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Life Paths v1

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0% found this document useful (0 votes)
675 views

Life Paths v1

Uploaded by

rogrex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Life-Paths

Table of Contents 2 Bard’s Path 36

Introduction 3 Ranger’s Path 44

Wizard’s Path 4 Witch’s Path 52

Fighter’s Path 12 Warlock’s Path 60

Priest’s Path 20 Knight’s Path 68

Thief’s Path 28 Shaman’s Path 76

Hero’s Path 84

Written & Designed by Daniel James.


Edited by Elise James.
Some artwork ©Eric Pommer, used with permission. All rights reserved. Some artwork ©John
Bilodeau, used with permission. All rights reserved. Some artwork ©Dean Spencer, used with
permission. All rights reserved. Some artwork ©Jeff Koch, used with permission. All rights reserved.
Some artwork ©Amora Game; Jay Sloan, used with permission. All rights reserved.
Fonts: Edo SZ, Vic Fieger. Goudy Bookletter 1911, Barry Schwartz. OldNewspaperTypes, Manfred
Klein. Pokoljaro, Bumbayo Font Fabrik, Trade Winds, Sideshow. Zantanna Misdirection, Solbera.

Burning
Light Press
2
Concept: Inspired by life-story systems found in other tabletop games, this supplement
aims to provide further mechanical and narrative depth to a character’s backstory.

Design: Life-Paths are designed to offer mechanical and narrative flavored


boons and banes. They come from key points in a character’s past, with the player
holding the power to choose what path is tread, but the dice holding their fate.
Life-Paths are also designed to inspire the player and GM in fleshing out their
character’s story, with the narrative of events (and outcomes) easily expanded upon.
Each Life-Path has its own unique design, with some dividing down two separate
roads from childhood, others with multiple Bonus Paths to take, and some with their
own unique additions, like Patrons or Favored Creatures and Terrains.
Most Paths are designed around holding a Childhood narrative outcome,
followed by two mechanical outcomes in Adolescence and Young Adulthood.
Bonus Paths and unique Class Additions adding to this. At the end of each
class you can also find tables of rollable, Bonus Paths.

Use: Life-Paths can be run before or after the rest of a character’s creation.
The supplement is fairly self-explanatory; a path is taken, an event or reaction is chosen,
dice are rolled, and results are given. Perks or penalties depending on luck and fate.
Notes at the top and bottom of each page give context and tell you where to go next.

Balance: Life-Paths will change base character abilities. Most paths, even if
filled with mostly successful events, should only increase a character’s abilities the
equivalent of about one level. If you are concerned with the balance of an outcome,
simply change it. