Ancient Land of Dust Final Digital v2

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ANCIENT LAND

The

DUST
OF

• EXPANSION 1 •
CREDITS
Lead Designer and Writer: Ivan Sorensen
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With special thanks to “The Inner Circle”
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For Modiphius Entertainment: Photographer Factory Manager
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Five Leagues from the Borderlands is copyright Ivan Sorensen. No part of this book may be reproduced or transmitted in
any form or by any electronic or mechanical means, including photocopying, recording, or by any information storage and
retrieval system, without the express written permission of the author and publisher except where specifically permitted by
law. Artwork and graphics ©Modiphius Entertainment. All rights reserved.
The Modiphius logo is a registered trademark of Modiphius Entertainment Ltd., 2022. Any unauthorised use of copyrighted
material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of
fiction. Any similarity wih actual people and events, past or present, is purely coincidental and unintentional.
CONTENTS

• Introduction •
Welcome to The Ancient Land of Dust, The Dust, and begin adventuring there.
an adventure expansion for the Five This works best if you have recently
Leagues from the Borderlands rules. This finished a campaign, but if you are raring
adds the information needed for you to to go, you can to start right away.
play and explore a brand new region of
Or you can start a brand new campaign
the game world, with new foes to tackle
with a new warband, immediately taking
and exciting things to find.
advantage of the new character options
It also serves as a nice excuse for you to in this book.
create new tabletop terrain, paint up
new miniatures, and expand your Overview of Contents
gaming collection! There is a lot of new content in this book.
We suggest that you look through all of it,
How to Use this Expansion so you have an idea of what is provided.
The new rules follow the same campaign Once you are ready to play, simply consult
structure as in the core rules: You create each chapter as it becomes relevant,
a world map as you travel around, beginning with Campaign Setup.
exploring locations and adventuring.
Along the way, you meet people and fight Communications
enemies with sword and with spell. If you have questions, suggestions or
corrections, please don’t hesitate to reach
You can use this book in two ways and the
out at [email protected]
choice is up to you. If you have an existing
– I am always looking forward to hearing
warband you would like to continue
from you. – Ivan Sorensen
using, declare that they have traveled to

Contents
The Ancient Land of Dust: Setting background for your adventures there. ��������� 4
Character Creation: New character tables, plus a new origin and background. ����� 7
The Serpentine Arts: A new type of spell caster, complete with the trials to join
their ranks, and the new spells they have access to. ������������������������� 12
The Desert Scouts: A new order of adventurers to join and progress within. ������� 19
Campaign Setup: How to begin a campaign in the new lands. ������������������� 21
New Camp Events: A unique landscape brings fresh preparations and meetings ��� 24
Campaign Activities: Adjustments for The Dust, plus new activity, Rest & Recover. � �� 27
Items and Trade: New items to acquire, as well as new trade tables. ������������� 28
Quests in The Dust: New Quest Talents. ������������������������������������� 32
Travel in The Dust: A new Travel Table, plus tables for Sandstorms and Obstacles. ��� 33
Setting Up Gaming Terrain: A system for terrain setup. ����������������������� 36
Encounter Rules: New rules for environmental concerns during battle. ����������� 40
Temples of the Old War: An alternative Delve type tailored to the new region. ����� 42
The Dead and The Dust: The encounter list for the region's unique new Threat. ����� 44
Aberrations in the Sand: A new, setting-specific Aberration table. ��������������� 51
Rewards and Riches: Modified loot tables, including new magical trinkets. ������� 54
3
game rules

• THE ANCIENT LAND OF DUST •


A Land of Bitter Pride fiercely proud of their homeland, and are
willing to bleed and die to defend it. In
Known to those who live here only as
these times, they are often called upon to
“The Dust”, this is one of the least
do so.
hospitable regions of the world. A land
of rocky ground and endless desert,
saturated with magic, it is also a popular Days Drowned in Blood
haunt for adventurers looking for fame,
The Dust was not always as it is today.
riches, or simply to make their mark.
Written records tell of a land so green,
In spite of this, it is also a land rich with it was known as the Emerald Fields,
history and a sprawling civilization, though the pages of those tomes are often
making the most of a dangerous and stained with tears.
precarious situation. Great cities litter
The stories tell of the rise of a great
the landscape, their sun-bleached walls
evil: A mortal ascended to become a
visible from afar, streets brimming with
sorcerous warlord, intent on waging a
merchants hawking rare goods to those
terrible war for dominion of the Fields.
who can afford them.
The name of the mortal has long been
Among the sands, tough villagers scrape forgotten, if it was ever known. No scroll
out an existence. These hardy folk are or book records it and no storyteller
recalls it. Described by the most learned
scholars as ‘The Warlord’, they quested
for ancient powers and swore great
The Warlord
pacts with the powers of the old world
To the people who live in The Dust, this
before ascending to become a being of
ancient evil goes by many names. Some
pure, sorcerous energy.
isolated communities give name to the
Warlord, but only in whispers, and few With newfound powers reaching even
agree. Others speak of “the arch sorcerer” through time, the Warlord unleashed
or “the bringer of fire” and a thousand great armies to scorch the lands.
other names. There are those that claim Defending armies were trampled,
the lack of knowledge is a deliberate ruse: villages were put to the sword, and the
Names are powerful, and if a sorcerer land itself was torn by arcane fires. It is
of equal power knew the Warlord‘s true not known to any now alive what halted
name, they might be able to usurp such the Warlord’s armies, but the old who
power for themselves. tell stories around the campfire have
assigned the deed of slaying the Warlord
Among the scholars, theories even abound
to all manner of heroes.
that the warlord was not a single man, if
indeed a man at all. Theories range from Whatever the reason, the Warlord’s
a circle of wizards, to an alien entity from armies faltered and fell, scattered and
beyond time, to a renegade fey queen. The collapsing as the survivors looked upon
truth is unlikely ever to be unearthed. the lands they were to rebuild. In many
areas, life had been burnt out of the
4
soil, drained for great magical rituals come here looking for criminals,
or choked by the poisonous spittle of dissidents, and rebels who have escaped,
dragons. Never again would the Fields be only to find them an upstanding member
the envy of the world, but the descendants of a new society eager to defend them to
that still inhabit the land cling to it with the death from any outlanders.
the fervor of those who know that what
This does not mean that the denizens of
little they have can be lost at any time.
The Dust will accept anything, however.
Those who are deemed a danger to the
The People of The Dust survival of a community are shown little
mercy. A thief is given one day to settle
A difficult lands breeds pragmatic people.
their affairs before they are driven out,
Despite the harsh conditions, a number
and known outlaws who have committed
of peoples eke out their existence in the
crimes within The Dust are usually met by
fertile regions where they trade, farm,
a hail of arrows.
and fight to survive. Despite, or perhaps
because of, the difficult circumstances,
the people of these lands are often quite A Land Suffused with Magic
open and welcoming of newcomers.
As explorers reclaimed the wasteland
Generosity is considered a key aspect of
from the armies of the Warlord, what they
anyone’s character, and your willingness
found disturbed them. Great temples
to contribute to your village, whether by
dotted the conquered lands, consecrated
blade, craft, or coin, matters far more than
to entities not known to any scholar
your birth or lineage.
of theology. Massive stone pillars and
This has made The Dust a popular place bizarre stone figures had been raised,
to escape into. Bounty hunters sometimes towering over the desert sands. In deep
5
mountain caves, intricate script had been The locals take great care when traveling.
carved into the rock, and traced with With experience, the worst and more
blood and magic. dangerous regions can be avoided, but no
journey is ever quite safe. Of course, such
It was clear that some great work had
dangers are unlikely to deter a band of
been interrupted, but none could
adventurers eager for ancient gold coins
decipher the meaning of these plans and,
and mystical treasures.
with time, their importance has faded
from memory. Whatever steps had been
completed and towards what goal, the The Rising Evil
effects of even these limited achievements
Deep in the sands, the minions of the
are seen everywhere: Dust storms that
Warlord stir again.
choke and disorient travelers, mystical
creatures that roam the wasteland slaying Dead soldiers trudge the sand, while
the living, while those who meet death in bands of warriors stir from their
the sands rarely rest peacefully. campsites to find themselves stolen from
across time, knowing that the Warlord
Inexperienced visitors report landmarks
calls them to service again. Even the
shifting overnight, hallucinations in the
spirits that embody the desert itself feel
deep desert, and days that seem to never
restless, mocking mortals that a great
end. When nights fall, wood refuses to
time of war will soon be upon them again.
burn, and the air feels thick as oil. The
deeper one ventures into the desert, the
worse these effects get. On many days, the
stink of ancient magic is heavy in the air
like the smell of poisoned spice.
6
game rules

• CHARACTER CREATION •
This chapter provides new options for Existing Character Options
characters created in The Dust. They can
All of the existing options exist for
be used when creating a new warband,
characters created in the campaign but
or when recruiting a new character while
some are changed as indicated below.
adventuring there.
A new table is provided for players who Humans
prefer rolling for their origins. This table The most populous people, Humans
includes all options listed below. Some of can be found both in the large cities
the table’s results require a second D100 and in the scattered homesteads and
roll as indicated. villages of this arid land. The Dusters,
as they are called by outsiders are a
Character Origin Table tough, determined culture, well-versed in
survival techniques.
D100 Origin
01-40 Human When creating a Human character,
you must select whether they are an
1-35 Outlander Outlander (using the core rulebook
36-100 Duster mechanics) or a Duster (a native to the
41-45 Fey-Blood land).
46-50 Duskling ” Dusters receive the Driven rule as
51-60 Feral normal.

1-40 Outlander ” They may select the new Wanderer


41-100 Dizhar background or any of the rulebook
options.
61-70 Halfling
” Their Skill expertise grants +1 to
1-20 Outlander
Wilderness instead of Speech.
21-100 Dustling
71-85 Preen Fey-blood
86-100 Chitter There are few Fey-bloods native to The
Dust and their full-blooded kin seem to
avoid the land instinctively. The legend
holds that the ancient queens made a
blood-oath to never contest this land,
though what could extract such a dire
promise is only whispered of.
Any Fey-blood character created is
assumed to be a traveler from far away,
and will use the core rulebook mechanics.

