Gallant Knight Games - Torchlit Adventures

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C hapter 01

Author
Alan Bahr

Invaluable Feedback (and some well-chosen words)


Elizabeth Chaipraditkul, Diogo Nogueira, & James Michael Spahn

Editor: Carol Darnell


Managing Editor: Alan Bahr
Art Direction: Alan Bahr
Book Design: Rick Hershey
Cover Art: Rick Hershey
Publishing: Alan Bahr

Some artwork © 2019 Eric Lofgren, used with permission. All rights reserved.
Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Some artwork © William McAusland, used with permission
Some artwork © THE FORGE, used with permission
Cartography by Dyson Logos (www.dysonlogos.com)
Published by Gallant Knight Games, 2019

Copyright ©2019 by Gallant Knight Games. All rights reserved. Reproduction without the written
permission of the publisher is expressly forbidden, except for the purposes of reviews,
and for the blank character sheets, which may be reproduced for personal use only.
This game made possible by the Gallant Knight Games Patrons. Thanks everyone!
Thanks to Jaym Gates for suggesting the title.

Dedication:
To Greg Stafford. You are missed, and your legacy shines brightly,
lighting my way in no small part. We are all knights together.

Ogden UT, 84404


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C ontents
C ontents
Magic Items 33 The Narrator 54
F orward Magic Weapons 33 Provisions 55
Foreword 4 Terrain 55
Introduction 5 The Hex Crawl 56
C hapter 04 Guide 56
Core Rules 36 Lookout 57
C hapter 01 Skill Tests 36 Quartermaster 57
The Primary Rule 6 Time 37 Guard 57
Dice 7 Movement 38
Skill Tests 7 How Initiative Works 38
Saving Throws 8 The Attack Roll 39 C hapter 08
Attribute Scores 8 Critical Fumbles 39 Light 58
Experience Bonus 11 Special Attacks 39 Tossing a Torch 59
Lifeblood 12 Feints & Disarms 40 Bright Light 59
Profession 12 Healing 40 Dim Light 59
Starting Currency 12 Invisible Opponents 41 Flickering Light 59
Character Retirement 12 Melee Attack 41 Darkness 59
Ranged Attack 41
Morale 41
C hapter 02 Loyalty 42 C hapter 09
The Fighter 15 Environment 42 Legacy 60
Fighter Class Abilities 15 Saving Throws 43 Experience 60
The Thief 18
Thief Class Abilities 18
The Sage 21 C hapter 05 C hapter 10
Sage Class Abilities 21 Spells & Magic 44 Mass 62
Spell List 45 Battles 62
Spell Descriptions 45 Starting a Mass Battle 62
C hapter 03 Player Actions 63
Equipment 24 Command Checks 63
Equipment Weight 24 C hapter 06 Retreat 63
Adventuring Gear 25 Camping 50
Equipment Packages 27 Camp Defenses 50
Mounts 27 Camp Task 51 C hapter 11
Armor 31
Degrading Armor 31 Enemies & Threats 64
Degrading Weapons 32 C hapter 07 Qualities 65
Hiring Assistants 32 Hirelings 68
Journeys 54

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F orward

F oreword
I like tinkering. I like fantasy roleplaying games. I like adventure gaming. I like
long travelling journeys. And I like taking risks.

This game is all of that.

I took the rules chassis of the most famous roleplaying game in the world and
dashed it against the ground. I broke a piece of art, destroyed a legacy, and then
attempted to recreate it by forging it back together with seams of gold.

Those familiar with the Japanese art form of kintsugi will understand why I find
this game beautiful.

As I said in a previous game I wrote: “The world probably doesn’t need another
fantasy roleplaying game. But I do.”

I hope you like my work of art. I stood on the shoulders of giants while I built it,
and without them, I wouldn’t have been able to find the seams of gold.

Alan Bahr, 2019

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Third, and the final major reasons, was to
I ntroduction provide a launching point where Gallant Knight
Games could add a new, but familiar ruleset to
The Torchlit Adventures ruleset is a tabletop the gaming world, compatibility license and all.
adventure game. It’s written and designed to em- We wanted to give something back to the commu-
ulate the feel and tone of old roleplaying games nity for them to use.
from the early days of the hobby and industry,
while still acknowledging modern design and
movement forward.

There are a few core concepts around Adven-


ture Games, and we’ll talk about them more later,
but here’s a brief overview:
␐␐ The Narrator modifies the rules as she sees fit.
␐␐ Surmountable, but risky, perilous challenges
are fun.
␐␐ Actions have consequences, up to and in-
cluding death.
␐␐ The rules won’t and shouldn’t cover every-
thing, so trust the Narrator’s rulings.
␐␐ Settings are weird, strange, and require
travel and unexpected events
␐␐ It’s short, to the point, and easy to teach and
understand

It was written for a few reasons. The first was to


provide a unified framework for Gallant Knight
Game’s line of classically inspired tabletop gam-
ing products. After several releases, it was clear
that we were going to keep releasing product, and
ensuring this product was all compatible became
a priority.

Secondly, to evoke a particular type of adven-


ture gaming that we wanted to play (the primary
reason), and we felt was lacking in scope when we
selected books from our libraries.

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01
B asics

When you play TORCHLIT ADVENTURES, each player creates a character and
determine attributes, class, and other details. Attributes serve as guidelines for
roleplaying and understanding your character, allowing you to interpret their ac-
tions through the lens of game mechanics and statistics.

Our base method uses dice to generate your attributes and provide the mechani-
cal foundation that you’ll require to understand how the rules and characters
work and interact.

T he P rimary R ule
The most important concept in TORCHLIT ADVENTURES is that the Narrator
is the final arbiter of all rules and has the right to modify everything. It’s a core
element of this game, and heavily encouraged. There are gaps in these rules (holes
left intentionally), because much of the adventuring gaming fun is being able to
make up or create new rules as needed.

There are a lot of suggested ways Narrators can resolve holes in these rules,
such as even/odd on dice, to massive charts and complex homebrewed solutions.
Throughout this book, we’ll call out sidebars where we used some of our house
(variant) rules while we created this game.

This is your game now. Play it your way.

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D ice A dvantage and
TORCHLIT ADVENTURES uses several differ-
ent types of dice, and uses abbreviations based on
D isadvantage
their number of sides. For example, a four-sided Some abilities or rules in the game will refer to
die is noted as ‘d4.’ If this text requires a player rolling with Advantage or rolling with Disadvantage.
to roll a d4 that means to roll three (3) four-sided
dice and add the results together. Simply put, it’s this:
␐␐ To roll with Advantage, roll two d20s and
Other die types (six-sided, eight-sided, ten-sid-
keep the highest.
ed, twelve-sided, and twenty-sided) follow in the
same manner. Occasionally players and Narrators ␐␐ To roll with Disadvantage, roll two d20s and
may need to roll a d100 (sometimes called a d%). keep the lowest.
In these instances, select two d10s and desig- You should not (and in case it comes up, cannot)
nate one die as the ‘ten’ place and another as the have Advantage or Disadvantage on rolls that are
‘singles’ place. Then, roll both dice to represent not d20 rolls.
a single number between 1 and 100. Some sets of
dice come with a d10 that showcases the 10s faces Advantage and Disadvantage always cancel,
(10, 20, 30, etc.); this makes it easier to distinguish and never stack. Even if you get Advantage
between the ‘tens’ and ‘singles’ when rolling. from multiple sources, it still only counts as one
instance of Advantage. As an example, if you had
So, if a player rolled a 4 on their ‘tens’ die and Advantage from two sources, and Disadvantage
a 2 on their ‘singles’ die, their d100 roll was 42. If from one, you’d simply cancel both out and roll a
a 0 comes up on both the ‘tens’ and ‘singles’ dice, single d20 and keep it.
read that as 100.

When playing this game, each player should


have access to a full set of dice, which includes
S kill T ests
all the die types mentioned above, though you A standard skill test is performed by rolling a
can share sets. Random tables, weapons, health, d6. If the d6 comes up equal to or higher than the
charts, and rolls at times require you to roll dice. number assigned to that skill test, then it was suc-
cessful. To keep things concise, most skill tests are
written as “make a Difficulty X skill test,” where X
is the number the roll needs to meet or exceed.

Narrators often associate a skill test with one of


that character’s Attribute Scores. If a skill test is
associated with an Attribute Score (as specified by

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either the Narrator or noted in the rules), the die
roll for that skill test gets a numerical bonus (see S aving T hrows
the modifier rules below). Always add the bonus
to the result of the die and compare that total to From time to time, an ability, trap, or some
the skill test’s Difficulty. other kind of hazard requires you to make a Sav-
ing Throw. A successful saving throw means that
Instead of exhaustive lists of skills, the Narrator the Character avoids a threat or lessens its effect.
calls upon the players to make skill tests. All skill
tests have a Difficulty associated with them, which Each character class has a saving throw target
represents exactly that: how difficult an action is number which gets lower and lower as the Char-
to perform. acter gains levels. To make a Saving Throw, roll
a d20. If the result is equal to or greater than the
Some skill tests use a die type other than a d6. Character’s saving throw target number, the Sav-
This is dependent on class abilities (which upgrade ing Throw is successful.
skill tests) and are in the rules detailed below.
Monsters can also make Saving Throws (as
When you upgrade skill tests, you increase the indicated by their write-ups.) More details about
die size, and when you downgrade skill tests, you de- Saving Throws are on page 43.
crease the die size. The graphic below illustrates this:

D4 > D6 > D8 > D10 > D12 C haracter S heets


More information on skill tests are on page 36. A character sheet is a piece of paper designed to
Note, that you may never upgrade past a d12. organize and contain any and all necessary player
character information, for the benefit of both the
Narrator and Player. In TORCHLIT ADVEN-
TURES, the character sheet could be something as
simple as a 3x5” index card—with equipment and
spells written on the back. We’ve also included a
larger and more detailed sheet in the back of the
book (and free on our website).

Feel free to create and share your own designs!

A t tribute S cores
The basic attributes are numbers which repre-
sent the Might, Learning, Insight, Fortitude, Agil-
ity, and Charisma of a character. These are innate

8
You’ll notice that it behooves you Functionally, you’ll do this:
to keep your lowest dice for Dice #5. Attribute 1 (12) + D#1
That’s intentional. Do that.
Attribute 2 (11) – D#1 + D#2
abilities that your character has at their very core,
elements that are results of intensive training, in- Attribute 3 (11) – D#2 + D#3
nate abilities, and more. Attribute 4 (10) – D#3 + D#4
First, think of what sort of character you want to Attribute 5 (10) – D#4 + D#5
play. Identify which skills are important to your
concept and note those attributes. Attribute 6 (10) – D#5

Pick your most important attribute and put a This will give you one particularly good statis-
12 in it. Then, pick your next two most important tic, one weak statistic and four that range between
attributes and put a 11 in them. Put a 10 in the average and good.
remaining three. Then, roll five six-sided dice, and
However, some Narrators allow more flexibility
lay them out from left to right in any order you
or dislike the time the above method takes. There
want. These dice are numbered 1 through 5 from
are other ways to generate attributes. One exam-
left to right.
ple is to let the players roll 3d6 a total of six times
Then, pick your most important attribute. Add and arrange the rolls however they want.
the number on Dice #1 to it (generating a number
If you wanted to be grittier, you might roll
between 12 and 17).
3d6, in order, forcing players to accept some ter-
Now, pick another attribute. Subtract Dice #1 rible results.
from it. Then add Dice #2 to that same attribute.
There are all sorts of variations, such as a pool
Pick a third attribute. Subtract Dice #2 from it.
of rolled attributes for the players to share, having
Then add Dice #3 to it. Pick a fourth attribute.
them bid on which one they’d like.
Subtract Dice #3 from it, and then add Dice #4 to
it. Pick a fifth attribute, then subtract Dice #4 from The classic way to create attribute scores is to roll
it and add Dice #5. With your last remaining at- 4d6 for each attribute in the previously mentioned
tribute, subtract Dice #6. order, removing the lowest numbered dice in each
roll (leaving you with the 3 best of the 4d6).
We use this form of character creation
After making those rolls, it is often obvious
to generate stable, interesting, but varied
which type of character best fits the abilities;
characters. It keeps everyone on the same page
though, the player always has the option to play
and power level, while allowing everyone to
any class desired. Once the player decides on a
feel different and unique.
class, they may shift points from other attributes,

