Hellcaster 3
Hellcaster 3
21. magic
introduction
3
Players should always understand the reasons weirdness, but maintain a logic behind it that
behind the choices they’ve made, and information can be decoded.
about potential risks should be provided freely and
frequently. preparation:
principles • The game world is organic, malleable and
random. It intuits and makes sharp turns.
The Warden and the players each have guidelines • Use random tables and generators to
that help foster a specific play experience defined by develop situations, not stories or plots. Give
critical thinking, exploration, and an emergent the players the space to choose the
narrative. challenges they are interested in.
• NPCs remember what the PCs say and do,
shared objective and how they affect the world.
Players trust one another to engage with the shared • NPCs don’t want to die. Infuse their own
setting, Character goals, and party challenges. self-interest and will to live into every
Therefore, the party is typically working together personality.
towards a common goal, as a team.
difficulty:
principles for wardens • Default to context and realism rather than
numbers and mechanics.
information: • If something the players want to do is
• Provide useful information about the game sincerely impossible, no roll will allow them
world as the Characters explore it. to do it.
• Players do not need to roll dice to learn • Is what the player describes and how they
leverage the situation sensible? Let it
about their circumstances.
happen.
• Be helpful and direct with your answers to
their questions. • Saves cover a great deal of uncertain
situations and are often all that is necessary
• As the GM, you are the eyes, ears and nose
for risky actions. Narrative Focus:
of the players and their Characters. Don’t
unnecessarily hide things from your players. • Emergent experience of play is what matters,
Make sure they have all the information they not math or Character abilities.
need to make meaningful choices. • Give the players weapon trainers and
personal quests to facilitate improvement
• Make the world a consistent, understandable
and specialization.
place. Don’t shy away from magic and
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• Pay attention to the needs and wants of the • Treasure is highly valuable, almost always
players, then put realistic opportunities in bulky, and rarely useful beyond its worth and
their path. prestige.
• A dagger to your throat will kill you, • Relics are not Treasure, though they are
regardless of your expensive armor and useful and interesting.
impressive training. • Use Treasure as a lure to exotic locations
under the protection of intimidating foes.
danger:
Die of Fate:
• The game world produces real risk of pain
and death for the player Characters. • Occasionally you will want an element of
• Telegraph serious danger to players when it randomness (e.g. the weather, unique
is present. The more dangerous, the more Character knowledge, etc.).
obvious. • In these situations, roll 1d6. A roll of 4 or
• Put traps in plain sight and let the players more generally favors the players.
take time to figure out a solution. • A roll of 3 or under tends to mean bad luck
• Give players opportunities to solve problems for the PCs or their allies.
and interact with the world. Choice:
• Give players a solid choice to force outcomes rulings
when the situation lulls. Use binary “so, A or
• The rules of Hellcaster will not cover every
B?” responses when their intentions are
situation you and the players come across,
vague.
and some parts have been kept intentionally
• Work together using this conversational vague. When this happens, adapt one of
method to keep the game moving. your existing tools to the purpose, or create
a new one.
treasure: • Make a note of the ruling for future use. A
• When the players have been smart and ruling is useless to you and the players if it is
brave and followed good leads, give them not consistently applied later. Rulings
the rewards they have earned. Don’t be become definite mechanics in your world.
miserly when the players face down great
dangers and succeed. principles for players
• A Treasure is specific to the environment
from where it is recovered. It tells a story. agency:
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planning:
teamwork:
• Think of ways to avoid your obstacles
• Seek consensus from the other players through reconnaissance, subtlety, and fact-
before barreling forward. finding.
• Stay on the same page about goals and • Do some research and ask around about
limits, respecting each other and your objectives.
accomplishing more as a group than alone.
ambition:
exploration:
• Set goals and use your meager means to take
• Asking questions and listening to detail is steps forward.
more useful than any stats, items, or skills • Expect nothing. Earn your reputation.
you have. • Keep things moving forward and play to see
• Take the Warden’s description without what happens.
suspicion, but don’t shy away from seeking
•
more information.
There is no single correct way forward.
Character creation
talking: name, background, and traits
• Treat NPCs as if they were real people, and Choose or roll your PC’s name and background from
rely on your curiosity to safely gain their respective tables on the following page. A PC’s
information and solve problems. background informs their potential knowledge and
skills. Next, roll for the rest of your Character’s traits
• You'll find that most people are interesting
(appearance, speech, mannerisms, beliefs,
and will want to talk things through before
reputation, etc.) on the Character Traits tables on
getting violent.
page 9-10. Finally, roll for their age (2d20+10).