7
game rules

Dusklings Halflings
Several Duskling groups have begun Halflings are rare in The Dust, but
to establish themselves in the blasted extended clans exist in most of the larger
wasteland of The Dust. The inhospitable cities. Dustlings, as they are known, are
environment and swarms of undead involved in the running of most of the
only seems to encourage their natural urban merchant organizations.
inclination to trial and challenge.
When creating a Halfling character, you
Duskling characters are created using must select whether they are an Outlander
the core rulebook mechanics. Few groups (using the core rulebook mechanics) or a
have been in the land long enough to Dustling (a native to the land).
develop in markedly different directions.
Dustling characters receive the Lucky
shot, Slip away and Lacking strength
Ferals
traits, as normal.
The native Feral groups tend to be leaner
and less shaggy than their cousins from They must select the Townsfolk
more temperate climates. Known as background, and apply their Proficiency
the Dizhar, they have a reputation for bonus to Speech instead of Wilderness.
physical grace, and a ruthless survival
instinct that often earns them a mixed Preen
reputation. Preen are native to The Dust, and can
be found in almost any settlement,
When creating a Feral character, you must
intermingled with Human and Halfling
select whether they are an Outlander
society. Local Preen exclusively have
(using the core rulebook mechanics) or a
black feathers, and they tend to be a bit
Dizhar (a native to the land).
more jovial than their cousins, but are
Compared to Outlander Ferals, Dizhar: otherwise indistinguishable.
” Are subject to the Loping Run and Preen characters follow the core rulebook
Skill Expertise rule as normal. rules in all ways.
” They do NOT receive Hunting
Instincts. New Player Origin
” They are subject to the Alien rule The new Chitter origin is available for
only while outside The Dust, characters recruited in The Dust. They
cannot be recruited elsewhere, but
” They receive a new trait, Survival
nothing prevents a character in your
Instinct (see below).
warband from traveling with you.
” Dizhar characters must select the
Wanderer background. Chitters
Resembling a humanoid bug with
Survival Instinct forelimbs adapted for grasping, Chitters
The character may not voluntarily enter are native to The Dust. They follow a
melee combat while Wounded. faith – mostly incomprehensible to
non-Chitters – that compels them to
participate in group endeavors. This has
made them popular city-dwellers and
adventuring partners.
8
game rules

Resilient Melee-oriented
Chitters are extremely durable, shrugging Due to cultural restrictions, Chitters
off toxins and crippling wounds with cannot use ranged weapons at all.
relative ease.
Character options
” Poison of any kind does not affect
Chitter Heroes may select the Frontier or
Chitters. This includes the Poison
Townsfolk backgrounds.
and Venom enemy traits. They are
affected normally by diseases and
Skill expertise
curses.
Chitter characters add +1 to all Expertise
” If a Chitter is assigned a 6 when Proficiency tests.
assigning initiative dice, the
character will recover immediately if
Wounded.
game rules

New Background: Wanderer D20 Training


The unique conditions that exist in The 1-2 Wilderness skill
Dust tend to produce tough, survival- 3-4 Pathwise skill
minded characters, though they have
a reputation for being prosaic, finding 5-14 1 skill
little value in ephemeral things when 15 2 skills
there are needs to be addressed in the
16-20 +1 XP
here and now.
The new Wanderer background may be
selected by Duster Human characters and Followers
is required for Dizhar Ferals. The entries Followers recruited in The Dust are
work similar to the backgrounds in the always assumed to be Dusters. The table
core rulebook. below can be used to determine the
identity of any Followers. They follow all
Wanderer Background Tables the normal Follower game rules.
D20 Capabilities
Follower Table
1-5 Agility increase
D100 Follower
6-8 Combat Skill increase result
9-11 Speed increase 01-07 Hopeful explorer
12-16 Toughness increase 08-13 Quiet monk
17-18 Speed and Toughness increase 14-21 Weatherworn herder
19-20 Agility and Toughness increase 22-28 Intrepid researcher
29-35 Bitter survivor
D20 Mentality 36-41 Aspiring ranger
1 +2 Will 42-47 Roaming nomad
2-4 +1 Will 48-52 Rambling preacher
5-18 +1 XP 53-59 Petty merchant
60-67 Silent drifter
19 +1 Luck
68-75 Settlement militia
20 +1 Luck & +1 Will
76-83 Dejected farmer
D20 Possessions 84-90 Peculiar wanderer

1-3 1 Gold Mark 91-100 Destitute town-dweller

4-7 Quality weapon


8-15 Fine basic weapon
16-20 Item

10
game rules

• Stranger to the Sand •


Players should read through this section Exhaustion
carefully, as it contains several concepts Some events in the game can result in a
you will need to be aware of. character being Exhausted as a result
of the punishing environment. If an
event requires you to randomly select
Familiarity with the Land a character to become Exhausted, do
The desert can be an incredibly alien not include characters that are already
place until you are well-accustomed to Exhausted in the random selection.
living within it. Likewise, the outside
Exhausted characters:
world can seem strange to denizens of
The Dust. ” Cannot take the Dash action, and
All Outlander characters (any character ” Are unable to receive a Skill bonus
originating from outside The Dust) to any Proficiency check.
is subject to the following trait while
Once Exhausted, a character ignores
adventuring in The Dust. It can be added
additional Exhaustion effects. They do not
to their character sheet as a type of skill.
stack in any way.

Stranger to the Sand Recovery from Exhaustion


Exhaustion remains until recovery
The character suffers a -1 penalty to all
is made through one of the following
Pathwise and Wilderness proficiency
methods:
tests taken in The Dust. Completion of a
Quest while within The Dust allows all ” During the Healing segment of
current warband characters to remove Step 2: Hard Times (core rulebook,
this trait, if they have it. p.81), a warband in a settlement may
select one Exhausted character that
Characters who are native to The Dust are
recovers.
subject to the following rule when they
travel elsewhere. It can be added to their ” Selecting the new Rest & Recover
character sheet as a type of skill. campaign activity (see sidebar)
allows two characters to recover.
Away from the Sand
” Consuming the Invigorating Tea
The character suffers a -1 penalty to all
item (p.30).
Pathwise and Wilderness proficiency
tests taken outside The Dust. Completion ” Mystics or Serpentine Mages can
of a Quest while outside The Dust allows spend a Congealed Strand to recover
all current warband characters to remove from Exhaustion, but cannot grant
this trait, if they have it. this benefit to another character.

11
game rules

• THE SERPENTINE ARTS •


The Dust has its own forms of magic, campaign region, the quester must travel
jealously guarded by its practitioners. The into the wilderness and make camp, then
order that invented the Serpentine Art is sacrifice 3 Gold Marks there in place of
long forgotten, but their descendants still the third donation.
teach the technique.
Once the donations or sacrifices have
All practitioners take vows to honor been made, the quester will be able to
the people of The Dust, to keep the arts locate the Signs in the Sand (see below).
secret, and to stand against the realm
of the dead. As an apprentice conducts Step 2: Locate the Signs in the
the final ceremony, it is rumored they Sand
see an avatar of the great serpent spirit A Adventure Milestone must be
that is the warden of The Dust. The oaths achieved (core rulebook, p.74) to
committed carry a terrible weight and complete this step.
transgressors are rare.
This can only be attempted while In
Camp, and is checked normally in
Characters and the Arts
Campaign step 5: Research. Success
No character may know the Serpentine
means the signs have been located, and
Arts at creation. To acquire this knowledge,
the quester can progress to the next step.
you must first find one of the temples to
prove your dedication and willpower. The
Step 3: Open Your Heart to the
section below will outline this process.
Dreams of the Sand
Every campaign turn, when rolling for
The Serpentine Quest Settlement/Camp actions, roll D6 to
determine the clarity of your dreams. The
You may declare at any time that a
score is tracked, and is cumulative. When
character in your warband wishes to
the accumulated total reaches or exceeds
pursue the Serpentine Quest. Select the
10, the vision is granted.
character in question. They do not have to
be a Mystic (and if they were, they would Add a Delve to your region map, located
have to renounce their existing magical in the Wilderness.
abilities upon completing the Quest).
Step 4: Find the Temple
The logic of the quest is well known to
You must complete 3 Depths of the Delve.
everyone in The Dust, as it is a common
Once you have done this, you have located
fable told to children. However, without
the Temple. Claim 2 Story Points for
sufficient strength of will, it is of no value
doing so if the original quester is still part
to anyone.
of your warband.
Step 1: Care for the Children of The Delve is removed from the map and
the Sand replaced with the Temple.
The quester must donate 3 Gold Marks
in each of three different Towns. In the
event there are only two Towns in the
12
Death of the Quester Embrace the Way
Once the quest has begun, your When visiting the Temple at any point,
warband may continue, even if the you may have any one character become
quester is slain. Simply select a a Serpentine Mage provided you do not
different character to become the currently have one. If you are visiting
quester. You may opt to wait until a new during your initial quest, it must be the
character joins the warband. quester.
Once you have located the Temple You can have both a Mystic and a
successfully, you may always visit again, Serpentine Mage in your warband at the
without requiring any special steps. same time, but cannot have two of the
same type. In the event a Mystic wishes
to become Serpentine Mage, they lose
access to all prior spells.
Serpentine Mages use the alternate
progression table on the following page:
13
game rules

Serpentine Mage Progression Table Third increase: Select any one known spell
and reduce the Casting Cost by 1 point of
D100 Serpentine Mage character
Drift (to a minimum of 1D6 minus 1).
result
01-15 Skill selection Serpentine Spell Nature
16-30 Select Agility increase or Speed All spells are used during battle
increase encounters.
31-55 Select Toughness increase or Casting requires the use of Drift: A state
Will increase of being that draws magical energies from
56-70 Spell learning (see below) the surrounding landscape as well as the
life forces released during battle.
71-100 Spell focus (see below)
Spells are given a Casting Cost, which
Spell learning indicates how much Drift they require
First and second increases: Learn a new to cast.
random spell.
Fueling Spells
Third increase: Learn a new spell of choice.
The amount of Drift a caster begins the
battle with is determined by rolling on the
Spell focus
table in the environmental rules. Outside
First increase: Select any one known
The Dust, it always begins at 0 Drift.
spell and reduce the Casting Cost by
1 point of Drift (to a minimum of 1D6 Each time the character is activated, they
minus 1) (see below). receive 1D6 points of Drift, which are
added to their current total. A -1 penalty
Second increase: Select any one known
applies to the roll during Delves, unless it
spell and reduce the Casting Cost by
is a Temple of the Old War.
1 point of Drift (to a minimum of 1D6
minus 1). The following additional factors apply:
game rules

Drift Generation Table


Event Drift Notes
Generated
Per figure removed as a +1 Some element of life force is inherent
casualty this battle round to the spilling of blood.
(unless Undead)
Per Undead or Undead +2 The spirit released from its shell
Abberation figure removed as a grants additional energy as a return
casualty this battle round for being freed.
Per warband member that +1 This is rarely cost-effective but is
chants. The character cannot available in emergency situations.
move or take any action
Each point of Will spent by +3 Iron will allows internal life force to
caster be added to the spell.

Drift accumulates from round to round, If a spell is cast successfully, the


and can be tracked on a piece of scrap Serpentine Mage may attempt to cast
paper, or by placing a die next to the another spell, continuing until they
figure. Each award is applied once per choose to halt or fail a Casting roll.
occurrence. For example, if two figures However, each known spell may be cast
are removed as casualties, 2 points of only once per battle round.
Drift would be generated.
Example:
A character cannot accumulate more than
A Serpentine Mage has 7 points
10 points of Drift at any given time. Any
of Drift, and casts a spell with a
excess points are simply discarded.
Casting Cost of 1D6+1. The final score
is a 4, meaning the spell succeeds
Casting Spells
and 3 points of Drift remains. The
Casting a Serpentine spell requires the
character decides to try another
Casting Non-Combat Action to be taken.
spell with a Casting Cost of 1D6. The
Unless the description for a spell says roll is a 5. Drift is reduced to 2, and
otherwise, the target must be in Line of the spell fails. No more spells can be
Sight of the Serpentine Mage. attempted this battle round.
Consult the spell list and roll the die
indicated in the Casting Cost column. Magical Item Factors
Serpentine Mages do NOT benefit from
” If the total is higher than the amount
any Mystic-oriented items listed in the
of available Drift, the spell fails and
rulebook. Any such items pertain only to
1 point of Drift is consumed.
Mystics. Events and factors that affects or
” If the total is equal to or less than inhibits spell-casting in general affects
the amount of available Drift, the Serpentine Mages normally.
spell is cast and that amount of Drift
is consumed.

