Journeys Into The Unknown Revamp Player's Guide v1.1
Journeys Into The Unknown Revamp Player's Guide v1.1
Journeys Into The Unknown Revamp Player's Guide v1.1
You are level 1. Choose a name and answer: Why have you chosen to adventure? Why are you working
with the others in your group?
Now you are ready to play. Don’t get too attached; it’s a dangerous world out there.
Role-playing is as simple as describing what At the start of each combat round, determine
you want to do. initiative by rolling a D6. On a 1-3, all of the
• “I want to roll the boulder into place before the enemies will act first. On a 4-6 you and your
swarm gets out!” allies will act first. If you surprised the enemy,
• “I want to leap off the pterodactyl’s back and you and your allies go first in combat. For the
onto the airship!” first round only, all your attacks are Enhanced.
• “I want to plead with the assassin not to throw
the victim overboard!”
In combat, on your turn, you may move from
If you attempt something where the outcome is Near to Far or Far to Near and take one action,
uncertain and failure has consequences, the such as casting a spell, attacking, using a trait,
referee will ask for a saving throw or save. To or any action deemed reasonable by the referee.
make a save, roll a D20 and add the relevant
stat.
• “Make a Strength save to move the boulder.” All attacks automatically hit. Armor reduces the
• “Ok, roll your Agility to make the jump.” amount of damage inflicted. To attack, roll the
• “Give me a Willpower saving throw to try to appropriate damage die. If your opponent is
reason with the assassin.” wearing armor, they reduce the amount of
damage taken equal to their armor value.
If your total is 13 or higher, you succeed. If not,
the situation gets complicated or deadlier. Example: Arkadia strikes the beast (armor 3)
• “You crush one of the creature’s flailing limbs with her mace. If Arkadia rolls a 3 for damage,
as you roll the boulder into place!” her attack is completely blocked. If she rolls a 5,
• “You trip and go tumbling toward the ground then she will deal 2 damage to the beast.
below!”
• “The assassin smirks, then shoves his target Melee weapons can strike Near foes, while
into your arms before leaping off the ship!” ranged weapons must be used in Far range.
Spells can be used in either Near or Far range,
depending on the spell description.
If there are situational factors that make a save
or other roll significantly easier or harder, the Shields provide 1 armor. A shield’s better trait,
referee may give your character advantage or however, is that they can completely negate
disadvantage. The referee may grant advantage damage by being voluntarily destroyed.
or disadvantage to any die roll, not just saves.
Example: The beast mauls Haddic for 12
If a save has advantage, roll 2 dice, and use the damage. This would kill Haddic, so he describes
better result. If it has disadvantage, roll 2 dice, how the beast splinters his shield. Haddic has
and use the worse result. lost 1 armor, but survives the attack.
Ask questions and make notes. Work together Attacks that are Impaired, such as unarmed
but divide and conquer. Fight dirty because your strikes, firing at an enemy through thick fog, or
foes will. Good plans don’t rely on the whims of fighting with a dislocated shoulder, roll D4
the dice. Be prepared for anything, including damage. Enhanced attacks, such as striking a
death. When you die, make a new character. downed enemy, roll D12 damage.
Life is brutal. When reduced to 0 health, you are
dead. When appropriate to the story, the referee Magic spells are usually found in the form of
may let your character make a valiant sacrifice heavy runestones. Each runestone takes up one
or say their last words. item slot and only holds a single spell. If you
want to be able to cast a wide variety of spells,
you’ll have to fill most of your item slots with
Any time you are directly opposing an action, runestones.
both you and your opponent make a save.
Highest wins. Examples include opposing Creating runestones is a lost art form. To gain
Strength saves to arm wrestle, opposing Agility new spells, you must adventure for runestones
saves to outrun, or opposing Willpower saves to in dungeons and ruins, or steal them from
outmaneuver the enemy ship. others. If you openly carry runestones, you are
likely to be targeted by those looking to
“acquire” them.
