the spell casts automatically. quantity of 1 herb of your choice,
and d2 quantity of 1 determined at
FOCUS SPELLS random. +1 to Encounter Chance
Spells that require Focus can be
maintained so long as the caster Failure: You find 1 herb at random.
does not lose concentration on the If you choose to spend another
spell. The spells continue to cost 1 watch searching, you may roll with
Fatigue per Turn, but can be Advantage. +2 to Encounter
terminated at any time. Chance

If you are interrupted, make a MIND


save or the spell ends.

61
BUYING HERBS SORCERY
If a town has a witch, you can buy As with all magic, there is a darker
your ingredients. The cost starts at side to spell crafting. Those who
d6 silver and goes up based on worship dark gods or who are vile
distance to the appropriate region: and wicked in nature can use the
natural magic contained in magical
● Within: 1d6 creatures or sentient beings.
● Bordering: 2d6
● Separated: 3d6 Just like with herbal magic, there
● Not Present: 4d6 are 9 components, each one being
an herbal counterpart:
They will have 1d4 of each herb
available. 1. Gallbladder - Banwyrt
2. Liver - Haetelwyrt
COLLECTING HERBS 3. Brain - Harehune
4. Sinew - Hennebelle
The regions where each herb can
5. Heart - Leonfot
be found:
6. Tongue - Lithewyrt
7. Eyes - Monkmeos
8. Bones - Rainhae
9. Kidney - Thrilefe

These spells do not need to be


prepared, but the ingredients must
be kept fresh. However, just like
Banwyrt x x x ordinary magic, casting the spell
Haetelwyrt x x x costs +1 Fatigue, with additional
Harehune x x x being required to maintain it.
Hennebelle x x x
Leonfot x x x Roll your +DEX to collect the
Lithewyrt x x x components. If you have MEDICINE
Monkmeos x x x or HUNT & FISH you can add those
Rainhae x x x skill bonuses.
Thrilefe x x x
It is rumored that using the full
body of a magically imbued or
Herbs can be stored in bundles up
sentient creature can produce truly
to 3 in your Component Pouch.
astounding effects.

62
CALL UPON THE CROWS CALL UPON THE MIND
Duration: Instant Duration: Focus
Distance: Self Distance: Far
Herbs: Haetelwyrt and Monkmoes Herbs: Haetelwyrt and Leonfot
Form: Paint Form: Poultice

Cast the rune painted feathers Press the poultice deep into your
upon the open ground and call ears and focus on a single target
upon the crows to answer your you can see. So long as you
question. The crows will come and maintain concentration, you may
answer 1 question about a potential hear their surface level thoughts.
action with either a 'feast' or
'famine.' CALL UPON THE SOUL
Duration: Instant
CALL UPON THE FLAMES
Distance: Close
Duration: Focus Herbs: Haetelwyrt and Rainhae
Distance: Close Form: Tincture
Herbs: Hennebelle and Harehune
Form: Powder Pour the tincture past the lips of
the deceased and call thrice for
Toss the powder into the flickering their soul to return. Their spirit will
flames and call upon them to show then answer 3 yes/no questions
you images of what you desire. For truthfully, after which they will
as long as you maintain focus, you depart permanently.
may view a person or place that you
know. If you are unfamiliar, the cost CALL UPON THE TONGUE
is doubled.
Duration: 3 Turns
Distance: Self
CALL UPON THE LOST
Herbs: Monkmeos and Rainhae
Duration: Focus Form: Tincture
Distance: Close
Herbs: Haetelwyrt and Thrilefe Wash your tongue with the tincture
Form: Paint and for 3 turns you have the ability
to read and comprehend a
On a blank sheet of paper, paint an language you do not speak.
arrow above the runic sign of the
lost. As long as you maintain focus,
the arrow will shift to point in the
true direction of your desire.
63
CLOSE WOUNDS DISPERSE THE SICKNESS
Duration: Instant Duration: Instant
Distance: Close Distance: Close
Herbs: Hennebelle and Lithewyrt Herbs: Lithewyrt and Monkmoes
Form: Poultice Form: Tincture

Smear the poultice along the Pour the tincture overtop of


wounds and heal Player Level d6 spoiled, rotten, or otherwise
HP. unpalatable food or water to purify
it and cleanse it of any disease or
CURE AILMENTS illness it may contain.
Duration: Instant
Distance: Self DISPERSE THE WILDS
Herbs: Banwyrt and Thrilefe Duration: Instant
Form: Tincture Distance: Near
Herbs: Banwyrt and Harehune
Drink the tincture and you will Form: Powder
expel a viscous, black bile that will
contain the afflicting ailment. While holding the powder, smash
your hands together and invoke the
DECEIVE THE MIND ferocity of the wilds. Roll 2d6 +
Duration: Focus Player Level - Creature Level. On a
Distance: Near 9+, 2d6 worth of LVL creatures flee
Herbs: Harehune and Lithewyrt On a 12+ they become immobilized.
Form: Powder If you are 3+ Levels higher than
them, they immobilize on a 9+, but
Cast out the powders and focus otherwise flee automatically.
your mind on what you wish others
to see. You will create a convincing DULL THE MIND
illusion within NEAR. It will easily Duration: Focus
fool at a passing glance, but Distance: Near
focused concentration or Herbs: Leonfot and Thrilefe
interaction will break the spell. Form: Bundle

Crush the bundle in your hand


while focusing on an enemy within
NEAR. It will become confused and
be forced only to wander aimlessly
as long as you maintain focus.
64
EYES OF THE WILD OPEN THE DOOR
Duration: Focus Duration: Instant
Distance: Self Distance: Close
Herbs: Haetelwyrt and Harehune Herbs:Banwyrt and Monkmeos
Form: Tincture Form: Paint

Imbibe the tincture while Dip your fingers in the paint and
envisioning the creature you desire. mark the desired door with the
If one exists within V. FAR, you will rune of opening, then knock 3
begin to see through its eyes and times while demanding passage.
can subtly suggest its movement. If The door will open.
one does not exist, it will default to
the next closest creature. Does not REBUKE SORCERY
work on Night-Kin or humanoids. Duration: Instant
Distance: Near
FALL WITH GRACE Herbs: Banwyrt and Rainhae
Duration: Instant Form: Bundle
Distance: Self
Herbs: Banwyrt and Leonfot Crush the bundle in your hands
Form: Bundle and hold them open towards the
afflicted while speaking the prayer
Crush the bundle to immediately of rebuke. You will immediately
slow your descent to a survivable dispel any wicked sorcery upon a
rate. You may crush it before person or object
jumping from a great height.
REBUKE THE ELEMENTS
LIFT WEARINESS Duration: 6 Turns
Duration: Instant Distance: Close
Distance: Close Herbs: Banwyrt and Haetelwyrt
Herbs: Haetelwyrt and Lithewyrt Form: Tincture
Form: Tincture
Drink down the tincture and you
Drink the tincture and it will will become resistant to the effects
immediately begin to remove the of one of your choice: Fire, Ice, Acid,
weariness from your bones. or Poison. If exposed, make a BODY
Removes 1d4+1 Fatigue save. On a success, you avoid all
damage, while on a failure, you still
take half damage.

65
REBUKE THE SERPENT SCORN THE SENSES
Duration: Instant Duration: Focus
Distance: Close Distance: Near
Herbs: Lithewyrt and Thrilefe Herbs: Leonfot and Rainhae
Form: Poultice Form: Bundle

Swallow the poultice and shortly Focus on a target then rip the
afterwards you will violently expel bundle and pass it over your eyes
the poison from your body, (blind) or ears (deafen), depending
removing all ill effects. on the desired effect. The target will
immediately be afflicted and suffer
REBUKE THE UNDEAD Disadvantage on all rolls that rely
Duration: 1 Day on that sense.
Distance: Near
Herbs: Lithewyrt andRainhae SCORN THE TONGUE
Form: Bundle Duration: Focus
Distance: Far
Take the bundle and anoint it with Herbs: Haetelwyrt and Hennebelle
a holy symbol while whispering the Form: Bundle
prayer of rebuke. For 1 day, roll 2d6 +
Player Level - Undead Level to Rip the bundle while focusing on a
attempt to Turn Undead. 2d6 LVL of spot you can see. All creatures
them flee on a 9+, while a 12+ within NEAR of that location are
destroys them. If you are 3+ levels silenced, and unable to make or
higher, 9+ destroys them, otherwise hear noise.
they turn automatically.
SCORN THE UNWELCOME
SCORN THE MIND Duration: 1 Day
Duration: Instant Distance: Close
Distance: Near Herbs: Hennebelle and Thrilefe
Herbs: Harehune and Thrilefe Form: Bundle
Form: Bundle
Crush the bundle along a single
Crush the bundle in your hands, object like a door’s threshold while
inhale, and upon exhaling, all holding in your mind the image of
creatures of level 2 or less up to all allowed to pass. For 1 day, anyone
NEAR will fall asleep. They can be you did not designate passing by
roused by violent shaking or injury. will cause you to hear an alarm.