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3. Burn Scar 9. Pierced 14. Rough 19. Weathered 6. Soldier 16. Duelist 26. Courtesan 36. Bounty
4. Dark 10. Pockmarked15. Sallow 20. Whip Scar 7. Grave 17. Minor 27. Pit fighter hunter
5. Makeup robber Noble 28. Slave 37. Person of
8. Leech 18. Scholar 29. Servant the cloth
hair 9. Bartender 19. Murderer 30. Scribe 38. Rat catcher
1. Bald 6. Disheveled 11. Limp 16. Ponytail 10. Prostitute 20. Nomad 39. Valet
2. Braided 7. Dreadlocks 12. Long 17. Silky 40. Miner
3. Bristly 8. Filthy 13. Luxurious 18. Topknot
4. Cropped 9. Frizzy 14. Mohawk 19. Wavy misfortunes
5. Curly 10. Greased 15. Oily 20. Wispy 1. Abandoned 8. Defrauded 15. Framed
2. Addicted 9. Demoted 16. Haunted
clothing 3. Blackmailed 10. Slandered 17. Kidnapped
1. Antique 6. Elegant 11. Foreign 16. Patched 4. Condemned11. Disowned 18. Mutilated
2. Bloody 7. Fashionable12. Frayed 17. Perfumed 5. Cursed 12. Exiled 19. Poor
3. Ritual 8. Filthy 13. Frumpy 18. Rancid 6. Betrayed 13. Underfed 20. Survived a
4. Decorated 9. Flamboyant 14. Livery 19. Torn 7. Abused 14. Enslaved Massacre
5. Eccentric 10. Stained 15. Oversized 20. Undersized
virtue armor
1. Ambitious 6. Disciplined 11. Honorable 16. Merciful 1-3: 4-14: 15-19: 20:
2. Cautious 7. Focused 12. Humble 17. Righteous No armor Gambeson Brigandine Plate
3. brave 8. Generous 13. Idealistic 18. Serene
4. Courteous 9. Gregarious 14. Just 19. Stoic
helmets and shields
5. Curious 10. Honest 15. Loyal 20. Tolerant 1-13: 14-16: 17-19: 20:
None Helmet Shield Helmet and Shield
vice
1. Aggressive 6. Deceitful 11. Lazy 16. Suspicious
2. Arrogant 7. Flippant 12. Nervous 17. Vain
3. Bitter 8. Gluttonous 13. Prejudiced 18. Vengeful dungeoneering gear
4. Cowardly 9. Greedy 14. Reckless 19. Wasteful 1. Rope, 50ft 6. Crowbar 11. Lantern 16. Pole, 10ft
5. Cruel 10. Irascible 15. Rude 20. Whiny 2. Pulleys 7. Tinderbox 12. Lamp oil 17. Sack
speech 3.
4.