In combat or dangerous situations, you can
spend your entire turn to recover 1 health. Most spells simply work as their description
Between battles and in complete safety, use one states, although the referee might allow a
hour to recover 5 health. Between adventures, particularly powerful foe to make a save, or
you can rest for a night in complete safety to simply negate the spell’s effects.
recover all health. If your ordeal was bad
enough, the referee may choose to give you an
injury or terrible scar. Magic is dangerous and most individuals don’t
dare trifle with runestones. You are not most
individuals.
When monsters, enemies, or other characters,
such as hirelings, face more danger than they To cast a spell, you must hold the runestone in
were expecting, the referee will make a morale hand. Each runestone can be used once daily.
roll by rolling a D6. On a 1-3, the monster or All spells automatically cast and deal D10
enemy will attempt to flee, retreat, or parley. damage, ignoring armor, unless otherwise noted.
Morale rolls can be triggered by defeating half If you roll a 1, 2, or 3 when rolling damage, the
of an enemy group, defeating a group’s leader, spell misfires. Roll D6 on the Misfires Table.
or reducing a lone enemy to half of their original
health. Other effects may trigger a morale roll at
the referee’s discretion. 1: The spell’s effect becomes the opposite of
intended (e.g. fire becomes water, etc.)
2: The spell backfires, doing D10 damage to
All weapons and armor have a quality rating, your character
which you can see in the item list found on 3: You can’t cast for the remainder of the
Section 8 in this booklet. encounter
4: A wild arc bounces about, doing D10 damage
After every combat, roll a D20. On a result of 1- to a random target
5, mark off one quality on every armor and 5: Magical distortion causes all your attacks to
weapon used during that combat. At 0 quality, be Impaired (roll D4) for the remainder of the
the item is broken and can’t be used until encounter
repaired for half its cost. 6: The runestone is irrevocably destroyed
Choose or roll a D88 when finding a new spell.
[roll 2 eight-sided dice, read the first D8 as tens, 27. Divine Shield: Touch an ally to grant them
and the second D8 as ones] the ability to absorb the next 10 damage, healing
them instead of hurting them.
28. Earthen Might: Conjure a giant stone
11. Anguish: Damage and stun an enemy you which impacts a target you can see, dealing
can see with visions of cosmic horrors for 1D4 2D10 damage.
rounds. 31. Elemental Protection: Touched ally is
12. Arcane Sigil: Draw a glowing sigil on the immune to any damage from a chosen element.
ground. Explodes and damages all targets at 32. Enchant: Imbue a melee weapon with the
Near range when anyone steps on it. power to inflict Enhanced damage for 1D4
13. Bless: Grant one ally you can see the ability rounds.
to automatically succeed on their next save. 33. Enlarge: Grow one target you can see to
14. Breath: Touched ally can breathe in any double its size for 1D4 rounds, with Enhanced
environment for 1 hour. damage.
15. Calm: Force a target you can see to become 34. Filch: A small object you can see teleports
passive for 1D4 rounds. to your hands.
16. Charm: All enemies within Near range are 35. Fireball: Damage all targets within Near
friendly toward you and your allies for 1D4 range of a designated location you can see.
rounds. 36. Frost Nova: Emit a freezing blast at Near
17. Conjure Familiar: Summon a small range, damaging and immobilizing all targets
creature, such as a mouse or a hawk, with 5 for 1D4 rounds.
health, which deals 1 damage. Lasts until killed. 37. Grapple: Pull a Far target toward you. Roll
18. Control Objects: Manipulate or move a opposing Strength if resisting.
small mechanism or object within Far range. 38. Haste: Touch a Near ally. For 1D4 rounds,
21. Control Weather: You alter the type of that ally can double the amount attacks they
weather around you. Works indoors. perform per turn. Afterwards, that ally can’t
22. Counterspell: Cast at any time to negate move for 1D4 turns.
one magical effect or spell. 41. Healing Nova: Heal all Near allies for D10
23. Curse: Force one enemy you can see to fail health.
their next save. 42. Healing Touch: Touch to heal an ally for
24. Demonic Conjuration: Summon 1D4 2D10 health.
wicked demons with 1 health and D10 damage. 43. Illuminate: Conjure a floating light for D10
They attack anything in sight. rounds which moves where you command.