15
game rules

Spell List Targets are as follows:


A new Serpentine Mage receives 3 spells “Ally” Any warband figure
chosen at random from the list below. Re- or ally, including the
roll duplicates. Serpentine Mage
” Serpentine spells are never Taxing or themselves.
Simple. “Enemy” Any Enemy figure
” Unless stated otherwise, spells may “Ground” A point on the ground.
be cast at any eligible target in sight “Personal” Affects the Serpentine
of the Serpentine Mage, subject to Mage themselves.
any scenario limitations on visibility.
“–“ No target is selected.
” A Serpentine Mage may always
target themselves with a spell. Durations are as follows:

“Immediate” the spell takes effect


when it is cast, but lacks
a lasting effect.
“Battle” lasts for the rest of the
battle.
“Full round” lasts until the Tracking
Phase of the following
Battle Round.
Serpentine Mage Spell Table
D100 Spell Casting Target Effects Duration
result Cost
01-07 Poison dart 1D6+4 1 enemy Place a marker by the target. Battle
Every time they activate, roll
1D6. If the roll exceeds their
Toughness, they are Wounded.
Has no effect on Undead,
Undead Abberations, or Fey.
08-15 Air spirit 1D6+1 Special Randomly determine a Immediate
direction, and roll 1D6. The
caster may then either move
themselves, move one figure
in sight, or move every figure
on the table. Selected figures
move a number of inches
equal to the roll, in the rolled
direction. This can result in
them ending up on top of
a terrain feature (measure
horizontally only and simply
place the figure on top as
needed), but they will halt at
the battlefield edge.
16
game rules

D100 Spell Casting Target Effects Duration


result Cost
16-24 Leap 1D6 1 ally The target may leap to a Immediate
surface within 4”, bypassing
intervening terrain and
figures. This is a bonus action,
and does not affect regular
movement in any way.
25-30 Movement 1D6 1 ally Increase base movement by Battle
boost +1” for the rest of the battle.
A single character can only
benefit from this once per
battle.
31-37 Arrow true 1D6+2 1 ally The character may Immediate
strike immediately shoot any bow
(but not crossbow or other
ranged weapon) normally.
This is a bonus action and any
damage is resolved as +1 / +1
regardless of the weapon used.
If a magical bow is used, none
of its normal qualities apply.
38-45 Choking 1D6 Target The area within 2” of the Full round
dust point target point fills with dust.
All non-Undead characters
must immediately retreat to
the closest point outside the
area. The area cannot be seen
through by any or entered by
non-undead.
46-54 Wind 1D6 – Select a battlefield edge. The Full round
direction wind will blow away from
this edge. Any move that ends
further from the selected edge
(with the wind) adjusts the
base move by +1. Any move
that is moving towards the
selected edge (against the
wind) adjusts the base move
by -1.
55-59 Rejuvenation 1D6 1 ally If the target is Wounded, they Immediate
heal immediately. The target
may ignore Exhaustion for the
rest of the battle.

17
game rules

D100 Spell Casting Target Effects Duration


result Cost
60-65 Aggravate 1D6+2 1 enemy A Wounded enemy receives an Immediate
wound additional Wound, typically
making them a casualty. Has
no effect on Fey or Undead or
Undead Abberations.
66-74 Conceal and 1D6+1 Personal The Serpentine Mage and the Immediate
redeploy and 1 ally ally swap places.
within 8”.
75-82 Avenge the 1D6+1 1 ally This spell can only be cast Battle
dead once per ally that has fallen
in the battle so far. The target
gains the Counter Attack trait.
83-92 Repel 1D6+1 Nearest The caster rolls 1D6. The Immediate
undead Undead target must retreat a number
of inches away equal to the
die roll. If the roll equals or
exceeds the Toughness of the
target, it is Wounded.
Aberrations are not affected.
93-100 Animal 1D6 Ground A small animal is summoned Battle
conjuration in base contact with the
Serpentine Mage. The animal
has Agility 3, Speed 6” / +0,
Combat +0, Toughness 3,
Armor 1. It attacks for
+0 / +0 damage and can use
no equipment of any kind.
This spell is only usable if
you have less than 6 warband
members and allies on the
table.

18
game rules

• THE DESERT SCOUTS •


The Scouts immediately, to see what type of creature
is in the lair. If you do not choose to attack
The Desert Scouts are an old
this campaign turn, the lair vanishes,
organization that has existed under a
and another must be found. The battle is
variety of guises. Groups of the Desert
resolved as a normal Lair scenario.
Scouts prowl the wasteland, searching for
dangerous creatures and marking areas Once an Aberration has been slain,
suspected of dangerous magic. While the Scouts will contact you next time
many Scouts are talented warriors, their you Camp, and invite one Hero of your
primary task is to locate and identify choice to join their order. The Hero must
hazards, so they can be avoided or have participated in the battle with the
relayed to the relevant authorities. Aberration, but does not have to have
delivered the killing blow.
Belonging to an insular organisation,
Desert Scouts are disinclined towards Once your warband has had any character
fraternizing with those from outside join, any time you slay an Aberration you
their order, but they have been known to may induct an additional Hero when you
take an interest in talented adventurers, are In Camp next.
though the process is never an easy one.
No character may begin the campaign as Scout Training
a Desert Scout. Once you have played out
Once inducted in the order, the Hero is
4 campaign turns within The Dust, you
considered a Novice Scout (this status can
may attempt to join the order by declaring
be added under Proficiencies & Spells on
your interest at any point. This is done
the roster sheet). A Novice Scout receives
while In Camp but does not require any
the following advantages immediately:
specific campaign action. The following
night (in the same campaign turn), a Scout ” In the first battle round of any
leaves a message for you. encounter or scenario, unless the
Scout has conducted a ranged attack,
enemies will ignore them.
Proving Your Worth
” If a scenario involves markers that
Once you have declared your interest,
can be revealed by approaching
your group must track down and defeat
within a given distance, Scouts
any single Aberration. You may wait to
may reveal them from a distance
encounter one during the course of your
1” further than normal. This ability
normal campaign, but you may also opt to
is usable in any scenario.
search for one.
The latter option requires a new
campaign action, and requires passing a
10+ [Pathwise] test if you are In Camp,
or a 10+ [Speech] test if you are in a
settlement. Success locates an Aberration
lair in the current map area: Roll
19
Becoming a Senior Scout ” When playing a Defensive Battle
scenario, when the Scout is selected
All Scouts must swear to send resources
to spot for enemy infiltrators, add +1
to the order, so that it can continue the
to the roll.
mission. A Novice Scout may send items
to the order at any time while In Camp or
In Town (the Scouts keep retainers in most The Order Requires
population centers). Your Aid
To progress to the rank of Senior Scout, While adventuring in The Dust, If you are
a total of 5 items must be sent. Any offered a Contract from a Secretive group,
equipment can be sent. Enchanted items it is always assumed to be from the Desert
count as 3 items (if single-use) or 5 items Scouts. You cannot turn this Contract
(if permanent). Every time 5 items have down, and must pursue it immediately,
been sent, one Novice Scout may be if at all possible. No additional penalties
promoted to Senior Scout. The character accrue from failure, but if a Scout was
retains their existing Novice Scout to ignore a request from the order, they
abilities, but also receives the following: and their companions would be unable to
progress in rank or induct new members
” Add one proficiency from among
until penance was paid. This penance
Pathwise, Traveling, Wilderness, and
equates to 8 items (using the values
Scouting. In the event the character
above) and 1 Story Point.
already has all four, no additional
benefits are attained from this rule.
20
the CAMPAIGN

• CAMPAIGN SETUP •
Beginning a campaign in The Dust works Step 2: Establishing Settlements
in a similar way to beginning a regular Use the alternate table below. The Dust is
campaign. a comparatively desolate place, and large
population centers are less common.
Step 1: Setting up the Region
This step functions the same as in the core Settlement Population Table
rules. Names in The Dust should sound
D100 Hamlet Village Town
exotic compared to those you have used in
result
your other campaigns. A trick is to look up
real life place names in a country where 01-10 0 1 1
you do not speak the language, then 11-30 1 1 1
change around or swap a few letters.
31-50 2 0 1
51-80 2 1 1
81-100 3 1 1

The following new table is used to


determine settlement types. This roll is
unmodified.
Settlement Type Table
D100 Location is Effects
result
01-15 Fortified town Add +1 to the roll when taking the
Recruit action.
A community surrounded by
sturdy walls and patrolled by local If rolling for a Hamlet, treat this as “46-
militia. 55: Scout camp” instead.
16-30 Sanctuary camp You may take the Hunting Expedition
Camp action here and receive a +1
A small refuge of plentiful water
bonus to the proficiency test when
and green growth amid the arid
doing so.
lands.
31-45 Old rubble The first time you arrive here during a
campaign, you may add +1 Adventure
Many communities are built
Point.
among the ruins of an ancient
civilization uncovered from the
sand.
46-55 Scout camp You may take the Scout campaign
activity here and receive a +1 bonus to
The desert scouts set up multiple
the proficiency test when doing so.
camps to act as outposts, with
some growing into entire
21
the CAMPAIGN

D100 Location is Effects


result
56-70 Trading post You may pay 1 Gold Mark to receive
one additional Rare Trade roll once per
A busy, bustling place where
Campaign Turn.
almost anything can be found for
sale, if you are willing to pay the
asking price.
71-90 Ancient city Any Contract Job received here is
worth +1 Gold Mark.
The towers and walls have stood
as long as any scholar can
remember, giving rise to a great
degree of wealth.
91-100 Mystic site Add +1 to the proficiency test when
receiving a Blessing.
The land itself is alive with the
whispers of generous spirits. If rolling for a Town, treat this as “01-15:
This town was built on one of Fortified Town” instead.
their haunts.
the CAMPAIGN

Step 3: Creating Your Map Step 8: Determine Your


This step works exactly as in the normal Starting Location
core rules campaign. Your warband begins the campaign at
any location of your choice, having just
The map should, of course, be covered
arrived from wherever they originated.
in desert, dry wasteland, rocky plains,
You will begin the first campaign
mountains, and similar desolate terrain.
turn using the normal turn sequence,
including events and campaign actions.
Step 4: Determine Threats
You must select The Dust Rises as one of
the Foes Within for your campaign. This The Promise of the
new enemy table is detailed on p.44. Ancient Sands
Choose or randomly select one additional The Dust is a land of old mysteries and
Threat each from the Foes Within and exceptional danger. The following rules
Foes Without Tables from the core apply when beginning a campaign here:
rulebook (core rules, pp.71-72).
” The first time you arrive at a
Note: The Ice-Heart Court has no presence settlement after traveling, you will
in The Dust and cannot be selected. be given a Quest immediately. Note
that beginning the campaign at a
Step 5: Establishing Threat Levels settlement does not qualify. You
The Dust Rises is given a Threat level of 7. need to have traveled.
Assign a Threat level of 5 to each of the ” If you are using a brand new
other two Threats selected. warband rather than carrying one
over from an existing campaign, add
Step 6: Place Additional Points of +3 Story Points to your starting total.
Interest on the Map
When populating the initial game map,
the process varies slightly from the core “It is strange – when you look for but a
rulebook: moment, you don’t see it. It looks like mere
sand. A lot of sand.
” Place 1 Unexplored Location as
normal. “Yet when you are sitting and looking
for a while, you start to see it: Shapes in
” There will be 2 Enemy Camps.
the dust and figures in the heat haze. The
One must be for The Dust Rises,
locals say it is the souls of the lost trying
while the other will be for a
to lure you to your doom. The old scholar
randomly generated Threat.
we talked to said they were echoes of past
” There will be 2 Delves present. lives, and quite harmless.
Both begin the game Hidden.
“I know I’m not going to have a look.”
Step 7: Note Down Hideouts
Each Threat receives 1 Hideout exactly
as per core rules. These all begin the
game Hidden.