Candles, 5
Chain, 10ft
8. Grap. hook
9. Hammer
13. Padlock
14. Manacles
18. Tent
19. Spikes, 5
1. Blunt 6. Droning 11. Mumbling 16. Dialect
5. Chalk, 10 10. Waterskin 15. Mirror 20. Torches, 5
2. Booming 7. Flowery 12. Precise 17. Slow
3. Breathy 8. Formal 13. Quaint 18. Squeaky Roll twice on this table, and once on the following two.
4. Cryptic 9. Gravelly 14. Rambling 19. Stuttering
5. Drawling 10. Hoarse 15. Rapid-fire 20. Whispery
general gear
background 1. Air bladder 6. Saw 11. Fish. rod 16. Net
1. Alchemist 11. Cleric 21. Magician 31. Performer 2. Bear trap 7. Bucket 12. Marbles 17. Tongs
2. Beggar 12. Cook 22. Mariner 32. Pickpocket 3. Shovel 8. Caltrops 13. Glue 18. Lockpicks
3. Butcher 13. Cultist 23. Mercenary 33. Smuggler 4. Bellows 9. Chisel 14. Pick 19. Metal file
4. Burglar 14. Gambler 24. Merchant 34. Student 5. Grease 10. Drill 15. Hourglass 20. Nails
5. Charlatan 15. Herbalist 25. Outlaw 35. Tracker
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general gear
1. Incense 6. Bottle 11. Fake jewels 16. Face paint
2. Sponge 7. Soap 12. Blank book 17. Whistle
3. Lens 8. Spyglass 13. Card deck 18. Instrument
4. Perfume 9. Tar pot 14. Dice set 19. Quill & Ink
5. Horn 10. Twine 15. Cook pots 20. Small bell
11
Horn 10
Item list Hourglass
Incense (packet)
300
10
Iron Tongs 10
tools & gear Ladder (10 ft) 10
Air Bladder 5 Large Sponge 5
Abacus 20 Lens 100
Barrel 20 Lockpicks 100
Bear Trap 20 Manacles 10
Bedroll 10 Metal File 5
Bell 10 Mirror (small, silver) 200
Bellows 10 Musical Instrument 200
Black Grease 1 Nails (12) 5
Block and Tackle 30 Net 10
Book (Blank) 300 Oil flask 5
Book (Reading) 600 Oilskin Bag 5
Bottle/Vial 1 Oilskin Trousers 10
Bucket 5 Padlock and Key 20
Caltrops (bag) 10 Perfume 50
Candle 1 Pick 10
Cards with an extra Ace 5 Pole (10ft) 5
Chain (10 ft) 10 Quill and Ink 1
Chalk (10 pieces) 1 Rope (50ft) 10
Chest 50 Ram, portable 40
Chisel 5 Sack 1
Climber’s kit 250 Saw 10
Cookpots 10 Set of Loaded Dice 5
Crowbar 10 Shovel 10
Drill 10 Small Bell 20
Face Paint/Makeup 10 Soap 1
Fake Jewels 50 Spike (iron) 5
Fishing Rod/Tackle 10 Spike (wood) 1
Glass Marbles (bag) 5 Spiked boots 5
Glue (bottle) 1 Spyglass 1000
Grappling Hook 10 Tar (Pot) 10
Hammer 10 Tent (3 man) 100
Holy Water 25 Tent (personal) 50
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Cow 100 Wages are per day, not including food, supplies,
Dog, hunting 50 shelter, etc. Each henchman is an individual NPC in
Dog, small but vicious 20 your employ, so there is no standard.
Donkey/Pack Horse 300 Laborer 1
Goat 10 Scribe 2
Hawk 1000 Archer 3
Horse, riding 1000 Mason 4
Horse, war 10,000 Man-at-arms, on foot 6
Ox 300 Armorer or Blacksmith 8
Pig 30 Man-at-arms, mounted 12
Sheep 15 Master Builder 15
lodging Barber-Surgeon 25
Knight 25
Bed, per night 1
Private room, per night 2
buildings
Meal 2 Hovel 120
Hot bath 2 Row House 1200
Stabling and fodder 2 Craftsman’s House 2400
ships Merchant’s House 7200
House with Courtyard 21,600
Ship, high uses 720/ton Guildhall 32,600
Ship, good uses 480/ton Stone Tower 48,000
Ship, used uses 240/ton Temple 75,000
Ship, poor uses 120/ton Stronghold 100,000
Raft 50 Cathedral 500,000
Fishing boat 500 Imperial Palace 2,500,000
Sloop 5000
Caravel
Galleon
25,000
125,000
spell list
transport 1. Adhere: An object is covered in extremely sticky
slime.
Carriage 320 2. Anchor: A strong wire sprouts from your arms,
Cart 50 affixing itself to two points within 50ft on each
Wagon 120 side.
hirelings 3. Animate Object: An object obeys your
commands as best it can.
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4. Anthropomorphize: An animal either gains 20. Cure Wounds: Restore 1d4 STR per day to a
human intelligence or human appearance for one creature you can touch.
day. 21. Deafen: All nearby creatures are deafened.
5. Arcane Eye: You can see through a magical 22. Detect Magic: You can see or hear nearby
floating eyeball that flies around at your magical auras.
command. 23. Disassemble: Any of your body parts may be
6. Astral Prison: An object is frozen in time and detached and reattached at will, without causing
space within an invulnerable crystal shell. pain or damage. You can still control them.
7. Attract: Two objects are strongly magnetically 24. Disguise: You may alter the appearance of one
attracted to each other if they come within 10 Character at will as long as they remain humanoid.
feet. Attempts to duplicate other Characters will seem
8. Auditory Illusion: You create illusory sounds uncanny.
that seem to come from a direction of your choice. 25. Displace: An object appears to be up to 15ft
9. Babble: A creature must loudly and clearly from its actual position.
repeat everything you think. It is otherwise mute. 26. Earthquake: The ground begins shaking
10. Bait Flower: A plant sprouts from the ground violently. Structures may be damaged or collapse.
that emanates the smell of decaying flesh. 27. Elasticity: Your body can stretch up to 10ft.
