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Crowns 2e Quickstart Rules - Doubles

Crowns 2e is a tabletop roleplaying game designed for 2-10 players set in a dark fantasy world filled with magic and danger. Players take on the role of Seekers, aiming to collect crowns and magical items while facing various challenges, including deadly combat. The game includes detailed mechanics for character creation, attributes, inventory management, and combat, inspired by various fantasy literature and games.
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0% found this document useful (0 votes)
55 views26 pages

Crowns 2e Quickstart Rules - Doubles

Crowns 2e is a tabletop roleplaying game designed for 2-10 players set in a dark fantasy world filled with magic and danger. Players take on the role of Seekers, aiming to collect crowns and magical items while facing various challenges, including deadly combat. The game includes detailed mechanics for character creation, attributes, inventory management, and combat, inspired by various fantasy literature and games.
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

Crowns2e

aN OSR RULESET full of peril and bloody dismemberment


Crowns 2e in a tabletop roleplaying game
for 2-10 players. It is built to fulfill the
fantasy of a dark age where magic is real,
monsters prowl the shadows, and combat is
deadly.
Special Thanks Table of Contents
The Basics 4 Spells and Sorcery 40
Your goal is to collect hoards of crowns
(gold coins), strange magic items, and Attributes 4 Spellcraft 40
monstrous trophies in the dangerous Background 5 Spells 42
wilderness and bring them back to Saves 6
civilization. To this end, you’ll roll dice, use Inventory 7 Lost Treasures
equipment, and outsmart your enemies in Character Sheets 8 52
pursuit of becoming legends. Coinage 52
Death and Bloodshed Bars 52
Or die trying, as fate may have it. 10 Artwork 53
Damage 10 Gemstones 54
Inspired by: Peril 11 Jewelry 54
• Drenai Saga (book series) Recovery 11 Apparel 55
• Guardians of the Flame (book series) Combat 12 Weaponry 55
• The Lord of the Rings (book series) Grimoires 56
• Ben Milton (designer) Running the Game Potions 58
• Emily Allen (designer) 14 Artifacts 62
• Mathew Colville (designer) Time 14 Wonders 68
• Patrick Stuart (designer) Travel 15
• Sam Sorenson (designer) Camp 16 Mastering the Game
• Sandy Peterson (designer) Encounters 17 72
• Skerples (designer) Delves 18 Advice 72
• Steven Lumpkin (designer) Factions 74
• Taylor Lane (designer) Safety and Supplies Adventures 76
• Yochai Gal (designer) 20 Campaigns 78
• The Dark Crystal (film) Refuges 20 Conversions 79
• Darkest Dungeon (game) Equipment 22
• Dragon Age RPG (game) Downtime 26 The Bestiary
• Dungeon Crawl Classics (game) 80
• Dungeons and Dragons (game) Keeps and Warfare Stat-Blocks 80
• Esoteric Enterprises (game) 28 Monsters 82
• Mausritter (game) Keeps 28 Animals 86
• Mothership (game) Regency 30 Beast-Kin x
• Old School Essentials (game) Warbands 31 Constructs x
• Torchbearer (game) Folk x
• Warhammer Fantasy Roleplay (game) Advancement Fiends x
• Zweihander RPG (game) 32 Heathen x
• Birthright (setting) Renown 32 Outsiders x
• Dark Albion (setting) Titles 33 Undead x
• Dark Sun (setting)
• Greyhawk (setting)
• The Forgotten Realms (setting)
• The Old World (setting)
• My Dad (for introducing me to RPGs)
• My Mom (for buying them for me)
• My Wife (for playing them with me)
Written by Reese R Surles
Art by Inked Gas
Music by Runehammer

Fonts used are Cabin, Old Europe,


ManuskriptGotisch, and Brokenscript-
Bold.

Crowns 2nd Edition © 2024 by Reese Surles


is licensed under CC BY-NC 4.0. To view a
copy of this license, visit https://
[Link]/licenses/by-nc/4.0/
Running the Game Running the Game Table of Contents Table of Contents
x 3
The Basics Backgrounds
d66 Past Occupation d66 Star Sign (Personality)
Players take the role of Seekers, explorers, sellswords, and 11 Acolyte of the Temple 11 The All-Seeing Eye (Vigilant)
reclaimers in this lost world, capable of facing its many 12 Apprentice Metalworker 12 The Anvil (Sturdy)
challenges - monsters, magic, and unnamed menaces. As is
typical, most will begin their journey with few skills and little
Creating 13
14
Barbarian Headhunter
Bastion Watchman
13
14
The Banner Bearer (Fanatical)
The Barbarian (Short-Tempered)
to no experience. 15 Caravan Guard of the Farlands 15 The Blinking Star (Unhinged)
Seekers 16
21
Cutthroat Thug
Dark Cultist
16
21
The Cauldron (Personable)
The Citizen Soldier (Dutiful)
Attributes Attributes are rolled for,
2d6+2 down the line. If
22
23
Escaped Slave
Far-Traveler
22
23
The Conqueror (Ambitious)
The Crone (Wise)
24 Fighter in the Blood Pits 24 The Distant Nebula (Cryptic)
the sum of all your scores 25 Grain-Harvester 25 The Donjon (Slippery)
Seekers have four attributes that reflect their aptitudes for is less than 32, you may
certain tasks. They are: 26 Graverobber & Tomb-Finder 26 The Dragon Slayer (Glory-Seeking)
reroll your lowest one. 31 Herb-Finder 31 The Duelist (Firebrand)
Afterwards, you may swap 32 Hillfolk Freefarmer 32 The Evergreen (Unaffected)
any two attributes. 33 Heathen Sellsword 33 The Gladiator (Impulsive)
34 Hunter of the Deep Wilds 34 The Heretic Moon (Superstitious)
Compare the new sum of 35 Impoverished Ditchdigger 35 The Judge (Dogmatic)
your attributes to the 36 Jailer, Torturer, Executioner 36 The Knight (Chivalrous)
table below to get your 41 Militia Guardsman 41 The Lone Survivor (Fatalistic)
starting resolve (RES): 42 Occultist of the Dark Arts 42 The Magistrate (Elite)
Sum Resolve 43 Open-Pit Miner 43 The Maiden (Pure)
32 or less 3 44 Pagan Bonesmith 44 The Martyr (Self-Sacrificing)
33-35 2 45 Penniless Ex-Coiner 45 The Mercenary (Rapacious)
36-40 1 46 Pickpocker Thief 46 The Mother (Empathetic)
41 or more 0 51 Professional Manhunter 51 The Nymph (Attractive)
52 Returning Pilgrim 52 The Ox (Determined)
All Seekers begin with the 53 River Boatman 53 The Scholar (Focused)
following: 54 Ruins Scrounger 54 The Scythe (Morbid)
����A dagger 55 Rural Herdsman 55 The Thief (Quiet and Calculating)
Coordination Senses ����A torch 56 Shadowlands Ranger 56 The Vortex (Bleak)
(COR) (SEN) ����d10 crowns 61 Squire to an Armored Rider 61 The Wanderer (Contrary)
Used for melee combat Used for ranged combat 62 Stablekeeper to a Coiner 62 The Weeping Widow (Pessimist)
Seekers then roll on the 63 Stonecollector 63 The Wheel (Tinkerer)
and thievery and reactions table below three times 64 Taverntender 64 The Wild Stallion (Maverick)
to get additional items: 65 Wandering Minstrel 65 The Winged Snake (Caring)
d20 Items 66 Woodcutter Axeman 66 The World-Tree (Industrious)
1 Leeches, bottle
2 Chalk, box
3 Holy icon, iron d66 Descriptors (roll twice) d66 Descriptors continued…
4 Holy water, glass 11 Athletic frame 41 Brightly dyed clothes
5 Lockpick set 12 Delicate frame 42 Ceremonial clothes
6 Mirror, steel 13 Gaunt frame 43 Dirty clothes
7 Oil, clay bottle 14 Portly frame 44 Elegant clothes
8 Crowbar (tool) 15 Tiny frame 45 Patchwork clothes
9 Hammer + nails 16 Towering frame 46 Sturdy clothes
10 Tub of lard 21 Braided hair 51 Battle scars
11 Climbing pic 22 Flowing locks of hair 52 Burn scars
12 Rope coil, 30ft 23 Short hair 53 Ritual scars
13 Shield 24 Styled hair 54 Missing finger
14 Padded coat 25 Thin hair 55 Missing toes
15 Javelin 26 Very long hair 56 Missing toe
16 Sling + pouch 31 Battered features 61 Angels and prayer tattoos
Vitality Lore 17 Helmet 32 Dark features 62 Family tattoos
(VIT) (LOR) 18 (!) Longsword 33 Pale features 63 Freed slave tattoos
Used for carrying limit Used for spellcasting 19 (!) Spear 34 Square features 64 Military tattoos
20 Warhammer 35 Soft features 65 Occult tattoos
and resisting death and knowing things 36 Strong features 66 Runaway slave tattoo (face)

The Basics 4 Attributes The Basics 5 Backgrounds


Rolls Calling Conditions
The GM calls on Seekers to perform rolls when they want to
avoid consequences or inflict consequences on others.
“Consequences” include damage, lost time, conditions, item
for Rolls Conditions are lingering
effects that occupy
inventory slots. They are
depletion, losing face, and making noise, among others. In Crowns, many actions a written in all caps in the
Seeker can perform that slot, as seen below:
Checks and Saves do not require rolls. As a
general rule, rolls are only FATIGUE
used when a Seeker is
There are two types of rolls: checks and saves. Both involve trying to avoid Conditions occupy the
rolling a d20, attempting to get under the relevant attribute: consequences (and there is inventory slot they are
a chance of success), or written in as if it were an
Rolling under your 7
Rolling over your 13
inflict consequences on item. If an item was in that
attribute is a success attribute is a failure others (and there is a slot previously, it is
chance of failure). dropped or moved to a
slot beyond their carry
A success means the Seeker A failure means the Seeker For example, lets say a limit (the condition made
gets what they want (avoid/ suffers the consequences/ Seeker wants to scale a the Seeker too weak carry
causes consequences). doesn’t inflict them. short cliff with their bare it any longer).
hands. Whats the
For checks, it ends here. Checks are the most common roll. consequence of failure? If Conditions can only
there really isn’t one, occupy slots within your
For saves, should they fail, the player takes the difference because its too short to carry limit (VIT) that aren’t
between the roll and the attribute and treats it as power in
an attack targeting them (see Damage on page 10). Damage hurt them if they fall, the
GM may not call for a roll.
Inventory readied slots. If there are
no more slots available,
from saves is not effected by armor or other defenses. However, if they wish to the Seeker suffers that
scramble up that same Carry Limit Readied condition’s critical effect.
Critical Success and Failure cliff before a monster gets
to them, there are Seekers can carry up to 15 Out of combat, any item
Some common one’s are:
����Fatigue. Pass out,
consequences to failure, items, but can only safely on a Seeker can be freely unable to be awakened,
Rolling the exact TN 10
Rolling a natural twenty 20
and so a roll may be called carry a number of items used. Certain items only for d4 hours.
is a critical success is a critical failure for. equal to their VIT score. provide benefits when ����Poison. Convulse,
Two-handed or very large readied. If an item isn’t foam from the mouth,
Similarly, say a Seeker items take up two slots, readied its stowed. Seeker’s die in d4 hours unless
The roll succeeds and an The roll fails and an can have a number of
wants to kill a bandit. If these items have (!) next given an antidote.
additional positive effect additional negative effect readied items determined
the bandit’s asleep, a roll to them throughout this
occurs. Some examples are: occurs. Some examples are: by their COR:
might be needed to get book. These are best
• Takes half the time • Takes twice as long close enough without drawn as the following: COR Score Limit
• Doesn’t deplete item • Depletes the item
• Effects larger area
• Effects more people
• Effects smaller area
• Effects fewer people
waking them. Actually
killing the bandit after Great Sword
8 and below
9-10
2
3
Durability
getting close would be 11-12 4
• Produces no noise at all • Produces a lot of noise easy enough to not 13-14 5 Anytime the item loses
require a roll. durability (called being
15 and above 6
Modifiers to Rolls A good rule of thumb is
Wearing an item, (such as
a piece of armor, a cloak, Only readied items can
depleted), mark one of its
durability dot. This
that if you (the GM) are or jewelry), still takes up be used in combat. In represents the item being
Some rolls will have modifiers such as +2 or -5. That modifier even considering not an item slot. Even if the combat, one can spend a worn down from use (such
is applied to the attribute of the roll, not the die roll. Huge incurring a roll, don’t. item is small, such as a full round swapping as sundering a sword) or
stacks of modifiers are discouraged (it gets too fiddly). Using rolls to create ring or necklace, a takes up readied/stowed items. part of it being used up in
drama or tension when at least one item slot. an action (such as
Try to stick to +2 / -2 +2
Try to stick to +5 / -5 -5
there is none is risky, and depleting a bottle of oil or
for small modifiers. for large modifiers. is best to be avoided. Seekers can carry up to
three items past their
Drop Items a quiver of arrows).

