Trespasser RPG Playtest Version 1.2
Trespasser RPG Playtest Version 1.2
Trespasser RPG Playtest Version 1.2
Version
Playtest v 1.2, 8/3/2022
Playtesters
Carmen P, Dan B, Isaac H,
Jesse B, John A, Mike M,
Mikey S, Nick A
Disclaimer
All fonts are used with permission of the creators, and
all art is original or belongs to the public domain.
Contact
To request permissions or provide playtest feedback,
please contact the author at [email protected].
-2-
Table of Contents
Introduction … 4 Buying Supplies … 43
Spellcasting … 118
The First Day … 5 Peasants … 44 Learning Spells … 119
Gameplay … 6 Creating a Peasant … 45 Casting a Spell … 120
Dice … 6 Alignment Tables Class Spell Tables … 121
Basic Rules … 7 Social Group Spell Descriptions … 123
Peasant Combat … 48
Attributes … 8 Strongholds … 135
Profession Lists … 49
Checks … 9 Stronghold Attributes … 136
Skill Bonus … 9 Adventurers … 53 Stronghold Level … 137
Potency Die … 9 Character Advancement … 54 Investment
Skills … 10 Leveling Up … 55 Population Rank
Character Sheet … 12 Themes Skill Bonus
Exploration … 15 Actions Concurrent Projects
Talents The Stronghold Sheet … 140
Supplies … 16
Upgrades Features … 142
Fatigue … 17
Experience … 55 Freeholds … 148
Resting … 18
Ventures Warfare … 154
Travel … 19
Classes … 58
Combat … 21 Campaigns … 166
Brigand
Space & Distance … 23 Cleric The Doom … 167
Initiative … 23 Invoker Overlords … 168
Movement … 23 Knight Three Chapters … 172
Actions … 26 Magician The Journey's End … 173
Targets & Range Occultist Handling Death … 174
Damage Thief Dungeons … 176
Areas of Effect Warrior Encounters … 178
Secondary Actions … 29 Themes … 79 Designing Dungeons … 179
Effort … 30 The First Day … 182
Themes List … 82
Effort Costs The Laughing Hound … 183
Blood
Class Features
Brawling Treasure … 197
Gaining Effort
Curses Magic Items … 200
Hit Points … 32
Defense Magic Weapons … 201
Recovery Dice
Earth Artifact Weapons
Defeat & Dying
Flames Magic Armor & Shields … 203
Engagement … 33
Frost Artifact Weapons & Shields
Flanking
Leadership Magic Accessories … 205
Maneuvers … 33
Melee Magic Objects … 209
Conditions … 34
Prowess
Sustaining Effects Monsters … 213
Range
The Delay Phase Playing the Enemies … 214
Sorcery
Conditions List Peril … 215
Storms
Equipment … 37 Swiftness
Monster Entries … 217
Weapons … 38 Monster Index … 218
Treachery
Weapon Effects Wilderness
Weapons List Wind
Armor … 41 Wrath
Armor Class
Encumbrance
Armor Dice
Armor List
Shield List
-3-
Introduction
Things are getting worse out there.
It's clear even from your place of rustic isolation.
Hideous beasts run roughshod through the
countryside, roving bands of marauders reduce
settlements to smoking rubble, wide-eyed
prophets babble madly at the sky, and common
folk like yourself live in a constant state of terror.
-4-
The First Day No Land of Heroes
The adventuring party is forged in a harrowing Life is cheap and presents few opportunities for
ordeal called the First Day, a bloody adventure that heroics. Strike from your imagination any notion of
other games term a 'funnel session' or 'meat grinder.' a golden-haired knight in shining armor pressing his
For the first session only, you and each other player lance into the breast of a fire-breathing dragon.
will control four randomly generated peasants.
More likely you will find a ragged and rusted figure
Though most will meet a gruesome death, at the end
atop a starving steed, an aimless bannerman whose
you will choose one of the survivors to be your
chivalric virtue has long since curdled into cruelty.
character.
The folks of this realm lack hope and purpose.
You will then choose a class and theme that define Civilization has fragmented into small, fearful,
your role within the party and your approach to ignorant communities, and perilous wilderness has
battle. Thus, the nature of your personage is reclaimed the space between.
somewhat arbitrary, for who among us is not
The heroes of old sought glory and valor. They
beholden to the whims of capricious fate?
considered themselves soldiers in a war between the
peaceful order of good and the violent chaos of evil,
The Campaign setting aside their own interests to rescue the
innocent and lend aid to townships in need.
The campaign begins once the First Day has drawn
to an end and the party has been forged. The Judge Daily peril affords little time to cultivate such vain
shall facilitate your journey, but it is up to you to idealism. In this age, an adventurer's motivation is to
choose a heading and set goals for yourselves. see the next dawn. Most folk follow their instincts
and stay loyal to none but a trusted few, and
As a party, you must decide together how best to opportunism, cynicism, and greed are prevalent.
tame this hostile world. You can work
to establish a defensible stronghold,
scrounge up what few allies you can,
and accumulate wealth and influence.
In time, you may even turn your blades
upon the deranged Overlords and seize
their blood-stained thrones for
yourselves. You will meet deadly
adversity in pursuit of these ends, for it
is the dark work of the Judge to litter
your path with fanatical death cults,
murderous thieves, vicious beasts,
cunning mages, lethal traps, cursed
treasures, and old gods malevolent and
mad.
-5-
Two Modes of Play Dice
Like the games that inspired it, Trespasser has two Dice do the work of fickle fortune. You will need
modes of play: out-of-combat and in-combat. The dice with four, six, eight, ten, twelve, and twenty
party's time out-of-combat will be spent exploring, sides. You will roll the twenty-sider most often. In
making plans, and interacting with NPCs. There are the game text, a die will be specified by the letter d
fewer rules and less overall structure to this side of and its number of sides. Thus, a d6 refers to a normal
the game; the Judge will govern the narrative flow, six-sided die.
addressing each player's actions, describing their
Advancement
outcomes, and playing the parts of the characters
they encounter in the world. When necessary, the
Judge will call for an attribute check, and you will
You will advance through nine experience levels as
roll a die to see how you fare in your exploits.
you adventure. Increasing your level makes you
Gameplay changes significantly when a combat heartier and more competent, but it can only be
encounter begins: a map of the environment is done by venturing into the dark recesses of the
drawn on a grid, figures are placed upon it, and the world and confronting the danger therein.
game becomes one of turn-based tactical combat.
You advance to higher levels by reaching certain
Most of the rules and character options pertain to
thresholds of experience points (xp). These are
this side of the game.
awarded for defeating enemies and exploring, but
mostly for looting treasure.
-6-
Basic Rules
-7-
Attributes ATTRIBUTE M O D I F IE R
RESOLVE (RES) represents your willpower, your Modifies your Armor Class
sense of identity, and the conviction of your beliefs. AGILITY You can make one reaction for
It helps you recover from injury. every five points
-8-
Bonuses & Penalties
Checks Circumstance and preparation can influence a
When you attempt a task with a chance of failure, check, and the Judge might express this by granting
you will have to roll dice to see if you succeed. The you a bonus or penalty on your roll. For example, an
Judge will call for a check, choosing an attribute that adventurer attempting to open a rusted sewer grate
is relevant to the situation. For example, if you tried might gain a bonus for using a crowbar instead of
to lift a very heavy object, the Judge would call for a their bare hands.
Strength check. The Judge also chooses a number
called the challenge number in secret based on the
difficulty of the task. Skill Bonus h
You make a check by rolling a d20 and adding the Your skill bonus is a measure of your general
modifier for that attribute. The Judge compares competence, and it slowly increases as you level up.
your result to the challenge number to decide the When you make a check and know a skill relevant to
outcome. the task at hand, you can add your skill bonus to the
roll. You also add it to some checks you make in
ABJECT FAILURE – If you fall short of the
combat, such as initiative rolls and action rolls.
challenge number by 5 or more, you fail to a dismal
Your skill bonus is often represented in the game
and possibly catastrophic degree. You may have
text with a pentagram.
destroyed a tool vital to the completion of the task,
hurt yourself, or set back the efforts of the party in
some other way.
Potency Die %
NARROW FAILURE – If you fall short by less than Like your skill bonus, your potency die slowly
5, your efforts just barely fail to accomplish your increases as you level up. It affects the damage of
goal. At the very least, you have not made the your attacks and determines the size of your
situation worse. recovery dice, the dice you roll to recover from
injury and overcome harmful conditions. Your
NARROW SUCCESS – If you meet the challenge
potency die is represented in the game text with a die
number exactly or beat it by less than 5, you succeed,
symbol.
but sometimes it may be at the cost of some setback
or complication chosen by the judge; lost, a broken
tool, or a minor injury, for example.
XP LEVEL SKILL BONUS POTENCY DIE
TOTAL SUCCESS – If you exceed the challenge
0 +2 d6
number by 5 or more, your attempt succeeds with
1 +2 d6
flying colors.
2 +2 d6
3 +2 d8
DIFFICULTY CHALLENGE NUMBER 4 +3 d8
Tricky 10 5 +3 d8
Difficult 15 6 +3 d10
Challenging 20 7 +4 d10
Near-Impossible 25 8 +4 d10
9 +4 d12
-9-
Skills
LETTERS represents literacy and education. It is
required to read and write.
Attribute checks are a measure of natural ability, but Interpret a difficult text
your skills also play a role in deciding success or you Know a scientific or historical fact
will likely learn three to five of them throughout Forge a document
your career, depending on the choices you make.
The Judge will sometimes link a skill to an attribute MYSTERY represents knowledge of arcane secrets
check, making it a skill check. These work just like and the occult.
attribute checks, but you also get to add your skill Discern a magical effect
bonus (h) if you know the relevant skill. Interpret a strange ritual
Identify an aberrant creature
For example, if you tried to identify some strange
animal prints in the snow, the Judge might ask for a
Knowledge (Nature) check. You would make the NATURE represents knowledge of flora and fauna
normal Knowledge check and also add your skill and the ability to survive in the wild.
bonus if you possess the Nature skill. Skills are not Hunt, fish or forage
linked to a particular attribute; if the check were Discern the effect of a plant or poison
testing your ability to stay mounted on a panicking Identify, tame, or ride an animal
horse, the Judge might ask for an Agility (Nature)
check instead.
PERCEPTION sharpens your senses and helps you
notice minute details.
ACROBATICS aids you in feats of agility and grace. Spot something hidden
Leap across a gap Search around an area
Climb a wall or steep surface Notice strange behavior
Dive past a trap
SPEECH aids your attempts to persuade, intimidate,
- 10 -
Requisite Skills Joint Efforts
Most of the time, you can attempt a check whether There will often be challenges that can only be
or not you possess the relevant skill; obviously, you overcome with cooperation. When you want to pool
can still try to lift a heavy iron portcullis even if you your efforts with your fellow adventurers, the Judge
lack expert knowledge of Athletics, and you can may call for a joint effort.
attempt to sneak up on a sleeping troll even if you've
Each player makes the check. These rolls are
never been trained in the art of Stealth.
counted either as successes or failures; there are no
Other times, the Judge may require you to have a degrees of success for these rolls. To decide the final
certain skill just to attempt a check, because the task result of the joint effort, the Judge compares the
is one that requires specific knowledge to even have number of successes to the number of failures.
a chance of success. This is often true in the case of
Folklore, Letters, and Mystery, skills that represent
specialized fields of study. A character without the
Mystery skill, for example, would have zero chance
ROLLS FINAL RESULT
to succeed at deciphering an ancient magical text.
All Failures Abject Failure
Former Profession
Your former profession can also be used like a skill.
For example, for a check made to cross a rain-slick
rooftop, the Judge might allow a former dancer to
add their skill bonus because of the implied balance
and grace developed in that line of work.
- 11 -
Combat Information
The Character Sheet The largest box is in the top right, and it houses all
For visual learners, looking at the character sheet the information useful to combat. There are larger
can be the best way to learn about a game. It may workspaces at the top for hit points, recovery dice,
appear daunting at first, but most of the little details and effort. You can slide a paperclip up and down
only exist to make things easier for the player. You the right side of the page to make use of the effort
can follow along with the sample character sheet on tracker, since you will be changing this number
the next two pages as you read this breakdown. The frequently in combat.
descriptions here are organized in the same This box is also where you list your equipped items.
positions as they are on the character sheet. Weapons you write down in your two weapon slots
are easy to access, worn at your side or on your back.
Character Information You can use the slots for a main weapon and a back-
The top left box contains the most basic info about up weapon, or for two one-handed weapons, if you
the adventurer: their name, level, experience points, prefer to fight that way.
class, acquired themes, former profession, and
Your six armor slots are listed in this box, too- they
aspects.
aren't as complicated as they look. Each piece of
armor has a weight, a bonus that gets added to your
Attributes armor class, and an armor die. You can spend the
The second box down lists the six attributes in dice in combat to reduce damage you take. There is a
order. The first two columns are for the score and checkbox next to each die, so you can keep track of
modifier of each attribute. The third column lists which ones you have spent.
the skilled bonus, which just means the modifier +
There is also a small space to track your conditions,
skill bonus h. Almost any time you roll the dice,
effects that last for several rounds. There are four
you will be adding a number from the second or
countdown trackers, but it is unlikely you will ever
third column. If you prefer to avoid mental math,
need all four. Most of the time you will only have to
having them all written out in advance makes them
deal with one or two conditions, if any. There is
easy to reference.
another vertical tracker here if you would prefer to
use a paperclip.
Skills
The third box down just contains the ten skills. You Features & Talents
can check off the ones you have learned.
This box is a blank slate for you to write down the
abilities granted by your class. Each class has one or
Inventory two features and a small list of talents that you pick
This bottom-left box contains 18 lines, but you can from as you level.
only fill an amount equal to your Strength score. In
the example sheet, the player has drawn a line to Other Abilities
indicate the cutoff. Your equipped weapons and
Magical items such rings and amulets can grant
armor are not counted here- they are written down
special abilities much like the features and talents
in the combat information box, and you only write
offered by your class. If you are a spellcaster, this is
an object down in one place on your character sheet.
also where you can write down your spells.
- 12 -
- 13 -
The Back Page Left Column - Basic Actions
The back of the character sheet is just used to track The rest of the left column is where you write down
your combat actions. There are three tiers of action your basic actions. The first three slots are already
(basic, special, and mighty) and they are presented in filled in with three actions that every adventurer
three different columns on the sheet. It is not knows: strike, shoot, and rally.
necessary to show the whole page; the rest is mostly
filled with empty boxes identical to the ones you can Middle Column - Special Actions
see above. The middle column has six large slots for special
actions. Special actions have check boxes to track
Action Rolls how many times you use them, since they become
The top left box has space to list all your action rolls. more costly with each use.
Whenever you take an action, you make a skilled
attribute check. In the example sheet above, the Right Column – Mighty Actions
player has just written down the bonuses for The right column starts with three slots for mighty
Strength, Agility, and Cunning, since they only actions, your most powerful and rare combat
know actions that use those rolls. abilities. These also have check boxes for tracking
This box also has space to write down your critical how many times you use them.
hit effects. You always add an extra damage die The rest of the right column has three more generic
when you land a critical hit, but you gain more action slots. You can use these to write down actions
effects as you level up. granted by magic items or other sources.
- 14 -
Exploration
- 15 -
Much of your time as an adventurer will be spent in
exploration. In this portion of the game, you will
travel the realm in search of food, water, and safe
refuge, investigating points of interest as you go.
You will venture into deep caverns, ruined castles,
and long-undisturbed tombs in search of treasure
and powerful magic to aid you. You will meet
eccentric strangers in your travels; a few may pledge
themselves in service to you, and others you will
leave behind as corpses to rot in the sun.
Supplies
One of the main reasons to explore is to collect
supplies. You will perish quickly if you cannot locate
new sources of unspoiled food and drinkable water.
Beyond these elemental needs, you'll need sturdy
equipment for yourself: basics, like a weapon and
armor, but also light sources, rope, and anything else
you can think of that might come in handy while
adventuring.
Carried Items
Your inventory has a number of item lines equal to
your Strength score. Equipped weapons and worn
armor are not in your inventory and do not count
Treasure
toward your limit. Each other item you carry takes You can carry 500 copper pieces per line, as long as
up one or more item lines. you have a bag or other means of carrying them.
Other treasure may have different dimensions and
value- for example, a painting may take up two or
Bulky Equipment three lines but be worth several thousand cp.
Some tools of the trade are heavy. Two-handed
weapons take up two inventory lines, and armor
pieces take up lines equal to their AC bonus,
Consumables
minimum 1. Adventurers prize their instruments of death, but
strong blades and solid shields litter the earth in
disuse, clutched by the bones of those who failed to
Tiny Objects find nourishment.
Very small objects – hand-sized or smaller, such as
Four consumable supplies are abstracted into units:
balls of yarn, pieces of chalk, figurines, and loose-
leaf papers – can be written on the same line as long Food
as there is space. Write small. Water
Ammunition
Light Sources & Fuel
- 16 -
Depletion Checks
After you use one of your consumables, you must
Fatigue
make a depletion check to see if a unit is depleted. Your fatigue score represents hunger, thirst, and
Roll a d6. On a 1 or 2, you must erase one unit from weariness. As long as your basic needs are met, this
your inventory. score stays at 0. Every 24 hours, you gain +1 fatigue
for each of the following that are true:
Death by Deprivation
A very high fatigue score represents starvation,
dehydration, and extreme exhaustion. If your
fatigue score ever surpasses your Vigor score, you
die.
- 17 -
Keeping Watch
Resting One or more adventurers can keep watch to avoid
Resting allows you to recuperate from injury and being surprised during a rest. If you choose to keep
regain your stamina. Taking a rest means spending a watch, you still gain the benefits of the rest, but you
period of eight hours in undisturbed downtime. must pass a Vigor check vs. 20. If you fail, you gain
During this period, you can sleep or perform a light +1 fatigue upon finishing the rest.
activity, such as cooking a meal or studying an
ancient text. You gain the benefits of resting only You can divide up the watch into multiple shifts,
when you finish the rest, and you must start over if with a different person taking each shift. Each
you are interrupted by any noisy disturbance or adventurer who takes a shift needs to make a Vigor
forced to perform tiresome physical activity. check, but the challenge numbers are lowered by 5
for each shift added:
- 18 -
Animals
Travel Beasts of burden can allow you to travel faster and
The rules for overland travel presume the Judge is carry more items and supplies.
using a hex grid, but any mapping system works, as
long as it can indicate distance between locations.
The table below uses six-mile hexes as the base unit ANIMALS
of measurement, but the Judge can use any other
ANIMAL MOUNT INVENTORY
unit instead- all that matters is that the relative
Donkey --- 12
distances traveled given each terrain type are left
Goat --- 8
intact. Horse Yes 16
Mule Yes 14
The following table indicates how much ground the Ox --- 18
party can cover in one day at a normal pace: Pony --- 10
- 19 -
Encounters Impassable Terrain
Usually, the Judge will check for an encounter each Some features of the terrain, such as wide rivers or
day while the party is traveling. Though bandits and jagged peaks, may prove impassable by travel on the
beasts do lie in wait to ambush travelers, encounters ground. The Judge decides when this is the case and
are not necessarily enemies. The nature of an how these regions can be crossed.
encounter depends on the environment: it could be
an ill omen or other phenomenon, evidence of
Weather
another group's recent passing, an abandoned site to
explore, or a run-in with other travelers. More Extreme weather doesn't rule out travel completely
information and sample encounters will be found in but could make it very unwise. In general, the party
future versions of the game. moves -1 hex each day in poor weather (for example,
rain, snow, or a heat wave) and -2 hexes in severe
weather (heavy rain, a blizzard, a sandstorm, etc.) to
a minimum of 1 hex per day.
- 20 -
Combat
- 21 -
Battle is nothing glorious- it is dirty and deadly, and The Judge may consider other end conditions for a
those reluctant to die painfully should endeavor to conflict. For example, if the enemy force has a
avoid it at all costs. The adventurers who survive the specific goal in mind, they may begin to withdraw as
longest are like cats in the night, creeping silently soon as they have achieved it or choose to surrender
around their slumbering foes and plucking treasure when it becomes impossible.
from their lairs without a need to draw steel.
- 22 -
Combat Rounds P HASES OF THE R OUND
The sequence of events is tracked more carefully in
combat than in exploration. The Judge divides the Start-of-Round Players make initiative rolls.
time into individual rounds that represent ten
seconds in-game. Within each round, each Players who rolled high
Opening Phase
combatant takes their own turn, making attacks on initiative take turns.
against one another, supporting their allies, and
Enemy Phase Enemies take turns.
working to ensure that the conflict unfolds in their
favor. Players who rolled low
Closing Phase
on initiative take turns.
Initiative
The enemy, whether a lone creature or a group, Turns
possess a fixed initiative score that represents how On your turn you can move and take one action, one
quickly they act. This number is public information minor action, and a handful of free actions. You
known to the players. At the start of each round, the may do these things in any order and may choose to
players each make an initiative roll of 1d20 + h + do only some or none of them.
CNG to find out if they act before or after the enemy.
Those who meet or surpass the enemy's initiative
score act before them, and those who roll lower act Movement
after.
You can move on your turn, traveling a distance up
During the opening phase of a round, players who to your speed. An adventurer has a natural speed of
rolled higher may take their turns in any order they 30 ft., equivalent to six squares on the battle map.
choose. Next, in the enemy phase, the Judge takes a Moving out of one square and into an adjacent one
turn for each enemy, in any order. Finally, in the uses 5 ft. of movement. You can move diagonally,
closing phase, the remaining adventurers take their but every other diagonal movement is counted as 10
turns in any order. Then the round ends, a new one ft. instead of 5. This movement can be split between
begins, and initiative is rolled again. the other things you do on your turn: for example,
you could take a minor action, move 10 ft., take an
Critical Rounds action, and then move another 20 ft.
If you roll initiative and the number on the die is a You can move through any square with sturdy and
20, you have a critical round. You take two turns walkable ground. You cannot move through squares
this round, one in the opening phase and another in occupied by enemies or
the closing phase. large obstacles. You can
pass through ally-occupied
squares, but you must
Surprise always end your
If one of the sides is caught by surprise, those movement in an
creatures are delayed for the first round, meaning unoccupied square.
they take their turns at the very end. The delayed
condition is described later in the chapter.
- 23 -
Difficult Terrain Push, Pull & Slide
Squares that are possible to cross but taxing in some Some abilities allow you to forcibly move other
way – such as thick brush, waist-high water, or a creatures. When you push a creature, every 5 ft. you
banquet table – are considered difficult terrain. move it must send it further away from you. When
Entering a square of difficult terrain uses twice as you pull a creature, every 5 ft. you move it must
much movement. bring it closer to you. When you slide a creature, you
can move it in any direction. Forced movement
Shift follows the same rules as normal movement: you can
push a creature through its allies, but not through
Creatures can employ other forms of movement obstacles or its enemies, etc.
through actions or class features. A shift is cautious
movement that ignores engagement and does not
provoke attacks of opportunity. You cannot shift
Shove & Drag
over difficult terrain. Creatures can also be shoved and dragged with some
actions. When you shove a creature, you push it and
Jump then shift towards the creature the same distance-
every 5 ft. step must bring you closer to the creature.
A jump represents flight, extremely fast physical
movement, or magical teleportation. During a jump You drag a creature by doing the opposite: you shift
you can pass through obstacles and other creatures, a distance, then pull the creature the same distance
and you also ignore engagement, difficult terrain, toward you.
and field effects.
- 24 -
- 25 -
MISS – If you roll lower than the challenge number,
Actions you miss. Nothing happens.
Actions represent various attacks, spells, and tricks HIT – If you roll the same or higher than the
employed in combat. You can take one action every challenge number, you hit. You deal the damage or
turn in combat. confer the effects described on the Hit line of the
action.
There are three tiers of action: basic, special, and
mighty. Basic actions can be used all the time and SOLID HIT – If you hit and the number on the die
make up the foundation of your fighting abilities. is even, you land a solid hit. The hit gains the
Special and mighty actions use up a resource called additional benefit or effect listed on the Solid Hit
effort, described later in the chapter. line.
An action roll has four possible outcomes: a miss, a Hit Gain 2 effort; or make a recovery 2.
hit, a solid hit, or a critical hit. Solid Hit You can do both.
- 26 -
Keywords Range
The range of an action is determined by the weapon
The keyword line shows the basic details of an
or implement you are using. Each of a weapon's
action. For example, the keywords of the strike
keywords specify a range. For example, a spear has
action on the previous page indicate that it is a
the keywords melee 10 ft. and ranged 30 ft. You
Strength-based attack that can be made with a melee
could use it to take a melee action against a target
weapon or unarmed.
within 10 ft. or a ranged action against a target
The first two keywords always indicate the action's within 30 ft.
attribute and whether it is an attack or support. The
next ones listed are implement keywords. Finally, Line of Sight
attack actions may list a damage type keyword.
You must see a creature in order to target it. If you
can draw a straight line from any part of your square
Implement Keywords to any part of the intended target's square without
Actions usually require a weapon or other tool to passing through a wall or an obstacle, that target is
perform. To use an action, you need to be holding an within your line of sight.
implement that shares one of its keywords.
Allies never block line-of-sight, but enemies block
Melee- requires a melee weapon line-of-sight if they are size large or larger.
Ranged- requires a ranged weapon
Conjury- requires a conjury weapon Targeting Yourself & Allies
Unarmed- requires a free hand
You do not count as your own ally, and you cannot
Artifice- uses a tool from your pack
target yourself with an action that specifies an ally.
No Implement- requires no implement
You do count as a creature, however, so you can
target yourself with actions that target creatures.
Damage Types
Attack actions may have a keyword that specifies a Damage
damage type. If a damage type is not specified, the
When you hit with an attack action, you usually
attack deals physical damage.
need to roll damage. Damage is written in the game
Cold- damage from frostbite text as a mathematical expression:
Fire- damage from heat and burning
A sword $ means weapon damage die
Lightning- damage from electrocution
A die % means potency die
Mental- damage from mind-altering magic
Three letters (STR, KNW) mean a modifier
Necrotic- damage from rot and sickness
Poison- damage from toxins Roll all the dice listed and add them together along
Spectral- damage from raw magical energy with the listed modifier. The total is the damage
dealt to the target and subtracted from its pool of hit
Targets & Range points.
- 27 -
Areas of Effect
Some actions affect an area. Actions like this target
each creature inside the area unless they specify that
they only affect enemies or allies. You only need
line-of-sight to one of the squares when you place
an area effect, but if the action is an attack, any
targets that are out of your line of sight gain a +2
bonus to AC.
Auras
Fields An aura is a lingering effect centered upon a
A field is an effect that lingers in an area after the creature that emanates in a radius around it, like a
action is finished, such as a cloud of smoke or a pile burst. If the emanating creature moves, the aura
of rubble. Unless otherwise stated, a field remains moves with it.
until it is overwritten or the encounter ends. A
square can only be affected by one field at a time;
placing a new field overwrites any older ones in
Obstacles
those squares. Sustained fields remain until the An obstacle, such as a stone pillar, blocks movement
creator stops sustaining them. and line-of-sight through the affected squares. It
also stops line-of-effect, meaning a blast will be
Some fields deal movement damage: a moving blocked, a line will not pass through the other side,
creature suffers a field's movement damage each etc. Squares with obstacles are not affected by fields.
time it enters a square within the field, whether by When you create an obstacle, slide any creatures in
choice or by being forcibly moved. the area out by the shortest route; if there are
multiple shortest routes, you choose.
- 28 -
Secondary Actions M OVE A CTIONS
Aside from your one main action, you can perform CAUTIOUS Rise to your feet, ending the prone
STAND condition.
a number of smaller tasks each turn:
Move up to twice your speed in a
MOVE ACTION – Move actions use up the time you
straight line. Your next melee
would normally spend moving. You can forego all CHARGE
attack this turn is accurate. You
your movement for the turn to take a move action gain unguarded 1.
instead.
R EACTIONS
When an enemy breaks
ATTACK OF engagement with you, you can
OPPORTUNITY make an immediate strike action
against them.
- 29 -
Class Features & Talents
Effort Using a class feature or talent also takes effort. Each
Effort is the resource you spend to use special ability tells in its description what its base cost and
actions, mighty actions, and class features. Your increase values are: for example, Effort Cost 2/+1
base effort is equal to 4 plus half your level; this is means the base cost is 2, and it increases by +1 each
how much you have at the start of each encounter, time you use it.
as long as you've had a minute or two to catch your
breath since the last one. In combat, your amount of
effort is changing all the time, so the character sheet
Gaining Effort
includes an effort tracker you can use with a paper- There are a few different ways to gain effort. It is
clip. possible to exceed your base effort score during
combat, but you cannot carry the excess between
Effort Costs encounters.
Maximum Cost
After using an ability three times, its cost does not
rise any further.
- 30 -
- 31 -
Granting Recoveries
Hit Points When you grant a recovery to another creature, you
Your hit points represent your will to carry on in the can contribute any number of your own dice to the
face of pain and injury. Being dealt damage causes recovery roll.
you to lose that many hit points from your total.
While at your full total, you are unharmed and able
to perform at your best. When you only have a few
hit points left, you have nearly succumbed to your
Defeat & Dying
wounds. You cannot have more hit points than your You are defeated when reduced to 0 hit points. You
total or less than 0. gain a special condition: dying 3. If this condition
runs out, you die.
Your base hit point total is equal to your Vigor score
or 10, whichever is higher. This total increases each While dying, you fall prone and stop sustaining
time you level up by an amount determined by your effects. All you can do on your turn is make a
class. If your Vigor score increases, your hit point recovery 1 as you try to cling to life.
total increases with it. If you can get back to 10 hit points, you lose this
Hit points are recovered by spending recovery dice condition safely and can act as normal on your next
and by resting. turn. Allies can grant you recoveries to help you
reach this threshold.
Ending Conditions
When you make a recovery, you can choose to
forfeit some or all of the regained hit points to end
harmful conditions instead. This happens at a 2:1
ratio: for every 2 hit points of healing you forfeit,
count down one of your conditions by 1 turn.
- 32 -
Engagement Maneuvers
A creature wielding a melee weapon engages all You can perform maneuvers to gain an advantage in
enemies within its range. While engaged by an combat. When you perform a maneuver, you make a
enemy, you are locked in combat and cannot easily strike action, but you cause an effect instead of
escape. dealing damage. On a solid hit, the effect is stronger.
These are just a few examples; you can try all sorts of
Attacks of Opportunity maneuvers for different results if the Judge allows
it.
While engaged, you can move safely as long as you
stay inside the creature's weapon range. If you 'break
engagement' by moving out of weapon range, the
engaging enemy can make an immediate strike EXAMPLE MANEUVERS
action against you. This is called an attack of
HIT SOLID HIT
opportunity.
The target cannot
Knock the target prone.
Only normal movement provokes an attack of stand up next turn.
opportunity. You do not provoke if you shift out of Confer delayed 2. Confer delayed 4.
engagement or if you are forcibly moved, such as by
being pushed, pulled, or slid. Confer provoked 2. Confer provoked 4.
- 33 -
Cancelling Out
Conditions Some conditions, like accurate and inaccurate, have
Many actions confer a condition. In the game text, direct opposite effects. Instead of tracking both,
conditions are printed in bold with a number that turns of these conditions cancel each other out
indicates their duration in turns: "blinded 3." when they are applied to the same creature. For
Actions that say to 'confer' a condition give it to each example, if a creature is guarded 4, conferring
target, while actions that say to 'gain' a condition just unguarded 2 would just count down two turns of
give it to you. guarded instead.
At the end of your turn, any condition you've had
since the start of your turn counts down: decrease Unique Conditions
the duration by 1. A condition ends immediately
Some actions create unique conditions; the rules for
when its duration reaches 0 or if the encounter ends.
them are described at the bottom of the action.
When you make a recovery, you can forgo some or
all of the healing to end harmful conditions instead.
For every 2 hit points of healing you forfeit, count
Sustaining Effects
down one of your conditions by 1 turn. Some actions create a sustained condition or other
effect. These effects can last the entire encounter, as
long as you keep them going. You don't have to take
Stacking Durations any action to sustain an effect, but you can only
If you have a condition and the same condition sustain one at a time- if you start sustaining a new
would be applied again to you, you instead add the one, the previous one ends immediately.
new duration to whatever is remaining. For
example, if you have poisoned 3 and an enemy
confers poisoned 2 to you, the two durations stack
The Delay Phase
to poisoned 5. This can be very dangerous, since the Creatures who are delayed act in the delay phase,
severity of a condition is sometimes based on its which takes place at the end of the round, after all
duration. non-delayed creatures have acted. Within the delay
phase, adventurers always act before enemies.
- 34 -
C ONDITIONS
When you take damage, remove that many turns from this condition instead of
BARRIER reducing your hit point total. After this condition is removed by damage, any excess
damage is dealt to your hit point total.
You suffer [duration] physical damage every 5 ft. you move or are pushed, pulled, or
BLEEDING
slid.
BLINDED You have a -2 penalty to attack rolls and AC, and you do not engage.
You suffer 2 x [duration] fire damage at the start of your turn. At the end of your turn,
BURNING this condition counts up instead of down. You or an adjacent ally can spend a minor
action to check Agility vs. 15. On a success, this condition ends.
You must roll 1d6 on your turn and perform the indicated task:
1: do absolutely nothing on your turn
2: suffer 2d6 damage, then act normally
DELIRIOUS
3: try to make a strike action against the nearest creature
4: try to move until there are no creatures within 30 ft.
5 - 6: act normally
When reduced to 0 hit points, you fall prone, stop sustaining effects, and gain 3 rounds
of this condition. If the duration runs out, you die. On your turn, all you can do is make
DYING
a recovery 1 as you try to cling to life. If your hit point total reaches 10 or higher, you
lose this condition and can act as normal in the following round.
You do not roll initiative; instead, you take your turn in the Delay Phase at the end of
DELAYED
the round. Within this phase, adventurers act before enemies.
You cannot move or be moved from your square except by jump. The grappler may
shove or drag you as part of their movement. You can spend an action to make a STR or
GRAPPLED
AGI check vs. the grappler's Strength score, ending this condition on a success. If you
use STR, you may also confer this condition to the grappler on a success.
IMMOBILIZED You cannot move or be moved from your square except by jump.
C ONDITIONS
POISONED You suffer [duration] poison damage at the start of your turn.
You have a -2 penalty to attack rolls and AC, and your speed is reduced by half. You
PRONE do not engage. You can stand up as a move action to end this condition. You can
stand up quickly as a minor action, but this provokes attack of opportunity.
PROVOKED You have a -2 penalty to attacks that do not include the provoking creature as a target.
SLOWED Your speed is reduced by half, and you cannot shift or charge.
You fall prone when you gain this condition. You do not act on your turn. This
SLUMBERING condition ends immediately if you suffer damage or if an adjacent ally spends their
action to wake you.
STAGGERED You can only make basic actions. You cannot take minor actions or reactions.
STRENGTHENED Your attacks deal [duration] extra damage. Cancels out weakened.
WEAKENED Your attacks deal [duration] less damage. Cancels out strengthened.
Equipment
- 37 -
Tools of the Trade
Every profession incorporates certain tools of the If you cast conjuries, a rod or wand can increase
trade. For an adventurer, chief among them is a your range. If you make powerful melee attacks, a
weapon. Even mages, whose destructive spells may two-handed weapon will make the most of them.
be wrought by empty hand, prefer implements to
To use an action, you need to be wielding a weapon
coalesce and amplify the strange energies of magic.
or implement that matches one of its keywords: a
The armor that safeguards against such tools of melee weapon can be used for melee actions, a
killing is just as essential. Often, a stout shield or ranged weapon can be used for ranged actions, etc.
sturdy helm is all that stands between an adventurer
Some weapons have multiple keywords. In this case,
and the warm earth's awaiting maggots.
each keyword has its own range. For example, a staff
may be used for melee actions at a range of 5 ft. or
Weapons conjury actions at a range of 20 ft. Weapon damage
is represented by a die, as shown on the table later in
You can use any weapon if you have enough the chapter. Damage dice are represented in the
Strength, but your style of fighting may dispose you game text with a sword symbol $.
to certain armaments.
- 38 -
Weight & Required Strength
Weapons are sorted into three weight categories:
light, medium, and heavy. Anyone can wield a light
weapon effectively, but your ability to use a medium
or heavy weapon depends on your Strength.
Weapon Effects
Melee and ranged weapons also have a weapon
effect. This is applied when you land a solid hit with
certain attacks, such as the basic strike and shoot
actions.
Artifice
Melee Weapons Actions with the artifice keyword use special tools,
such as caltrops or tripwire. You need a free hand to
Melee weapons are the most common. Aside from reach into your pack when you perform an artifice
polearms, all melee weapons have a range of 5 ft., action. All artifice has a range of 20 ft. and otherwise
meaning they can used against targets in adjacent works like a conjury.
squares.
Two-Handed Weapons
Ranged Weapons
Most weapons take up one hand, but those with the
You can double your range for a ranged attack by
2-handed quality require both hands to wield. All
taking a -2 penalty to the attack roll. Ranged
weapons with this keyword have an extra line added
weapons are also hard to use while fending off
to their weapon effects: "Add % damage."
melee aggressors: you take a -2 penalty to attack rolls
if you are being engaged. On your turn, you can hold your two-handed
weapon in one hand to free up the other for actions
Conjury or retrieving items from your pack.