25. Destroy the Undead: Annihilate 1 Undead 44. Invisibility: Allies who stay Near you are
per 1 health sacrificed at Near range. invisible for 1D4 rounds.
26. Disassemble: Any of your body parts may 45. Invulnerability: An ally you can see cannot
be detached and reattached at will, without be harmed for 1D4 rounds.
causing pain or damage. You can still control 46. Levitate: Touch a target to make them float
them. up to Far high for 1D4 rounds. Afterwards, they
slowly float to the ground.
47. Lightning: Deal D10 + 1 damage per health 67. Sanctuary: For 1D4 rounds, allies have +3
sacrificed. Double the damage against those armor as long as they stay Near you. Any ally
wearing metal armor. who is Far from you loses the protection.
48. Mage Sight: Conjure an arcane orb. Move 68. Scry: You can see through the eyes of a
the orb anywhere for one hour and see what it target you touched earlier this day.
sees. Cannot listen. 71. Seal: One door, window, or other opening is
51. Magic Missile: Fire 6 missiles of energy, magically sealed until you take damage.
each dealing 1D4 damage separately. The 72. Servant: Create a mindless servant for D10
missiles target up to 6 enemies within Far range. rounds. It tries to follow your commands.
52. Mend: Repair any humanoid-sized armor or 73. Shove: Emit a powerful blast, damaging and
weapon instantly. pushing objects and humanoids back to Far
53. Mind Control: Take total control of any range.
Near creature for 1D4 rounds. 74. Shriek: All Near targets are deafened for
54. Mind Reader: You can hear the thoughts of 1D4 rounds.
a Near target for 1D4 rounds. 75. Shrink: Reduce one target to 1/10th its size
55. Mirror Image: Conjure a realistic clone of and make their attacks Impaired for 1 round.
yourself, lasts 1D4 rounds. 76. Slick: Every Near surface becomes
56. Misty Step: Move freely through any terrain frictionless and slippery.
or obstacles for 1D4 rounds. 77. Smoke: Emit a thick cloud of smoke within
57. Portal: Create a magical portal to anywhere Near range. All melee attacks within the smoke
you have been. Lasts until you take damage. are Impaired and ranged attacks are impossible.
58. Purify: Remove any negative condition on a 78. Spirit Armor: Give an ally you can see +3
touched ally. armor for 1 round.
61. Ray of Ice: Shoot an icy jet at an enemy 81. Swap: Swap places with an ally you can see.
within Far range, damaging and freezing them 82. Sylvan Missile: Enchant a single projectile,
in place for 1D4 rounds. such as an arrow or stone, to do 4D10 damage.
62. Rebuking Aura: Touch an ally. For 1D4 83. Telepathy: For 1 day, two targets can hear
rounds, enemies harming the ally take D10 each other’s thoughts, regardless of distance.
damage. 84. Transfusion: Transfer any amount of your
63. Resurrection: Fails on a D10 roll of 1-3. On health to a living ally.
a success, cast on a deceased ally. They will 85. True Sight: See illusions, magical auras,
resurrect with 1 health. and all hidden things within Near range.
64. Reverse Gravity: Reverse gravity within 86. Warden: Summon a magical guardian with
Far range for 1D4 rounds. 20 health and Enhanced attacks.
65. Reverse Time: Fails on a D10 roll of 1-3. 87. Were-Beast: Become a massive beast for
On a success, reverse the events of the previous 1D4 rounds, double health and Strength bonus,
round. and make all attacks Enhanced.
66. Rotting Flesh: Draw a glowing, necrotic 88. Zone of Weakness: Up to 6 targets have
sigil on the ground. When an enemy steps on it, their Strength halved and damage Impaired for 4
they take 1D4 damage for 1D10 rounds. rounds.
Whenever you accumulate 2 experience, your
character gains a level. You receive 1
experience for answering yes to any of the
advancement questions on the following page.