23
PREPARATION

• NEW CAMP EVENTS •


Use this new event table in place of the 27-31 Damaged equipment
rulebook table while adventuring in While working with your gear, an item
The Dust. broke.
Town events will use the core rules Camp Select a random warband member.
Events table instead (core rulebook, p.78). A random item they are carrying or
wearing becomes Damaged.
Camp Events Table
32-34 Sandstorm
1-7 And so the story went You are forced to lay low while the
The warband spends an evening storm passes.
musing on their travels so far and
You receive one less campaign activity
where they might end up.
this turn.
Add +1 Story Point to your total. 35-39 Wise healer
8-13 Camped in a decent location Your camp is visited by an elderly
The area you are in seems to be a bit healer. They aid you in return for a bit
less haggard than is typically the case. of tea and a pleasant tale.
Add +1 to any Hunting Expedition or Select an injured character who can
Forage for Herbs campaign activity this mark one turn off their recovery time as
campaign turn. well as recovering from Exhaustion.
14-17 The lay of the land If this heals them completely, they can
You have time to do a bit of scouting act normally this campaign turn.
from some high ground. 40-42 We should give this a look
Add +2 Adventure Points. tomorrow
18-22 Kind wanderer While collecting firewood, you see
something that draws your attention.
A visitor to your camp site shares their
food. Add an Unexplored Location to the
current Map Area.
You may reduce Upkeep costs by 1 Gold
Mark this campaign turn. 43-46 Planning for tomorrow
23-26 Arid wasteland You are able to get the lay of the land,
which should make the next day’s
There is no sign of life anywhere in
journey much faster.
sight.
You may select a location that you can
You cannot choose the Hunting
reach in the Adventuring Stage without
Expedition campaign activity this turn.
making a Travel roll.
Randomly select a warband member.
If they are not a native, they become
Exhausted.

24
47-50 Friendly scout 55-60 Saw a choice animal coming in
You meet one of the desert scouts, and One of the warband members can’t
they share your campfire. stop talking about the beast they
spotted.
Add a scout Friend. If your warband
contains any desert scouts, you receive a If you choose the Hunting Expedition
Contract job. campaign activity and succeed, you may
51-54 Rust and wear roll twice on the Rewards Table and
keep both results.
Constant exposure to the elements is
doing a number on your gear. 61-64 Injured while foraging
While looking for firewood, a member
Select a random warband member
of the warband got hurt.
wearing any items of armor. A random
armor piece becomes Damaged. A random uninjured warband member
is now injured and must recover for 1
campaign turn.

25
PREPARATION

65-67 The wasteland is merciless 84-87 This life is wearing on you


You have been unable to do any Sleeping in the wilderness is starting to
hunting or foraging at all lately. really make you feel your age.
You must consume Rations if you have A random injured character does not
any available. Randomly select two recover naturally this campaign turn.
warband members, and mark them Items and actions that reduce recovery
as Exhausted. If you lack Rations at time are still effective normally. If
all, no warband member will recover nobody is injured, this has no effect, but
from injuries naturally this campaign the oldest character gripes all day.
turn (although healing items will work 88-92 A pleasant visitor
normally).
One of the many wanderers of the
68-71 A star-lit night where the sands joins your camp, eager to share
faeries sing your company.
They say on a beautiful night like this,
Conduct a normal Traveler Encounter
the faerie folk select who they will
to see what they are up to (core
protect.
rulebook, p.114). When rolling for their
A random character receives the reactions, you may add +10 to the roll.
benefits of being Blessed (core 93-95 Infected wounds
rulebook, p.84) next time they engage
in battle. A wound has become infected.

72-75 Attacked! A random injured character has


become ill. You can expend a dose of
A wild beast attacks you in the night.
misty water-flower to cure the infection.
You fight it off, but not before it causes
Otherwise, make a 9+ [Scholar] test
considerable damage.
for the character selected to help them.
Select a random warband member If it fails, and they are a Follower, they
and make an 8+ [Bravery] test. If they die. If it fails and the infected character
fail, they are injured for 1 turn, and a is a Hero, add 3 turns to their recovery
random item they carry is Damaged. time and they cannot recover from
76-79 Getting worn down any source, natural or otherwise, this
campaign turn.
The constant exposure to dust and
sand is difficult to endure. If no characters are injured, a random
character has the sniffles and spends a
Select a random character. If they are
few days coughing and feeling sorry for
not native, they become Exhausted.
themselves.
80-83 Time on your own
96-100 The enemy is tracking you
It is nice to have time to think
You feel like you are being observed all
occasionally.
night long.
A random Hero gains +1 XP.
You are unable to attempt any
Adventure Milestones this campaign
turn. However, if you fight a Threat
battle this turn, you receive +2
Adventuring Points.
.
26
PREPARATION

• CAMPAIGN ACTIVITIES •
Hunting Expedition Table
Campaign Activities
D6 Roll Result
The Hunting Expedition, Forage for
Herbs, and Mystic Expedition campaign 1 You obtain food equal to
actions are modified slightly in The Dust. 1D3+1 Rations.
Players should use the versions in this 2-3 You obtain animal pelts worth
chapter. Read the new versions carefully 1D3+1 Gold Marks.
as target numbers, rewards, and locations
4 You have no luck, but you
have been modified.
find something that warrants
further investigation. Add an
Forage for Herbs (Camp only) Unexplored Location to the
Even in this desolate land, nature is
same Map Area you are in.
bountiful to her friends.
5-6 You find suspicious tracks
Decide if you wish to hire a local guide for suggesting enemy activity.
1 Gold Mark. Add +1 Adventure Point.
Make a 9+ [Wilderness] test. A guide will
grant +2 to the roll. Mystic Expedition
(Camp or Settlement)
Success locates 1 dose of herbs. A final
In a land brimming with magical
result of 12+ locates 2 doses. Roll D6
energies, the perceptive can find plenty of
on the table below for each dose to
fuel for their craft.
determine what you have found.
Make an 8+ [Alchemy] test. If you
Foraging for Herbs Table succeed, you find 1 Congealed Strand. A
score of 12+ finds 2 Congealed Strands.
D6 roll Herbs
1-3 Gentle shade-flower
4-5 Sage flower
6 Thorny rock fruit
New Campaign Activity
Rest & Recover (Settlement only)
When taking this action, select any two
Hunting Expedition (Camp only)
characters that are Exhausted. They
You have seen tracks indicating a
recover immediately. This action can be
worthwhile beast to hunt.
taken twice in a campaign turn.
Decide if you wish to hire a local guide for
1 Gold Mark.
Make a 9+ [Wilderness] test. A guide will
grant +2 to the roll.
If you succeed, roll D6 on the table below
to see what you got out of it.

27
PREPARATION

• ITEMS AND TRADE •


Trade Tables Common Goods Cost Available
When trading in The Dust, the new Trade Fencing sword 6 Village/Town
tables below are used in place of the Longbow 10 Town only
core rulebook tables. Some prices and
Light armor 2 Any
availabilities have changed due to local
circumstances, some items are not in Light armor 5 Village/Town
common use in The Dust, while some new (Fine make)
goods can be acquired there. Partial armor 6 Town only
Items can be sold for the normal values Partial armor 12 Town only
(1 Gold Mark per item, 1D6 Gold Marks (Fine make)
for magic items) even if they are not Helmet 2 Any
usually available in The Dust. Shield 6 Village/Town
Common Goods Table Akayan pony 14 Any
Bandages (1 use) 2 Any
Common Goods Cost Available
Camp gear 4 Any
Standard weapon 1 Any
Coil of rope (1 use) 3 Any
Standard weapon 4 Village/Town
(Fine make) Congealed strand 6 Village/Town
(1 use)
Light weapon 1 Any
Desert survival kit 10 Any
Staff 2 Any
Invigorating tea 3 Any
Sling 2 Any
(1 use)
Self bow 5 Any
Rations (1 use) 3 Any
Bastard sword 9 Town only
Sage flower (1 use) 8 Any
Warhammer 9 Town only
Tonic (1 use) 4 Any
War spear 6 Village/Town
Torch (1 use) 1 Any

28
PREPARATION

Rare Goods Table


D100 Rare Goods Cost Notes
roll
01-06 Fine weapon of choice +5 Select any weapon on the Common goods
list. Add +5 to the cost. It has the Fine Make
trait.
07-12 Throwing knife 5 –
13-17 Shield (Fine make) 10 –
18-23 Bottle of Oasis Flower 4 –
24-29 Crafting materials 8 –
30-33 Delvers kit 5 –
34-40 Exotic wine 3 –
41-44 Finely fletched arrows 8 –
/ bolts
45-49 Gentle shade flower 3 –
50-53 Holy water 7 –
54-56 Icon 9 –
57-59 Large quiver 8 –
60-61 Map-making kit 5 –
62-67 Mystic trinket 4 1D3 available. Pay for each.
68-70 Ranger’s cloak 5 –
71-74 Repair kit 7 –
75-77 Scout’s cloak 6 –
78-82 Set of alarm traps 4 –
83-86 Spell-breaker herb 4 –
87-88 Talisman 4 –
89-91 Thief tools 8 –
92-95 Thorny rock fruit 4 –
96-100 Item of choice +2 Select any item from the rare trade table
and pay the normal cost +2.