66
SCORN THE VILE SERPENT'S DANCE
Duration: Focus Duration: 6 Turns / 1 Hour
Distance: Close Distance: Near
Herbs: Hennebelle and Rainhae Herbs: Hennebelle and Monkmeos
Form: Bundle Form: Powder

Crush the bundle in your hands Blow the powder in your target's
while focusing on a specific target face, and for 6 turns they will
(including self). Any deep-dwelling consider themselves your dear
creatures that attempt to attack friend, and will behave accordingly.
that target do so at Disadvantage. If you ask them to do something
that goes against their beliefs, the
SEAL THE DOOR spell automatically ends.
Duration: 6 Turns / 1 Hour
Distance: Near SERPENT'S DECEPTION
Herbs: Harehune and Leonfot Duration: 6 Turns / 1 Hour
Form: Paint Distance: Self
Herbs: Leonfot and Lithewyrt
Dip your fingers in the paint and Form: Paint
make the runic sign of sealing. For
6 turns the door you designate Paint on your forehead the runic
cannot be opened by conventional sign of deceit while envisioning the
means, but it can still be destroyed. person you will impersonate. For 6
Turns, people will see you as that
SEE SORCERY person, but if any of your behavior
Duration: 6 Turns / 1 Hour becomes too disparate, they will
Distance: Near see through the deception.
Herbs: Hennebelle and Leonfot
Form: Tincture SERPENT'S EYE
Duration: Focus
Wash your eyes with the tincture Distance: Self
and for 6 turns you will be able to Herbs: Harehune and Monkmeos
see a soft, blue glow around any Form: Tincture
objects imbued with sorcery
Wash a single eye with the tincture
and for as long as you maintain
focus, you will have a serpent's heat
vision even in the darkness.

67
SERPENT'S GIFT SERPENT'S SPEED
Duration: Focus Duration: 3 Turns
Distance: Far Distance: Self
Herbs: Rainhae and Thrilefe Herbs: Monkmeos and Thrilefe
Form: Bundle Form: Tincture

Light the bundle and blow on it in a Drink the tincture and for the next
desired direction. A NEAR sized 3 turns you will move at double
poisonous cloud will begin to waft speed
out from you traveling up to FAR
and moving CLOSE every round. SERPENT'S STRIKE
Any creature caught within it takes Duration: 6 Turns
1d4 of poison damage per round. Distance: Self
Herbs: Banwyrt and Hennebelle
SERPENT’S GRACE Form: Paint
Duration: 3 Turns
Distance: Self Paint the runic sign of aggression
Herbs: Monkmeos and Leonfot on your arms and for 6 turns you
Form: Tincture will have +1 to hit and deal +1
damage on a hit. Your weapon will
Drink the tincture and for the next also count as magical
3 turns you have advantage on all
climb and balance checks. SERPENT'S TONGUE
Duration: 3 Turns
SERPENT'S SCALES Distance: Self
Duration: 6 Turns / 1 Hour Herbs: Harehune and Rainhae
Distance: Self Form: Tincture
Herbs: Banwyrt and Lithewyrt
Form: Paint Wash your ears with the tincture
and for 3 turns you will be able to
Paint the runic sign of protection understand the speech of
on your chest and for 6 turns you creatures.
will have +2 to your BODY saves.

68
BESTIARY REACTION ROLL
Each one has several stats that are When first encountering an enemy,
used when being encountered: roll 2d6+CHA Bonus

LVL: Roughly equivalent to HD. This 2d6+CHA REACTION


represents an idea of the overall 0-5 Hostile
strength and power of the beast. 6-7 Suspicious
8-9 Neutral
HP: Hit Points. This is the average
10-11 Curious
Hit Point total of the monster. You
12+ Friendly
can use this over rolling d6’s.

AC: Armor Class. This is the number


ATTACKS
you must equal or exceed when If you need a quick guide on what
rolling d20+ATTACK to deal damage the adversary is doing each round:

d6 NON-MAGE MAGE
AS: Attack Score. This is the number
you must equal or exceed when 1 Attack Magic
rolling to avoid damage. 2 Attack Magic
3 Attack Magic
DMG: The amount of damage the
monster deals per attack. Melee: Guard (+2 AC)
4
Ranged: Aim (-2 REFLEX)
Move: How far the monster can 5 Move and Attack
move in the Movement Phase.
6 Special Attack

Morale: The creature's morale score


SPECIALS
when testing their resolve in
combat. Non-Mage enemies have a Special
that can be activated a number of
Special: Any special attacks or times equal to their LVL
abilities they possess.
MULTIPLE ATTACKS
SAVES 1. “/” indicates 2 attacks of the
If an attack or ability allows a same type in one round
creature to make a save, they roll 2. “+” indicates a bonus attack
d20 + ½ LVL vs TN 16. as part of one round
3. “Or” indicates an alternate
attack of a different type.
69
ANIMALS
Not everything you encounter is going to be a horrible beast, demon, or
monster. Some things are going to be more mundane, but still dangerous.

APE BEAR, BLACK


A large, hairy hominid that lives in A large beast that spends its time
small, close-knit family units deep hunting for grubs, berries, and
in the forests and jungles. They are rodents.
fiercely territorial, and use crude
clubs to defend themselves LVL: 4, HP: 15 AC: 14 AS: 13
DMG: 1d4/1d4 claws + 1d6 bite,
LVL: 2, HP: 7 AC: 14 AS: 12 MOVE: Near, MORALE: 7,
DMG: 1d6 club or 1d4 bite, SPECIAL: Hug: wraps arms around
MOVE: Near, MORALE: 8, victim dealing 2d6 dmg
SPECIAL: Hurl: the simian hurls the
club, dealing 2d4 damage. BEAR, CAVE
A large beast that resides in caves
BAT and deep holes. It is very aggressive
A small, winged rodent that
inhabits caves and darkened places. LVL: 7 HP: 25 AC: 1 AS: 14
DMG: 1d8/1d8 claws + 2d6 bite,
LVL: 0 HP: 1 AC: 14 AS: 11 MOVE: Near, MORALE: 9,
DMG: 1 bite, MOVE: Close, SPECIAL: Hug: wraps arms around
MORALE: 6, SPECIAL: Confusion: victim dealing 2d8 dmg
the bats swarm around the head
and face, causing disorientation. BEAR, GRIZZLY
A large beast that freely roams the
BAT, GIANT forests of the world. It is commonly
A large cousin of the small bat, this found hunting fish in rivers and
beast is the size of a housecat and waterways.
has a vicious bite.
LVL: 5, HP: 18 AC: 14 AS: 13
LVL: 2, HP: 7 AC: 14 AS: 12 DMG: 1d4/1d4 claws + 1d8 bite,
DMG: 1d4 bite, MOVE: Far, MOVE: Near, MORALE: 8,
MORALE: 8, SPECIAL: Batter: the SPECIAL: Hug: wraps arms around
bat slams its wings against your victim dealing 2d8 DMG
head, causing dizziness. 1d6 dmg.

70
BISON CROCODILE
An enormous, cow-like creature An ancient reptile that sits perfectly
that roams the open plains and still in the water, waiting to ambush
grasslands in large herds. unsuspecting prey.

LVL: 4, HP: 14 AC: 13 AS: 13 LVL: 2, HP: 7 AC: 15 AS: 12


DMG: 1d8 charge, MOVE: Far, DMG: 1d8 bite, MOVE: Near,
MORALE: 7, SPECIAL: Trample: 2d4 MORALE: 7, SPECIAL: Roll:
crushing damage. Cannot be Crocodile bites then rolls, dealing
blocked. additional dmg. Requires BODY to
escape.
BOAR
A large, coarse-haired pig with DEER
enormous tusks. A common sight across the realms.
Prized for their hides, meat, and
LVL: 3, HP: 11 AC: 13 AS: 12 horns. They tend to travel in herds.
DMG: 2d4 charge, MOVE: Far,
MORALE: 7, SPECIAL: Gore: 1d6 LVL: 1, HP: 4 AC: 13 AS: 11
piercing damage DMG: 1d4 charge, MOVE: Far,
MORALE: 5, SPECIAL: Gouge:
CRAB, GIANT pierces enemy with horns, dealing
A horse-sized, well armored crab 1d6 dmg.
with two giant pincers.
DONKEY
LVL: 3, HP: 11 AC: 18 AS: 12 An equine beast of burden
DMG: 2d6 pincer, MOVE: Close, infamous for its stubborn nature.
MORALE: 7, SPECIAL: Rend: Grabs
with both claws and pulls apart. LVL: 2 HP: 7 AC: 13 AS: 12
2d8 dmg DMG: 1d2 hooves, MOVE: Near,
MORALE: 7, SPECIAL: Bite: 1d4 dmg

71
EAGLE, GIANT HAWK
An enormous bird of prey that A small raptor that is known for
glides high into the sky, looking for being an excellent hunting
unsuspecting prey. It is known to companion. Wild ones are known
be able to carry off horses. for easily picking off rabbits

LVL: 6, HP: 21 AC: 18 AS: 14 LVL: 1, HP: 4, AC: 12 AS: 11


DMG: 1d6/1d6 claw + 2d4 bite, DMG: 1d2/1d2 claws + 1d4 bite,
MOVE: V. Far, MORALE: 8, MOVE: V. Far MORALE: 7,
SPECIAL: Bite: 2d6 dmg SPECIAL: Bite: 1d4

ELK HAWK, GIANT


A type of deer, but larger and with a A hunting dog sized cousin of the
more dangerous rack of antlers. It is hawk. It is known to be much more
more common in the mountains aggressive and perceptive than the
and northern reaches. smaller relative.