11. Beast Form: You and your possessions 28. Elemental Wall: A straight wall of ice or fire
transform into a mundane animal. 50ft long and 10ft high rises from the ground.
12. Befuddle: A creature of your choice is unable 29. Filch: A visible item teleports to your hands.
to form new short-term memories for the duration 30. Flare: A bright ball of energy fires a trail of light
of the spell. into the sky, revealing your location to friend or
13. Body Swap: You switch bodies with a creature foe.
you touch. If one body dies, the other dies as well. 31. Fog Cloud: A dense fog spreads out from you.
14. Charm: A creature you can see treats you as a 32. Frenzy: A nearby creature erupts in a frenzy of
friend. violence.
15. Comprehend: You become fluent in all 33. Gate: A portal to a random plane opens.
languages for a short while. 34. Gravity Shift: You can change the direction of
16. Command: A target obeys a single three-word gravity, but only for yourself.
command that does not cause it harm. 35. Greed: A creature develops the overwhelming
17. Cone of Foam: Dense foam sprays from your urge to possess a visible item of your choice.
hand, coating the target. 36. Haste: Your movement speed is tripled.
18. Control Plants: Nearby plants and trees obey 37. Hatred: A creature develops a deep hatred of
you and gain the ability to move at a slow pace. another creature or group and wishes to destroy
19. Control Weather: You may alter the type of them.
weather at will, but you do not otherwise control 38. Hear Whispers: You can hear faint sounds
it. clearly.
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39. Hover: An object hovers, frictionless, 2ft above 56. Night Sphere: A 50ft wide sphere of darkness
the ground. It can hold up to one humanoid. displaying the night sky appears before you.
40. Hypnotize: A creature enters a trance and will 57. Objectify: You become any inanimate object
truthfully answer one yes or no question you ask between the size of a grand piano and an apple.
it. 58. Ooze Form: You become a living jelly.
41. Icy Touch: A thick ice layer spreads across a 59. Pacify: A creature near you has an aversion to
touched surface, up to 10ft in radius. violence.
42. Identify Owner: Letters appear over the object 60. Phobia: A nearby creature becomes terrified
you touch, spelling out the name of the object's of an object of your choice.
owners, if there are any. 61. Pit: A pit 10ft wide and 10ft deep opens in the
43. Illuminate: A floating light moves as you ground.
command. 62. Primal Surge: A creature rapidly evolves into a
44. Invisible Tether: Two objects within 10ft of future version of its species.
each other cannot be moved more than 10ft 63. Push/Pull: An object of any size is pulled
apart. directly towards you or pushed directly away from
45. Knock: A nearby mundane or magical lock you with the strength of one man.
unlocks – loudly. 64. Raise Dead: A skeleton rises from the ground
46. Leap: You jump up to 10ft high, once. to serve you. They are incredibly stupid and can
47. Liquid Air: The air around you becomes only obey simple orders.
swimmable. 65. Raise Spirit: The spirit of a nearby corpse
48. Magic Dampener: All nearby magical effects manifests and will answer 1 question.
have their effectiveness halved. 66. Read Mind: You can hear the surface thoughts
49. Manse: A sturdy, furnished cottage appears for of nearby creatures.
12 hours. You can permit and forbid entry to it at 67. Repel: Two objects are strongly magnetically
will. repelled from each other within 10 feet.
50. Marble Craze: Your pockets are full of marbles, 68. Scry: You can see through the eyes of a
and will refill every 30 seconds. creature you touched earlier today.
51. Masquerade: A Character’s appearance and 69. Sculpt Elements: Inanimate material behaves
voice becomes identical to those of a Character like clay in your hands.
you touch. 70. Sense: Choose one kind of object (key, gold,
52. Miniaturize: A creature you touch is shrunk arrow, jug, etc.). You can sense the nearest
down to the size of a mouse. example.
53. Mirror Image: An illusory duplicate of yourself 71. Shield: A creature you touch is protected from
appears and is under your control. mundane attacks for one minute.
54. Mirrorwalk: A mirror becomes a gateway to 72. Shroud: A creature you touch is invisible until
another mirror that you looked into today. they move.
55. Multiarm: You temporarily gain an extra arm.
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73. Shuffle: Two creatures you can see instantly 88. Target Lure: An object you touch becomes the
switch places. target of any nearby spell.
74. Sleep: A creature you can see falls into a light 89. Thicket: A thicket of trees and dense brush up
sleep. to 50ft wide suddenly sprouts up.