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but only into the Prime Attribute of that character
L earning
class (Prime Attributes are on page 36.)
Learning represents IQ, reasoning, and the
However, shifting points around may not lower
ability to solve puzzles or understand difficult
ability scores below 9.
concepts. A high Learning score gives a character
an additional language for every two points above
U niversal 10. Learning is the Prime Attribute for Sages, who
will get a 5% bonus to XP if the character’s Learn-
A t tribute modifier ing is 15+. A high Learning gives you the modi-
fier to skill tests related to knowledge, such as
Each notably high or low attribute generates a recalling academic information, repairing broken
modifier, represented as either a bonus or pen- equipment, and similar tasks.
alty, allowing characters to gain benefits for their
exceptional or dismal attributes. We call these bo- I nsight
nuses or penalties modifiers. Characters can never
have attributes higher than 20. Insight determines a character’s wisdom, cun-
ning, perception, and good judgment. Any charac-
Universal Attribute Modifier Table ter with an Insight score of 15+ gets a 5% bonus to
Attribute Roll Description Bonus XP. A high Insight gives you modifiers to skill tests
related to perception, understanding and connect-
3-6 Below Average -1
ing information to form patterns and processes.
7-14 Average None
15-17 Above Average +1
F ortitude
18-19 Exceptional +2
20 Astounding +3 Fortitude refers to the health, stamina, phy-
sique, and endurance of a character. The higher a
character’s Fortitude, the more Lifeblood they’ll
M ight start with. A high score in Fortitude gives you the
Might represents the Character’s physical modifier to skill tests related to stamina, resilience
power, ferocity, and momentum. It is the Prime and more (such as holding your breath, running
Attribute for Fighters, so when a Fighter character long distances, and similar.)
has Might of 15+, the Character gets a 5% bonus
to XP. A high score in Might gives you the modi- A gilit y
fier to Melee Attack rolls and Melee Damage rolls,
Agility is a combination of coordination,
as well as skill tests related to raw Might (lifting,
finesse, dexterity, and quickness. A high Agil-
climbing, jumping, and more.)
ity score gives a character the modifier on attack
rolls when attacking with a bow or other ranged

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weapon, as well as damage from ranged weapon Charisma Bonus Table
attacks, and a low score (8 or less) gives a pen-
Hirelings
alty of -1 to such rolls. It is the prime attribute Charisma Loyalty
(Max Number)
of Thieves, granting them a 5% increase to XP
3-4 1 -2
if their Agility is 15+. A high score Agility gives
you modifier to skill tests related to nimbleness, 5-6 2 -2
agility, and finesse tasks, such as stealth, acrobat- 7-8 3 -1
ics, and graceful movement. 9-12 4 0
13-15 5 +1
C harisma 16-17 6 +2
Charisma refers to a Character’s leadership abil- 18+ 7 +2
ity. Any Character with a Charisma of 15+ receives
a 5% bonus to XP. A high score in Charisma gives
you the modifier to skill tests related to personal- E xperience B onus
ity, leadership, persuasion, deception, and empa- Each character gets a bonus percentage to
thy. It also impacts how many hirelings you can their experience points (XP) that will increase
take with you, and their loyalty. the amount of experience points gained during
an adventure.

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C hapter 01
All characters add together the following:
␐␐ 5% if the Character’s Prime Attribute is 15+. S tarting C urrenc y
␐␐ 5% if Insight is 15+. Each Character starts with some gold pieces
␐␐ 5% if Charisma is 15+. they’ve acquired through their life. They start
with gold pieces equal to 60 times their Prime At-
The maximum attainable bonus is 15%. All tribute modifier (minimum 60gp.)
awards of XP to the Character during play in-
crease by the amount of the bonus (by 0%, 5%, Each gold piece is worth 10 silver pieces (sp), and
10%, or 15%). each silver piece is worth 10 copper pennies (cp)
(so one gold piece is worth 100 copper pennies).

L ifeblood C haracter
Lifeblood (LB) represents the amount of damage
a Character can sustain before dying. Lifeblood R etirement
is determined by taking the Character’s Fortitude
score and adding their level to that score. For If a Character reaches the highest level listed
example, a first level character with 13 Fortitude on the table for that character class, what hap-
would have 14 LB. The same character at second pens? Does advancement stop? Does the Char-
level would have a 15. acter have to retire? Each group has its own
play style and a preference for a given range of
character levels for their games. If the Narrator
P rofession wants to extend the tables to allow higher-level
characters, then go for it!
A class determines the general idea of a charac-
ter, but a Profession gives much more information
and color to it. A Fighter can be a Bodyguard,
part of the City Watch, a Mercenary, or any other
thing the player can imagine. In the same manner,
a Thief can be an Assassin, a Pirate, or a Spy. A
Sage could be an Astronomer, an Apothecary, or a
Shaman. There isn’t really a complete defined list
of Professions and the players should be creative
when selecting one. In game terms, a character
benefits from an upgrade to all skill tests related
to their Profession. (See page 37 for details on
upgrades to skill tests.)

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02
C lasses

The player will now select which of their character classes they wish to play.
There are three classes in the basic TORCHLIT ADVENTURES game:
␐␐ Fighter
␐␐ Thief
␐␐ Sage

Every class provides some background on characters in that class, as well as the
class’s Damage, Experience Point increases, Lifeblood, Hit Bonus, Saving Throw
and any special abilities or features that class has.

Damage is determined by class, not weapon. No matter what weapon you hold,
your training is what informs your ability to fight. Weapons do provide modifiers
to damage, but the core damage is always based on that class.

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T he F ighter
F ighter
Fighters are formally trained warriors who
C lass A bilities
D amage
serve as soldiers, mercenaries, and military When wielding a weapon in melee or ranged
commanders. Capable of wielding a myriad of combat, Fighters do a base damage of 1d10.
weapons and making use of specialized combat
techniques, Fighters draw the awe of their allies W eapon and A rmor R estrictions
and ire of their foes. As their battlefield prow-
ess improves, so too do their reputations grow. Fighters are trained in warfare and, as such,
In most cases, Fighters draw a cadre of martial have no restrictions on the kind of weapons or
allies—footmen, archers, and skirmishers—who armor they can use.
rally to the Fighter’s banner. Particularly re-
nowned Fighters establish their own holdings and C ombat M achine
vassals, maintaining a martial company to protect
their newly claimed land. Fighters get a number attacks each round as
indicated by the table above.

Saving Attacks per


Level Exp. Points Lifeblood Hit Bonus
Throw Round
1 0 Fort + 1 +0 14 1
2 2,000 Fort + 2 +1 13 1
3 4,000 Fort + 3 +2 12 1
4 8,000 Fort + 4 +2 11 2
5 16,000 Fort + 5 +3 10 2
6 32,000 Fort + 6 +4 9 2
7 64,000 Fort + 7 +4 8 3
8 128,000 Fort + 8 +5 7 3
9 256,000 Fort + 9 +6 6 3
10 512,000 Fort + 10 +6 5 4

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M arksman
At character creation, a Fighter may choose to
focus on being a marksman. If they do, they gain
Advantage on all Ranged Attacks. However, by
focusing on ranged combat, they have neglected
their abilities in melee combat and suffers Disad-
vantage when wielding any melee weapon. If a
Fighter chooses this ability, they may not choose
Sword & Board or Landsknecht.

S word & B oard


At character creation, a Fighter may choose to
focus on sword & shield fighting. If they do, they
double the reduction bonus provided by a shield.
However, by focusing on this, they have neglected
their abilities in Ranged Attacks and suffer Dis-
advantage when wielding any ranged weapons
or two-handed weapons (this does not include
thrown weapons.) If a fighter chooses this ability,
they may not choose Marksman or Landsknecht.

L andsknecht
At character creation, a Fighter may choose to
focus on being a landsknecht, a fighter who focuses
on two-handed weapons. If they do so, attack
rolls made with two-handed weapons gain Armor
Piercing 1 (stacking and increasing any other
Armor Piercing benefits.) However, by focusing
on this, they have neglected other training. They
suffer Disadvantage with any Ranged Attacks. If
a fighter chooses this ability, they may not choose
Sword & Board or Marksman.

16
R ally the C ompany
At third level, any hirelings or henchmen in the
Fighter’s employ have Advantage on all Loyalty
checks. In addition, if the Fighter spends one full
combat round inspiring these henchmen and
hirelings, they receive Advantage bonus on all
attack rolls, as well as Advantage on all Saving
Throws made to resist mind-influencing affects
(such as fear).

W eapon S pecialization
At character creation a fighter may elect to spe-
cialize one weapon type such as long bow, long
sword, or battle axe—but not broad groups like
swords, bows, or axes. When wielding their spe-
cialized weapon, they receive a +1 bonus to their
Hit Bonus and damage.

S aving T hrow
Fighters receive Advantage on Saving Throws
vs. death and poison

E stablish S tronghold
At 9th level, a Fighter who chooses to build a
castle has reached the rank of “Lord” or “Lady,”
bestowed by the local ruler or monarch. The char-
acter may choose to attract a body of men-at-arms,
who will swear their fealty as loyal followers.

E xperience B onus for M ight


Might is the Prime Attribute for Fighters, which
means that a Might score of 15+ grants an addi-
tional 5% experience.

17
T he
C hapter 02
T hief C lass A bilities
T hief
While there are many who wield sword and
D amage
When wielding a weapon in melee or ranged
combat, Thieves do a base damage of 1d8.
shield while exploring the dangerous places of
the world or defending the weak, the Thief hopes W eapon /A rmor R estrictions
to recover lost riches using guile and stealth.
Thieves are agile and skilled in combat. They
Though trained in arms, they are not combatants
may wield any weapon. However, they prefer to
by trade. Instead they strike from the shadows
rely on their reflexes and quickness over heavy ar-
and their keen eyes see dangers that their com-
mor, which impedes their other abilities. They may
panions do not. Thieves are rarely noble but are
only wear leather armor and do not use shields.
more often pragmatic professionals looking for
opportunities to rapidly amass great wealth.
Still, their unique skill set makes them especially B ackstab
useful to dungeoneers and explorers and there
Thieves prefer to catch their foes unaware and
are some among their ilk who hold to a code of
strike from positions of opportunity. Any time a
honor among thieves.
Thief attacks an opponent who is unaware of their

Level Exp. Points Lifeblood Hit Bonus Saving Throw


1 0 Fort + 1 +0 14
2 1,250 Fort + 2 +0 13
3 2,500 Fort + 3 +0 12
4 5,000 Fort + 4 +1 11
5 10,000 Fort + 5 +1 10
6 20,000 Fort + 6 +2 9
7 40,000 Fort + 7 +2 8
8 80,000 Fort + 8 +3 7
9 160,000 Fort + 9 +4 6
10 320,000 Fort + 10 +5 5

18
presence, the thief gains Advantage on their attack.
If the attack is successful, the thief may roll damage
twice to calculate damage from the backstab.

S aving T hrow
Thieves receive Advantage to any Saving
Throw made to reduce or avoid the effects of
any trap, magical or mundane, and to resist the
effects of poison.

T hievery
Thieves are stealthy and light-footed. The
Thievery ability may be used for any number of
clandestine or stealth-based actions. From picking
pockets or locks, discovering and disarming traps,
remaining silent and hidden while moving—or
even climbing walls free-handed—these talents
are reflected in the ability of Thievery. The Narra-
tor has the final say as to whether an action falls
under the purview of Thievery or not.