- 39 -
W EAPONS
NAME DAMAGE $ WEIGHT KEYWORDS WEAPON EFFECT
- 40 -
Armor Class (AC)
Armor Armor Class is a measure of your overall defense
Sturdy equipage will not keep hunger or illness at against both weapons and magic. Your base AC is
bay, but it may at least preserve a beating heart from 10 + AGI, but each piece of armor you wear can
the lucky thrust of a scoundrel's knife. increase it further.
You can wear up to five pieces of armor on your
person: on your head, your body, your hands, your Encumbrance
feet, and an outer layer. You may only wear a single
Medium and heavy armor limit how much of your
piece of armor on each body part. Armor worn in
Agility modifier you can add to your AC. While
pairs, such as gloves or boots, are counted as a single
wearing any medium armor, you can only add up to
piece.
+2, even if your modifier is higher. While wearing
any heavy armor, you do not add your Agility
Weight & Required Vigor modifier at all.
Armor pieces are sorted into three weight
categories: light, medium, and heavy. Anyone can Armor Dice
receive the full benefit of light armor, but your
Most pieces of armor grant an armor die. When you
ability to make effective use of medium and heavy
suffer damage from an attack, you can spend a
armor depends on your Vigor score.
reaction to use one of your armor dice. You roll the
Medium armor requires a Vigor of 12, and heavy die and reduce the damage by that amount, and that
armor requires a Vigor of 14. While clad in an armor die is lost for a time.
piece for which you lack the required Vigor, you still
During exploration or downtime, you can stitch, tie,
gain the bonus to AC, but you do not gain the armor
reinforce, or beat your shield and armor back into
die.
shape. Your spent armor dice are refreshed at the
start of each encounter, as long as it has been a few
minutes since the last one.
- 41 -
ARMOR
PLACEMENT NAME ARMOR CLASS ARMOR DIE WEIGHT
Hat +0 d6 L
Cap +1 d6 L
HEAD
Helm +1 d8 M
Quilted +0 d6 L
Leather +1 d6 L
BODY
Chainmail +2 d8 M
Plate +3 d10 H
Gloves +0 d6 L
ARMS Bracers +1 d8 M
Gauntlets +1 d10 H
Boots +0 d6 L
Greaves +1 d10 H
Cloak +0 d6 L
Longcoat +0 d10 H
Shields S HIELDS
NAME AC ARMOR DIE WEIGHT
A shield functions like a sixth piece of armor, but it
occupies one hand and has a Strength requirement, Buckler +1 d6 L
just like a weapon. While lacking the strength
Round Shield +2 d6 L
requirement of your shield, you gain the bonus to
AC but not the armor die. Heater Shield +2 d8 M
- 42 -
Buying Equipment C OMMON S UPPLIES
Observe that the tables earlier in the chapter do not
give a monetary value for each weapon or piece of Beer, 1 gal. 5 cp Lantern 25 cp
armor- doing so would imply that these items are
Bell, Iron 5 cp Lantern Oil 10 cp
easily purchased. In truth, skilled artisans are rare
and getting rarer with each day, and with the Belt 3 cp Lock 75 cp
exception of treasures lying in abandoned places, Book 65 cp Lock Picks 25 cp
most functional weapons and armor are owned by
someone and see regular use. Violence and scarcity Boots, Traveling 20 cp Manacles 50 cp
are rampant in the world, and thus, the tools of Bottle 5 cp Mirror 125 cp
violence are themselves scarce.
Camping Gear 50 cp Mule 600 cp
Presume that little coin circulates the ruined land: Cat 12 cp Paints 15 cp
the palaces of the past are now lonely, hollow, and
Chain, 10 ft. 25 cp Parchment 25 cp
crumbling, their gold and silver plundered long
ago, their opulence now a distance memory. Chalk 2 cp Playing Cards 5 cp
Scarcely is an object traded for more than a Chess Set 40 cp Pouch 1 cp
handful of copper pieces.
Chest 20 cp Simple Meal 3 cp
Given the rarity of coinage, barter is a widely used Cloak 4 cp Fine Meal 8 cp
means of commerce. Traders may not be willing to
Crowbar 4 cp Quill 2 cp
surrender their merchandise for anything short of
the exact items they seek in return. Further, Dice 2 cp Rucksack 3 cp
merchants who will accept currency have no
Dog 30 cp Rope, 50 ft. 10 cp
professional code of ethics and will do or say
anything to convince their customers to relinquish Doll 4 cp Shoes 15 cp
a bit more coin. Fishing Rod 5 cp Shovel 10 cp
All of this is to say, place little stock in the given Flint & Steel 3 cp Soap 4 cp
prices on this page; they are merely presented to Grappling Hook 5 cp Spyglass 400 cp
provide some sense of the relative worth of various
Healer's Kit 35 cp Strongbox 100 cp
conventional goods in the world.
800
Horse Torch 2 cp
cp
Hourglass 230 cp Vial 3 cp
Ink 5 cp Waterskin 3 cp
Instrument 25 cp Wax 2 cp
Kettle 6 cp Whistle 2 cp
- 43 -
Peasants
- 44 -
The first event of a new campaign is the First Day. 2. ROLL ATTRIBUTES – Roll 3d6 six times in
In advance of this session, each player will have to order to find each of your six attributes: Strength,
randomly generate four peasants using the rules laid Agility, Vigor, Knowledge, Cunning, and Resolve.
out in this chapter. The First Day will be a bloody Then write down the modifier next to each score.
ordeal, and most of these poor souls will not escape
with their lives. Yet out of the chaos and death
adventurers will be born, and a party will be forged.
ATTRIBUTE SCORE (3d6) MODIFIER
Peasants possess very little health and begin the
game with just a single crude weapon, but in great
3 -4
numbers even they can overwhelm and defeat a
powerful adversary. 4-5 -3
d6 LINEAGE 12 - 13 +1
1-3 Human 14 - 15 +2
4 Elf
16 - 17 +3
5 Dwarf
6 Orc 18 +4
- 45 -
3. ROLL ALIGNMENT – Your alignment is a set of
two dominant traits. Roll 1d10 on the table below to
determine an alignment type. Then roll 2d10 to
acquire virtues, vices, or oddities as instructed. The
two adjectives you end up with are the peasant's
alignment.
1 Daring Cowardly
1 WICKED Roll two vices.
2 Deliberate Impulsive
5 Honest Deceitful
Roll one virtue
3–8 BALANCED
and one vice. 6 Humble Arrogant
7 Kind Cruel
Roll one virtue
9 ECCENTRIC
and one oddity. 8 Calm Wrathful
9 Trusting Paranoid
10 NOBLE Roll two virtues.
10 Hopeful Despairing
O DDITIES
d8, d6 1 2 3 4 5 6
1 Addictive Steadfast Altruistic Haunted Crude Naïve
- 46 -
4. ROLL FORMER PROFESSION – All peasants 5. WRITE DOWN HIT POINTS – Your hit point
live in rustic squalor, but some may have enjoyed total is equal to 10 or your Vigor score, whichever is
privilege before falling upon their present higher.
circumstances. Roll 1d20 to determine a social
group, then roll on that table at the end of the
6. WRITE DOWN EQUIPMENT – You have a
chapter to determine your former profession. Gain single crude weapon, a one-handed melee weapon
the indicated skills and attribute increases. that deals 1d4 + STR damage on a normal hit and adds
+2 damage on a solid hit. Your weapon is typically a
repurposed tool of your profession; you decide.
1d20 SOCIAL GROUP You start with no armor, giving you an Armor Class
of 10 + AGI and zero armor dice.
1-3 Outcasts
If you are a fallen noble, you still carry a few shabby
4-6 Laborers
relics by which to remember your high station. You
7-9 Farmers begin with quilted armor which provides an armor
10 - 12 Artisans die of 1d6. You also have a single weapon of any
13 - 15 Merchants type, provided you meet the Strength requirement.
It may have once been a glorious instrument of
16 - 17 Soldiers
masterwork quality, but today it is degraded and
18 - 19 Servants functions as an utterly mundane weapon.
20 Fallen Nobility
- 47 -
Maneuvers
Peasant Combat Peasants can make combat maneuvers like those
During the First Day, each player controls their own described in the Combat chapter.
group of four peasants. Outside of combat, you can
designate specific peasants to perform tasks.
Critical Hits
Initiative A peasant adds 1d6 damage when they land a critical
hit on an attack.
You only make one initiative roll for your peasant
group, and they all share the same turn in the same
phase. Your group's initiative roll is d20 + h + CNG.
Instant Death
Use the highest Cunning modifier among your Peasants lack the grit and determination that keeps
peasants; this may change during the First Day as hardened adventurers alive. A peasant reduced to 0
they are slain. hit points is instantly killed.
- 48 -
OUTCASTS
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
1 Pig Thief --- +2 Strength, +2 Cunning
2 Runaway Folklore +2 Agility
3 Beggar Folklore +2 Cunning
4 Urchin Stealth +2 Agility
5 Burglar Stealth +2 Cunning
6 Highwayman --- +2 Strength, +2 Agility
7 Scavenger Tinkering +2 Knowledge
8 Hermit Nature +2 Knowledge
9 Grifter Speech +2 Cunning
10 Fraud Letters, Speech +2 Cunning
11 Gambler --- +2 Knowledge, +2 Cunning
12 Pickpocket --- +2 Agility, +2 Cunning
13 Thug --- +2 Strength, +2 Vigor
14 Deserter Athletics +2 Strength
15 Drunkard Folklore +2 Vigor
16 Leper Folklore +2 Resolve
17 Doomsayer Mystery +2 Resolve
19 Lockpicker Tinkering +2 Knowledge, +2 Cunning
18 Expelled Acolyte Letters +2 Knowledge, +2 Cunning
20 Failed Apprentice Mystery +2 Knowledge, +2 Resolve
LABORERS
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
1 Gongfarmer --- +2 Strength, +2 Vigor
2 Dock Worker Athletics +2 Strength
3 Sailor, Rigger Acrobatics +2 Agility
4–5 Sailor, Deckhand Perception +2 Strength
6 Sailor, Navigator Nature +2 Knowledge
7 Ferry Keeper Athletics, Folklore +2 Cunning
8 Shipwright Tinkering +2 Knowledge
9 Stable Hand Nature +2 Agility
10 Ditch-Digger Athletics +2 Strength
11 Rat-Catcher Stealth +2 Cunning
12 – 13 Tavern Guard Folklore +2 Strength
14 Driver Athletics, Folklore +2 Strength
15 Gravedigger Athletics +2 Resolve
16 Miner Perception +2 Vigor
17 Woodcutter Nature +2 Vigor
18 Thatcher Acrobatics +2 Agility, +2 Vigor
19 Stonemason Tinkering +2 Strength, +2 Knowledge
20 Stable Keeper Nature +2 Vigor, +2 Resolve
- 49 -
FARMERS
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
1 Wheat Farmer --- +2 Strength, +2 Vigor
2 Barley Farmer --- +2 Strength, +2 Vigor
3 Potato Farmer --- +2 Strength, +2 Vigor
4 Carrot Farmer --- +2 Vigor, +2 Knowledge
5 Cabbage Farmer --- +2 Vigor, +2 Knowledge
6 Onion Farmer --- +2 Vigor, +2 Cunning
7 Rutabaga Farmer --- +2 Vigor, +2 Cunning
8 Miller Tinkering +2 Vigor
9 Egg Farmer --- +2 Vigor, +2 Knowledge
10 Shepherd Nature +2 Vigor
11 Cowherd Nature +2 Vigor
12 Swineherd --- +2 Strength, +2 Knowledge
13 Fowler Perception +2 Agility
14 Butter Churner --- +2 Vigor, +2 Resolve
15 Fisherman Nature +2 Vigor, +2 Resolve
16 Horse Trainer Nature +2 Knowledge
17 Trapper Tinkering +2 Knowledge, +2 Cunning
18 Hunter Stealth +2 Agility, +2 Cunning
19 Hound Keeper Nature +2 Agility, +2 Cunning
20 Beekeeper Nature +2 Knowledge, +2 Resolve
ARTISANS
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
1 Carpenter Tinkering +2 Strength
2 Cobbler Tinkering +2 Agility
3 Cartwright --- +2 Strength, +2 Agility
4 Glassblower Tinkering Agility, +2 Vigor
5 Hatmaker Speech +2 Cunning
6 Cook Nature +2 Knowledge
7 Vintner Nature +2 Vigor, +2 Knowledge
8 Tinsmith Tinkering +2 Knowledge
9 Cooper --- +2 Strength, +2 Vigor
10 Brewer --- +2 Knowledge, +2 Cunning
11 Soap-Maker Nature +2 Vigor, +2 Knowledge
12 Tailor Tinkering +2 Knowledge, +2 Cunning
13 Basket-Weaver --- +2 Agility, +2 Cunning
14 Candle-Maker Nature +2 Knowledge
15 Fletcher Nature +2 Agility
16 Whittler Folklore +2 Agility
17 Butcher Nature +2 Strength, +2 Vigor
18 Carver Tinkering +2 Vigor, +2 Cunning
19 Jeweler Tinkering +2 Agility, +2 Knowledge
20 Blacksmith Tinkering +2 Strength, +2 Vigor
MERCHANTS
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
1 Smuggler Mystery +2 Knowledge
2 Haberdasher Tinkering +2 Agility
3 Street Hawker Speech +2 Cunning
4 Peddler Folklore +2 Vigor
5 Fishmonger Athletics +2 Vigor
6 Grocer --- +2 Vigor, +2 Resolve
7 Fortune Teller Folklore, Speech +2 Cunning
8 Tavern Server Folklore +2 Agility
9 Pie Seller --- +2 Agility, +2 Cunning
10 Fruit Seller --- +2 Agility, +2 Vigor
11 Fur Dealer --- +2 Agility, +2 Vigor
12 Spice Merchant Speech +2 Knowledge
13 Shopkeeper Speech +2 Resolve
14 Bookseller Letters +2 Knowledge
15 Moneylender Letters +2 Cunning
16 Tax Collector Letters +2 Resolve
17 Caravanner Athletics +2 Strength, +2 Resolve
18 Jeweler Tinkering +2 Knowledge, +2 Cunning
19 Innkeeper Folklore, Speech +2 Vigor, +2 Resolve
20 Ship Captain Perception +2 Cunning, +2 Resolve
SOLDIERS
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
1–3 Mercenary Stealth +2 Strength
4–6 Guard Perception +2 Strength
7–8 Scout Perception +2 Agility
9 – 10 Messenger Letters +2 Agility
11 – 12 Foot Soldier Athletics +2 Strength
13 – 14 Rider Nature +2 Agility
14 Banneret Speech +2 Resolve
15 Siege Engineer Tinkering +2 Agility
16 Archer --- +2 Strength, +2 Agility
17 Sergeant Athletics +2 Strength, +2 Vigor
18 Marshal Letters +2 Strength, +2 Resolve
19 Lieutenant Athletics, Speech +2 Strength, +2 Vigor
20 Captain Athletics, Letters +2 Strength, +2 Vigor
- 51 -
SERVANTS
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
1 Minstrel Speech +2 Resolve
2 Dancer Acrobatics +2 Agility
3 Singer Speech +2 Resolve
4 Barber Speech +2 Cunning
5 Apothecary Nature +2 Knowledge
6 Physician Letters +2 Knowledge
7 Gardener Nature +2 Vigor
8 Chef Nature +2 Knowledge
9 Scrivener Letters +2 Knowledge
10 Valet Athletics +2 Vigor
11 Novitiate Letters +2 Resolve
12 Librarian Letters +2 Knowledge
13 Bodyguard Athletics, Perception +2 Strength
14 Herald Speech +2 Resolve
15 Pigeon Fancier Nature, Perception +2 Agility
16 Painter Perception +2 Resolve
17 Philosopher Letters, Speech +2 Knowledge
18 Astrologer Nature +2 Knowledge, +2 Cunning
19 Poet Folklore, Letters, Speech +2 Knowledge
20 Jester Acrobatics, Speech +2 Agility, +2 Cunning
FALLEN NOBILITY
1d20 PROFESSION EXTRA SKILL ATTRIBUTES
- 52 -
Adventurers
The First Day will be a bloody affair, but no doubt 1. IMPROVE ATTRIBUTES. Reaching first level
one or two of your peasants will make it through to awards four attribute points. You can distribute
the other side. Select one of these survivors to them as you like between your six attribute scores.
become your adventurer. From this point on, they Attributes can never exceed 18.
are a peasant no more, and you will play as this
character alone. 2. PICK A CLASS. Your class is a calling that
establishes your abilities and role within the party.
Advancing to First Level Pick one of the classes found later in the chapter.
Write down the class features it grants you.
Any remaining survivors become available for other
players to claim, and you are free to claim one of 3. INCREASE HP. Your class increases your hit
theirs if none of your survivors suit your tastes. point total by a fixed amount each level.
Whatever you choose, you must now take several
steps to transform your lucky peasant into a tried- 4. PICK SKILLS. Select one of your five class skills
and-true adventurer: for every four points of Knowledge you possess.
C HARACTER A DVANCEMENT
BASE ATTRIBUTE ACTIONS
LEVEL XP h % PROGRESS
EFFORT POINTS
BASIC SPECIAL MIGHTY
Class, Talent,
1 100 +2 d6 4 4 2 1 1
First Theme
2 2000 +2 d6 5 5 Talent 2 2 1
3 4000 +2 d8 5 6 Upgrade 2 3 1
5 10000 +3 d8 6 8 Talent 3 4 2
- 54 -
S UMMARY OF A TTRIBUTES
Required to wield heavier weapons and shields (p. 38)
STRENGTH
Every point grants an inventory slot
Modifies your Armor Class
AGILITY
You can make one reaction per round for every five points
Themes
Leveling Up You also acquire more themes at higher levels.
Exploring dungeons, slaying monsters, and looting Unlike your first theme, your second and third are
treasure will award you xp. Reaching certain xp not restricted by class- they can be any theme in the
thresholds will advance you to the next level. game. Each theme you unlock also adds an effect to
your critical hits.
As you level up, your skill bonus h, potency die %,
and effort increase, as shown on the table at the start
of the chapter. You also gain attribute points and hit
Actions
points, as well as new themes, actions, talents, and You learn actions as you level up, as shown on the
upgrades. table at the start of the chapter. You can learn actions
from any theme you know, even if you unlocked the
theme that very level.
Attribute Points
You gain four attribute points at first level and one Each time you gain a level, you can also retrain an
more point at each level thereafter. These can be action. To do this, choose an action you know and
distributed any way you choose between your six replace it with any other action of the same type
attributes, though no attribute can exceed 18. (basic, special, or mighty). The new action can be
from any theme you have acquired.
Improving a score can change the modifier and
other values associated with that score. For example,
you know one class skill for every four points of
Talents
Knowledge you possess, so increasing your score You also learn talents from your class list as you level
from 11 to 12 would grant you another skill. up. Some talents are passive, meaning they provide a
permanent bonus that is always in effect. Others are
minor actions or reactions that have an effort cost.
Hit Points
Your base hit point total is equal to 10 or your Vigor
score, whichever is higher. Each level you have
Upgrades
gained increases this total by +4, +5, or +6 points, Every third level, you choose a permanent upgrade
depending on your class. for your class feature. Each feature lists the possible
upgrades after the description.
- 55 -
V ENTURES Experience
DESCRIPTION REWARD As an adventurer, you seek not only wealth, but
REPEATABLE VENTURES power. To achieve it, you must journey out into the
wider realm to cut your teeth against the dangers of
Find treasure. 1 xp per cp
this fading land and investigate its accursed secrets.
Find a magic item. 100 xp
Gain a group of devoted followers. 400 xp The venture list provides the party with an abstract
Rescue an ally from near death. 400 xp
roadmap for what they might want to accomplish
during the campaign. The list presented here offers
Answer treachery with vengeance. 400 xp a model for a traditional dark fantasy sandbox,
Glimpse that which lies beyond. 400 xp though the Judge may wish to create a venture list
tailored to their own setting and campaign.
Find an ally where least expected. 500 xp
- 56 -
Repeatable Ventures FIND A MAGIC ITEM – When you add a magic
item to your personal collection, you gain 100 xp.
The first five ventures are repeatable: adventurers The objects in question may be weapons, armor, or
will always gain xp for finding treasure and magic any other permanently enchanted object or device.
items, exploring perilous places, slaying foes, and Potions, scrolls, and other consumables do not
vanquishing the Overlords. For treasure and magic count.
items, you only gain xp for the portion of the loot
you personally get to keep, while for exploration and EXPLORE A PERILOUS PLACE – You gain 300
slaying foes, every party member who participates xp when you plumb the depths of a lonesome,
gains the full amount of xp. forgotten, dangerous setting: a dungeon, a cave
system, a ruin, a crypt, an ancient forest, and so on.
FIND TREASURE – When you add treasure to your
Ducking your head in isn't enough- the Judge
personal hoard, you gain xp equal to the value in decides when a place has been sufficiently explored.
copper pieces. Only coinage, precious stones,
jewelry, paintings, and other valuable trifles grant SLAY A TERRIBLE FOE – You gain 500 xp when
experience in this way; practical supplies and you help bring an end to a powerful enemy. Regular
equipment do not. The treasure must be newly enemies don't count- it must be a paragon of its
acquired, so relieving a dead party member of their kind, brandish a devastating artifact, command the
valuables will not award any xp. undead, or pose some other unique existential
danger to the adventurers.
- 57 -
C LASS D ESCRIPTION
Classes Brigand A bloodthirsty marauder who flies into a fury in battle.
A class is a character theme that
Cleric A pilgrim who can call upon the gods to perform miracles.
grants hit points, skills, and
special features that set you Invoker A channeler of the elements who can cause wild surges of magic.
apart from the others in your
party. There are eight classes in Knight A resilient front-line combatant given to protecting allies.
total. Some are inclined toward Magician A spellcaster who can sculpt new conjuries out of raw magical energy.
close and direct combat, while
others prefer subtlety or the Occultist A dark sorcerer who can call upon a demon to fight at their side.
- 58 -
Hit Points
The Brigand Your hit point total increases by + 6 with each level.
In this time of strife, those who make violence their
occupation can do quite well for themselves.
Recovery Dice
Whether they be ex-guards, military deserters, or
former sell-swords with some amount of martial You have 9 + RES recovery dice.
knowledge, many who have held a blade in the past
turn to marauding or theft when they find their Class Skills
other prospects failing. Though you may not be as
You know one class skill for every four points of
well-trained or disciplined as a traditional warrior,
Knowledge you possess. If you've learned all of
you are unafraid to employ intimidation, deception
them, you can choose any other skill instead.
and force to achieve your ends; and this fact may
make you far more dangerous. Acrobatics
Athletics
Folklore
Letters
Perception
Tinkering
Starting Theme
Choose one of the following to be your first theme.
Only your first choice is limited; your second and
third themes can be any in the game.
Brawling (STR)
Melee (STR)
Swiftness (AGI)
Treachery (CNG)
Wrath (RES)
Fundamentals Brigand Talents
When you make a strike or shoot action, you can You start with one talent and gain more as you level
use your best attribute modifier in place of Strength up. Choose them from the following list.
or Agility on the attack and damage rolls.
Confidence
When your attack reduces one or more enemies to 0
Rising Fury hit points, you may make a recovery 2. You can only
make one recovery per turn this way.
Minor Action. Effort Cost 1/+1. You gain a special
condition: fury h.
Deadly Charge
After you make a charge, the first melee attack you
Your attacks deal [duration] extra
damage to each target. At the end of make that turn deals % extra damage to one target.
FURY your turn, if you dealt attack damage
to an enemy, the duration counts up Determination
by +1 instead of down. When your attack reduces one or more enemies to 0
hit points, gain 1 effort. You can only gain 1 effort
Every three levels, choose one upgrade for this class per turn this way.
feature:
Devastate
Rapid Fury Minor Action. Effort Cost 0/+1. Whether or not it
You also add your fury duration to your initiative hits, your next attack this turn creates a 15 ft. square
rolls. field of difficult terrain centered on one target of the
attack.
Finisher
When you deal attack damage, you can choose to Fleet of Foot
triple your extra damage from fury. If you do, the Your speed increases by +10 ft., and you ignore
condition ends afterward. difficult terrain.
- 60 -
The Cleric
To many, the wretchedness of the world gives lie to
the promise of the divine. In this land of the
faithless, those who cling to the words of the silent
gods are called foolish or mad. Yet despite this, look
out upon the high roads and you will see them dotted
with strange travelers, pilgrims all, in search of
religious revelation or on missions to spread their
mad faith. Are these processions the products of
desperation and madness, or do folk truly once again
glimpse the divine?
Hit Points
Your hit point total increases by + 5 with each level.
Recovery Dice
You have 8 + RES recovery dice.
Class Skills
You know one class skill for every four points of
Knowledge you possess. If you've learned all of
them, you can choose any other skill instead.
Athletics
Folklore
Letters
Mystery
Nature
Speech
Starting Theme
Choose one of the following to be your first theme.
Only your first choice is limited; your second and
third themes can be any in the game.
Blood (VIG)
Curses (CNG)
Leadership (RES)
Storms (CNG)
Wilderness (VIG)
- 61 -
Spellcasting Cleric Talents
You are a student of magic. You learn one spell at You start with one talent and gain more as you level
each level. You also know an extra spell for every up. Choose them from the following list.
four points of Knowledge you possess. You learn
them randomly from the cleric spell list found in Composure
the Spells chapter.
Minor Action. Effort Cost 1/+1. Roll %. Remove
that many turns of harmful conditions from you.
Restoration Concentration
Effort Cost 1/+1. Minor Action. Clerics can You can sustain up to two sustained effects at the
invigorate allies with the power of belief. As a minor same time instead of just one.
action, you can grant a recovery 3 to yourself or an
ally in sight. Every three levels, choose one upgrade Faith in the Flesh
for this class feature: When you make or grant a recovery, you or the
recovering creature can re-roll any number of the
Barrier of Faith dice, keeping the second result.
If the target is restored to full hit points, any excess
hit points restored become that many turns of the Guiding Hand
barrier condition. Reaction. Effort Cost 0/+1. When an ally in sight
rolls a d20, you can spend a reaction to grant that roll
Greater Restoration a +1d6 bonus.
You grant a recovery 5 instead.
Unshaken Faith
Lingering Ward When you gain effort from missing with an attack,
You also confer guarded 3. you can grant it to an ally in sight.
Mass Orison
Pronounce Judgment
You can spend +1 effort to grant a recovery 3 to
each ally in a 20 ft. burst instead. Minor Action. Effort Cost 0/+1. Confer
vulnerable 2 on an enemy in sight.
- 62 -
The Invoker
Magic is often pursued through ravenous study, but
not every magician learns the art hunched over a
dusty tome; you always preferred the harsh lectures
of the wilderness. When you called out to the wind
and rain, you were answered. In time, the wrath of
the natural world will be yours to command, its
wisdom is yours to learn, and its needs yours to
supply or to ignore. To whatever end you use this
power, take caution: invocation is a blunter practice
than the precise methods of scholarly magic, and
such primal forces demand a soul as hale and
unflagging as the land itself.
Hit Points
Your hit point total increases by + 5 with each level.
Recovery Dice
You have 8 + RES recovery dice.
Class Skills
You know one class skill for every four points of
Knowledge you possess. If you've learned all of
them, you can choose any other skill instead.
Acrobatics
Letters
Mystery
Nature
Perception
Stealth
Starting Theme
Choose one of the following to be your first theme.
Only your first choice is limited; your second and
third themes can be any in the game.
Earth (STR)
Frost (KNW)
Storms (CNG)
Wilderness (VIG)
Wind (AGI)
- 63 -
Spellcasting Calamity
You confer the elemental effect to each target of
You are a student of magic. You learn one spell at
your attack instead of just one.
each level. You also know an extra spell for every
four points of Knowledge you possess. You learn
them randomly from the invoker spell list found in Draw Strength
the Spells chapter. When you use this ability, you can also make a
recovery 2.
Greater Invocation
Invoke Elements Choose two elements. You confer the greater effect
Effort Cost 0/+1. Minor Action. As a minor action, when invoking those elements. You may take this
you can invoke the elements to strengthen your next upgrade multiple times.
attack this turn. If you hit, change the damage type
of the attack and apply the elemental effect to one
Weave Elements
target.
You can spend +1 effort to invoke a second element.
You learn two different elements at first level and The attack deals damage of whichever type is more
learn another element every odd level thereafter. effective and confers both elemental effects.
Every three levels, choose one upgrade for this class
feature: Wild Calling
You can choose to reduce the effort cost by 1. If you
do and roll a natural 4 or less, the elemental effect is
conferred to you instead.
INVOKE ELEMENTS
ELEMENT DAMAGE TYPE ELEMENTAL EFFECT GREATER EFFECT
- 64 -
Invoker Talents Pierce Resistance
Minor Action. Effort Cost 1/+1. The next attack
You start with one talent and gain more as you level
you make this turn ignores each target's resistances
up. Choose them from the following list.
and immunities.
Cinder Step
Sudden Stone
Minor Action. Effort Cost 0/+1. When you move
Minor Action. Effort Cost 0/+1. Create a stone
this turn, you leave behind cinders in each square
wall in a 20 ft. path within 20 ft. It counts as an
you pass through These are fields that deal h fire
obstacle.
movement damage.
Guiding Wind
Concentration
Reaction. Effort Cost 0/+1. When an ally in sight
You can sustain up to two effects at a time.
moves, you can spend a reaction. Until end of the
turn, that ally shifts instead of moving normally.
Perseverance
You gain 4 more recovery dice. Frost Grasp
Reaction. Effort Cost 1/+1. When an enemy in sight
moves, you can spend a reaction to make that enemy
slowed until the end of the turn.
- 65 -
The Knight
In the distant past, knighthood represented
strength, honor, courage, and self-sacrifice, and it
stood for a bond greater than coin or even blood.
Knights were said to be loyal servants of nobility
and steadfast guardians of the commoners within
their demesne. Today, warlords and petty
criminals wear the title to satisfy their vanity and
justify any number of imperious cruelties. You
may share their aims, or your reasons for calling
yourself may be yours alone. While you may not
have the holdings or virtues to back up the title, you
do possess knighthood's most important trait: you
have an unbreakable spirit, and you will not fall
without a fight.
Hit Points
Your hit point total increases by + 6 with each level.
Recovery Dice
You have 9 + RES recovery dice.
Class Skills
You know one class skill for every four points of
Knowledge you possess. If you've learned all of
them, you can choose any other skill instead.
Athletics
Folklore
Letters
Perception
Speech
Tinkering
Starting Theme
Choose one of the following to be your first theme.
Only your first choice is limited; your second and
third themes can be any in the game.
Defense (VIG)
Leadership (RES)
Melee (STR)
Prowess (KNW)
Wrath (RES)
- 66 -
Fundamentals Knight Talents
When you make a strike or shoot action, you can You start with one talent and gain more as you level
use your best attribute modifier in place of Strength up. Choose them from the following list.
or Agility on the attack and damage rolls.
Advance
Minor Action. Effort Cost 0/+1. If your next melee
Knightly Stance attack this turn hits, shove one target up to 20 ft.
- 67 -
The Magician
You shall be a scholar of the great
mystery- the Warped Art. Through
rigorous trial and tireless study of the
arcanists that came before you, you
will learn to harness elusive energies
that few others can comprehend. The
hidden workings of the mortal mind,
the strength of will to bend physical
law, knowledge of the many worlds
and their denizens- these things come
at a great and inevitable cost. Only true
obsession can yield insight into such
power.
Hit Points
Your hit point total increases by + 4
with each level.
Recovery Dice
You have 7 + RES recovery dice.
Class Skills
You know one class skill for every four
points of Knowledge you possess. If
you've learned all of them, you can
choose any other skill instead.
Folklore
Letters
Mystery Spellcasting
Nature You are a student of magic. You know one spell for
Stealth every four points of Knowledge you possess, and
Tinkering you learn one more each time you gain a level
(including first level). You learn them randomly
Starting Theme from the magician spell table found in the
Spellcasting chapter.
Choose one of the following to be your first theme.
Only your first choice is limited; your second and
third themes can be any in the game.
Earth (STR)
Flames (RES)
Frost (KNW)
Sorcery (KNW)
Wind (AGI)
- 68 -
Crafted Conjury LESSER ARCANA
Action. Effort Cost 1/+1. Magicians are able to
PREFIX EFFECT
design their own powerful signature conjuries. You
gain an additional special action that you craft Blazing… Confer burning 2.
yourself by combining a form with a lesser and
greater arcana. Cloudy… Create an obscuring field.
Your crafted conjury always uses your best attribute Crashing… Push the target 10 ft. Knock prone.
for the attack and damage.
Drifting… Slide the target 20 ft.
Whenever you complete a rest, you can make
changes to your crafted conjury, swapping out its Enfeebling… Confer weakened 3.
components for other ones that you know.
Faltering… Confer delayed 2.
At first level, you learn two lesser arcana, two greater
arcana, and two forms. At each level thereafter, you
Flickering… Jump 20 ft.
learn one additional form or arcana of your choice.
Every three levels, choose one upgrade for this class Mighty… Add % damage.
feature:
Scarlet… Confer bleeding 2.
- 69 -
Arc Form Lance Form
BEST ATTRIBUTE ATTACK – CONJURY BEST ATTRIBUTE ATTACK – CONJURY
Solid Hit You confer both ARCANA instead. Solid Hit GREATER ARCANA.
Solid Hit You confer both ARCANA instead. Solid Hit GREATER ARCANA.
- 70 -
Magician Talents
You start with one talent and gain more as you level
up. Choose them from the following list.
Pierce Resistance
Minor Action. Effort Cost 1/+1. The next attack
you make this turn ignores each target's resistances
and immunities.
Composure
Minor Action. Effort Cost 1/+1. Roll %. Remove
that many turns of harmful conditions from you.
Concentration
You can sustain up to two sustained effects at the
same time instead of just one.
Intensify
Minor Action. Effort Cost 1/+1. Double the
durations of any conditions you confer with your
next conjury this turn.
Magnify
Minor Action. Effort Cost 1/+1. Increase the area of
effect of your next conjury this turn. Bursts and
squares are increased by 5 ft., lines and paths by 20
ft. A single-target action becomes a 10 ft. blast.
Skillful
Learn two skills of your choice.
Spell Shroud
Minor Action. Effort Cost 1/+1. Grant 2 spell
shrouds (d8) to a creature in sight. These function
as extra d8 armor dice that last until end of the
encounter. When spent to prevent damage from a
conjury, roll twice as many dice instead.
Teleport
Minor Action. Effort Cost 0/+1. Choose a creature
in sight. It jumps 20 ft. to the square of your choice.
This talent costs +1 effort if you use it to target an
enemy.
- 71 -
The Occultist
A menagerie of untold spirits awaits
beyond the edges of the visible world.
Realms beyond sight or knowing are
home to beings who challenge mortal
comprehension. Some ravenously
seek entrance, promising great and
warping power to any who will grant
them ingress. Occultists are those
mortal students of magic daring and
foolish enough to lay such invitations
upon the bargaining table.
Hit Points
Your hit point total increases by + 4
with each level.
Recovery Dice
You have 7 + RES recovery dice.
Class Skills
You know one class skill for every
four points of Knowledge you
possess. If you've learned all of them,
you can choose any other skill
instead.
Folklore
Letters
Mystery
Nature
Speech
Stealth Spellcasting
You are a student of magic. You know one spell for
Starting Theme every four points of Knowledge you possess, and
you learn one more each time you gain a level
Choose one of the following to be your first theme.
(including first level). You learn them randomly
Only your first choice is limited; your second and
from the occultist spell list found in the
third themes can be any in the game.
Spellcasting chapter.
Blood (VIG)
Curses (CNG)
Flames (RES)
Sorcery (KNW)
Treachery (CNG)
- 72 -
Demonic Servant
Effort Cost 2/+2. Minor Action. You begin
summoning a powerful demon to an empty square
in sight. At the end of the round, it appears in that
square or the nearest empty one. In later rounds, the
demon takes a turn in the same phase as you. You
control its actions directly, though you can only
order it to move 30 ft. and make a strike action. It
can make two reactions per round. It has no recovery
dice of its own, but it can use yours whenever it
makes a recovery.
You can spend +1 effort to summon a demon one 2 Creaking Push 10 ft. Knock prone.
tier higher than normal.
3 Glowing Confer poisoned 4.
Your demon's strike action targets a 5 ft. burst; 5 Weeping Confer slowed 2.
enemies only.
6 Silent Confer weakened 3.
1–3 I 4d6 12 +4 Deal 1d6+2 damage. Add 1d6 damage. Confer species effect.
4–6 II 6d6 14 +5 Deal 1d8+2 damage. Add 1d8 damage. Confer species effect.
7–9 III 8d6 16 +6 Deal 1d10+2 damage. Add 1d10 damage. Confer species effect.
--- IV 10d6 18 +7 Deal 1d12+2 damage. Add 1d12 damage. Confer species effect.