LVL: 3, HP: 11, AC: 13 AS: 12 LVL: 4, HP: 14, AC: 14 AS: 13
DMG: 1d6 charge, MOVE: Far DMG: 1d6/1d6 claw + 1d8 bite,
MORALE: 5, SPECIAL: Kick: 2d4 MOVE: V. Far MORALE: 8,
dmg SPECIAL: Bite: 2d4

GOAT, MOUNTAIN HORSE, DRAFT


A large, horned goat that lives high A large, stout horse used for pulling
in the mountains. It can easily scale carts and carriages.
cliffs, and attacks by charging.
LVL: 3, HP: 10, AC: 13 AS: 12
LVL: 1, HP: 4, AC: 12 AS: 11 DMG: 1d4 hooves, MOVE: Far
DMG: 1d6 charge, MOVE: Far MORALE: 7, SPECIAL: Bite: 1d6
MORALE: 5, SPECIAL: Headbutt:
2d4 dmg. REFLEX or fall prone. HORSE, RIDING
A sleeker, but still heavily muscled
horse bred for distance riding.

LVL: 2, HP: 8, AC: 13 AS: 12


DMG: 1d4 hooves, MOVE: V. Far
MORALE: 7, SPECIAL: Bite: 1d6

72
HORSE, WAR LION, MOUNTAIN
A large horse bred for a stout heart, A large cat that lives in the
and a desire to trample things mountains. It blends in well with
under its feet. rocky outcrops and backgrounds.

LVL: 3, HP: 12, AC: 14 AS: 12 LVL: 3, HP: 12 AC: 14 AS: 12


DMG: 1d8 hooves, MOVE: V. Far DMG: 1d4/1d4 claws + 1d6 bite
MORALE: 9, SPECIAL: Trample: 2d6 MOVE: Far MORALE: 8,
dmg SPECIAL: Leap: BODY save or fall
prone
JAGUAR
A spotted jungle cat known for MOOSE
hiding in high branches and A species of deer even larger than
leaping out onto unsuspecting an Elk. It lives in cold climates and
prey. its enormous antlers are a huge
threat.
LVL: 4, HP: 18 AC: 16 AS: 13
DMG: 1d4/1d4 claws + 2d4 bite LVL: 3, HP: 12 AC: 13 AS: 12
MOVE: Far MORALE: 8, DMG: 1d6 charge, MOVE: Far
SPECIAL: Ambush: 2d6 to unaware MORALE: 5, SPECIAL: Toss: Scoops
enemies. up enemy and tosses them for 2d6
dmg
LION
A large cat with a thick mane that RAT, GIANT
patrols the grasslands and Like a normal rat, but much, much
savannahs of warmer climates. bigger.

LVL: 4, HP: 20 AC: 16 AS: 13 LVL: 1, HP: 4 AC: 13 AS: 11


DMG: 1d6/1d6 claws + 1d10 bite DMG: 1d4+1 bite, MOVE: Near
MOVE: Far MORALE: 9, MORALE: 7, SPECIAL: Gnaw: rat
SPECIAL: Roar: MIND save or lose latches onto armor and attempts to
initiative next turn chew through it. On a success,
Armor Quality -1

73
RIDING DOG SQUID, COLOSSAL
A companion dog that is happy to A monster from the deep, not
run along beside a horse. unlike an octopus, but with 8 huge
tentacles with barbs and suckers on
LVL: 4, HP: 16 AC: 12 AS: 13 the end.
DMG: 1d4+1 bite MOVE: Far
MORALE: 9, SPECIAL: Shake: dog LVL: 6, HP: 21, AC: 17 AS: 14
bites and shakes violently, dealing DMG: 8 x d4 Tentacles, d10 bite,
2d4 dmg MOVE: Near, MORALE: 8,
SPECIAL: Submerge: 2d10 dmg
SEA SERPENT while attempting to drag its victim
A long, eel-like snake that lives to the depths.
beneath the ocean. Its large eyes
see much, and its spinal fins are WOLF
sometimes the only evidence of its A large dog-like animal with thick,
approach. gray fur. Hunts in packs.

LVL: 6, HP: 25, AC: 17 AS: 14 LVL: 2, HP: 7, AC: 13 AS: 12


DMG: 2d6 bite, MOVE: Far DMG: 1d6 bite, MOVE: Far
MORALE: 8, SPECIAL: Submerge: MORALE: 8, SPECIAL: Hold: if wolf
grabs target and submerges. wins initiative after successful
REFLEX save or take 2d8 damage attack, automatically inflict 1d8
dmg
SHARK
A large fish with leathery skin and WOLF, DIRE
more teeth than sense A larger cousin of the wolf,
something long ago twisted into a
LVL: 8, HP: 30, AC: 19 AS: 15 more violent form. Its hair more
DMG: 2d10 bite, MOVE: Far akin to needles than fur, and its
MORALE: 8, SPECIAL: Breach: teeth protruding into tusks.
shark dives deep and gains speed
to shoot towards target, knocking it LVL: 4, HP: 14, AC: 14 AS: 13
clear of the water and dealing 3d8 DMG: 2d4 bite, MOVE: Far
MORALE: 9, SPECIAL: Shake: wolf
bites and shakes violently, dealing
2d6 dmg

74
BEAST-MEN
Not quite man, not quite beast, the beast-men live in close-knit clans and
groups that comprise only their own kinds. They are fiercely territorial, but are
willing to trade or offer their services should the need arise, and sufficient
compensation be offered. Little is known about their origins, though some
historians claim they were created to be slaves by the ancient Lizard-Men.

APE-MEN RAT-MEN
Enormous, gorilla-like men that live Dwelling in deep caves and dark
deep in the forests and swamps. ruins, the rat-men stand shorter
They build huts and houses high up than most, though they are no less
in the branches, and use their cunning. Their strength lies in their
powerful arms to propel numbers, and their ability to quickly
themselves at terrifying speed. hide in the darkness.

LVL: 4, HP: 15, AC: 13 AS: 13 LVL: 1, HP: 5, AC: 11 AS: 11


DMG: 2d6 Weapon, MOVE: Near, DMG: 1d4 Weapon, MOVE: Near,
MORALE: 9, SPECIAL: Hug: the MORALE: 7, SPECIAL: Savage Bite:
ape-man lifts the victim and inflicts 1d6 damage. BODY save or
crushes them in their powerful take +1d4 poison.
arms for 2d8
WOLF-MEN
GOAT-MEN Dwelling in the hills and forests,
Roaming the high mountains, the wolf-men live in small, insulated
goat-men reside in stick huts and communities that rarely interact
thatched-roof dwellings. They with others of their own kind. They
appear immune to the cold, and are keen hunters and trackers
use their powerful horns to send when they can be hired, and
enemies flying backwards, formidable in combat when
sometimes over a cliff. provoked.

LVL: 2, HP: 10, AC: 12 AS: 12 LVL: 3, HP: 12, AC: 12 AS: 12
DMG: 1d6 Weapon, MOVE: Near, DMG: 1d8 Weapon, MOVE: Far,
MORALE: 8, SPECIAL: Charge: MORALE: 9, SPECIAL: Bite: latches
goat-mean leans down and onto a victim dealing 2d4 damage.
charges, dealing 1d8 dmg. BODY BODY save or take 1d4 bleed
save to avoid being knocked prone. damage.

75
DEMONS
Created at the very dawn of time, the Demons claimed all land as their own,
and will stop at nothing to rule over it. Though their attempts at domination
are currently halted, they are still a threat that looms, ever growing in the
shadows. They exist only as a manifestation of power and malice, wishing to
dominate all life as supreme rulers.

BLOOD DEMON SERPENT DEMON


Some consider them vanguards of A tall, humanoid serpent with a
the greater demons. They are small, long, twisting neck and fangs
but quick, their bodies twisted into dripping with venom. It wields a
a leathery, bird-like shape. They bladed mace imbued with its own
crave blood, and hunt by dropping venom so that it can never harm
from hidden heights. itself on its own weapon.