When a Thief wants to attempt a task covered


by Thievery, they roll a skill test. The Narrator
secretly sets the difficulty, so the Thief is unaware
of success or failure until the results manifest. An
easy task (climbing a wall with gear, or existing
handholds) starts as a Difficulty 2+ skill test. Un-
locking something is never easier than 4+.

When a Thief fails using this ability while


free-climbing a wall or disarming a trap, they
can endanger themselves with either a great fall
or by being in the path of a poisonous dart or
concealed trap.

At 5th level the Thief rolls a d8 when making


Thievery skill tests.

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C hapter 02
At 5th level the Thief roll a d8 when making
E stablish G uild (9 th )
Disguise skill tests.
A Thief of 9th or higher level may choose to
establish a secret hideout, often in an urban P oison U se
location. They attract the attention and service of
other, lower-level Thieves who hope to learn from A Thief is always knowledgeable regarding the
a master. They hold the title of Guild Master, and uses of poison. If they have access to poison, they
those who arrive are members of their Thieves can apply it to their weapons without any fear of
Guild. In return for a cut of their earnings, the accidentally poisoning themselves.
Thief provides these apprentices with protection
from local law enforcement as much as they are E xperience B onus for A gilit y
able. If the Thief cannot protect these apprentices,
Agility is the Prime Attribute for Thieves, which
they are likely to turn on them in hopes of finding
means that an Agility score of 15+ grants them an
a more capable Guild Master.
additional 5% to all experience points awarded.

D isguise
Thieves may disguise themselves through dress
and manners. A successful disguise allows the
Thief to conceal their likeness, pass as a member
of another class, or assume the guise of someone
of the opposite sex.

A Thief must make a skill test with a difficulty


of 4+. This player must roll once for each in-game
day the Thief wishes to remain disguised.

Victims of the disguise with a Learning score


of 13-18 increase the Difficulty by +1. An Insight
score of 13-18 also increases the Difficulty by +1.

If the Thief wants to emulate a species or gender


different from their own, the difficulty increases
by +1.

For example, a male Thief trying to pass himself


off as a high-born Lady to an astute captain of the
guard (both Learning and Insight 13+) will have a
chance of success on a Difficulty 7+ skill test.

20
T he S age C lass A bilities
S age
In a world where the sword is often mightier
D amage
When wielding a weapon in melee or ranged
combat, Sages do a base damage of 1d6.
than the pen, the Sage proves a sharp mind is
more important than a sharp blade. They are mas- W eapon and A rmor R estrictions
ters of academic lore, whether history, religion,
mythology, politics, or even magic. Though more Sages tend to spend their waking hours in
at home in a library than on a battlefield, Sages study of arcane tomes and scrolls. As such, they
have little time to train with weapons or learn
nevertheless often find themselves drawn down
how to properly engage in physical combat.
the path of adventure where their keen insights
Sages may only wield daggers or staves and may
and deep lore often means the difference between
not use armor.
life and death for their more martial companions.

Spells
Level Exp. Points Lifeblood Hit Bonus Saving Throw
1 2 3
1 0 Fort + 1 +0 15 - - -

2 2,500 Fort +2 +0 14 - - -

3 5,000 Fort + 3 +0 13 - - -

4 10,000 Fort + 4 +1 12 1 - -

5 20,000 Fort + 5 +1 11 2 - -

6 40,000 Fort + 6 +1 10 2 1 -

7 80,000 Fort + 7 +2 9 3 1 -

8 160,000 Fort + 8 +2 8 3 2 -

9 320,000 Fort + 9 +2 7 3 2 1

10 640,000 Fort + 10 +3 6 3 2 2

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C hapter 02
H ealing H ands
When a Sage reaches 3rd level, they have
learned much about medicine. A Sage can heal a
number of Lifeblood each day, equal to their level
+ their Insight modifier in any amount or incre-
ment. If a Sage has Healing Hands, they may not
have Martial Historian.

M artial H istorian
When a Sage reaches 3rd level they can select
any single weapon and gain proficiency in that
weapon. If you take this ability, you cannot have
the Healing Hands ability.

S pell C asting
Over time, Sages accumulate a book of spells—
which does not automatically include all the spells
on the standard lists. A Sage can cast any spell in
their spellbook.

Sages cast spells by making a special skill test


called a casting roll. Casting rolls are Learning skill
tests with a Difficulty of 4+Spell Level. For exam-
ple, a level 1 spell would have a Difficulty of 5+.

A successful casting roll causes the spell to suc-


cessfully go off and triggers its effects. A failed
casting roll causes the Sage to suffer 1d6 damage
for each level of the spell.

If the Sage finds spell scrolls during an adven-


ture, he can copy them into his spell book. Sages
begin play with a spell book, though it is blank,
and they must discover magical incantations and
spells either while adventuring or through expen-
sive and lengthy research.

22
At 5th level, the casting roll die upgrades one small empty sack, a knife or other small hand tool)
step (from d6 to d8), and at 10th level, it upgrades the Sage may spend five rounds looking through
again (from d8 to d10). their gear to see if they have such an item. If the
Sage makes a successful Difficulty 4+ skill test,
S cholar they can produce the item.

All Sages study the mysteries, secrets and lore S aving T hrow
of the world, but scholars are masters of hid-
den knowledge. They may make a Learning skill Sages receive Advantage on saving throws vs.
test to understand dead or old languages, recall spells—including those cast from wands and staves.
obscure pieces of knowledge, or identify magi-
cal items. Sages are often well versed in matters E xperience B onus for L earning
of history and lore, including extensive linguistic
knowledge. The Scholar ability helps the Charac- Learning is the Prime Attribute for Sages, which
ter translate texts, decipher writing, or reveal the means that a Learning score of 15+ grants them an
meaning of old texts and runes they often find in additional 5% to all experience points awarded.
dungeons and abandoned ruins. When the Sage
attempts to use this ability, the player rolls a Dif-
ficulty 5+ skill test. Whether they glean the general
meaning of the text or decipher it whole cloth is
up to the Narrator. If the Sage fails in their at-
tempt to use this ability, they must wait until they
gain one level of experience before attempting to
decipher that specific document or writing again.

S ense the U nseen


Sages can automatically detect the presence of
undead, both corporeal and incorporeal within 60’,
even if they are invisible or otherwise concealed.

T raveler ’ s T rinket
A Sage often picks up various useful pieces of
equipment in their travels that are forgotten until
the right situation. When the Sage or their allies
need a piece of small, mundane, non-magical gear
that no one has on hand (such as flint and steel, a

23
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03
E quipment

Each Character starts with some gold pieces they’ve acquired through their life.
They start with gold pieces equal to 60 times their Prime Attribute modifier (mini-
mum 60gp).

Each gold piece is worth 10 silver pieces, and each silver piece is worth 10 cop-
per pennies (so one gold piece is worth 100 copper pennies).

E quipment W eight
A normal level of miscellaneous equipment is assumed to weigh 10 pounds. For
any treasure added to this, each coin and gem is assumed to weigh 0.1 pound.

24
A dventuring G ear Name
Holy symbol
Cost
50 sp
Weight
1 lb.
Name Cost Weight Holy water, flask 25 sp 1 lb.
Backpack 10 sp 3 lb. Hourglass 250 sp 1 lb.
Ball bearings (100) 10 sp 2 lb. Incense, divine (1 block) 25 sp —
Barrel 15 sp 40 lb. Ink, vial 100 sp —
Basket 1 sp 1 lb. Ink pen 1 sp —
Bedroll 8 sp 5 lb. Jug 2 cp 4 lb.
Bell 10 sp — Ladder (10 feet) 2 sp 25 lb.
Blanket 5 sp 3 lb. Lamp 5 sp 1 lb.
Block and tackle 20 sp 5 lb. Lantern, bullseye 100 sp 2 lb.
Book (1oo pages) 150 sp 3 lb. Lantern, hooded 50 sp 2 lb.
Bottle, glass 10 sp — Lock 100 sp 1 lb.
Bucket 5 cp 2 lb. Magnifying glass 1,000 sp —
Caltrops (10) 10 sp 2 lb. Manacles 20 sp 6 lb.
Candle 1 cp — Mess kit 2 sp 1 lb.
Case, crossbow bolt 10 sp 1 lb. Mirror, steel 50 sp 1/2 lb.
Case, map or scroll 10 sp 1/2 lb. Oil, flask 1 sp 1 lb.
Chain (10 feet) 50 sp 10 lb. Parchment (1 sheet) 1 sp —
Chalk (1 stick) 1 cp — Pick, miner’s 30 sp 10 lb.
Chest 50 sp 25 lb. Piton 5 cp 1/2 lb.
Climber’s kit 250 sp 10 lb. Pole (10-foot) 5 cp 7 lb.
Clothes, common 5 sp 5 lb. Pot, iron 20 sp 10 lb.
Clothes, costume 50 sp 5 lb. Pouch 2 sp 1 lb.
Clothes, fine 150 sp 5 lb. Quiver 10 sp 1 lb.
Clothes, traveler’s 20 sp 6 lb. Ram, portable 40 sp 35 lb.
Component pouch 10 sp 1 lb. Rations (1 day) 5 sp 2 lb.
Crowbar 20 sp 5 lb. Rope, hempen (50 feet) 10 sp 10 lb.
Fishing tackle 10 sp 4 lb. Rope, silk (50 feet) 100 sp 3 lb.
Flask 2 cp 1 lb. Sack 1 sp 2 lb.
Grappling hook 25 sp 5 lb. Scale, merchant’s 50 sp 3 lb.
Hammer 10 sp 3 lb. Sealing wax 5 sp —
Healer’s kit 50 sp 3 lb. Shovel 25 sp 5 lb.

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C hapter 03
Name Cost Weight Component Pouch: Used to contain materials for
spells and rituals.
Signal whistle 1 sp —
Signet ring 50 sp — Crowbar: You gain +1 on skill tests when using a
Soap 2 cp — crowbar to pry something open, and it doubles
Spell book (100 pages) 300 sp 3 lb. as a club.
Spikes, iron (10) 10 sp 5 lb.
Holy Symbol: A hand-held symbol of a divine be-
Spyglass 1,000 gp 3 lb.
ing or spiritual philosophy used by the religious-
Tent 20 sp 20 lb. ly-inclined to channel the power of their gods.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb. Holy Water: Deals 2d6 damage to demons and
Vial, empty 10 sp — undead and ignores their immunities. At the
Narrator’s discretion it can also undo fiendish
Waterskin 2 sp 1 lb.
magic (perhaps requiring an Insight or Cha-
Whetstone 1 cp 1 lb.
risma skill test) or allow another saving throw
This section describes equipment that either has if someone is under demonic influence (perhaps
special rules or whose function isn’t obvious. with a bonus).

Ball Bearings: A character may throw a two-pound Incense, Divine: Necessary for certain divine rituals,
bag of 100 ball bearings across a hard, flat surface and sometimes burnt while offering sacrifices.
of about ten square feet as an action during com-
Lamp: Illuminates a 15-foot radius.
bat. Any approximately human-sized creatures
crossing that area must make a Difficulty 4+ Lantern: Illuminates a 20-foot radius, or a 30-
Agility-based skill test or fall prone. foot cone.

Book: Assumes a blank book with 100 pages. Manacles: The price assumes you’re going to use
Books containing information cost more. them on a human-sized (or smaller) creature.
Characters can escape from them with a Diffi-
Candle: Provides light out to 5 feet.
culty 6+ skill test.
Case, Crossbow Bolt: Holds up to 20 crossbow bolts.
Oil: Normally used as fuel for lamps. If you
Chain: Has 10 Lifeblood. Can be burst with a Dif- splash it on a creature and they suffer fire dam-
ficulty 7+ Might skill test. age before they have a chance to clean it off,
gain +1 to the Burning condition that has been
Climber’s Kit: Includes pitons, special boots applied to them. It can also be splashed on the
and gloves, and a harness. +1 on skill tests ground: it covers a 5-foot area, and if lit on fire
related to climbing. burns for 1d4 rounds and deals 1d6 fire damage
to any creature that enters the area.