- 73 -
Hybridize Occultist Talents
Roll 2d6 for demonic species. If you get two
You start with one talent and gain more as you level
different results, the summoned demon confers
up. Choose them from the following list.
both species effects on a solid hit.
Doorway of Flesh
Profane Endurance
When a creature in sight is reduced to 0 hit points,
Your demonic servant has +3d6 hit points.
you can use your demonic servant ability in that
square as a reaction. When you do, the effort cost is
Rapid Ritual reduced by 1.
Your demonic servant appears immediately and can
act in the phase that you summon it. Occult Command
Minor Action. Effort Cost 0/+1. The next action
Ritual Mastery you take this turn is performed by your demonic
Reduce the effort cost to 2/+1. servant instead. The demon uses your attack roll and
damage dice but otherwise counts in all ways as the
creature performing the action.
Spell Shroud
Minor Action. Effort Cost 1/+1. Gain 2 spell
shrouds (d8) or grant them to a creature in sight.
These function as extra armor dice that last until end
of the encounter. If rolled to prevent damage from a
conjury, double the result.
Transpose
Minor Action. Effort Cost 1/+1. Choose two
friendly creatures in sight. They swap places.
Warp Time
Free Action. Effort Cost 0/+1. After rolling
initiative, you may choose to swap any two of the
rolls.
Word of Anguish
Reaction. Effort Cost 0/+1. When an ally in sight
hits with an attack, you can spend a reaction to grant
the attack +1d4 extra damage to each target.
- 74 -
The Thief
For most in this dismal world, prosperity lies beyond
a locked door. For those willing to relieve others of
their hard-earned possessions, this statement can
sometimes be literal. Why accomplish with endless
toil what could be done with a single great act of
subterfuge? Coin is no more useful burdening the
pockets of the wealthy than it is collecting dust in the
vaults of the dead. And once those misers have
perished, would it not be better off in the warmth of
your living hands?
Hit Points
Your hit point total increases by + 5 with each level.
Recovery Dice
You have 8 + RES recovery dice.
Class Skills
You know one class skill for every four points of
Knowledge you possess. If you've learned all of
them, you can choose any other skill instead.
Acrobatics
Letters
Perception
Speech
Stealth
Tinkering
Starting Theme
Choose one of the following to be your first theme.
Only your first choice is limited; your second and
third themes can be any in the game.
Brawling (STR)
Prowess (KNW)
Range (AGI)
Swiftness (AGI)
Treachery (CNG)
- 75 -
Vanish Thief Talents
Minor Action. Effort Cost 1/+1 You gain a special You start with one talent and gain more as you level
condition: hidden 4. up. Choose them from the following list.
Diversion
Reaction. Effort Cost 1/+1. When an ally within 20
Backstab ft. makes an attack roll, you can spend a reaction.
If you start your turn hidden, the first attack you That ally gains a +4 bonus to the result.
make deals % extra damage to one target. Every three
levels, choose one upgrade for this class feature: Evasion
Reaction. Effort Cost 1/+1. When you are targeted
Assassin with an attack, you can spend a reaction to jump 10
The extra damage increases to %%. ft. You gain a +4 bonus to AC against that attack.
Poisoner Leap
You also apply poisoned 4 to one target. Minor Action. Effort Cost 0/+1. You jump instead
of moving normally for the rest of the turn.
Shadow Walker
You start every encounter with hidden 4. Thief's Poison
Minor Action. Effort Cost 1/+1. If your next attack
Terror this turn hits, confer poisoned 4 to one target.
Skillful
Learn two skills of your choice.
- 76 -
The Warrior
One needs not live by the sword to die by it.
You do not know the methods of magic, and
your powers of deception are confined to that
which you can accomplish with a weapon on
the battlefield; it is naught but the iron in your
hands that has kept you alive thus far. The
quick, straight-forward aggression of a well-
practiced fighter is enough to keep pace with
the ornate machinations of the learned, the sly
deceptions of the clever, and ferocious hunger
of the beastly. Will their trickery avail your foes
when your sharpened edge is pressed to their
necks?
Hit Points
Your hit point total increases by + 6 with each
level.
Recovery Dice
You have 9 + RES recovery dice.
Class Skills
You know one class skill for every four points
of Knowledge you possess. If you've learned all
of them, you can choose any other skill instead.
Acrobatics
Athletics
Letters
Perception
Speech
Tinkering
Starting Theme
Choose one of the following to be your first
theme. Only your first choice is limited; your
second and third themes can be any in the
game.
Defense (VIG)
Melee (STR)
Prowess (KNW)
Range (AGI)
Wrath (RES)
- 77 -
Fundamentals Warrior Talents
When you make a strike or shoot action, you can You start with one talent and gain more as you level
use your best attribute modifier in place of Strength up. Choose them from the following list.
or Agility on the attack and damage rolls.
Aim to Kill
Minor Action. Effort Cost 1/+1. Your next attack
Flurry Determination
Strike actions you make with this feature target all When your attack reduces one or more enemies to 0
enemies in a melee burst. Shoot actions target all hit points, gain 1 effort. You can only gain 1 effort
enemies in a 15 ft. blast. per turn this way.
Follow Up Riposte
After you make the attack roll, you can choose to Reaction. Effort Cost 1/+1. When a melee attack
re-roll. You must keep the second result. misses you, you can spend a reaction to make a strike
action against that target.
Strike In Passing
Second Try
You can shift 20 ft. before or after you make your
extra attack. Free Action. Effort Cost 1/+1. When you miss with
an attack action, you can reroll. You must use the
second result.
- 78 -
Themes
- 79 -
A theme is a list of combat actions that represent a
certain fighting style; for example, the Flames
theme lets you learn fire magic, while the Range
theme lets you learn actions specific to ranged
weapons.
THEMES
THEME ATTRIBUTE DESCRIPTION
Blood Vigor You wield magic that manipulates the living essence for weal and woe.
Brawling Strength You strike and throw enemies with your bare hands.
Curses Cunning You torment adversaries with devious maladies and magical afflictions.
Defense Vigor You are a well-armored fighter who shields your allies from harm.
Earth Strength You wield the element of earth, shaping stone and causing earthquakes.
Frost Knowledge You employ water and ice magic, freezing enemies in their tracks.
Leadership Resolve You inspire allies with clever strategy and unshakeable determination.
Prowess Knowledge You are an expert duelist, practiced in forms and stances.
Sorcery Knowledge You manipulate raw magical energy to turn reality against your foes.
Storms Cunning You call down lashing rain and terrible lightning upon the battlefield.
Swiftness Agility You are a nimble melee combatant, blinding enemies with your speed.
Treachery Cunning You fight dirty, employing poison and deception to gain the upper hand.
Wilderness Vigor You harness the secret magic of nature to channel its kindness and cruelty.
Wind Agility You can control the fickle element of wind, sending enemies flying.
Wrath Resolve You are a wild melee fighter who favors brute force.
- 80 -
STARTING THEMES BY CLASS
THEME BRIGAND CLERIC INVOKER KNIGHT MAGICIAN OCCULTIST THIEF WARRIOR
Blood (VIG)
Brawling (STR)
Curses (CNG)
Defense (VIG)
Earth (STR)
Flames (RES)
Frost (KNW)
Leadership (RES)
Melee (STR)
Prowess (KNW)
Range (AGI)
Sorcery (KNW)
Storms (CNG)
Swiftness (AGI)
Treachery (CNG)
Wilderness (VIG)
Wind (AGI)
Wrath (RES)
- 81 -
Blood Run Cold
VIG ATTACK – CONJURY – COLD
Basic
restoring vitality and health. At worst, it is among Solid Hit Confer inaccurate 2.
the greatest profanities of nature. Most blood
actions have the conjury keyword, meaning they
must be used with a bare hand or an implement,
Blood Mist Special
such as a wand, rod, or staff. Blood conjurors excel
at granting recoveries to injured allies, and can even VIG ATTACK – CONJURY
restore defeated allies to good health. Target 20 ft. close blast; enemies only
Critical Effect
When you land a critical hit, you also grant a Transfusion Special
recovery 4 to one creature in sight.
VIG ATTACK – CONJURY
- 82 -
Mass Wounds Special Vitality Font Special
VIG ATTACK – CONJURY VIG ATTACK – CONJURY
Target 1 creature
Back from the Brink Mighty
Deal %%% damage. Restore that many
Hit hit points, divided as you choose, to VIG ATTACK – CONJURY
allies in a 10 ft. burst around the target.
Target 10 ft. burst on self or ally; enemies only
Deal %% damage.
Hit
Confer berserk 1. Blood Puppet Mighty
VIG ATTACK – CONJURY
Solid Hit Confer berserk 2 instead.
Target 1 creature
Condition. On its turn, the affected
creature must move to the nearest Deal %% + CNG damage.
Berserk Hit
creature and make a basic attack against Confer blood puppet.
it. Solid Hit Add % damage.
- 83 -
Brawling Spin Kick
STR ATTACK – UNARMED
Basic
Strength Hit
Deal % + STR damage. Add % damage if
the target has all their hit points.
Muscle determines the steadiness and force of your
Solid Hit Add % damage.
blows. When you use an action from this theme, roll
1d20 + h + STR. On attacks of opportunity, you can use
Special
this attack in place of a strike action.
Critical Effect
When you land a critical hit, you also confer Bounce Back Special
vulnerable 4 to one target.
STR ATTACK – UNARMED
Special
On attacks of opportunity, you can use Fling Special
this attack in place of a strike action.
STR ATTACK – UNARMED
Target 1 creature
- 84 -
Haymaker Special Leaping Tackle Special
STR ATTACK – UNARMED STR ATTACK - UNARMED
- 85 -
Curses Poison Vapor
CNG ATTACK – CONJURY - POISON
Basic
Critical Effect
Falter Special
When you land a critical hit, you also confer
weakened 4 to one target. CNG ATTACK – CONJURY
Target 1 creature
Target 1 creature
Deal % + CNG damage.
Hit Add +1 turn to the target's Sickening Cloud Special
harmful conditions.
CNG ATTACK – CONJURY - POISON
Solid Hit Add +3 turns instead.
Target 20 ft. blast
Target 1 creature
- 86 -
Spiral Hex Special Alter Fate Mighty
CNG ATTACK – CONJURY – MENTAL CNG SUPPORT – PERSONAL
Deal % + CNG damage. Roll 2d20 and record each result. Until
Hit the end of the encounter, when a
Confer delirious 2.
creature in sight makes a d20 roll, you
Hit
Solid Hit Confer delirious 4 instead. can spend a reaction to force that
creature to use one of the results instead
of rolling. You can use each result once.
Deal %% damage.
Hit
Confer vulnerable 2.
- 87 -
Defense Make Way
VIG ATTACK – MELEE
Basic
Fortitude is essential both to wear armor and use it Solid Hit Confer provoked 4 instead.
effectively. When you use an action from this
theme, roll 1d20 + h + VIG.
Drive Off Special
Critical Effect VIG ATTACK – MELEE
When you land a critical hit, you also gain barrier 10. Target 1 creature
Deal $ + VIG damage.
Hit
Shove 15 ft. Confer weapon effect.
- 88 -
Faltering Cleave Special Grudge Match Mighty
VIG ATTACK – MELEE VIG ATTACK – MELEE
Target 1 creature
Hit Deal $% + VIG damage.
- 89 -
Earth Rusting Ray
STR ATTACK – CONJURY
Basic
Target 1 creature
Strength Deal $ + STR damage.
Earth magic demands great muscularity. When you Hit Push 10 ft. Create difficult terrain in
use an action from this theme, roll 1d20 + h + STR. each square the creature leaves.
Solid Hit Push 20 ft. instead.
Critical Effect
When you land a critical hit, you also knock one
Mudslide Special
target prone, and that creature cannot stand up on
their next turn. STR ATTACK – CONJURY
- 90 -
Stone Armor Special Crystal Lance Mighty
STR ATTACK – CONJURY STR ATTACK – RANGED OR CONJURY
- 91 -
Flames Swelter
RES ATTACK – CONJURY - FIRE
Basic
Flame conjury is fueled by the intense passions of Solid Hit Confer burning 1.
the heart. When you use an action from this theme,
roll 1d20 + h + RES.
Cauterize Special
Critical Effect RES ATTACK – MELEE OR CONJURY - FIRE
When you land a critical hit, you also confer Target 5 ft. burst; enemies only
burning 2 to one target.
Hit Deal $% + RES damage.
Target 1 creature
Hit Deal $ + RES damage. Fireball Special
Solid Hit Confer burning 1. RES ATTACK – CONJURY - FIRE
Target line to weapon range Create cinders, a field that deals h fire
After
movement damage.
Deal % + RES damage.
Hit
Create cinders.
Solid Hit Add % damage.
Heat Metal Special
Create cinders, a field that deals h fire
After
movement damage. RES ATTACK – CONJURY - FIRE
Target 1 creature
- 92 -
Heat Wave Special Firebrands Mighty
RES ATTACK – CONJURY - FIRE RES ATTACK – CONJURY - FIRE
- 93 -
Frost Icicle
KNW ATTACK – RANGED OR CONJURY - COLD
Basic
Hit Deal % + KNW damage. Frost Condition. Sustained. The ally reduces
Armor all non-fire damage taken by h.
Solid Hit Confer slowed 2.
- 94 -
Rime Daggers Special Blizzard Mighty
KNW ATTACK – CONJURY - COLD KNW ATTACK – CONJURY - COLD
- 95 -
Leadership
Solid Hit Confer vulnerable 2.
When you land a critical hit, you also grant a strike Solid Hit They deal %% extra damage instead.
or shoot action to an ally in sight.
Reposition Basic
Forward March Special
RES ATTACK – MELEE OR RANGED
RES ATTACK – MELEE OR RANGED
Target 1 creature
Target 1 creature
Hit Deal $ + RES damage.
Hit Deal $% + RES damage.
Solid Hit Add % damage.
Solid Hit Add % damage.
One ally next to the target
After After Each ally in sight may shift 15 ft.
may shift 10 ft.
Target 1 creature
Hit Deal $% damage.
- 96 -
Halting Word Special Strike True Special
RES ATTACK – MELEE OR RANGED RES ATTACK – MELEE OR RANGED
- 97 -
Melee Martial Dash
STR ATTACK - MELEE
Special
Target 1 creature
Deal $$ + STR damage.
Hit
Advancing Edge Basic Confer weakened 3.
Target 1 creature
Deal $ + STR damage.
Hit
Shove 10 ft. Pommel Strike Special
Solid Hit Confer weapon effect. STR ATTACK - MELEE
Target 1 creature
Deal $$ + STR damage.
Hit
Cleave Basic Confer unguarded 2.
Solid Hit Confer unguarded 4 instead.
STR ATTACK - MELEE
Target 1 creature
Deal $$ damage.
Raise Guard Basic Hit
Confer vulnerable 3
STR ATTACK - MELEE Solid Hit Confer vulnerable 5 instead.
Target 1 creature
Deal $ + STR damage.
Hit
Gain guarded 1.
Solid Hit Confer weapon effect.
- 98 -
Topple Special Martial Blow Mighty
STR ATTACK - MELEE STR ATTACK - MELEE
Whirlwind Special
STR ATTACK - MELEE
- 99 -
Prowess Balancing Blow
KNW ATTACK - MELEE
Special
Target 1 creature
Lead Away Basic Deal $% + KNW damage.
Hit
KNW ATTACK - MELEE
Confer weakened 3 or slowed 3.
Target 1 creature
Perfect Strike Basic
Hit Deal $% + KNW damage. Push 10 ft.
KNW ATTACK - MELEE
Solid Hit Add % damage.
Target 1 creature
After Gain lion stance.
Special This attack is always accurate.
Hit Deal $ + KNW damage. Lion Sustained Condition. Your attacks
Stance push one target 10 ft. on a hit.
Solid Hit Confer weapon effect.
- 100 -
Peregrine Stance Special Final Flourish Mighty
KNW ATTACK - MELEE KNW ATTACK - MELEE
Target 1 creature
- 101 -
Range Piercing Shot
AGI ATTACK – RANGED
Basic
keyword, meaning they must be used with a ranged Solid Hit Add $ damage.
weapon, such as a bow or thrown hatchet.
Specialists of ranged combat learn actions that target
multiple enemies and make use of the weapon
Split Shot Basic
effects intrinsic to their weapons.
AGI ATTACK – RANGED
- 102 -
Fiery Shot Special Meteor Shot Mighty
AGI ATTACK – RANGED AGI ATTACK – RANGED
Target 1 creature
Deal $$ + AGI damage.
Hit
Confer weapon effect.
Solid Hit Add $ damage.
- 103 -
Sorcery Spectral Lance
KNW ATTACK – CONJURY – SPECTRAL
Basic
realities, debilitating them and altering their Solid Hit Confer unguarded 2.
physical and mental states. Sorcery actions all have
the conjury keyword, meaning they must be
performed with a free hand or an implement, such Enthrall Special
as a wand, rod, or staff. Sorcerers excel at warping
KNW ATTACK – CONJURY – SPECTRAL
the minds of their enemies, enthralling them,
putting them to sleep, or driving them into a Target 1 creature
delirious fervor. Slide the target 20 ft. It makes a basic
Hit attack against a creature in its range. It
deals % extra damage.
Knowledge
Solid Hit It deals %% extra damage, instead.
The elusive art of sorcery can only be learned
through rigorous study. When you use an action
from this theme, roll 1d20 + h + KNW.
Gravity Well Special
Critical Effect KNW ATTACK – CONJURY – SPECTRAL
When you land a critical hit, you also confer Target 20 ft. blast
Deal % + KNW damage.
delirious 2 to one target.
Hit Pull 10 ft. toward center of the area.
Confer immobilized 1.
Solid Hit Add +1 immobilized.
Drowse Basic
KNW ATTACK – CONJURY – SPECTRAL
Purify Special
Target 10 ft. blast
Hit Deal % + KNW damage. KNW SUPPORT – CONJURY
Magic Bolt Basic Solid Hit Remove all harmful conditions instead.
Target 1 creature
Shining Gaze Special
Hit Deal %% damage.
KNW ATTACK – CONJURY – SPECTRAL
Solid Hit Confer inaccurate 2.
Target 1 creature
Deal %% + KNW damage.
Hit
Confer delirious 2.
- 104 -
Spell Shroud Special Conjure Chaos Mighty
KNW SUPPORT – CONJURY KNW ATTACK – CONJURY – SPECTRAL
Slumber Mighty
Starfall Special
KNW ATTACK – CONJURY – MENTAL
KNW ATTACK – CONJURY – SPECTRAL
Target 20 ft. blast; all creatures
Target 20 ft. blast
Deal % + KNW damage.
Hit
Hit Deal %% + KNW damage. Confer slumbering 2.
Unravel Special
KNW ATTACK – CONJURY – SPECTRAL
Target 1 creature
- 105 -
Storms Vital Shock
CNG ATTACK – CONJURY - LIGHTNING
Basic
Critical Effect
When you land a critical hit, you also confer blinded
Intensify Special
2 to one target. CNG ATTACK – CONJURY - LIGHTNING
- 106 -
Spark Javelin Special Effulgence Mighty
CNG ATTACK – RANGED OR CONJURY - LIGHTNING CNG ATTACK – CONJURY - LIGHTNING
Thunderstorm Special
CNG ATTACK – CONJURY - LIGHTNING
- 107 -
Swiftness
Blinding Speed Special
Speed is your greatest advantage. You are an agile
close combat fighter who soars effortlessly through AGI ATTACK – MELEE
the battlefield, sending others off kilter as you go. On Use Jump 30 ft.
Most swiftness actions have the melee and ranged
Target each enemy jumped through
keywords, meaning they can be used with a variety
Deal $$ + AGI damage.
of weapons. Those who employ swiftness excel at Hit
Confer blinded 2 to one target.
battlefield mobility, bleeding their enemies, and
Solid Hit Confer blinded 2 to each target, instead.
disabling their slower adversaries.
Agility
The nimbleness of your blade is limited by that of
your hands and feet. When you use an action from Dizzying Dance Special
this theme, roll 1d20 + h + AGI. AGI ATTACK – MELEE OR RANGED
Target 1 creature
Hit Deal $% damage.
Jester Stance Special
Solid Hit Confer bleeding 2.
AGI ATTACK – MELEE OR RANGED
Target 1 creature
Sudden Sweep Basic Hit Deal $$ + AGI damage.
AGI ATTACK – MELEE Solid Hit Confer weapon effect.
Target melee burst; each enemy After Gain jester stance.
Hit Deal $ + AGI damage. Jester Sustained condition. You jump instead
Solid Hit Knock prone. Stance of moving normally.
- 108 -
Precise Strike Special Impossible Speed Mighty
AGI ATTACK – MELEE OR RANGED AGI ATTACK – MELEE OR RANGED
After you make the attack roll, you can Target 1 creature
On Use choose to re-roll it. You must keep the Hit Deal $$ + AGI damage.
second result.
Solid Hit Confer bleeding 2.
Target 1 creature
After your current turn ends, take
Hit Deal $$$ damage. After another turn. You cannot use mighty
actions for the rest of the encounter.
Solid Hit Confer weapon effect.
- 109 -
Treachery Pouch of Sand
CNG ATTACK – ARTIFICE
Basic
actions encompass a variety of tactics and can have Solid Hit Confer blinded 2.
the melee, ranged, or artifice keywords.
Treacherous fighters excel at misdirecting,
debilitating and poisoning their enemies. Confound Special
CNG ATTACK – MELEE OR RANGED
Cunning
Target 1 creature
Treachery actions governed by Cunning. When you
use an action from this theme, roll 1d20 + h + CNG. Deal $% + CNG damage.
Hit
Confer confounded 1.
Hamstring Basic
CNG ATTACK – MELEE
Exposing Strike Special
Target 1 creature CNG ATTACK – MELEE OR RANGED
Deal $ + CNG damage.
Hit Target 1 creature
Confer slowed 2.
Deal $% + CNG damage.
Solid Hit Confer slowed 4 instead. Hit
Confer unguarded 3 or vulnerable 3.
Solid Hit Confer both instead.
Misdirect Basic
CNG ATTACK – MELEE Grappling Hook Special
Target 1 creature
CNG ATTACK – ARTIFICE
Deal $ + CNG damage.
Hit Confer provoked 2, choosing an ally Target 1 creature within 20 ft.
within 20 ft. as the provoker. Deal %% + CNG damage.
Hit
Solid Hit Confer provoked 4 instead. Pull 15 ft. Knock prone.
- 110 -
Smoke Bottle Special From Every Shadow Mighty
CNG ATTACK – ARTIFICE – POISON CNG ATTACK – MELEE OR RANGED
Smokescreen Special
Victimize Mighty
CNG ATTACK – ARTIFICE – POISON
CNG ATTACK – MELEE OR RANGED
Target 5 ft. burst
Target 1 creature
Deal %% damage.
Hit Hit Deal $% + CNG damage.
Confer blinded 1. Jump 20 ft.
Solid Hit Add % damage. Solid Hit Add % damage.
Tripwire Special
CNG SUPPORT – ARTIFICE
Target 1 creature
Deal $% + CNG damage.
Hit
Confer poisoned 4.
Solid Hit Confer poisoned 6 instead.
- 111 -
Wilderness Twisting Roots
VIG ATTACK – CONJURY
Basic
Sunbeam Basic
VIG ATTACK – CONJURY – FIRE Dire Toxin Special
Target line to weapon range; enemies only VIG ATTACK – CONJURY – POISON
- 112 -
Invigorate Special Twisting Briars Special
VIG SUPPORT – CONJURY VIG ATTACK – CONJURY
Solid Hit Grant a recovery 5 instead. Target 15 ft. square; all creatures
- 113 -
Wind Wind Whip
AGI ATTACK – MELEE OR CONJURY
Basic
When you land a critical hit, you also slide one target
20 ft.
Steal Breath Special
AGI ATTACK – CONJURY
Target 1 creature
- 114 -
Wind Sphere Special Aegis of Air Mighty
AGI ATTACK – CONJURY AGI SUPPORT – CONJURY
Target 10 ft. burst; enemies only Target 20 ft. burst; enemies only
Hit Deal % + AGI damage.
Hit Deal %% + AGI damage. Push 10 ft.
Solid Hit Add % damage.
Solid Hit Add % damage.
Confer wings of wind to one After Gain churning winds 3.
After
creature in the burst.
Sustained 20 ft. aura. As a minor action, you
Churning
Wings of Sustained condition. You jump instead can deal %% damage to a creature within the
Winds aura and slide it 10 ft.
Wind of moving normally.
- 115 -
Wrath Wild Swing
RES ATTACK – MELEE
Basic
melee keyword, meaning they must be made with a Solid Hit Knock prone.
melee weapon, such as a longsword or warhammer.
You may erase an obstacle from one
Wrathful fighters excel at dealing heavy damage to After
square in weapon range.
groups and single targets and staggering enemies
with incredible force.
Brutalize Special
RES ATTACK - MELEE
Bash Basic
Target 1 creature
RES ATTACK – MELEE
Hit Deal $$$ damage. Push 10 ft.
Target 1 creature
Solid Hit Add $ damage.
Hit Deal $$ damage. Push 10 ft.
Special On a miss, deal $$ damage.
Solid Hit Knock prone.
- 116 -
Rough Landing Special Tumble Special
RES ATTACK - MELEE RES ATTACK - MELEE
Indomitability Mighty
Martial Cleave Special RES ATTACK - MELEE
Target 1 creature
Hit Deal $$ + RES damage.
Solid Hit See below.
- 117 -
Spellcasting
- 118 -
The realm only becomes more magical as it fades. When performed correctly, spells can permit the
Reality's tapestry grows threadbare; the weft of the caster to speak to the dead, call creatures from the
mundane and the warp of the magical fray together beyond the material plane, and turn back the
until they are one and the same. The Ones Outside deleterious effects of time.
flood the living world, and even mortals themselves
Learning Spells
transform, rising to the beauty of their highest
virtues or sinking to the ugliness of their lowest sins.
In these times, those with no natural magical ability Four classes are capable of spellcasting: the cleric,
can learn a bit of conjury – battle magic – just as a the invoker, the magician, and the occultist.
magician could pick up a blade and learn to swing it. Spellcasters learn a spell at each level, and they know
Using magic for violence is far easier than casting it an extra spell for every four points of Knowledge.
safely, after all.
Spells are learned by rolling on a random table. Each
Conjuries are mere parlor tricks next to the spells class has its own table, though some spells appear on
cast by the most dedicated practitioners of the multiple tables. You can't learn the same spell twice,
magic. This higher form of the Warped Art is so re-roll any that come up a second time.
difficult and potent, and only those who have
dedicated themselves fully to the craft are able to
make use of them.
- 119 -
Miscast
Casting a Spell If you roll a 9 or less on your casting check, you
You can cast a spell by making a casting check of miscast the spell. Your magic has no effect, and that
d20 + h + modifier, using your highest modifier spell is lost from your repertoire until you complete
among Knowledge, Cunning, and Resolve. As with a rest.
other checks, there are degrees of success:
Depending on the spell and the Judge's creativity,
there may be additional horrific or disfiguring side
effects to a miscast; many experienced spellcasters
CHECK RESULT POTENCY
bear permanent scars from their botched attempts at
9 or less miscast harnessing the wild power of magic.
10 - 14 0
15 – 19 1 Distraction
20 – 24 2 Casting a spell only takes a few seconds, but the
steps are precise and require your total
25 or higher 3
concentration. You suffer a -10 penalty on your
check if you attempt it in a distracting environment,
such as during a combat encounter.
Success
If you roll a 10 or higher on your casting check, you Repeated Casts
successfully cast the spell and gain its effects. The
You may cast a spell multiple times in the same day,
spell also gains additional potency depending on
but doing so is strenuous. After the first casting of a
how well you roll. Potency varies by spell, but usually
particular spell, there is a cumulative -2 penalty to
it increases the duration or quality of the spell effect.
each further casting until you complete a rest.
- 120 -
C LERIC S PELL T ABLE
D4, D6 1 2 3 4 5 6
Instill
1 Commune Alter Weather True Seeing Amnesia Comprehend
Emotions
2 Dead Letters Reminiscence Amplify Voice Ghost Sound Wildspeech Ring of Ruby
3 Hushing Knell Illuminate Swarm Calling Keen Hearing Levitate Light of Truth
Rite of
4 Mend Object Telepathy Minor Illusion Mud Thrall Pallid Roots
Shattering
3 Etherealize Find Familiar Shadow Sphere Gravity Shift Hover Hushing Knell
5 Mirror Image Objectify Organize Phantom Steed Read Mind Ghost Sound
3 Melt Read Mind Mind Swap Mirror Step Borrow Sight Peer Beyond
4 Phantom Steed Polymorph Ring of Ruby Spider Eye Swarm Calling Clay Visage
- 121 -
SPELL SUMMARIES
You make an object stick firmly to a
Adhere Fog Cloud Create a billowy cloud of opaque fog.
surface.
Surround creatures with a bubble of Produce magical noise that seems to come from
Air Bubble Ghost Sound
breathable air. elsewhere.
Amnesia Give a person amnesia of recent events. Hushing Knell Cause a bell to produce silence instead of sound.
You make an object able to move and obey A number of creatures experience a chosen
Animate Object Instill Emotions
your commands. emotion.
Apportation Move objects at a distance. Invisibility A creature becomes unseen for a brief time.
Clay Visage Reshape a face like clay. Knock Unlock nearby mundane and magical locks.
Seek guidance from the servant of a An object floats gently into the air while you
Commune Levitate
chosen deity. concentrate.
Dead Letters Use a scroll to correspond with the dead. Mend Object Summon a phantom artisan to make repairs.
Earth Shaping Reshape soil and stone. Mud Thrall Create a temporary servant from mud.
Elongate Stretch your appendages a great distance. Organize A mess of objects return to their proper places.
Enlarge Cause an object to grow massively. Pallid Roots Desiccate an expanse of plant life.
- 122 -
SPELL SUMMARIES Adhere
This spell a nearby surface with a sticky, sap-like
Use another person as your substance. Pressing an object against the sap for 10
Puppet Speech
mouthpiece.
seconds sticks it firmly in place. While stuck, it
Read Mind
Hear the surface thoughts of nearby requires the full strength of two people to be pulled
creatures.
apart.
Call forth a creature's memory as an
Reminiscence
illusion.
The effect lasts 1 day, and each point of potency
doubles either the strength of the ichor or the
A ring of blood monitors a duration of the spell.
Ring of Ruby
creature's health.
Shadow Sphere
You create a magical sphere where
no light penetrates. Air Bubble
You grant speech to an inanimate
This spell creates a thin, flexile coating of breathable
Speak to Artifice air around up to four creatures and their belongings,
object.
allowing them to safely travel underwater and
Your eye pops out, grows legs, and
Spider Eye
obeys your commands. emerge completely dry. The bubble counteracts the
effects of water pressure but can be easily punctured
Summon a swarm of agitated
Swarm Calling by any sharp object, ending the effect immediately.
insects.
Several creatures can converse with The effect lasts 10 minutes. Each point of potency
Telepathy
their thoughts. doubles the duration or the number of creatures
affected.
Create an invisible bond between
Tether
two objects.
Alter Weather
Casting this spell allows you to change the weather
Spell Descriptions in an area up to 1 mile across. You may alter the
direction of the wind, create or banish cloud cover,
The following pages describe each spell in detail. or cause light fog or rainfall.
Each description specifies the dimensions and
durations of the spell's effects, as a well as the The change occurs gradually over 10 minutes and
additive effect of potency. persists for 1 hour after that. Each point of potency
increases the intensity of the weather you conjure:
with three, you conjure a mighty blizzard or
thunderstorm, and it persists for 1 week.
- 123 -
Amnesia Apportation
Your fingers become ethereal, and you can press Casting this spell allows you to manipulate objects
them into the forehead of a nearby creature to from afar, lifting them into the air and moving them.
extract and erase their memory of all events within At base level, you can only make an object drift
the last hour. The procedure is excruciating, but the harmlessly in a straight line. While focusing, this
creature will have no recollection of it. After, the spell can persist for up to 10 minutes.
subject will remain in a stupor for several minutes;
Greater potency affords you better control over the
during this time, they will be receptive to your
object- with one or more, you could remove a single
explanation of recent events. Each point potency
book from a high shelf; with two, you could uncork
doubles the duration of memory you steal.
a bottle and pour it out. With three, you could select
a specific key from a keyring, push it into a lock, and
Amplify Voice turn it. You can never perform acts that you
After casting this spell, your voice becomes booming wouldn't be able to do with your own two hands.
and powerful. Words you shout at full volume will
reach the ears of creatures a mile away, though Beanstalk
barely. The effect lasts for 1 minute. Each point of
When you cast this spell, a large beanstalk sprouts
potency doubles the strength of your voice and the
from the ground or floor in front of you and grows
distance it can reach.
in a path you trace with your finger. It can grow
upwards against a wall or straight into the air if you
Animal Form so choose. The beanstalk is strong enough to support
You transform into the shape of an animal you have the weight of a single person at a time and grows to
seen before that is no larger than a human. You a length of up to 50 ft.
resemble the animal perfectly and possess its natural
After 1 day, the beanstalk wilts and turns to dust.
abilities- for example, you can swim as a fish or fly
Each point of potency doubles its strength and its
as a bird. You cannot speak while transformed, and
maximum length.
suffering any damage while in this form dispels the
magic. The spell lasts for 10 minutes, and each point
of potency doubles the duration. Borrow Sight
This magic allows you to see through the eyes of any
Animate Object one creature that you got a good look at within the
last day, regardless of that creature's current
This spell grants temporary life to an object up to the
location. The effect lasts up to 10 minutes. While
size of a carriage, allowing it to move and obey
looking through a creature's eyes, if you see yet
simple commands. It cannot speak, but it can
another creature, you can transfer your own
perform general tasks as well as ones suited to its
perspective into that creature instead. You can
function: for example, an animated plume could
perform one such transfer. Each point of potency
write a note or take dictation.
doubles the duration and grants you an additional
This spell lasts 10 minutes, and each point of transfer.
potency doubles that duration. With potency 3, the
effect is permanent.
- 124 -
Clay Visage Compass Stone
Casting this allows you to harmlessly reshape your You attune yourself to a specific small stone of your
own face or the face of a willing subject. The putty- choosing. For 1 day, you instinctively know the
like texture is difficult to work with, making it far location of that stone and can find your way back to
easier to create an ugly face than a beautiful one. it. This spell only gives you a heading, not an exact
path back.
The face will remain in its reshaped state for up to 12
hours, but will also retain its soft quality during this Each point of potency will double the duration and
time. Each point of potential doubles the duration. increase the precision of the stone and your ability
to navigate to it.
Commune
When you cast this spell, you petition a divinity for
Comprehend
guidance. You speak briefly with one servant of the This spell grants you fluency and literacy in all
chosen deity, who appears in a vision before you. mortal languages for up to 10 minutes. With zero
The helpfulness of its guidance depends very much potency, you can merely understand them. With one
on the deity and the circumstance. The conversation or more, you can read. With two, you can read and
lasts 1 minute. Each point of potency calls forth a write. With three, you can read, write, and speak.
more powerful and knowledgeable servant. With 3
potency, you speak to the deity directly.
Dead Letters
To cast this spell, you must place a paper scroll
within the mouth of a nearby corpse or skeleton. As
you make whispered inquiries, the scroll will
unwind itself from the mouth with answers written
upon it in the penmanship and preferred language
of the deceased. An illiterate corpse cannot
articulate complex replies, but may still be able to
give numbers or signal yes or no. Allegiance as well
as grudges may persist beyond the grave, and the
subject may regard you cautiously or require coaxing
to share its most intimate knowledge.
- 125 -
Devour Text Echoing Eyes
This spell allows you to eat a tome to quickly gain the This spell ritual may be used to gain a sense of the
information it contains. A single book or scroll geography of an enclosed environment. In order to
becomes as soft as butter in your hand. Eating it attempt this spell ritual, you must take a position at
takes 1 minute, and the taste depends on the the open entrance to a structure or other interior
contents of the text. Once you have finished, you space. When the ritual is completed, your eyes cloud
have knowledge of the book's contents. over and you send forth your 'sight' in the form a
piercing whistle at a frequency too high to be heard
Each point of potency improves your powers of
by most organisms. The sound reverberates around
retention: with potency 0, it is as if you read the
the interior to a distance of 1,000 ft. and then
book some time ago, while with potency 3 you have
returns, flooding your mind with an approximation
perfect knowledge of its contents.
of the space's dimensions and layout.
- 126 -
Etherealize
After you cast this spell, the next object you touch no
larger than a wagon shimmers with a pale, ghostly
light for one minute. While under this effect, the
object occupies no physical space and can be passed
through as easily as air, though it still obstructs light
and sound as it normally would. Woe to any creature
passing through the object's space when the spell
expires. Each point of potency doubles the duration
or the number of objects you can affect.
Find Familiar
This ritual grants you a mystical servant of dubious
origin. Once your familiar is found, it cannot be
changed, and this ritual can never be cast again. Your
familiar remains in your service even beyond death.