29
PREPARATION

Equipment Crystalized morning wind (B)


A number of new equipment items are If you hold these crystals up at dawn, you
available when playing in The Dust. can feel the cool breeze on your face.
Note that some are variations of items Receive 1D6+1 points of Drift
normally available. Please read any immediately. Serpentine Mage only.
descriptions carefully.
Invigorating tea (S) (C)
In the item descriptions below, the
A sweet, fragrant tea. Every merchant
following abbreviations apply:
seems to have their own mixture.
(S) Single-use
Can be used in one of three ways:
(B) Backpack item
(C) Campaign item ” Consumed to remove Exhaustion
status from two characters.
Desert survival kit (B) ” Sold for 2 Gold Marks.
A collection of tools, camp items and
” When rolling for a General Meeting
conveniences to aid travelers and
during a Traveler Encounter, you
explorers.
may offer the tea to the person you
Add +1 to all Wilderness and Scouting are meeting. This expends the item
proficiency tests while in The Dust. but adds a +5 bonus to the D100
roll on the Interaction table (core
rulebook, p.115).
PREPARATION

Bottle of Oasis Flower (S) (B) Gentle shade flower (S) (C)
It lacks the smooth bite of the Red Duck, A tiny white flower that grows in rocky
but this smoky beverage will get you crevices. The petals are so fragile, they
drunk just as fast. require a special tool to harvest intact.
Gives the drinker 1 temporary point When consumed before or during a battle,
of Will, usable at any point during the the character becomes immune to all
battle. If the character already has Will, it types of poison, including attacks with
is added to their current pool even if this the Poison enemy trait. The flower has
would take them above the normal limit no effect if taken after the character was
for their character type. When the battle poisoned, and does not affect post-battle
ends, the extra point is lost. injury rolls.
Note that Ferals of any kind do not receive Thorny rock fruit (S) (C)
any benefit from drinking Oasis Flower.
A nourishing fruit with mild pain-
If a Chitter drinks the bottle, they receive resistant properties.
the normal benefits above AND will also
Can be eaten by a character before an
immediately heal, if they are Wounded.
encounter to give them +1 Toughness (to
Akayan pony (C) a maximum of 5) for the duration of the
battle. Alternatively, it may be eaten in
Hardy and territorial ponies, these
place of Rations, reducing Upkeep costs
beasts are greatly valued for their
for the warband by 3 Gold Marks this
loyalty and endurance. Their fur coat
campaign turn.
is a speckled grey, earning them the
nickname “Rock Horses”. Sage flower (S) (C)
The warband can carry 1 additional A rare, purple flower, reknowned for its
Backpack item for a total of 9. You great healing qualities.
cannot claim the bonus from multiple
May be given to a character that is
ponies (they don’t get along), but you can
required to roll on the post-game Injury
combine it with a Brave Mule for a total
table. The character may roll twice
capacity of 10 items (the ponies don’t
and then pick either result. This has no
view mules as competition, and rather
effect when rolling on the Flight in the
enjoy their company).
Dark table.
Exotic wine (S) (C)
An unusual wine from far-away lands.
Some of these bottles are decades old.
Give to a Disgruntled character
to remove the status, or sell for
1D3+1 Gold Marks when you are
in any settlement.

31
adventures

• QUESTS IN THE DUST •


The Dust is a land brimming with ancient Dust) Table, below. After rolling on both
evils, undead minions, and problems that tables, you may select either one of the
require galant heroes to solve. Quests are two Talents rolled, and grant it to any
conducted using the normal rules and character in your warband at the time of
mechanics, but with the addition of new Quest completion.
Talents to learn:
Note: If you roll Enduring roamer, you
When completing a Quest in The Dust, receive both Talents and may give them
you roll once on the regular Quest Talent to the same or two different characters,
Table in the core rulebook (core rules, if desired.
p.110), plus once on the Quest Talent (The

Quest Talent (The Dust) Table


D100 Talent Effects
result
01-12 Friend of the asp The character becomes immune to all effects of
poisoned attacks, including the Poison trait.
13-23 Hunter of the dead In melee against an enemy with the Undead or Undead
Abberation trait, the character gains Counter Attack
and Parry.
24-35 Studious caretaker Items carried by the character cannot be Damaged.
36-50 Faltering trickster Once per battle, the character may cast a spell as a
Non-Combat Action. Roll on the Spell table in the main
rulebook (core rulebook, p.47). The spell must be cast
immediately, and does not require a Casting roll or
the expenditure of any resources. If there are no valid
targets or the spell is unusable, it fizzles with no effect.
51-62 Fatal archer When shooting a bow (not crossbow or other missile
weapon), the character may choose to take two shots in
the same round, with each shot receiving a +1 bonus to
Hit. The character is then out of ammo for the rest of
the battle. The shooter may pick two targets up to 6”
apart.
63-77 Intrepid delver The character receives no movement limitations in Site
battles.
78-90 Enduring roamer The character cannot become Exhausted.
Note that if this Talent is rolled, you receive both
Talents you rolled for.
91-100 Keen eyed shot When stationary, add +1 to missile Hit rolls.

32
Adventures

• TRAVEL IN THE DUST •


When traveling in The Dust, use the new
Travel table provided below.

Travel Table
D100 Event Notes
result
01-10 Uneventful You arrive at your destination without any events.
travels
11-30 Exhausting You arrive at your destination. Randomly select two
journey warband members that become Exhausted.
31-45 Meet someone Roll up a Traveler Encounter (core rulebook, p.114) to see
who you met.
46-60 Deviated from Add a new Map Area with an Unexplored Location
the route (core rulebook, p.94) to your regional map. You may opt
to go there now, or ignore it and arrive at your original
destination. Randomly select a warband member. If they are
not native, they become Exhausted.
61-70 Waylaid by You are attacked while traveling. Generate a Defensive
foes Battle using the Roadside Enemies table. Afterwards, you
may continue to your destination or set up Camp.
71-80 Sandstorm You are embroiled in a sudden storm. Roll on the new
Sandstorm table, below.
81-95 An obstacle Roll on the new Obstacle table, below. If this does not
bars your way prevent you from reaching your destination, you will arrive
afterwards.
96-100 This all looks You are completely lost. Randomly select two warband
the same to members that become Exhausted, and you must halt in the
me wilderness without exploring any locations this turn.
Next campaign turn you begin in Camp, and must make a
new Travel roll to reach any location.

33
adventures

Sandstorm Table
D100 Effects Notes
result
01-45 All paths are When the storm settles, all landmarks have been erased.
erased
You fail to reach your destination, and cannot explore any
location this turn. You begin the next campaign turn In
Camp, and must make a Travel roll to reach any destination.
46-60 Any shelter You rapidly seek shelter in a nearby structure. You fail to
that would reach your destination, and cannot explore any location
have us this turn. You begin the next campaign turn In Camp, but
when the wind clears, you realize you are somewhere you
did not expect at all. Immediately roll on the Unexplored
Location table (core rulebook, p.95). You may explore this
location immediately, or make a travel roll to reach another
destination.
61-80 Stormtorn Fierce winds tear at your packs while you try to find shelter.
Roll D6 for each item in your Backpack. Every 1 indicates
the item is lost to the storm. You manage to arrive at your
destination as normal this turn.
Adventures

D100 Effects Notes


result
81-95 Through hell The storm assails you with intense fury, as if the desert
and back itself was conspiring against you. Every character becomes
Exhausted. Randomly select a warband member. If they
are not native, they become injured and must recover for
1 campaign turn. You arrive at your destination this turn.
96-100 The howl of As you stagger through the storm, it suddenly parts in front
gates beyond of you and you realize you have arrived somewhere you
read about. You have discovered a Delve and immediately
receive a Quest. You do not arrive at your original
destination this turn.

Obstacle Table
D100 Obstacle Notes
result
01-20 Deep sands You are sinking up to your ankles. Make a 8+ [Traveling]
test. If you fail, you do not reach your destination this
campaign turn; next campaign turn you will be in Camp,
though if you decide to reach your original destination, a
Travel roll is not required. Randomly select one character
to be Exhausted. If the selected character is native, they are
unaffected.
21-40 Scorching The heat intensifies until it is almost unbearable. All
heat characters that are not native to The Dust become
Exhausted. You arrive at your destination.
41-65 Rocky Firm ground, but difficult to move through. Make a 8+
wasteland [Traveling] test. If you fail, a random character suffers a
minor injury and will require 1 campaign turn of recovery.
You arrive at your destination.
66-75 Bewitched The very terrain seems to move, luring you away from your
sands path.
Select a known Map Area at random. You emerge in that
Map Area, and may choose to visit any location of choice.
76-90 Rocky You might be able to find a safe path. Make a 9+ [Pathwise]
outcroppings test. Failure results in a random Backpack item being
dropped off a cliff side. You arrive at your destination.
91-100 Haunted An eerie song can be heard in this place. Make a 8+
stones [Devotion] test. If you fail, your warband spends several
days hypnotized before they crawl out of the desert. Mark
every character as Exhausted, and arrive at a randomly
selected Settlement. If you succeed the test, you arrive at
your intended destination.
35
• SETTING UP GAMING TERRAIN •
This feature generator is included for Step 1: Quarters and Sectors
people who prefer a randomly created The table is divided into four quarters,
battlefield space and enjoy the process of with each quarter subdivided into four
generating a table to play on. It can also be sectors of roughly equal size. It does not
used as a guide if you are looking to build have to be that exact. You can mark the
or purchase suitable terrain for your sectors in any suitable manner if you
adventures in The Dust. You will no doubt choose, but eyeballing them is fine as well.
run into things you don’t currently own. If
You should also find the approximate
so, just use the closest piece you have, or
center of the table. Put a small marker or
swap out something else. The process is
die there.
designed to be a guide, not a mandate. You
always have the option to set up terrain as
Step 2: The Center
you prefer to fit the area you are fighting
The first step is to generate the central
in, and what is on your world map.
terrain feature. Roll D6 on the table
below and place this feature to partially
cover the center of the table. It does
not have to be exactly aligned over the
middle, as long as part of the feature
covers the center marker.
36
ENCOUNTERS

Example: Quarters Terrain Feature Table


I roll a 1, which is some sort of D6 Feature
structure. I have a ruined building I
1 Linear obstacles: A wall, a row of
like, but it’s very long. I decide to put
rocks or plants, or similar. If you
it so one end is over the center, with
roll this result multiple times for
the ruin extending towards one of
the same quarter, they should be
the table edges to act as a dividing
linked together.
feature for the table.
2 Stone: A large rock, boulder or
Central Terrain Feature Table similar, or a section of ruined
building.
D6 Feature
3 Open ground: If you roll this
1 Structure or ruin
result multiple times for the same
2 Group of boulders quarter, one should be a raised
3 Hill or other raised ground area, such as a small hill.
4 Green area (collection of desert 4 A single strange feature: For
plants, trees, oasis, etc.) example a crystal, an old statue, or
5 Huge rock, boulder, or rocky area an animal skeleton.

6 Strange feature (crystals, giant 5 Vegetation: A few trees, a cluster of


skull, sinister monolith) plants, or similar.
6 Mostly empty: Use scattered
pieces such as small rocks, bushes,
Step 3: The Quarters or similar.
Work through the quarters one at a time,
in any order you like. For each quarter,
Example:
roll four D6 and view the table below to
For the first quarter, I roll a 1, 2, 4,
determine what features will be present.
and 5. I pick out a length of wall, a
Once you have selected all four features, big rock, some odd looking bushes,
place them in that quarter. Note that you and a big animal skull.
do not roll sector by sector: Roll all four
I am using option 1, so I decide to
dice at the same time, and choose one of
arrange the bushes in a half-circle
the following options:
around the animal skull to create a
1. The four features are arranged weird, evocative look in the middle
as you see fit within the quarter, of the quarter. The rock will be in one
placing features near each other to corner of the quarter, and the wall
help create an evocative table. will be along the edge, separating the
quarter from the adjacent one.
2. Each sector must have one of the
rolls at least partially within it.
A feature can straddle two sectors.
The size of features can be selected based
on what you have available, but should
not be longer and wider than the size of
one sector, and most can be smaller.