75. Slick: Every surface in a 30ft radius becomes 90. Summon Idol: A carved stone statue the size
extremely slippery. of a mule rises from the ground.
76. Smoke Form: Your body becomes a living 91. Time Control: Time in a 50ft bubble slows
smoke that you can control. down or increases by 10% for 30 seconds.
77. Sniff: You can smell even the faintest traces of 92. True Sight: You see through all nearby
scents. illusions.
78. Snuff: The source of any mundane light you 93. Upwell: A spring of seawater appears.
can see is instantly snuffed out. 94. Vision: You completely control what a creature
79. Sort: Inanimate items sort themselves sees.
according to categories you set. 95. Visual Illusion: A silent, immobile, room-sized
80. Spectacle: A clearly false but impressive illusion of your choice appears.
illusion of your choice appears, under your 96. Ward: A silver circle 50ft across appears on the
control. It may be up to the size of a palace and ground. Choose one species that cannot cross it.
has full motion and sound. 97. Web: Your wrists shoot thick webbing.
81. Spellsaw: A whirling blade flies from your 98. Widget: A primitive version of a drawn tool or
chest, clearing any plant material in its way. It is item appears before you and disappears after a
otherwise harmless. short time.
82. Spider Climb: You can climb surfaces like a 99. Wizard Mark: Your finger can shoot a stream
spider. of ulfire-colored paint. This paint is only visible to
83. Summon Cube: Once per second you may you and can be seen at any distance, even through
summon or banish a 3-foot-wide cube of earth. solid objects.
New cubes must be affixed to the earth or to other 100. X-Ray Vision: You can see through walls, dirt,
cubes. clothing, etc.
84. Swarm: You become a swarm of crows, rats, or
piranhas. You can only be harmed by blast attacks.
85. Telekinesis: You may mentally move 1 item
rules
under 60lbs.
86. Telepathy: Two creatures can hear each
abilities
other’s thoughts, no matter how far apart. Each of the three abilities are used in different
87. Teleport: An object or person you can see is circumstances (see saves, below).
transported from one place to another in a 50ft
radius.
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Strength (STR): Used for saves requiring physical • Round: the timescale used during combat. Each
power, like lifting gates, bending bars, resisting Round is about 10 seconds. Combat rounds are
poison, etc. recorded at this pace.
Dexterity (DEX): Used for saves requiring poise, • Turn: the timescale used during adventure site
speed, and reflexes like dodging, climbing, sneaking, exploration. Each Turn is around 10 minutes.
balancing, etc. Dungeon exploration is recorded at this pace.
Willpower (WIL): Used for saves to persuade, • Watch: the timescale used during wilderness
deceive, interrogate, intimidate, charm, provoke, travel. Each Watch is 36 Turns, about 6 hours. There
manipulate spells, etc. are 4 watches in a day. Overland travel is recorded at
this pace.
No ability can be permanently increased beyond 19.
armor
Before calculating damage to HP, subtract the
saves target’s Armor value from the result of damage rolls.
Shields and similar armor provide a bonus defense
A save is a roll to avoid bad outcomes from risky
(e.g. +1DEF), but only while the item is held or worn.
choices and circumstances. PCs roll a d20 for an
No Character can have more than 3 DEF. Shields,
appropriate ability score. If they roll equal to or
gauntlets, and helms may provide additional benefits
under that ability score, they pass. Otherwise, they
according to their use.
fail. A 1 is always a success, and a 20 is always a
failure. health and hp
Example: Bea encounters a group of heavily- armed
Damage is dealt first to a creature’s Hit Protection
Goblins standing guard before a tunnel entrance. Her
(HP). This represents the creature’s ability to avoid or
player carefully plots a course, recognizing that her
shrug off real damage. Once HP is depleted, damage
13 DEX makes sneaking past the guards the best
is dealt to STR. Damage that reduces a target’s HP
option. She rolls a d20, and resulting in a 10 – a
below zero decreases a target’s STR by the amount
success!
remaining. The HP max cannot be permanently
increased beyond 18. Scarring however, can increase
time
a Character’s HP max to 22.
For convenience and ease of reference, game time is
divided up into three time scales of expanding healing
duration.
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There are three ways your Character can rest and meeting their clear requirement — usually a short,
recover. long or full rest.