- 127 -
Gravity Shift Illuminate
With a sweeping gesture of your arms, you alter the Once you have cast this spell, your hand begins to
direction of gravity within a cubic area up to 50 ft. glow with a flickering light similar to a torch. You
across. The effect lasts for one minute and requires can transfer the light to the next object you touch,
great concentration. An object or creature is no causing it to glow from within.
longer subject to the effect immediately upon
The effect lasts for up to 1 hour, and each point of
leaving the space. Each point of potency doubles the
potency doubles the duration or number of objects
duration or the area affected.
you can affect.
Hover Illusion
After casting this spell, the next object you touch no
You can cast this spell to create an illusionary image
larger than a dining room table begins hovering a
at a point in sight. You can depict creatures in
few feet above the ground as if floating in water.
movement, stationary objects or anything else you
The effect lasts for up to 1 hour, and each point of
can imagine, but the illusion cannot produce sound
potency doubles the duration.
in any way. It persists for a time set by you when you
cast the spell, up to 1 hour. Each point of potency
Hushing Knell doubles the duration or increases the detail and
This spell ritual alters an iron bell to produce silence convincingness of the image.
instead of sound. When tolled at a steady rate, the
bell creates a muting sphere around it. Noise within Instill Emotions
the sphere sounds as if occurring beyond a thick
When you cast this spell, up to ten nearby creatures
wooden door. Thus, a very loud noise such as a death
experience an emotion of your choice: fear, joy,
scream will still produce a muffled sound audible
sorrow, guilt, etc. The effect lasts for up to 10
from beyond. You, the caster, may spare your wrist;
minutes, while the intensity of the effect depends
once the spell ritual is placed, the bell may be rung by
upon potency. At 0 potency, the emotion will be no
anyone.
more than a subtle undercurrent, while at 3 potency,
The dimensions of the muting sphere depend on the subjects will be completely overwhelmed.
those of the bell: a hand-sized bell creates a sphere
30 ft. across. A cathedral bell could cast silence over
Invisibility
an entire city neighborhood.
Yourself or a nearby creature or object becomes
The effect persists for approximately 10 minutes invisible, though you still produce sound as normal.
and then ends suddenly, meaning it is likely the bell Making any kind of attack while invisible ends the
will toll loudly once or twice before the ringer can spell immediately. The effect lasts for up to 5
silence it. Each point of potency either doubles the minutes, and each point of potency doubles the
duration or the diameter of the effect. With 3 duration or the number of creatures affected.
potency, the sphere becomes absolutely silent.
- 128 -
Knock
Completing this spell will create the sound of a
heavy hand rapping upon a hollow wooden surface.
In response to the knock, a nearby portal or
container will unlock itself and swing open. Potency
increases the strength of the effect: with three
potency, every non-magical door, window, and
container within audible range of the knock will
enthusiastically swing open.
Levitate
A single object or creature begins floating into the
air at your command. During this time, you can send
the subject drifting slowly upward or downward.
The effect lasts up to 10 minutes as long as you
maintain focus upon the target. When the effect
ends, the subject drifts harmlessly to earth. Each
point of potency doubles the duration or the
number of creatures affected.
- 129 -
Mend Object Mirror Image
This spell ritual may be used to quickly repair an Upon finishing this spell, an illusory duplicate splits
object or structure. Because it calls upon the off of your body. It resembles you as you are dressed
lingering shadow of the original artisan to make the and equipped at the time of casting, though it is
repairs, this spell may only affect items wrought by immaterial and cannot affect the physical world,
an artisan's hand. Further, it cannot revert an object though it does dissipate into blue smoke if struck
to an organic state, i.e., turn a wooden plank back with malice. You can issue telepathic commands to
into tree. If used upon a structure, this spell may only the illusion. It persists for ten minutes. Each point
repair ten cubic feet of material at a time. of potency grants an additional duplicate.
Mind Reading
This spell allows you to read the thoughts of an
intelligent creature within 30 ft. of you for 10
minutes. Casting this magic occupies your full
attention. The subject is able to tell that something
discomforting is happening, and may try to resist it.
Each point of potency improves the penetrative
powers of the magic. At zero potency, you can only
detect the surface thoughts of a creature. At three,
you can plumb the depths of their memory and
psyche.
Mind Swap
You and another willing creature swap bodies for up
to 1 hour. While in another creature's body, you
retain all your own skills and abilities, and the other
subject has free reign of your body as well. You can
also use this to shift your mind into any well-
preserved corpse- if you do so, your own body falls
into a catatonic state for the duration. Each point of
potency doubles the duration. At three potency, the
spell is everlasting.
- 130 -
Mud Thrall Organize
This spell ritual binds mud into an animated being, A hallmark of classical magicians, this spell cleans a
creating a temporary servant that you can command. messy interior space. Books will return to their
The thrall is humanoid in shape and can be formed shelves, chairs and tables will be straightened, and
no larger than you and no smaller than one inch in dishware will find its way to the proper cupboard.
height. It may dissolve into a creeping pool of mud Objects that fail to find a proper place will neatly
and reform itself as commanded. stack themselves on the edges of the room.
Despite its human-like intelligence, a mud thrall With zero or one potency, this spell merely returns
may only communicate by nodding or shaking its stray objects to their proper place. With two, it also
featureless head. It can comprehend simple dusts the room. With three, it dusts the room,
instructions and will obey any order from its master, cleanses soiled clothes, removes carpet stains, and
even one that would result in its own destruction, spritzes the air with a pleasant, odor-neutralizing
though it may show reluctance. scent.
- 131 -
Phantom Steed Ring of Ruby
This spell conjures a glowing, ethereal horse. The This ritual extracts a small amount of blood from a
creature will obey your commands as well as any willing subject and creates a glowing ring that may
tame horse. Though it is able to interact with you be worn on the finger. The subject suffers a single
and other friendly creatures, it is intangible to point of damage when this ritual is cast.
enemies and untended supplies. After 12 hours, the
The ring is magically linked to the lifeblood of the
horse fades into nothingness. Each point of potency
one it was made from: whoever wears it can feel the
doubles the duration or creates an additional steed.
subject's heartbeat, knowing when it is strong or
weak, racing or altogether stopped.
Puppet Speech
The ring lasts for 1 day, after which it crumbles to
Another creature within sight of you becomes your
black powder. Each degree of potency doubles the
mouthpiece. The next thirteen words you say will
duration or allows you to create another ring from
issue forth from that creature's mouth instead of
another subject. At 3, any ring you create lasts until
your own, and in their voice. Each point of potency
the subject's death.
doubles the number of words you can say.
Rite of Shattering
Reminiscence
This spell causes a single brittle object in sight to
This spell ritual may be used to call a memory from
shatter. Durable materials like iron are far more
your own mind or that of another subject and weave
resistant to the effect than glass, porcelain, ceramic,
it into space as an illusion for one minute. The
or wood. The intensity of the shattering is
verisimilitude of the illusion depends on how
dependent on your potency: with no potency, the
recently the memory was formed and how dearly the
object merely forms a number of hairline cracks that
subject holds it; the illusion only ever portrays an
render it easier to shatter by hand, while with 3
event as it is remembered, not as it actually
potency, the object violently explodes into tiny
happened.
pieces.
Large rooms and environments appear hazy at best,
but a small roomful of figures and furniture can be Shadow Sphere
produced with moderate detail; the figures could be
Completing this spell causes a 100-ft.-diameter
mistaken for real at a distance but are obviously the
sphere of darkness to appear at a point within sight.
work of magic upon close observation. The illusion
No light from outside penetrates the interior of the
appears within 10 ft. of you, but if the memory
sphere, and no light, magical or otherwise, can be
involves motion, such as a scene of a horseman
produced inside of it. The sphere persists for up to
riding across a battlefield, you may plot a course for
ten minutes. Each point of potency doubles either
the figment to travel. An illusion that is struck or
the duration or the diameter of the sphere.
collides with a solid object immediately dissolves
into white smoke that may be sweet or acrid,
depending on the sentiment of the memory it was
called from.
- 132 -
Speak to Artifice Telepathy
This spell briefly grants speech to an inanimate You and another willing creature form a psychic
object no larger than a cottage. The chosen item bond for up to thirty minutes, during which
speaks from whatever mouth-like opening you time you can converse with each other without
think makes most sense, or otherwise grows a simple speaking. Each point of potency doubles the
mouth with which to elocute. An object speaks in duration or the number of creatures you can form a
the languages known to its crafter and can relate bond with. Any one creature's psychic speech is
events that have taken place near it, to a point. delivered to the minds of all other creatures that
share the bond.
An object has allegiance to its most recent owner,
provided it has been treated fairly well, and may
regard you warily. The conversation lasts no longer Tether
than 5 minutes. This spell creates an invisible strand of magic
between two objects for up to one hour. The strand
With zero potency, the object is able to answer
can be up to 50 ft. When one object is moved beyond
simple yes-or-no questions; with one, the object's
this point, it will pull the other along with it. The
vocabulary is limited to simple phrases and terms;
tether has the strength of an ordinary rope and will
with two, the object may speak with a level of
cause a shower of sparks if broken. Each point of
sophistication befitting the quality of its
potency doubles either the length or strength of the
craftsmanship; and with three, the object speaks
tether.
impeccably and will readily impart whatever it
knows.
True Seeing
Spider Eye Your eyes glow with white light for one minute, and
during this time you can see through common
Casting this spell causes your eye to jump out of its
illusions and magically concealed doors and objects.
socket and sprout eight spidery legs for ten minutes.
Invisible objects and creatures will shimmer with a
You retain the ability to see through the eye and can
telling light. This spell does not reveal hidden
control its movement with your thoughts. If the eye
mechanical traps or other non-magical artifice. This
is damaged or destroyed, a new eye will grow in the
effect lasts for one minute. Each point of potency
socket of the course of several days. Each point of
improves the clarity of your vision.
potency doubles the duration. At 3 potency, the
magic becomes permanent. The spider eye will
remain under your control until it is destroyed, and
a new eye will grow in your socket.
Swarm Calling
Mosquitos, locusts, or flies will appear out of the
woodwork, forming a cloud of up to 20 ft. across at
a point within sight. The swarm is frightening and
irritating, but not directly dangerous, and you do not
have direct control over it once it appears. The cloud
dissipates naturally over the course of ten minutes.
Each point of potency doubles the size of the swarm.
- 133 -
Water Shaping
You can move water against its natural
inclinations or change its state of matter. You
may alter a quantity of water that could fit into
a cubical space 100 ft. on each side, though the
amount need not be confined to such
dimensions. This spell ritual can freeze the
surface of a pond or river for easy passage,
empty the contents of a well, or hold aside
waves such that a sunken wreck near the shore
might be investigated. When the spell ritual
unravels, the water resumes obeyance of
natural laws: water held in place will come
crashing into any available vacuum, and ice will
start to melt.
Wayfaring Whisper
When you cast this spell, you must speak aloud
a few sentences while holding in mind a
specific person. A light breeze will carry the
words to that individual's ear, wherever in the
world they may be. The breeze only travels as
quickly as a bird in flight, so it may take hours
or days to reach the recipient, depending on
their distance from you. Though the likelihood is
low, the words can be heard by any creature they
Wolfnose
happen to pass though- hence the value of Your face twists and contorts into the grotesque
whispering. Each point of potency doubles the image of a wolf, and you gain the powerful nose of
speed at which the whisper travels. that beast. The effect lasts for 1 hour.
- 134 -
The Stronghold
- 135 -
Founding a stronghold should be first among your
goals as a party. A stronghold is a home base, the Attributes
staging ground of your growth as adventurers. You
Strongholds have six attributes. Just like character
can found a stronghold wherever you want, though
attributes, these are numerical values that range
some locations will be more suitable than others.
from 3 to 18 and represent efficacy in different areas.
Ideally, you are looking for a sizable ruin, deserted
village, or other defensible location with plenty of MILITARY (MIL) represents the size and competence
room for expansion: an island on a river, a ruined of the stronghold's garrison. It is increased by
manse perched upon a hill, or an abandoned mine building training halls, and war rooms.
with a concealed entrance.
EFFICIENCY (EFF) represents the stronghold's
In general, you cannot govern more than one management and ability to organize. It is increased
stronghold at a time. There is no reason the party by building infrastructure and guild halls.
cannot leave the stronghold to found a new one, but
RESOURCES (RSC) represents the supplies and raw
if you do, the fate of your previous stronghold will
materials available in the stronghold and the
be out of your control. An older stronghold may
surrounding lands. It is increased by planting
grow to become a rival power or fall to conquest or
orchards, digging mines, and facilitating trade.
infighting.
EXPERTISE (EXP) represents the talent pool and
breadth of skills available among the stronghold
ATTRIBUTE M O D I F IE R population. It is increased by building libraries and
other places of learning.
3 (MIN) -4
4-5 -3 ALLEGIANCE (ALL) represents the population's
6-7 -2 loyalty to the party and commitment to the project
8-9 -1 of the stronghold. It is increased by building features
10 - 11 +0 that foster community, such as taverns and
fairgrounds.
12 - 13 +1
14 - 15 +2 APPEAL (APP) represents the aesthetic beauty and
16 - 17 +3 quality of life within the stronghold, and it attracts
18 (MAX) +4 new arrivals every month. It is increased by building
theaters and gardens.
S T R O NG HO L D A D V A NC E ME NT
REQUIRED REQUIRED SKILL CONCURRENT
LEVEL POTENCY DIE
INVESTMENT POP. RANK BONUS PROJECT LIMIT
0 - - - d6 1
1 1000 cp 2 +2 d6 1
2 2000 cp 4 +2 d6 2
3 3000 cp 6 +2 d8 2
4 4500 cp 8 +3 d8 3
5 7000 cp 12 +3 d8 3
6 9000 cp 16 +3 d10 4
7 12000 cp 20 +4 d10 4
8 15000 cp 24 +4 d10 5
9 20000 cp 30 +4 d12 5
- 136 -
Determining Attributes
Every suitable stronghold location should have a set
of attributes. The Judge may roll these numbers
randomly or can choose starting attributes that make
sense for the location and its surroundings: for
example, a ruined town might have high Efficiency
because of the surviving infrastructure but low
Resources because its farmland has been plundered
and burned. Whatever the case, you are allowed to
know a location's base attributes before choosing to
found their stronghold there.
The Judge can also call for checks when the party
Stronghold Level
A stronghold has a level from 0 to 9. It needs two
wants to learn things about the stronghold. For
things to advance in level: sufficient investment and
example, if a sickness is spreading and the party
population rank. If these thresholds are met, the
wants to find a cure, they could make an Expertise
stronghold advances in level immediately.
check to find out if someone in the stronghold
Stronghold level never decreases, even if the
knows how to treat illness. On a success, perhaps
population rank declines.
there is apothecary in the stronghold who knows of
a remedy.
Investment
Stronghold vs. Player Checks Investment is an amount of wealth that each party
It can be tricky to know whether a player or the member must invest in the stronghold for it to be
stronghold should make a check. Generally, the successful. It is an abstract amount that represents
difference has to do with the scale of the task and the the cost of labor, building materials, and upkeep.
participants. If stronghold denizens are taking care
It may seem like a small amount of coin, but
of the task on their own, make a stronghold check. If
remember that a stronghold is the collective effort
the party are handling the matter personally, they
of a many folks, not just the party. Other groups will
should make individual checks.
be arriving to lend their own resources and labor to
Thus, if the party sends out a delegation to a tribe of the cause in exchange for the safety and opportunity
monsters to broker peace, an Expertise (Statecraft) that comes of being part of a community.
check might be in order. If they instead host the
monsters at the stronghold and speak to them face to
face, the discussion may involve a number of
Cunning (Speech) or Resolve (Speech) checks by
individual characters.
- 137 -
Population Rank
Population rank represents the overall population of
Stronghold Turns
the stronghold. A stronghold will gain one or two One stronghold turn happens when the stronghold
ranks every month as long as it fares adequately and is first founded and at the start of every month
offers a decent standard of living. It can also lose thereafter. During the stronghold turn, the players
ranks over time if people are deserting the can perform each of the following tasks:
stronghold or if a deadly event is happening, such as 1. Make a population check
a sickness or a siege. 2. Make a progress check for each project
On the stronghold sheet, the number of ranks 3. Issue orders and start new projects
indicates an approximate population; it increases The Judge also performs a couple tasks:
slowly at low marks, then picks up speed as the
stronghold gains notoriety. It is possible to 1. Roll for a new stronghold arrival if the
transform a deserted ruin into a bustling township stronghold's population rank increased
in one to two years. 2. Roll for a freehold arrival if the party has
built any freeholds
3. Check for a new stronghold event if no
Skill Bonus
event is currently unfolding
A stronghold's skill bonus increases with level-
naturally, a larger and more prosperous community Stronghold turns happen whether or not the party is
has a greater talent pool and population to draw on. present at the stronghold. If they are present, the
party can make their own population and progress
Potency Die checks. If they are absent, the Judge makes all the
checks in secret and the denizens decide for
A stronghold also has a potency die. It is used for
themselves what labors to undertake.
military engagements if using the tactical warfare
system.
Population Checks
Concurrent Project Limit A new stronghold starts with Population Rank 1.
As a stronghold grows it can start to work on Each turn, the stronghold makes one population
multiple projects at the same time. The project limit check. This is check of Appeal (Hospitality) vs. 15.
only applies to normal stronghold features; Population Rank increases by 2 on a success or by 1
freeholds do not count against this limit. on a failure.
- 138 -
Population Decline
Certain events, such as an extended siege or a deadly
plague, may cause the population rank to fall. Under
such conditions, the population check is made to
slow the rate at which denizens are dying or
abandoning the stronghold: the Population Rank
decreases by 1 on a success or by 2 on a failure.
Arrivals
Every stronghold turn, as long as the population
rank increased, the Judge will roll on the stronghold
arrivals table. The result will give a short description
of a few of the folks who arrive at the stronghold
that month. This table is found in the Judgment
chapter, since players should not be able to see it.
Freehold Arrivals
If the party has built one or more freeholds, there is
also a freehold arrival whenever the population
rank increases. If there are multiple freeholds, the
Judge choose one of them at random and rolls on the
appropriate arrival table.
- 139 -
- 140 -
Stronghold Skills
FAITH indicates that competent religious leaders
are present within the stronghold.
There are fourteen stronghold skills, gained by Conduct an important religious rite
building stronghold features. They are used in much Hold a festival to honor a deity
the same way as adventurer skills: the Judge can link
a skill to an attribute check, making it a skill check.
HOSPITALITY makes the stronghold better able to
If the stronghold possesses the relevant skill, you can
attract new arrivals and care for its denizens.
add its skill bonus to the roll. Below are just a few
suggestions about possible uses for each skill. Provide food and shelter for outsiders
Provide medical treatment to denizens
AGRICULTURE makes the stronghold better at
farming food and rearing animals.
RESEARCH means the stronghold, and makes the
Grow and stockpile extra food
stronghold better at studying the past
Acquire wool and other animal byproducts
Invent an alchemical process
Uncover the history of a person or place
CONSTRUCTION improves efforts at building new
features and all other architectural projects.
SEAFARING makes the stronghold more competent
Create a new stronghold feature
with fishing and watercraft.
Repair damaged infrastructure
Build or manage a naval fleet
Obtain food and other goods from the sea
COMMERCE improves the stronghold economy
and brings in exotic trade goods.
Measure success of a trade partnership STATECRAFT makes the stronghold better at
See if an item is available for purchase political intrigue.
Broker peace with a neighboring power
Convince a smaller group to capitulate
CUISINE makes the stronghold's food better and
longer lasting.
Impress honored guests with a feast TACTICS, FIELD are used when attempting land-
Preserve food supplies to last longer based military action outside of a settlement.
Execute a deft flanking maneuver
Prepare a devious ambush for the enemy
ENTERTAINMENT means the stronghold has
skilled performers or musicians.
Put on a play TACTICS, NAVAL are used when attempting
Compose an anthem or ballad aquatic military action.
Organize a blockade around a harbor
ESPIONAGE makes the stronghold skillful at
Infiltrate an enemy city by waterway
secretly obtaining information.
Spy on a neighboring power TACTICS, SIEGE are used when attempting to
Surveil the stronghold denizens conquer a fortified settlement or defend the
stronghold.
- 141 -
Features Arena
A sand-pit recessed a dozen feet into the earth; a
Features are various buildings and amenities that
circular tournament ground where onlookers crowd
improve the a stronghold's attributes and grant it partitions and smiling moneylenders take foolish bets.
new skills. Certain features provide other benefits. A way for stronghold denizens to express their
grievances through action.
Building a new feature is a process that takes several
Progress 3
stronghold turns to complete. While a feature is
being build, it is a called a project. A new stronghold Attributes +1 Military, +1 Appeal
can only manage one project at a time, but as it
grows, the denizens will be able to work on multiple
projects concurrently. Audience Chamber
Blacksmith
Issuing Orders
While the party is at the stronghold, they can issue A smoky cave that glows perpetually with the light of
the forge; a grand forge with rivulets of molten metal
work orders to the denizens, choosing new projects running through the stonework. Smiths do their work
and calling for other tasks. Typically, the denizens here, producing fine instruments of bloodshed and
will obey the party to the best of their ability. attire to prevent it.
- 142 -
Builder's Hall Feasting Hall
A bustling warehouse with long tables; a stockroom A vast chamber with vaulted ceilings; a hall with raised
with raw materials piled up around the edges. Here, platforms for the tables of rulers and guests of honor; a
artisans can share their crafts and coordinate new balcony looking out upon a placid sea. There's no
construction projects. better way to legitimize one's leadership than by
throwing a party.
Progress 3
Attributes +1 Efficiency Progress 5
Attributes +2 Allegiance, +2 Appeal
Skill Construction
Crypt Fortifications
A wooden watch tower on high wooden stilts; a
Black steps descending into a candlelit undercroft; a
crumbling parapet where lookouts' helmets gleam in
spiral stair leading from alcove to alcove, where folks
the rays of sunset; a menacing portcullis and stagnant
ruminate upon sacrifice before the statues of those
moat. Fortifications vary depending on location, but all
who gave their lives for the stronghold. A crypt is a
make the stronghold more enduring in the face of
record of hardships, but it gives a place a history, and a
onslaught.
purpose.
Progress 4 Progress 2
Attributes +1 Military, +2 Allegiance Attributes +1 Allegiance
- 143 -
Harbor Kitchen
A spiderweb of docks along the storm-battered shores; A smoking pit with savory meats always turning; a
a waterlogged cavern where black-clad porters lower crooked shack overflowing with bubbling pots; a
mysterious parcels into sleek longships. Fishers will chamber with a dozen stone alcoves for baking bread.
bring food and merchants will bring goods from afar. A home is only as agreeable as its food.
Progress 5 Progress 2
Attributes +1 Resources, +1 Expertise Attributes +1 Allegiance
Skills Seafaring Skill Cuisine
Progress 4
Marketplace
Attributes +2 Expertise, +1 Allegiance
Progress 3
Attributes +2 Appeal Mines
Skill Hospitality
A shaft into shadow, where the clanking of picks can
be heard far below; a winding cave network with veins
of metal running through the walls. In a time before
time, the gods hid precious things in the darkness of
the earth.
Progress 4
Attributes +2 Resources
- 144 -
Prison Secret Passage
A winding hall of cramped cells; a great iron cage in A winding stone hall deep underground; an
the town square; a ledge hewn into the cliffside. Grim unassuming bookshelf that conceals a damp
as it is, a stark reminder of law and order is attractive to passageway; a crawlspace with a ladder leading to the
many in a world mired in chaos. foot of the castle.
Progress 4 Progress 4
Rookery
Siege Workshop
A loft where feathers and dust dances through crooked
sunbeams; a high, black tower bedecked in white filth. A dusty warehouse littered with wicked-looking
Messenger birds allow communication over long accoutrements; a rampart where busy folks haul about
distances, though they take time to train. creaking wooden behemoths.
Progress 5 Progress 4
- 145 -
Spy Ring Theater
A cellar filled with a hundred masks and costumes; a A stone amphitheater half-buried in the grassy hillside;
secret room behind a cheap false storefront; a well- an old concert hall with a tilted stage and frayed
hidden door that opens to a certain series of knocks. curtain; a bawdy opera-house where drunks dangle
Establishing a network of spies will root out traitors their feet from the rafters. Amusement seems almost a
within the stronghold and bring news of outside thing lost from the realm, and reviving it will around
threats. the interest of desperate folks near and far.
Progress 5
Progress 4
Attributes +2 Expertise
Attributes +3 Appeal
Skills Espionage
Skill Entertainment
The stronghold can dispatch agents to
Special
learn the plans of neighboring powers.
Training Hall
Stable A sandy clearing with rows of wooden practice
dummies; a mat-laden room with weapons adorning
Wide rows of stalls where noble beasts stamp and the walls. Having a designated place for soldiers to
whinny; a drafty barn where drunks take refuge on train will make a stronghold better able to defend
wintry nights. A place for folks to keep and train itself.
horses and other animals. Beasts of burden will ease
labor. Progress 3
Attributes +2 Military
Progress 3
Attributes +2 Efficiency
Tavern Progress 3
Attributes +2 Efficiency
A sturdy lodge on the edge of town; a stone hall where
the hearth is never cold; a ramshackle edifice
overlooking the water, where fishing folk unwind
after their labors. A drinking hall makes a place livable War Room
and fosters a sense of community.
Progress 2 A stone tower overlooking the garrison; a round table
Attributes +1 Allegiance, +1 Appeal strewn with regional maps. A war room is necessary
for planning complex strategies and training officers
Skill Entertainment in the art of war.
Progress 3
Attributes +1 Military, +1 Expertise
- 146 -
Water Source Workshop
A stone well at the base of the valley; a rerouted river
A dusty artisans' hall filled with tools; a gallery of half-
that snakes through the village; a spring of bubbling
finished projects. Putting craftspeople in one place and
groundwater; rain catchers lining the rooftops. A
coordinating their efforts will improve their output.
source of fresh water is among the first things a
stronghold needs to be successful. Progress 3
Progress 4 Attributes +1 Efficiency
Attributes +1 Resources Skill Manufacture
The stronghold now provides a stable
water source. Party members no longer
Special deplete their own units of water while
resting at the stronghold, and they can
stock up on water for travel.
- 147 -
Freehold Abilities
Freeholds A freehold confers special benefits to its owner.
Freeholds are special features that can only be built Usually, these benefits are limited to tasks done in
by high-level parties with developed strongholds. and around the building.
Unlike the stronghold, which is a shared asset, the
freehold is a private residence and base of Freehold Arrivals
operations for the character that constructs it. Each In addition to providing an adventurer with their
adventurer of the party can build their own own private headquarters within the stronghold, a
freehold; the form that it takes depends on their freehold attracts unique followers once in a while.
class. These servants and companions will aid in the
operations of the freehold and will more or less obey
Building a Freehold its owner. Building a freehold immediately unlocks
To begin construction of their freehold, both the its unique arrival table. Like the main stronghold
stronghold and the adventurer must be Level 5. A arrival table, the tables for each freehold are
freehold requires a progress check every turn just available in the Judgment chapter.
like other projects, but they do not count toward the When a freehold is first completed, it has an
stronghold's concurrent project limit. immediate arrival. Each stronghold turn thereafter,
whenever the population check is a success, there is
another freehold arrival, chosen randomly among
the completed freeholds.
- 148 -
Brigand's Camp Cleric's Temple
A cleric may construct a temple to their god, pantheon,
A brigand may assemble a horde of raucous ne’er-do-
or ideal within the stronghold. The project attracts
wells to do their bidding. The brigand’s notorious
2d10 eager fanatics right away to assist in the
deeds immediately draw 2d10 surly marauders into
construction. Once finished it will attract more
subservience, who help in the construction of a
pilgrims and other wayward devotees seeking places of
fortified encampment on the outskirts of the
their own in the new religious community.
stronghold.
By divine grace the structure will be serviceable in a
The imposing structure will be completed quickly,
matter of months, though it will continue to grow in
given sufficient threats and cracked whips. A brigand
grandeur over time. The cleric should strive to select a
should consider concealment and defensive potential
spiritually and aesthetically appropriate site for this
in choosing a location.
sacred edifice.
The camp is defensible: it may rest upon a high hill or
The temple grounds are an enclosed or isolated area
be surrounded by a thick wooden palisade with
that is well-maintained by the parishioners- depending
outward-facing spears and a mud-filled moat. Its
on its location and the disposition of the cleric's faith,
central structure, a small wooden fort, contains a
there may be lush gardens, winding rocky terraces,
luxurious living space for the brigand: a bedroom, den,
subterranean passages, or other external features that
training hall, kitchen, and dining room, as well as an
lend grandiosity to the main edifice. There are also
underground vault for treasure to which they possess
smaller shrines or other features on the grounds- for
the only key. The camp also features an enclosed
example, an altar on a cliff overlooking the sea, a henge
fighting pit where rowdy followers can entertain
with astronomical alignment, or a cemetery with
themselves and settle disputes in blood.
mausoleums to venerate the anointed dead.
When the camp is first built and every month
The central building is dominated by a great audience
thereafter, there is a 2-in-6 chance that new blood will
hall that may be used for ceremonies of the faith,
arrive to test their steel and earn a place in the brigand's
including but not limited to baptisms, festivals, ritual
cohort. The Judge will roll for these newcomers on the
sacrifice, and direct communion with the spirits. It
camp arrival table found in the Judgment chapter.
also contains private quarters for the cleric: a
respectable bedroom, study, bath, kitchen, dining
Progress 5 room, shrine, and meditation cell.
Attributes +1 Military, +1 Resources When the temple is first built and on every stronghold
turn thereafter, there is a 2-in-6 chance that new
After resting in their camp, a brigand's supplicants will arrive to pledge service to the divine.
Spirited base effort is increased by 1. This effect The Judge will roll for these newcomers on the temple
Nights lingers until they finish a rest at any arrival table found in the Judgment chapter.
other location.
Progress 5
The brigand's forces will raid nearby
groups and settlements. They have few Attributes +1 Efficiency, +1 Allegiance
compunctions about who they pillage
After resting at their temple, a cleric
but will limit their targets to those the
Raiding Restful gains 2 bonus recovery dice. These dice
brigand deems acceptable. This activity
Nights last until spent or until the cleric finishes
happens whether or not the brigand is
a rest at any other location.
present and generates 1d4 x 100 cp for
the brigand each month.
Spell Within their temple, a cleric gains a +4
Bonus bonus to spellcasting checks.
A brigand with a camp receives the
service of a handful of seasoned bandits Within the meditation cell, the cleric
and highwaymen. During warfare, this may commune directly with the divine
Warband
warband can be assigned to a military Divine once per month. The conversation may
engagement, granting a +2 bonus to the Petition last no longer than % minutes, and a
check. divine representative may appear in lieu
of the deity itself.
- 149 -
Invoker's Refuge Knight's Manor
An invoker may create a magical refuge on the wild A knight may construct a splendid estate nearby or
outskirts of the stronghold. Because an invoker relies within the stronghold. They may choose any area on
on the creatures of the surrounding lands, they should solid ground to construct the edifice but should strive
take great care in choosing a location: a refuge built to build it in a suitably defensive location, such as atop
upon a lonely sea shore will provide quite different a steep ridge or on a small river island.
servitors from one hidden in the caverns below the
keep. To undertake this project, the knight receives the
immediate service of 2d10 trustworthy servants,
The refuge's construction will be aided by 2d10 loyal common folk who have been helped or inspired by the
beasts of the surrounding area, who will stay to guard knight's past actions. Once the manor is built,
it upon its completion. displaced servants, laborers, and soldiers from the
surrounding lands will come seeking refuge and
The refuge's cunning glamers hide it well from most
livelihood.
mortals, though animals and other invokers may find it
easily. Other practitioners of magic have a smaller Equal parts castle and chateau, the manor is highly
chance to notice it. It has ample space for the invoker's defensible, even by just the small crew that maintains
spell-weaving and natural studies. The interior of the it. It contains ample living room for staff and guests,
refuge may resemble anything from a series of cold and its courtyard has a fountain of clean water and
stone chambers to a quaint and cozy cabin, containing room for several smaller structures.
a bedroom, bath, kitchen, dining room, library, and
workshop, as well as a beautiful garden that needs no The manor house itself contains a lavish bedroom,
sunlight and contains shimmering reflection pool. several guest rooms, study, bath, kitchen, wine cellar,
and dining hall, parlor, study, as well as a gallery to
When the refuge is first built and on every stronghold house the knight's most prized treasures and trophies.
turn thereafter, there is a 2-in-6 chance that a guest
will arrive in the form an animal, monster, or other When the manor is first built and on every stronghold
strange guest. The Judge will roll for these newcomers turn thereafter, there is a 2-in-6 chance that servants,
on the refuge arrival table found in the Judgment nobles or even other knights will visit upon the manor.
chapter. The Judge will roll for these newcomers on the manor
arrival table found in the Judgment chapter.
Progress 5
Progress 5
Attributes +1 Resources, +1 Appeal
Attributes +1 Military, +1 Allegiance
After resting at their temple, an invoker
Restful gains 2 bonus recovery dice. These dice After resting in their manor, a knight
Nights last until spent or until the invoker Vigilant starts all encounters with barrier 10.
finishes a rest at any other location. Nights This effect lingers until they finish a rest
at any other location.
Spell Within their refuge, an invoker gains a
Bonus +4 bonus to spellcasting checks. The manor includes a small stable with
several well-trained horses. These steeds
Though the refuge has a 'true' location Noble
are intelligent, swift, fearless, and loyal,
near the stronghold, an invoker can find Steeds
and if separated from their master can
a magical entrance to it in almost any find their way back to the manor alone.
verdant environment, performing a
short ritual to twist a nearby surface of
A knight with a manor receives the
stone or wood into a new entrance.
Wild service of a handful of loyal retainers,
Doing so closes the previous entrance.
Door competent fighters, strategists, and
From within the refuge, the entrance
Retainers scouts. During warfare, these
cannot be changed- an invoker may only
companions can be assigned to a military
exit their refuge to the same place they
engagement, granting a +2 bonus to the
entered it. Creating a new 'doorway' in
check.
this fashion takes several minutes, and it
cannot be done under duress.
- 150 -
- 151 -
Magician's Tower Occultist's Dungeon
A magician may construct an elaborate tower on or An occultist may construct a clandestine dungeon
nearby the stronghold to serve as a place of reflection, below the stronghold to practice their forbidden arts in
magical rumination, and arcane experimentation. It privacy. Its entrance can be built anywhere within the
must built anywhere on solid ground, but the locale grounds of the stronghold. It exists as much to protect
need not be accessible by foot: for example, a snowy outsiders from the occultist's work as it does to protect
peak overlooking a valley or a tenuous perch above a the work from outsiders, and it is cunningly disguised
waterfall would serve well. so that foolish stronghold denizens have no
opportunity to be bested by their curiosity and risk
Renowned for their accomplishments in the Warped
venturing in.
Art, the magician is immediately sought out by 2d6
precocious apprentices who aid in the undertaking. An occultist cannot entrust the construction to others,
Once completed, the edifice will continue to grow in so at the start of the project, they will produce 2d8
height and complexity over the coming months. cringing homunculi to aid in the undertaking. Once
completed, the dungeon will continue to grow ever
The tower contains many floors, each with a different
deeper into the earth and become populated by ever
purpose: a library, a laboratory, dormitories, a kitchen
more misbegotten servants.
and dining hall, a lecture hall, and a magical practice
chamber. The uppermost floors are reserved for the The dungeon is accessible by a long stone stairway that
magician and are comprised of a fine bedroom, bath, descends deep into the earth and consists a maze of
dining room, study, and private laboratory. hallways that lead to numerous dead ends, clever traps,
and maddeningly empty vaults. At the dungeon's heart
Once the tower is completed, the apprentices will take
is the occultist's private quarters: a bedroom, a kitchen,
up residence and other curious magic practitioners will
a dining room, a bath, a laboratory, a corridor of prison
begin to arrive from lands near and far- in some cases,
cells, and a ritual chamber.
other worlds. When the tower is first built and on
every stronghold turn thereafter, there is a 2-in-6 Once the dungeon is completed, the homunculi will
chance that other magicians and even magical remain to look after it and continue the occultist's
creatures will arrive. The Judge will roll for these work in their absence. The construction of the
newcomers on the tower arrival table found in the dungeon will arouse the attention of various
Judgment chapter. subterranean and even otherworldly creatures. When
first built and on every stronghold turn thereafter,
Progress 5 there is a 2-in-6 chance that new entities will take up
Attributes +1 Resources, +1 Expertise residence within. The Judge will roll for these
newcomers on the dungeon arrival table found in the
Spell Within their tower, a magician gains a Judgment chapter.
Bonus +4 bonus to spellcasting checks.
Progress 5
A magician with a tower can research
Attributes +1 Efficiency, +1 Expertise
new spells. It can be a spell found in the
game book or an original idea, pending Spell Within their dungeon, an occultist gains
Spell
the Judge's approval. The spell gains 1d6 Bonus a +4 bonus to spellcasting checks.
Research
spell research each month. Once the
count reaches 10, the magician learns An occultist with a dungeon can
that spell and the count resets. research new spells. It can a spell found
in the game book or an original idea,
A magician can utter a brief incantation Spell
pending the Judge's approval. The spell
to instantly teleport to their tower along Research
gains 1d6 spell research each month.
with each willing creature in a 10 ft. Once the count reaches 10, the occultist
Word of burst. This incantation is far too finicky learns that spell and the count resets.