LVL: 2, HP: 8, AC: 12 AS: 12 LVL: 5, HP: 20, AC: 16 AS: 13


DMG: 1d6/1d6 claw, MOVE: Far DMG: 1d8 mace + poison,
MORALE: 8, SPECIAL: Drain: drains MOVE: Near, MORALE: 8, SPECIAL:
1d4 HP and restores own health Venom: The demon's head lashes
out up to CLOSE and injects poison,
NIGHT DEMON dealing 1d8 damage. BODY save or
A powerful enemy, this demon also take 1d4 poison damage.
stands tall on hooved legs, its horns
twisted and cruel. A lipless grin SHADOW DEMON
reveals multiple rows of serrated Raven-skinned humanoid with
teeth, and its claws do not impede pointed horns, serrated claws, and
its ability to wield a cruel sword. dull-amber colored eyes. It is tall
and thin, but easily blends into the
LVL: 8, HP: 30, AC: 19 AS: 15 shadows.
DMG: 2d8+Fire, MOVE: Near,
MORALE: 10, SPECIAL: Bite: demon LVL: 3, HP: 12, AC: 13 AS: 12
leans in to savagely bite for 2d4. DMG: 1d8 claw, MOVE: Near,
MORALE: 7, SPECIAL: Blend: the
demon blends back into the
shadows. WIS to spot. If not
spotted, the next attack
automatically hits.

76
DRAGONS
Winged, vicious reptiles that carry within them ancient creation magics as
part of their soul. Evil dragons are cunning and vile, while good dragons are
noble and wise. All dragons love to hoard treasures in ancient ruins, caves, or
even sometimes inhabited palaces where they are worshipped as gods.

BLACK DRAGON RED DRAGON


Its hide is thick and leathery, with a The largest of all dragons, the great
black oil appearing to shimmer beast has scales that seem to
along its back. As it moves, the oil shimmer with an inner fire, rippling
drops off, leaving pockmarks and with heat and ferocity. The rock-like
holes. Eventually even its sleeping appearance of them makes this
place will be revealed by the crater creature hard to see from a
it has created. distance when it is reclining against
a mountainside.
LVL: 7, HP: 25, AC: 18 AS: 14
DMG: 1d6/1d6 claw + 2d10 bite or LVL: 10, HP: 40, AC: 21 AS: 16
1d6 tail, MOVE: Far, MORALE: 8, DMG: 1d8/1d8 claw + 4d8 bite or 1d8
SPECIAL: Acid Breath: 7d6 dmg. tail, MOVE: Far, MORALE: 9,
REFLEX save or armor is destroyed. SPECIAL: Fire breath: 10d6 dmg.
Acid Immunity. REFLEX save or take additional 5d4
damage. Fire Immunity.
GREEN DRAGON
Its scales are long and sharp, giving WHITE DRAGON
the appearance of spines or thorns. The smallest of the dragons, this
They glimmer in hues of green and beast tends to sit atop tall
blue, and long whiskers hang from mountains or in northern reaches.
its face, dripping with a vile liquid. Its feathery, white scales hide it well
against the snow, allowing it to
LVL: 8, HP: 30, AC: 19 AS: 15 attack without warning.
DMG: 1d6/1d6 claw + 3d8 bite or 1d8
tail, MOVE: Far, MORALE: 8, LVL: 6, HP: 21, AC: 17 AS: 14
SPECIAL: Poison breath: 8d6 dmg. DMG: 1d4/1d4 claw + 2d8 bite or 1d4
BODY save or take 4d4 poison. tail, MOVE: Far, MORALE: 8,
Poison Immunity SPECIAL: Ice breath: 6d6 dmg.
BODY save or move at ½
movement for 6 rounds. Cold
Immunity.

77
GIANTS
Long ago they came down from the frozen north in search of more favorable
climates. It is said they fought a long and bitter war with the Lizard-Men, who
began to resort to terrible and wicked magic in order to turn the tide of the
conflict. With the Lizard-Men now gone, the Giants have resorted to a more
peaceful life, though they still wish to be left alone.

CYCLOPS MOUNTAIN
A rare giant with only a singular, Living high in the mountains,
large eye in the center of its mountain giants are the tallest and
forehead. They are renowned largest of all giants. They tend to
herdsmen, but do not let anyone ignore smaller races, considering
near their flocks. them beneath them, but can be
provoked to great violence if
LVL: 8, HP: 30, AC: 15 AS: 15 disturbed.
DMG: 2d8 club, MOVE: Close,
MORALE: 9, SPECIAL: Stomp: LVL: 13, HP: 45, AC: 15 AS: 17
attempts to squash for 3d6. REFLEX DMG: 3d8 club, MOVE: Close,
to avoid MORALE: 6, SPECIAL: Hurl Stone:
throws a rock for 3d6. REFLEX to
FOREST avoid
Smaller than its kin, forest giants
tend to peacefully roam the forests STONE
they call home. They are protective More myth than reality, Stone
of the animals contained within, Giants are rarely seen, and instead
and will guard them with their lives. only their passing is noted. They are
believed to hibernate for decades,
LVL: 6, HP: 21, AC: 15 AS: 14 sitting so still they are
DMG: 2d6 club, MOVE: Near, indistinguishable from the natural
MORALE: 8, SPECIAL: Twisting stone. However, when they wake, it
vines: Hurls vines that entangle. is always with a terrible purpose.
BODY to escape, otherwise
immobilized. LVL: 19, HP: 67, AC: 16 AS: 20
DMG: 6d6 weapon, MOVE: Close,
MORALE: 10, SPECIAL: Smash:
bringing both fists over its head, it
slams them down with terrible
power, 10d6.

78
GOLEMS
Very little is known about the golems, as the magic that created them was
lost ages ago. This has not stopped mad sorcerers from trying to replicate the
process, but most end in catastrophic failure. The few golems that do exist are
known to inhabit ancient ruins, or buried crypts and sepulchers. Most
recommend they be left alone.

CLAY STONE
Their hardened clay body is covered They can stand as still as a statue,
in magical runes, and their eyes the faint red glow of their eyes
glow with a terrible blue fire. being the only clue to their
presence.
LVL: 11, HP: 40, AC: 21 AS: 16
DMG: 3d10 fist, MOVE: Close, LVL: 14, HP: 50, AC: 25 AS: 18
MORALE: 12, SPECIAL: Swipe: DMG: 3d8 fist, MOVE: Close,
sweeps its arm for 2d10, knocking MORALE: 12, SPECIAL: Slow: hurls a
any struck prone. fragment of its body towards the
enemies feet. On a success, enemy
FLESH can only move at ½ speed
A horrible amalgamation of flesh,
skin, and sinew, it shambles on too WOOD
many legs, with its various arms The weakest of all the golems,
writhing or attacking. The mouths wood golems are known to stick to
gibber and scream with horrific earth or water sources in order to
intensity. keep their health.

LVL: 9, HP: 32, AC: 20 AS: 15 LVL: 3, HP: 15, AC: 13 AS: 12
DMG: 2d8 fist, MOVE: Near, DMG: 1d8 fist, MOVE: Near,
MORALE: 12, SPECIAL: Terrible MORALE: 12, SPECIAL: Constricting
Scream: make a MIND save or be Vines: traps target, requiring BODY
immobilized in terror for 2 rounds to break free.

79
GIANT INSECTS
In deep caves and rotting ruins, some insects manage to grow far larger and
more dangerous than expected. While few, the threat they pose should never
be underestimated.

ANT FIRE BEETLE


Burrowing deep underground, A large beetle with a glowing,
giant ants dig enormous colonies, orange abdomen. The fluid in this
with tunnels often wide enough for sack can be used to make an
a person to walk through. emergency light source.

LVL: 4, HP: 14, AC: 17 AS: 13 LVL: 1, HP: 4, AC: 16 AS: 11


DMG: 2d6 bite, MOVE: Far, DMG: 2d4 bite, MOVE: Near,
MORALE: 7, SPECIAL: Wall Climb: MORALE: 7, SPECIAL: Fire Spray:
the ant climbs up atop the walls sprays a toxic chemical that ignites
and drops down dealing 1d10 upon contact with the air dealing
1d8 fire damage.
CENTIPEDE
Looking like a regular centipede, SPIDER
but significantly larger. It is known Dwarfing its cousins, the giant
to hunt in groups. spider builds its home in tunnels
and ruins. It is large enough to
LVL: 1, HP: 4, AC: 11 AS: 11 easily consider human-sized
DMG: 1d4+poison bite, MOVE: Near, creatures as prey.
MORALE: 7, SPECIAL: Burrow:
buries itself in loose dirt and attacks LVL: 4, HP: 14, AC: 15 AS: 13
from behind next turn. DMG: 1d8+poison bite, MOVE: Far,
MORALE: 8, SPECIAL: Web: sprays
SCORPION out a sticky web, entangling any
A large, predatory arachnid with who come in contact with it for 1d3
two powerful claws, and a stinging rounds. BODY required to escape.
tail that injects poison.

LVL: 4, HP: 15, AC: 15 AS: 13


DMG: 1d10/1d10 claws, MOVE: Far,
MORALE: 11, SPECIAL: Stinger: 1d6
tail. BODY save or take 1d6 poison.

