Just One Sword
Just One Sword
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CONTENTS
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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.
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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).
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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
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.
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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
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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.
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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:
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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
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REASON YOU LEFT
There is a reason you are no longer involved in your background. Why?
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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EQUIPMENT AND SERVICES
Unless otherwise specified, all gear takes up 1 item slot, and is priced in Silver
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
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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
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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
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
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.
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
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
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
Village 2 d4 3 Council
Town 4 d5 4 Elder
City 6 d6 5 Sorcerer
6 Lord
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.
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.
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:
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
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.
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
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.
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.
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.
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
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.
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.
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
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.
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
53
POTIONS
Drinking a potion takes 1 round. Potion effects last for the time listed,
including the curse.
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.
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.
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.
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.
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.
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.
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
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
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
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
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.
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: 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
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.
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.
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: 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.
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.
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.
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.
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.
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.
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
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.
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.
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
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:
CON CHA
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