Recall to perform in combat or under similar
circumstances, and the magician must An occultist with a dungeon can call
be within a number of travel hexes of forth a powerful demon to perform a
the stronghold equal to twice their level. Demonic specific task. The demon may give a
Dispatch price for its service, ranging from a
difficult task to an object or treasure
worth 1000 cp.
- 152 -
Thief's Den Warrior's Keep
A thief of some renown may establish a den from A warrior may construct a strong and sturdy keep to
which to conduct shady dealings and organize illicit consolidate their power within the stronghold. They
projects. They may choose any location in or around may choose any area on solid ground to construct the
the stronghold to construct this hideout, but they edifice but should strive to build it in a suitably
should carefully disguise it as a different business or defensive location, such as the top of hill, proudly
establishment: a den in the forest might have the overlooking the rest of the stronghold.
outward appearance of a hunting lodge, while a den
To undertake this project, the warrior receives the
constructed along a thoroughfare or in the stronghold
immediate service of 2d10 grateful serfs willing to
proper might also serve as an inn for weary travelers.
recognize the warrior as their new lord. Once the keep
The thief's infamous deeds immediately attract a is finished, folks from the surrounding lands will come
retinue of 2d10 enterprising larcenists from towns to seek refuge and pledge fealty.
and cities nearby who wish to ply their illicit trades
The imposing stone structure is built with defense in
under the safety of the thief's allegiance.
mind, and it is impenetrable except by true military
Regardless of its façade, the den contains a sprawling might and feats of siege engineering. The crenellated
multi-level basement or private back area replete with a outer walls are walkable and surrounded by a moat,
gambling hall, black market auction house, a training and the inner grounds are accessible only by gatehouse
room, dormitories, a kitchen, a mess hall, and closed and drawbridge.
chambers dedicated to plotting and discreet exchange
The keep at the heart of the property is designed to suit
of information. The den also contains ample private
the warrior's disposition: a lighthearted warrior might
quarters for the thief, hidden out of sight: a well-
see fit to build their keep of white stone and plant
appointed bedroom, bath, kitchen, dining room, and
gardens around their grounds and walls, while a
study, as well as an even more secret room for the
somber one might take a more gothic approach in the
thief's own collection of valuables and a secret passage
architecture, emphasizing tall windows, archways, and
leading outside the stronghold walls.
grotesque statuary. The keep contains a lavish
Once the den is completed, it will become a business bedroom, study, bath, kitchen, wine cellar, den, dining
destination for thieves, smugglers, and other criminals. room, audience chamber, and war room, as well as well
When first built and on every stronghold turn as a vault to house the warrior's valuables. It also has
thereafter, there is a 2-in-6 chance that new cutthroats servants quarters and a small subterranean prison.
will arrive. The Judge will roll for these newcomers on
When the keep is first built and on every stronghold
the den arrival table found in the Judgment chapter.
turn thereafter, there is a 2-in-6 chance that servants,
merchants, or other warriors will visit upon the keep.
Progress 5
The Judge will roll for these newcomers on the keep
Attributes +1 Expertise, +1 Appeal arrival table found in the Judgment chapter.
After resting in their den, a thief's base
Spirited effort is increased by 1. This effect Progress 5
Nights lingers until they finish a rest at any Attributes +1 Military, +1 Efficiency
other location.
After resting in their keep, a warrior
Members of the den will engage in
Vigilant starts all encounters with barrier 10.
various illicit acts each month and pay
Nights This effect lingers until they finish a
dues for the right to do them. This
Larceny rest at any other location.
activity happens whether or not the thief
is present and generates 1d4 x 100 cp for
A warrior with a keep receives the
the thief each month.
service of a handful of loyal retainers,
Criminals trade rumors as they come competent fighters, strategists, and
and go, and are always willing to part Retainers scouts. During warfare, these
with valuable information, for a price. companions can be assigned to a
Whispers For up to 1000 cp, the thief can put a military engagement, granting a +2
bounty on a specific piece of bonus to the check.
information. It may take up to a month
to arrive at this answer.
- 153 -
Warfare SCALE
STRONGHOLD
ENGAGEMENTS
As your safe haven develops, merchants and visitors LEVEL
will spread word of its rise throughout the realm.
Puny 0-2 1
These whispers will not escape the attention of the
Overlords. Small 3-4 2
By the time a few hundred souls have gathered in the Medium 5-6 3
stronghold, jealous rivals may be fixing their gaze Large 7-8 4
upon it. Their armies are greater, and their weapons
Massive 9 5
are finer; it will take courage, caution, and a bit of
luck to defeat them.
Trespasser presents two options for handling Engagements can happen in sequence (an invading
warfare: a simple narrative system and a more army tries to invade the stronghold in different ways
granular tactical system. Using the former, military over the course of three nights) or simultaneously
conflicts are resolved with a number of (an invading army pillages the farmland, attacks the
engagements, individual scenes of battle that hang front gate, and sends a fleet into the harbor all at
upon a stronghold skill check. Using the latter, once). The Judge decides the order of engagements
armies are divided into units that take turns making and which ones happen simultaneously.
attacks against each other on the overland hex map,
using rules that mirror the game's skirmish-level Planning Engagements
tactical combat. If the stronghold is on the offensive, the party has
The tactical combat system is not yet finished, and more control over what engagements happen when
will appear in a later update. and where. The Judge should consider their plan of
attack and design the engagements accordingly.
Narrative Warfare
Resolving Engagements
If you intend for warfare to unfold narratively, the
Each engagement is resolved with a Military check.
stronghold can make a series of checks to decide the
One of the three Tactics skills – Field, Naval, or
outcomes of battles and sieges.
Siege – will apply depending on the theater of war.
The stronghold's forces win on a success and lose on
Engagements a failure. The challenge number is based on the
When designing a military conflict, the Judge must overall size of the opposing force:
decide on the scale of the battle and plan out several
individual engagements, small confrontations that
take place as part of the larger fight. The number of CHALLENGE NUMBER BY MILITARY SIZE
engagements depends on the scale of the battle.
Usually, the scale of the battle will correlate with the SIZE EXAMPLE CHALLENGE
level of the stronghold:
Puny Militia 12
- 154 -
Party Participation EXAMPLE: BANDITS' TRIBUTE
The party can participate in an engagement to give A bandit group has been causing trouble for
their side a winning edge. This can be a combat merchants and travelers on roads surrounding the
encounter, but the Judge can also make it a short stronghold. Scouting, the party learns that the
narrative adventure. For example, the adventurers bandits operate from a cave network in the nearby
could infiltrate the enemy camp to poison the wine hills. Each month, the bandits dispatch half their
or compel a mercenary group to change sides. fighting force and a caravan of stolen goods to a
If the party arrives at a favorable outcome, their side secret dock at a nearby river delta, where they
has a better chance to win that engagement. They get offer it in tribute to one of the Overlords, a
to roll twice on the check and keep the better piratical ogress known as the Queen of the
result. Battered Coast.
Depending on the timing and the distance between The party plans a multi-pronged attack, dividing
the them, the party may be able to participate in their forces into two groups. One group will
more than one engagement. A given character can attack the secret dock ahead of the tribute and
only be in one place at a time, however; if several prepare an ambush for when it arrives. The other
battles are being fought simultaneously, the party will wait until the tribute leaves and then attack
must either split up to address them or choose one to the caves.
aid and leave the others to their allies. Hearing this plan, the Judge decides this sounds
like a medium-scale battle against a small force.
Deciding Victory The three engagements will be the attack on the
If the stronghold succeeds in a clear majority of the caves (1), the attack on the dock (2), and the
engagements, they are victorious over the opposing ambush (3). Since the first two engagements will
force. If the results are unclear, the Judge may follow be just about simultaneous, the party will have to
up the battle with further engagements until a clear choose which group to join. The third
victor emerges. engagement may have to change depending on
how the first two shake out. The party decides to
join the group attacking the dock.
- 155 -
Judge Guidance:
Strongholds
Potential Locations
The remainder of this chapter addresses the Judge
A potential stronghold is a large building, dungeon,
directly. It provides rules for planning potential
cave system, village, or other location that can
locations as well as the stronghold arrival and
accommodate a large group of people. Like most
event tables. If you do not plan on playing Judge,
everything else in the world, it should be run down;
stop reading here!
once the adventurers have a few followers, they can
Once the First Day is over and the party has been commit wealth and resources into fixing the place
forged, they will need to take decide on their first up, rebuilding the defenses and creating new
course of action. lodgings for themselves and their hirelings to live.
The world of Trespasser is thoroughly hostile, and Like creatures, strongholds have six base attributes:
places of sanctuary are few and far between. The Military, Efficiency, Resources, Expertise,
campaign starts with the peasants already displaced Allegiance, and Appeal. When your players
from their homes- maybe their village was consider a location for their stronghold, you should
ransacked and they were the only survivors, or tell them what its six base attributes are, so should
perhaps they are a group of exiles thrown beyond consider them a bit when you first design a location.
the gates of the city to fend for themselves. As with character attributes, 10 is considered
average, but usually a potential location should have
Whatever the case, finding or creating a new home a few unique advantages and disadvantages.
for themselves should be among the party's top
priorities. They can't carry everything on their
backs, and they'll need somewhere to hide their
treasure and stockpile their food.
- 156 -
Random Attributes Islands
An island can make strong potential stronghold
Each stronghold attribute is fundamentally random
location because of its natural defensibility. Islands
and can be rolled if you would rather be surprised.
are in bodies of water, so they are usually somewhat
Some, such as Resources and Appeal, are inherent to
beautiful and nearby a bounty of great resources. On
the location and its environment, while attributes
the other hand, isolated communities have trouble
like Expertise and Allegiance depend on the skills
acquiring supplies and attracting a diverse skill set.
and disposition of the nearby populace, those who
will be drawn to settle in the stronghold. Efficiency -2
Resources +2
If you decide to randomly generate attributes, roll
Appeal +2
3d6 six times in order. A location will have bonuses
or penalties to these rolls depending on its type:
Mountains & Hills
Caverns & Dungeons Mountainous regions are easy to defend, and such
strongholds tend to attract hardy and spirited folk.
Abandoned mines, emptied tombs and other buried,
Sadly, peaks tend to be barren of resources and the
enclosed structures often have very logical layouts,
land is rocky and difficult to work.
and they sometimes attract the interest of curious
antiquarians and other eccentrics. Though highly Military +2
defensible, the environment is usually dank and Resources -2
oppressive. Few wish to dwell among the bones of Allegiance +2
the dead.
Efficiency +2 Plains
Expertise +2 Clear, open areas are excellent choices for
Appeal -4 strongholds that wish to grow quickly, since they
typically have abundant farmland and plenty of
Coasts & Rivers space for development. On the downside, they are
typically harder to defend.
A stronghold built along a river or on a coastline is in
many ways the best of both worlds: it attracts Military -2
travelers and experts, yields the bounty of the sea, Efficiency +2
and it can only be attacked by land armies at certain Resources +2
angles.
Expertise +2 Ruins
Resources +2 The ruin of an old fortress or settlement are the
Appeal +2 natural foundation for a new stronghold. They have
often been plundered of their resources, but they
Forests & Woodlands usually possess surviving infrastructure that forms a
solid basis for new construction. Further, locals who
A stronghold in the heart of the forest can be well
remember the site in its heyday may place greater
hidden from outside threats, and the surrounding
stock in seeing it returned to power.
lands are usually lush and full of game to hunt and
food to forage. On the contrary, moving materials Efficiency +2
through dense foliage can be difficult. Resources -2
Allegiance +2
Military -2
Efficiency -2
Resources +4
- 157 -
Stronghold Arrivals Freehold Arrivals
If the party and stronghold are fifth level, they have
One of your responsibilities as Judge is to manage
become powerful enough to construct freeholds,
the new stronghold arrivals. Each month, as long as
special features owned and managed by one party
the population rank increased, roll for a new arrival.
member. Once at least one freehold is built, there is
Arrivals provide a bit of flavor for the stronghold, a freehold arrival whenever there is normal
providing a constant stream of new characters to use stronghold arrival. Each freehold has its own arrival
as resources. Depending on how you want to use table on the following pages, and you should select
them, they can cause a stir in the stronghold, make one at random each time you roll.
their own plans with repercussions for the party, fall
into conflict with one another, or bring word of
events happening elsewhere in the region.
- 158 -
STRONGHOLD ARRIVALS (PAGE 1)
d20, d4 1 2 3 4
1d6 pig thieves, 1d6 pigs, and 1 school teacher from the city 2d10 murderous criminals, freed 1d10 city peasants wary of
3 a few days later, 1d6 farmers and 3d10 rambunctious, grubby from the nearby city's dungeon bumpkins and their pastoral
seeking their pigs children by a very unlikely event ways
1d10 reformed bandits, 2d10 mysteriously well-armed 2d4 pampered noble children 1d3 booksellers with a cart
5 hoping for a clean and and shadowy warriors, with many demands but nowhere overloaded with old texts,
honest start deserters of a nearby overlord else to turn mostly useless
1 former hermit, returning to 1d6 brawny and boisterous 1d6 messengers and their tired 1d4 financiers who have fleeced
7 society after failing in the lumberjacks with an undying steeds, one of whom bears an a noble family for all their
wild love of pranks important missive copper
2 despairing commoners
2d8 gentle monks and nuns from 2d10 sellswords who will lend
with a changeling babe of the 2d6 artisans of various
8 a fallen cloister, eager to help their blades to the stronghold
fey, seeking the return of extremely niche crafts
however they can for a price
their true child
- 159 -
STRONGHOLD ARRIVALS (PAGE 2)
d20, d4 1 2 3 4
1d6 expelled monks whose a theater troupe of 2d8 a painter who can only offer
1d6 elven brewers whose drinks
11 views were too extreme for performs and playwrights, eager portraiture as payment for room
turn one's hair silver
their monastery to put on very insulting plays and board
1d4 farmers who have seen 1d6 competent horse trainers a strange jester that cannot 1d4 philosophers who can barely
12 something so nightmarish, with not one horse to their speak and only communicates in stop bickering long enough to
drink is the only solution names pantomime introduce themselves
1 rabble-rousing doomsayer, a red-faced dwarven vintner 1d4 foolish dignitaries who have a shady pie maker whose hearty
13 outspoken and certain that with many grandiose promises mistaken the stronghold for confections take the stronghold
the stronghold will fall about their wine another destination by storm
1d8 lepers from the nearest a pompous lesser noble and their
1 teenage whittler who claims 2d4 bakers whose delicious
14 city, sickly and ill-equipped entourage who claim the
their carvings have come to life bread aromas waft for miles
to help with the effort stronghold for themselves
1d10 drunks, the regulars at a 1d6 pompous clothiers with 1d4 beekeepers who need a a harmless, aimless zombie that
16 tavern that no longer extremely ill-advised fashion place to care for the last of an doesn't seem to hurt anyone but
operates sense important royal line (of bees) also has no reason being here
1d8 peasants, fishers by trade a milkmaid and the 1d4 elderly 2d6 hunters with word of a yellow-eyed, smiling peasant
17 but with nary a boat, rod, dairy cows that refuse to leave something deadly and wholly who has returned to his love,
reel, or net between them her side unnatural in the woodlands though he's been dead for years
1d4 farmers towing far more 1d4 master dwarven smiths who a sober and distant warrior, a curious dragon disguised as a
20 food than they could use on will begrudgingly pay for their protective of the mysterious human, quietly invested in the
their own stay in trade blade they carry on their back success of the stronghold
- 160 -
BRIGAND'S CAMP ARRIVALS INVOKER'S REFUGE ARRIVALS
D10 D10
4d10 crazed and chattering goblins in dire need 2d10 tiny critters of the surrounding wilderness,
1 1
of tribal leadership happy to serve as housekeepers and messengers
2d10 elvish exiles on swift black mounts, sharp 2d8 loyal beasts of the surrounding wilderness,
2 2
of arrow and keen of eye loyal to the one who commands the elements
1 boastful warleader with 2d6 swaggering 2d4 hostile mage-hunters, armed with spells and
3 henchmen, hurling insults and proclaiming 3
accusations of hedge magic
themselves the new leadership
1d4 lesser invokers from the surrounding lands
2d8 infamous war maidens led by 1 captain, 4
4 with word of a common threat
lovely and cruel
1d6 sylphs of the forest, eager to grow their own
5
1d6 anarchic war mages, ready to call down flame sanctuary within the refuge
5
and thunder whenever they stop arguing
1d6 inscrutable trickster fey with a dubious but
6
1d4 orcish elders with the 3d10 remaining potentially enriching proposition
6 warriors of their tribe, forecasting the rise of a 1d4 teenage invokers who escaped from mage-
new great warlord 7
hunters and wish to learn control of their gifts
1d4 tremendous ogres who need convincing to 2d8 obedient but dimwitted treants, gifts of the
7 8
join the ranks of a puny one region's fey court
1 four-fingered dwarven houndmaster with his
8 9 1d6 enormous wolves in search of a new alpha
kennel of 2d8 ravenous war dogs
- 161 -
MAGICIAN'S TOWER ARRIVALS THIEF'S DEN ARRIVALS
D10 D10
1d6 precocious apprentices, ravenous 1 2d8 brash footpads eager to test their abilities
1
for great magical secrets
1d8 black marketeers with cartloads of rare and
1d10 superstitious peasants, fearful of magic and 2
2 exotic goods
promising loyal servitude
2d6 brawny orcish enforcers who need no
3
1d6 serene herbalists with plans for a greenhouse motivation to whip their new outfit into shape
3
for magical plants 1 swaggering sea captain with a 2d10 boisterous
4
1d4 eager archaeologists with a map to an un- pirates hauling kegs of grog
4
plundered magical ruin 1d4 sneering envoys from the dominant guilds of
5
each nearby city
1d6 reverential lesser mages promising fealty in
5 1d6 panicked scoundrels willing to trade their
exchange for the tower’s resources
6 potent magical artifact for safety from the creature
1 self-important proxy from an infamous order of they stole it from
6
magicians, here to audit the tower and its research 1 starry-eyed teen aristocrat seeking a life of
7
adventure, 500 copper of family heirlooms in tow
1d4 madcap dwarven alchemists with a penchant
7 1d4 elderly master assassins wishing to pass on
for destructive concoctions 8
their expertise to new blood
1 doddering elvish archivist with broad
8 1 child mastermind leading 3d8 juvenile urchins,
knowledge of any number of wholly useless topics 9
pickpockets and spies
1 juvenile orcish savant, arrogant but wildly
9 1 gaunt elvish spymaster with a collection of 3d10
powerful 10
trained messenger ravens.
1 shady thief in need of a magician’s eyes to learn
10
the function of a powerful artifact
2 shadowy demonic assassins, who may only 1 mighty giant from the nearby hills, weary of
9
8 venture from the dungeon on nights of the new being pestered by soldiers and ready to negotiate
moon
1 stoic monster tamer with 1d4 adolescent
1 talking cat, a punished occultist, happy to teach 10
9 dragons midway through their training
their wicked arts for saucer of milk
- 162 -
Stronghold Events The Beast
No one has seen it, but the number of livestock
Founding a stronghold carries a great deal of
disappearing and the grisly scenes left behind are
responsibility, and crises will doubtlessly arise that
evidence that the creature is enormous and highly
demand the party's attention. Each month, if no
dangerous. Those who farm the land around the
event is currently taking place, there is a 2-in-6
stronghold are afraid and wish to know what will be
chance that a new event begins. Many events persist
done. An enterprising and shady group of
over multiple stronghold turns, and only one
mercenaries may offer hunt the creature; they are
stronghold event happens at a time. While an event
competent but unruly and could prove to be more
is still ongoing, you do not check for new events.
trouble than the beast itself.
In general, the situations presented by the
stronghold events will only exacerbate if The Cult
unaddressed somehow by the party. This doesn't
Hushed rumors tell of a new group of denizens that
mean they necessarily have to intervene. The events
gather by night in secret and conduct strange rituals
on the list below are classic dark fantasy adventure
on the outskirts of the fortress. Some believe this
hooks. If any result does not suit your campaign, feel
new faith to be a source of light and a promise for
free to roll again or change it as necessary.
the future, while others consider it a spreading
The current event system is a placeholder: it will sickness of the mind and a threat to the stronghold.
be replaced with a more robust system in a later
update. The Dark Circle
A child of the stronghold is found dead in the nearby
woodlands, surrounded by a strange ring of
STRONGHOLD EVENTS
toadstools. When others go to investigate further,
D20 EVENT they do not return. The circle seems to grow by a few
1 The Beast feet every day, and within it, all things seem drained
2 The Cult of their color and take on a twisted aspect. The trees
move, despite the absence of wind. In time, it will
3 The Dark Circle
encompass the stronghold if nothing is done. When
4 The Dragon
it grows large enough, unnatural creatures will begin
5 The Experiment emerging from the circle to hunt. On the third
6 The Falling Star stronghold turn after this event occurs, the
7 The Famine stronghold will go into population decline until it
8 The Fire has been resolved.
9 The Hidden Tomb
10 The Horde The Dragon
11 The Murder What were thought to be hunters' tall tales were
12 The Plague proven accurate when a dragon flew within sight of
13 The Returned the stronghold for the first time. None can say why
it has visited upon these lands, but its very presence
14 The Revolt
is taken as an ill omen. Though the creature may
15 The Rising Dead
have no interest in the stronghold, some wish to deal
16 The Rivalry
with it.
17 The Scapegoat
18 The Turncoat
19 The Vampire
20 The Vanishing
- 163 -
The Experiment The Horde
A magician who has taken up residence recently has A traveler to the stronghold has brought distressing
developed a magical process to improve the fortunes news: some weeks past, they witnessed a horde of
of the stronghold, but they require certain rare monstrous creatures on the far reaches of the region.
materials to bring it about. This individual is no According to the witness, it seems as though they
doubt an eccentric, but they possess no lack of have designs to come to the region, and if they do,
confidence, and most denizens seem willing to trust they will sweep across it like a wave over so many
in them. sand castles. The stronghold and the other nearby
settlements only stand a chance if they work
The Falling Star together, but local leaders are preoccupied by mutual
squabbling and mistrustful of the words of this
A long arc of red flame in the sky, a blinding flash,
outsider's claims.
an earth-shaking impact, and then it is over. The star
could not have fallen far from the stronghold- its
crater will still be smoldering when denizens The Murder
stumble upon it. The stronghold's fortune tellers A murder has taken place. The victim may or may
and astrologists have their theories, but none can not have been well-liked, but in either case, failing
anticipate the strange creatures that emerge from to investigate would send the a poor message to the
the crater. killer and other would-be miscreants within the
stronghold.
The Famine
Growing population has led to food scarcity in the The Plague
stronghold. The last of any stored food has been It was only a matter of time before the quickly
consumed, and now things are truly desperate. growing stronghold invited a pestilence into its
Fights have been breaking out between denizens, walls. This disease is like nothing the party has ever
and immoral elements within the stronghold are seen- the tip of the tongue turning black is the first
even considering an abhorrent solution to the sign, and from there it seems to cause the victim to
problem. The stronghold will experience rot painfully from the inside out. The denizens
population decline until the party finds a solution. might have a few ideas of their own about what to
do, but folks are fleeing the stronghold every day.
The Fire The stronghold will be in population decline while
this event is ongoing.
A fire breaks out in the stronghold. The population
rank may fall by 1d4-1 if efforts to contain the blaze
are unsuccessful. Investigating after the fact, it will The Returned
be clear that the fire was started to cover up evidence Rumors have been circling that many of the new
of a different crime. Aggrieved denizens will faces in the stronghold are folks who were presumed
demand justice from the stronghold leadership, but dead by their families. There is something slightly
there will be few clues to point them in any off about these individuals, and they cannot account
direction. for where they were or how they managed to
survive, but most of the families are overjoyed and
The Hidden Tomb want to believe their dead kin have really returned.
- 164 -
The Revolt The Turncoat
Though progress on the fortress is steady, many A trusted servant and confidante of one of a nearby
denizens feel as though their voices aren't being Overlord has turned up, claiming that they are
heard and they are not getting a big enough slice of willing to share the secrets of their former master in
the pie. Several have misgivings about the party and exchange for amnesty. They are eager to prove their
their absenteeism from the stronghold in its time of trustworthiness, but stronghold denizens are not
need. These grumblings are stoked by a particularly keen to accept this villainous creature into their
ambitious stronghold inhabitant who has long ranks.
resented the party. Stronghold projects will not
progress until this conflict is resolved. The Vampire
A dead body has turned up in the stronghold,
The Rising Dead completely drained of its blood. If nothing is done,
A strange lightning storm passes through the region, exsanguinations will continue to occur, each bolder
and when it is over, corpses begin rising from their than the last. If the creature remains hiding among
burial plots and leaving their cemeteries. Clerics the denizens, doubt and suspicion will begin tearing
claim it is the dead-waking work of that mercurial at the fabric of trust that holds the stronghold
spirit, the Grand Geist. This new plague is a serious together.
concern, and many commoners from the
surrounding lands will be abandoning their villages The Vanishing
and seeking shelter in the stronghold, trailed slowly
Several prominent figures in the stronghold have
by shambling hordes of the undead.
suddenly disappeared without taking any of their
belongings with them. Allies of these people have
The Rivalry begun their own investigations; some may be on the
Two prominent figures of commerce or leadership wrong track and causing trouble elsewhere in the
within the stronghold have allowed their grievances stronghold, while other may endanger themselves
to fester, and have now begun resorting to violence, while following the bread crumbs.
sabotage, and intimidation. Merchants are being
threatened by day, buildings are being burned by
night, and ever more militaristic guards are coming
under the employ of these business leaders as their
personal feud reaches a boiling point.
The Scapegoat
An accident has happened resulting in a death, or an
object of important material value has gone missing.
The denizens are certain of the culprit: an individual
known to the party who carries a poor reputation
among their kin. They claim to be innocent, and
naturally, the loudest accusers have other possible
motivations for pointing blame at the accused.
- 165 -
Campaigns
- 166 -
From this chapter on, the rest of the manual
addresses the Judge directly and contains rules
and guidance on how to run the game. If you do
not intend to play as the Judge, stop reading here.
- 167 -
Even if an Overlord is active, the party is certainly
The Overlords beneath their notice at the start of the campaign. It
Though the land may be falling to ruin, there are is only when the adventurers rise to the level of a
those presiding over its fall. In these bleak times, threat that these mighty figures will pay them any
such positions are held by those who are most brutal heed. They don't have to be entirely absent until the
and uncompromising in their ambitions. These end of the campaign, however- Overlords have
individuals are called the Overlords, and there ambitions and aims and send their subordinates into
should be about three to five of them in the region the world to achieve them. At low levels, the party
of your campaign. might run into these dark servants or catch wind of
a rumor about their doings in the region.
An Overlord can take any form you can imagine, so
long as they occupy a seat of power or hold some You don't need to fully design every Overlord in
other influence in the region. Here are five your setting right from the start of the game, but it's
examples: good to have a broad sense of each one. Try to
answer the following questions:
The land's old ruler, transformed into a
monstrosity by the heaviness of his sins What is their name?
A conqueror-queen, newly arrived to lay Where is their stronghold?
claim to the land with her blood-red knights What do they have mastery over?
An ancient dragon, presiding over his lair What are their underlings like?
deep in the crust of the earth What is their agenda?
A demonic entity that travels in mortal
flesh, sewing hatred and mistrust between Your Overlords can all take different physical or
communities aesthetic forms, but it is more important is that their
An inscrutable matron mother of a coven of attitudes and methods of influencing the region are
witches, in search of a prophesied child different. They can all be the same species – even
members of the same family – as long as each one
An Overlord can be active, using their power to represents a distinct challenge for the players to
shape the region as the campaign goes on, or passive, overcome.
content to dwell in their decaying stronghold with
little concern for the outside world.
- 168 -
Random Overlords OVERLORD INSPIRATION
If you don't know where to start in designing your
D20, D6 1-3 4-6
Overlords, you can use the tables on this page to
generate some ideas. 1 Human Orc
2 Dwarf Elf
RANDOM OVERLORD NAMES
3 Beast Monster
2D20 PREFIX SUFFIX 4 Warrior Spellcaster
1 Mar- -oth 5 Conqueror Liberator
2 Vel- -ax 6 Wandering Stationary
3 Fir- -og
7 Peasant Monarch
4 Than- -ia
8 Hermitic City-Dwelling
5 Drad- -os
9 Folk Hero Folk Horror
6 Lor- -ir
10 Unknown Despised
7 Dril- -ec
11 Beauteous Monstrous
8 Men- -eph
12 Natural Otherworldly
9 Sar- -oc
13 Undead Construct
10 Cor- -eod
11 Ard- -atir 14 Youthful Ancient
- 169 -
Week 1. The flame cultists are beginning to
Mapping the Region convene in the old ash-covered temple at
The traditional Trespasser campaign takes place Tallowmount. In need of sacrifices, they
within a single region of a larger world: a kingdom, will kidnap lone travelers and defenseless
a collection of small city states, or an archipelago, for peasants as they make the pilgrimage.
example. The region should be about 250 miles Week 3. The flame cult has fully assembled,
across; in other words, it shouldn't take more than a and the daily rituals begin. Tallowmount
month to travel from one end to the other by foot. begins to smoke, visible from miles around.
Other lands may be referenced during the game, and Week 4. The ritual is complete, and
there may be invaders or visitors, but the focus is on Tallowmount erupts. The explosion shakes
this part of the world, a dangerous and unfamiliar the earth for miles in every direction. The
place the peasants once called their home. village in the mountain's shadow is half-
buried in ash.
At the start of your campaign, you need only have a
Week 5. Lava envelops the town at the base
very broad, high-level sketch of what the region is
of the mountain, and demonic entities
like. The rules for overland travel (p. xx) intend for
emerge to sew further chaos. The flame
a hexcrawl, but any mapping system works, as long
cultists revel with wild abandon.
as it allows you to consider the points of interest by
Week 6. Drenched in the fires of the
their relative distance from one another. Consider
sacrifice, the demon overlord Malvitrifax at
having the First Day take place somewhere close to
last emerges from the volcano to preside
the center of the map so the party will start off right
over the scorching bacchanalia in his name.
in the midst of the regional activity.
Preparing the Calendar Because the mountain's activity is visible from afar,
It is important to impress to the players that world's the party will be aware that something is taking place
events continue to develop whether or not they are even while they explore other points of interest. The
checking in on them. Places and people aren't in state of the location and its denizens will be
stasis just because the party hasn't arrived there yet- different depending on when the party decides to
the Overlords and other powers will mobilize and make the trek out there.
pursue their ambitions at the same time as the
adventurers. What the Players Know
If you want to get very granular, you can create a You have now sketched some Overlords, mapped
setting calendar and pin notable events about the out the region, and considered events for the first
region to it. By the time you have 25 or 30 events few weeks of the campaign. Do not reveal any of this
pinned, you'll have an outline that could last you for information to the players. The lines of
quite a few sessions. communication across the world have long since
broken down, and the peasants have little
For example, suppose a group of flame cultists are
knowledge of the broader affairs of their land. They
going to make long-dormant Tallowmount erupt.
may have once called this place home, but now they
The struggling township in its shadow will be
are strangers to it.
covered in ash and then lava, a sacrifice to their
demonic patron. First, outline the steps of the flame In general, the peasants are aware that life has gotten
cult's plan, then pin each of those steps to the worse in recent years, but it is doubtful they've heard
calendar: more than a few small rumors about why. They may
be able to name a few symptoms of the land's
sickness – ill omens, poor harvests, dangers on the
road – but not the root causes. Allow the players to
form their own incomplete or incorrect theories
about what has been happening.
- 170 -
Overpreparation Higher Levels
Once the party has a few levels under their belt,
Don't plan out your campaign too thoroughly; brief
acquiring food becomes easier. They likely have
sentences and bullet lists are the right level of detail
followers they can send out to hunt for them.
to go on. it is easy to end up with far too much
They've saved up a larger stockpile, so they can take
planned, and the more you set your heart on
longer expeditions to more distant locations.
introducing players to certain characters or getting
them to specific dungeons, the more of a railroad the Allow the party to build up a stockpile of provisions,
game becomes. but make sure they are putting in effort to plan their
trips. Punish them if they carelessly embark from
Trespasser campaigns are intended to be player-
their stronghold with too little food or leave their
driven. The best preparation you can do is to listen
wagon unattended at the entrance to the dungeon.
to your players about what they're planning next.
Resources
Early on, adventurers should never have more than
a few days of provisions or a few hours of torchlight.
Use the scarcity of supplies to keep up the tension
and motivate the adventurers to explore the
locations they come across. Their food supply is a
ticking clock they won't be able to ignore.
Complications
In general, you should allow the party to find vital
resources when they go searching for them- the
question is what obstacle to put in their way.
Resource scarcity is an opportunity to present a
choice to the party. They still have a few days of
provisions left- is it worth it to try stealing eggs from
this very large nest, or should they press on to their
destination?
- 171 -
The new arrivals may also bring word of larger
Three Chapters threats to the region: invaders on the move, pending
A traditional campaign of Trespasser can be divided natural disasters, or omens of dark events to come.
into three chapters that broadly correspond to the The party will investigate to investigate these
party's average experience level. These summaries rumors.
highlight the main projects of each chapter.
Lastly, their efforts at creating a community will
certainly attract unwanted attention from the
Levels 1-3: Foundation closest Overlord. Frequently, this chapter of the
Party is very vulnerable game culminates with the party defeating that threat
Party searches for food and water and claiming the Overlord's lands for their own.
Party explores first points of interest
Party founds a stronghold
Levels 7-9: Conquest
The adventurers have just survived their First Day Party is now a regional power
and are trying to find their bearings in the world. Party delegates stronghold management
They are extremely vulnerable and possess few Party faces threats from within
resources. Party confronts the remaining Overlords
This chapter of the campaign is dominated by the The final stretch of the game is the least defined,
party's search for basic necessities: safe refuge, since it is impossible to know how your campaign
supplies, and equipment. They will also be exploring will unfold up to that point. Supplanting an
the closest few points of interest. One of these Overlord will put the party on the level of the other
places may become their stronghold if they clear it powers in the region, which will draw even more
out and take a liking to it. support to them while also putting them squarely in
their rivals' crosshairs.
They might also recruit their first followers during
this stage of the campaign; these may be peasants By this time, they will have a number of trusted
from the surrounding lands who feel safer agreeing subordinates to whom they can delegate much of the
to follow and serve the party than staying on their stronghold management and improvement. They
own, or bandits they impress into service, etc. may also need to quell threats from within in the
form of traitorous followers or infighting between
the groups they have brought together in the course
Levels 4-6: Ascension
of their exploits.
Party begins improving stronghold
Party delegates basic tasks The party's main expeditions will now be made to
Party addresses regional threats hunt down the remaining Overlords and defeat
Party confronts first Overlord them. These are opportunities for large-scale
battles, political intrigue, or deep, challenging
During the middle section of the game, the party will
dungeons, depending on the nature of the Overlord
have established their stronghold and begun taking
in question. Whichever Overlord is last on their list
expeditions to surrounding points of interest.
is likely the most protected and well-established,
Since the party now has a fortified base, groups that given that they've had the most time to achieve their
hear word of it will arrive seeking sanctuary, ambitions. When this last rival is defeated, the
enabling the adventurers to offload some of the campaign is over.
basic tasks to their followers: finding food, finding
water, and improving and maintaining the
stronghold in their absence. The adventurers are
now taking more dangerous and lucrative
expeditions, so they will be returning with wealth
enough to fund improvements to their stronghold.
- 172 -
The Journey's End
You may be familiar with your playgroup and their
expectations before even starting the game. If so,
you probably have a strong sense of what type of
campaign they want to play. Otherwise, you might
need to feel it out over time. Though it can be hard
to tell early on what direction a campaign will take,
the right ending will become more apparent as your Restorers of Order
you and your players approach the endgame.
If the party has been more interested in
accumulating wealth and spreading their influence,
Saviors of the Realm consider making the campaign end with the full
Some playgroups observe more than enough despair consolidation of their power. As the new rulers of
in real life, and they take part in the hobby of the land, they will be able to usher order and possibly
roleplaying games because they enjoy the fantasy of even justice back into the realm.
creating positive change in a fictional world that
Though their defeat of the Overlords is important,
needs their help. This ending works well for a more
it doesn't precipitate a great changing of minds.
heroic-fantasy campaign with a strong themes of
Many folks continue to despair, and the adventurers
healing and restoration.
will have their work cut out for them.
In this ending, the party succeeds in purifying their
As rulers, they can start to address the realm's
corrupted land. Not only do they bring an end to the
underlying concerns and direct resources to the
wicked reign of the Overlords and restore peace to
places they see fit. These are small victories, but they
their realm, but they may even end or drive back the
are still meaningful. At the very least, the realm will
very Doom itself!
be better prepared to endure the Doom, and as long
With their triumph, the party's stronghold becomes as there is survival, there is possibility for change.
the epicenter of a cultural shift, a renewal of hope
that spreads throughout the realm and far beyond. Tyrants at the End
There is still work to do, but rising to these
In the bleakest possible campaigns of Trespasser,
challenges will be much easier in this new climate of
the world cannot be changed for the better. Thus,
courage and optimism.
the final fate of the adventurers is that in toppling
every master and facing down every foe greater than
Lighters of a Flame themselves, they become the new powers in the
This more ambivalent ending retains some of the realm; they become the new Overlords. If they ever
same hopefulness while retaining the central had any concern for healing their sickly land, it will
conceits of the setting to be addressed in future play. have been abandoned by the time they are strong
The party largely succeeds in mending their own enough to claim thrones for themselves.
realm, but the world beyond remains afflicted.