80
HERALDIC
Great beasts and creatures that carry small sparks of magic within their souls.
Though less potent than the form carried by dragons, it is no less powerful,
and gives these creatures an edge over any combatant. Their strength and
power are such that many leaders and warriors inscribe their images onto
banners and shields, portraying their own strength as equal to the beasts.

BASILISK COCKATRICE
A terrible serpent with a crown of A deceptive creature, the head and
feathers upon its head. It rears up to chest of a chicken allows it to get
gaze upon its prey, swaying its body close, only then do the unwary note
to hypnotize and ultimately the dragon tail and legs.
ensnare and devour.
LVL: 5, HP: 18, AC: 14 AS: 13
LVL: 6, HP: 21, AC: 16 AS: 14 DMG: 1d6 beak, MOVE: Far,
DMG: 1d10 bite, MOVE: Close, MORALE: 7, SPECIAL: Petrification:
MORALE: 9, SPECIAL: Petrify: Make MIND Save or become immobilized
a MIND save or become paralyzed for 1d4 rounds.
for 1d4 rounds.
GARGOYLE
CHIMERA Frequently confused with a Stone
A ferocious predator sporting the Golem, a gargoyle is a demonic
front of a lion, the rear of a goat, statue given unnatural life.
and an enormous serpent for a tail.
LVL: 4, HP: 14, AC: 15 AS: 13
LVL: 9, HP: 32, AC: 16 AS: 15 DMG: 1d4/1d4 claws + 1d6 bite,
DMG: 1d4/1d4 claws + 2d8 head, MOVE: Near, MORALE: 11,
MOVE: Near, MORALE: 11, SPECIAL: Charge: lunges forward,
SPECIAL: Serpent Strike: 1d6 its horns extended, dealing 1d8
damage. BODY save or take 1d4 piercing damage.
poison.

81
GRIFFON MANTICORE
The head of an eagle and the body A lion's body with a cruel, barbed
of a lion, with enormous wings, the tail that it uses like a flail, the
griffon is an awe-inspiring sight. manticore is a terrifying enemy.
However, when they dive down When hunting, it flies on powerful,
upon a hapless adventurer, that fur covered wings, and then diving
awe turns quickly to fear. down to attack.

LVL: 7, HP: 25, AC: 18 AS: 14 LVL: 6, HP: 21, AC: 18 AS: 14
DMG: 1d4/1d4 claws + 2d6 bite, DMG: 1d4/1d4 claws + 2d4 bite,
MOVE: Far, MORALE: 8, MOVE: Far, MORALE: 9,
SPECIAL: Lift: the griffon attempts SPECIAL: Tail Spikes: lashing out
to grasp and haul its victim aloft, with its spiked tail, dealing 1d6
dropping them from a great height, piercing damage.
dealing 2d8 damage.
UNICORN
HIPPOGRIFF A noble, and majestic horse, the
The head and front of a great eagle, unicorn is pure white with a silvery
with the rear of a horse, the mane. A long, singular horn
hippogriff presents a noble and protrudes from its forehead, and
powerful image. Do not be fooled, legend says it has the power to cure
however, for they are just as deadly any ailment.
as their cousins, the griffon.
LVL: 4, HP: 15, AC: 19 AS: 13
LVL: 3, HP: 12, AC: 15 AS: 12 DMG: 1d8 hooves, MOVE: V. Far,
DMG: 1d6/1d6 claws + 1d10 bite, MORALE: 7, SPECIAL: Horn: The
MOVE: Far, MORALE: 8, unicorn charges forward, dealing
SPECIAL: Kick: the hippogriff turns 1d6+3 piercing.
and kicks with its powerful legs,
inflicting -1 Quality on a hit and
dealing 2d8 damage

82
LIZARD-MEN
Great, crocodile-headed men who live in ancient, underground cities carved
into the very roots of the earth. Ancient legends and lost lore suggests that
they used to live on the surface, and they dominated it with sorcery and
swords. But something happened, and they retreated underground long ago,
licking their wounds and waiting for a chance to reclaim their birth-right.

ACOLYTE, BLACK ACOLYTE, GREEN


Dressed in black robes with a Dressed in green and brown robes
billowing, oily appearance, the that seem to glow in the sunlight,
Black Acolytes are servants of the Green Acolytes are servants of
Masick the Black. Thess the Green

LVL: 2, HP: 9, AC: 12 AS: 12 LVL: 2, HP: 10, AC: 13 AS: 12


DMG: 1d6 knife, MOVE: Near, DMG: 1d6 knife, MOVE: Near,
MORALE: 8, SPECIAL: Magic: MORALE: 9, SPECIAL: Magic:
1. Acid Arrow: 1d6 DMG up to 1. Poison Breath: 1d6 DMG up
FAR. -1 Quality to armor to FAR. BODY save or also
2. Darkness: Snuffs any lights in take 1d4 poison damage
an area up to FAR 2. Tangling Vines: 1d4 damage.
Make REFLEX save or also
ACOLYTE, RED become immobilized
Dressed in red and black robes that
seem to glitter with their own light, ACOLYTE, WHITE
the Red Acolytes are servants of Dressed in white and blue robes
Angor the Red. that flutter like falling snow, the
White Acolytes are servants of
LVL: 2, HP: 12, AC: 14 AS: 12 Yulick the White
DMG: 1d6 knife, MOVE: Near,
MORALE: 10, SPECIAL: Magic: LVL: 2, HP: 9, AC: 12 AS: 12
1. Fire Bolt: 1d6 DMG up to FAR. DMG: 1d6 knife, MOVE: Near,
1 in 6 chance of setting target MORALE: 10, SPECIAL: Magic:
on fire for 1d4 for 1d4 rounds 1. Ice Spike: 1d6 DMG up to
2. Flame touch: Touch attack. FAR.
Does 2d4 burning damage 2. Concealing Mist: A spray of
icy water up to FAR conceals
everything inside.

83
FOOTSOLDIER SORCERER
Clad in dark leathers and wielding a Dressed in rainbow colored robes,
menacing club, the footsoldiers are Sorcerers are powerful spiritual and
always the vanguard forces sent to magical leaders who have fully
conquer a region the Lizard-Men devoted themselves to the black
have decided to reclaim. magics of the Dragons.

LVL: 1, HP: 5, AC: 12 LVL: 10, HP: 45, AC: 14 AS: 16


DMG: 1d6 club, MOVE: Near, DMG: 1d6 knife, MOVE: Near,
MORALE: 9, SPECIAL: Bite: a MORALE: 11, SPECIAL: Magic
lizardmans jaw is powerful, and 1. Acid Arrow: 2d8 DMG up to
deals 2d4 damage FAR. -1 Quality to armor
2. Darkness: Snuffs any lights in
DRAGON WARRIOR an area up to FAR
Clad in black chainmail and 3. Fire Bolt: 3d6 DMG up to FAR.
wielding a twisted sword, these 2 in 6 chance of 2d4 fire
warriors are battle leaders of the damage for 1d4 rounds
footsoldiers. 4. Flame touch: Touch attack.
Does 2d6 burning damage
LVL: 3, HP: 14, AC: 15 AS: 12 5. Poison Breath: 2d8 DMG up
DMG: 1d8 sword, MOVE: Near, to FAR. BODY save or also
MORALE: 10, SPECIAL: Fury: two take 1d6 poison damage
attacks in a round that deal 1d8 6. Tangling Vines: 2d6 damage.
damage each. Make REFLEX save or also
become immobilized
7. Ice Spike: 2d8 DMG up to
WAR CHIEF
FAR.
Clad in black plate and wielding a 8. Concealing Mist: A spray of
large mace, the war chiefs are icy water up to NEAR
commanders and officers who conceals everything inside.
proved their worth in combat. AWARENESS to spot enemies

LVL: 6, HP: 27, AC: 17 AS: 14


DMG: 2d6 mace, MOVE: Close,
MORALE: 11, SPECIAL: Shatter: 2d8
damage and -1 quality to armor

84
MANKIND
The current inheritors of the earth, Mankind emerged from the caves and the
swamps millenia ago and have since spread to all the corners of the world.
Kingdoms and Empires have risen and fallen since their arrival, with many
more expected to come before the end.

ASSASSIN CULTIST
Born and bred to move stealthily Servants of dark gods, either newly
and silently, preparing to attack at crowned or from before the
any moment. Lizard-Men fled the surface. These
men have thrown their lot in with
LVL: 5, HP: 18, AC: 15 AS: 13 those who would conquer and
DMG: 1d8+1 knife, MOVE: Near, destroy the current surface world.
MORALE: 10, SPECIAL: Assassinate:
if attacking unaware, deal x3 LVL: 2, HP: 8, AC: 14 AS: 12
damage on a hit DMG: 1d6 weapon, MOVE: Near,
MORALE: 12, SPECIAL: Finger of
BANDIT Death: 2d4 damage to one creature
A ruffian in rough leathers with a within close
cruel grin, they lay claim to various
bridges and roadways as their own, GLADIATOR
demanding a toll to pass. A warrior trained through countless
battles performed mostly for
LVL: 1, HP: 4, AC: 13 AS: 11 entertainment. Though a performer
DMG: 1d6 weapon, MOVE: Near, at heart, many battles are to the
MORALE: 7, SPECIAL: Ambush: death.
bandits deal 2d6 damage when
attacking unawares LVL: 3, HP: 12, AC: 15 AS: 12
DMG: 1d8 weapon, MOVE: Near,
MORALE: 9, SPECIAL: Net: hurls a
barbed net that deals 1d4 dmg and
entangles. BODY save to escape.