Characters must rest 1 watch per day and consume 1 (Advanced rule): A Character may make a DEX save
ration or they become deprived. A Character on their turn to avoid using an action to retrieve an
deprived of a crucial need (such as food or rest) is item from their backpack. If they fail they lose the
unable to recover HP or ability scores. Deprivation action and don’t retrieve the item.
always takes 1 Grit slot if available, deprivation
cannot be stored in the inventory, however. Anyone usage
deprived for more than a day adds Fatigue to their
Most items have three usage dots. When all three
inventory, one for each day. Deprivation clears after
dots are marked on an item it is depleted or
1 watch resting and 1 spent ration.
destroyed. Usage dots can be cleared from
Each Fatigue occupies one slot and lasts until the weapons/armor for 10% of the original cost per dot
Character can recuperate safely for 2 watches, after cleared. Some armor and weapons might have
which they recover all occupied slots. Characters can special use/repair conditions that need to be met.
also gain Fatigue by casting spells or through events
• Weapons/ammunition: after a fight, roll d6 for
in the fiction.
each item that was used during the fight. On 6, mark
Other conditions might be applied by circumstances usage. If a ranged weapon loses a use, all the
and monsters. Conditions can only be removed by ammunition spent that fight is lost.
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• Armor: mark usage each time critical damage is Your Character can form a warband under their
taken. command. In a town or city, spend a week recruiting.
Make a WIL save or pay 1000p. Warbands start with:
• Torches/lanterns: mark usage every 6 Turns.
d6 hp, STR 10, DEX 10, WIL 10 Damage: d6 clubs and
• Rations: mark usage after a meal. axes Warbands require 1000p a week for upkeep and
wages. Failure to pay may result in mutiny. Warbands
• Other gear: if used in a way that could break or recover HP and attribute score damage like
deplete it, the GM may ask you to mark usage. individuals do, with Short, Long and Full rests.
Equipping Equipment improves a warband’s abilities
hirelings the same way as it does for individuals. Just multiply
In a friendly settlement, you can spend a day asking the purchase price by 20.
around for Hirelings looking for work. The size of the
settlement determines what types of hirelings are
available. Smaller settlements may not have skilled
advancement
Hirelings looking for work. Make a WIL save or pay Your Character earns Experience Points (XP) by
20p. If successful (or 20p is paid), roll the Number for bringing treasure and useful goods back from places
the type of Hireling you are interested in employing of danger to the safety of a settlement. For every
to determine how many are looking for work. coin-worth of treasure brought to safety (divided
Typical hirelings will have: d6 hp, STR 2d6, DEX 2d6, equally amongst the party), your Character earns 1
WIL 2d6 Hirelings have 6 inventory slots: two hand, XP. The following table shows the total XP required
two body, two pack. When a Hireling is placed in a to advance each Level.
stressful situation, made to go without pay or food,
Level Hit Grit Experience Hellcaster
or asked to do something more dangerous than what
Dice points Dice
they signed on for, they must make a WIL save or
flee. You may spend an Hellcaster Dice to add to this
1 1d6 0 1000 1
When your Character earns enough XP to advance to amount of Hellcaster Dice that can be stored on a
each Level, use the following procedure. sheet is 6.
result in added Fatigue, the destruction of the When exploring in a dungeon or adventure site, a
Spellbook, injury, and even death. party of Characters can perform one major action
per Turn. Major actions are things like moving to a
relics new room, examining a trap or engaging in a fight.
Relics are items imbued with a magical spell or To roll a random encounter, roll d6. On a 1, an
power. They do not cause Fatigue. Relics usually have encounter occurs. On a 2, an omen occurs (signs or
a limited use, as well as a recharge condition. A few hints of an encounter). When the Characters are
examples: exploring a dungeon or adventure site, roll for
encounters every three Turns, or whenever they
Honeyclasp, 3 uses. A rusted ring that shrinks the
create noise or mayhem that could draw attention.
bearer to 6”tall. Recharge: place in a thimble-sized
When they are exploring the wilderness, roll for
cup of royal jelly.
encounters at the start of the Morning Watch and
Falconer’s Friend, 1 use. A bolt-shaped wand the start of the Evening watch. If an encounter
carrying the Haste spell. Recharge: fire from a occurs during a watch, roll d4 to find what hour it
crossbow and recover. occurs in.
overland travel
exploration When traveling in the wilderness, Characters can
travel a single five-mile hex per Watch. Hexes
dungeons containing difficult terrain. require two Watches to
cross. If a Character does not spend at least one
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Watch per day resting, they gain deprivation and draw attention. Note that some dungeons might
cannot travel. have less or more encounter frequency.