This ending is an ouroboros, reestablishing the
Though the Doom still creeps across the land, the starting conditions of the campaign, and as such, it
party's work and stronghold have become a point of plants seeds for a sequel. When you start a new
light, a testimony of hope, and proof to many that campaign, consider using the same region but
despite the deepening shadows of the world, change advancing the calendar by a few years or many. In
for the better, however difficult, is still possible. classical fashion, the old adventurers have become
the very things they sought to destroy, and the land
has suffered greatly under their dominion. It is up to
a new band of peasants to plant their pitchforks in
the earth and take up arms to challenge them.
- 173 -
Handling Death
Character death is an important part of the game.
Adventuring is a dangerous business, and there need
to be real stakes to make it feel that way.
- 174 -
Using this system, when an adventurer dies, the
player rolls up four new peasants with 0 xp and
nothing but their starting crude weapons. Find
a narrative way to introduce these commoners.
- 175 -
Dungeons
- 176 -
It is a long climb from the depths of rustic indignity
to the summit of power and authority. To reach
Dungeons in the World
these lofty heights, adventurers must trespass upon The folk of the realm may be poor, but the realm
places where they are not welcome: crumbling itself is rich with opportunity. There should be
fortresses, towering keeps, and tunnels that wind numerous dungeons scattered throughout your
their way deep into the earth. setting, and the party should always be able to find
another if they go out looking for long enough.
Adventuring is the stair by which the players will
make their ascent to power, and each step of that In game terms, a dungeon is just a point of interest
stair is a dungeon. These places of peril are where on the map that contains one or more planned
adventurers face the most danger, but it is also encounters for the adventurers to come across.
where they obtain the most of their equipment, Some may consist of just a handful of rooms, like an
wealth, and experience. abandoned farmhouse with an attic, a cellar, and a
nearby barn. Others may be intricate places with a
The oldest dungeons are natural environments: cave many unique spaces and challenges, such as a
systems, cliffs, and islands that dangerous, primeval crumbling castle with an overgrown fairground, and
creatures have long called their home. Others are at its heart, an imposing keep where the local
structures built long ago by a forgotten people, while Overlord resides.
still more may be modern sites that have but recently
fallen to ruin. All these places guard the secrets and
wealth of a bygone era, essential resources that the
party will need in their effort to rise up against the
Overlords.
- 177 -
It is better to think of encounters as incident that
Encounters textures a dungeon rather than singular events that
fill it space-by-space. Some encounters might not be
An encounter is any situation or event that blocks
confined to a single room: for example, there may be
the party's forward advancement and exploration of
a wandering group of monsters that patrols a
a dungeon. It can take the form of combat with a
specific area that has a chance to appear each time
group of enemies, a character to trade words or
the party visits that part of the dungeon. There could
information with, a puzzle or trap that that requires
be an encounter that involves a conflict between two
an amount of consideration, or an environmental
creatures on opposite ends of the dungeon, but the
hazard that tests their planning and skills. A good
party only ends up conversing with one of them.
way to think about encounters is that they force the
players into making meaningful decisions.
Encounter Placement
A dungeon contains a certain number of possible An dungeon with seven encounters doesn't have to
encounters, and that number is its dungeon size. be seven evenly spaced rooms, each with a different
This does not mean that the party will always have event going on inside it. It could have ten, fifteen, or
that many encounters when they explore the even twenty discreet areas. There could be an
dungeon- they may explore it incompletely or find a encounter waiting in some of those areas, while
way to circumvent some of its challenges. This is others could just contain bit of treasure or set-
perfectly fine; your players are free to explore any dressing.
dungeon as lightly or deeply as they want.
- 178 -
Designing Dungeons Dungeon Size
The first decision you must make when designing a
You can use the tables on the next few pages to
dungeon is determining its size: this is how many
design a random dungeon. The best dungeons are
possible encounters it contains. An encounter is any
tailored to the circumstances and interests of your
involved activity that can occupy the party's time
players, but it is always handy to have a few tables on
and attention: it can be a group of enemies to battle,
hand for when you need to come up with something
a puzzle to solve, a trap to circumvent, an NPC to
fast.
help or negotiate with, or any other activity designed
to challenge the players or test their decision-
Dungeon Hooks making. Encounters are described in detail later in
It is fine for the party to just come across a point of the chapter.
interest during their travels that warrants future
exploration; the promise of treasure to be plundered Dungeon Level
should compel them enough on its own. In games
When you design a dungeon, you must assign it a
where the stakes are life and death, however, players
dungeon level from 1 to 9. Dungeon level
tend to be risk-averse, and as such, it might be useful
corresponds to the average party level needed for the
to employ a dungeon hook.
dungeon to be an appropriate challenge: thus, a 4th-
A dungeon hook is a situation beyond the dungeon level party would be well-suited to take on a 4th-
that gives the party a reason for investigating it. level dungeon. Combat encounters should stay
Sometimes, this can help convince the party to within one level of the dungeon level, so in that
explore a dungeon when they need convincing, but dungeon, most of the encounters would range from
it can also just linger as an item to address on their 3 to 5. It is fine if the party stumbles upon a dungeon
agenda. The table below offers a handful of hooks to that out-levels them; in fact, it is important that such
help get the party to the dungeon. a situation is possible.
Strange Lights: The dungeon The Exiles: The adventurers Rumors: The party have The Gathering: Bands of
is said to be empty and long encounter a group of friendly encountered a few different criminals or monsters are
2 abandoned, but strange lights creatures that have been folks who have whispered appearing in the area, drawn
coming from the place can be banished from the dungeon intriguing tales about the by a source within the
seen after dark. and hope to reclaim it. dungeon in the area. dungeon.
- 179 -
World Scaling Dungeons Forms
Roughly, dungeons should be grander and more The unifying factor of all dungeons is that they
perilous the further they are from the party's starting contain incident in the form of encounters, but a
point. The following table offers sample rolls you dungeon can any number of different forms. It can
can make to determine a random dungeon size and be an bandit hideout, a complex of aqueducts built
level based on its distance in travel hexes from the by a long-dead empire, a tangle of snaking paths
starting point: through treacherous swampland, a decaying manse
once ruled by a wicked noble, or still-burning
RANDOM DUNGEONS settlement beset by a monstrous horde.
DISTANCE SIZE DUNGEON
If you don't have a specific dungeon in mind, you
(HEXES) (ENCOUNTERS) LEVEL
can use the tables on this and the next page to come
0-3 1d4+1 1d6-2
up with a random one. A random dungeon has a base
4-6 1d6+1 1d6-1
form that is modified by one or more dungeon
7-9 1d6+2 1d6 traits. Most dungeons have two traits, while larger
10 -12 1d8+2 1d6+1 dungeons (10+ encounters) have a third trait.
13 - 15 1d8+3 1d6+2
16 - 18 1d10+3 1d6+3
17 - 20 1d10+4 1d6+4
21 + 1d12+4 1d6+5
Pit: This dungeon is a pit that Settlement: This dungeon is a Laboratory: This dungeon
Mine: This dungeon is a long-
descends deep into the ground, ruined town or city, consisting was the workshop of an
1 abandoned mine, once full of
but there are various ledges of rubble-strewn streets and ambitious and possibly
precious metals.
where creatures have nested. collapsed buildings. deranged spellcaster.
Warrens: This dungeon is a Hideout: This dungeon is the Mansion: This dungeon is an
School: This dungeon was
network of snaking burrows dug headquarters of a criminal overgrown manse where an
4 once a place of learning and
by large beasts who likely still group, secret society, cult, or eccentric noble family once
research for academics.
call it home. other organization. made their home.
Graveyard: This dungeon is a Infrastructure: This dungeon Castle: This dungeon is an Manufactory: This dungeon
sprawling cemetery consisting of was an ancient aqueduct, tunnel, abandoned stronghold that was was built to facilitate smithing
5
courtyards, winding paths, and or sewer meant to facilitate the once the seat of power in this or some other specific type of
separate mausoleums. needs of a long-gone city. region. complex work.
- 180 -
RANDOM DUNGEON TRAITS
D10, D4 1 2 3 4
Haunted: This dungeon is Fungal: A dangerous fungus has Porous: This dungeon has Winding: This dungeon
inhabited by the spirits of its overtaken much of this dungeon numerous entrances and exits, circles back on itself in
3
former residents, who may offer and infested a number of its some more treacherous than illogical and confounding
guidance or seek aid. guardians. others. ways.
Illogical: This dungeon is Diverse Design: This dungeon Converted: This dungeon has Isolated: This dungeon is in a
magical and has impossible consists of both a natural been turned into a settlement by hard-to-reach place, and just
6
geometry and spaces that don't environment and a designed a group of commoners or reaching its entrance is much
make sense. architectural space. peaceful monsters. of the challenge.
Underworld: This dungeon Hallucinogenic: Due to Façade: The first few rooms of Wild: Nature has begun
connects to a large cavern, chemicals in the air, this this dungeon are an elaborate reclaiming this dungeon, and
7
settlement, or body of water dungeon gradually makes ruse that conceal the true animals and woodland spirits
deep beneath the earth. trespassers disoriented. dungeon below. have moved in.
Inhospitable: This dungeon is Rival Party: This dungeon is Worshipped: People of the
Lair: This dungeon is known by
difficult to be inside due to being explored by another party surrounding lands worship
8 folks in the surrounding lands as
sweltering heat, lack of air, a foul that may be unfriendly to others this dungeon or a creature that
the home of a terrible beast.
stench, or something else. honing in on their find. resides within it.
Moving: Whether by magic or Modern Ruin: This dungeon Prized: This dungeon has been Legendary: Referenced in
the intervention of a giant was just recently ransacked, and discovered by other groups, legends and stories, this
9
creature, this dungeon somehow those responsible for its ruin several of which are competing dungeon was thought to be a
changes location. may still be present. for its many treasures. mythical place.
Dimensional: The threshold of Forbidden: The peoples in the Immaculate: This dungeon is Bountiful: This dungeon
this dungeon is a magical portal surrounding lands know of this well-hidden and has eluded contains far more treasure
10
that leads to another plane of dungeon and forbid others to robbers and trespassers until than a normal dungeon of its
existence. visit it. now. size.
- 181 -
the spiral staircase, or a falling slime that envelops a
The First Day peasant's head and dissolves it. These can be some of
the most fun moments of the First Day if you set
You will have cause to design many dungeons
them up right. Consider making the players cut their
throughout the course of a campaign, but the first
peasant sheets into four smaller character sheets:
will always be the most important. The First Day is
that way, when a peasant dies, they can rip the sheet
the opening event of the game and the first dungeon
in half dramatically or hurl it into a nearby fireplace.
of the campaign: the players have taken on the roles
of a mob of peasants who find themselves at the
entrance to a dungeon (or deep within one, needing No Instant Death
to escape). By the end of the session, most of these Traps and monsters should hit very hard, but you
poor souls will be dead. Each player will choose one should always be rolling dice- don't plan anything
of the survivors to be their adventurer, and the party that results in instant, unavoidable death. Make sure
will be forged. the victim always has at least a small chance of
survival- a peasant who limps away with a single hit
This First Day serves a few purposes. First, the point is all the more memorable when they go on to
experience creates an origin story for the party and become an adventurer.
bond between the players and their characters.
Second, it acclimates the players to the high lethality
of the game. Third, a theme of Trespasser is rolling
Player Strategy
with the punches and making the best with what Not all peasants are created equal, and players will be
you've got, and starting with random characters thinking from the start about which of their flock
forces players to engage with that theme right from they hope will survive. The peasants with the worst
the start. As such, you should make the First Day a attributes will be the designated door-checkers and
dungeon to remember. chest-openers. Try to honor these attempts at
strategy- don't make the spear trap shoot past the
turnip farmer who tripped it for no reason and kill
Timetable
the noble count in the back row.
Ideally, the First Day should be finished in one
session, but it's not a disaster if it takes two. The
peasants don't have to explore every inch of the
Rewards
dungeon- it ends whenever you reach a natural end Pieces of basic equipment make excellent rewards
point, most of the dangers have been eluded or during the First Day. A greatsword can increase the
neutralized, and there are a handful of peasants group's damage output immensely, provided there's
remaining. a peasant strong enough to wield it. Pieces of armor
and the armor dice they provide can give a peasant
just enough durability to survive an attack, making
Preparing the First Day
them a great insurance policy for a player's best
It is very important to prepare your First Day before candidate. When the party is formed and the players
the first session of the campaign. More than other have chosen their adventurers, these items will be
dungeons, it needs to be balanced in order to pose useful mementoes as they venture out to explore on
the right level of danger. About two-thirds to three- their own.
quarters of the peasants should die. If you don't feel
like you can be that precise, killing fewer peasants is
preferable to killing all of them.
The Laughing Hound
The rest of the chapter contains The Laughing
Part of your work as Judge is to make sure is to make Hound, a sample First Day dungeon. It contains
these deaths as memorable as you can. Some can about ten encounters, but all of them are very short.
happen in combat, but be sure to include plenty of Ideally, the party should be able to finish it in a single
traps and environment hazards as well: a fall into a session.
bed of carnivorous flowers, a tripwire at the top of
- 182 -
The Laughing Hound
A First Day Adventure for 4-5 Players
Introduction
Most campaigns begin with an event called the First
Day, where intrepid peasants trespass upon a
perilous place to claim its forgotten treasures. The
sample adventure described here is appropriate for a
mob of 16 to 20 peasants (4-5 players).
Summary
In this First Day adventure, the peasants will explore
a haunted inn called the Laughing Hound, learn the
secrets of the necromancer who owned it, and
venture to the source of evil that lies beneath: the
tomb of an ancient beast king, Senerath.
History
In the beginning, Isidora was thorough in tying off
loose ends. Despite the occasional rumor about a
traveler disappearing, the establishment thrived, but
Fifty years ago, an ambitious necromancer and her
over time her interest grew into obsession. As
apprentice - Isidora and Ellis - were drawn to the
proximity to the evil began to taint her mind, the
village of Hogsfoot by a mysterious trace of dark
abductions became more frequent and reckless.
magic. To provide cover for her extended inquiry
Travelers and villagers alike gave the inn a wide
into this evil presence, she built an inn called the
berth, and the Laughing Hound’s fortunes faded.
Laughing Hound on the edge of town.
Then, twenty years ago, a great storm blew through
Though the source of evil managed to elude her for
the realm, causing a rockslide on the ridge behind
decades, the inn was successful during this time.
the inn and revealing the entrance to an ancient
Whenever Isidora required corpses for her magic,
tomb, the source of power that had so long eluded
she would have her apprentice steal from the nearby
the necromancer’s grasp.
town’s graveyard, or failing that, abduct one of the
travelers from her very inn. To do this discreetly, she
built an underground passage leading from one of
the rooms to her laboratory in the basement.
- 183 -
- 184 -
At the center of a large burial chamber was a statue Vile magic burst forth from the scepter, sending the
of the elk-headed tyrant of the beast men, King necromancer tumbling down the stairs. She broke
Senerath, holding a magical scepter, the source of her neck at the bottom. Her apprentice fled the
the magical emanations. Isidora ascended the many scene, sealing the tomb behind him and running for
steps to the statue and seized the artifact, ignoring the hills. The scepter still lies within the tomb, but
the etched warnings that whosoever steals the since it was never returned to the beast king’s hand,
scepter shall be "ruler of an accursed land." it spreads Senerath’s curse over the land to this day.
- 185 -
The Curse
The stench of evil has only grown in the years since
Rumors
the necromancer’s death, corrupting every tree, Each peasant group has one among them who has
flower and insect in the surrounding forest. The heard a rumor about the town of Hogsfoot or the
food and drink that remain in the inn are tainted and Laughing Hound (roll 1d4 to decide which peasant).
nightmare-inducing. Isidora’s undead servants still
wander the grounds, and her familiar, the black
hound that once served as the inn’s mascot, has D 10 R U M OR S
transformed into a giant, green-eyed monstrosity.
"Marauders razed Hogsfoot a few years ago,
Even the marauders who destroyed Hogsfoot a few 1 but they stayed clear of the old inn on the
years ago knew to steer clear of the Laughing edge of town, sparing it the torch."
Hound. The building still stands on the edge of "Some say 'twas a mad wizard's curse that put
2
town, undisturbed apart from the quiet reclamation the town to ruin."
of nature. Food has become scarce, however, and "Mother said the river went bad first, and
the peasants are desperate- any place in such good 3
that drove people away."
condition must be thoroughly searched.
"They say a black wolf stalks these parts, the
4
size of a lion with eyes of green fire!"
Adventure Route "The old innkeeper was a strange old
The peasants will start in front of the inn and have 5 woman- she always seemed distracted, as if
several ways forward. To fully finish the adventure listening for a distant sound."
and dispel the curse over the town, they will have to
"Along with the old innkeeper, a boy lived
venture into the Tomb of Senerath (21) and decide 6 there too- a shifty little creature with a pale
what to do with the magic scepter. To unseal the and sullen look."
tomb, they will need the tomb wardstone, which
"They say several folks disappeared at the
can be found in the necromancer's Laboratory (18)
7 Laughing Hound, until the innkeeper herself
in the basement of the inn. finally went missing."
- 186 -
1. Gate
Opening The road leads up to the gate of the inn and past it,
In a new campaign, peasants usually start without continuing west out of the village and back into the
food, water, or shelter. You can read some or all of woodlands. Above the gate is a sign painted with the
the following prompt if you want. After you do, black silhouette of a hound. The gate has been
describe the rumors and give the players a bit of time nudged open.
to discuss them.
When the peasants first approach, they may see a
A week ago, your village was destroyed by man with a hood and crooked teeth stalking the
marauders. Those among you now were the only grounds of the inn. He is Taragel Crooktooth, a
survivors. With your homes razed, crops burned, traveling looter. He’s taken a few treasures from
and food-stocks stolen, there was no choice but to around the yard of the inn: 1d10 x 10 copper pieces, a
leave. Your group grows hungry and thirsty, and statuette of the Grand Geist made of white quartz,
you have seen nary a soul during your travels. and other assorted baubles. He'll attempt to avoid
It is a warm day in autumn, and it has been interaction, but if cornered he will cooperate and
drizzling slightly since morning. You are share what he knows about the inn (which is very
traveling through sparse and sickly woodlands. A little).
mile back, a wooden sign warned of your approach
to a town called Hogsfoot, yet as you follow the
overgrown road, all you can see ahead are moss- Taragel Crooktooth lvl 1
covered foundations and piles of rubble where
houses once stood. Hogsfoot, it seems, was HP 17 SPD 25 ft. INIT 14
destroyed some time ago. AC 14 RCT 2 SIZE Md
(B) HATCHET +4 – ATTACK/MELEE/RANGED
Target: 1 creature (15 ft. if ranged)
Hit: Deal 1d6+2 damage.
- 187 -
2. Courtyard Animated Plume lvl 1
The courtyard is thorny and unkempt. The front HP 8 SPD 25 ft. INIT 13
door of the inn is covered with badly-rotten boards 14 3 Sm
AC RCT SIZE
that can be pried away easily, leading to the Foyer
(3). A path continues around the western side of the (B) GO FOR THE EYES +4 – ATTACK/MELEE
Target: 1 creature
building to the Back Yard (9). Hit: Deal 1d6+2 damage. Confer blinded 2.
Solid: Add 1d6 damage.
Old, dingy flagstones encircle a dilapidated well at
the center of the courtyard. Though nothing appears STR -3 AGI +2 VIG -1
out of the ordinary, it is sentient and malicious due KNW +0 CNG +1 RES +0
to Senerath's curse and will attempt to pull in the
first to look down into it (RES vs. 13 or plummet into
darkness. An adjacent peasant can attempt STR vs. 13 The eastern end of the room has a large chest filled
to hold on to them). As a peasant plummets, they with the shoes of guests who never left the inn.
will see visions of wild dancers in front of a fire and There is one pair of boots (L, +0 AC, 1d6 AD) in
hear the commingled laughter of a man and snarling good condition.
of a beast before hitting the ground and suffering
3d10 damage.
4. Dining Room
If a peasant is killed by this, the well will be satiated
This is the downstairs section of the tavern. Broken
and safe for further examination. The bottom is an bottles line the walls and the crooked chairs and
ankle-deep soup of rotting viscera swarming with
tables. To the north is a set of stairs up that lead to
flies. Rooting around in the nastiness will yield a the Broken Room (13), as well as an open doorway
shortsword (L/d6/melee/confer unguarded 2). that leads into the Kitchen (5). To the east is a
If the players raise the bucket using the old winch, hallway with five guest rooms on either side that
they will find it is filled with the nastiness from the leads to the Reading Room (7). Two of the wall
bottom. Pinned to the underside of the bucket is a sconces have unused torches, but there is little else
hidden key to the Noble Suite, Downstairs (8). of interest here.
3. Foyer 5. Kitchen
The foyer is a covered in a thick layer of dust. There This kitchen is coated in a thick layer of dust but still
is a lantern on the desk with 2 units of fuel. Behind buzzing with flies. There are plenty of crude
the desk is an old ledger with crossed out names- as weapons (L/1d4/melee/knock prone) here, such as
the ledger goes on, more and more names are crossed knives and rolling pins, but they aren't any better
out. A peasant with Letters can read the marginalia, than what the peasants brought with them. To the
learning the fates of a few of the abducted guests: north is an unlocked door to the Stockroom (6). On
"skeleton," "zombie," "bottled in the cellar," "used the floor is a large trapdoor that leads down to the
for parts," "skeleton," etc. Wine Cellar (17). The rusty padlock is easy enough
to break, though it is loud to do so.
The desk also has a writing plume made from the
feather of some exotic green bird. This is a long-
dormant animated object that will come awake
when disturbed by the peasants. The peasant who
claims it will learn later that it is still faithful to the
Necromancer- it will float out of their pack and start
stabbing their eyes when the next combat arises.
- 188 -
On the eastern wall of the kitchen is a doorway to a
walk-in pantry full of long-desiccated breads and
Spare Zombie lvl 0
cheeses. The north wall of the pantry conceals a
secret lift that goes down to the Necromancer’s HP 10 SPD 15 ft. INIT 8
Laboratory (18). The lift can fit four peasants at a AC 8 RCT 1 SIZE Md
time. If activated, it will fall suddenly down into the
I: NECROTIC | R: COLD, POISON | V: FIRE
lab, dealing 1d6 damage to all occupants and
becoming broken. A peasant with the Tinkering skill (B) SCRATCH +3 – MELEE/ATTACK
may be able to repair it. Target: 1 creature
Hit: Deal 1d6+1 damage.
Solid: Add 1d6 damage.
6. Stockroom (6) STUMBLING CHARGE – MOVE ACTION
This sizable stockroom contains half a dozen barrels The corpse moves up to 25 ft. in a straight line. Its next
attack is accurate.
of miraculously preserved meat, grain, and water,
though about a third of the meat is human flesh (a (8) DEADLY BITE +3 – MELEE/ATTACK
peasant with Nature can identify this). Each barrel Target: 1 creature
is stamped with a dimly glowing rune of Hit: Deal 2d6+1 damage.
Solid: Add 1d6 damage.
preservation left by the necromancer, which has
allowed it to stay good despite the passage of time STR +1 AGI -2 VIG +0
and the curse over the land. When a barrel is opened, KNW -4 CNG -4 RES +0
the rune on it fades away. In total, the barrels contain
6 units of food and 6 units of water. There is also a
50 ft. coil of rope.
- 189 -
8. Noble Suite, Downstairs Skeletal Guard lvl 1
This room was used as a personal study by the HP 18 SPD 25 ft. INIT 12
necromancer. The door is locked and smells faintly 14 2 Md
AC RCT SIZE
of formaldehyde. Though it can be picked or forced,
I: NECROTIC | R: COLD, POISON
doing so triggers a necromantic trap that spews
corpse dust on the peasant attempting ingress (1d6 (B) LONGSWORD +4 – ATTACK/MELEE
poison damage and the peasant is blinded for a full Target: 1 creature (30 ft.)
Hit: Deal 1d8+2 damage.
week. VIG vs. 12 negates the blinding. Solid: Gain guarded 2.
Within the room is a bookcase with a locked and (7) SHIELD BASH +4 – ATTACK/MELEE
Target: 1 creature
trapped journal bound in strange copper wire- it
Hit: Deal 1d8+2 damage. Push 10 ft.
electrocutes the reader if pried open, dealing 3d6 Knock prone.
lightning damage, though wearing any gloves will Solid: Add 1d8 damage.
negate this effect. This is an older journal, and it (10) REASSEMBLE – MINOR ACTION
only discusses Isidora's arrival in Hogsfoot and her Make a recovery 3d6.
search for the source of the strange magic that drew +2 +1 +1
STR AGI VIG
her to this land (remember that only peasants with
the Letters skill are able to read). KNW -2 CNG -2 RES -2
Equipment:
There is also a desk with writing materials on it and
Longsword (Str Req 12/d8/Melee/ unguarded 2)
a small couch. A loathsome statuette was being used Round Shield (Str Req 11/+1 AC/d8 AD)
as a candlestick and is melted over with wax. An old key to the Laboratory (18), hanging from one of
his broken ribs.
Uncovering its face reveals that it has gemstone eyes
worth 100 cp. There is another 3d6 cp in the couch
cushions. The small staircase inside this room has
collapsed, but the peasants may be able to devise a Old Harpy lvl 1
way up to the Noble Suite, Upstairs (16). HP 14 SPD 35 ft. INIT 13
AC 14 RCT 2 SIZE Md
9. Back Yard
(B) TALON +4 – ATTACK/MELEE
There are a number ways out to the back yard, which Target: 1 creature
is dominated to the Stable (11) and the Outhouse Hit: Deal 1d6+2 damage. Confer blinded 2.
Solid: Add 1d6 damage.
(10). There is a path that goes to the back door of the
Reading Room (7). There is a well-worn but tireless (7) FLY BY +4 – ATTACK/MELEE
skeletal guard wandering these paths. On Use: Jump 25 ft.
Target: 1 creature passed through
There are also a pair of old harpies that roost in the Hit: Deal 2d6+2 damage. Knock prone.
Solid: Confer blinded 4 instead.
trees north of the inn. Making too much noise in the
back yard or any of its adjoining areas may cause (10) PIERCING SCREECH +5 – ATTACK/ABILITY/MENTAL
them to come investigate. They will venture onto the Target: 10 ft. burst; enemies only
Hit: Deal 1d4 damage. Confer delayed 3.
grounds, but they are frightened of the inn itself and
Solid: Add 1d4 damage.
will not follow the peasants if they flee back inside.
STR +0 AGI +2 VIG -1
KNW -3 CNG +1 RES +2
- 190 -
10. Outhouse 12. Workshop
The outhouse is rotting apart, but is covered with Daylight shines through the wooden planks that
enough leaves and debris that it is impossible to tell form the walls of makeshift room. It contains a
from the outside. The peasant to open the door will multitude of peasant-quality weapons, as well as
cause it the whole structure to collapse. The door shovels and picks. There is a hatchet (L/d6/ melee,
opener can make an AGI vs. 12 to avoid being crushed ranged 20 ft./confer vulnerable 2) and a pair of
by the falling structure (2d12 damage). Once the leather gloves (L/+0 AC/d6). There is also a set of
outhouse is collapsed, it poses no further danger. An fine but delicate lock-picks, which will confer a
old staff (L/1d8/melee, conjury 30 ft., 2- one-time +5 bonus on an attempt to pick a lock.
handed/knock prone) can be retrieved from the There is little else of interest here.
wreckage.
13. The Broken Room
11. Stable A decaying stairway leads up to a room that is mostly
Dark. The stable contains ten stalls, but most have collapsed. Rainwater is forming puddles here and
been long abandoned. There is one occupant, sickly vines are growing over the walls. Peasants can
however: the necromancer’s faithful steed, now look north out of the gaping hole in the wall to see
corrupted and feral: the back yard and the forests to the north- they
might just observe a pair of harpies wheeling above
Nightmare Mule lvl 0 the trees, though the harpies will not enter this
building. There are tufts of black fur all over here-
HP 25 SPD 25 ft. INIT 12
this hole is the way the Hound enters and leaves the
AC 12 RCT 2 SIZE Lg building.
(B) TWIN HOOVES +4 – ATTACK/MELEE A wide-open doorway to the south leads to the
Target: 2 creatures
mostly-intact Tavern (14). When it is passed
Hit: Deal 1d8+2 damage.
Solid: Confer staggered 2. through, care must be taken not to bump the walls or
a section of roof will collapse on a random peasant-
(8) TRAMPLE +4 – ATTACK/MELEE AGI vs. 14 or 1d4+1 damage.
On Use: Jump up to 25 ft.
Target: one creature jumped through
Hit: Deal 2d8+2 damage. Knock prone. 14. The Tavern
Solid: Confer staggered 2.
This room looks like a different version of the
STR +2 AGI +0 VIG +0 dining room below, full of tables and chairs at odd
angles. A bar with many colored bottles gathers dust
KNW -4 CNG -2 RES +0
in the corner. They contain liquor that has become
highly hallucinogenic due to its proximity to the
The stable also has ladder on its side that can be curse, and a peasant who drinks from them will be
placed upright to reach a hayloft. A peasant disoriented every round until they finish a rest.
searching the rotten hay risks falling through a well- There is a hallway leading east to the double doors of
hidden gap to the floor below- the peasant can check the Game Room (15), lair of the Laughing Hound.
AGI vs. 13 to avoid 3d6 falling damage. A good search If the Hound is at home, peasants will be able to hear
will reveal a lockbox hidden in the hay, which can be wolfish sniffing sounds and the scratching of claws
opened to find 100 cp, the Deed to the Laughing on wooden floorboards from the other side of the
Hound, and a Dagger of Venom (L/1d4/melee, door.
ranged 20 ft./confer poisoned 3).
- 191 -
Peasants may also notice three mounted heads in
15. The Game Room this room: a bear, an elk, and a rather enormous
This is the lair of the Laughing Hound, who has rabbit. Hanging on a string from the fangs of the
been transformed by the Senerath’s curse. Once it bear is a necklace with the apprentice's key to the
was a playful and small black lab, now it is the size of Laboratory (18). The elk head is haunted and will
a mountain lion, covered in mange, missing patches bite at the hand of the first peasant who reaches for
of fur, and frothing at the mouth. Its eyes are it (+6 vs. AC, 1d6+3 damage and the peasant loses a
crackling green fire. It generally sleeps by day but hand permanently).
will awaken when its lair is approached or if the
peasants make any very loud noises elsewhere on the
property. The Hound is a cunning predator and may
16. Noble Suite, Upstairs
try to trick the peasants, depending on their The necromancer’s bedroom upstairs is well-
approach to the situation. preserved and well-appointed, with a large magic
circle drawn on the floor in the center of the room.
There are weapons and a shield mounted on the On a table nearby are some notes that detail a
walls of the game room- these may be helpful in demon-summoning ritual; after discovering the
taking down the beast if the peasants confront it in tomb, the necromancer called upon the burrowing
its lair. There are also two lanterns, each with 1 unit servants of Ghiastorr the Lord of Legs to help her
of fuel inside. search for the tomb wardstone.
Shortbow (L/d6/ranged 30 ft./confer bleeding 2). Beside
A coat rack nearby has a black, wide-brimmed hat
it is a quiver with 1 unit of arrows.
Longsword (M/d8/Melee/confer unguarded 2) (Light/+0 AC/d6 Armor Die) and a robe with
Heater shield (M/+2 AC/d8 AD) another key the Laboratory (18) in one pocket.
There is a nice bed- underneath is a small wooden
box with 1d4 vials of antidote that will end the
The Laughing Hound lvl 1 poison condition when imbibed, identified by the
HP 30 SPD 35 ft. INIT 16 Nature skill.
- 192 -
C HIR P I NG H E R A L D LVL 1 18. Laboratory
HP 16 SPD 25 ft. INIT 14 Dark. The door to this chamber is inlaid with brass
12 2 Md and scrawled with wicked-looking necromantic
AC RCT SIZE
runes. It can be forced with some difficulty, but
(B) PIERCING CLAW +3 – ATTACK/MELEE doing so activates a necrotic ward that causes the
Target: 1 creature
Hit: Deal 1d6+1 damage. peasant's flesh to melt (2d8+2 damage, Vigor vs. 15
Solid: Confer poisoned 3. for half damage). Any one of the laboratory keys
found in the inn will unlock it and disarm the trap.
(7) EXTRA ATTACK – MINOR ACTION
Make a basic attack. The necromancer’s laboratory is where she would
(9) SHRIEK +3 – ATTACK/ABILITY
bring stolen corpses and animate them to serve her.
Target: 10 ft. burst; enemies only There is a large operating slab in the center of the
Hit: Confer inaccurate 2. room, upon which is lying the preserved corpse of a
Solid: Confer inaccurate 4 instead.
large man, clad in nothing but an enclosed iron
STR +1 AGI +1 VIG +0 helmet. His hands are folded over a greatsword.
KNW +1 CNG +2 RES +1 Beside the slab is small rolling table covered with
wicked looking tools, as well as the prominent and
odd-looking tomb wardstone necessary to unlock
17. Wine Cellar the Tomb Entrance (20) behind the inn. Venturing
near the slab will obviously cause the knight to
Dark. The wine cellar is dusty, dry and warm. It is awaken and attack.
dark and will need a source of light to explore it
(there is a functioning oil lamp in the pantry). The There is a lift in the corner of the room that carries
bottles of wine are in good condition, but their an enclosed cage from here to the pantry in the
contents has been corrupted by the curse. A peasant Kitchen (5) upstairs. The cage starts on the upper
who samples the wine will experience hallucinatory floor, but it can be summoned from down here with
weirdness- the Court of Beasts and the Throne of a lever. It is broken and will fall with a terrible crash
the Elk King or other such portents of Senerath when the lever is pulled, potentially dealing 2d8
(make it up). damage to peasants that can’t get out of the way
(Agility vs. 13).
A door on the eastern wall is hidden, trapped and
locked. The lock can be forced with an Athletics 15, The western walls are shelved, and those shelves are
but this will cause the trap will trigger, causing a lined with human heads, arms, and legs. A search
spike to shoot rapidly out of a small hole in the will reveal that two of the legs are wearing boots that
ceiling. (+2 vs. AC, 1d8+1 damage). The passage can be put together for a pair (L/+0 AC/d6 AD).
beyond leads to the Laboratory (18) and Room Nine One severed hand is wearing an iron ring. Trying to
(19). take either of these items will cause 2d4 of the limbs
to spring to life and attack. The ring is a lesser ring
of protection; it confers a 1d4 armor die to the
wearer, including to the limb that wears it.
- 193 -
S T IT C H K N IG HT LVL 1 19. Room Nine
HP 20 SPD 15 ft. INIT 10 Compared to the other guest rooms, this one has an
unusual draft and a slightly acrid smell. The reason
AC 11 RCT 2 SIZE Sm is because the necromancer would abduct her
(B) GREATSWORD +4 – ATTACK/MELEE victims from this very room; there is a secret passage
Target: 1 creature that leads straight to the Laboratory (18). The secret
Hit: Deal 1d10+2 damage. staircase can be found just behind the north wall.
Solid: Add 1d6 damage. Confer unguarded 2.
The bed sheets have enormous faded bloodstains,
(7) POMMEL STRIKE +4 – ATTACK/MELEE
evidence of a murder. There is also a small flask here
Special: minor action
Target: 1 creature on the nightstand- it contains absinthe. The last
Hit: Deal 1d4+2 damage. Confer delayed 4. guest to stay in this room was a Bitter Legionnaire
Solid: Knock prone.
of Sedeya, a knight errant who drank copious
(9) WILD CLEAVE +4 – ATTACK/MELEE absinthe to share in the prophecies of his oracular
Target: melee burst; enemies only goddess. Like all other beverages in the inn, the
Hit: Deal 1d10+2 damage. Push 5 ft. absinthe is tainted by the curse and will instill
Solid: Knock prone.
horrible, twisted visions in the imbiber- the bed will
STR +2 AGI +0 VIG +2 begin dripping with fresh blood and the moments of
the knight's murder will be reenacted by phantoms.
KNW -4 CNG -2 RES +2
AC 11 RCT 0 SIZE Sm The first room of the tomb is a dusty vestibule that
(B) BASH +2 – ATTACK/MELEE
contains a stone monolith and stairs descending
Target: 1 creature deeper. The walls are covered with relief images of
Hit: Deal 1d4+1 damage. beast-men dancing around fires and torturing
Solid: Confer grappled (12 Str).
humans and other creatures. Carved on the
STR +1 AGI +0 VIG +0 monolith are these words in an ancient but
decipherable language to peasants with Letters:
KNW -4 CNG -4 RES +1
STAND YE IN THE TOMB OF KING SENERATH.