85
GUARD THIEF
An armored patrolman who A hooded figure in flexible leather
wanders the streets at night to armor who infiltrates homes and
keep them safe, or stands beside a takes their belongings.
door to guard its entry.
LVL: 3, HP: 10, AC: 14 AS: 12
LVL: 1, HP: 5, AC: 14 AS: 11 DMG: 1d8 sword, MOVE: Near,
DMG: 1d6 spear, MOVE: Near, MORALE: 6, SPECIAL: Backstab:
MORALE: 9, SPECIAL: Defend: deal x2 damage against unaware
guard does not attack this turn and enemies
instead adds +2 to their AC. On a
failed attack, they get +2 to their THUG
next attack. A bruiser or muscle-man who walks
the streets and enforces the wishes
PIRATE of a leader. They are not known for
They sail the waterways and raid their thinking, just their fists.
ships and ports to line their pockets
LVL: 1, HP: 4, AC: 12 AS: 11
LVL: 2, HP: 8, AC: 13 AS: 12 DMG: 1d6 club, MOVE: Near,
DMG: 1d6 sword, MOVE: Near, MORALE: 9, SPECIAL: Grapple:
MORALE: 8, SPECIAL: Flurry: pirate thug wraps their arms around you,
attacks twice, dealing d4 each time taking you to the ground, and
giving their allies an opportunity.
SORCERER
Powerful users of dark magics, WITCH
sorcerers tap into something far Someone who has studied magics
older and darker than many know. and herbalism.
It twists and corrupts them, turning
them wicked and vile. LVL: 3 HP: 11, AC: 10 AS: 12
DMG: 1d6 knife, MOVE: Near,
LVL: 10 HP: 35, AC: 12 AS: 16 MORALE: 8, SPECIAL: Magic:
DMG: 1d6 knife, MOVE: Near, Determine 3 spells at random.
MORALE: 8, SPECIAL: Magic:
1. Black Breath: 2d8 dmg
2. Fly: Move at FAR speed
3. Elemental Blast: 3d6 dmg
from fire or ice
4. Magic Bolt: 2d6 dmg

86
UNDEAD
For many, death is the end that brings about the afterlife and the great
rewards that it promises. For others, death is merely a minor hindrance
towards their unending service. Whether through ancient or fell magics,
curses, or through attempts to extend their own life, the dead do still walk.

BONE LIZARD-MEN GHOUL


A rare and terrifying sight where a Cursed to have their spirit remain in
Lizard-Man has been cursed with their body after death, ghouls are
service even upon their death. They creatures filled with vile hatred for
retain their wits and intelligence, anything living.
but lose some of their ferocity.
LVL: 2, HP: 8, AC: 14 AS: 12
LVL: 3, HP: 14, AC: 15 AS: 12 DMG: 1d4/1d4 claws + 2d4 bite
DMG: 1d6 weapon, MOVE: Near, MOVE: Near, MORALE: 9,
MORALE: 12, SPECIAL: Death Touch: SPECIAL: Savage Bite: bites victim
2d4 damage, BODY save or also for 1d4. BODY save or paralyzed for
take +2 fatigue. 1d2 rounds

GHOST SKELETON
A restless spirit of someone who A spirit forcibly reinserted into the
passed on before their life was bones of a long-dead humanoid,
fulfilled. They wander where they skeletons wander ancient halls,
were last killed, seeking the doing the bidding of their long
warmth they once had in life. They dead masters. They only take ½
can only be harmed by magical damage from slashing or piercing
weapons and silver. weapons.

LVL: 10, HP: 35, AC: 20 AS: 16 LVL: 1, HP: 4, AC: 13 AS: 11
DMG: 1d6, MOVE: Near, DMG: 1d6 weapon, MOVE: Near,
MORALE: 10, SPECIAL: Spectral MORALE: 12, SPECIAL: Shield Bash:
Drain: MIND save. +2 Fatigue on 1d4 damage. REFLEX save or be
failure knocked prone.

87
WIGHT ZOMBIE
Unlike skeletons, wights retain full An undead raised unnaturally from
knowledge of their past, as well as the grave, the soul forcefully
their abilities. Some have sworn merged with the rotting flesh. All
oaths to guard a place even in they know is violence and hunger.
death, while others may have been They take ½ dmg from crushing
cursed with a duty they did not weapons.
desire.
LVL: 2, HP: 7, AC: 12 AS: 12
LVL: 3, HP: 11, AC: 15 AS: 12 DMG: 1d8 claws, MOVE: Close,
DMG: 1d8 weapon, MOVE: Near, MORALE: 12, SPECIAL: Bite: deals
MORALE: 12, SPECIAL: Drain 2d4 dmg. BODY save or add an
Energy: MIND save. +2 Fatigue on illness
failure

VAMPIRE
A leathery, bat-like humanoid that
stalks the night, looking for
unsuspecting prey. They surround
themselves with thralls, some
willing and some not, in order to
better guard themselves and
implement their will. They are weak
to both fire and sunlight

LVL: 7, HP: 25, AC: 18 AS: 14


DMG: 1d6/1d6 claws + 2d4 bite,
MOVE: Far, MORALE: 11,
SPECIAL: Drain: deal 1d6 dmg and
heal 1d4 HP from draining either a
thrall, or the player

88
THE NIGHT-KIN
It is unknown what spawned the Night-Kin, or what purpose they may have
once served. They are enigmatic creatures, appearing like something once
recognizable that has been horribly twisted by dark magics or malevolence.
They make their homes in ancient ruins and deep hideouts, appearing to
guard lost secrets and treasures. They are rarely, if ever, seen on the surface.

Roll once on each column, then consult the bottom table for the monster's
strength. PL = Player Level, HP = HDx4 and they can move NEAR.

d20 TYPE FORM ODDITY ABILITY


1 Minion Ooze Extra limbs Vampiric
2 Minion Amphibian Tentacles Crushing grasp
3 Minion Avian Semi-Transparent Stealthy
4 Minion Beast Horns / Tusks Petrifying gaze
5 Minion Crustacean Two-headed Ranged attack
6 Minion Draconic Large / Extra mouth Iron immunity
7 Minion Demonic Spikes / spines Bonus attack
8 Minion Humanoid Wings Poisonous
9 Grunt Piscine Mandibles / Pincers Bonus 1d6 dmg
10 Grunt Reptilian Corrupted flesh Piercing Bite
11 Grunt Undead Bony protrusions Burrows
12 Grunt Spectral Egg-sac Breath weapon
13 Grunt Plant / Fungus Boneless Invisibility
14 Heavy Serpentine Thick fur Wields weapons
15 Heavy Arachnid Desiccated Sorcerous
16 Heavy Worm / Slug Proboscis / inner jaw Terrifying Scream
17 Heavy Insectoid Many-eyed Shapeshifting
18 Elite Stone / crystalline Stinger / Barb Toxic spores
19 Elite Hybrid (roll twice) Rows of teeth Armored (+2 AC)
20 Boss Hybrid (roll twice) Claws / talons Fast Flyer

TYPE HD MORALE AC DMG


Minion PL-2 7 9 + PL 1d6
Grunt PL 8 10 + PL 1d8
Heavy 2+PL 9 12 + PL 1d10
Elite 4+PL 10 13 + PL 2d6
Boss 6+PL 11 14 + PL 2d8
89
DETAILS ATTACKING
Night-Kin are supposed to be A Night-Kin’s attack score is 11 + ½
dangerous, powerful enemies, even HD.
when they are at or near the player
level. For this reason, attacking ABILITIES
them outright should always be
Some abilities are clear like FLY, but
taken with extreme caution.
others are more nebulous like
“breath weapon.” To determine
Also, they do not need to be entirely
their strength, look at their damage
‘unique.’ If you roll an Encounter
and reduce the die size by 1 step.
that requires 3 or 4 Minion
night-kin, it can mean you found a
MODIFYING THE STATS
nest or a breeding ground.
The attributes presented in the
The main thing is they are descriptions are to give a basic idea
supposed to be strange, or of what the Night-Kin can do. If it
unnatural. Be willing to pick a few feels like the encounters are too
favorite incarnations and have hard or too easy, adjust to your
them show back up in the future as comfort level.
a higher level enemy.
NUMBER APPEARING
DESCRIPTION Use the Encounter Builder on page
When you first determine the 45 to determine how many you run
rough appearance, make sure to into in your adventure. Just
give it a proper description. Make it because it is a horrifying
weird, horrifying, or even downright monstrosity from beyond your
petrifying in its appearance and imagination does not mean it is the
behavior. Night-Kin are supposed only one of its kind.
to be eldritch in appearance and
behavior.