These can only be used once per character. No
character can gain more than 2 experience per
session. If you can answer yes to more than 2
advancement questions in one session, choose
which will grant you experience.
Food Cost
Animal Feed (Daily) 2
Travel Rations (Daily) 5
Cheap Alcohol (4 Gallons) 1
Expensive Alcohol (1 Bottle) 1
Purified Water (1 Gallon) 1
In the dungeon: Having traversed dangerous
The Referee is playing with three other players wilds, the characters have made it to the cave
who are playing the following characters: Onyx, where the beast dwells.
the catfolk, Arkadia, the human, Haddic, the
dwarf. The Referee is playing all other The characters, taking no chances at rolling a
characters. save and failing, describe how they cover their
scent by using mud to sneak into the cave.
In the village: Coin-less and thirsty for a new
adventure, the characters find themselves Referee: You managed to get Near the beast as it
negotiating a contract to hunt down a dangerous slumbers. Good thing you found out its sleeping
beast which has disrupted an old trade route. pattern. Great idea on the mud too! No initiative
Arkadia, the human: We want to help, but we roll needed. Roll your attacks!
aren’t sure we can come out even with such a Onyx, the catfolk: I leap forward and stab at its
small reward. hindlegs, which is 1D6 cause my dagger is one-
Theron, the shopkeeper: Well, then, don’t waste handed, right? I rolled a 5!
my time! I’m only looking for serious inquiries! Referee: Actually, since you caught the beast by
Arkadia, the human: But… surprise, your attacks are all Enhanced, roll
Theron, the shopkeeper: Get out of here! 1D12 instead.
Onyx, the catfolk: I got an 11!
The player playing Arkadia asks if she can roll Referee: Nice, you stab an artery and blood
Willpower to convince the shopkeeper. The gushes out from the wound! Haddic, Arkadia,
Referee explains she is likely to fail since she what do you do?
has to roll 13 or higher. Plus, the roll would be Arkadia, the human: I am going to stab it near
at disadvantage since Theron is already angry the neck! *rolls 1D12* Damn! I got a 1.
with the group.
As a human, Arkadia could have used her
Onyx, the catfolk: I got an idea! Can I sneak Human Cunning ability to reroll her damage.
around and tail Theron to see if I can find any Unfortunately, she forgot and only dealt one
dirty secrets to blackmail him with? damage. While the Referee could have reminded
her, such as when the Referee reminded
The Referee thinks this is a great idea and leans everyone that the characters could roll Enhanced
into it, but it sounds very underhanded. The attacks, it is not the Referee’s responsibility to
Referee tells the player playing Onyx that if she know everything about a character. Sometimes
is willing to take a point of corruption, she can both players and Referees can forget and that’s
carry out her plan. The player is willing to and ok. Arkadia can still use her ability later.
finds out that Theron is having an affair with a
serving girl at the local inn. Haddic, the dwarf: Instead of attacking, I’m
going to look for anything in the area to use as a
Onyx, the catfolk: Look Theron, we can help barricade.
each other. Your mission gets done, we get a Referee: (being a fan of player ideas, goes for it)
little extra from you, and your partner never has Hmmm, looks like there are some boulders
to find out about your nightly romps. nearby that you could hide behind. It’s the
Theron, the shopkeeper: Fine! I’ll give you half beast’s turn! It swings its massive tail at Onyx
now and half after it’s done! for 5 damage and then it turns to bite Arkadia’s
Onyx, the catfolk: See, I knew you could be leg for 3 damage…
reasonable…
Saves: Roll D20 + stat. Meet or exceed 13.
Opposed saves: Both sides roll D20 + stat. Highest value wins.
Advantage: Roll 2D20 and use the higher result. Then add your relevant stat.
Disadvantage: Roll 2D20 and use the lower result. Then add your relevant stat.
Initiative: Every combat round roll a D6. On a 4-6, you and your allies act first.
Quality: After combat, roll a D20. On 1-5, mark one quality on all used weapons / armor.