26
Portable Ram: Allows two creatures to try bash-
ing in a door and grants an additional +2 to skill M ounts
tests to do so.
The main benefit of having a mount is their
Quiver: Holds up to 20 arrows. increased Speed and ability to carry stuff. When
you’re riding on a mount, you use its Movement in-
Tent: Provides enough room for two humans.
stead of yours. Mounts act at the same time as their
Torch: Illuminates a 20-foot radius. If you use it as rider, and they can move and attack like a normal
a melee weapon, it has the Burning property. character: if a mount only moves up to its Move-
ment both it and its rider can attack, but even if the
Waterskin: Weighs 5 pounds when full. mount moves up to twice its Movement its rider
can still attack (or take some other action).

E quipment Mount Cost (sp) Speed Load


Donkey or
P ackages mule
50 40 ft. 125 lb.
Horse 500 60 ft. 250 lb.
To keep things quick and easy, you can start with
Warhorse 3,000 60 ft. 500 lb.
and choose equipment packs at the start of the game:
␐␐ Burglar’s Pack (15 sp): Backpack, bag of Load: The maximum amount the mount can carry.
ball bearings (100), 10 feet of thread, bell, 5
candles, crowbar, hammer, 10 pitons,
hooded lantern, 2 flasks of oil, 5 days
of rations, 50 feet or rope, tinderbox,
and waterskin.
␐␐ Dungeoneer’s Pack (19 sp): Back-
pack, crowbar, hammer, 10 pitons,
10 torches, tinderbox, 50 feet of rope,
10 days of rations, and waterskin.
␐␐ Explorer’s Pack (15 sp): Backpack, bedroll,
mess kit, tinderbox, 10 torches, 50 feet of
rope, 10 days of rations, and waterskin.
␐␐ Healer’s Pack (57 sp): Backpack, healer’s kit,
tinderbox, and a vial of antitoxin.

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T ack & H arness The Simple/Melee designation means
nothing mechanically, but it helps when
Mount Cost (sp) Weight
showing folks how weapons can be more
Bit and bridle 10 1 lb. complex to use and picking the right
Feed (per day) 1 10 lb. weapon for a character.
Saddle, pack 30 15 lb.
Saddle, riding 75 25 lb. Light: You can use either your Might or Agility
Saddlebags 30 8 lb. to attack with the weapon. If you use Might to
Stabling (per day) 5 — attack, add your Might to damage. Same goes
for Agility.

P roperties Protective n: The item provides a reduction bonus


to the Character using it by an increase of n.
Here are some common weapon properties and Multiple protective items do not stack.
what they mean.
Reach: You can attack enemies up to 10 feet away.
Armor Piercing n: The weapon increases the criti-
cal range of the attack by n amount. For exam- Reload n: You must Reload this weapon after n at-
ple, Armor Piercing 2 would take a successful tacks with it. A reload takes a turn. All weapons
Critical Hit on a weapon from a Natural 20 to a in this game have Reload 1.
Natural 18-20.
Sanctified: This weapon ignores reduction
Brutal n: A brutal weapon allows you to roll an against Undead, Demons, or other similar
additional damage die per n and keep the high- unholy beings.
est. For example, a Fighter using a Great Axe
Thrown: This weapon may also be used to make
would roll 2d10 and select the highest to keep.
Ranged Attacks and applies the Might modifier
Burning: A target hit with a Burning weapon to damage (instead of Agility).
must make a Saving Throw immediately. If they
Two-Handed: You must use both hands to prop-
fail, they take 1d6 damage at the start of their
erly wield the weapon
next turn and must repeat the process as though
they’d again been hit by the burning weapon. Unwieldy: This weapon imposes Disadvantage
when it is used.
Defensive n: The weapon provides an armor
bonus to the character using it by an increase to Versatile: Even though the Character may wield
Defense of n amount. For example, Defensive the weapon with one hand, if you use two
1 would give +1 Defense. Multiple Defensive hands it upgrades the damage die one step. (For
Weapons do not stack. example, a d8 damage die would become a d10,
and a d10 would become a d12.)

28
S imple M elee W eapons
Name Cost (sp) Weight Properties
Club — 2 lb. —
Dagger 5 sp 1 lb. Light, Thrown
Great club — 10 lb. Two-handed
Hand axe 25 sp 2 lb. Thrown
Javelin 5 sp 2 lb. Thrown
Light hammer 15 sp 2 lb. —
Mace 35 sp 4 lb. —
Quarterstaff — 4 lb. Versatile
Sickle 10 sp 2 lb. Light
Shortsword 30 sp 2 lb. Light
Spear 15 sp 3 lb. Versatile, Thrown

S imple R anged W eapons


Name Cost (sp) Weight Properties
Crossbow, light 100 sp 5 lb. Armor Piercing 2
Crossbow, light
200 sp 5 lb. Armor Piercing 1, Reload
repeating
Dart 1 sp 1/4 lb. —
Short bow 100 sp 2 lb. Armor Piercing 1, Two-Handed
Sling — 1d4 —

M artial M elee W eapons


Name Cost (sp) Weight Properties
Arming sword 40 sp 3 lb. Versatile
Battle axe 25 sp 4 lb. Brutal 1, Versatile
Flail 100 sp 6 lb. Two-handed
Glaive 50 sp 6 lb. Reach, Two-handed
Halberd 50 sp 6 lb. Reach, Two-handed
Lance 40 sp 8 lb. Defensive 1

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Longsword 150 sp 5 lb. Two-handed, Brutal 1
Maul 100 sp 10 lb. Two-handed
Morning star 40 sp 4 lb. Armor Piercing 1
Pike 50 sp 15 lb. Two-handed, Reach
Rapier 100 sp 2 lb. Light, Defensive 1
Scimitar 50 sp 3 lb. Light
Trident 75 sp 4 lb. Versatile, Defensive 1, Thrown
War pick 30 sp 5 lb. Armor Piercing 1
Warhammer 40 sp 4 lb. Versatile

M artial R anged W eapons


Name Cost (sp) Weight Properties
Crossbow, heavy 125 sp 10 lb. Armor Piercing 3, Reload
Crossbow, heavy repeating 250 sp 10 lb. Armor Piercing 2, Two-Handed
Longbow 150 sp 10 lb. Armor Piercing 1, Two-Handed

R anged W eapon T ables


Ranges for thrown and missile weapons. Short Range grants Advantage on all Attack Rolls. Long
Range imposes Disadvantage on all Attack Rolls.

Weapon Short Range Medium Range Long Range


Dagger 10 ft. 11-20 ft. 21-30 ft.
Dart 20 ft. 21-40 ft. 41-60 ft.
Hand axe 10 ft. 11-20 ft. 21-30 ft.
Heavy crossbow 100 ft. 101-200 ft. 201-300 ft.
Light crossbow 75 ft. 76-150 ft. 151-250 ft.
Longbow 200 ft. 201-400 ft. 401-600 ft.
Shortbow 100 ft. 101-200 ft. 201-300 ft.
Sling 40 ft. 41-80 ft. 81-160 ft.

30
A rmor
Armor Reduction Weight (lb.) * Cost
Medium Armor 4 50 30
Light Armor 2 25 15
Heavy Armor 6 75 50
Small Shield +1 5 10
Large Shield +2 10 20
* At the Narrator’s discretion, magical armor weighs either half of its normal weight or nothing at all

D efense
Every person has a Defense of 10. They then add their Learning, Agility and Insight Modifiers to gen-
erate a final Defense. The higher your Defense, the harder it is for your enemies to hit you.

Armor and shields provide Reduction, which prevents incoming damage. Every time you take dam-
age, you reduce the final damage taken by your total reduction. Armor degrades after combats if it’s
used to reduce damage, but shields do not (see below.)

Shields have an additional rule. A character can choose to respond to an attack and sacrifice a shield
they are wielding to double the shield’s reduction bonus against one attack. This permanently destroys
the shield after resolving the attack.

D egrading A rmor
After each combat, armor degrades. If armor reduces damage in a conflict, that armor provides one
less reduction until repaired. This is cumulative. For example, after two combats in a dungeon where a
suit of armor reduces damage, light armor would provide no reduction, medium armor would provide
2, and heavy armor would provide 4. Shields do not degrade, instead they are destroyed when sacri-
ficed to protect against attacks.

Armor has two methods of repair. First, armor can be repaired in towns or during downtime. Each
point of reduction restored requires a knowledgeable metalworker (blacksmith, armorer) or leather-
worker (tanner, etc.). The adventurer must spend 10 gold pieces per point of reduction restored, and it
takes one day per point of reduction restored before the armor is ready.

Alternatively, the camp action can help restore armor. It takes 1 Repair Camp Action per point of
reduction restored. You can read more on camping and camp actions on page 50.

31
C hapter 03
D egrading W eapons H iring A ssistants
Weapons also degrade after combats. If a weap- Many characters, particularly when first starting
on successfully hits a foe during a combat, after an adventuring career, need hirelings to assist in
the combat is resolved, roll the weapon’s damage carrying loot or fighting monsters. Characters are
dice (the printed damage die above.) If you roll a free to create advertisements and inquire at local
1 or 2, the weapon downgrades its damage dice establishments to find available hirelings. The
going forward until repaired. If you would down- table below assumes that a typical adventure lasts
grade a d4, the weapon is ruined. roughly one week. Prices are in gold pieces.
Hiring Assistants
Weapons has two methods of repair. First,
weapons can be repaired in towns or during Hireling Type Cost
downtime. Each damage die upgrade restored re-
Alchemist 250
quires a knowledgeable metalworker (blacksmith,
Animal Trainer 125
armorer) or leatherworker (tanner, etc.). The ad-
venturer must spend 10 gold pieces per numeral Armorer 25
on the damage die restored (so 80gp to restore a Assassin 500
weapon from d6 to a d8, etc.), and it takes one day Blacksmith 5
per point of numeral on the restored damage die Captain, Ship 75
before the weapon is ready. Engineer 200
Alternatively, the camp action can help restore Horseman 3
weapons. It takes 1 Repair Camp Action per point Non-combatant (servant, torch
2
of die step restored. You can read more on camp- bearer)
ing and camp actions on page 50. Sage 500
Sailor 3
Soldier 5
Spy 125

These rates are for humans only. Non-human or


particularly exotic hirelings may cost more at the
Narrator’s discretion.

32
Bane x: When you gain this quality, select a foe
M agic I tems (such as giants, goblins, orcs, or dragons.) This
weapon automatically upgrades its damage die
Magic items aren’t crafted, they grow through one step against those foes. If this would take
adventures, exploits, and more. Any item a charac- you past a d12, instead it gains Brutal 1 against
ter wields has the potential to become a magic item. those foes.
Magic items should be rare, powerful, and Brutal n: A brutal weapon allows you to roll an
personalized. No +1 swords exist in this world, additional damage die per n and keep the high-
instead, Hallowbane, an arming sword with Burn- est. For example, a Fighter using a Great Axe
ing 2, Bane (Undead), and Glowing exists and would roll 2d10 and select the highest to keep.
once belonged to a famous hero!
Burning n: A target hit with a Burning weapon
We have some tables to help you generate a his- must make a Saving throw immediately. If they
tory for your magic items below. fail, they take nd6 damage at the start of their
next turn and must repeat the process as though
M agic W eapons they’d been hit by the burning weapon anew.
The item also glows like a torch.
Whenever a character achieves an exploit
Defensive n: The weapon provides an armor
(natural 20) while using a weapon, they may im-
bonus to the character using it by an increase to
mediately invest 100 XP into the weapon (thereby
Defense of n amount. For example, Defensive
reducing their accumulated XP by the same
1 would give +1 Defense. Multiple Defensive
amount.) They may not invest this XP if it would
items do not stack.
cause them to lose a level.
Frozen n: A target hit with a Frozen weapon must
Every 1000 XP invested into a weapon allows
make a Saving Throw immediately. If they fail,
it to select a quality from the list below. If an
they take nd6 damage at the start of their next
item has an ‘n’ in the title, you may select it
turn and must repeat the process as though
multiple times (up to a limit of n being applied
they’d been hit by the frozen weapon anew.
3 times to a weapon.)
Glowing: The item glows like a torch and will
Accurate: The weapon grants Advantage on all
illuminate or extinguish itself with a thought
attack rolls.
from the wielder. The light from this item is
Armor Piercing n: The weapon increases the criti- not subject to dimming and will always remain
cal range of the attack by n amount. For exam- Bright Light while it is on.
ple, Armor Piercing 2 would take a successful
Inspiring: When you have an exploit with this
Critical Hit on a weapon from a Natural 20 to a
weapon, you and all allies who can see you
Natural 18-20.
recover 1d4 Lifeblood.