90
ORACLES AMBIGUOUS QUESTIONS
To promote storytelling without a Some questions cannot be
game-master, there are a number answered by a simple “Yes” or “No.”
of oracles for use to guide your Sometimes you need to know how
decision making. something is acting or behaving.

YES / NO ORACLE d6 DECIDER: Guidance on using a


Determine the question you are simple d6 to determine specifics of
trying to answer, ask it, then roll an encounter, region, or
d66. One die reads for Likelihood, appearance.
while the other die reads for Mod.
ASPECT + THEME: A general idea of
what is going on, what a situation
d6 UNLIKELY 50/50 LIKELY MOD
presents itself as, a conversation
1 No No No but… topic, etc.
2 No No No
DESCRIPTOR: A one word idea of
3 No No Yes
what something looks like
4 No Yes Yes
5 Yes Yes Yes CONCEPT: A tarot-like oracle to
provide a general concept to help
6 Yes Yes Yes and...
spark inspiration for a situation like
a twist or a random event.
On doubles something unexpected
happens; there is a twist or a ‘sting
DESCRIPTION + LOCATION: A
in the tail’ to the question that
location oracle
makes it different, or more
challenging. Use the oracles on the
SETTLEMENT + SUFFIX: Settlement
subsequent pages to determine
name
what that means.

NAMES 1 + NAMES 2: Roll once on


each to spark ideas for character
names

GOAL, NATURE, CAREERS: Help


you build a picture of what this
person wants, how they behave,
and what they do for a living.

91
THE d6 DECIDER
The d6 can be used anytime you d6 SIZE INTENSITY
need to determine the chance or
1 Tiny Trivial
scale of an event or situation. If you
need to know “How much?” or 2 Small Mundane
“How often?” you can either set it to 3 Moderate Noticeable
a sliding scale of 1 to 6, or you can
4 Average Apparent
set an X-in-6 chance of occurrence,
where X is a number between 1 and 5 Large Strong
5. 6 Huge Powerful

Below are some basic examples of


this: d6 AGE HEIGHT
d6 SCALE
1 New Small
1 Smallest / Rude / Worst
2 Young Short
2 Small / Impolite / Poor
3 Established Average
3 Moderate / Short / Okay
4 Middle-Aged Average
4 Average / Fine / Worthwhile
5 Elderly Tall
5 Large / Polite / Commendable
6 Ancient Very Tall
6 Largest / Pleasant / Best

You can easily modify this table to d6 ELEVATION CONDITION


account for almost any situation,
like Size, Intensity, Elevation, etc as 1 Flat Collapsing
seen to the right 2 Low Crumbling
3 Mid-Level Corroded
Rolling 3d6 can thus give you a
4 Raised Disfigured
person's age, disposition, and
likelihood of talking to you. 5 High Aging
6 Tall Like-New

92
d66 ASPECT THEME DESCRIPTOR
1-1 Aggressive Risk Abandoned
1-2 Treacherous Redemption Ancient
1-3 Passive Ally Average
1-4 Unstable Safety Beautiful
1-5 Fearful Weapon Colorful
1-6 Surprising Wound Dull
2-1 Falsified Leader Dry
2-2 Angry Shelter Fancy
2-3 Forceful Innocence Weak
2-4 Celebratory Secret Damaged
2-5 Curious Honor Powerful
2-6 Shameful Solution Mysterious
3-1 Purposeful Tool Quaint
3-2 Decaying Barrier Remarkable
3-3 Rough Creation Small
3-4 Frequent Trade Reassuring
3-5 Oppressive Bond Troubled
3-6 Sacrificial Superstition Lonely
4-1 Friendly Protection Glorious
4-2 Hunted Danger Dark
4-3 Suspicious Faction Dirty
4-4 Abnormal Corruption Disgusting
4-5 Destructive Freedom Messy
4-6 Unknown Stranger Healthy
5-1 Established Structure Rustic
5-2 Scarce Resource Tranquil
5-3 Stagnant Ruin Warm
5-4 Delicate Religion Watery
5-5 Lost Memory Young
5-6 Exiled Problem Lacking
6-1 Simple Revenge Interesting
6-2 Broken Greed Enormous
6-3 Suppressed Goal Faded
6-4 Preserved Creature Clean
6-5 Vicious Rumor Historical
6-6 Transformed Community Lavish

93
ROLL CONCEPT
1-1 The Youth (Joy / Adventure)
1-2 The Craftsman (Creation / Skill)
1-3 The Priest (Intuition / Spirituality)
1-4 The Midwife (Comfort / Fertility)
1-5 The Mayor (Stability / Authority)
1-6 The Elder (Tradition / Education)
2-1 The Lover (Romance / Beauty)
2-2 The Hero (Ambition / Willpower)
2-3 The Friend (Courage / Confidence)
2-4 The Hermit (Introspection / Solitude)
2-5 The Gambler (Chance / Fate)
2-6 The Law Man (Consequence / Accountability)
3-1 The Martyr (Sacrifice / Devotion)
3-2 The Wizard (Transformation / Ends)
3-3 The Frugal (Moderation / Humility)
3-4 The Tax Man (Oppression / Excess)
3-5 The Weather (Disaster / Chaos)
3-6 The Baby (Hope / Renewal)
4-1 The Imposter (Illusion / Secrets)
4-2 The Healer (Vitality / Truth)
4-3 The Critic (Purpose / Appraisal)
4-4 The Family (Harmony / Fulfilment)
4-5 The Hearth (Protection / Nourishment)
4-6 The Election (Transition / Herald)
5-1 The Home (Foundation / Immovable)
5-2 The Tailor (Renewal / Customization)
5-3 The Artist (Inspiration / Change)
5-4 The Warlord (Force / Conflict)
5-5 The Festival (Community / Nostalgia)
5-6 The Ancestor (Wisdom / Legacy)
6-1 The Lockbox (Forbidden / Hidden)
6-2 The Salesman (Acquisition / Opportunity)
6-3 The Traveler (Movement / Journey)
6-4 The Harvest (Fellowship / Bounty)
6-5 The Peasant (Hardship / Endurance)
6-6 The Merchant (Wealth / Rarity)

94
d66 DESCRIPTION LOCATION SETTLEMENT SUFFIX
1-1 High Cavern Black -burgh
1-2 Shadowed Hillock Broke -grad
1-3 Sheltered Woods Bleak -hill
1-4 Cracked Grove White -ley
1-5 Polished Forest Low -dol
1-6 Clean Road Red -scester
2-1 Large Ravine Axe -ville
2-2 Forgotten Wall Crest -wich
2-3 Expansive Waystation South -spring
2-4 Desolate Ruin Queen -mouth
2-5 Isolated Mine Wheel -fork
2-6 Fragmented Spring Tall -dale
3-1 Beautiful Fort Summer -hall
3-2 Bountiful Pond Rich -cairn
3-3 Mystical Fields Star -moor
3-4 Small Barrow Valen -ford
3-5 Wild Cairn Green -crag
3-6 Grim River Salt -watch
4-1 Lush Ridge New -haven
4-2 Low Cliff Fair -field
4-3 Occupied Crevice Middle -bridge
4-4 Rich Clearing High -mark
4-5 Blocked Valley Ember -brook
4-6 Protected Lowland North -barrow
5-1 Settled Glade Mill -stead
5-2 Twisted Homestead Manor -wick
5-3 Abnormal Battlefield East -town / -ton
5-4 Fresh Shrine West -borough
5-5 Hidden Marsh Storm -land
5-6 Old Lair Sword -view
6-1 Haunted Path Frost -bury
6-2 Blighted Crossing Thorn -ham
6-3 Smothered Mound Long -pool
6-4 Wilted Furrow Great -port
6-5 Defended Waterfall Stone -karta
6-6 Contested Thicket Lost -ness

95
d66 NAMES 1 NAMES 2 GOAL NATURE CAREERS
1-1 Ah Ahg Accept Aggressive Criminal
1-2 Ar Eh Alter Passive Healer
1-3 Brah En Avert Open Bandit
1-4 Dah Ick Break Subtle Guide
1-5 En In Bury Hopeful Performer
1-6 Gah Len Challenge Fearful Miner
2-1 Go Oth Construct Sad Mercenary
2-2 Jen Ar Create Happy Outcast
2-3 Ke As Defeat Tolerant Forester
2-4 Kha B Destroy Innocent Traveler
2-5 Lee Est Diminish Angry Priest
2-6 Len Et Obtain Forceful Witch
3-1 Ly Lin Dominate Measured Sailor
3-2 M Ow Elevate Calm Pilgrim
3-3 Mah Ren Enhance Passionate Thief
3-4 R Th Fabricate Purposeful Adventurer
3-5 Rah N Fail Shameful Forager
3-6 Se Orn Falsify Greedy Leader
4-1 Sh Ern Gather Committed Guard
4-2 Tha Iss Guide Determined Craftsman
4-3 Tho Ve Help Lazy Scout
4-4 Ti Nn Influence Excited Herdsman
4-5 Wa K Desecrate Restless Fisherman
4-6 Wr T Mislead Confident Warrior
5-1 Yuh Eld Modify Rough Hunter
5-2 Va An Punish Shallow Trader
5-3 Thor Ohn Recruit Serious Farmer
5-4 Tar Rk Refuse Awkward Outsider
5-5 Fah Ee Repair Knowing Miller
5-6 Fe Ell Return Abnormal Bowyer
6-1 Hee L Reveal Superstitious Smith
6-2 Grah Uh Shift Noisy Mason
6-3 Cor As Spy Simple Carpenter
6-4 Drah Ord Trick Cruel Civil Servant
6-5 Del Sh Trust Delicate Weaver
6-6 Pr Ph Twist Friendly Shopkeep