LONGER HIS REIGN THAN ANY OTHER
AND GREATER BY FAR HIS JEALOUSY.
- 194 -
S E NE R AT H ’ S C HA M P IO N LVL 1
A MB US H S L I ME LVL 0
HP 20 SPD 25 ft. INIT 12
HP 9 SPD 10 ft. INIT 8
AC 12 RCT 2 SIZE Sm
AC 10 RCT 2 SIZE Md
(B) BATTLE AXE +4 – ATTACK/MELEE
(B) CAUSTIC TENTACLE +3 – ATTACK/ABILITY/POISON Target: 1 creature
Target: 1 creature (20 ft. if ranged) Hit: Deal 1d8+2 damage.
Hit: Break 1 armor die. Deal 1d6+1 damage. Solid: Confer vulnerable 2.
Solid: Add 1d6 damage.
Special: Armor dice broken by this attack are degraded-
(6) HEAD BUTT +4 – ATTACK/MELEE
they decrease by one size. Magical armor is unaffected.
Target: 1 creature
Hit: Deal 1d6+2 damage. Push 10 ft.
(8) ACIDIC BLAST +3 – ATTACK/ABILITY/POISON
Solid: Knock prone.
Target: 1 creature (20 ft.)
Hit: Deal 2d6+1 damage. Confer vulnerable 2.
(9) DECAPITATE +4 – ATTACK/MELEE
Solid: Confer vulnerable 4 instead.
Target: 1 creature
Hit: Deal 2d8+2 damage.
STR +1 AGI -2 VIG -1
Solid: Add 2d8 damage.
KNW -4 CNG -4 RES +0
STR +2 AGI +0 VIG +2
At the bottom of the steps is the corpse of the (B) HATCHET +3 – ATTACK/MELEE/RANGED
Target: 1 creature (20 ft. if ranged)
necromancer, and beside it, on the stone floor, is the Hit: Deal 1d6+2 damage.
faintly glowing Scepter of Senerath (L/d10/melee, Solid: Confer vulnerable 2.
conjury 30 ft./confer weakened 4).
(6) BLINDING SPIT +4 – ATTACK/MELEE
As soon as the scepter is disturbed, Senerath’s Special: minor action
Target: 1 creature
Champion, an enormous ram-headed warrior with
Hit: Confer inaccurate 4.
a wicked axe, will emerge from his relief and charge Solid: Confer blinded 4 instead.
the peasants. On the second round of combat, 1d3
STR +1 AGI +0 VIG +0
more beast-men will emerge from the walls and
attack. KNW +0 CNG +0 RES +2
- 195 -
Returning the Scepter The Diplomatic Route
After this battle, the remaining peasants have to You can also allow the peasants to start a dialogue
decide what to do with the scepter. If they choose to with the elk-headed King Senerath himself, who
return it to its rightful place in the king’s hand, it speaks via a disembodied whisper in the vicinity of
loses its magic, the shadow over the town of his statue. The beast king will be impressed with the
Hogsfoot lifts, and any undead in the area will be put peasant’s victory over his champion, and may offer
back to rest. The town can be rebuilt and the to become a dangerous ally, rewarding them with
Laughing Hound can even be used as a potential sustenance or power in exchange for sacrifices.
stronghold. You can read this: Senerath desires to return to the living world, and
these sacrifices may eventually allow him to do so.
You place the scepter back into the Senerath’s
Depending on how this conversation goes, he may
hand and you feel a weight lifting from your heart.
allow his scepter to remain in their care as part of the
The shadows seem to be receding around the
bargain.
tomb. Indeed, the evil presence you felt all around
the town of Hogsfoot seems to be dwindling
away. The scepter grows dim and finally fades to a
grey color, matching the granite statue that holds
it.
- 196 -
Treasure
- 197 -
Dungeons are littered with treasure, the shining
remnants of the realm's bygone prosperity. Beyond
basic necessities like food, hunting for treasure is
the main motivation for the party to continue
adventuring. They will use their wealth to invest in
their stronghold, grow their influence, and slowly
bring the realm under their control.
E N C O U N T E R V A LU E ( C P )
DUNGEON PARTY SIZE
LEVEL
1 2 3 4 5 6
1 150 300 450 600 750 900
2 200 400 600 800 1000 1200
3 250 500 750 1000 1250 1500
4 300 600 900 1200 1500 1800
5 350 700 1050 1400 1750 2100
6 400 800 1200 1600 2000 2400
7 450 900 1350 1800 2250 2700
8 500 1000 1500 2000 2500 3000
9 550 1100 1650 2200 2750 3300
- 198 -
Treasure Form Factor RANDOM PRECIOUS MATERIALS
Treasure can manifest as regular old piles, sacks, or D20 MATERIAL GEMSTONE
chests full of coinage, but it can also take the form of 1 Stone Jasper
precious stones, objects wrought from valuable 2 Wood Citrine
metal, fine articles of clothing, exquisite works of
3 Bone Moonstone
art, or other valuables that could be exchanged for
4 Leather Jade
currency. Whatever form it takes, treasure always
5 Bronze Lapis Lazuli
has significant material value, and it usually has no
practical use in the profession of adventuring. 6 Tin Amber
7 Lead Moonstone
Many treasures are considered tiny objects that can
8 Pewter Agate
share a slot in your inventory, but others take up one
9 Brass Peridot
or multiple slots by themselves.
10 Copper Turquoise
You can generate a random treasure simply by 11 Iron Amethyst
rolling a form factor and one or more materials and
12 Porcelain Opal
gemstones on the following tables. To calculate the
13 Glass Aquamarine
value of that treasure in copper pieces:
14 Coral Zircon
1. Add up the three highest d20s you rolled. 15 Petrified Wood Garnet
2. Multiply by 2 x inventory slots.
16 Crystal Pearl
Skip this step if object is tiny.
17 Silver Emerald
3. Multiply by 10 cp.
18 Electrum Sapphire
19 Gold Ruby
20 Platinum Diamond
- 199 -
Magic Items Random Magic Items
You can use the options on the next few pages to
Unclaimed magic items are often found at the heart
tailor original magic items for your players, but you
of ancient ruins or the bottom of perilous dungeons.
also have the option of creating them randomly to
Enchanted objects are highly prized, and those who
add another level of surprise and challenge to the
left them behind likely did not do so by choice; as
game. Strong equipment has the potential to drive
such, they are likely very difficult to obtain.
character progression and factor into the party's
Whereas treasure and wealth can be used to improve combat strategy; throwing curveballs in the form of
the stronghold and purchase goods and services, random magic items is a good way to encourage
magic items are more directly useful. Enchanted creative use of these resources.
weapons, armor, and accessories greatly aid in
combat, while enchanted objects provide the party
with another way to interact with their world. RANDOM MAGIC ITEM
D100 ITEM TYPE
Dungeon Rewards 1 - 15 Object
Mainly, the size of a dungeon determines how many 16 - 30 Accessory
magic items are inside it. There should always be
31 - 77 Armor
one magic item for every three encounters.
78 - 94 Weapon
There is a chance there could be more, however. 95 - 97 Artifact Armor
When you design a dungeon, add together the 98 - 100 Artifact Weapon
dungeon level and the party size, and roll that many
d6s. The dungeon contains one extra magic item for
each die that results in a 6.
- 200 -
Magic Weapons Artifact Weapons
For adventurers, magic armaments are among the Artifact weapons are the most rare and powerful
most desirable equipment. Magic weapons have weapons in the game, granting even greater ruinous
several significant advantages over their mundane power to their wielders. It is rare for an adventurer
ones: to come across more than a few of these objects
during their career.
Improved Damage Die An artifact has all the benefits of a lesser magic
All magic weapons have a weapon die that is one size weapon: it has a weapon die that is one size larger
larger than a normal weapon of that type, to a than normal as well as an enchantment that changes
maximum of d12. For example, a magical longsword its weapon effect and may grant it a damage type.
would have a damage die of d10 instead of d8.
Granted Action
Enchantment An artifact also grants its wielder an extra action. It
All magic weapons have a different weapon effect can be a special or mighty action from any theme in
from their ordinary counterparts, determined by an the game, with a couple differences:
enchantment. For example, a longsword of venom
confers poisoned 4 instead of unguarded 2. As with The action always uses the wielder's best
ordinary weapons, magical weapons that are two- attribute in place of its normal one.
handed also have 'add % damage' as an extra line of If the weapon has the melee, ranged, or
their weapon effect. conjury keywords, the action gains those
keywords and loses its own.
If the weapon has a damage keyword, the
Damage Type action deals damage of that type instead of
A magic weapon may have a damage keyword its normal type.
depending on its enchantment. Such a weapon deals
physical damage or its other type, whichever is more Usually, an artifact grants an action that is related
effective against the target. somehow to its enchantment. For example, a flail of
rime could grant Snowball or some other action
from the Frost theme.
Magical Ranged Weapons
A magic ranged weapon creates its own magical
Magical Traits
ammunition, so the user does not need to make a
depletion check for ammunition at the end of an An artifact weapon also possesses 1d4-1 traits from
encounter. A magic thrown weapon, such as a the random magical traits table further in the
dagger or spear, returns to its owner's hand after chapter.
being used to make a ranged attack.
Original Artifacts
You can make artifacts more flavorful by inventing
your own unique enchantments, properties and
actions. Original enchantments should be on par
with those shown on the table to the left, while
actions should be on par other special or mighty
actions found in the game, and their effort costs
should be priced as such.
- 201 -
RANDOM MAGIC WEAPON RANDOM WEAPON ENCHANTMENTS
D100 TYPE D20 ENCHANT DMG WEAPON EFFECT
- 202 -
Magic Armor & Shields D100 RANDOM ARMOR TYPE
Magic armor and shields grant greater protection
1-4 Hat 53 - 57 Boots
and also occasionally provide a different benefit to
the wearer. 5-9 Cap 58 - 62 High Boots
10 - 14 Helm 63 - 67 Greaves
Improved Armor Die
15 - 18 Great Helm 68 - 72 Cloak
A magic armor piece grants an armor die that is one
size larger than a normal armor piece of that type, to 19 - 22 Quilted 73 - 77 Heavy Cloak
These effects either change the ways you can spend 43 - 47 Bracers 96 - 100 Kite Shield
the armor die or grants a bonus effect when you roll
48 - 52 Gauntlets --- ---
an even number while spending that armor die.
On an even roll, confer blinded 1 When you deal attack damage, you can
3 Brilliance 13 Power
to the attacker. spend this die to add it to the result.
On an even roll, the die is not On an even roll, push the attacker 10 ft.
6 Durability 16 Repulsion
expended. and knock prone.
7 Gloom When you spend this die, jump 20 ft. 17 Skill On an even roll, gain 1 effort.
On an even roll, roll another die and When you spend this die to reduce damage
Spell-
8 Luck add it to the total. This can only happen 18 from a conjury attack, roll two dice instead
Turning
once each time you spend it. of one.
On an even roll, swap places with the When you spend this die, it reduces the
10 Mirroring 20 Warding
attacker. damage dealt to each target of the attack.
- 203 -
RANDOM MAGICAL TRAITS
D10, D4 1 2 3 4
Size-Shifting: This item can be Alchemical: This item can be Levitating: This item can be
Ethereal: This item can be
commanded to shrink and grow commanded to change its base commanded to gently float
1 commanded to turn into a
in size, for example, from a substance, such as from wood upward into the air and drift
spectral image floating in place.
dagger into a greatsword. into glass and vice versa. back down like a feather.
Immovable: This item can be Immaculate: This item can Silent: This item is completely Telephonic: This item's
commanded to lock immovably never be dirtied and is silent while being used, even owner can hear and speak
9
in place, in defiance of gravity unaffected by the natural when struck against other through this object, regardless
and outside force. degradation of age. surfaces. of its distance.
- 204 -
Artifact Armor & Shields
An artifact has all the benefits of lesser magic armor:
its armor die is one size larger, and it has a random
enchantment. In addition, an artifact gains a few
other benefits.
Granted Talent
Artifact armor grants the wearer the benefits of a
talent. This can be any talent in the game, but usually
it should have something to do with the type of
armor and the enchantment. For example, a pair of
high boots of skill might grant the Fleet of Foot
talent, improving the wearer's speed and allowing
them to ignore difficult terrain. Magic Accessories
If the granted talent has an effort cost, the base cost Any object can be enchanted, and indeed, there are
is always +1 higher than the original talent. Thus, a many smaller worn objects that confer magical
talent with an effort cost of 0/+1 would instead cost benefits. In addition to their armor, adventurers can
1/+1. wear up to four magical accessories: two rings, an
amulet, and a brooch. The abilities granted by
Magical Traits accessories are similar to the talents that adventurers
obtain from their classes. Magic accessories take of
Artifact armor also possesses 1d4-1 traits from the
the strength of their user, offering their power
random magical traits table on the previous page.
freely at first but requiring effort with repeated use.
- 205 -
Rings Apprentice Amulet
An adventurer can wear up to two magical rings. Amulet. While wearing this amulet, you can sustain
Since rings are worn on the hand, their magic one additional effect at a time.
usually relates to power and projecting strength. As
such, most rings alter or enhance attacks and other Band of Hatred
actions.
Ring. Minor Action. Effort Cost 1/+1. Whether or
not it hits, your next attack this turn confers
Amulets provoked 4 to one target.
An adventurer can wear one amulet about the neck.
Since amulets rest over the heart of the wearer, their Barrier Pendant
enchantments tend to relate to health, protection,
Amulet. Minor Action. Effort Cost: 0/+3. Gain
and good fortune.
barrier 10.
Brooches
Brooch of Light Steps
An adventure can fasten their cloak with a single
Brooch. While wearing this brooch, you are
brooch. Brooches have long been used as talismans
unaffected by difficult terrain or movement
to protect wayfarers from harm. As such, their
damage.
enchantments relate to travel and movement.
Brooch of Swiftness
Accessory Descriptions
Brooch. While wearing this brooch, your base speed
increases by a small amount determined by the
Amulet of Enduring Spirit potency of this item:
Amulet. While wearing this amulet, your recovery
dice total increases by +2. Lesser: +5 ft.
Greater: + 10 ft.
Amulet of Health
Chain of Preservation
Amulet. Wearing this amulet increases your hit
point total. Putting it on does not change your Amulet. Reaction. Effort Cost 1/+2. When you are
current hit points. The amount of extra hit points is hit by an attack, you can spend a reaction. If you do,
determined by the potency of the amulet: you do not gain any conditions from that hit.
Lesser: +6
Cliff Talisman
Greater: +12
Brooch. Minor Action. Effort Cost 1/+1. For the
rest of the turn, you leave behind a stone wall in each
Amulet of Luck square you exit. This wall counts as an obstacle.
Amulet. Free Action. Effort Cost 0/+2. Reroll one
action roll you just made. You must keep the second
Coward's Silver Charm
result.
Brooch. Reaction. Effort Cost 1/+1. When you are
targeted with an attack, you may spend a reaction to
Amulet of Protection, d4 - d12 shift 10 ft. You gain a +4 bonus to AC against that
Amulet. This amulet grants an extra armor die. The attack.
potency of the amulet determines the die size.
- 206 -
Cracked Stone Ring Honeybee Signet
Ring. Minor Action. Effort Cost 0/+1. Whether or Ring. Minor Action. Effort Cost 1/+1. Instead of its
not it hits, your next attack this turn creates a 15 ft. normal target, your next support action this turn
square field of difficult terrain, centered on one targets all creatures in a 20 ft. blast.
target.
Jester's Bell Brooch
Cricket Brooch Brooch. Reaction. Effort Cost 1/+1. When an
Brooch. Minor Action. Effort Cost 1/+1. For the enemy misses you with an attack, you may spend a
rest of the turn, you jump instead of moving reaction to swap places with the attacker.
normally.
Lion Signet
Dragon Signet Ring. Minor Action. Effort Cost 1/+1. Instead of its
Ring. Minor Action. Effort Cost 1/+2. For the rest normal target, your next melee attack this turn
of the turn, you jump instead of moving normally. targets all creatures in a melee burst.
Instead of its normal target, your next melee attack
this turn targets all creatures you passed through. Loop of the Newt
Ring. Your actions that confer the poisoned
Ember Talisman condition confer +2 turns of it.
Brooch. Minor Action. Effort Cost 1/+1. For the
rest of the turn, you leave behind a path of embers in Loop of the Salamander
each square you exit. This is a field that deals h fire
Ring. Your actions that confer the burning
movement damage.
condition confer +1 turn of it.
Falcon Signet
Magnetic Iron Ring
Ring. Minor Action. Effort Cost 1/+1. Instead of its
Ring. Minor Action. Effort Cost 0/+1. Instead of
normal target, your next ranged attack this turn
its normal target, your next melee attack this turn
targets all creatures in a line to weapon range.
targets one creature within 50 ft.
Feather Brooch
Oak Tree Talisman
Brooch. Free Action. Effort Cost 0/+1. The next
Brooch. Reaction. Effort Cost 0/+2. When you are
time you jump this turn, double the distance of the
pushed, pulled, or slid, you may spend a reaction to
jump.
not move instead.
Fencer's Band
Raven Signet
Ring. Reaction. Effort Cost 1/+1. When a melee
Ring. Minor Action. Effort Cost 1/+1. Instead of its
attack misses you, you may spend a reaction to make
normal target, your next conjury attack this turn
a strike action against the attacker.
targets all creatures in a 15 ft. blast.
- 207 -
Ring of Command Sentry's Pendant
Ring. Free Action. Effort Cost 0/+1. When you Amulet. Free Action. Effort Cost 0/+1. Reroll one
push, pull, or slide one or more creatures with an initiative roll you just made. You must keep the
action, you may choose to double the distance of the second result.
forced movement.
Serpent Signet
Ring of Dispersal Ring. Minor Action. Effort Cost 1/+1. Instead of its
Ring. Minor Action. Effort Cost 1/+1. If your next normal target, your next attack this turn affects all
attack this turn hits, it removes all beneficial creatures in a 30 ft. path instead.
conditions from each target.
Smoky Quarts Ring
Ring of Focusing Ring. Minor Action. Effort Cost 0/+1. Whether or
Ring. Minor Action. Effort Cost 1/+1. If your next not it hits, your next attack this turn creates a 15 ft.
conjury action this turn targets a blast, path, line, or square obscuring field, centered on one target.
burst, it instead targets 1 adjacent creature. Add 2d6
damage. Steadying Silver Ring
Ring. Minor Action. Effort Cost 0/+1. Double the
Ring of Intensity range of your next ranged, conjury, or artifice action
Ring. Minor Action. Effort Cost 1/+2. If your next this turn.
attack this turn hits, double the duration of any
conditions you confer. Telescopic Glass Ring
Ring. Minor Action. Effort Cost 1/+1. If your next
Ring of Mending action this turn targets a line or path, double the
Ring. While wearing this ring, when you make or length.
grant a recovery, you may reroll all dice that result in
1, keeping the second result. Traveler's Charm
Brooch. Minor Action. Effort Cost 0/+1. Your
Ring of Power speed is doubled for the rest of the turn.
Ring. Minor Action. Effort Cost 1/+1. Your next
attack this turn deals a die of extra damage to each Two-Faced Pendant
target. The potency of the ring determines the size
Amulet. While wearing this amulet, you cannot be
of the die:
flanked.
Lesser: d6
Greater: d10 Unicorn Signet
Ring. Minor Action. Effort Cost 1/+2. Instead of
Ring of Ruin its normal target, your next support action this turn
Ring. While wearing this ring, you may reroll all targets all allies in a 15 ft. burst.
damage dice that result in 1, keeping the second
result.
- 208 -
RANDOM MAGICAL OBJECT
D100 TYPE
- 209 -
Bottle of Smoke Fishing Rod of Bounty
This bottle contains a vile, swirling purplish-black This fishing rod will never fail to hook something
smoke. A few seconds after uncorking it, the bottle within 1 minute of being cast into a body of water.
spews forth its smoke, which quickly diffuses into a There is no guarantee that what it hooks will be
20 ft. radius cloud that counts as an obscuring field. desirable or even edible. Every catch beyond the first
It lasts for 1 hour. After being empties, the bottle each day causes 1 fatigue in the user.
gradually refills over the course of 24 hours.
Inverted Candle
Bronze Kettle This candle is made of strange, black wax of
This kettle boils ordinary water into other drinkable unknowable origin. If it is lit and held normally, it
liquids, such as a tea, milk, beer, or wine. creates a purple flame and acts as a normal light
source. If inverted so that its wick faces the ground,
Cat Flagon it shines darkness instead of light in a 20 ft. radius.
Once lit, the candle lasts for 30 minutes.
This silver flagon is engraved with an image of a cat.
Drinking milk from it will transform the imbiber
into a cat for a duration of 10 minutes. Jackdaw's Lockpicks
These lockpicks belonged to a famed burglar.
Chameleon Tent Though made of sturdy iron, they do not jangle or
produce any sound while they work. They can be
This tent seems to be stitched from the very thin
used as ordinary lockpicks, but they can also be
hides of reptiles. Once it is erected, it slowly begins
commanded to pick a single conventional lock once
to change color and pattern to match the
each day.
surrounding environment, because extremely well-
camouflaged after about 5 minutes. The interior can
fit six adults comfortably. Kindle Stone
This fiery red stone can be thrown at the ground to
Endless Chalk instantly produce a small campfire about two feet
across. The flame is hot but will not spread to
This three-inch piece of white chalk glows faintly
beyond 1 ft. in any direction from where the stone
and smells like the ocean. It never runs out.
lies. It will burn for 12 hours. Once it is extinguished,
the stone can be retrieved from the ashes and used
Endless Scroll again.
This large parchment scroll is wound around brass
rollers two feet in length. The scroll is not truly Ladder of Length
endless; it contains about one mile of paper, but it
Upon speaking a word and touching this ladder, it
returns to the size of a normal scroll when rolled up.
shrinks or grows over the course of 10 seconds to a
minimum length of 1 ft. or a maximum length of 30
Ever-Clean Finery ft. While minimized, it occupies a single inventory
This fine noble attire transforms to suit the body slot.
and preferences of the one who wears it, though it
only has one form for any given wearer. It can never
become soiled.
- 210 -
Lantern of Door Projection Mirror of Viewing
This lantern resembles an ordinary hooded lantern This hand-mirror is made of finely worked silver. Its
with one single aperture shaped like a rectangular owner can look into it and say what they'd like to be
door. When lit and projected at a relatively flat shown, be it a person, place, or a specific object. The
surface from a distance of 10 ft., it will cast the image mirror will show them what they desire as it
of a door upon it. If the thickness of this surface is 5 presently exists for a duration of 10 seconds. After
ft. or less, the illusionary door can be opened and the first use each day, this effect causes 1 fatigue in
used to pass to the other side. The lantern consumes the user.
a unit of fuel when lit and lasts for 5 minutes.
Mocking Chest
Living Loaf This small chest is about two feet wide, one foot tall,
The Living Loaf resembles a loaf of fresh, warm, and one foot deep. It is unbreakable without the aid
crusty sourdough bread. It can be consumed as a of magic and will only open for a pass phrase
normal unit of food. If it is consumed, the loaf will specified by its master. Above the latch is a black
grow back from mere crumbs to its full size over the iron-wrought face that will ask for the pass phrase
course of a week, at which time it can be used as a and crudely jest at the expense of those trying to
unit of food again. burgle the contents.
Purging Soap
This soap, when mixed into water, will wash away
minor curses and other harmful magical effects
from people, objects, furniture, and small places.
You must make a depletion check after each use.
- 211 -
Quill of Dictation Temporal Prism
This handsome plume was plucked from some This prism is made of crystal-clear amber. When the
Upon command from its owner, it will start taking owner holds it to their eye and names a specific time
perfect dictation, filling out the pages without need – for example, "two days ago at sunset" – they will be
for ink or quill. able to see through the gem to observe what events
were happening in the area during that time. After
Replenishing Flask the first minute of use, each successive minute
causes 1 fatigue in the user.
This silver-stoppered crystal flask has clean spring
water sloshing around inside of it. It can be
consumed as a normal unit of water. Once depleted, Torch of Stone Melting
it gradually refills over the course of a week, after When held within 2-feet of a stone surface, it
which time it can be used again. gradually melts the stone as though it were wax. The
torch can melt a person-sized passageway one foot
Scarf of Illusion deep every 10 minutes. As with a normal torch, you
must make a depletion check when it is first lit and
This object looks like a tattered scarf while not being
every 30 minutes thereafter.
worn. When worn over armor or clothing, it
overlay's the wearer's true garments with a cunning
illusion, making it seem like they have any sort of Trick Dice
outfit on. Any significant amount of moisture will This is a pair of six-sided ivory dice. When the
cause the illusion to end temporarily until the cowl owner thinks hard of a number from 2 to 12 and
is once again completely dry. blows on them, the dice are guaranteed to result in
that number the next time they are thrown.
Selective Ink
This ink is used for writing secret missives and Whispering Head
epistles. Once a letter is addressed, written, and This ugly stone figurine depicts a lumpy head with
signed, the ink will change in hue, becoming empty sockets for eyes and a wide, toothless mouth.
invisible to everyone but the signer and the If left in a place and told to listen carefully, it will
addressee. For the magic to work, both names must remember all conversation that happens within its
true given names, not nicknames or aliases. earshot for a duration of 24 hours. Afterward, its
owner can command it to recite all that which it
Sentient Rope heard. It will do so, but only at a low whisper devoid
of any inflection.
This 50 ft. length of rope will obey its owner's
commands, snaking upward into the air, and tying
itself around designated persons or things. The rope
should be properly thanked after each use, lest it
become resentful and 'accidentally' fail its master.
Spoon of Digging
This magical spoon is about six inches long, but
somehow it can be used to dig faster than a shovel.,
displacing a 5 ft. cube of soft earth in just 1 minute.
After the first minute of use, each successive minute
causes 1 fatigue in the user.
- 212 -
Monsters
- 213 -
Playing the Enemies
Combat Encounters
At the end of this chapter is an index of monsters.
Each group of entries includes a number of sample
encounters, but you can design your own
encounters and monsters however you like. The
rules presented here are only suggestions about how
to do so.
Balance
Encounters don't need to be perfectly balanced. It is
fine for the party have an easy win when they
manage to get the drop on a pair of sleeping goblins,
and it is fine when they turn a corner and come face
to face with a manticore that can kill them all in
three or four rounds.
That being said, it's important to preserve player Threat level roughly corresponds to a party's average
agency. If the manticore instantly demolishes an experience level. For example, an encounter with a
adventurer with a single strike, that player is not threat level of 1 would be a serious fight for a party
going to feel great, even though they willingly signed of first-level adventurers; they might have to use all
up for a deadly, challenging experience. As Judge, their resources, but they stand a fair chance of
you want to give players a chance – or even a few winning if they play smartly. A higher threat level
chances – to make the right decisions. Let their would be more dangerous, while a lower one might
failure be their own and not the result of random only require a portion of their resources.
number generation. The guidelines on the following
pages are meant to help you do that, but it is your Exhaustion
choice whether to use them.
Threat level assumes that the party has their abilities
available. An exhausted party on their third or
Threat Level fourth big fight of the day obviously can't do as
Each sample encounter in the monster index has a much as one that just rested.
threat level that represents how challenging it
would be for a certain level of party. If you find it Only an Estimate
useful, you can think about the encounters you Take threat levels as a loose approximation, not a
design in terms of threat level as well. precise measure of difficulty. They do not mean that
a low-threat encounter poses zero danger to the
party. It only takes a few unfavorable rolls at crucial
moments to turn what should be an easy fight into a
crisis.
- 214 -
Peril HP 26
Harpy
SPD 25 ft. INIT
lvl 2
13
At the start of each round, when the players roll
AC 15 RCT 3 SIZE Md
initiative, the Judge must roll 2d6 in secret. The
result is the peril score, a number that decides how (B) TALON +5 – ATTACK/MELEE
Target: 1 creature
aggressive the enemies will be in the coming round.
Hit: Deal 1d6+3 damage. Confer bleeding 2.
Solid: Add 1d6 damage.
An enemy has a (B) basic action and one or more
perilous actions marked by a number. The number (7) FLY BY +5 – ATTACK/MELEE
indicates the required peril to use that action. On its On Use: Jump 25 ft.
Target: 1 creature passed through
turn, an enemy will usually try to use the most
Hit: Deal 2d6+3 damage. Confer blinded 2.
perilous action that the current peril score will allow Solid: Confer blinded 4 instead.
for, defaulting to its basic action if it can't perform
any of them. (10) PIERCING SCREECH +5 – ATTACK /MENTAL
Target: 10 ft. burst; enemies only
Hit: Deal 2d6 damage. Confer delayed 3.
Once Per Round Solid: Add 1d6 damage.
Each perilous action can only be attempted once per STR +1 AGI +3 VIG +0
round, no matter how many creatures possess that KNW -3 CNG +1 RES +2
particular action. Thus, if the party is fighting three
harpies and one of them uses (10) PIERCING
SCREECH, the next to act would instead use its next-
most-perilous action, (7) FLY BY. The third would Panic Level
only be able to make a (B) TALON attack. Peril also governs enemy morale. When a very low
peril score is rolled, the enemies may decide to
Forecasting retreat. Each time the Judge rolls the peril score, if it
comes up same or lower than the panic level, the
When you roll a very high peril score, consider enemies will try to flee. Enemy groups have a base
telegraphing it narratively to the players at the start panic level of 0, but it rises and falls as the battle
of the round. changes:
Forecasts add color to combat and allow the players the enemies are outnumbered (+2)
to strategize for the coming round. Describe how at least one enemy is defeated (+1)
the dragon rears back convulsively before it breathes an elite enemy is defeated (+1)
fire. Detail the sickly pallor of the bloated zombie's half the enemies are defeated (+1)
skin as it tightens like a balloon before exploding. at least one adventurer is defeated (-2)
Describe the goblin chieftain's guttural scream as
she spurs her warriors to greater aggression. The modifiers are different for solitary enemies that
are strong enough to fight the party alone:
- 215 -
Retreat Attacks of Opportunity
Rolling under the panic level doesn't mean the battle
An enemy will make any attack of opportunity it
ends right away, only that the enemies start looking
can. When it does, it makes its (B) basic action
for a way out. Depending on the type of foes and the
instead of a strike.
situation, they might make an organized withdrawal
or drop their weapons and run screaming; it is for
you to decide what makes the most sense. No Armor Dice
Enemies do not have armor dice- it would be too
Mindless Creatures much bookkeeping for the Judge. Instead, they gain
Mindless creatures, such as undead and constructs, a few more hit points per level based on how
experience no panic and will fight to the last. armored they would be:
The enemies all act during the Enemy Phase. Each Their extra turn allows an elite enemy to take more
enemy gets a turn, and the Judge decides what order actions, but it also causes conditions applied to them
they take their turns in. to count down faster. Note that because of the peril
rules, an elite enemy can't make the same perilous
action twice in the same round, even on two
different turns.
- 216 -
Damage Traits
Monster Entries Damage types may vary in effectiveness against
Within the monster index, each monster family has certain foes. If a monster has any damage traits,
its own page with multiple entries. There is also a these will be in capital letters on their own line near
table that lists some sample encounters by threat the top:
level.
I: NECROTIC | R: COLD, POISON | V: FIRE
The header of each entry lists the name of the enemy
and its level. The next two lines describe the most
Immunity
important statistics:
If a monster is immune to a damage type, it cannot
Hit Points (HP) take any damage of that type from any source,
Speed (SPD) including attacks, conditions, and field effects.
Initiative (INIT)
Armor Class (AC)
Resistance
Reactions (RCT)
If a creature is resistant to a damage type, it only
Size (SIZE)
takes half as much damage of that type from any
source. Always round down.
Traits
The monster's traits, if any, are listed after that. Vulnerability
Traits are special abilities similar to the talents If a creature is vulnerable to a damage type, it takes
possessed by adventurers. Many are passive effects 1-½ times as much damage of that type from any
that grant the monster a bonus under a certain source.
condition.
Size Categories
Adventurers and most other humanoids occupy a
single square on the battle map, but many monsters
will be smaller or larger. A monster's size increases
the space it occupies and its melee range, but it also
grants it extra hit points and damage. These bonuses
are already factored into each monster entry.
SIZE CATEGORIES
SIZE DIMENSIONS MELEE RANGE HIT POINTS EXTRA DAMAGE
- 217 -
Alligator, Dire
Monsters Index In the wildest places of the world, alligators can
Here are a few sample monsters to use for your first grow to terrible sizes.
adventures.
V: COLD +4 +2 +2
STR AGI VIG
(B) SNAP +6 – ATTACK/MELEE KNW -3 CNG -1 RES +1
Target: 1 creature
Hit: Deal 2d8+4 damage. Confer bleeding 2.
Solid: Add 1d8 damage.
AMBUSH
On its first turn, an alligator can always make a jaws of death
attack followed by a drown minor action.
- 218 -
Atskari Atskari Thief-Taker lvl 3
HP 34 SPD 30 ft. INIT 13
Atskari are lithe avian humanoids known for their
towering height and piercing stare. Their feathers AC 14 RCT 2 SIZE Md
range from light gray to faded brown, though atskari
Piercing Gaze: Atskari can see clearly through obscuring
of distant lands are said to bear more colorful fields, and foes in obscuring fields are unguarded from their
plumage. Some members of the species have crested attacks.
heads that make them even more imposing. One in
(B) BLADED CROOK +4 – ATTACK/MELEE
twenty atskari are born with a pair luxuriant wings, Target: 1 creature (10 ft.)
and one in twenty of those is a crux, blessed with Hit: Deal 1d8+2 damage. Drag 10 ft.
Solid: Add 1d8 damage. Knock prone.
two pairs instead of one. Such paragons often rise to
positions of political and spiritual prominence (7) IMPALING BEAK – ATTACK/MELEE
within their societies. Special: minor action
Target: 1 creature
Thanks to their seldom-blinking eyes and ability to Hit: Deal 2d8 damage. Confer bleeding 2.
Solid: Add 1d8 damage.
go weeks with little sleep, atskari who decide to live
among humans often find employment as guards, (9) CAPTOR'S CLUTCH +5 – ATTACK/MELEE
wardens, and thief-takers. Target: 1 creature
Hit: Deal 2d8+2 damage. Confer grappled. Drag 10 ft.
Solid: Drag 20 ft. instead.
Some bands of atskari are zealous worshipers of
Croscul, an old god of treasures, theft, and hidden STR +2 AGI +2 VIG +1
things. These groups consider themselves selfless
KNW +1 CNG +2 RES +0
stewards of the world's wealth; it is their divine
mandate to reclaim all treasures shiny and valuable
and hide them away for Croscul to find.
Atskari Crux lvl 5
HP 48 SPD 30 ft. INIT 13
Tattered Atskari lvl 1
AC 15 RCT 3 SIZE Md
HP 17 SPD 30 ft. INIT 13 Piercing Gaze: Atskari can see clearly through obscuring
fields, and foes in obscuring fields are unguarded from their
AC 13 RCT 2 SIZE Md attacks.
Piercing Gaze: Atskari can see clearly through obscuring (B) ATSKARI FLATBOW +6 – ATTACK/MELEE
fields, and foes in obscuring fields are unguarded from their
Target: line (40 ft.)
attacks.
Hit: Deal 2d8 damage.
(B) JAGGED SICKLE +4 – ATTACK/MELEE Solid: Confer vulnerable 4.
Target: 1 creature
(8) MIST VOLLEY +6 – ATTACK/CONJURY/COLD
Hit: Deal 1d8+2 damage. Drag 5 ft.
Target: 20 ft. blast (40 ft.)
Solid: Add 1d8 damage.
Hit: Deal 2d8 damage.
Solid: Confer blinded 2.
(8) CLUMSY PECK +4 – ATTACK/MELEE After: Create fog, an obscuring field.
Target: 1 creature
Hit: Deal 2d8 damage. Confer bleeding 2. (10) SMOTHERING FOG +5 – ATTACK/CONJURY
Solid: Add 1d8 damage. Target: 1 creature standing in fog
Hit: Deal 3d8 damage. Confer staggered 2.
STR +2 AGI +1 VIG +0 Solid: Add 1d8 damage.
- 219 -
Bear, Dire
Bear Dire bears are the size of a small cottage, with
Bears are large beasts that roam the woodland, mottled fur and patches of rough chitinous plating
drawn the travelers' camps by the smell of food. that set them apart from their ordinary kin.
Every traveler knows at least one maxim about these
woodland beasts: never get between a mother bear
and its young.
Dire Bear lvl 7
HP 95 SPD 25 ft. INIT 17
Sample Encounters AC 16 RCT 2 SIZE Hg
THREAT ENEMIES
Retaliate: When a dire bear is bloodied (47), it can make an
1 1 bear immediate slavering frenzy attack.
6 1d4 bears
(B) BRUTAL SWIPE +7 – ATTACK/MELEE
7 1d3 bears, 1 dire bear Target: 1 or 2 creatures
8 1 cinder bear Hit: Deal 2d10 damage. Push 5 ft.
Solid: Confer vulnerable 4.