37
ENCOUNTERS

Dust-specific Terrain Unpleasant Flora


This section can be omitted while you are A host of spiked, thorny, or mildly
still getting used to adventuring in The poisonous plants grow throughout
Dust, but is recommended once you feel The Dust.
you are up to speed.
If you want to represent unpleasant flora
” Distribute 3 patches of soft sand (see on your table, they should be individual
below) around the table. Each patch plants (such as a cactus or a small bush).
should be 3-6” at the widest, and can Figures cannot voluntarily move within 1”
be in any shape you like. Try to place of unpleasant flora. If beginning a move
them in open spaces. within 1” (due to a random movement
placing the figure there), all movement is
” Roll 1D6+1, and place that many
Difficult for the battle round.
specimens of unpleasant flora (see
below) around the table, scattered Aberrations are not affected by
fairly equally around the table. unpleasant flora in any way.
” If your warband includes a Mystic or
Glimmers
Serpentine Mage, roll 1D6 and place
The land radiates with magical energies.
that many Glimmers (see below)
To the trained eye, they are immediately
around the table again, scattered
recognizable, even if they escape the
fairly equally.
notice of the less enlightened.
Soft Sand A Glimmer can be represented by any
Wading through thick, soft sand can suck token or marker. A small crystal or clear
you in as surely as a swamp. bead will work well.
Soft sand can be represented with brown Glimmers have no effects except for
or sand colored paper or by gluing sand Mage characters. A Serpentine Mage
to a terrain base. Soft sand acts as a Field moving into contact with a Glimmer may
terrain feature, does not interfere with immediately add +2 points of Drift (see
Line of Sight, but any figure that enters p.14). A Mystic may roll D6, with a 5+
or begins its movement within soft sand granting them 1 Strand. In either case, the
must deduct 1” from their available Glimmer is removed from the table.
movement allowance immediately. The
deduction is only applied once per move,
and soft sand never affects areas of
raised ground within the terrain feature
(such as climbing up on a rock within the
sand area).

38
ENCOUNTERS

General Terrain Notes Don’t rely too heavily on real world


Middle Eastern buildings and structures
When you are creating the gaming table,
as inspiration. While these are often very
take a moment to consider what kind of
visually pleasing, The Dust is not fantasy
land this is.
Egypt or fantasy Iraq (unless you want it
Three things characterize The Dust: to be!). Don’t be afraid to change things
up to help make the place feel suitably
It is a dry, arid land, so steppe and
alien and weird. European structures with
desert terrain works very well. Desert-
Aztec-style pyramids, and alien-looking
type buildings, tents, and similar can be
desert plants might product an intriguing
purchased as part of many wargaming
fantastical atmosphere, and that’s exactly
terrain collections, as can various
what you want. Be creative and don’t be
desert plants.
afraid to experiment. 
If you don’t have any desert terrain at all,
don’t despair. You can get a great start
by buying a simple khaki, pale brown, “What few realize is just how beautiful
or grey sheet or table cloth and draping this land can be. Yes, it’s arid and full of
it over the table, then getting a bunch of dust and rocks, but when you sit down, to
rocks and pebbles to scatter everywhere. rest for a moment, you see little flowers
Many plastic fish tank decorations look growing in every speck of shade, and tufts
like strange and alien rock formations, of rugged plants clinging to life.
and can be purchased cheaply at any pet
“Everywhere you turn, you sense the
supply store.
struggle between ancient death and new
Secondly, it is a land of ancient, violent life. They say a great war was fought
history. Don’t be afraid to put some here in forgotten times. I don’t think it
rubble, ruins, and similar remains around ever stopped.
the table. A single statue, half-buried in
“Before we made camp last night, we saw
sand, can do wonders in bringing the
two of those fierce sand wolves. I readied
past to life on your gaming table, and
my spear, but they paid us no heed, and
adventurers need plenty of ruins and
as they ran past, we heard a shrill howl
rubble to pick through.
emerge from the storm – clearly the
Finally, it is a land of magic. The Dust product of some sorcerous fiend.
seethes with barely contained sorcery,
“The howls turned to snarls and then
and that’s a great excuse to come up with
finally a raspy gurgling death-cry before
some wild and interesting things: Strange
we could only hear the wind once more,
statues (easily made by buying fantasy
I am not ashamed to admit I huddled a
monster miniatures and painting them
little closer to our fire.”
grey), giant crystals, alien looking plants,
and more. Again, the pet store will furnish
you with any amount of odd-looking
plastic plants in the fish tank section,
and these will look fantastic when your
adventurers are dueling ancient horrors
around them.

39
• ENCOUNTER RULES •
This chapter explains new rules that ” When setting up the encounter,
apply to all encounters in The Dust. the number is reduced by -1.
As well as adjustments to the normal
” The Fey trait is ignored for all
rules when dealing with enemies with
purposes.
the Fey trait, the environment itself
can be a challange to newcomers.
Environmental Effects
An Ancient Battle of The environment in The Dust is
Dominion unpredictable, and the desert itself
often conspires to assail the unwary.
Scholars theorize that during the
Unless you are fighting a Site Battle
Warlords rise to power, a titanic
/ Delve, roll D100 on the table below
battle was fought against the Fey
before each battle. Conditions last for
Lords. During this battle, a great
the duration of the battle.
ritual was enacted which denied the
land to the Fey forever. Serpentine magic is tied directly to the
desert. If a Serpentine Mage is in the
Enemies with the Fey trait can be
warband, they begin the battle with
encountered (often traveling through
the amount of Drift listed in the table.
briefly), but will be subject to the
Any increase only applies to the start of
following rules:
the battle.

40
ENCOUNTERS

Environment Effects Table


D100 Environmental rule Starting
result Drift
01-40 The Warlord sleeps. 0
No special rules apply.
41-52 The dust swirls. +1
All visibility is limited to 10”. Sand Dweller characters are not
affected.
53-64 The sand grasps and seizes. +1
Only Sand Dweller characters may perform Dash moves.
65-76 Gusts of wind spoils aim. +1
Ranged attacks hit only on a natural 6. This affects all characters.
Visibility is limited to 15” for all characters that are not Sand
Dwellers.
77-84 The wind whispers to the dead. +2
If you are fighting Undead, 1 additional melee troop will be
encountered, and you cannot Seize the Initiative. If you are not
fighting Undead, no penalties are incurred but you still receive the
additional points of Drift.
85-92 Winds of lost time. +2
At the end of each battle round, randomly select a Wounded
figure on the table. They heal immediately.
93-100 Witch storm. +4
Any time a warband member casts a spell, roll 2D6. On a 2-4
(Mystic) or 2-3 (Serpentine Mage), an Aberration arrives on the
battlefield at the end of the Battle Round. Randomly determine
the type (using the table on p.51), and place it along a randomly
selected point on the edge of the table.
The Aberration will attack both sides. It acts last in the Enemy
Actions Phase.

41
ENCOUNTERS

• TEMPLES OF THE OLD WAR •


Like many places in the Borderlands, Discovering a Temple
The Dust is littered with old ruins. Most
During the campaign, keep track of the
no longer have any resemblance to what
number of Delves you encounter. Every
they originally were, serving mostly as
even-numbered Delve is a Temple site,
hideouts and monster dens in the present
using the rules for Delves, but modified
era. During the war, many temples to the
by the additions in this section. Odd-
Warlord’s power were raised, towering
numbered Delves (including the initial
over the land as dread monoliths,
one placed on the campaign map) use the
crackling with magical energies.
core rulebook.
With the end of the war, the sorceries
dissipated throughout the surrounding
land and the towers crumbled into rubble Temple Effects on the
and debris. Surrounding Area
This rule applies if you are fighting a
Being suffused with magic makes these
battle in the same Map Area as a Temple
locations a popular destination for
(including within the Temple).
adventurers, but they are also extremely
dangerous. Travelers often report very If a Temple is present, magical energies
strange phenomenon occurring at, and affect the surrounding region, often
within miles of these locations. producing strange and confounding
effects due to the theories of magical
energy diffusion (or so Mystics would
Chaotic Option have you believe).
If you prefer a more wild and
When fighting in an affected area, if the
unpredictable game, you could apply
Initiative roll at the beginning of the
these rules to any battle you fight in the
turn produces three or more dice rolling
campaign. It is a magical land, after all.
the same score, check the table below,
applying the effect immediately. If two
sets of triples are rolled, apply both
“I am still struggling for words to describe effects, from lowest to highest number.
the place we visited last night. The ruin Rolling more than three of the same
itself seems to have simply risen out of number has no additional effect.
the sand one night, in an area that was
barren on all of our maps.
“When we ventured inside, we saw walls
and ceilings of a sort of crystal sheet, like
molten gemstones that had solidified in
place. The most uncanny was the raw
taste of blood in the air, even though
nothing living could have stood in that
place for hundreds of years.”

42
ENCOUNTERS

Temple Effects Table


Dice shows Effects
Triple 1 A randomly selected character in the warband is teleported 7” in a
random direction. If this would place them in base contact, off the
battlefield, or in an impossible position, place them at the nearest legal
position on the battlefield.
Triple 2 Two randomly selected characters in the warband immediately swap
places.
Triple 3 A magical surge grants +2 Drift to any Serpentine Mage. Mystics receive
a +2 Casting bonus this turn.
Triple 4 A randomly selected character in the warband temporarily loses all of
their weapons. Roll up a random enchanted weapon that appears in the
character’s hands. After the battle, all equipment reverts to the original,
and the enchanted item cannot be kept.
Triple 5 A magical drain prevents any spell-casting this turn. This applies to
enemy spell abilities as well.
Triple 6 Randomly select one figure on each side. An exact duplicate is created of
each, placed randomly 6” from the original. The duplicates act normally,
and will disappear at the end of the battle.
THE ENEMY

• THE DEAD AND THE DUST •


This is the new enemy table used when in ” If you prefer a more unpredictable
battles using The Dust Rises as a Threat. campaign, use the D100 roll on the
As with the core rulebook Threat tables, enemy table to determine who you
you may opt to use this in two ways. will be fighting each time.
Both methods are considered “official” in You should always bear the story in
the rules, so use whichever you prefer. mind: If you fought a particular enemy
type, and have another battle in the same
” If you prefer a campaign that
location, it might make sense to use the
escalates in difficulty, do not make
same type again.
a random roll. Simply play the
encounters in order, moving down
the list each battle.