33
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Poison n: When struck by a Poison weapon, a
target must make n Saving Throws. Each failed
save deals the target 1d8 damage, while each
passed save deals the target 1d4 damage.

Protective n: The item provides a reduction bonus


to the character using it by an increase of n.
Multiple protective items do not stack.

M agic I tem H istory


To use this table, roll 3d6 twice and combine the
results to generate a history for your item. These
are meant to be prompts to inspire unique and
interesting magic items in your world. Feel free to
adjust, change, or expand the tables.

3d6 Roll Wielded By Qualities


3 A famous assassin Accurate, Poison 1
4 A fallen paladin Brutal 3, Bane (Angels)
5 An elementalist of renown Burning 2, Frozen 2
6 A family legacy of adventurers Glowing, Protective 2, Defensive 2
7 A champion archer Armor Piercing 2
8 A royal parent Accurate, Glowing 1
9 A charlatan Poison 2
10 A brutal ruler Brutal 1, Burning 1, Frozen 1
11 A quiet hero Bane (Demons), Glowing
12 A forceful rabble-rouser Inspiring
13 A knight of honor Protective 3
14 A barbarian chieftain Inspiring, Brutal 1, Armor Piercing 1
15 A bloodthirsty murderer Poison 2, Brutal 1
16 A dragonslayer Bane (Dragons), Armor Piercing 2
Someone who wasn’t what Roll once more on this column, ignoring
17
legend says 17 and 18s.
Roll twice more on this column and Roll twice more on this column and
18
combine them combine them.

34
an element (fire, cold, etc.). When you suffer
M agic A rmor
damage from that element while wearing your
Magic armor is harder to acquire, when com- armor, your reduction counts double.
pared to magic weapons. Whenever a character Evasive n: n times per combat, you may make a
survives a Critical Hit, they may immediately Saving Throw after you are struck by a non-
invest 100 XP into the armor (thereby reducing magical attack. If this Saving Throw is success-
their accumulated XP by the same amount.) They ful, negate the attack.
may not invest this XP if it would cause them to Hardened n: Critical Hits against you are down-
lose a level. graded to normal hits n times per combat.
Protective n: The item provides a reduction bonus
Every 1000 XP invested into an armor allows it to to the character using it by an increase of n.
select a quality from the list below. If an item has Multiple protective items do not stack.
an ‘n’ in the title, you may select it multiple times. Resilient n: n times per day, you gain Advantage
Defensive n: The weapon provides an armor on a Saving Throw of your choice.
bonus to the character using it by an increase to
Defense of n amount. For example, Defensive O ther M agic I tems
1 would give +1 Defense. Multiple Defensive
Items like scrolls and staves exist but have
items do not stack.
unique effects created by the Narrator, as needed.
Elemental x: When you gain this quality select

35
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04
C ore
R ules

Characters receive Experience Points (XP) for killing enemies and defeating evil!
Enemies have set Experience Point values in their descriptions.

The Narrator has final say on how XP is awarded but should do their best to
remember the ultimate goal of fun, focusing on the narrative impact of the Charac-
ter’s actions.

Each Character class has a Prime Attribute listed in its description, and the char-
acter creation process details how to determine the Character’s total XP bonus.
There are two separate ways of doing it, but each one results in a percent bonus. If
a Character’s bonus is 10%, for example, and the Narrator awards 1000 XP to each
Character, that particular Character would get 1100 XP (10% of 1000 is 100, so the
Character gets a bonus of 100 XP).

S kill T ests
Many times, the Narrator just states if the action you want your character to
perform is successful. Not every action requires a roll of dice. When success is not
a simple enough matter, the Narrator may require you to make a skill test.

Skill tests are just the roll of a d6. Normally, if you roll 4 or higher (often re-
ferred to as 4+), you succeed, though the Narrator might modify this based on the
situation, even above 6+ for truly epic difficulties.

36
Add the appropriate attribute bonus based on the skill test. You can never add more than +3
the action your attempting. Other modifiers might this way.
apply (like gear or your character class abilities.)

In many cases, some skill tests use a die type


G rim E ffort
other than a d6. This is dependent on class abili- A character who fails a skill test or d20 roll can
ties (which upgrade skill tests) and are specified evoke Grim Effort if they wish. They may lose any
in the rules detailed below. number of Lifeblood to add an equivalent amount
to the result of their roll (reduction does not apply
When you upgrade skill tests, you increase the
to this loss). This allows them to succeed at the
dice size, and when you downgrade skill tests,
expense of suffering harm.
you decrease the die size. The graphic below will
indicate that for you:

D4 > D6 > D8 > D10 > D12


T ime
The Narrator must make general rulings on the
S kill T est D ifficulties passage of time during a campaign (e.g. “A few
hours later...”) and should be governed by com-
How Hard? Difficulty
mon sense. There are, however, two important
Easy, with small chance of failure 2+
time measurements that merit brief definitions:
Some effort required 3+
the turn and the combat round. A turn (lasting ten
Average 4+ minutes) tracks and measures actions, movement,
Difficult 6+ and resources when our intrepid adventurers are
Very Difficult 7+ in dangerous places. The shorter combat round
Exceptionally Difficult 8+ (lasting one minute) is used amid battle to allow
for a faster blow-by-blow account of the action.

S kill C ontests
If you need to know who does something better,
both individuals involved in the test generate a
skill test total. However, whoever generates the
higher total succeeds. In the case of a tie, the Nar-
rator decides how to resolve it.

C ooperation
Players can cooperate on skill tests. When a
player aids another player’s character, add the
attribute bonus of each player who assists with

37
C hapter 04
The round is complete; keep turn order for the
M ovement next round if the battle has not been resolved.

Base movement rate for all Characters is calcu-


lated on the table below in feet per turn, allowing H ow I nitiative
for two moves per turn.
W orks
M ovement R ate
When combat (or a scene that requires an order
Weight Carried (lb.) Movement Rate of operations) is about to begin, each side must
0-75 12 roll for Initiative. Initiative is rolled as a group, al-
lowing allies to work together from turn to turn to
76-100 9
aid themselves or tactically approach a combat.
101-150 6
151-300 3 For most Initiative rolls, a d6 is rolled, with the
highest result taking the first turn, with any ties
M ovement R ate A djustments
being rerolled.
Movement Type Adjustment
Careful Half of Rate However, some situations can cause a modifier
Normal Average Rate to this roll, which allows one side to upgrade their
Running 2x Average Rate Initiative die. The Narrator has final say on when
this applies.
When the party encounters enemies, the order
of events in the combat round is as follows: House Rule: Our Narrator frequently up-
graded Initiative die in ambushes, or defen-
The Narrator determines if one side or the other sive situations where one side clearly had an
is entitled to a free attack or move as a result of advantage. Momentum still mattered, but it
surprise or simply an upgrade to the Initiative was significantly less impactful.
roll; this is either a judgement or a die roll of some
kind, depending on the circumstances. Normally,
anyone is surprised if they roll a 1 or a 2 on the
Initiative roll.
␐␐ Determine initiative. One roll is made for
each side, not for each individual in combat.
␐␐ Party with initiative acts first (missile fire,
casting spells, movement, melee attacks, etc.)
and results take effect.
␐␐ Party that lost initiative acts; results take effect.

38
T he A t tack R oll C ritical H its
When your attack roll shows a 20 (called a
The most important rule to understand about natural 20), you have achieved a Critical Hit. Your
combat is the Attack roll. damage dice for the attack are maxed out and
To attack with a weapon, the Player rolls a d20 then doubled. A Critical Hit often drops a foe.
and adds any bonuses to the result. These attack Exploits
bonuses most frequently come from classes. Any When you successfully make a Critical Hit,
time a Character who wields a weapon not associ- you can often do an exploit. There’s not a list of
ated with their class’s weapon restrictions suffers exploits, but they are narrative and mechanical
Disadvantage on their to-hit roll. advantages you can give yourself.

C ombat For example, you could intimidate a foe, shat-


ter a mystical rod, break a wand, or other similar
To attack with a weapon, the Player rolls a d20 tricks or maneuvers. The Narrator has the final
and adds any bonuses to the result. These attack call on what applies.
bonuses now include the Character’s Base At-
tack Bonus, as shown on their Character Table, C ritical F umbles
and may include a Might bonus (for attacks with
handheld weapons), an Agility bonus (for attacks When your attack roll shows a 1 (called a natural
with missile weapons), and any other modifiers 1), you have fumbled, and your weapon is dropped
the Narrator might determine. and has a 1-2 chance of breaking (on a d6.).

If the result is equal to, or greater than, the


opponent’s Defense, the attack hits, and damage S pecial A t tacks
is rolled.
There are two types of unorthodox melee
Additionally, sometimes skill tests are also ap- stances combatants can take, Reckless Attacks and
plicable in combat. More situations are below: Cautious Attacks.

D amage and D eath R eckless A t tacks


When a Character (or creature) takes a hit, ap- When a character wishes to Reckless Attack for
ply the reduction from armor, then deduct the the turn, all their Melee Attacks gain Advantage
amount of damage taken from their Lifeblood. for the turn. Additionally, they automatically go
When Lifeblood reaches 0, the Character dies. before any enemies in initiative order (this doesn’t
cause their allies to go before enemies). However,
all incoming attacks also gain Advantage.

39
C hapter 04
C autious A t tacks
H ealing
When a character wishes to Cautious At-
In addition to the various other means of restor-
tack for the turn, all their Melee Attacks gain
ing LB, a Character will recover Lifeblood each day
Disadvantage for the turn. Additionally, they
of uninterrupted rest. They recover 1 Lifeblood, +
automatically go after any enemies in initiative
an extra amount equal to their Fortitude modifier.
order (this doesn’t cause their allies to go after
Four weeks of rest restores all a Character’s LB—re-
enemies). However, all incoming attacks also
gardless of how many the Character lost.
gain Disadvantage.

B inding W ounds
F eints & D isarms Narrators can allow a Character to bind 1d4 LB
Two frequent combat situations are Feints worth of wounds following a battle. This can only
and Disarms. be done once per battle. If a Character has to bind
their own wounds, they only bind 1d3.
To disarm an opponent and make them drop an
item (without destroying it in the attack, though Note that the Character can only recover LB
the fall might break it), the adventurer attempting lost during this battle. Recovered LB cannot cause
to disarm the enemy must make a Difficulty 4+ raise a Character’s Lifeblood to higher than their
normal score, causing them to have more Life-
skill test. This skill test adds the adventurer’s Hit
blood than normal.
Bonus to the result. The Difficulty of this Skill test
increases by the target’s Hit Bonus. For example,
a target holding a sword with a To Hit Bonus of
+2 would be a Difficulty 6 skill test. When a target
has multiple To Hit bonuses, use the highest. If the
adventurer is successful, the target drops the item.

To feint an opponent, the adventurer must


make a Difficulty 4+ Agility skill test. The Diffi-
culty of this Skill test increases by the target’s Hit
Bonus. For example, a target with a To Hit Bonus
of +2 would be a Difficulty 6 skill test. When a
target has multiple To Hit bonuses, use the high-
est. If the adventurer is successful, the next attack
against the target has Advantage.