Retaliate: When a bear is bloodied (29), it can make an (10) PIERCING ROAR +7 – ATTACK /MENTAL
immediate frenzy attack. Target: melee burst; enemies only
Hit: Deal 3d10 damage. Confer staggered 2.
(B) SWIPE +6 – ATTACK/MELEE Make a recovery 4d10.
Target: 1 creature Solid: Make a recovery 6d10 instead.
Hit: Deal 1d8+3 damage. Confer unguarded 4. +3 +2 +3
STR AGI VIG
Solid: Add 1d8 damage.
KNW -3 CNG +1 RES +2
(8) FRENZY +6 – ATTACK/MELEE
Target: melee burst; enemies only
Hit: Deal 2d8+3 damage.
Push 10 ft. and knock prone.
Solid: Creatures knocked prone cannot
stand up on their next turn.
(F) RETALIATE – REACTION/1 USE
Reaction. When reduced to 23 HP, a bear can
make a frenzy attack immediately.
- 220 -
Bear, Cinder
Occasionally, a bear that dies in a forest fire will
Cat
return as a scorched husk to punish the negligent Large cats descend from the mountains to devour
humans responsible. These creatures are not alive- unsuspecting creatures. In the wild, cats are
only the lingering embers of a hateful spirit keep roaming, solitary hunters, who usually only descend
their charred bodies in motion. from their mountain lairs to hunt if they are
approaching starvation. In the crumbling, decadent
cities, a few ragged specimens may occasionally be
found as gladiatorial beasts.
Cinder Bear lvl 8
Sample Encounters
HP 112 SPD 25 ft. INIT 15
THREAT ENEMIES
AC 16 RCT 2 SIZE Hg 3 1 mountain lions
I: FIRE | V: COLD 4 1 shadow panther
Pain's Wrath: When a cinder bear is bloodied (56), it can 8 1d4 shadow panthers
make an immediate bellow of wrath attack.
EXTRA ATTACKS
In addition to its other actions, a mountain lion can make
one scratch attack as a free action each turn.
- 221 -
Cat, Shadow Panther
Shadow panthers are jet black felines with brilliant
Chimera
emerald eyes who bring a cloak of gloom wherever Chimeras are magical beasts that possess an
they hunt. If you are lost in the wilds and the light of amalgam of physical features from different
day seems to be fading too quickly, beware, for it animals. Such creatures are placed on the earth by
may not be your eyes playing tricks. mad wizards or by gods with an inscrutable sense of
humor.
Harpy lvl 2
(10) LICK WOUNDS – MINOR ACTION
Make a recovery 2d8. HP 26 SPD 35 ft. INIT 13
- 222 -
Chimera, Manticore Chimera, Gryphon
A manticore has the face of a man, the body of a lion, A gryphon is an immense creature with the body of
the wings of an eagle, and a wicked scorpion tail that an enormous lion and the head and wings of a giant
dances with a mind of its own. They are covered eagle. They are insatiable and relentless hunters,
with spines that shake loose as they clumsily take to imbued with the predatory instincts of both beasts.
the skies.
Gryphon lvl 6
Manticore lvl 5
HP 92 SPD 25 ft. INIT 14
HP 71 SPD 25 ft. INIT 14 AC 15 RCT 2 SIZE Hg
AC 15 RCT 2 SIZE Lg
(B) RENDING TALON +7 – ATTACK/MELEE
R: POISON Target: 1 or 2 creatures
Hit: Break 1 armor die. Deal 2d8+4 damage.
(B) SHARP CLAWS +6 – ATTACK/MELEE Solid: Confer unguarded 4.
Target: 1 or 2 creatures
Hit: Deal 2d8+3 damage. Confer bleeding 2. (7) BLINDING PECK +7 – ATTACK/MELEE
Solid: Add 1d8 damage. Special: minor action
Target: 1 creature
(7) TAIL STINGER+6 – ATTACK/MELEE Hit: Deal 3d8 damage. Confer blinded 3.
Special: minor action Solid: Add 1d8 damage.
Target: 1 creature within 15 ft.
Hit: Deal 2d8+3 damage. Confer poisoned 4. (10) BUFFETING WINGS +7 – ATTACK/MELEE
Solid: Confer poisoned 6 instead. On Use: Jump 50 ft.
Target: 10 ft burst; all enemies
(10) ROUGH LANDING +6 – ATTACK/MELEE Hit: Deal 2d8+4 damage. Push 10 ft. Confer staggered 1.
On Use: Jump 50 ft. Solid: Add 1d8 damage.
Target: 10 ft burst; all enemies
Hit: Deal 2d8+3 damage. Push 10 ft. Knock prone. STR +4 AGI +2 VIG +2
Solid: Add 1d8 damage.
After: Create a field of spines that deals KNW -3 CNG +1 RES +2
3 movement damage.
- 223 -
Escarlate Frog
Blood is the wellspring of life, and a creature whose Frogs favor the crunch of a giant beetle or cricket,
blood is spilt gifts life unto the world. It is no but the satisfying firmness of leather armor serves
surprise then that things drenched in blood can almost as well.
sometimes take on lives of their own.
Sample Encounters
An escarlate is a cruel spirit that forms on grisly
THREAT ENEMIES
battlefield remains, in mass graves, or from piles of
2 1d4 moon frogs
discarded infirmary bandages. It resembles a
2 1 giant toads
flapping, whirling entity made of nothing more than
4 1d4 giant toads
tattered red cloth. An escarlate formed from
clothing may carry an exsanguinated corpse within
it, a shambling puppet dressed all in red. Though
picturesque, this arrangement seldom lasts long- the Frog, Moon Frog
escarlate soon shakes free and flutters along by its
Moon frogs are pale creatures that gather on the
own volition.
river banks beneath the full moon. Their eyes are
like white, shining dinner plates, and can banish
Escarlate lvl 2 thoughts from the minds of those who look upon
them.
HP 22 SPD 25 ft. INIT 13
- 224 -
Frog, Giant Toad
Giant toads are not picky eaters, and their stomachs
are often filled with a variety of interesting baubles.
- 225 -
Goblin, Archer
Goblin Goblin archers sleep with their arrowheads tucked
These diminutive creatures dwell in caves and in their cheeks to give them a bit of an infectious
tunnels and do battle with crude, rusty weapons. bite.
Goblins emerge from their warrens in small packs to
hunt their prey. They make little effort to organize Goblin Archer lvl 1
on their own, so if there are many goblins in one
place, there is likely to be some other creature HP 12 SPD 20 ft. INIT 13
leading them. Though their intellects can be AC 13 RCT 2 SIZE Sm
difficult to understand, goblins are intelligent
(B) BARBED ARROW +3 – ATTACK/RANGED
creatures with reasoned motivations and they are Target: 1 creature (30 ft.)
receptive to negotiation. Hit: Deal 1d6+1 damage.
Solid: Confer bleeding 2.
Sample Encounters (7) POISON ARROW +3 – ATTACK/RANGED/POISON
THREAT ENEMIES Target: 1 creature (30 ft.)
0 1d4 archers, cutters Hit: Deal 1d6+1 damage. Confer poisoned 3.
Solid: Add 1d6 damage.
1 1d4+1 archers, cutters
1d4 archers/cutters STR -1 AGI +1 VIG +0
2
1 maniac or 1 shaman KNW -1 CNG +1 RES -2
1d4 cutters or archers
3
1 maniac, 1 witch doctor
Goblin, Berserker
Goblin, Cutter The greatest warriors are covered with the bloody
handprints of the tribes. A berserker is a fearsome
Lowly cutters cherish their rusty weapons, giving and unrelenting warrior, just as likely die of self-
them names and chiseling crude faces into them. inflicted exhaustion as from a wound in battle.
- 226 -
Goblin, Ritualist
The spiritual leaders of goblin-kind are fond of
Golem
spectacle, and they take immense pleasure in their Golems are mindless statues constructed from
practice of popping subordinates like balloons. various materials like wood, stone, or dead flesh, and
imbued with animating magic. Some are built by
Goblin Ritualist lvl 3 mages to serve as protectors, while others collect
dust in the crumbling ruins, guarding the long-
HP 25 SPD 20 ft. INIT 14 forgotten treasures of the ancient dead.
AC 13 RCT 2 SIZE Sm
(B) STAFF +1 – ATTACK/MELEE
Sample Encounters
Target: 1 creature THREAT ENEMIES
Hit: Deal 1d8-1 damage. 3 1 flesh golem
Solid: Knock prone.
5 1 clay golem
(4) FIREBOLT +4 – ATTACK/CONJURY/FIRE 6 2 flesh golems
Target: 1 creature (20 ft.)
Hit: Deal 1d8+2 damage. 7 2 clay golems
Solid: Confer burning 2.
- 227 -
Golem, Flesh Flesh Golem Head lvl 5
These gaudy creations are crudely stitched together HP 10 SPD 10 ft. INIT 13
from any of number limbs, torsos and heads. Flesh 14 1 Sm
AC RCT SIZE
golems may or may not experience pain, but they
seem to have no compunctions about hurling pieces (B) BITE +7 – ATTACK/MELEE
Target: 1 creature
of themselves at their adversaries. It is unknown
Hit: Deal 1d8+4 damage. Confer bleeding 2.
whether their many faces scream out of genuine Solid: Add 1d8 damage.
pain or mere nervous reflex.
STR +4 AGI +1 VIG +4
Flesh Golem lvl 5 KNW -4 CNG +0 RES -1
HP 72 SPD 20 ft. INIT 13
AC 14 RCT 1 SIZE Lg
Flesh Golem Arm lvl 5
Fall Apart: When a flesh golem runs out of armor dice, its
remaining head and limbs fall off in adjacent squares. This HP 10 SPD 10 ft. INIT 13
round, they act in the delay phase.
AC 14 RCT 1 SIZE Sm
(B) BASH +7 – ATTACK/MELEE
Target: 1 creature (B) SQUEEZE +7 – ATTACK/MELEE
Hit: Break 1 armor die. Deal 2d8+4 damage. Push 10 ft. Target: 1 creature
Solid: Add 1d8 damage. Hit: Deal 1d8+4 damage. Confer grappled.
Solid: Add 1d8 damage.
(8) THROW LIMB +7 – ATTACK/RANGED
Target: 1 creature (30 ft.) STR +4 AGI +1 VIG +4
Hit: Deal 3d8+4 damage. Knock prone.
Solid Hit: Add 1d8 damage. KNW -4 CNG +0 RES -1
After: Create a flesh golem arm or head in a space
adjacent to the target. The flesh golem can create a total
of 1d4 heads or arms.
- 228 -
Harvestman, Mature
Harvestman A healthy harvestman is the weight of a healthy
Harvestmen are enormous daddy-long-legs drawn horse, and though yields have been paltry in recent
to food that is left to rot in the fields come harvest. years, some still grow to their full size.
When marauders or the plague kills off a settlement,
these great creatures will emerge to devour the
untended crops, dissolving them with their spittle
before eating the remnants bit by bit. They Mature Harvestman lvl 4
sometimes leave molted exoskeletons perched upon HP 57 SPD 25 ft. INIT 15
thatched roofs or clinging to the walls of the barn-
AC 15 RCT 2 SIZE Lg
do not mistake the live ones for empty shells.
V: COLD, FIRE
Sample Encounters (B) LEG STAB +5 – ATTACK/MELEE
THREAT ENEMIES Target: 1 creature
0 1 anemic Hit: Deal 1d8+2 damage, confer immobilized 1.
Solid: Add 1d8 damage.
1 1d3 anemic
2 1d3 anemic and 1 mature (7) IMPALING LEAP - MOVE ACTION
Jump 20 ft. The harvestman's next leg stab is accurate
3 2 mature and deals 1d8 extra damage.
4 1 mature and 1 harvest queen
(9) ACIDIC SPITTLE +5 – ATTACK /POISON
5 1d3 mature and 1 harvest queen Target: 15 ft. close blast
Hit: Deal 2d8+2 damage. Confer vulnerable 4.
Solid: Confer vulnerable 6 instead.
After: Create acid pool, a field
Anemic Harvestman lvl 2 that deals 3 poison movement damage.
- 229 -
Harvest Queen
The harvest queen is a dazzling beauty to her
Honeyfish
consorts: bulbous yet graceful, dripping with A honeyfish is not a fish so much as a thirty-foot
venom, engorged with teeming offspring. orange flatworm that burrows in mud and soft
earth. Its face resembles a spearhead flanked by four
Harvest Queen lvl 6 frond-like tentacles that drip with a golden ichor. A
predator of riverbanks, soft canyon-bottoms, and
HP 86 SPD 25 ft. INIT 13 muddy cave floors, a honeyfish preys upon creatures
AC 16 RCT 2 SIZE Hg unfortunate enough to become mired in the muck.
It splatters its sweet-smelling secretion over its prey,
V: COLD, FIRE
inducing a wild frenzy that hastens exhaustion and
Split Open: When bloodied (43), a harvest queen makes the
mires the victim further. Once its meal tires of
harvest spawn action immediately, except the area is 10 ft.
instead of 20 ft. energy, the honeyfish emerges to dine. What awaits
the creature is a tedious, interminable wait within a
(B) TWIN LEG STAB +5 – ATTACK/MELEE
Target: 2 creatures sticky digestive tract.
Hit: Deal 1d8+2 damage, confer immobilized 1.
Solid: Add 1d8 damage.
Honeyfish lvl 5
(8) HARVEST SPAWN +6 – ATTACK /POISON
Target: 20 ft. close blast; enemies only HP 70 SPD 25 ft. INIT 14
Hit: Deal 2d8+3 damage.
Solid: Confer slowed 2. AC 13 RCT 2 SIZE Lg
After: Create spawn, a field of difficult terrain that
deals 3 poison movement damage and confers slowed 2 Burrowing: A honeyfish stays burrowed until it attacks.
to enemies at end-of-round. Harvestmen ignore this While burrowed, it jumps instead of moving normally and
field. gains a +4 bonus to AC. It emerges when it makes an attack,
losing these bonuses for the rest of the round.
(10) ROYAL REGENERATION – MINOR ACTION
(B) FROND LASH +6 – ATTACK/MELEE
Make a recovery 2d8.
Target: melee burst (5 ft.)
Hit: Deal 2d8+3 damage.
STR +2 AGI +1 VIG +2
Solid: Confer berserk 2 to one target.
KNW -4 CNG +0 RES +0 Berserk: Condition. On its turn, a berserk creature
must try to move into range of the nearest creature and
make a basic attack against that creature. If there are
multiple nearest creatures, choose randomly.
- 230 -
Horse, Nightmare
Horse On the night of the new moon, when all is silent and
It is said that those who ride horses into battle form still, venture to the highest hill and look out upon
such strong companionship with their beasts that barren plains; you will see the nightmares drift like
their spirits entwine in the afterlife. so much smoke beneath the stars.
- 231 -
Horse, Skeletal Steed
It is said that of all souls, only that of the horse is
Humanoid
swift enough to gallop back to the living world from Times like these make folks desperate, and
the beyond the pale of death. desperation makes folks violent. Still, intelligent
people can at least be reasoned with, and a stranger
Skeletal Steed lvl 7 is better made an ally than a corpse. The folks of the
world recognize, this.
HP 81 SPD 40 ft. INIT 18
Whereas other monsters may not be motivated
AC 16 RCT 2 SIZE Lg
I: NECROTIC | R: COLD, POISON S AMPLE E NCOUNTERS
(B) BONE KICK +7 – ATTACK/MELEE THREAT ENEMIES
Target: 2 creatures 1 1d4 blades/archers, 1 thug
Hit: Break 1 armor die. Deal 2d8+3 damage.
Confer staggered 1. 1 1d4 city guards, 1 city guard captain
Solid: Add 1d8 damage.
2 1d4 bandit archers/blades, 1 conjuror
(8) MIASMIC CHARGE +7 – ATTACK/MELEE/NECROTIC 2 1d4 thieves, 1 back-alley brawler
On Use: Jump up to 40 ft.
1d4 bandit archers/blades,
Target: each creature jumped through 3
Hit: Deal 3d8+3 damage. Confer vulnerable 3. 1 bandit thug, 1 bandit conjuror
Solid Hit: Confer vulnerable 5 instead. 4 1 magician adept, 2 magician apprentices
After: Create miasma, a field that obscures line of sight
and deals 5 necrotic movement damage. 4 1 necromancer, 2d6 adult zombies
4 1d4+1 assassins
(10) REASSEMBLE – 1 USE /MINOR ACTION
Make a recovery 3d10. 5 1d4 assassins, 1 master thief
- 232 -
Assassin Bandit, Archer
Cutting throats on behalf of the powerful is The bow is a perfect weapon for those who prefer to
lucrative, and any fool can make a career out of it. avoid confrontation. Many bandits elect to skip
Assassins are those that have made an art form out negotiation and skip right to picking baubles off the
of the practice. dead.
- 233 -
Bandit, Thug Guard, Militia
Even in days of peace, certain men spend their lives Though farmers and tradespeople often take up
sharpening axes and daydreaming of their chance to arms to protect their villages, their desperation
use them. In these sickly days, such men live out proves a poor substitute for martial training.
their fantasies.
Militia lvl 0
Bandit Thug lvl 1
HP 10 SPD 25 ft. INIT 12
HP 21 SPD 25 ft. INIT 13
AC 11 RCT 2 SIZE Md
AC 13 RCT 2 SIZE Md
(B) CUDGEL +3 – ATTACK/MELEE
(B) GREATAXE +4 – ATTACK/MELEE Target: 1 creature
Target: 1 creature (30 ft.) Hit: Deal 1d6+1 damage.
Hit: Deal 1d10+3 damage. Solid: Confer delayed 1.
Solid: Confer vulnerable 2.
(8) ZEALOUS ATTACK – ATTACK/MELEE
(8) CLEAVING SPIN +4 – ATTACK/MELEE Target: 1 creature
Target: melee burst; enemies only Hit: Deal 2d6+1 damage.
Hit: Deal 1d10+3 damage. Solid: Knock prone.
Push 5 ft. and knock prone.
Solid: Add 1d10 damage. STR +1 AGI +0 VIG +0
STR +2 AGI +1 VIG +1 KNW +0 CNG +0 RES +0
KNW -1 CNG +1 RES -1
- 234 -
Guard, City Guard Captain Knight
Those with great influence find it important to Infamous for their pride and cruelty, knights are
install leadership sympathetic to their aims. elite warriors that wear heavy armor and wield
tremendous greatswords.
City Guard Captain lvl 2
Knight lvl 3
HP 29 SPD 25 ft. INIT 12
HP 42 SPD 25 ft. INIT 13
AC 13 RCT 2 SIZE Md
AC 15 RCT 2 SIZE Md
(B) HALBERD +4 – ATTACK/MELEE
Target: 1 creature (B) GREATSWORD +4 – ATTACK/MELEE
Hit: Deal 1d8+2 damage. Target: 1 creature
Solid: Add 1d6 damage. Knock prone. Hit: Deal 1d10+2 damage.
Solid: Add 1d10 damage. Confer unguarded 2.
(7) HOOKING STRIKE +4 – ATTACK/MELEE
Target: 1 creature (7) EXTRA ATTACK – MINOR ACTION
Hit: Deal 2d8+2 damage. Slide 10 ft.
Make a basic attack.
Solid: Confer immobilized 1.
(10) BREAK FREE +4 – ATTACK/MELEE
(9) ATTACK ORDER – MINOR ACTION Target: melee burst; enemies only
One ally in sight can move 25 ft. and make a basic Hit: Deal 2d8+2 damage.
attack. Solid: Shove one target 10 ft.
- 235 -
Knight, Commander Magician, Apprentice
Better equipment, better training, and good health The conjury of the student is not as subtle as that of
and nourishment are among the many advantages of the teacher.
the noble ranks of knighthood.
Magician, Apprentice lvl 3
Knight Commander lvl 4
HP 22 SPEED 25 ft. INIT 13
HP 51 SPD 25 ft. INIT 13
AC 13 RCT 2 SIZE Md
AC 16 RCT 2 SIZE Md Spell Shroud: An apprentice takes half damage from the
first non-physical attack damage it takes each round.
(B) GREATSWORD +4 – ATTACK/MELEE
Target: 1 creature (B) ROD +2 – ATTACK/MELEE
Hit: Deal 1d10+2 damage. Target: 1 creature
Solid: Add 1d10 damage. Confer unguarded 2. Hit: Deal 1d8 damage.
Solid: Confer delayed 1.
(6) EXTRA ATTACK – MINOR ACTION
Make a basic attack. (5) THUNDERSTRIKE +4 – ATK/CONJURY/LIGHTNING
Target: 1 creature
Hit: Deal 2d8 damage.
(8) POMMEL STRIKE +4 – ATTACK/MELEE Solid: Confer delayed 2.
Target: 1 creature
Hit: Deal 2d10+2. Confer delayed 3. (8) FIREBALL +4 – ATTACK/CONJURY/FIRE
Solid: Confer delayed 5 instead. Target: 15 ft. blast
Hit: Deal 3d8 damage.
(10) KNIGHTLY CLEAVE +4 – ATTACK/MELEE Solid: Confer burning 2.
Target: melee burst; enemies only After: Create cinders, a field that deals
Hit: Deal 2d10+2 damage. 2 movement damage.
Solid: Push 5 ft. Knock prone. STR +0 AGI +1 VIG +0
STR +2 AGI +0 VIG +2 KNW +2 CNG +1 RES +0
- 236 -
Magician, Adept Necromancer
Practitioners of the Warped Art are better left alone, Given time, talent, and access, there is one path to
if possible. power that no student of the occult can resist.
- 237 -
Thief, Cutpurse Thief, Back Alley Brawler
Unlike the bandits that prowl the countryside, some Many lowlifes have learned that stealing isn't
robbers prefer to remain near urban centers, where necessary if you can convince your victim to part
ill-gotten treasures lie just out of reach. with their coin willingly.
- 238 -
Thief, Master Thief
A lifetime of close calls takes its toll on a mind.
Ketselhop
Ketselhops, also known as dancing cats, are vexing
Master Thief lvl 6 little demons that resemble impish creatures with
oversized feline heads. Despite their awkward
HP 52 SPD 35 ft. INIT 17 anatomies, they have a measure of catlike grace and
AC 16 RCT 3 SIZE Md prove very dangerous to confront unprepared.
(B) POISONED BLADE +7 – ATTACK/MELEE/POISON Ketselhops typically hunt in trios or quintets and
Target: 1 creature like playing with their food: they delight in
Hit: Deal 1d8+4 damage. Confer poisoned 4.
Solid: Add 1d8 damage.
confusing and tormenting their human prey,
engineering arguments such that one storms off on
(5) CROSS CUT – MINOR ACTION their own. There is nothing a ketselhop likes more
Make a basic attack. It deals +1d8 damage. than to spoil something that took hours to do: when
(7) INCREDIBLE LEAP +7 – ATTACK/RANGE a cooling pie goes tumbling off a window sill or an
On Use: Jump 30 ft. inkwell spills on an important document, check
Target: each enemy passed through
under the furniture before pointing fingers!
Hit: Deal 2d8+2 damage. Knock prone.
Solid: Confer staggered 2.
Once they've isolated a victim, the ketselhops will
(9) BETWEEN THE RIBS +7 – ATTACK/MELEE reveal themselves and engage in a nauseating
Target: 1 creature magical dance. Upon its conclusion, they dine.
Hit: Deal 3d8+4 damage.
Solid: Add 2d8 damage.
AC 13 RCT 2 SIZE Sm
Disappearing Act: When a ketselhops is attacked, it can
spend a reaction to roll a d4. On a 4, it can change one target
of the attack to another target within range.
- 239 -
Ogre, Prime
Ogre Every ogre clan respects the authority of its most
Ogres are large humanoids with a testy relationship imposing and strong-willed member. This is usually
to humans, elves, and dwarves. In some places, ogres a mature son or daughter, as elders bear the
are members of close-knit clans, but others prefer to responsibility of preserving the traditions of the
live solitary lives of wandering. clan.
Sample Encounters
THREAT ENEMIES
2 1 ogre runt Ogre Prime lvl 6
4 1 ogre prime HP 94 SPD 25 ft. INIT 13
5 1d4-1 ogre runts
AC 14 RCT 2 SIZE Hg
5 1 ogre mage
Enrage: Once an ogre prime is bloodied (47), it deals 1d8
extra damage with each attack.
The ogres most commonly found alone in the (8) RUINOUS SWING +7 – ATTACK/MELEE
wilderness are those who fled their clans. Target: melee burst; enemies only
Hit: Deal 2d8 damage. Push 10 ft. and knock prone.
Solid Hit: Confer staggered 2.
Ogre Runt lvl 4 After: Destroy any obstacles in the area. Create a field
of difficult terrain.
HP 59 SPD 25 ft. INIT 11
STR +4 AGI +1 VIG +3
AC 14 RCT 2 SIZE Lg
KNW -2 CNG +0 RES +1
Enrage: Once an ogre runt is bloodied (29), it deals 1d8 extra
damage with each attack.
- 240 -
Ogre, Mage
Ogres of keen intellect and innate magical ability are
Skeleton
welcomed into the ancient spiritual traditions of Nowhere in the realm is safe from the dark work of
their clan, though many choose to set out on their necromancers. The bones of dead creatures are
own. Curiously, such ogres are often born with sturdy, widely available, and easy to replace, making
curved horns. animated skeletons the preferred foot soldiers of
these wicked magicians. Damaged skeletons are
Ogre Mage lvl 7 sometimes reassembled by the magic that binds
them together.
HP 89 SPD 25 ft. INIT 17
AC 15 RCT 2 SIZE Lg Sample Encounters
THREAT ENEMIES
Mistform Rage: Once an ogre mage is bloodied (44), it deals
1 1d4-1 guards/archers
1d10 extra damage with each attack, it gains +2 AC, and it
jumps instead of moving normally. 3 1d4 guards/archers, 1 reaver
7 1d4 guards/archers, 1 death knight
(B) FLAMING BLADE +7 – ATTACK/MELEE/FIRE
Target: 1 creature
Hit: 2d10+4 damage. Confer burning 3.
- 241 -
Skeleton, Skeletal Archer Skeleton, Skeletal Reaver
Reanimated skeletons retain some of the skills they Born of the remnants of the mightiest warriors,
possessed in life. Despite their lack of eyes, deceased skeletal reavers are often pierced through with
hunters can still shoot a bow with deadly accuracy. arrows and weapons, grisly evidence of the manner
in which they met their deaths.
Skeletal Archer lvl 1
Skeletal Reaver lvl 2
HP 18 SPD 25 ft. INIT 12
HP 28 SPD 25 ft. INIT 13
AC 12 RCT 2 SIZE Md
I: NECROTIC | R: COLD, POISON AC 13 RCT 2 SIZE Md
I: NECROTIC | R: COLD, POISON
(B) LONGBOW +3 – ATTACK/RANGED
Target: 1 creature (30 ft.)
(B) REAVING ADVANCE +5 – ATTACK/MELEE
Hit: Deal 1d8+2 damage.
Target: 1 creature (30 ft.)
Solid: Gain accurate 2.
Hit: Deal 1d10+3 damage. Shove 5 ft.
(6) CHILLING ARROW +3 – ATTACK/RANGED/COLD Solid: Add 1d6 damage.
Target: 1 creature
Hit: Deal 2d8 damage. Confer slowed 3. (8) BONE DASH +5 – ATTACK/MELEE
Solid: Confer immobilized 3 instead. On Use: Jump 20 ft.
Target: each creature passed through
(10) REASSEMBLE – MINOR ACTION Hit: Deal 1d10+3 damage. Confer unguarded 2.
Make a recovery 3d6. Solid: Add 1d10 damage.
- 242 -
Skeleton, Death Knight
Knights are given to great acts of sacrifice. Those
Slime
who perform such acts and yet fail to uphold their Whether produced intentionally or created as an
duties may rise again to correct their living mistakes. accidental byproduct of arcane experimentation,
slimes are found festering in any ancient place
Death Knight lvl 8 where wicked magical work has been done.
- 243 -
Slime, Gelatinous Cube
Gelatinous cubes advance heedlessly through
Snake
dungeon corridors, enveloping and dissolving any Serpents carry a wide range of symbolic meanings,
creature unfortunate enough to fall in their path. but almost all legends and fairy tales represent them
as cunning and deceitful.
Gelatinous Cube lvl 5
Sample Encounters
HP 65 SPD 10 ft. INIT 9 THREAT ENEMIES
AC 11 RCT 2 SIZE Lg 1 1d4 vipers or 2 constrictor snakes
2 1d4 constrictor snakes or 1 giant viper
(B) SLAM +5 – ATTACK/MELEE
6 1d4 giant vipers
Target: 10 ft. close blast
Hit: Deal 2d8+2, shove 10 ft. 7 1 guardian serpent
Solid: One target is swallowed whole. Remove it from
the map. They take 1d8 poison damage when they start
their turn. The only action they can take is a STR or AGI
check vs. 15 to escape. On a success, they are
regurgitated into a random adjacent square. Snake, Viper
(7) GRASPING TENTACLE +5 – ATTACK/MELEE
Vipers are diminutive creatures, but their venomous
Target: 1 creature bite makes them highly dangerous all the same.
Hit: Deal 2d8+2 damage. The target is disarmed of one
held weapon. Weapons lost must be retrieved from
inside the gelatinous cube, a STR check vs. 15.
Viper lvl 0
Solid: Add 1d8 damage.
HP 7 SPD 25 ft. INIT 16
(9) OOZING BURST +5 – ATTACK /POISON
Target: 15 ft. burst AC 14 RCT 2 SIZE Sm
Hit: Deal 2d8+2 damage.
Ambush: On the first round, a viper's first attack is accurate
Solid: Add 1d8 damage. and deals 1d6 extra damage.
After: Create an area of difficult terrain that does not
affect the gelatinous cube. (B) SUDDEN BITE +3 – ATTACK/MELEE
+2 -2 +2 Target: 1 creature
STR AGI VIG
Hit: Deal 1d6+1 damage. Confer poisoned 3.
KNW -4 CNG -4 RES +0 Solid: Confer poisoned 5 instead.
- 244 -
Snake, Constrictor Snake, Guardian Serpent
Constrictors make up for their lack of venom with Ancient cults once raised mighty temples to honor
incredible strength, preferring to crush their prey to the serpent gods. Even today, timeless protectors
death before slowly ingesting them. wind slowly through the stone corridors of these
mazelike buildings.
Constrictor lvl 2
HP 26 SPD 25 ft. INIT 16
Guardian Serpent lvl 8
HP 111 SPD 25 ft. INIT 14
AC 13 RCT 2 SIZE Md
Ambush: On the first round, a constrictor's first attack is AC 17 RCT 3 SIZE Hg
accurate and deals 1d6 extra damage. (B) MIGHTY FANGS +8 – ATTACK/MELEE
Target: 1 creature
(B) GRAB +4 – ATTACK/MELEE
Hit: Break 1 armor die. Deal 2d10+3 damage.
Target: 1 creature 12
Confer poisoned 6.
Hit: Deal 1d8+3 damage. Confer grappled.
Solid: Break +1 armor die and add 1d10 damage.
Shift 15 ft. and pull the target 15 ft.
Solid: Add 1d8 damage. (5) SWALLOW WHOLE – MINOR ACTION
One grappled creature is eaten. Remove it from the
(6) SQUEEZE – MINOR ACTION map. It takes 2d10 poison damage when it starts its turn.
Deal 1d8 damage to a grappled enemy. The only action it can take is a STR or AGI check vs. 18 to
escape. On a success, it is regurgitated into a random
STR +2 AGI +1 VIG +1 adjacent square.
Snake, Giant Viper Solid: Break +1 armor die and add 1d10 damage.
- 245 -
Treant, Warden
Treant A treant of several hundred winters has begun to
Treants are trees granted sentience to protect the forget its purpose, occasionally killing animals
hidden halls of the fey. They seem to grow utterly rather than woodland interlopers.
deranged as they age; it is unknowable whether this
is a mere flaw in the enchantment or the inscrutable Treant Warden lvl 5
humor of the fey folk.
HP 30 SPD 15 ft. INIT 12
Sample Encounters AC 11 RCT 1 SIZE Lg
THREAT ENEMIES
V: FIRE/LIGHTNING
1 1d4-1 treant saplings
2 1d4+1 wolves, 1 pack leader Root Walker: Treants are unaffected by difficult terrain.
3 1d4 barghests
(B) FLING +5 – ATTACK/MELEE
4 1d3 barghests, 1 hell hound Target: 1 creature
5 1d4 hell hounds Hit: Deal 2d8+3 damage. Push 20 ft.
Solid: Knock prone.
AC 11 RCT 1 SIZE Md
(9) THIRSTING ROOTS +5 – ATTACK/MELEE
V: FIRE/LIGHTNING Target: 10 ft. burst; enemies only
Hit: Deal 2d8 damage. Make a recovery 1d8 for each
Root Walker: Treants are unaffected by difficult terrain. target hit by the attack.
Solid: Add 1d8 damage.
(B) FLING +5 – ATTACK/MELEE
Target: 1 creature. STR +3 AGI -1 VIG +2
Hit: Deal 2d6+2 damage. Push 10 ft.
Solid: Knock prone. KNW -1 CNG -1 RES +3
(9) SEEKING ROOTS +5 – ATTACK/MELEE
Target: 10 ft. burst; enemies only
Hit: Deal 2d6 damage. Make a recovery 1d6 for each
target hit by the attack.
Solid: Add 1d6 damage.
- 246 -
Treant, Elder
With centuries under its belt, an elder treant is
violent and delirious, venturing far afield of the
forest and hanging the dead from its branches.
- 247 -
Wolf, Pack Leader
Wolf Wolves are remarkably coordinated hunters, but
These mammalian pack hunters stalk lonesome slaying the alpha can cause chaos in their ranks.
forests frequent the nightmares of farmers and
travelers across the realm. Pack Leader lvl 1
Sample Encounters HP 22 SPD 35 ft. INIT 16
THREAT ENEMIES AC 15 RCT 3 SIZE Md
1 1d4 wolves
(B) WILD BITE +5 – MELEE/ATTACK
2 1d4+1 wolves, 1 pack leader Target: 1 creature
3 1d4 barghests Hit: Deal 1d6+3 damage. Knock prone.
Solid: Add 1d6 damage.
4 1d3 barghests, 1 hell hound
5 1d4 hell hounds (7) GO FOR THE THROAT – MINOR ACTION
The next attack the pack leader makes against a prone target
is accurate and deals +1d6 damage.
- 248 -
Wolf, Barghest Wolf, Hell Hound
Magicians create barghests to hunt down those who A hell hound's resemblance to the normal animal is
have betrayed or stolen from them. Those who have superficial. Students of the occult are seen dragged
gazed into their near-human eyes of these beasts or
listened to their cruel laughter know there is nothing
good or natural at work within them.
Hell Hound lvl 4
Barghest lvl 3 HP 43 SPD 35 ft. INIT 17
(B) TAKEDOWN +5 – ATTACK/MELEE Fiery Hide: Creatures that start their turn adjacent to a hell
Target: 1 creature hound take 1d8 fire damage.
Hit: Deal 1d8+2 damage. Knock prone.
Solid: Add 1d8 damage.
(B) HELLISH MAW +6 – ATTACK/MELEE
Target: 1 creature
(7) GO FOR THE THROAT – MINOR ACTION
Hit: Deal 1d8+3 damage. Confer burning 2.
The next attack the barghest makes against a prone
Solid: Confer burning 4 instead.
target is accurate and deals +1d8 damage.
- 249 -
Zombie HP
Zombie, Child
5 SPD 15 ft. INIT
lvl 0
8
Necromancers seldom raise the recently deceased to
AC 10 RCT 1 SIZE Sm
serve them- corpses still in the process of
decomposition are too wormy and cannot hold their I: NECROTIC | R: COLD, POISON | V: FIRE
form for very long. Nevertheless, across the realm, (B) BITE +2 – ATTACK/MELEE
the buried have been known to climb from their Target: 1 creature
graves anyway, without being called. Hit: Deal 1d6 damage. Confer bleeding 1.
Solid: Confer bleeding 2 instead.
There are many theories about what causes this.
(6) STUMBLING CHARGE – MOVE ACTION
Records of ancient undead plagues claim that it is The corpse moves up to 25 ft. in a straight line. Its next
the Grand Geist's passage through the land that attack is accurate.
rouses the dead and encourages them to pay homage STR -2 AGI +0 VIG +0
in slaughter, but few live who claim to have seen that
wild god, and none who do can attest to this KNW -4 CNG -4 RES +0
phenomenon.
Walking corpses use their mouths as a weapon and Zombie, Adult lvl 0
will eagerly bite their prey, but they do not eat those HP 10 SPD 15 ft. INIT 8
they kill. Rather, they kneel over them, sifting
AC 8 RCT 1 SIZE Md
through their remains as if searching for something
misplaced. I: NECROTIC | R: COLD, POISON | V: FIRE
- 250 -
Zombie, Bloated Corpse Zombie, Profane Amalgam
Maelstroms roil the dark sea, and the wind-battered Corpses stuffed into torture cages or shackled
coasts are festooned with shipwrecks. Many of the together can still rise, and they tend to tangle
drowned dead find their way to dry land all the same. themselves further in their clumsy attempts to move
apart.
- 251 -