Try to avoid having NPCs carry limit (VIT). This You can only quickly drop If an item would be
Example: A Seeker is called to make a COR check with +5. and monsters make rolls. makes them encumbered. readied items. Your back depleted a third time it is
They roll a 14. Their COR is 10. This would normally be a Focus on the players While encumbered, a pack is tightly tied to you, broken. Erase it from your
failure. However, the +5 allows them to treat their COR as if avoiding their effects Seeker cannot succeed an and takes a lot of effort to inventory, it is destroyed
it’s 15, so it is a success. (when possible). initiative check in combat. remove all at once. permanently.

The Basics 6 Rolls The Basics 7 Inventory


Name COR
coordination
A Seeker Information
At the top of the sheet is all the information about the
Occupation A SEN Seeker themselves. In the top block they can put their
name, and then other background information directly
senses below. When lost for how to roleplay out a situation, it is
Star Sign E encouraged for the player to look back at this block and get
some inspiration.
VIT
vitality
Descriptors

LOR B Renown
Renown B lore The left side of the line is for tracking how much renown
you have spent on training your Seeker. The right side is
the total amount of renown they’ve ever earned, which is
1 used to determine their current milestone.
Resolve F
2
3 C
C Titles
Peril G Here you can write out the name of each title you earn as
you hit different renown milestones. If you have room, its
4 recommended you also write short descriptions.

5 x1 Afraid

x2 Panic D Inventory
Inventory Crowns 100
x4 Resign Each line is an inventory slot with durability bubbles.
When both are bubbled, the item is still usable, it’s when the
third, imaginary bubble is marked that it breaks.
1 To the left of most slots are limiter diamonds. 2-6
2 represent the maximum amount of readied slots the Seeker
can have, mark appropriately. The diamonds from 7-15
3 represent the Seeker’s carry limit, mark appropriately.

4
5 E Attributes
6 This is probably going to be the most viewed part of your
character sheet besides your inventory.
7
D
8
9
F Resolve
Left of the line is your current resolve, right of it is your
10 maximum resolve.

11
12 G Peril
13 In the white section of “Afraid,” “Panic,” and “Resign” write
the threshold. Bubble each section if your current Peril is
14 equal to or greater than that threshold number.

15 The Basics Seeker Sheets The Basics Character Sheets


8 9
Death and Bloodshed Peril Recovery
Peril represents mortal terror growing inside a Seeker.
Different effects occur as you cross different peril thresholds. Fatigue
Damage Resolve If you have 0 resolve, treat it as if you have 1 for thresholds.
Fatigue is a measure of
mental and physical
Suffering damage reduces resolve and causes different x1 exhaustion. Items, such as
Resolve is a measure of a smelling salts, can
effects depending on the power of the strike. See the
damage table below: Seekers heroism and
ability to push past their
Fear instantly reduce fatigue.
Seekers can spend 10
limits. It can be reduced When a Seeker has peril minutes to rest and
Power Damage Critical Additional Effect by suffering damage, equal to their maximum remove one fatigue
0-5 1 Shock Perform weapon stunt leading to death. It is also resolve, they become condition.
6-10 2 Shock used to determine a afraid. While afraid, a
11-15 3 Broken Seeker’s peril limit Seeker has -5 to initiative.
16-20 4 Broken
21-25 5 Severed thresholds. This effect ends when
reduced to zero peril.
Peril
26+ 6 Severed Seekers reduce peril by
Fear does not always show performing the reveling
1-2 Modifiers on one’s face. But it does in
their actions. To be unable
action at camp. Items,
such as bottles of spirits,
Shock When an attack’s power is
focus; snappy and unkempt. can quickly reduce peril (at
a cost). After spending a
Shock represents the changed, the damage and night in a friendly refuge,
attack breaking the effects change to match. x2 peril is reduced to zero.
defender’s guard. The After all power modifiers
target gains d4 peril. Until have been applied, its Panic
the end of the next round,
the victim cannot dodge,
damage can be altered
(this still modifies its When a Seeker has peril
Resolve
parry, or utilize their effects and critical). equal to double their Seekers regain resolve by
armor. maximum resolve, they performing the tending
become panicked. While action at camp. Items, like
panicked, a Seeker cannot healing salves, can speed
3-4 Death critically succeed on rolls.
This effect ends when
this up. After spending a
night in a friendly refuge,
Broken Being reduced below zero
reduced to zero peril. resolve is returned to full.

Gain d6 peril. Broken resolve causes a death While panicked one falls
torsos (ribs) are
conditions. Broken heads
check. This is a check
using your maximum
back on the basics, losing
technique to adrenaline.
Broken
roll a d6:
(1) broken nose
resolve as the attribute
and any excess damage as
Bones
(2-3) ruined ear a negative modifier. x4 Broken bones take d4+2
(4-5) ruined eye weeks to heal fully. This
(6) broken neck (dead) If they succeed, they
suffer shock. However,
Resignation cannot be sped up by
mundane means, these
the adrenaline of the blow When a Seeker has peril things take time.
5-6 gives them an additional equal to quadruple their
action next round. On a maximum resolve, they
Severed crit, they don’t get shock. reach the ultimate point
of resignation. They
Poison
Gain d8 peril. Limbs are If they fail, they are a conclude they are ready to Seekers remove one
lost. Reduce resolve to 0. dead man walking. They hang up their hat, and poison condition at the
reduce their peril to zero swear off adventuring at end of each day. Items,
Torsos are disemboweled. (they know their fate). the next refuge. like bottles of leeches, can
They’re dead man walking. They die in VIT rounds. speed this up. This can be
This cannot be stopped. If Death of the body is but one accelerated by utilizing
Heads are beheaded. dealt damage again they way to leave the profession. certain services in a refuge
AKA, instant death. die instantly. (see Specialists).

Death and Bloodshed 10 Damage Death and Bloodshed 11 Peril and Recovery
Combat Stunts
Hit Stunts are effects inflicted on fighters in combat either as an
Ambushers always act first. Otherwise, every Seeker makes a action, or as a result of dealing one damage with an attack.
SEN check for initiative. On a success, they act before their
enemies. If they fail, they act after their enemies. This check is
Locations Different weapons do different stunts when attacked with.

repeated at the start of every combat round. Damage is dealt to a Delay Expose Hinder
random hit location
Actions on Your Turn determined by the
number in the ones-place
The target must
act last this
The next attack
that hits the
The next attack
the target makes
of the d20 that was rolled round (or next target adds the subtracts the
On a fighter’s turn they can move to somewhere nearby to hit: round if they’ve attackers critical their critical die
(page 14) and do one other action. Some example actions are: already acted die to its power. from its power.
Ones Hit Location this round).
1-5 Torso
6-7 Arms
8-9 Legs
Melee Attack Stunt 0 Head Mark Push Stance
Make a COR check. If The fighter performs a If a Seeker wishes to The next attack Push the target You strike a
successful, the result of stunt of their choice. This strike a specific place on a that hits the to somewhere defensive
the roll is the power of the is not limited by the target, they need to target stunts. If it close-by. stance, your next
roll (see Damage). weapons they are using. reduce damage to do so: would already, parry does not
the attacker may sunder your
Hit Location Damage
On a 20, deplete the choose any stunt. weapon.
Torso 0
weapon. On a crit, add the Arms, Legs, -1
weapon’s critical die to the or Head At the end of each round, remove all stunts applied in the
power, deal the damage’s
critical effect, and deplete
Scrounge Eye or Finger -2 previous round. Stunts cannot be stacked (i.e. a monster
cannot be double exposed but can be exposed and hindered).
each of the target’s armor. The fighter can rearrange
their inventory however
they wish. This takes their Defenses
whole action.
Mounted When suffering damage, the following are applied in the
Range Attack order shown. You can parry or dodge an attack, but not both.
Make a SEN check. If Combat
successful, the result of Grapple 1 2
the roll is the power of the While mounted, a Seeker
roll (see Damage). Each side rolls a d20 and
add their VIT. If the
is in one of two states
depending on their
Cover Parrying
On a 20, deplete the grappler rolls higher, the initiative result: charging Any obstructions to a Deplete the parrying
weapon. On a crit, add the target is grappled. This can and cantering. ranged attack act as weapon. Reduces an
weapon’s critical die to the only be done against a cover. Fog, concealing incoming melee attack’s
power, deal the damage’s target of similar size. If they passed initiative, terrain, rain, crates, etc. power by the parrying
critical effect, and deplete they are charging. Gain +1 Gain +1 armor to all areas. weapon’s critical die.
each of the target’s armor. Choose two effects: damage on melee attacks.
����Lock arm. Target
drops items in that arm. If they failed initiative,
����Stunt. The grappler they are cantering. Gain
freely does one stunt. +2 to-hit with melee 3 4
Throw ����Choke out. Target is attacks.

Small items can be


silent, passes out in d3+1
rounds if maintained. If a Seeker would be
Dodging Armor
thrown somewhere knocked prone, suffers a Gain a fatigue condition. Armor reduces incoming
nearby without a roll, or The target can spend their crit, or suffers three Can’t dodge if there are no applicable damage by
somewhere far away with action to attempt a roll as damage from a single open slots. Reduce attack’s one. Reducing damage
a successful VIT check. If before to break out. The strike, they must make a power by the attacking this way does change the
this is targeting an enemy, grappler can spend their COR save. If they fail, they weapon’s critical die. strike’s critical and effects.
it is a considered a ranged action to attack or change are unseated, d6 is added
attack regardless of range. effects. to the attack’s power.

Death and Bloodshed 12 Combat Death and Bloodshed 13 Combat


Running the Game Travel Travel
Seekers move a number of six-mile hexes each watch spent
traveling depending on their mode of travel. The party can
only travel up to three watches per day without exhausting
Events
themselves. This causes every member of the party to reduce
Phases of their resolve by one per additional watch traveled. At the end of each watch
spent traveling roll below:

the Moon Hiking Riding Driving d6 Travel Events


1 Encounter, roll on
the region’s
Going by foot. On horseback. In a horse-
There are many abilities encounter table
Not slowed Reduced to one drawn cart.
and items that take into 2-3 Omens, clues to
down by difficult by difficult Reduced to ½ by
consideration the phases possible future
terrain. terrain. difficult terrain.
of the moon. Every seeker encounters
knows the current phase
of the moon at all times 1 2 1 4-5 No effect
6 Reroll weather
because its important to
their life (even if their
player forgets to ask). Rowing Sailing Towing
Arcane energies peak
under a full moon. A new
Rowing a boat. Sailing a ship. A ship dragging Weather
Reduced to one Can’t sail against another ship.
moon diminishes them. when rowing the wind. Can’t sail against At the dawn of each day
upstream. Doesn’t exhaust. the wind/current. roll for weather. Italicized
weather is perilous.
3 3 1
Distance Traveling during perilous
weather counts as
traveling one and a half
& Range Traveler’s need a ration dot’s worth of food/water and six
hours of sleep per day. Any less and they lose one Resolve. watches. Sailing or rowing
downstream during
perilous weather reduces
There are four abstracted Hex Exploration its speed to two hexes per
range bands used to watch.
simplify distance:
The party can spend one watch scouring a hex in search of If its rain or snow, roll a
Close. Within reach points of interest. This provides them one random point of d6. On a 6 it’s a storm, all
(~10ft). This is also the interest in the hex, or allow them to confirm that there are travel is impossible.
melee attack range of none left to find. Here are some common points of interest:
Time most creatures. d6 Winter
1-3 Bitter cold
Nearby. A quick walk or 4-5 Clear and crisp
Crowns utilizes six standardized time scales: jog away (~30ft). This is 6 Falling snow
usually how far away a
creature can move during d6 Spring
Round Segment Watch a round in combat. 1-3 Overcast
4-5 Misty rain
Ten second long. Ten minutes Four hours long. 6 Clear and warm
Used to track long. Used to Used to track Far. A short sprint away
actions in track actions in a movement (~120ft). This is about how
far away a creature can d6 Summer
combat. dungeon. during travel. 1-3 Sweltering heat
move in a round of Refuges are Adventure sites High up places.
combat if they spend their 4-5 Clear and sunny
settlements. Can are ruins, tombs, From up here, 6 Warm rain
Day Week Season whole turn moving. be sought after forts, and lairs. this and its
exclusively by Anywhere were neighboring d6 Autumn
Six watches Seven days long. Thirteen weeks Distant. The range of an “sticking to the monsters and hexes can be
accurate bow-shot 1-3 Overcast
long. Used to Used to track long. Used to roads and paths.” treasure dwells. seen. 4-5 Cool rain
track actions in a injuries and determine (~300ft). Often also the
max range for magic. 6 Cloudy and brisk
refuge. construction. weather tables. Refuges Sites Vistas
Running the Game 14 Time Running the Game 17 Travel
Camp Camp Encounters Camping
Setting up camp takes a segment. While in camp, campers The following are rules for random encounters: d6 Activities at camp
can perform camp actions (see below and the right). Every
camp action takes an hour to perform. Time spent performing
Events 1
2
Collecting material
Drinking heavily
a camp action cannot also be spent sleeping. Unoccupied At the end of each watch
Distance 3 Performing a ritual
campers as assumed to be on guard. 4 Rehearsing tactics
spent camping roll below: In high visibility (outside 5 Tending wounds
during the day),
d6 Camp Events 6 Torturing captives
Foraging 1 Encounter, roll on encounters are ~2d6*30ft
away from the party.
the region’s
d6 Result of Foraging encounter table In low visibility (while
0 You find nothing 2-3 Omens, clues to
1-4 Regain a ration dot
from plants/scraps
possible future
encounters
delving or outside at
night), encounters are Conflict
~2d6*10ft away from the
5+ Get a 0 HD vermin 4-5 No effect d6 In conflict with…
party.
6 Reroll weather 1 Another encounter
Suffer -2 when foraging in 2 Each other
a dungeon. Ration dots 3 Faction forces
can be given to others. Detection 4 Pests/wild animals
Cooking Could be by many means 5 Traps or hazards
6 The party (ambush)
Rendering A camper can make a (sight, sound, clues, etc.):
meal out of a monster d6 Detection
Take a monster corpse carcass. Roll below and 1-2 Seekers spotted
and chop it up. This add the monster’s HD. 3-4 Simultaneous
makes items equal to its
HD. Each is worth d6*5c
d6 Result of Cooking
0 Puking black bile,
5-6 Encounter spotted Guarding
to an aristocrat or an This roll has +1 while out
lose one Resolve d6 They’re guarding…
occultist. Unique monster during the day or delving,
and gain a Peril 1 Dungeon entrance
parts are worth d6*50c as and -1 while out at night.
1-2 Rotten flavor, 2 Excavation site
a full item, or less if only a lose one Resolve 3 Fresh kill
partial item. 3-4 Wretched odors, 4 Ritual site
gain one Peril Activity 5 Traveling caravan
5 Edible, no effect 6 Wounded allies
Reveling 6-7 Invigorating smell, d6 Activity
lose one Peril 1 Camping
Spend time sharing 8-9 Excellent taste, 2 Conflict
stories, singing shanties, gain one Resolve 3 Guarding
and drinking heartily.
Reduce Peril by one. 10+ Warm in the belly,
gain one Resolve
4
5
Passing-through
Patrolling
Questing
and lose a Peril 6 Questing d12 And the quest is…
This can only be 1 Assassinate NPC
benefited from once per Fiends, undead, and folk For italicized entries roll 2 Capture NPC
day. There’s only so much give -5. on the tables to the right: 3 Collect reward
some downtime can do. 4 Delve dungeon
Animals and outsiders give 5 Escort NPC
+2. Reaction 6 Find artifact
Tending The cook always tastes 7 Follow NPC
2d6 Reaction 8 Locate NPC
Spend time re-bandaging the meal (and suffers its 2-3 Kills 9 Locate dungeon
wounds, elevating feet, effects) before the party 4-5 Robs 10 Persuade NPC
and taking things slow. does. There is enough to 6 Harasses 11 Rescue NPC
Regain one Resolve. feed an entire party. 7 Unsure 12 Transport item
8 Ignores
This can only be Only one meal of this All quests have patrons.
9 Observes
benefited from once per kind can be eaten per day. These are the local
10 Cordial
day. There’s only so much Any who consume the factions, and the quests
11-12 Friendly
field care can do. meal have eaten enough they give loop back into
for the full day. that group’s goals.

Running the Game 16 Camp Running the Game 17 Encounters


Delves Delve
Delving is exploring dungeons and adventure sites. When
delving begins, write down the start time in real life. Every ten
minutes that passes in real life, a segment passes in game.
Events
Roll for every three
segments spent delving:
d6 Delve Events
Movement Darkness 1 Encounter, roll on
this delve’s
The time spent moving Complete darkness is a encounter table
between rooms is tracked death sentence. Checks 2-3 Omens, clues to
only in real time. Not and saves cannot succeed, possible future
spending time to search rooms can’t be searched. encounters
rooms for traps is its own 4-6 Light, deplete all
punishment. light sources
currently in use by
the party
Lockpicking
Searching Picking a lock is a COR
check and requires a
A segment can be spent lockpick set. If it fails, the
searching a room. This
reveals any easily
set is depleted. Climbing
concealed items, clues to When climbing perilous
secrets, and if any room terrain or under perilous
traps are present. circumstances, save VIT.
Doors On a success, climb one
Particularly large rooms
may take multiple It’s a VIT check to force
story. Pursuits
segments to fully search. open a door. If their using On a failure, climb Pursuits work the same
a tool or weapon, get +5. If halfway before falling. way whether the party is
its barricaded or held shut, Add d6 to the power for running away or chasing
take -5. every ~10ft fallen. This others. Start with 10. Give
makes a lot of noise, +1 for every boon the party Knowing
Traps If failed and not using a
tool, lose one Resolve. If
advancing the delve event
timer one segment.
has. For example:
����Party is mounted What a Seeker knows that
Traps are saves (usually failed and using a tool/ ����Enemy outnumbered we (the players) don’t:
SEN saves), they come in weapon, deplete the item. LOR Knowing
two types: room and item. Give -1 for every bane the 1-8 “Modern” history
Succeed or fail, this party has. For example: 9-10 Basic cosmology
Room traps can be
triggered just be walking
makes a lot of noise.
Advance the delve event
Caving ����Traps are everywhere
����Party is wounded 11-12 Ancient history
13+ Ad. cosmology
around the room they’re timer one segment. When crawling through
in. They have a 1-in-6 very tight spaces pr while Roll a check using the
chance of going off for in perilous circumstances, final number as the
each delver that moves
through the room.
check COR. attribute. After the roll,
each party member has a
Hiding
Item traps are traps that
Portcullises On a failure, they get
stuck. They can only
chance to deplete one
relevant item to give +1 to
Deciphering If a delver wishes to hide
and there is a place to
are triggered by Portcullises can be lifted access readied items. Do the check. For example: Ancient languages are not hide, they do so. No roll
interacting with specific if the lifters have enough one of the following to ����Ammo for bow shots too dissimilar from our needed.
items. A chest, a door, a combined VIT for its size: attempt another check: ����Oil to slick the floor own. If given enough time,
sword on the wall. They ����Lose one Resolve their writings can be A delver can perform a
Size VIT Needed
always go off when ����Deplete oil or grease On a success, the party deciphered. This is done at COR check to move to
Short 15
triggered. There is always a ����Spend a segment catches up/escapes. On a a rate of LOR words per somewhere nearby
Door 30
way to trigger it without with a tool chipping failure, the party is caught segment spent silently. If they fail, they
Gate 60
getting effected. away at the rock up to/their quarry escapes. deciphering. are discovered half-way.

Running the Game 18 Delves Running the Game 19 Delves


Specialists
Safety and Supplies Specialists are masters of their craft. They sell all items in
their field regardless of refuge size. Refuges have a number of
Master-
specialists according to their size: Work
Refuges A Place ����Gatherings have none
����Outposts and Hamlets each have one A masterwork item costs
����Villages and Townships each have two three times more than
A refuge is a settlement that has some sort of fortification to ����Bastions have three
monsters and scoundrels from taking the place by force. to Sleep normal and takes a week.
Masterwork weapons and
Apothecary 1 Armorer 2
Cities, like the ancient marble colossi of old, have been all but shields can reroll their
wiped out. Any settlements that begin to breach that size are Refuges always have parries. Masterwork plate
targeted by biblical-scale horrors, dark sorcerer-kings, and/or A master in the science of A master metal worker, and
spare rooms for lent in armor only gives one
the armies of darkness. herbalism and the ancient war-smith.
hostels or inns. It costs 3c armor condition.
a night, an additional 2c arts of healing.
Sizes of Refuges for stabling (should you Sells melee weapons,
need it). Sells remedies. shields, and armor.
Smaller refuges mean smaller economies, and fewer reasons
for traveling merchants to brave the expanse between to
Spend 50c and a day in Forges masterwork melee Identify
their care to remove a weapons, shields, and
visit them. The peddlers the operate the market stall(s) in
refuges will only buy or sell items in value up to their market
limit, as determined by the size of the refuge.
Rumors condition of your choice. plate armor. Grimoire, artifacts,
potions, and other magic
items can be identified
It takes an hour of work to
gather a general rumor Bathhouse 3 Carpenter 4 through an eldritch
ceremony lasting a day.
circulating a refuge. There A den of relaxation, social A master woodworker, This reveals any effects or
is no guarantee that these lubricants, and amenable wheelswain, and shipright. properties the item has.
rumors are true. Learning pool hands. Their mere existence in a
things specific refugees refuge improves everything.
have heard requires asking Sells amenities.
them.
Spend 50c and a day in
their care to remove a
Sells vehicles.
Blessed
Double the market limit of
condition of your choice. this refuge. Blessing an item is an
Scrapping hour-long religious rite.
Blessed items strike and

Arms, armor, and gear Coiner 5 Fletcher 6 react to unholy enemies


as if the targets were
Gathering Outpost Hamlet from the wilderness can Wealthy traders will take up A master bower and arrow- condemned. This lasts
Pop. 10 - 50 Pop. 50 - 100 Pop. 100 - 200 only be sold for half price permanent residence in smith. until the next full moon.
market limit 15c market limit 25c market limit 50c to specialists and refuges to cement their
peddlers in refuges. It’s influence over the locals. Sells ranged weapons and
often worn and rusted, They are known to purchase ammunition.
even if usable for seekers. vain treasures at top dollar.
Crafts masterwork Consecrate
Purchases mundane ammunition and ranged
treasures, sell warhorses. weapons. Consecration is a day-
Repairs long process of divine-
alchemy, only performed
Occultist 7 Temple 8 by ranking members of
& Refills A collector of curious items A holy temple, led by an
the clergy. This effect
lasts until the next full
and information. ordained, elder archdeacon. moon.
If an item could be
bought in a refuge, it can Purchases magic items Sells holy items. Consecrated weapons
also be repaired/refilled and monster parts. and shields allow the
there. Repairing an item Spend 25c to have an wielder to parry spells.
Village Township Bastion costs 1/5 the cost of the Spend 50c identify an item blessed or 200c to Plate armor reduces
Pop. 200 - 350 Pop. 350 - 600 Pop. 600 - 1000 item, to a minimum of 1c, item or have an alien consecrate a weapon or incoming spell damage by
market limit 75c market limit 100c market limit 250c per dot. language deciphered. piece of plate armor. one.