The Dust Rises Enemy Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-09 Wracked +6 4” +0 +0 / +0 4 1 3 Darts
Rumored to be the remains of wanderers who were caught in a sorcerous storm,
the bony forms of the Wracked are unsettling to behold as they emerge from the
haze of the desert.
Fragile: The Wracked count as Armor 0 while Stunned or Wounded.
Trait: Undead.
10-16 Raving +4 5” / +2 +0 +0 / +0 4 0 2 Self-bows
cultists
Not all of the cults in The Dust are tied to the great battles that were once fought
here. Some simply go mad as they try to gain the patronage of otherworldly
entities they encounter among the many ruins.
Blood stench rituals: In the Tracking Phase, roll 1D6. Roll an additional D6 for
every warband member that became a casualty during the round. For every 5+, a
Wracked (from this encounter list) is placed randomly along a battlefield edge.
Trait: Poison (melee attacks only).
17-23 Wind-swept +3 5” / +2 +0 +0 / +0 5 0 2 Self-bows
wanderers
A coven of those who have given their minds over to The Dust itself. When their
droning chant becomes one with the howling of the wind, the gates open.
Conjuring chant: Every Tracking Phase, roll 1D6 per Wind-swept Wanderer
on the table. Tally up any 6s rolled. Once a total of five 6s have been rolled, a
randomly selected Aberration is placed randomly along a battlefield edge. Only one
Aberration can be summoned per battle.
Trait: Sand Dweller.
44
D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
24-31 Soldiers +4 5” / +2 +0 +0 / +0 4 1 2 Darts
from out of
time
Across The Dust the armies of the Warlord gather once more, as the harsh desert
winds howl.
Dust shroud: Ranged attacks against the Soldiers hit only on a natural 6. This does
not extend to any other characters fighting alongside them.
32-40 Villainous +4 5” / +3 +1 +0 / +0 4 1 3 Self-bows
raiders
The Dust is as wild a land as any border region, and raiders looking for pillage are
common.
Trait: Sand Dweller.
41-46 Skeletal +5 6” +1 +1 / +0 4 1 –
hunting
beasts
Not all undead are humanoid. These skeletal hunters must have been common
predators of the desert lands, and are still locked in their instinctual need to harry
and maul.
Trait: Undead.
45
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
47-51 Desert Imps +3 6” / +2 +1 +0 / +0 4 - –
A peculiar breed of imp, often despised by adventurers, that seems to congregate
near areas of natural magical energies.
Trickery: Every Tracking Phase, randomly select a warband member and roll 1D6:
1: A random item the character carries or wears is stolen. Recover only if Holding
the Field.
2: The character is magically moved 12” in a random direction (but halting at the
edge of the table).
3: The character must subtract 1 point of Will if they have any.
4: All ranged weapons carried by the character run out of ammunition.
5: All enchanted items carried by the character cease to function until the end of
the battle. Armor will still provide its base Armor value and weapons will act as
a standard weapon.
6: The character immediately disappears from the battlefield. After the battle they
rejoin the group unharmed.
Traits: Shiftling, Sand Dweller, Flying.
52-58 Hunters of +4 5” / +4 +1 +1 / +0 5 1 –
the Sands
Fierce and fast predators, these long-limbed beasts like to wear down their prey
before the final pounce.
Hard to target: Ranged attacks from a distance exceeding 6” will hit only on a
natural 6 when targeting a Hunter of the Sands. This ability does not extend to any
characters accompanying the Hunters.
Ambush tactics: When playing a meeting engagement, after both sides have set up,
roll 1D6 for each Hunter of the Sands. On a 5-6 the figure immediately moves into
/ directly behind the closest terrain feature to their front, then rolls again. This can
happen multiple times. If no features remain between the Hunter and the closest
warband member, move the figure to within 2” of the warband member and stop
rolling for this Hunter.
Trait: Sand Dweller.
59-66 Those of +4 5” / +1 +1 +0 / +0 5 2 –
Sand and
Dust
It is rumored that when someone dies in the desert, their desperation gives rise to
these human-like sand creatures.
Made of sand: Ranged attacks have no effect.
Trait: Sand Dweller.

46
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
67-73 Devoted +4 5” / +1 +1 +0 / +0 5 1 3 Slings
Servants
The Warlord has many loyal minions throughout the land, eager to bring about his
return.
Manic onslaught: For the first 5 battle rounds, every time a Devoted Servant is
removed as a casualty, another immediately arrives on the enemy battlefield edge,
immediately behind the position of the removed figure. Figures removed due to
morale failures are not replaced in this fashion. The new arrival has a sling, if the
figure they are replacing did.
74-81 Lurking +5 4” / +2 +1 +0 / +1 5 1 –
Stalkers
Ambush predators known for their terrible rending claws.
Horrible wounds: Every Tracking Phase, any warband member that was Wounded
in melee combat against a Lurking Stalker must roll 1D6. On a roll of a 1, they
become a casualty, and are removed from the table.
Trait: Sand Dweller.
82-86 Strider clan +2 8” / +1 +1 +1 / +0 5 2 4 Long bows
Combining the shape of four legged animals with a humanoid torso, the Striders
are relentlessly hostile to any two legged creatures they encounter.
Bulky charge: When a Strider initiatives melee combat, the opponent is unable to
use or gain the Counterattack ability from any source for the duration of that melee.
This does not apply when other figures initiate combat with the Strider.
Powerful archery: Strider archery hits with a damage of +1 / +0.
Trait: Sand Dweller.
87-91 Skeletal +3 6” +2 +1 / +1 5 3 –
constructs
Built for war, these remnants of the Warlord’s armies still roam the land. Most
resemble humanoid skeletal constructions, pieced together from multiple
creatures, and heavily reinforced.
Brute force: Opponents are unable to use or gain the Parry ability from any source.
Trait: Undead.

47
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
92-95 Forgotten +2 4” +2 +0 / +2 5 2 –
Dead
The vengeful dead of a long-lost culture of powerful magicians. When careless
explorers or the rampaging of a wild beast destroys their resting places, the lords
of that ancient people stride the world once more.
Magical attacks: At the end of each move, Forgotten Dead that are not in melee
combat will target the closest visible warband member with a spell. Roll 2D6. If the
roll exceeds the distance to the target in inches, the target must either spend 1 Will,
1 Luck or receive a Wound (target chooses). If the distance roll is a double, the spell
fizzles and has no effect, regardless of range.
Trait: Undead
96-100 Spirits +3 5” / +2 +2 +1 / +1 5 – –
of the
Scorching
Winds
Scholars call these hateful beings sand elementals, and reassure worried travelers
that their physical form can only be sustained while in a hot, arid climate.
Trait: Shiftling, Sand Dweller, Flying.

New Enemy Weapon ” 1-3: the creature moves randomly


a number of inches equal to the
Dart Missile 6" +0 / +0 die roll, and is unaffected by the
Heavy, weighted darts that are typically source of damage. This includes all
thrown at close range. secondary effects and status effects.
If the creature would appear in
Darts can be thrown even if the character
contact with another figure, distance
moved over half their movement range.
them by half an inch. This always
Characters never add their Combat Skill ends a melee with no further results.
when throwing darts.
” 4-6: the creature is struck normally.
Proceed to the Toughness roll.
New Enemy Traits
The following universal enemy traits are Sand Dweller: The creature is unaffected
new to enemies in The Dust. by desert fighting conditions that would
reduce movement or visibility.
Shiftling: The creature only exists in
our reality some of the time. When the
creature is struck by any attack, instead of
rolling to Overcome Armor, roll D6:

48
THE ENEMY

Large Fights (optional rule) ” If the enemy does not normally


employ missile troops, +3 additional
If you prefer larger and more epic fights,
melee troops (for a total of +5).
you may choose to adopt this rule:
When conducting a large fight, you will
When rolling for the opposing numbers
be aided by allies. Roll D100 on the table
in a Meeting Engagement or Defensive
below to see who joins you. Allied forces
Battle scenario, if both D6 show the same
always act in the Slow Action Phase,
number you will conduct a large fight.
without any additional initiative dice
Determine the enemy number as you being rolled or assigned.
normally would, then add the following
As these brave folk are coming to your
additional foes:
aid, they are not subject to morale dice,
” +2 melee troops but they will not fight in vain: If, at the
end of a game turn, there are fewer
” +1 Sergeant
warband members than there are allies
” If the enemy normally employs on the table, you must remove allies until
missile troops, 2 missile troops of they no longer outnumber you. You may
the same type. choose which figures to remove.

Large Fight Allies Table


D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged
result
01-25 Townsfolk 5 4” / +2 +0 +0 / +0 3 0 1 sling
A group of brave townsfolk come rushing to your side. While armed poorly, their
determination is not in question.
Armed with Light Weapons.
26-50 Hardy 5 4” / +2 +0 +0 / +0 4 0 1 self bow
travelers
A stoic band of travelers have happened upon your plight and offered their aid.
Armed with Standard Weapons.*
51-65 Caravan 4 5” / +2 +1 +0 / +0 4 1 1 crossbow
guards
The passing caravan must have been what attracted the foe. The hired guards
advance to fight alongside your warband.
Parry
Armed with Standard Weapons*
66-80 Local 4 5” / +2 +1 +0 / +0 4 2 1 crossbow
troops
You are lucky a patrol from the nearest town was passing through this area. They
are honored to stand with you in battle.
Parry
Armed with Standard Weapons*

49
THE ENEMY

D100 Enemy Num. Speed Combat Damage Tough. Armor Ranged


result
81-90 Priesthood 3 4” / +0 +0 +0 / +0 4 1 –
of Shadow
More often seen in the temples and plazas of larger towns, the priesthood grant
their boons to all that seek to redeem the world.
At the end of the Slow Actions Phase, roll 1D6 for every Wounded ally or warband
figure within 2” of a member of the Priesthood (including the Priesthood
themselves). On a 5-6, their Wound is healed.
Armed with Light Weapons.
91-100 Desert 3 5” / +3 +1 +1 / +0 5 1 2 longbows
Scouts
A trio of hardened Desert Scouts emerge unexpectedly from the desert. Without a
word, they join the fray.
Skirmisher
Armed with Standard Weapons.

*Except for Desert Scouts, missile armed allies must swap their Standard Weapon for a
Light Weapon.
THE ENEMY

• ABERRATIONS IN THE SAND •


Whenever an Aberration would be All Aberration rules apply as normal,
encountered in The Dust, use this table in unless otherwise stated.
place of the one in the core rulebook.

Aberration Table
D100 Aberration Speed Combat Melee Armor Toughness MP Reward
result rating
01-06 Ashen 5” +2 +1 / +1 2 5 3 2
minotaur
A burly humanoid beast. Their history is disputed, but they seem to only have
appeared in the last few years, suggesting a magical origin. The minotaurs found in
The Dust are a bit slighter in stature, with thick leathery hides.
Traits: Knock Back, Magic Resistant.
07-14 Naga 7” +1 +1 / +1 3 4 3 2
A snake-like demon capable of draining life force with a glance.
Traits: Draining Attack.
15-18 Golem 3” +1 +3 / +2 4 6 3 2
A magical construction, often used for defending a place. If the original orders have
ceased to have meaning, golems are likely to start wandering.
Traits: Knock Back.
19-25 Ravenous 6” +2 +1 / +1 2 5 3 2
lizard
The desert is full of large, hungry animals like these.
Traits: None.
26-30 Ogre-golem 5” +2 +0 / +2 4 5 4 3
These crude sculptures have the raging soul of an ogre trapped within them.
Traits: Difficult to Kill.
31-35 Dark-spit 4” +1 +0 / +1 1 4 4 3
lizard
These large predators drool acidic slime, which can be spit a considerable distance.
Traits: Area Attack (9”, Damage +0 / +1), Venom (melee & range).
36-40 Spiked 6” +1 +0 / +1 3 4 5 3
hunter
The spiked hunter is a hybrid creature, resembling a tangled mass of plant fiber.
Upon sensing warm-blooded prey, razor sharp spines protrude from the depths of
the creature.
Traits: Fell Touch, Cruel Wounds.