Weather Roll 2d6 for weather each day. Weather Inside a dungeon, when Characters take a breather,
that is highlighted are poor conditions for travel. For roll for an encounter. When Characters take a watch
each Watch spent traveling under these conditions, a rest, roll for an encounter. Then roll 1d4 to find
Character must make a STR save or gain a Fatigue. which hour it occurs in. On hour 4, the Characters
have already completed the full rest.
2d6 Spring Summer Autumn Winter
When they are exploring the wilderness, roll for
encounters at the start of the Morning Watch and
2 Driving Thunder Wind Snow
rain storm storm storm the start of the Evening watch. If an encounter
3-4 Drizzle Heat Driving Sleet occurs, roll d12 to find what hour it occurs in.
wave rain
For each major area, prepare a table of d6
6-8 Overcast Clear and Cool Damp
encounters that express the theme of that area. Give
hot chill
each entry something they are already doing as the
9- Bright Pleasant Patchy Overcast
players arrive.
11 and and sunny rain
sunny • Entries 1-3 should be variations of a common
12 Clear Beautiful Clear and Clear encounter.
and and warm crisp and crisp
warm • Entries 4-5 should be variations of an uncommon
encounter, something slightly unusual.
encounters combat
To roll a random encounter, roll d6. On a 1, an
encounter occurs. On a 2, an omen occurs (signs or
initiative
hints of a coming encounter). If one side ambushes another, they automatically get
When the Characters are exploring a dungeon or one free round to act. Each round, the Warden will
adventure site, roll for encounters every three Turns, telegraph the most likely actions taken by NPCs or
or whenever they create noise or mayhem that could monsters, then the PCs declare what they are doing
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before initiative is rolled. Every turn each PC must maneuver), the attack is enhanced, allowing the
succeed a DEX save to act before the opposing side. attacker to roll 1d12 damage instead of their normal
die.
movement
multiple attacks
All movement takes place on a network of 5x5 ft
tiles. (hex or square.) The tile your Character If multiple attackers target the same foe, roll all
occupies counts as 0ft, and all tiles adjacent to your damage dice as enhanced. and keep the single
Character count as 5ft. Most movements are purely highest result. If one Character is attacking with two
horizontal, but you can trade speed for complexity. weapons at the same time, roll both damage dice
(i.e. climbing, mounting, jumping.) and keep the single highest result.
warband is wiped out. At half STR, the warband must 1 Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3:
make a WIL save or be routed. When a Warband is Eye, 4: Chest, 5: Legs, 6: Ear. Roll WIL save, on
placed in a stressful situation, made to go without a success add 1d6 to your HP max.
pay or food, or asked to do something more 2 Rattling Blow: You’re disoriented and shaken.
dangerous than what they signed on for, they must Describe how you refocus. Roll WIL save, on a
make a WIL save or flee. You may spend an success add 1d4 to your HP max.
3 Walloped: You’re sent flying and land flat on
Hellcaster Dice to add to this roll if the Warband is
your face, winded. You are deprived until you
well paid or especially loyal.
rest for a few hours. Then, roll 1d6 and add
that amount to your HP max.
morale 4 Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5:
Enemies must pass a WIL save to avoid fleeing when Rib, 6: Skull. Once mended, add 1d8 to your
HP max.
they take their first casualty and again when they
5 Diseased: You’re afflicted with a gross,
lose half their number. Some groups may use their
uncomfortable infection. When you get over
leader’s WIL in place of their own. Lone foes must it, roll 2d6. If the total is higher than your max
save when they’re reduced to 0 HP. Morale does not HP, take the new result. If the total is lower
affect PCs. than your max, add 1 HP to your max.
6 Reorienting Head Wound: Roll 1d6 | 1-2:
critical damage STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is
higher than your current ability score, take
Damage that reduces a target’s HP below zero the new result.
decreases a target’s STR by the amount remaining. 7 Hamstrung: You can barely move until you
They must then make a STR save to avoid critical get serious help and rest. After recovery, roll
damage. Additionally, some enemies will have 3d6. If the total is higher than your max DEX,
special abilities or effects that are triggered when take the new result.
their target fails a critical damage save. Any PC that 8 Deafened: You cannot hear anything until you
suffers critical damage cannot do anything but crawl find extraordinary aid. Regardless, make a
weakly, grasping for life. If given aid and rest, they WIL save. If you pass, increase your max WIL
will stabilize. If left untreated, they die within 6 by 1d4.
exploration turns. 9 Re-brained: Some hidden part of your psyche
is knocked loose. Roll 3d6. If the total is
When damage to a PC reduces their HP to exactly 0, higher than your max WIL, take the new
they are sometimes changed irrevocably. Roll 1d12 result.
on the scars table to see stat changes. Scars can 10 Sundered: An appendage is torn off, crippled
increase HP beyond 18, to a max of 22. or useless. The Warden will tell you which.