Safety and Supplies 20 Refuges Safety and Supplies 21 Refuges


Equipment Flammables
Deplete to rub on a
weapon or piece of
Practical Seeker Gear ammunition. When lit,
burns for three rounds,
adds d6 to the power on a
Gear Cost Notes hit.
Bottle, clay 1c
Bottle, glass 10c Depleted to slick a
Bucket, wood 1c surface. When lit, burns
Bucket, metal 5c for three rounds and deals
(!) Chain, 10ft 50c Can hold 2500lbs one damage if crossed.
Chalk, box of rocks 1c
Climbing pic 15c Gain +5 to climbing
Cooking pot 5c Gain +2 to cooking Splashing or throwing a
flammable at a fighter is
Remedies
Fishing gear 3c Gain +2 to foraging (if relevant) an attack. When lit, they
Grappling hook 10c Just the hook Remedies Cost Notes
suffer one damage each
Hand mirror, glass 50c Stops supernatural stares Healing salve 25c Deplete: gain one additional
round they burn.
Hand mirror, steel 5c Reflects supernatural stares resolve while tending at camp
Lantern, belt 15c If readied, sheds light close-by Leeches, glass 15c Deplete: remove one poison
Lockpick set 25c condition after a segment of use
Net, man-sized 10c Smelling salts 10c Deplete: remove one fatigue
Oil, clay flask 15c Flammable, burns twice as long condition, gain one peril
(!) Pole 10ft, wood 5c
Rations, wrapped 3c Each dot is a day of food/water
Rope spool, 30ft 25c Can hold 600lbs
Scroll and quill, case 15c Amenities
Stakes, steel 5c Can anchor a climber
Stakes, wood 1c Amenities Cost Notes
Tool (pry, pic, etc.) 10c Spirits, glass 15c Deplete: reduce peril by two, VIT
Torch 3c If held, sheds light nearby check, on a fail lose one resolve
Tub of lard 1c Flammable Instrument 25c Used while reveling at camp: all
Whistle, wood 1c allies reduce peril by one

Holy Items Carry Limit


“Carries” is how many
Holy Items Cost Notes items the vehicles or
Holy icon, iron 25c Heathen creatures have -5 animal can carry. One
Holy icon, silver 100c Fiends and all undead have -5 person equals 15 items.
Holy icon, wood 5c Lesser undead have -5
Holy oil, glass 25c As oil, only effects unholy
Holy scriptures, scroll 50c Action: recite, condemnations
with case persist unabated for d6 rounds
Holy water, glass 15c Deplete: melee attack, only Holy Icons
effects unholy, ignores all armor As an action, the wielder
can condemn up to three
unholy monsters within
Accessories Horses and Vehicles line of sight (undead,
fiends, and heathen
creatures). The effect dealt
Accessories Cost Notes Horses and Vehicles Cost Notes is random (page 83) but is
Bandolier, leather 15c Gain one more readied slot Canoe 100c Rowed, up to 3 people guaranteed.
Cloak, holocaust 50c Reduce fire damage by one Cart 100c Doubles puller’s carry capacity
Cloak, travel 10c Ignore rain (not storms) Kayak 50c Rowed, single person Each monster makes a
Cloak, winter 10c Ignore cold weather (not storms) Oar 1c Used to row flat Instinct roll to resist it.
Quiver, sharp arrows 10c Ammo for cross/bows Pack animal 25c Carries 30 slots worth For each that succeeds,
Quiver, blunt arrows 10c Ammo for cross/bows, -2 to hit Riding horse 75c Rideable, carries 25 slots worth the icon is depleted, but
Pouch, lead bullets 5c Ammo for slings, +1 damage Rig 500cRowed or sailed, up to 12 people the effect always occurs.
Pouch, stones bullets 1c Ammo for slings, +2 to hit Warhorse 250c Rideable, carries 15, +5 initiative

Safety and Supplies 22 Equipment Safety and Supplies 23 Equipment


Arms and Armor
Unarmed
d4 Dagger d8 Hand Weapon
Attacks
Unarmed attacks have a
d4 critical die and can use
any stunt. They can only
parry other unarmed
Padded
50c
Throwable (10c) Throwable (15c) attacks.
Expose Stance Protects against attacks that
have d4 or smaller critical
die.
d12 Great Weapon d4 Javelin Improvised
Weapons
Improvised weapons Helmets
include chairs, branches, 100c
(!) Deals +1 damage (25c) d12 crit die if thrown (10c) using a ranged weapon as
Push Hinder a melee weapon, and any Protects against attacks to
other edge cases you can the head of any kind.
think of. They have a d4
d4 Spear d8 Polearm critical die and their stunt This can be combined with
is push. They can parry any other types of armor.
attacks, but always break if Chain
they do so (even if under 350c
the effects of the stance
stunt). Protects against attacks that
have d6 or d8 critical die.

(!) +5 initiative if used (5c) (!) +2 initiative if used (25c) This takes up two inventory
Delay Delay
Hirelings slots.

d4 Sling d8 Crossbow Most people don’t want


to do this adventuring
job. The ones that do, are
the Seekers. However, a
few regular folks can be Shields
convinced to follow them 25c
around for some coin.
Shields can be used to parry
Range Far (1c) (!) Range Distant (50c) They won’t enter an melee and ranged attacks.
Any stunt Expose adventure site, but they Shields do not deplete
can help in other ways: when parrying ranged
d8 d12 Hireling Daily Wage Plate attacks.
Short Bow Long Bow Laborer 3c 1000c Treat it as having a d8 critical
Mercenary 5c die for parrying.
Specialist 10c Protects against attacks that
have d10 or greater critical
Laborers are commoners. die.
Mercenaries like to guard
things. Specialists can be This takes up two inventory
anything from translators,
(!) Range Distant (25c) (!) Range Distant (50c) slots.
local guides, occultists,
Hinder Push priests, etc.

Safety and Supplies 24 Equipment Safety and Supplies 25 Equipment


Replicate
Downtime Sanctums Try your hand at alchemy. Result Outcome
Critical Incidental dilution,
Failure base is depleted,
Roll a LOR check, spend
Seekers are not always off on adventure, often they are in a create one spawn
A sanctum can be only be d20 * 10c for reagents,
refuge recovering from injuries and have some time on their Failure A bad batch, the
occupied by one Seeker and select a “base”
hands. Each downtime action takes a full week to perform. A time and money is
at a time. No action potion. Add occupied
Seeker can only perform one downtime action at a time. wasted
requires a sanctum to do. sanctum’s level. Add +2 if Success A good batch,
there’s an apothecary. Add create one spawn
Carouse +1 for each extra week
spent brewing. Potions Critical A highly potent
Result Outcome Success batch, create two
Spend some time and made are “spawn,” and are
1-10 Things go horribly spawn
money drinking, gambling, too imperfect to be bases.
wrong. Roll for two
indulging in the flesh, and mishaps
seizing the day. I’m sure 11-15 Things go horribly
nothing could go wrong… right. Roll a boon Train
and two mishaps Attributes Cost As your legend grows, so to
Roll a d20 and spend 16-20 Things go awry. 8 or below 10 should your prowess.
d20 * d6c. Add +2 if Roll for a boon and 9-11 15
there’s a bathhouse and/or a mishap 12 or more 20 One week spent training
coiners in this refuge. Add 21+ Things go great. Total of all attributes cannot raises an attribute or your
+1 for every 25c extra you Roll for a boon be more than 50 max resolve by one. The
spend on this action. cost is in renown. The
Resolve Cost number shown on the left
d12 Carousing Boons d12 Carousing Mishaps 3 or below 15 column is what the
1 Wake up with any money you spent on 1 Wake up to a note stating you have a bar 4-6 20 attribute score/max
carousing back, plus d10 * 10c extra tab worth d20 * 10c at the local tavern 7 or more 25 resolve was before your
2 Wake up with the results of two inquiry 2 Wake up with a broken nose Maximum resolve is ten this training session.
action questions written on your arm 3 Wake up with a bad case of crotch rash,
3 Wake up with two masterwork helmets for 2d6 days it burns when you pee
but each in a different (garish) color 4 Wake up naked with a stranger (items
4 Wake up with a random, half-drank nearby), roll for their reaction Transcribe
potion (it’s still effecting you) 5 Wake up with a wedding ring on your Result Outcome
Transcribe a grimoire onto a
5 Wake up atop a new warhorse finger and another in your pocket Critical Drained, the focus
scroll.
6 Wake up with letter from the agent of a 6 Wake up d6 miles from town Failure is permanently
local faction claiming they owe you one 7 Wake up covered in makeup with d6c depleted once
Roll a LOR check, buy a
7 Wake up with a dirty shovel, wearing an left nearby next to a thank you note Failure Bad transcription,
scroll, and select a
old piece of greater jewelry (page 54) 8 Wake up within a circle painted in lambs’ the time and
grimoire to transcribe.
8 Wake up with a map of a local dungeon blood and holding a broken silver icon money is wasted
Add occupied sanctum’s
9 Wake up with a lipstick-stained voucher 9 Wake up covered in ash with all your Success Good work, a
level. Add +1 for each extra
for six visits to a nearby bathhouse light sources and flammables missing single-use scroll is
week spent transcribing.
10 Wake up with two new pack animals 10 Wake up covered in blood with d6c made
Scrolls cannot regain
11 Wake up with 2d6 healing salves 11 Wake up still high for 2d6 hours Critical Great work, a two-
usage dots or be used to
12 Wake up within a circle painted in lambs’ 12 New tattoo (d6): 1-3 it’s actually cool, Success use scroll is made
transcribe other scrolls.
blood and holding an intact silver icon 4-5 it’s pretty lame, 6 it’s very offensive

Inquire Work
Result Outcome Result Outcome
Explore rumors, conduct Manual labor is always
Critical Dead ends and red Critical Wasted time with
research, and scout ahead. available, though rarely
Failure herrings. You learn Failure meager pay, gain pays well.
nothing new d6c
Roll a LOR check. Add
Failure Only scraps of the Failure Long hours and
occupied sanctum’s level. Roll a VIT check. Add +5 if
deeper truth. Ask little to show for it,
Add +2 if there’s an there is a coiner in the
one question gain 2d6c
occultist. Questions must refuge. Roll a d6 for
Success A new lead. Ask Success Your hard work
be simple sentences. If random labor: 1 brick-
two questions pays off, gain 3d6c
the GM says, “you couldn’t layer, 2 ditch-digger, 3
Critical A breakthrough in Critical We couldn’t have
learn that,” but then must stockpile-hauler, 4 crop-
Success your research. Ask Success done it without
give a rumor of a place/ collector, 5 wood-cutter, 6
three questions you, gain 5d6c
entity where you could. errand-runner.

Safety and Supplies 26 Downtime Safety and Supplies 27 Downtime


Advancement How Do I Titles
Each time a Seeker reaches a new renown milestone they
Make A... earn a new title. These titles are what the people of the realm
Renown Spending If you do not want to
think of them, and they shape the real persona of the Seeker
they describe. Once a title is earned, it can never be forgone
worry about creating your from the minds of the people.
Renown is a measure of a Seeker’s legend among the
people. It can be grown by bringing magic items, treasures,
and trophies back to refuges from the wilderness.
Renown own unique character,
you can use one of the d66
11
Title
Arrowbane
Summary
Swat arrows out of the air
templates below:
Renown spent on training 12 Blackblade Knife fighter and dagger thrower
Milestones Total Renown Milestones Total Renown does not effect one’s total 13 Bloodrager Give in to your inner rage
Barbarian, a raging warrior.
Nobody 0 Champion 100 14 Brute Destroy enemy armor defenses
Seeker 10 Master 250 renown in terms of ����Bloodrager 15 Butcher Cleave through enemies
Veteran 50 Legend 500 earning milestones. ����Brute 16 Crusader Suffer not the unholy to live
����Butcher 21 Cutthroat Fight dirty, fight to win
����Gladiator 22 Duelist Hone your parrying skills
Magic Items ����Juggernaut 23 Enchanter Use grimoires interchangeably
Rn Magic Item 24 Filch Scrounge faster, sell for more
Magic items are wonders Cleric, a holy disciple.
2 Potions, eldritch elixirs 25 Gemini Fight effectively with two weapons
of a bygone era, no longer ����Crusader
of unknown origin 26 Gladiator Brawl and wrestle foes down
able to be created by the ����Healer
4 Lesser grimoires, 31 Gourmand A good meal goes a long way
lesser magicians of today. ����Pilgrim
cages for spell spirits 32 Healer Train in the ways of medicine
Bringing one back to a ����Shieldbearer
6 Greater grimoires, 33 Ironclad Become an armored champion
refuge awards all party ����Wordbearer
oubliettes for spell spirits 34 Juggernaut Wounds will not stop your march
members renown. 8 Artifacts, mythic items 35 Legionnaire Act as part of a unit in combat
Fighter, a veteran warrior.
of alien design 36 Marksman Mark targets and end them
The type of magic item ����Brute/Shieldbearer
10 Wonders, one-of-a- 41 Minstrel No one can revel quite like you
determines the amount of ����Duelist
kind trinkets 42 Mystic You know the old stories to be true
renown gained. ����Ironclad 43 Officer Direct allies in combat
����Legionnaire 44 Phalanx Keep enemies at bay with spears
����Officer 45 Pilgrim Anoint those in need of Him
Treasures Paladin, a holy warrior. 46 Ranger Find your prey, hunt with bows
Rn Treasures 51 Rider A master horseman and lancer
Glittering gemstones, ����Crusader
1 Lesser treasures that 52 Shieldbearer Have your shield-arm never falter
trinkets, and baubles ����Ironclad
add up to 100c (such as 53 Silencer Halt enemy sorcerers in their tracks
excite the minds of men ����Stalwart
a purse of 100 crowns, or 54 Sorcerer Dim or expand your spellcasting
with fantasies of wealthy ����Torchbearer
a group of lead bars and 55 Spellbinder Imbue a spell into your own flesh
estates. Carrying them ����Wordbearer
petty gemstones that 56 Stalwart Peril and discomfort are for others
back to a refuge awards all
add up to at least 100c) 61 Templeguard Steel yourself against sorcery
party members renown. Ranger, an archer-warrior.
*X For ever 100c a 62 Thief Pick locks silently in the night
����Duelist
singular item is worth 63 Torchbearer Torches are weapons and boons
The value of the treasure ����Gemini
(items like jewelry with 64 Warmage Ignore chain armor obscura
determines the amount of ����Marksman
gemstones count as one) 65 Wordbearer Utilize holy relics to their max
renown gained. ����Ranger 66 Wright Repair equipment in the field
����Thief

Trophies Rogue, an assassin-thief.


����Blackblade
Rn Trophies
When a mighty warrior or ����Cutthroat
*2 Leaders, monsters that
beast is slain, a trophy ����Filch
inspire their fellows
can be made of their ����Thief
*2 Elites, monsters with
remains. Carrying it back ����Torchbearer
superior training and
to a refuge awards all made of stronger stock
party members renown. Wizard, a learned caster.
*3 Solos, monsters that are ����Enchanter
capable of taking on a
The HD of the monster is ����Mystic
party of adventurers all
the renown awarded (it ����Silencer
on their own, such as
must be at least a leader, ����Sorcerer
sorcerers or dragons
elite, or solo monster). ����Spellbinder

Advancement 32 Renown Advancement 33 Titles


Arrowbane Blackblade Bloodrager Cutthroat Duelist Enchanter
11 12 13 21 22 23
Requires SEN 10+ Requires SEN 10+ Requires VIT 10+ Requires COR 10+ Requires COR 10+ Requires LOR 10+

Melee weapons can be used If a dagger is thrown at an Gain +1 damage for the rest Daggers can perform any If the duelist parries a melee As an action at camp, the
to parry ranged attacks. This enemy and hits, it does not of the combat for each stunt, not just the exposed attack into zero power, the enchanter can transfer
does not deplete the melee take the action of the critical hit the bloodrager stunt. attack is canceled. The arcane charges from one of
weapon. blackblade. sustained this combat. duelist may then roll the their magic items into
Gain +2 to-hit any enemy parrying weapon’s critical die another on of their magic
Parrying with a dagger Passing a death check gives with a dagger if a stunt is again using that as the total items.
inflicts the hinder stunt on the bloodrager three extra effecting them. power for a attack melee
the attacker. actions on their next turn. against the target.

Brute Butcher Crusader Filch Gemini Gladiator


14 15 16 24 25 26
Requires VIT 10+ Requires VIT 10+ No Requirements No Requirements Requires COR 10+ No Requirements

When the brute parries with After defeating an enemy in Gain +2 to-hit condemned The filch can swap/move Can parry with two one- Gain +5 to grapple, and the
a weapon that has a greater melee, the butcher may enemies. one item from their pack handed weapons at once, gladiator may grapple in
critical die than the attacker, carry over any excess into their readied slots once depleting both but reducing place of performing a stunt
deplete the attacker’s damage plus one to another Condemned enemies hit by per round for free in the attack’s power by both. when dealing one damage
weapon. When the brute’s enemy in melee (no the crusader’s attacks suffer combat. in melee.
melee attacks are parried, minimum). the marked stunt.
the critical die is always Double the purchase limit Parry unarmed attacks with
treated as a d4. while the filch is in a refuge. a d12, not a d4.

Advancement 34 Titles Advancement 35 Titles


Gourmand Healer Ironclad Minstrel Mystic Officer
31 32 33 41 42 43
No Requirements No Requirements Requires VIT 10+ No Requirements Requires LOR 10+ No Requirements

When the gourmand Healing salves applied by When suffering damage Using an instrument to revel Decipher ancient texts five When a marked enemy dies,
renders at camp, regular the healer regain two that is reduced by the at camp reduces all allies times faster. Upon seeing a the officer can mark another
monster parts are worth resolve instead of one. ironclad’s armor, they can peril by two, not one. potion, grimoire, or magic enemy for free.
d12 * 5c and unique monster choose to deplete the item, perform a LOR check.
parts are worth d12 * 25c. Spirits applied by the healer applicable armor to reduce When not using an On a success, identify it. As long as the officer is not
can be depleted to reduce incoming damage by three instrument to revel at camp, Automatically know if a afraid, nearby allies that gain
Gain +2 when cooking and peril by one and not incur a instead of one. still reduce all allies peril by monster has unique parts peril reduce incoming peril
foraging. VIT save. one. worth rendering. by one.

Juggernaut Legionnaire Marksman Phalanx Pilgrim Ranger


34 35 36 44 45 46
Requires VIT 10+ Requires COR 10+ Requires SEN 10+ No Requirements No Requirements Requires SEN 10+

Gain +1 max resolve. The Anytime the legionnaire Any time the marksman When the phalanx performs As an action at camp, the If a short bow or long bow
juggernaut’s resolve can now performs a stunt in melee performs a stunt at range a stunt with a spear or pilgrim can deplete a bottle attack is parried, the ranger
be increased up to ten. This the target is also effected by the target is also effected by polearm they may add their of holy oil to anoint up to may make another attack
doesn’t raise peril thresholds. the marked stunt. the marked stunt. critical die to the attack. four allies. targeting the same enemy.

Excess damage does not act Allies parrying an attack by a Allies making a ranged Double the initiative bonus Anointed gain +5 to resist If a crossbow attack is
as a negative modifier for marked enemy gain +2 to attack against a marked provided by spears and spells and unnatural effects parried, inflict a stunt on the
death checks. the parry roll. enemy gain +2 to-hit. polearms. until next the moon is high. target.

Advancement 36 Titles Advancement 37 Titles


Rider Shieldbearer Silencer Templeguard Thief Torchbearer
51 52 53 61 62 63
No Requirements Requires VIT 10+ Requires LOR 10+ No requirement Requires COR 10+ No Requirements

Regardless of the results of Shields are treated as having When a spell is cast near a The templeguard can keep Gain +5 to pick locks, hide, Burning torches can be
your initiative check, at the a d12 critical die. silencer that they know blessings and concecrations and be stealthy. treated as a throwable
start of each of your turns about, they can deplete one through a full moon by melee weapons with d4
decide if your mount is Melee attacks parried by the of their grimoires to reduce holding an overnight prayer The thief can use a dagger critical dice.
charging or cantering. shieldbearer’s shield inflict the other spell’s casting roll vigil. They may turn a to pick a lock without their
on the delay stunt on the by twice the silencer’s WIL. readied iron holy icon to halt innate lock picking bonus, While wielding a burning
Spears have a d12 critical die attacker. a consecrated or blessed depleting the dagger if they torch, gain +2 to avoid traps
while the rider is mounted. item from being depleted. fail. and +5 to initiative.

Sorcerer Spellbinder Stalwart Warmage Wordbearer Wright


54 55 56 64 65 66
Requires LOR 10+ Requires LOR 10+ No Requirements Requires LOR 10+ No Requirements No Requirements

When a sorcerer casts a A grimoire in the spellbinder The stalwart doubles all of The warmage can cast spells Condemned monsters have As an action at camp, the
spell they can willfully dim has has grown attached to their peril thresholds. while wearing chain armor -2 to-hit the wordbearer wright can repair up to three
the spell, reducing its cast them. They can increase or without a penalty for its while they have holy items long as they were not
roll by 10, or empower the decrease the cast roll of that They suffer no penalty for nature as arcane obscura. scriptures readied. totally broken.
spell, adding 10 to its cast spell by 5, 10, or 20 freely. traveling in poor weather.
roll, in return for suffering The spellbinder suffers the When the wordbearer reads They cannot refill liquids,
from shock after this action. emptiness condition if the The stalwart gains +2 to aloud holy scriptures, all but can refill quivers and
grimoire is not on them. resist mind altering effects. effected are also marked. ammo pouches.

Advancement 38 Titles Advancement 39 Titles


d20 Spell List

Spells and Sorcery 1


2
3
4
Beacon
Charm
Darkness
Dispel Armor
5 Fireball
Spellcraft Obscura 6
7
Grease
Ground
8 Haste
Spells are elemental hosts, spirits of an otherworldy nature, 9 Invisibility
Certain materials or
alien to our own reality, that warp the fabric of the universe 10 Knock
circumstances can dim
around them. Ancient peoples found ways to entrap these 11 Light
(interfere) a spell’s power.
energies into enchanted equipment, allowing the full force of 12 Lightning Bolt
Spells cast within LOR
a spell to be unleashed by speaking a word of power. The 13 Lock
feet of an obscura have -5
method of creating these items has been lost to time. 14 Mage Armor
to the roll. This effect if 15 Missiles
doubled if there’s a 16 Pariah
significant amount or it is 17 Shield
very close-by. 18 Sleep
19 Snowcrash
20 Stick

Anima
Certain materials or Inversion
circumstances can
empower a spell. Spells Literary grimoires (spell
cast within LOR feet of an books, breviaries, tablets,
anima have +5 to the roll. not scrolls) allow the user
This effect if doubled if to also cast the inversion
Cast a Deadly Spell there’s a significant
amount or it is very close-
of a spell. Which spell is
the inversion of each spell
by. is listed in its entry.
To cast a spell, one must hold a grimoire (a receptacle of
spellpower: an arcane spellbook, runic ring, or holy breviary)
and speak aloud the power word (unique to the grimoire).
The caster then rolls a d20 and adds their LOR, comparing the
result to their spell’s results chart. This can be dimmed by
obscura or empowered by anima around the caster.
Armor Rituals
The geometric patterns Rituals can be performed
found in metal armor to restore one charge to a
interfere with the grimoire. They take d4
confluence of spell spirits. hours to before (rolled
Wearing chain armor gives each time) and consume
-20 to all casting rolls. the listed components.
Wearing helmets and/or Although some grimoires
plate armor gives -10. can be inverted, only the
ritual for the primary spell
may be performed.

Criticals
If a caster rolls a natural People
Charges and Depletion twenty when casting they
may add their LOR a People are humans or
Anytime a spell is cast it uses one of the focus’ charges. second time to the roll. If near-humans (orcs, elves,
Every arcane focus has a maximum number of one or two a caster rolls a natural one dwarves, etc). Monsters
charges. When out of charges a focus cannot cast spells until when casting they must are explicitly non-human
it is recharged by performing the spell’s ritual (unique to each remove their LOR bonus (beasts). Creatures are
spell). to the roll. either/or.

Spells and Sorcery 40 Spellcraft Spells and Sorcery 41 Spellcraft


1 2 3 4
Beacon Charm Darkness Dispel Armor
Invisibility Pariah Light Mage Armor
The caster must have an item belonging to The target is any one creature within line of In a space the caster can see an inky black Up to LOR armor items and/or shields in
the target (hair, blood, drinking glass, clothes, sight. The duration is dependent on the orb appears that is LOR feet in diameter. It line-of-sight of the caster are depleted. If
etc). That item is tossed into a fire as the intelligence of the target, as well as an resembles a blot on the viewer’s vision more this would break the item, it is rendered to
power word is said. LOR creatures see the additional modifier: so than fog or a vast shadow. Mundane lights dust. Magic items and natural armor are
target (the beacon) wreathed in bright light, inside the darkness are extinguished, and immune to this effect. Items cannot be
Intelligence Spell Duration Mod
no matter what is between them. The fires burn out. Magical lights provide a 1ft by targeted more than once in a single casting
None Not applicable N/A
beacon appears like a distant star. Effected 1ft sphere of vision inside the orb. Light of this spell.
Animal LOR watches +15
creatures know the general distance to the cannot escape the orb. This lasts for LOR
Primitive LOR segments +5 Cast Dispel Armor
beacon. This lasts until the fire goes out. segments or until dismissed.
Human LOR segments +0 0-10 This spell only effects LOR/2
Cast Beacon Genius LOR segments -5 Cast Darkness (rounded down) armor items
0-10 The beacon knows they’re being Superhuman LOR rounds -15 0-10 The darkness is not impermeable, and/or shields
tracked, they don’t know how, but and mundane lights provide a 1ft by 10-20 This spell must effects LOR armor
they know its more than paranoia Cast Charm 1ft sphere of vision inside the orb items and/or shields, no more and
10-20 Every segment, the beacon is active 0-10 Target hears the caster’s words in 10-20 The darkness breaks its orb-form no fewer, if it can’t start doubling up
it has a 2-in-6 chance of blinking their mind, shakes it off, and knows and falls to the ground like a fog, 20-30 Works as intended
out for that segment, breaking all something is wrong covering LOR foot area in ~5ft tall 30-40 Items effected by this spell can be
connection with those effected 11-20 The target is cordial (not quite darkness doubled up, and targeted more
20-30 As above, but its a 1-in-6 chance friendly) to the caster 20-30 Works as intended than once
30-40 Works as intended 21-30 The target is friendly to the caster 30-40 The darkness grows to be double its 40-50 This spell can target natural armor,
40-50 Effected creatures in the presence and may do them some favors normal size cracking it and/or making it soft for
of the beacon have -2 to-hit them 31-40 The target is willing to do anything 40-50 As above, the darkness confuses d6 segments
due to the intensity of the light for the caster (except suicide, those who enter, requiring a 50+ This spell can target elemental
50+ Effected creatures hear dissonant although may be convinced to hold successful LOR check to leave it resistances, dulling them for d6
whispers of the beacon’s thoughts, off a dragon just for a round or two 50+ As above, the darkness saps the segments
and have a 1-in-6 chance to if it means saving the caster’s life) body heat of those inside, dealing
confuse a thought for their own 41-50 As above, the target gets anxious one cold damage each round Ritual Components
and paranoid when not around the A helmet worn in battle (100c, armorer),
caster
Ritual Components Ritual Components a blade used to parry a viscous blow,
50+ As above, the target is catatonic
A torch, never used (3c), A bottle of the blackest ink (25c), and a small bag of sand or dust (1c)
when not around the caster
and an heirloom belonging of the ritualist and a straw doll (3c)
Anima Obscura
Anima Obscura Ritual Components Anima Obscura Dogs (canines) Holy icons
The item has a The item has a weak A drink shared between friends, Labyrinths Moonlight Dripping blood Messages of peace
biological connection connection and fifty loose crowns Greater shadows Sunlight Broken arms & armor Birds (avains)

Spells and Sorcery 42 Spell List Spells and Sorcery 43 Spell List
Mastering the Game
Its Your Table Keep a Notebook Dealing With Slog Keep It Lethal
Every table has the same goal: to have fun Get a notebook, and use it to take notes. Eventually you will run into a scenario The world is dangerous, ensure it never
while playing RPGs. There are a million Spiral or composition work best. Whenever where you there is almost no tension, no ceases to be so. Getting into a head-to-
ways to do this, and there are a million you name an NPC, place, anything, write it excitement, and no dice rolls. You, the GM, head fight with a band of orcs is certain
games to facilitate it. If you’re having fun, down and a few lines about what it is. Later will notice this and panic. You’re immediate death. Funneling them through a cave exit,
keep it up, and do not let the opinions of in the campaign, use these notes to response may be to force the players to setting up oil traps to disrupt them, or
people not playing in your game dissuade connect the plot back to the beginning. make checks for mundane things. This is a attacking while they sleep may lead to
you from having it. Congratulations, you’re a Hollywood-level bad response. It will not provide tension success. Ignore encounter balance, make the
writer and your players will be impressed. only confusion or potential frustration bad guys scary every time.
instead try one of the following:

ORCS ATTACK. Combat resets the thinking


gears, so send some goons to fight the
Ruling Over Rules Reward Ingenuity party. This doesn’t have to be an easy fight, Telegraph Danger
but it is recommended to be a short one.
If the rules do not cover a subject, or they Only say no to clever solutions if In nature, if something is poisonous it is
do but do not facilitate fun at your table, obviously impossible. Good ideas should TOUGH DECISION. Sometimes combat also brightly colored. Sucker punches are
it is the responsibility of the GM to make be rewarded to encourage this type of doesn’t make sense, so, give them a tough bad sportsmanship. Likewise, when a
better ones. These rulings (sometimes thinking. A +2 or +5 will not go astray. decision. A choice between two negative situation is deadly, let the players know!
called “house rules”) exist at every table Perhaps they get to avoid a consequence consequences with no check to mitigate it. And with that, allow them ways to avoid it,
and are a tradition passed down between or reduce its impact. If even the GM doesn’t especially if they do so through a clever
GMs. The only thing to keep in mind is know if an idea will work, have them make RIDE IT OUT. If all else fails, ride it out! solution.
consistency, this is the new law of the land. a check (or you flip a coin). They’ll forget it by the end of the session.

Keep It Moving There Are Consequences Dont Overplan Short Lives of Glory
If the players MUST pass a save in order Whenever a save is made, there needs to You don’t need to map out every dungeon The players actions can, and will, impact
for the game to continue (for example, be a consequence for failure. The in the region map and determine the the world. Do not confuse this with plot
they’re in a prison and they need to break consequence being “something you motivations for every major NPC in every armor, they can still die at any moment,
the door to escape) do not leave it up to wanted to happen does not happen,” that refuge right from the start. Relax. Take a but they will be living short lives of glory.
chance! Simply let them succeed without a is not a valid save. breath. Only plan what you need for this They are movers-and-shakers, especially at
save or preplan other options for how they upcoming session. Keep it in bullet-point higher levels when they have a keep, and
• Damage. Minor 1-2, Major d4, Deadly d6.
can get past if they fail initially. This is why form. Stay flexible. No plan survives contact the other factions at play will recognize
• Durability. Deplete a relevant item.
there are no perception checks in Crowns. with the players anyway. this.
• Event. Roll for delve/travel/camp events.
• Fatigue. A Seeker gains fatigue.
• Noise. Alert enemies.
• Peril. Fear d4, Terror d8, Agony d12.
Stop Circular Arguments • Save. It’s a not a check, its a save.
• Time. Waste a segment or longer.
Bypassing Content Social Mechanics
Lengthy debates over plans and tactics are If there are no valid consequences the Sometimes, your players will create a There are no particular social mechanics in
awesome, and part of the fun to be had action either: succeeds without the need solution that allows them to bypass much Crowns 2e besides reaction tables. It is
with RPGs. However, many times they can for a roll, or they cannot attempt the action of the adventure and get to the end much assumed roleplay covers it. But, if you
devolve into a circular argument, and go no unless they use an item (and thus the item faster than intended. This can be hard for a would like some, consider the following:
where. The moment the GM notices this is depleted), or they cannot attempt the GM who worked hard to prep the content, COR Sleekness and deftness in word
they need to shake the players a bit to action until something about their only for it to not be used. You will run other SEN Empathy and ability to read others
make a decision: send in monsters, cause environment changes (needs more light or games. Pack up what wasn’t used, re-flavor VIT Physique and intimidation factor
an event, set off a trap, incur an omen. needs less toxic gas). it, and put it in the next one. LOR Education and span of vocabulary

Mastering the Game 72 Advice Mastering the Game 73 Advice


d12 Themes
Regions 1
2
Barbarian hinterlands
Canyoned badlands Conversions
3 Crossing riverlands
Regions are areas with similar geography within which 4 Heathen wood So, you want to use products not originally designed for
different factions compete for dominance. Every one has two 5 Highland mountains Crowns 2e using Crowns 2e because you think its such a neat
themes and a whole bunch of six-mile hexes that occupy it. 6 Island archipelago system? You dog. Right this way.
Any inch-sized hex map will do, and feel free to scrim down 7 Jungle inferno
the edges to make it smaller. 8 Muddy quagmires
9 Rolling hills Monsters
10 Ruins of a dead empire
Vistas 11 Snow-swept tundra • Convert HD directly. If converting from 5e, a monster’s CR
12 Sun-sorched desert is their HD, otherwise use your best judgment
Roll d6 d6s onto your map. Where they land are vistas. These • For Instinct, get the monster’s most relevant “to-do” bonus
can be seen from two hexes away, and allow those atop them (lock picking for example) and add it to 8 (max 15)
to see the landmarks of two hexes in every direction. • For Combat Bonus, give +2 if they’re trained, +5 if they’re
d6 Vistas
Subhexes elite, or -2 if they’re sloppy
• For Critical Die, compare their basic attack to the most
1-3 Ruined tower (lookout tower, signal tower, beacon tower) relevant weapon (max d12)
4-5 Natural formation (lone mountain peak, mesa, stone spire) If you need more • For Armor, it’s either as padded, chain, or plate. If you think
6 Roll on the Weird Vistas table specificity in your they’re wearing a helmet, give them one! It’s assumed they’re
movement, use subhexes. wearing all lower tier armors as well
d6 Weird Vistas (guaranteed adventure site) Every six-mile hex can be • For Abilities, figure out their basic, generic action. Then try
1 Astrologer’s observatory filled with celestial machinery divided into half-mile to simplify the rest to one to two other abilities. If they’re elite
2 A beaconhold, ancient signal-fortress of a dead empire subhexes, twelve across. or a solo, give them double or triple the abilities respectively
3 Floating island (each month will float between hexes) Traveling between these
4 Forgotten temple to a forgotten faith, holds lost relics subhexes takes twenty
5 Gargantuan stone colossus, it is hollow inside minutes each, which can
be sped up by your mode
Damage
6 Ruined sorcerer’s tower, inhabited by old experiments
of transportation as usual. Damage in Crowns 2e is very painful. It’s the equivalent of
losing an entire HD for every point you receive. So, it’s totally
Refuges Often an adventure site
or refuge (plus farmland) fine to reduce damage to a flat “one” instead of a small die
roll. Alternatively apply other consequences (see There Are
takes up one subhex.
Roll 2d6 d6s onto your map. Where they land are your Consequences on page 72).
refuges (you can have multiple in a single hex).
d12 Lairs
d6 Refuge Size Market Limit Number of Specialists 1 Awakened crypt Spells
1 Gathering 15c None 2 Bandit camp
2 Outpost 25c One 3 Barbarian camp Spells or magic items that can cast spells should be
3 Hamlet 50c One 4 Beast den converted over to grimoires of some kind. Bear in mind, if the
4 Village 75c Two 5 Cult sanctum spell does not have a rough equavlent in these rules, you will
5 Township 100c Two 6 Deserter’s camp need to come up with a fun spell table, components, anima,
6 Bastion 250c Three 7 Ghoul warrens obscura, and an inverse (assuming it comes in a written
8 Goblin camp grimoire form, otherwise don’t worry about it). I trust you,
Have at least one of every type of specialist in the region. 9 Heathen temple whatever you make will be epic!
10 Orc camp
11 Ogre camp
Adventure Sites 12 Troll warrens Implementing Peril
Roll 3d6 d6s onto your map. Where they land are your d12 Tombs Oh, it seems many other games do not use a fear mechanic
adventure sites (you can have multiple in a single hex). 1 Ancient necropolis similar to peril. Well, take what fear mechanics do exist
2 Buried fortress (terrifying presence, horrible visage, scary-sounding powers)
d6 Adventure Sites 3 Crumbling monastery and make them peril inducing! In cases where these don’t
1-2 Fort (the seat of power for a local faction, patrols and 4 Dead wizard’s lab apply, the normal peril received from combat should be fine.
exerts influence over adjacent hexes) 5 Dwarf vault
3-4 Lair (where monsters gather, perhaps a dragon’s hoard, 6 Eldritch prison
goblin city, or ghoul colony, harasses adjacent hexes) 7 Elf ruins Gold Values
5-6 Tomb (something forgotten, something sleeping, something 8 Forgotten catacombs
left behind, full of treasure for those who dig deep enough) 9 Nuerovote’s caverns How much is this thing worth? Well, you can always recreate
10 Prehistoric temple most items using the treasure tables in this book.
These do not have to be literal forts, lairs, or tombs. Forts 11 Serpentman ziggurat Alternatively, keep in mind, gold is fun to have and is fleeting
could be sanctums, lairs: bandit camps, and tombs: lost cities. 12 Spectator’s caverns the moment they have a keep. Do with that what you will.

Mastering the Game 78 Regions Mastering the Game 79 Conversions


The Bestiary F Instinct G Armor
Instinct (INS) is a monster’s universal attribute. It This is the quality of
represents their COR, SEN, VIT, and LOR, all in one. protection the monster
Chimera Stat-Blocks Anytime they need to make a check or save, use their INS. has. It’s assumed if they’re
wearing chain or plate,
HD 7 A The modifier in parenthesis next to their INS is the they have on all lower tier
HIT CHART Chimera B monster’s combat bonus. That is the modifier applied to armors underneath. All
TREASURE TABLE # C the monster’s attacks and other combat related rolls. monster armor is assumed
INTELLECT Animal
MORALE 10
D
E A Hit Dice
The die in parenthesis next to their INS is their natural crit
to be one crit away from
breaking (elites are two
INSTINCT 9 (+5, d8) F Hit dice (HD) represent a monster’s resolve. When reduced die. If an attack doesn’t have a crit die listed or isn’t a crits away, solos are three
ARMOR None
STUNT Hinder and Delay
G to 0 HD the monster must make a morale test. If they fail, weapon (which would use its regular crit die) crits away.
they are overcome with panic and either flee or surrender. If
STYLE Chaotic, predator H they take damage pushing them past 0 HD, they just die. Natural armor cannot be
• Attacks are made using broken. It represents their
its lion claws, these deal +1
damage
Some monsters are Elites. This means they double their
listed HD when in combat. On their turn they roll once on
H Styles I Variants hide or skin.

• If attacked while their respective Style Chart, and they perform two basic A monster’s fighting style, For every three or so
exposed, it back-kicks the attacks. describes how it acts in regular monsters present,
attacker with its goat legs
as an attack with +1 Some monsters are Solos. This means they triple their
combat, but also what
chart it rolls on if its Elite
one of them is a variant.
Roll on these options as if
J Rendering
damage that listed HD when in combat. On their turn they roll twice on or Solo (see page 82). it was a table or pick one Seekers only inherently
automatically depletes their respective Style Chart, and they perform three basic that best fits the scene. know what parts of the
plate armor the target is attacks. Lurkers, weaken prey monster to chop up to
wearing as its crushed Manipulators, spur action Elites and solos are sell if they have at least 11
• If attacked while Protectors, defend allies almost always variants. LOR. However, if their
marked or hindered, the Skirmishers, hit-and-run Every elite or solo player knows things, they
serpent’s head snaps out
to bite the attacker as an
B Hit Chart C Treasure Tormentors, inflict peril
Warriors, hit hard/often
monster should be cool
and unique to fight.
just guess right, or guess
close to it, give it to them.
attack that causes VIT vs. Some use the human hit Monsters with a treasure
poison chart, but not all do. If it table drop loot when they

Other Chimera Heads


I uses a non-human hit
chart it will be included
die. Roll a d10 on their
respective treasure table.
(each replaces a head and with the monster. The If you find their horde, roll
ability of your choice) only exception is a d20 on their treasure
1 Basilisk (page 85). quadrupeds, see the chart table [HD] times.
Gains the basilisk’s below:
gaze ability Ones Hit Location
2 Cockatrice. Gains the
cockatrice’s petrifying
venom ability
1
2, 3
Torso or Head
Front Limb E Morale
4, 5 Rear Limb
3 Dragon (page 87). 6-0 Torso Morale (MOR) is a
Breathes fire in a 30ft measure of a monsters
cone, d4 willingness to continue
Stunt: On Fire (ong. VIT) the fight when things go
Lights all flammables
4 Wolf (page 90). Leader,
D Intellect wrong. A morale test is
made by rolling 2d6,
leads 2d6 vermin or None. Cannot reason and adding them together, and
other chaotic creatures has no self-preservation. trying to get lower than
5 Bear (page 85). Gains the monster’s MOR.
the bear’s rage ability Animal. Runs off instinct.
6 Giant Frog (page 88). If a monster suffers Peril
Gains the giant frog’s Primitive. A human child. equal to their HD in a
swallow ability single instance, they need
Human. An adult human. to make a MOR test vs

Unique Parts to Render:


J Genius. Peek of humanity.
flee or surrender. There
are infinite reasons why a
Hide (1). Protects wearer monster may need to
from polymorphing. Superhuman. Beyond. make one. Get creative.

The Bestiary 80 Stat-Blocks The Bestiary 81 Stat-Blocks


d20 Treasure Table A d20 Treasure Table C
1-10 No treasure
Monsters Leaders 1-5 [ROLL] crowns
11 d12 coinage 6-9 Gear and d6 crowns
Some monsters are designated as Leaders. These monsters Minor jewelry and d6
12 d12 crowns have a leadership style, rolled for below, which gives their 10-12
13 d20 crowns crowns
14 Broken weapon and Running Monsters allies a passive boon as long as they remain alive. When a
leader dies the effect is lost and all allies must make a MOR
13-14 Weapon and d6
d6 crowns crowns
check vs fleeing/surrendering. 16 Ornate gemstone and
Broken armor and The monsters should not be aware that they are side
15 characters in the player’s story. They want to win! But, they do d6 Leaders d6 crowns
d6 crowns
Broken gear and d6 not play by the same rules as Seekers to speed up play. 1 Inspiring. All allies gain +2 MOR 17-18 Idol/trinket and d6
16 2 Tactical. Allies gain +2 to hit stunted targets crowns
crowns
Intact weapon and 3 Bold. Allies gain +5 initiative in the first round, and 19 Artwork and d6
17 Parrying Dodging +2 each round after that crowns
d4 crowns
Intact gear and d4 4 Ruthless. After each allied critical success, cause 20 Roll on table E
18 Monsters with at least Monsters with at least one all to regain an HD
crowns
19 Simple gemstone primitive intelligence can animal intelligence can 5 Defensive. Allies can reroll their parries and dodges
parry attacks. Monster’s dodge. Monsters can d20 Treasure Table D
20 Roll on Table E 6 Decisive. After each allied critical success, give one 1-7 [ROLL] * 5 crowns
weapon’s break after a dodge once per combat, ally an instantaneous action, if it incurs a check or
8-9 Fine
single parry, elites’ after elites dodge twice, and clothing and
d20 Treasure Table B save it has -2 [ROLL] crowns
two, and solos’ after three. solos dodge three times.
1-5 [ROLL] crowns
10-12 Greater jewelry and
Partially used gear [ROLL] crowns
6-9 and d6 crowns
13-14 Lesser jewelry and
10-12 Minor jewelry and d6 Fighting Styles Effects of Condemnation [ROLL] crowns
crowns An ornate gemstone
13-15 Tool and d6 crowns Monsters all have styles that describe how they act in When an unholy monster is condemned, roll on the table 15
combat, and have associated tables that are rolled on by below for its effect. If multiple creatures are condemned as and [ROLL] crowns
Weapon and d6
16-18 Artwork
16-17 Elite and Solo monsters. The effects listed apply to the part of the same action, they all suffer the same effect: and [ROLL]
crowns crowns
Lesser jewelry and d6 monster until its next turn. “Targets” means it effects any d8 Effects of Condemnation A trade bar and
18-19 enemies they attack this round (whether or not they hit). 19
crowns 1 Bright white fire erupts all over them, -1 max HD [ROLL] crowns
20 Roll on Table D “Allies” means it effects any allies nearby. If there are no 2 A holy symbol is seared into them, Marked
allies nearby, it effects themselves. 20 Roll on Table E
3 Their eyes cry tears of salt, loses combat bonus
d20 Random Gear d6 Lurker d6 Manipulator 4 They are burdened by translucent chains, Delayed d20 Treasure Table E
1 Bottle, clay 1 Targets: Exposed 1 Targets: Marked 5 An unseen force throws them back, Push ~30ft 1-6 [ROLL] * d12 crowns
2 Bucket, metal 2 +2 to hit 2 Targets: Delay 6 They recoil in fear, opening their guard, Exposed 7-9 Greater jewelry
3 (!) Chain, 10ft 3 Targets: COR save 3 Targets: Expose 7 They expel black bile with pale grubs, Hindered 10 Fine clothing
4 Chalk, box of rocks 4 Targets: Marked 4 Allies: +2 vs stunted 8 Your blades blind them, they cannot parry/dodge 11 Artifact grimoire
5 Climbing pic 5 Targets: COR vs. Shock 5 Targets: Hinder 12 Literary grimoire
6 Cooking pot 6 Targets: Exposed 6 Targets: Marked This effect persists until the monster passes a MOR check, 13 A potion
7 Fishing gear which can be attempted once per round per effect. The 14 A classic gemstone
8 Grappling hook d6 Protector d6 Skirmisher push effect is just a one time effect that does not persist. 15 Ceremonial apparel
9 Hand mirror, steel 1 +1 damage reduction 1 +2 to hit 16 Treasure weapon
10 Lantern, belt 2 Targets: Hinder 2 Targets: SEN vs. Shock 17 Regal apparel
11 Net, man-sized 3 Allies: Shake off stunts 3 Targets: SEN save Ongoing Effects 18-19 Artifact
12 Oil, clay flask 4 Regain 1 HD 4 Targets: Marked 20 Wonder
13 (!) Pole 10ft, wood 5 Ally: Regain 1 HD 5 Move far Ongoing effects (shortened to “ong.”) continue to occur
14 Rope spool, 30ft 6 +1 damage reduction 6 +2 to hit until the target succeeds a check using the attribute listed, d4 Random Armor
15 Scroll and quill, case or until circumstances change (such as if their on fire, 1 Padded armor
16 Stakes, steel d6 Tormentor d6 Warrior having water poured on them or choosing to spend their 2 Chain armor
17 Stakes, wood 1 Targets: LOR vs. Shock 1 Extra attack with -5 whole turn rolling around in dirt or sand). This check can 3 Helmet
18 Tool 2 Targets: Delay 2 Targets: VIT vs. thrown only be attempted once per turn. 4 Shield
19 Torch 3 Extra attack with -5 nearby and delay
20 Wistle, wood 4 Allies: Shake off stunts 3 Regain 1 HD d4 Random Weapon
5 Targets: LOR vs. gain 4 Targets: VIT vs. Shock On Fire Toxic Perilous 1 Crossbow
d8 Random Tools two Peril 5 Targets: VIT save 2 Dagger
1 Chisel 6 Targets: LOR vs. Shock 6 Extra attack with -5 While on fire, a Toxic creatures Perilous attacks 3 Great weapon
2 Crowbar creature suffers cause a VIT do not deal 4 Hand weapon
These effects should be wrapped in the theme of the one damage per check if they hit damage. Instead,
3 Hammer 5 Javelin
monster. For example, a blue dragon (skirmisher) inflicting round. Making a an attack. If the they deal Peril
4 Shovel 6 Long bow
SEN vs. Shock could be electricity is dripping across its claws melee attack target fails, they equal to the
5 Pickaxe 7 Polearm
this round. Whereas, a wraith’s (tormentor) LOR vs. Shock while on fire suffer a poison damage that
6 Saw 8 Short bow
would be its spectral blade releasing arcing screams this adds d6 to the condition on top would be dealt
7 Shovel 9 Sling
round. Describe how this new effect occurs each round. attack’s power. of the damage. (ignores armor).
8 Trowel 10 Spear

The Bestiary 82 Monsters The Bestiary 83 Monsters


Animals Mundane animals and beasts of myth and
legend.
Alligator Ape Basilisk
A large, leathery lizard that An intelligent primate that Solo: A large, eight-legged
likes to lurk in local lakes. lacks a tail. crocidilian lizard with stony
scales and spiral green eyes.
HD 3 HD 3
HIT CHART Quadriped HIT CHART Human HD 7
TREASURE TABLE A TREASURE TABLE A HIT CHART Quadriped
INTELLECT Animal INTELLECT Animal TREASURE TABLE D
MORALE 6 MORALE 7 INTELLECT Animal
INSTINCT 8 (+5, d10) INSTINCT 9 (+2, d6) MORALE 8
ARMOR Chain (natural) ARMOR None INSTINCT 9 (+5, d8)
STUNT Grapple STUNT Menace ARMOR Plate (natural)
STYLE Lurker STYLE Protector STUNT Smash
STYLE Stalker, predator
• On grapple: +2 damage • Menace: The ape beats
• Seekers have +5 to its chest and roars, inflicts • Gaze: Freely gaze at one
grapple this monster, but one peril on target target per round, that
if they fail they suffer d4 • Can hurl objects up to target suffers VIT vs
damage (any armor helps) far away as a ranged paralysis (ong. VIT), if
attack target is already paralyzed
Alligator Sub-Species: its VIT vs petrify
1 Dire. Elite, +1 HD Ape Sub-Species: • Smash: If the target is
2 Huge. +2 HD 1 Dire. Solo, +1 HD petrified, they’re smashed
3 Young. -1 HD 2 Silverback. Elite, +1 HD to pieces, otherwise they
4 Stonescale. Plate (nat.) 3 Howler. On alert, are delayed and hindered
5 Snapjaw. +1 damage summon d6 allies • Each attack is either a
6 Venommaw. Toxic 4 Tyrant. Leader, +2 MOR tail swipe or a charge:
5 Savage. +1 damage charges have +1 damage
6 War Ape. +1 HD, Chain but can only target the
object of its gaze, tail
swipes can target anyone
close-by
Boar Bear • If the basilisk’s gaze is
reflected back at it, it
An angry tusked hog with Elite: A big, hairy, killing- suffers MOR vs lose a
rage in its eyes. machine. round of actions staring at
itself
HD 1 HD 4 • When reduced to half
HIT CHART Quadriped HIT CHART Quadriped HD, thrashes around,
TREASURE TABLE A TREASURE TABLE A attacking all those close-
INTELLECT Animal INTELLECT Animal
Monster HD Type Omens Encounters by, but it cannot gaze at
MORALE 9 MORALE 8
Alligator 3 Regular Water stirring, logs at a distance 2d4, floating like logs anyone this round
INSTINCT 5 (+5, d8) INSTINCT 11 (+2, d10)
Ape 3 Regular Ape howls, broken tree limbs 2d4, in a territorial dispute ARMOR None ARMOR Padded (natural)
Boar 1 Regular Snorting, hogs screeching 3d6, looking to cause mayhem Basilisk Mutations:
STUNT Push STUNT Push and Hinder
Basilisk 7 Solo Half-eaten stone statues of men One, awakening from digestion STYLE Warrior STYLE Warrior 1 Stalagmite. Thorns
Bear 6 Elite Bloody drag marks, bear prints D3, looking to feed their cubs 2 Serpentine. Swallow
Big Cat 5 Elite Distant roars, large cat prints D6, playing with their food • When one boar fails a • When reduced to half 3 Chameleon. Can go
Chimera 7 Solo Unearthly cries, strange tracks One, attacking a passing caravan MOR check, the rest run HD, enters a bear rage, invisible for d6 rounds
Cockatrice 3 Elite Lonely stone statues of animals D6, circling a mundane predator about randomly, gaining +1 damage and twice per day
Dinosaur 4 Elite Blood-curdling roars, chirping 2d6 or one variant, nesting eggs potentially picking another causing one peril to all 4 Feathered. Can glide
Dragon 10 Solo A distant flying silhouette, dread One, searching for cattle to eat fight enemies that hear it short distances
Giant Frog 4 Solo Deep ponds with shallow water One, laying-in-wait in a lily pond 5 Aquatic. Fast swimmer
Drake 6 Elite Clawed footprints, burn marks D3, dragging home living prey Boar Sub-Species: Bear Sub-Species: 6 Mossy. Fire resistant
Griffon 5 Elite Squawking, large talon-prints D3, flying horses (food) home 1 Dire. Elite, +1 HD 1 Dire. Solo, +1 HD
Hydra 7 Solo Strangely entangled snake skins One, sleeping beneath a lake 2 Razortusk. +1 damage 2 Grizzly. +1 HD, +5 COM
Giant Snake 4 Solo Massive snake skins One, digesting its last meal 3 Runt. -1 HD 3 Cave. +2 HD, +5 COM Unique Parts to Render:
Giant Spider 1 Regular Huge webs, wrapped up prey 3d6, expanding their webs 4 Barbtusk. Delay 4 Elder. -1 HD, +5 COM Eyes (2). Their jelly cures
Swarm 1 Regular Missing vegetation, skeletons 3d6, devouring everything green 5 War Boar. +1 HD, Chain 5 Owl-Head. +3 HD, petrification
Vermin 1 Regular Skittering in the walls and floors 3d6, being a nuisance 6 Huge. +2 HD +5 COM, Heathen Stomach Acid (2d6 uses).
Wolf 1 Regular Distant howling, more join in 3d6, hunting for sport 6 War Bear. +1 HD, Chain Can dissolve a 5ft cube of
stone over a segment
Wyvern 7 Elite Claw marks high up on trees D3, building a new nest

Running the Game 84 Running the Game Running the Game 85 Crowns 2e
Big Cat Chimera Dinosaur Dragon Dragon Age:
1 Young. -5 HD
Elite: A stealthy predator Solo: The body and head of Primeval lizard-birds from a Solo: A massive, winged 2 Adult. No change
that stalks its prey. a lion, the head and hind- land before time. lizard that can talk. 3 Elder. +5 HD, +5 COM
HD 5 quarters of a ram, and the HD 4 HD 10 4 Ancient. +10 HD,
head of a serpent (as its tail). +5 COM
HIT CHART Quadriped HIT CHART Quadriped HIT CHART Quadriped
TREASURE TABLE A HD 7 TREASURE TABLE A TREASURE TABLE E
INTELLECT Animal HIT CHART Chimera INTELLECT Animal INTELLECT Genius Unique Parts to Render:
MORALE 10 TREASURE TABLE D MORALE 9 MORALE 10 Dragon’s Blood (2d6 full
INSTINCT 12 (+2, d8) INTELLECT Animal INSTINCT 9 (+2, d8) INSTINCT 13 (+2, d12) bottles): One use can cure
ARMOR None MORALE 10 ARMOR None ARMOR Plate (natural) any ailment related to that
STUNT Pounce INSTINCT 9 (+5, d8) STUNT Special STUNT Rend dragon’s breath weapon:
STYLE Lurker ARMOR None STYLE Special STYLE Special • Red. Burns
STUNT Hinder and Delay
• Pounce: Attack the • All dinosaurs are fast, • +1 damage on attacks • Blue. Burns
STYLE Warrior
target again, if this attack about as fast as a horse • Can fly • Green. Poison
also stunts, they do not • Attacks are made using • All dinosaurs have a • Sacrifice an action to • Black. Not a miracle
pounce again its lion claws, these deal +1 species, the species gives charge up its main breath cure, instead is a very
• If the big cat ambushes damage it its stunt and style • Can freely make a potent acid that only
a target, their first attack • If attacked while single-target ranged reacts with contact to skin,
has +5 to hit exposed, it back-kicks the Dinosaur Species attack (far), of its breath and so can be used like
attacker with its goat legs 1 Flying. Elite, can fly, • All dragons have a color poison on a blade
Big Cat Species: as an attack with +1 not fast on land and an age, that color • White. Frostbite and
1 Cheetah. Very fast damage that Stunt: Delay gives them their style hypothermia
2 Lion. Leader automatically depletes Style: Lurker • Crystalline. Madness
3 Tiger. +1 HD, climb plate armor the target is 2 Spitting. Can spit Dragon Colors Dragon’s Scales (3d6
4 Leopard. -1 HD, climb wearing as its crushed poison nearby, VIT vs 1 Red. Fire breath, 100ft items worth): Scales can
5 Puma. -2 HD • If attacked while poison cone, d4 be taken to an armorer to
6 War Cat. +1 HD, Chain marked or hindered, the Stunt: Hinder Stunt: On fire (ong. VIT) have them forge dragon-
serpent’s head snaps out Style: Skirmisher Lights all flammables scale armor, cloaks, and
to bite the attacker as an 3 Armored. Solo, +2 HD, Style: Protector shields. The cost is the
attack that causes VIT vs. not fast, Plate (natural), 2 Blue. Lightning breath, number of item’s worth of
Cockatrice poison +1 damage, its attacks
always depletes armor
100ft chain, d4
Stunt: Paralysis (ong.
scales needed to make it
plus 500c for the golden
Elite: A 5ft tall chicken with Other Chimera Heads Stunt: Push and Hinder VIT) thread.
a snakes tail and eyes. (each replaces a head and Style: Protector Style: Skirmisher Item Cost
HD 3 ability of your choice) 4 Tyrant. Solo, +3 HD, Lights all flammables Plate armor 3
HIT CHART Quadriped 1 Basilisk (page 85). Chain (natural), +2 3 Green. Poison gas Helmet 1
Gains the basilisk’s damage breath, 100ft cone, d4 Cloak 2
TREASURE TABLE A gaze ability Stunt: Push and Expose Stunt: Hinder Shield 1
INTELLECT Animal
MORALE 9 2 Cockatrice. Gains the Style: Warrior Instead of dealing
INSTINCT 9 (+2, d6) cockatrice’s petrifying 5 Thunder. Solo, +8 HD, damage, deals poison
venom ability Padded (natural), +1 Style: Manipulator
ARMOR None
STUNT Hinder 3 Dragon (page 87). damage, ignores 4 Black. Acid breath,
STYLE Warrior Breathes fire in a 30ft
cone, d4
armor, depletes armor
Stunt: Push and Hinder
100ft cone, d4
Stunt: Expose Pinnacles
• Each hit it makes causes Stunt: On Fire (ong. VIT) Style: Protector Depletes all armor and
VIT vs paralysis (ong. VIT),
if already paralyzed its VIT
Lights all flammables
4 Wolf (page 90). Leader,
6 Cunning. -1 HD,
Primitive, Alert, 1-in-6
readied items
Style: Lurker of Nature
vs petrify leads 2d6 vermin or chance of any one 5 White. Frost breath,
other chaotic creatures being a Leader 100ft cone, d4 Dragons are the most
Cockatrice Sub-Species: 5 Bear (page 85). Gains Stunt: Expose Stunt: Delay powerful natural beasts in
1 Stonefeathered. Chain the bear’s rage ability Style: Manipulator Extinguishes light the world. They represent
(natural) 6 Giant Frog (page 88). sources and freezes all an elemental, primordial
2 Dire. Solo, +1 damage Gains the giant frog’s liquids strength that resonates
3 Juvenile. -1 HD swallow ability Unique Parts to Render: Style: Warrior with all that see them soar
4 Great. +1 HD, can fly 12” Teeth (d6 “good ones”, 6 Crystalline. Psionic through the sky or use
tyrants only). As dagger, roar, 100ft aura, d4 their powerful breath
Unique Parts to Render: can be repaired by Stunt: Gain one Peril weapons. Luckily most of
Unique Parts to Render: Hide (1). Protects wearer sharpeneing it again, (ong. LOR) them rest at their lairs and
Petrify Venom (2d6 uses). from polymorphing. surprisingly durable. Style: Tormentor guard their vast hoards.

Running the Game 86 Running the Game Running the Game 87 Crowns 2e

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