51
THE ENEMY

D100 Aberration Speed Combat Melee Armor Toughness MP Reward


result rating
41-46 Riddling 6” +2 +1 / +1 3 4 5 3
beast
A great winged beast that snares victims with beguiling words.
Traits: Outwit.
47-49 Towering 4” +2 +1 / +2 2 6 8 4
construct
Similar to a golem, these animated statues are powerful creations. It is said they
were built for siege warfare.
Traits: Size, Knock Back.
50-54 Wraith 5” +1 +1 / +0 0 3 3 2
A ghostly apparition shrouded in an aura of icy dread.
Traits: Ethereal, Terror, Undead Aberration.
55-59 Howling 5” +2 +1 / +0 1 4 4 3
shade
Some of those that perish in the sands grow to regret the still-living.
Traits: Terror, Magic Resistant, Undead Aberration.
60-63 Skeletal war 6” +2 +1 / +0 3 5 4 3
beast
These magical war-creatures are constructed from the bones of several great and
terrible beasts.
Traits: Charge. Undead Aberration.
64-69 Desert fiend 6” +1 +2 / +1 3 6 6 3
Sneering creatures often mistaken for otherworldly entities, though they have
existed in these lands since the creation of time.
Traits: Draining Attack, Outwit.
70-73 Undead 5” +1 +0 / +1 3 5 8 3
behemoth
A patchwork of creature parts, stitched together by magic and dark crafts.
Traits: Size, Undead Aberration.
74-77 Sand 7” +2 +1 / +1 3 5 3 2
elemental
A living manifestation of the desert itself and just as dangerous.
Traits: Ethereal, Flying.

52
THE ENEMY

D100 Aberration Speed Combat Melee Armor Toughness MP Reward


result rating
78-84 Monstrous 6” +2 +3 / +1 4 4 4 3
scorpion
The result of magical experiments, these beasts were never able to be tamed as
tools of war.
Traits: Size, Terror, Venom.
85-90 Monstrous 6” +2 +2 / +1 2 5 5 3
snake
These nightmare-sized snakes prowl the sands in search of suitable targets.
Traits: Terror, Venom.
91-93 Dust hydra 4” +2 +1 / +0 1 5 7 3
The Dust Hydra is slightly smaller than the more common variety encountered
elsewhere, but has the ability to spew choking fumes.
Traits: Size, Difficult to Kill, Area Attack (1” per movement point remaining, +2 /
+0).
94-97 Monstrous 5” +3 +2 / +2 2 5 10 5
skeletal
lizard
The skeletal remains of some ancient beast of great size.
Traits: Size, Terror, Charge, Undead Aberration.
98-100 Skeletal 8” +3 +3 / +3 4 5 12 6
drake
That this unholy terror is no longer capable of flight is small consolation.
Traits: Size, Terror, Undead Aberration, Magic Resistant.

New Aberration Traits ” Success indicates the character is not


Draining Attack: Unless the Aberration affected.
has not entered melee combat, at the
” On a failed test, the character must
end of its move it will attempt to Drain a
halt immediately and can take no
random opponent within 9” and Line of
additional actions this game turn.
Sight. Roll 1D6: If the roll is 4+, the target
One point of Will can be spent to
must spend 1 Will. If they have no Will,
shake off the effect.
they become Wounded instead.
A character will only take this test once
Outwit: Any warband member that
during a battle.
moves within 6” of the Aberration
during their action, or begins their Undead Aberration: The creature is
action within this distance, must make a considered to be Undead for the purpose
9+ [Wits] test immediately. Mages may of attacks that have special properties
add +2 to the test. against Undead targets.

53
RESOLUTION

• REWARDS AND RICHES •


The basic mechanics for Loot work as they D100 Valuable Gold Mark
have previously, but while adventuring in result Value
The Dust, the updated tables below should 01-10 Raw gems 1D3+1
be used. A new category of Items of The
11-16 Tapestries 1D3+1
Dust has been included.
17-28 Jewelry 1D6+2
Note that you may find items that are not
readily sold or otherwise acquired in The 29-42 Gem stones 1D6+1
Dust (like heavy suits of armor). Many an 43-52 Bag of coins 1D6
adventurer has brought such equipment 53-60 Precious metals 1D6+1
into The Dust, only to perish in some
61-65 Art objects 1D3+1
forgotten place.
66-71 Sacks of non- 1D3
Loot Table perishable food

D100 Loot category 72-81 Bag of tools 1D3+1


result 82-92 Bag of ancient 1D6+1
01-15 Valuables (use subtable below) coins

16-35 Weapons* 93-100 Jars of spices 2D3+1

36-50 Armor*
Items of The Dust Subtable
51-60 Tools*
D100 Magic item
61-75 Consumables*
result
76-85 Enchanted items*
01-08 Hammer of the Old War
86-100 Items of The Dust
09-17 Fiend-hunting Spear
(use subtable below)
18-25 Blade of Torment
Categories marked with * use subtables 26-33 Helmet of Quiet Dominion
from the core rulebook, pp.197-199.
34-43 Dancing Wind
Valuables Subtable 44-49 Safe Roaming
Use this new Valuables Subtable to 50-55 Lure Stone
determine any valuables you find. The
56-66 Tiny Chime
table otherwise functions as the normal
table: Items are sold in town during the 67-76 Time Gem
Trade step. If you roll more than once on 77-88 Clay Tablets
this subtable when rolling for Loot, each 89-100 Rod of Desert Wisdom
roll after the first will generate a new item
AND increase the value of the currently
most valuable item by 1 Gold Mark.

54
In the item descriptions below, the Fiend-hunting Spear (E) (M)
following abbreviations apply:
+0 / +0 Damage, increased to +0 / +2
(S) Single-use versus Aberrations.
(R) Ranged weapon
If in movement range, Aberrations will
(M) Melee weapon
always attack the wielder in preference to
(DB) May only be used during battle
other targets in range.
(OC) May only be out of combat or
during battle Trait: Counter Attack.
(W) Worn item
(B) Backpack item Blade of Torment  (E) (M)
(C) Campaign item The wielder must adjust all Combat Skill
(U) Unique Item rolls by -1.
(E) Enchanted item
+1 / +1 Damage. Blows ignore the Tough
trait and Wounds from this weapon
Hammer of the Old War (E) (M) cannot be Regenerated or otherwise
+1 / +0 Damage, increased to +1 / +1 healed during battle.
against an enemy with the Undead or
Trait: Bulky.
Undead Aberration trait.
The wielder cannot take advantage of any Helmet of Quiet Dominion  (E) (W)
ability granting Counter Attack when Armor 2, cannot be combined with any
using the Hammer. other type of armor. If the wearer destroys
an enemy with the Undead or Undead
Trait: Bulky.
Abberation trait in melee combat, it
immediately reanimates with no injuries,
and fights on the side of the wearer for the
55
RESOLUTION

rest of the battle. The creature always act Lure Stone (U) (DB) (S)
in the Slow Actions Phase, and disappears
When used, put a marker within 2” of
at the end of the battle or if the wearer
the user. Every enemy on the table is
leaves the battlefield.
affected once when the stone is activated
The wearer can only ever have one next, and must move a full move towards
undead ally at a time. the Lure Stone, by the most direct route
possible. They will not Dash but will
Dancing Wind (E) (W) engage in combat if a warband member
When active, the wielder may choose to is in the path.
either add +1 to their own missile Hit
rolls or apply a -1 Hit penalty to ALL Tiny Chime (U) (OC) (S)
missile attacks made by both sides this After rolling on any of the Camp Events,
turn. The effect lasts until the wielder is Town Events, News Travels, or Enemy
active next, at which point they may keep Moves tables, you may roll again, then
or change the effect. select the new event if you prefer. The
Chime is only used up once you choose
Safe Roaming (E) (W) the new roll. If you stick with the original
The character is unaffected by the roll, you may keep it for future use.
environmental conditions of The Dust
in battle. Time Gem (U) (DB) (S)
The user and your choice of characters
within 6” may immediately take a full
“You see this dagger? I wrestled it from the normal activation, including fighting a
fists of some undead beast. It wasn’t even full series of exchanges if initiating melee
using it as a weapon, just clinging to it combat. This allows them to move and
like it was a beloved possession. take an action just as if they had normally
activated, and this does not prevent them
“Perhaps in some past life it was.
from activating normally during the
“The carvings on the blade don’t match battle round.
anything I have ever seen before. I
promised our mystic that I wouldn’t use Clay tablets  (C) (S)
it for anything until we had deciphered This item is only usable by a Mystic or
what they might mean. Serpentine Mage. The character receives
+2 XP immediately.
“I’ve heard stories of weapons like this:
In the village where I grew up, they call Rod of Desert Wisdom (B) (S)
them dream-stealers, because if you
Serpentine Mages in the warband always
look at them for too long they will claim
begin every battle with 2 Drift, regardless
your mind. I’m not saying I believe in
of circumstances or environmental
that, but I am not taking any chances.
effects.  
“But enough about that. Let me tell about
the time we faced down a trio of angry
Dusklings over who should pay for the
bar tab...”

56
ADJUSTMENTS

• GAME ADJUSTMENTS •
The Game Adjustments in the core Desert of the dead: Increase the
rulebook work fine in The Dust. This encounter size by +1 when facing
chapter provides new options allowing Undead foes.
the total difficulty rating to reach 22 (for
Hostile winds: During battles in The Dust
the absolutely dedicated and determined).
the warband is always limited to a missile
range of 12”.
Existing Game Adjustments
Deny the dark arts: If this option is Constructs of the warlord: All
selected, it also prevents the use of Aberrations add +1 to their Monster
Serpentine Mages. Points total.
Constrained sorcery: Serpentine Mages
New Game Adjustments
always begin the battle with 0 Drift
Each of these options will add +1 to the
points, regardless of battle conditions.
difficulty factor.
Choking breeze: You do not automatically
have a character recover from Exhaustion
in the Healing step of the campaign turn.

• Table Index •
Aberration Table … … … … … … … … 51 Quarters Terrain Feature Table … … … 37
Camp Events Table … … … … … … … 24 Quest Talent (The Dust) Table … … … … 32
Central Terrain Feature Table … … … … 37 Rare Goods Table … … … … … … … … 29
Character Origin Table … … … … … … 7 Sandstorm Table … … … … … … … … 34
Common Goods Table … … … … … … 28 Serpentine Mage Progression Table … … 12
Drift Generation Table … … … … … … 15 Serpentine Mage Spell Table … … … … 16
Environment Effects Table … … … … … 41 Settlement Population Table … … … … 21
Follower Table … … … … … … … … … 10 Settlement Type Table … … … … … … 21
Foraging for Herbs Table … … … … … 27 Temple Effects Table … … … … … … … 43
Hunting Expedition Table … … … … … 27 The Dust Rises Enemy Table … … … … 44
Items of The Dust Subtable … … … … 54 Travel Table … … … … … … … … … 33
Large Fight Allies Table … … … … … … 49 Valuables Subtable … … … … … … … 54
Loot Table … … … … … … … … … 54 Wanderer Background Tables … … … 10
Obstacle Table … … … … … … … … … 35

57
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