96
d20 ALTAR ARCHIVE ARENA CONTAINMENT AREA DIVINE FOCUS
1 Stone table Bookshelf Old bloodstains Large iron bars Tomes / Scrolls
2 Engravings Parchment / Paper Discarded weapons Heavy chains Idols
3 Murals Desks and Chairs Broken armor Runes / Glyphs Altars
4 Standing stones Tablets Skeletal remains Empty troughs Stone tables
5 Ritual depiction Writing station Chains / manacles Restraints / Manacles Animal remains
6 Offering bowls Chest Empty wineskins Protective gear Journals
7 Columns Reading Lamp Tally on the wall Alchemical reagents Vestments
8 Skulls Charcoal Betting tokens Observation window Bookshelves
9 Runic stones Magnifying glass Cage Notebooks Beds
Evidence of the
10 Unknown bones Maps Fighting pit Pantheon
Contained
11 Preserved organs Journals Whips Warning signs Broken artifacts
12 Stone tablet Stacks of books Medical supplies Specialized tools Incense burners
13 Rusty sword Statuary / Artifacts Makeshift shrine Observation log Golem figurines
14 Frayed, worn rope Paint / Ink Notebooks Signs of struggle Prayer rugs
15 Brazier Display case Graffiti Subduing weapons Ward sigils
16 Small cages Stuffed animal(s) Crude memorial Guard posts Astral device
Sponsorship
17 Ceremonial mask Book repair station Chests Heretical texts
banner
18 Vivisection tools Glues / Adhesives Guard post Blood stains Runic stones
19 Small jars Scrolls Prison cell Heavy ropes Rubbings / Carvings
20 Herb bundles Hides / vellum Burial pit Diagrams / Sketches Detailed drawings

97
d20 FOOTHOLD KNOWLEDGE BASE LABORATORY MEETING PLACE MINE
1 Tents Scrolls Glassware / Beakers Benches / Chairs Rough-hewn timber
2 Weapon stores Clay tablets Burners Central fire pit Crude oil lamps
3 Siege weaponry Maps Tables Mugs / Goblets Pickaxes / Shovels
4 Armor racks Bestiary Benches Large tables Ore cart
5 Standards / Banners Herbal depictions Powders Spittoons Sacks / Baskets
6 Maps Genealogy banner Decanter Animal bones Rock pile
7 Simple chairs Writing desk Mortar and Pestle Kitchenware Ladders
8 Wooden tables Poems Cauldron Drinking horns Scrawled directions
9 Rough-hewn beds Warfare histories Balance and Weights Status markers Beds
10 Small forge Astronomical charts Alembic Wooden lectern Large pots
11 Prison cell Trade routes Magic Circle(s) Banners / Standards Hammers
12 Gambling tokens Historical taxes Parchment and ink Offertory for Pledges Smelting forge
Measuring
13 Small shrine Religious texts Chests or lockboxes Skeletal remains
equipment
14 Animal bones Folklore collections Ladle / Pan Broken furniture Ore veins
15 Construction gear Catalogue Bottles Books / Ledgers Graffiti
16 Fire pits Reading table Lamp Guard posts Stretchers / Sleds
17 Scrolls / Parchment Chairs Tank / Container Side tables Ventilation shaft
Water Clock /
18 Signal Flags Lectern Barrels Water basin
Hourglass
19 Scouting reports Benches Books Triumph Columns Fire pits
Cracked support
20 Discarded gear Linguistic studies Alchemy scrawlings Scrolls / Parchment
beams
98
d20 OBSERVATORY OCCULT FOCUS PRISON REFUGE RENDEZVOUS
1 Telescope Leather-bound books Simple beds Roughspun blankets Signaling devices
Letters with broken
2 Astrolabe Cauldron Rusty iron chains Earthenware Pots
seals
3 Scrolls / Parchment Glass vials Chamber Pots Crude room dividers Maps
4 Star charts Astrolabe Crude utensils Barrels or waterskins Discarded cloaks
5 Beds Cages Tattered clothing Small firepits Disguise kits
6 Glass lenses Dried herbs Hand-carved games Threadbare clothing Chairs
7 Polishing stone Summoning circle Barred window(s) Knick-knacks Tables
8 Idols / shrines Chair(s) and Desk(s) Cage(s) Sacks or bags Bloodstains
9 Measuring tools Work stations Skeletons Communal cookpot Wine bottles
10 Orrery Tapestry Wooden buckets Well-used hunting gear Mirror
11 Unusual stones Animal Skulls Crude Graffiti Makeshift beds Fragments of a cipher
12 Notebooks Scrolls / Parchment Soiled bandages Grinding stones Blankets
13 Incense burners Animal statues Well-used rope Makeshift oil lamps Firepit
14 Ritual notes Large pool/basin Guard post Shallow grave(s) Peepholes
15 Lamps Runic stones Stocks Horn or antler tools Old rations
16 Chairs / Benches Animal parts Pillory Wood bowls/spoons Notebook
17 Tables Altar / Shrine Branding irons Small prayer tokens Masks
18 Firepit Bottles / Jars Manacles Lost history Rope
Waterclock /
19 Vivisection Tools Rack Needles and threads Strange tools
Hourglass
20 Whispering horn Statuary Old Bloodstains Hidden shelters Forgery tools

99
d20 STRONGHOLD TEMPLE TOMB VAULT WORKSHOP
1 Arrow slits Vestments Skeletal Remains Chests / Coffers Workbench
2 Iron gates Shrine Stone sarcophagus Scrolls / Parchment Hammer / tongs
3 Weapon racks Columns Dusty scrolls / tablets Mosaics / Murals Anvil
4 Armor racks Murals Ceremonial gear Containers / Jars Forge
5 Barrels Pews Murals Pedestals Water trough
6 Long tables Holy Symbol(s) Pottery Stone chests Chisels / Files
7 Round table Holy scriptures Mummified organs Globes / Maps Grindstone
8 Banners Throne Sacrifices Clothing / Textiles Scraps of metal
9 Signal beacon Vestry Floor mosaic Writing implements Molds
10 Practice dummies Lectern Statuary / Columns Statuary Jars
11 Saddles / reigns Desk Rotten offerings Preserved specimens Animal hides
12 Bookshelves Offertory Throne Tools / Devices Needles / Awls
13 Bunk Beds Prayer rug(s) Furniture Notebooks Carving tools
14 Well Curtain / tapestry Coffins Keys Raw ore
15 Kitchenware Idol Braziers Historical oddity Measuring tools
16 Forge Incense burner Weavings / Tapestry Paintings Vice / Clamps
17 Ammunition stores Statuary Libation bowl Furniture Sketches
18 Siege weaponry Confessional Dead grave robbers Mirrors Chairs
Ladders / grappling
19 Paintings Embalming tools Reliquary Charcoal
hooks
20 Kennels Kneeling benches Historical oddity Bottles / Containers Sturdy chests

100
SKILLS / SPELLS
JUST ONE SWORD
STR INT
NAME:
____ / ____ ____ / ____ BACKGROUND:

DEX WIS TROUBLE:

____ / ____ ____ / ____ APPEARANCE:

CON CHA

____ / ____ ____ / ____


COMPONENT POUCH
HP FATIGUE 1
2 BACKPACK GP SP CP
____ / ____ ____ / ____ 3
4 1 11 FREE TO CARRY

LEVEL XP 5 2 12
6 3 13
____ / ____ 4 14
5 15
COMBAT SAVES 6 16
MELEE BODY 7 17
GEAR / ABILITIES 8 18
____ / ____ 9 19
10 20
RANGED REFLEX
STORED

____ / ____ SACK


1 4
ARMOR MIND 2 5
3 6
____ / ____
AREA OVERVIEW WATCHES TERRAIN ROUTE
Region: +0 Open / River / Coast / Settled Road
Climate: +1 Forest / Hills / Desert / Marsh / Plateaus Trail
Dominant Terrain: +2 Jungle / Mountains / Swamp Wilds
POINTS OF INTEREST Hex Size: 12 Miles
Crossing 1 Hex is 2 Watches + Modifiers
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