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Then, make a WIL save. If you pass, increase failure they are released and take their turn
your max WIL by 1d6. as normal.
11 Mortal Wound: You are deprived and out of 2. Call Volley: (Spend 1 H-die). Every ally within
action. You die in one hour unless healed. 20ft can make a ranged attack. (Including
Upon recovery, roll 2d6, the total is your new warbands and Hirelings.)
HP max. 3. Recall Bloodlust: (Spend 1 H-die). Each time
12 Doomed: Death seemed ever so close, but
an ally kills a target this turn, you take a
somehow you survived. If your next save
bonus action directly afterwards.
against critical damage is a fail, you die
horribly. If you pass, roll 3d6. If the total is 4. Flanking Maneuver: If an ally is near to the
higher than your max HP, take the new result. target of this attack, you both roll an
enhanced attack and keep the single highest
result. Roll an H-die and add the total to the
damage.
tactics 5. Focused shot: Attack with your held ranged
Tactics are advanced combat moves. Unless weapon and add 1-6 H-die to the damage
otherwise specified, you do not use your weapon’s roll.
damage die when using a tactic. All Tactics cost at 6. Disarm: Attack with your held weapon and
least 1 Hellcaster Dice to deploy, some can optionally add an H-die to the damage roll, the target
use more. of the attack drops whatever its holding.
7. Distraction: Roll an H-die for damage on a
A Character can take a Fatigue to deploy a tactic as a target, the next attack on the target of the
bonus action on a player turn in a round. A Character attack is enhanced.
with any amount of Fatigue cannot use a tactic. 8. Evasive Footwork: Roll an H-die and the
(Even Fatigue stored in your Grit slots). total to your DEF. The bonus lasts every
Each Character knows a minimum of 1 tactic. Each consecutive round you take the move action.
Character can learn 1 more tactic per max grit they (in addition to normal movement.)
have. A Player can choose to swap a Character’s 9. Feint: Roll an H-die for damage on a target,
tactics between sessions. on a failed DEX save the target cannot take
its next action. On a success the next attack
1. Grapple: (Spend 1 H-die). You grapple your on the target is enhanced.
target until their next turn. All attacks made 10. Taunt: Roll an H-die for damage on a target,
on the target while grappled are enhanced. on a failed WIL save the target’s next attack
On its turn the target makes a STR save, on a is impaired on any creature except you.
success they get a free attack on you, on a
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11. Menacing strike: Roll an H-die for damage, 22. Rally: (Reaction). If an ally falls below 0 HP,
on a failed WIL save the target must spend grant one other ally a bonus action, and
its next action moving away from you in fear. restore 2 HP to all allies.
12. Trip: Roll an H-die for damage, on a failed 23. Shield: (Reaction). If you are the the target
DEX save the target must spend its of a blast attack roll 1 H-die. Take the total
movement on its next turn standing up. and negate the damage of the blast attack
13. Lunge: Move 5ft, Attack with your held item for all its targets.
and add an H-die to the damage roll. You 24. Parry: (Reaction). If you are attacked, roll an
may choose to push your target 5ft in a H-die and block that much damage, and stun
direction of your choice. your attacker. The next attack against the
14. Joint Maneuver: Roll an H-die for damage on target is enhanced.
a target, move any nearby ally 20ft. 25. Brace: (Reaction). If a target moves within
15. Sweeping Slash: Attack with your held item 5ft of you, Attack with your held weapon and
and add an H-die to the damage roll, damage add an H-die to the damage roll.
every target in one direction of your reach.
16. Battle Cry: Roll 1-2 H-die, that number of
allies nearby can take an action. Take a
Fatigue.
17. Leap frog: Roll an H-die for damage, then
move 20ft, ignoring the space your target
takes up.
18. Hasty Assault: Move 20ft, Attack with your
held item and add an H-die to the damage
roll.
19. Second Wind: Clear 1 condition and move
20ft. Roll an H-die, add the total to your
current HP until combat is over.
20. Grit Teeth: (Reaction). If you are reduced to
or below 0 HP, take a bonus action, take a
Fatigue, and roll an H-die to recover HP.
21. Riposte: (Reaction). If you are attacked, your
attacker takes the damage they dealt to you.
Roll 1-6 H-die and add that total to the
damage being dealt to your attacker.