40
fear death or defeat and so will fight on until fully
I nvisible O pponents defeated. Others flee at the very sight of violence.

An invisible opponent can only be attacked if its Narrators should also use morale to determine
general location is known, and the attack suffers the actions and loyalty of hirelings or other com-
Disadvantage. Note that more powerful monsters panion NPCs.
(those with sensitive smell, hearing, or those with
more than 28 LB) frequently can detect invisible op-
ponents; the Narrator should determine the chance N egotiation
of this based on the creature and the situation.
and D iplomac y
M elee A t tack Some combats can be averted with a few
well-chosen words (even lies). If the party is
A melee attack is an attack with a hand-held outmatched, or the monsters don’t seem likely
weapon such as a sword, spear, or dagger. Two to be carrying much in the way of loot, the party
combatants within ten feet of each other are con- might elect to brazen their way through to avoid
sidered in melee. combat or at least delay it until more favorable
conditions arise.

R anged A t tack M anipulation


Ranged attacks are attacks with missile weap-
ons such as bows, slings, or thrown axes. When When a Character attempts to lie to someone,
using missiles to fire into melee, it is not possible the target of the lie must make a Saving Throw. If
to choose which opponent (or friend!) will receive they fail, they believe the lie. The Narrator should
the brunt of the attack, unless the Narrator deter- require some roleplaying around the lie so there’s
mines otherwise. some context for what’s occurring.

House Rule: At the Narrator’s discretion,


M orale sometimes an Insight bonus is applicable to
the Saving Throw to resist manipulation. The
While some enemies are fearless and will
same could be said for Fortitude or Might on
always fight to the death, many more will not
Intimidation Saving Throws.
continue to fight a hopeless battle and will seek to
retreat, surrender, or flee.

The Narrator decides when monsters abandon


battle and retreat, based upon the situation and
the monster’s Learning. Some monsters do not

41
C hapter 04
I ntimidation
E nvironment
When a Character attempts to Intimidate a foe,
it takes their action. Their target must make a Sav- By its nature, adventuring involves delving
ing Throw. If they fail, they suffer Disadvantage into places that are dark, dangerous, and full of
on their next attack roll, unless they lose sight of mysteries to explore. The rules in this section
the individual who Intimidated them. cover some of the most important ways in which
adventurers interact with the environment in
such places.
L oyalt y
F alling
The Narrator may wish to make loyalty checks
for NPCs put into dangerous situations or ones A fall from a great height is one of the most
offered bribes to change sides during a conflict. common hazards facing an adventurer. At the
When making a loyalty check, roll 3d6 and consult end of a fall, a creature takes 1d6 damage for
the Loyalty table for the result. Remember that a every 20 feet it fell, to a maximum of 20d6. The
Player’s Charisma score can modify these checks. creature lands prone, unless it avoids taking
damage from the fall.
L oyalt y T able
Roll (3d6) Loyalty
3 Traitor
4-5 -2 on next loyalty check
6-8 -1 on next loyalty check
9-12 Average
13-15 +1 on next loyalty check
16-17 +2 on next loyalty check
18 Loyalist
Good treatment, respect, and a fair share of
treasure earned should garner bonuses to loyalty
checks, while abuse, physical or otherwise, will
bring about penalties, abandonment, or worse.
NPCs should be treated as distinct individuals,
and not mere extensions of the Player Character.

42
S uffocating
A creature can hold its breath for a number of
actions equal to 1 + its Fortitude modifier

When a creature runs out of breath or is chok-


ing, it can survive for a number of rounds equal
to its Fortitude modifier (minimum of 1 round).
At the start of its next turn, it drops to 0 hit points
and is dying, and it can’t regain hit points or stabi-
lize until it can breathe again.

For example, a creature with a Fortitude of 14


can hold its breath for 3 rounds. If it starts suffo-
cating, it has 2 rounds to reach air before it drops
to 0 hit points. Anyone wearing armor that provides more than
1 point of reduction is at Disadvantage on all rolls
U nderwater C ombat underwater.

When adventurers pursue a tyrannical kraken


back to its undersea homes, fight off sharks in S aving T hrows
an ancient shipwreck, or find themselves in a
From time to time, an ability, trap, or some
flooded dungeon room, they must fight in a chal-
other kind of hazard requires you to make a Sav-
lenging environment. Underwater, the following
ing Throw. A successful saving throw means that
rules apply.
the Character avoids a threat or lessens its effect.
When making a melee weapon attack, a creature
Each character class has a saving throw target
that doesn’t have a swimming speed (either natu-
number which gets lower and lower as the Char-
ral or granted by magic) has Disadvantage on the
acter gains levels. To make a Saving Throw, roll
attack roll unless the weapon is a dagger, javelin,
a d20. If the result is equal to or greater than the
short sword, spear, or trident.
Character’s Saving Throw target number, the Sav-
A ranged weapon attack automatically misses a ing Throw is successful.
target beyond the weapon’s normal range. Even
Saving Throws should be made against magic
against a target within normal range, the attack
spells, poison, intimidation, manipulation, or any
roll has disadvantage unless the weapon is a
other events or situations the Narrator chooses.
crossbow, a net, or a weapon that is thrown like a
javelin (including a spear, trident, or dart). Monsters can also make Saving Throws (as indi-
cated by their profile).

43
C hapter 05
C hapter
05
S pells
& M agic

Sages can cast spells, no other class can. Spells have three phases.

First, they are learned and stored in a Sage’s spell book (as in the Sage class
Spellcasting ability write-up).

Second, they are prepared, which is the process of saying the magic words and
making the magic gestures and making the casting roll.

Third, on a successful casting roll, the spell is cast, which means it takes effect and
the magic happens. In the normal sequence of combat, the caster starts preparing at
the beginning of the round and casts the spell whenever their side has the initiative.
In the alternative combat sequence, it takes a whole round to prepare a spell, but
spells are cast at the beginning of the next round, and the caster can then take other
actions during the round, including preparing a spell for the next round.

If the casting roll fails, the Sage suffers 1d6 damage for each level of the spell.

44
S pell L ist S pell D escriptions
1 st L evel Contained herein are all the Sage spells.
␐␐ Blinding Flash
␐␐ Circle of Protection
F irst -L evel S pells
␐␐ Cure (Cause) Light Wounds BLINDING FLASH
␐␐ Danger Sense Level: 1
␐␐ Decipher Script Range: 60 ft.
␐␐ Detect Magic Duration: Ten rounds
␐␐ Ignite This spell targets a single being up to 60 feet
␐␐ Light/Dark away who is exposed to a bright flash which
␐␐ Obscuring Fog bursts forth from the caster’s hand. Unless the
␐␐ Purify Food and Drink target makes a successful saving throw, they are
blinded for the duration of the spell.
␐␐ Sleep
␐␐ Weather Ward
CIRCLE OF PROTECTION
2 nd L evel
␐␐ Bless (Curse) Level: 1

␐␐ Defender’s Ward Range: 20 square ft.


␐␐ Knock Duration: 1 hour per caster level
␐␐ Luck This spell requires one hour of preparation be-
␐␐ Sense Deception fore casting. The Sage must inscribe on the ground
or floor, a circle of magical runes and reagents.
3 rd L evel The cost for these materials is 25 gold pieces.
␐␐ Neutralize Poison
When this spell is cast, the prepared circle
␐␐ Perfect Translation
becomes empowered with magical protections,
␐␐ Remove Curse granting all those within its 20’x20’ area +2
␐␐ Speak with Animals Defense, +2 Reduction and Advantage on all
␐␐ Snakes to Sticks Saving Throws.

45
C hapter 05
C U R E (C A U S E ) L I G H T W O U N D S DECIPHER SCRIPT
Spell Level: 1 Level: 1
Range: Touch Range: Caster’s Line of Sight
Duration: Instantaneous Duration: 1 hour per caster level
␐␐ As a Cure Light Wounds spell, the caster This spell allows the Sage to read directions,
cures 1d6+1 LB. instructions, texts, and other similar notations
␐␐ As a Cause Light Wounds spell, the caster written in unfamiliar or even unknown languages.
causes 1d6+1 damage. It can also be used to decipher treasure maps.

DANGER SENSE DETECT MAGIC

Level: 1 Level: 1

Range: Caster only Range: 120 ft.

Duration: 6 hours Duration: 1 hour

While this spell is active, the Sage can up- The Sage can sense the presence of magical
grade any skill test related to perception and beings, the presence of active magical effects,
may upgrade the Initiative Test for their party. magical items, and ambient magic at a range of
They also receive Advantage on any saving up to 120 feet. This typically manifests as an eerie
throws made to resist damage from or avoid feeling and even reveals secretly placed charms on
traps for the spell’s duration. individuals and items.

IGNITE
Level: 1
Range: 60 ft.
Duration: Instant
The Sage can cause one flammable object within
60 feet (such as oil, dry kindling, or straw) to im-
mediately catch fire.

46
L I G H T (D A R K ) to a dozen people to manifest—pure, removing
Spell Level: 1 spoilage and poisons.

Range: 120 ft.


Duration: 1 hour + 10 minutes per caster level SLEEP
␐␐ As a Light spell, the caster targets a person Spell Level: 1
or object up to 120 feet away which then pro-
Range: 240 ft.
duces a light about as bright as a torch with a
radius of 20 feet. Duration: Narrator’s discretion
␐␐ As a Dark spell, the caster instead causes This spell puts enemies into an enchanted slum-
night-time darkness to fall upon the area up ber (no Saving Throw is permitted). It can affect a
to 120 feet away with a radius of 20 feet. number of creatures based on their Lifeblood.

Affected by Sleep
OBSCURING FOG Victim’s LB Number Affected
Level: 1 Less than 13 2d6+3
Range: 20 cubic feet 13 to 18 2d6
19 to 25 1d6
Duration: 1 hour per level
The caster summons forth a cloud of thick,
heavy fog rises from the ground and fills an area W E AT H E R WA R D
no larger than 20 cubic feet, centered around Level: 1
the caster. This fog is exceedingly difficult to see
Range: Caster only
through and attacking with a missile weapon
while in the fog or attacking a target hidden in the Duration: 24 hours
fog with a missile weapon causes Disadvantage For the duration of this spell the caster is im-
on all attack rolls. The cloud cannot be seeing mune to the mundane annoyances of natural
through and may also conceal those within it at weather. They will not go snow-blind when trav-
the Narrator’s discretion. eling in a blizzard or get wet during a rain storm,
for example. They are still at the mercy of extreme
heat, extreme cold, and other major effects of
PURIFY FOOD AND DRINK extraordinary weather.
Spell Level: 1
Range: Close/Touch
Duration: Instantaneous
The caster causes enough food and water for up

47
C hapter 05
LUCK
S econd -L evel S pells
Level: 2
B L E S S (C U R S E )
Range: Caster only
Level: 2
Duration: 1 round per caster level
Range: Target PC or NPC (out-of-combat)
For the duration of this spell the Sage receives
Duration: 1 Round
Advantage on all attack rolls when making a
The caster must announce which of the two missile attack and can be quite stealthy when not
options is being cast. The recipient of this spell engaged in combat or performing other obvious
cannot be in combat when it is cast. actions (such as casting spells) rendering them
␐␐ As a Bless spell, the recipient is granted almost hard to spot and almost totally silent.
Advantage to all attack rolls and, if the target Anyone attempting to notice them while the Sage
is not a Player Character, improves overall is under the effects of this spell must make a Dif-
morale. Their attacks also gain Brutal 1 for ficulty 6+ skill test, unless they are performing an
the duration of this spell. obvious action like those described above.
␐␐ As a Curse spell, the recipient is cursed with
Disadvantage to all attack rolls and, if the
KNOCK
target is not a Player Character, suffers a
decrease to morale. Their attacks gain Brutal Spell Level: 2
1 for the duration of the spell, but the worst Range: 60 ft.
damage result must be chosen.
Duration: Instantaneous
This spell unlocks and unbars all doors, gates,
D E F E N D E R ’S WA R D
and portals within its range, including those held
Level: 2 or locked by normal magic.
Duration: Ten rounds per caster level
By making a rapid magical gesture of protec-
SENSE DECEPTION
tion, the Sage receives a +3 bonus to their Defense
and Advantage to all saving throws for the dura- Spell Level: 2
tion of this spell. Range: 60 ft.
Duration: 1 round per caster level
For the duration of this spell, any individual
within 60 feet of the caster that knowingly speaks
a falsehood must make a saving throw each time
they do so. If the Saving Throw fails, the caster
senses the deception.

48
SAGE LOCK REMOVE CURSE
Spell Level: S2 Spell Level: 3
Range: 60 ft. Range: Close/Touch
Duration: Permanent until dispelled Duration: Instantaneous
A door or opening will remain shut and locked This spell removes one curse from a person
spelled. Creatures with magic resistance can shat- or object.
ter the spell without effort. Any Sage three levels
or higher than the caster can open the portal, and
a Knock spell will open it as well (although that SPEAK WITH ANIMALS
does not permanently destroy the spell). Spell Level: S3
Range: 30 ft.
Duration: 1 hour
T hird -L evel S pells The caster can speak with animals within range.
NEUTRALIZE POISON There is a chance that the animals will assist him,
and they will not attack him or his party (unless
Spell Level: 3
he’s got something particularly offensive to say).
Range: Narrator’s discretion
Duration: 10 min.
STICKS TO SNAKES
This spell immediately neutralizes and counter-
acts poison but does not bring the dead back to life. Spell Level: 3
Range: 120 ft.
Duration: 1 hour
P E R F E C T T R A N S L AT I O N
The caster may turn as many as 2d8 normal
Spell Level: 3
sticks into snakes, each one having a 50% chance
Range: Caster’s line of sight of being venomous. The snakes follow his com-
Duration: 1 hour per caster level mands but turn back into sticks at the end of the
spell (or when killed).
For the duration of this spell the Sage can
perfectly read any text, mundane or magical, See Chapter 11: Monsters for statics for these
regardless of their familiarity with the docu- snakes.
ment or any concealing or deceiving enchant-
ment upon it. In addition, they are also able to
speak and understand any spoken language for
the spell’s duration.

49
C hapter 05
C hapter
06
C amping

Heroes and Adventurers will often have to make camp while travelling.
Camp can be a boon, as well as a bane, providing safety and recuperation, or
risk and danger.

At the end of a day (or journey) the heroes can choose to set a camp. The bene-
fits and goals of Camp are about providing heroes with a chance to repair, recover
their health and wits, and reassess their actions and plans.

C amp D efenses
A Camp’s safety depends on both guards, look-outs, locale and natural environ-
ment. When first selecting a location and setting their camp, the heroes may choose
to assign a guard or a scout (each of which requires one camp task; see below.)

After the camp decides whether they are using camp actions to set guards, the
Narrator rolls a Saving Throw, with the Saving Throw difficulty equal to the equal
to the number of characters in the camp.

Each character who is on guard increases the Saving Throw difficulty of the
Narrator’s roll by 4. If a character is scouting, the Narrator’s roll as Disadvantage.

The danger the camp faces is up to the Narrator but should reflect the ongoing
struggles and events of the heroes. It can be weather, monsters, a raid, traitors or
more. The table below has some ideas, but the Narrator should feel free to create
their own.

50
D6 Roll Potential Danger H unt
1 Bandits
A hero might hunt to find food for themselves.
2 Severe Weather
This is a Difficulty 5+ skill test. If successful, the
3 Wandering Monsters
hero finds enough food to feed themselves, plus
4 Another Adventuring Party 1d3 other characters.
5 A mysterious ruin
6 Betrayal Note, that if a character runs out of food, the ef-
fects are up to the Narrator, but you can safely as-
sume that the Narrator will penalize you (perhaps
hunger gives you Disadvantage for the next day,
C amp T ask and you start taking damage in the days after that.
The Journey rules provide greater detail).
Each hero can take two camp tasks while Camp
is set up.

A id
An Aid Camp action allows a hero to heal 1d4+1
Lifeblood from another character. You cannot use
the Aid action on yourself.

C ook
An adventurer can cook. This is a Difficulty
4+ skill test, which allows them to feed 1d3+2
individuals. After a meal, each adventurer who
partook gains the benefit of Advantage on one roll
of their choice. This benefit expires when the next
Camping Phase starts (or a day has passed in full).

G uard
A hero can guard, patrolling the camp and its
surrounding area. This increases the Narrator’s
camp danger target number by 4 for each Guard
Action (see above).

51
C hapter 06
R epair R est
A hero can attempt to repair broken items. This A Character may rest. Resting restores 1d3+1
is a Difficulty 5+ skill test. Lifeblood to the character. A character can only
␐␐ A small item (dagger, belt, etc.) takes one rest to affect themselves.
camp task to repair.
␐␐ A medium item (arming sword, cloak, etc.)
S cout
takes two camp tasks to repair. A Character may scout the local area, granting
␐␐ A large item (longsword, spear, wagon, etc.) Disadvantage to the Narrator’s saving throw to
takes three camp tasks to repair. determine camp dangers.

This can restore damaged items, or degraded armor!


T ell a S tory /S ing a S ong
A Character may tell a story or sing a song,
bringing joy and comfort to their compatriots.
This is a Difficulty 5+ skill test. If the skill test is
successful, 1d3 heroes other than the storyteller
gains one additional camp action.

T rain
A hero can train during camp. If they do
so, they may select one Attribute and gain +1 to
all skill tests that use that Attribute during the
next day.

52
53
C hapter 07
C hapter
07
J ourneys

TORCHLIT ADVENTURES is built to be a tool that enables a style of adventure


gaming called hex crawling. Hex crawls are large adventures that play out over a
map as the heroes and adventurers explore. They can be underground, through
creeping forests, over frozen mountain passes, or across wine-dark seas.

The idea of a hex crawl is to abstract long, tedious travel (which would be ex-
ceptionally boring if you followed the movement rules in the combat section), into
a more accessible play mechanic. Hex crawls are a great tool to evoke a feeling of
frontier exploration, the unknown, and the weird.

T he N arrator
The hardest bit of a hex crawl is on the Narrator of the game. They must pre-
pare before any adventurers arrive by building out a map of the area that is to be
explored, as well as establishing a starting place.

The Narrator should carefully remember the following when building a hex crawl:
␐␐ Each hex has a dominant type of terrain, but that is rarely the only type in
that hex. Maps are easily available
␐␐ Each hex represents roughly 8 miles. online, through a variety of
␐␐ The average healthy adult human can generators, as well as blank
walk 24 miles per day without exceptional pages you can use to create
your own maps by hand!
fatigue (or 3 hexes.)

54
fatigue (or 3 hexes.)
␐␐ A starting location on the map edge is ideal.
␐␐ Numbering either each hex (in a letter/
number fashion) or only hexes that contain
significant items should be done on the Nar-
rator’s copy of the map.

P rovisions
Each hex that a party traverses requires a 1/3rd of
1 day’s provisions (so a full 3 hexes is one day of
trail rations). If a party runs low on supplies, scav-
enging or hunting is required to feed them. Any
day where a party member cannot consume one
day’s worth of rations leaves them fatigued and
hungry and suffering Disadvantage on any roll
the Narrator feels is applicable. After 3d3 days,
they start to lose health (1d8 cumulative per day).

T errain
Terrain can impact travel. The table below
indicates how to calculate terrain. The Hex Modi-
fier column calculates how much each dominant
terrain type impacts the hex for determine how far
a party can move.

Terrain Type Hex Modifier


Plains/Prairies x0
Roads x0.5 (every two “road” hexes count as 1 hex)
Thick Forest/Very Hilly/Marshlands x1.5
Thick Jungle/Swamps/Desert x2
Mountains x3

55
C hapter 07
The Hex Crawl in G uide
Practice The Guide is responsible for finding the way.
The Narrator will request a Learning skill test
Hex Crawls can be difficult to enact success- every hex to ensure the party remains on track.
fully without a full adventuring party, so each This Difficulty begins at 2+ and is modified as
adventurer needs to pitch in to make a hex indicated below (modifiers stack.)
crawl successful.
Situation Modification Insight Test
Some hex crawls have a set destination, where Dense Terrain (Forest, etc.) +1
as some will ramble around the country side with Light Bad Weather +1
no discernable plan. Medium Bad Weather +2
Each adventurer must select a role in the party Severe Bad Weather +3
while adventuring. An adventurer may have mul- Attacked On this Hex +1
tiple roles, but only after all adventurers have at Magical Interference +1
least the same number of roles.

56
a Difficulty 5+ Charisma Test to gather equipment
L ookout or supplies the group might use. If successful,
they can recover some of the following:
The Lookout is responsible for ensuring the
␐␐ 2d3 days of rations
party is aware of their surroundings. Every hex
the party travels, the Lookout must make an ␐␐ 1 extra Repair Action (see the Campaign
Insight skill test (usually difficulty 3+, but the Nar- Rules)
rator will escalate this difficulty based on the hex ␐␐ 1d3 sundry items (that cost 10 silver or less)
and its contents) to avoid wandering into traps,
monster dens, or other dangers.
G uard
Q uartermaster A Guard ensures that the party remains safe in
and works to intercept each threat. An adventurer
The Quartermaster ensures supplies, gear, in guard stance gets a Difficulty 5+ Agility skill
rations and resources remain safe, plentiful and test to avoid being surprised while the party is
useful. Once per hex, the Quartermaster can make adventuring through hexes.

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L ight

For heroes and adventurers, it’s essential that characters have light, especially
in dim caverns and grim caves. There are a few elements to light, but essentially,
light diminishes over time, causing problems. Light is a resource that must be
maintained, upkept, and watched carefully.

Anytime a character lights or starts a new source of light, it defaults to Bright


Light. A character can keep a Bright Light stoked and bright by making a Diffi-
culty 5+ skill test every hour (this becomes 6+ in dungeons, night-time, or similar
situations where resources are a problem).

A character can only attempt to stoke a light once per state (so once per Bright
Light, once per Dim Light), but multiple characters may make multiple attempts
or work together. Resources such as exceptionally flammable material might pro-
vide a bonus to the light.

There are certain actions that cause Light to downgrade:


␐␐ Tossing a light source to the ground (or dropping it) always causes that
source to downgrade immediately.
␐␐ Forgetting to feed a fire hourly causes that fire to downgrade immediately.
␐␐ Using a light source as a weapon in combat causes an immediate downgrade.
Based on the size of the light, there’s a limit to how many characters can benefit
from it. The table below serves as a reference for that.

58
Light Size # of Adventurers Example
Small 1 Single Candle
Medium 3 Lantern, Small Fire, Torch, Light Spell
Large 5 Camping Fire, Bonfire

Dim Light increases the difficulty of all skill


T ossing a T orch tests by +1, and to stoke Dim Light back to Bright
Light requires a Difficulty 6+ skill test (7+ In dun-
When a Torch is tossed to the ground, it im- geons, night-time, or similar situations.)
mediately downgrades, and can only benefit two
characters instead of three characters. After an hour, or a combat that involves Dim
Light, Dim Light downgrades to Flickering Light.
When a Lantern is set to the ground, it does not
downgrade if it’s not knocked over or attacked
and continues to benefit three characters. F lickering L ight
In Flickering Light, the lights are starting to
B right L ight go out. All skill tests gain a +2 Difficulty, and all
attacks made by creatures without night vision,
Bright Light is where torches, lanterns, fires, and Darkvision or similar abilities gain Disadvantage.
more start at. When Bright Light is the default, all
characters benefiting from the Bright Light source To stoke Flickering Light back to Dim Light
can see out to 120 feet (180 with Disadvantage) requires a Difficulty 6+ skill test (7+ In dungeons,
and suffers no penalties. night-time, or similar situations.)

Bright Light downgrades after an hour, or after


the first combat it’s involved in. Bright Light D arkness
always downgrades to Dim Light.
In darkness, characters can-
Creatures with Light Blindness suffer Disad- not undertake any skill tests that
vantage on all rolls while in Bright Light. require sight (reading, cartogra-
phy, etc.) and all other skill tests

D im L ight suffer a +3 Difficulty increase. All


attacks made by creatures with-
Dim Light is light that is starting to wane, and out night vision, Dark-
characters not completely covered in light or dark vision or similar
are considered to be in Dim Light. abilities gain
Disadvantage.

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L egacy
E xperience

Frequently, adventurers die. After such, hirelings or other NPCs might be


promoted to an adventurer! Legacy Experience is a mechanical tool to allow such
characters to join the group in a way that befits their experience.

Hirelings and NPCs gain Legacy Experience when they travel with and adven-
ture with the group.

Each adventure that a hireling or NPCs spends a significant amount of time


with the party grants them 1 Legacy Experience Point (or LXP.) These LXP aren’t
based on sessions, but actual quests and adventures, and the Narrator will guide
you in handing them out.

When an NPC is promoted to a player character, they may trade in their LXP for
increased benefits. The table below lists those benefits. Each benefit for the pro-
moted character may only be gained once.

Legacy Experience Points Benefit


1* Start with +1d3 permanent Lifeblood.
2 Start at 2nd level.
6 Start at 3rd level.
10 Start at 4th level
LXPx10 Start with gold equal to LXP x 10.

*This benefit may be gained up to 3 times.

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M ass
B attles

S tarting a M ass B at tle


Each side in a Mass Battle has an Army Might, an attribute that represents the
cohesion, training and positioning of each army.

Each side starts at 10 Army Might and modifies their result as the table below:

Situation Army Might Modification


Outnumber Opponent’s Forces +2
Terrain Advantage +2
Fighting on Home Turf +1
Most of your Force is Mercenaries -2
A uniquely powerful relic or individual on your
+3
side (wizard, magic sword, high king, etc.)
Has suffered significant defeat in the last month. -2
Enemy is known for leaving none alive/taking
+4
no quarter.
No option to retreat +2
Enemy is ambushing you. -2
Player Character has their own loyal followers +1 per Character
(a Sellsword’s Mercenary company, etc.) with followers.
Extensive Fortifications You’re Defending +2

62
Once you’ve calculated the Army Might on both
Out of Battle Army Might?
sides, combat is ready to begin.
It’s important to remember that players

P layer A ctions can take actions to affect Army Might before


combat even starts. Disrupting supply lines,
At the start of each round of Mass Battle, the scattering mounts, and spreading rumors are
player characters decide what they’re doing. Their all great ways to undermine enemies before
actions will be worth 1, 2, or 3 Battle Points. The engaging them in direct battle. The Narrator
Narrator and the players work out what the action should adjust enemy Army Might accordingly.
will be and what the Battle Point reward is worth.
These actions might attempt to take down a ban-
ner, snipe enemy leaders, cave in a tunnel, or more.
R etreat
Most actions are worth 1 or 2 points, with ex-
When one force’s Army Might reach 0, they are
ceptional actions being worth 3 points.
in a state of Retreat. Instead of losing Army Might,
The players then have their Characters attempt they must roll a d6 after each Command Check.
to enact their actions, fighting enemy troops or They have a 1in 6 chance of remaining in place (a
obstacles as appropriate. Generally, these play out 1 on a d6). Any other result and their army will
as normal turns in the game, but the Narrator may break, rushing away fleeing.
reduce it to a single skill test or have them use at-
tack rolls, as desired.
R ecovering
C ommand C hecks A rmy M ight
After the players have taken their actions and Anytime a Command check result is a 6 on the
attempted to enact their plans, it’s time for Com- dice, the force that rolled the 6 recovers d3 Army
mand Checks! Each side rolls a d6. If the players Might as their Commander rallies them.
enacted their actions successfully, increase their
result by their Battle Points. If they failed, de-
crease their result by their Battle Points.

The lower result loses Army Might equal to the


difference between the two Command Checks.

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11
E nemies
& T hreats

Enemies have the following defining attributes, and the Narrator should
populate them as needed.

Name: The name of the creature or threat.

Lifeblood: The threat’s lifeblood.

Defense: The creature’s defense.

Saving Throw: The creature’s


Saving Throw.

Environment: Where the threat


normally resides.

Attacks: Standard attacks and abilities


the enemy has.

Qualities: Qualities are special rules


each enemy has. Qualities are below.

XP: The amount of experience points


a creature is worth.

64
BEAR
Q ualities Lifeblood: 24
Armored n: This creature has Reduction equal Defense: 12
to its Armored number.
Saving Throw: 10
Aquatic: This creature can survive underwater. Environment: Forests, Tundra
Craven: This creature attempts to flee when Attacks: Claws, BHB +1, 1d8 damage, Brutal 1.
reduced to half health. Bite, 1d6, Armor Piercing 1.

Darkvision: This creature does not suffer Disad- Qualities: Tough


vantage in Darkness XP: 50

Fast: This creature tests for Initiative with 1d8


instead of 1d6. DRAGON

Fly: The monster can fly. Lifeblood: 50


Defense: 14
Horde: These creatures gain Advantage on at-
tack rolls when attacking a target engaged with Saving Throw: 6
another creature with their same name. Environment: Underground, Mountains, Forests,
Light Blindness: This creature suffers Disad- Deserts, Tundra
vantage on all rolls in Bright Light. Attacks: Breath Weapon, BHB +5, 1d10 damage,
Brutal 1, (choose based on type of dragon: Burn-
Regenerate n: At the start of its turn, this crea-
ture recovers n Lifeblood. ing 1, Frozen 1, Poison 1)
Qualities: Armored 3, Darkvision, Fly, Tough
Slow: This creature rolls a d4 for initiative.
XP: 1000
Tough: Once this creature reaches 0 Lifeblood, it
can make a Saving Throw. If successful, it imme-
diately recovers half its Lifeblood. A creature can
only do this once per conflict.

Undead: This creature is Undead. Certain mag-


ics or items might be more potent against it (such
as Holy Water.)

The Narrator should feel free to use qualities to


define and modify enemies to make them feel dif-
ferent. This list of qualities is not exhaustive, and
more will be forthcoming in future products.

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GIANT KRAKEN
Lifeblood: 35 Lifeblood: 50
Defense: 12 Defense: 12
Saving Throw: 9 Saving Throw: 8
Environment: Forests Environment: Aquatic
Attacks: Club, BHB +3, 1d8+4 damage, Brutal 2. Attacks: Tentacles (8 attacks per turn), BHB +2,
Rock, 1d6, Thrown (60-meter range). 2d6+2 damage.
Qualities: Tough Qualities: Aquatic, Darkvision, Light Blindness,
XP: 100 Tough
XP: 1000
GOBLIN
Lifeblood: 16 LICH

Defense: 14 Lifeblood: 40

Saving Throw: 15 Defense: 14

Environment: Underground, Forests Saving Throw: 10

Attacks: Rusty Blade, BHB +0, 1d6 damage Environment: Underground

Qualities: Craven, Darkvision, Horde, Light Attacks: Magical Ray, BHB


Blindness +4, 2d4 damage, choose
one: Burning 2, Frozen
XP: 15
2, Poison 2, Range 30
meters. Cursed Blade,
HORSE BHB +4, 1d8 dam-
Lifeblood: 20 age, Brutal 2

Defense: 14 Qualities: Dark-


vision, Light
Saving Throw: 14
Blindness,
Environment: Forests, Plains Tough, Undead
Attacks: Hoof, BHB +1, 1d6 damage XP: 500
Qualities: Fast
XP: 15

66
ORC SNAKE
Lifeblood: 18 Lifeblood: 6
Defense: 13 Defense: 14
Saving Throw: 14 Saving Throw: 15
Environment: Anywhere Environment: Anywhere
Attacks: Orcish Blade, BHB +2, 2d4 damage, Bru- Attacks: Bite, 1d8 Poison 2
tal 1, Poison 1 Qualities: Fast
Qualities: Armored 1, Horde
XP: 20

SKELETON
Lifeblood: 10
Defense: 10
Saving Throw: 16
Environment: Anywhere
Attacks: Broken Weapon, 1d6 damage.
Qualities: Darkvision, Slow, Tough, Undead
XP: 10

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TROLL
Lifeblood: 20 H irelings
Defense: 12 The below hirelings are examples of the sort
Saving Throw: 14 you can hire to go with you. The hirelings listed in
the equipment chapter do not comprise a compre-
Environment: Aquatic, Forest, Underground
hensive list, as it’s not necessary to codify all their
Attacks: Club, BHB +2, 2d4 damage. abilities. Generally, the Narrator should assume
Qualities: Armored 2, Aquatic, Darkvision, Re- a hireling can spend time to make a Difficulty 4+
generate 3 (negated by damage from Fire) skill test related to their job to provide a benefit
(such as repairing items, etc.) Additionally, a hire-
XP: 150
ling provides an upgrade their employer on skill
dice related to their area of expertise.
WOLF
Lifeblood: 12
ALCHEMIST
Defense: 15
Lifeblood: 11
Saving Throw: 12
Defense: 14
Attacks: Bite, BHB+1, 1d6 damage
Saving Throw: 15
Qualities: Darkvision, Horde
Attacks: Potion, BHB +3, 1d8 damage, Poison 2,
XP: 25
Thrown
Qualities: Grants an upgrade on skill tests related
to potions, tinctures, and salves, or can create
potions if materials are provided.

ANIMAL TRAINER

Lifeblood: 11
Defense: 14
Saving Throw: 15
Attacks: Club, BHB +1, 1d6
Qualities: Grants an upgrade on skill tests related
to training and raising animals and can make
a Difficulty 4+ skill test to heal an animal 1d4
Lifeblood.

68
ARMORER Attacks: Sword, BHB +3, 1d8 damage, Brutal 1

Lifeblood: 14 Qualities: Armored 3.

Defense: 14
Saving Throw: 15 C onverting O ther E nemies
Attacks: Forge hammer, BHB +2, 1d10, Brutal 1
Converting other enemies to the Torchlit Ad-
Qualities: Can restore armor with a difficulty 5+ ventures Ruleset is fairly easy. Weapons translate
skill test (as per the Repair Camp Action.) over well for the most part, and qualities can be
intuitive to create and move over.
ASSASSIN
To generate the Saving Throw, simply take the
Lifeblood: 14 total number of Hit Dice the enemy has (so the 3
in 3d6 hit dice), subtract that number from 15, and
Defense: 16
you have the new Saving Throw (this system isn’t
Saving Throw: 12 perfect, and you might need to massage or adjust
Attacks: Jagged Dagger, BHB +4, 1d10, Brutal 2, those numbers.)
Poison 2
To generate Lifeblood, simply take the total
Qualities: Thievery 2 (as per the Thief ability), number of Hit Dice the enemy has (so the 3 in 3d6
Armored 1. hit dice), multiply that number by three (so 3d6
hit dice becomes 3x3, or 9). Add 10 to that result,
N O N -C O M B ATA N T and you have the Lifeblood of that enemy.
(S E RVA N T, T O R C H B E A R E R )

Lifeblood: 10
Defense: 10
Saving Throw: 15
Attacks: Unarmed, BHB +0, 1d4 damage.
Qualities: None

SOLDIER

Lifeblood: 18
Defense: 12
Saving Throw: 13

69
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that you Use. No terms may be added to or subtracted from this License except as provision shall be reformed only to the extent necessary to make it enforceable.
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Open Game Content distributed using this License. 15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
4. Grant and Consideration: In consideration for agreeing to use this License, the
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
Contributors grant You a perpetual, worldwide, royalty-free, non- exclusive license
based on original material by E. Gary Gygax and Dave Arneson.
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Torchlit Adventures, 2019, Gallant Knight Games


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END OF LICENSE
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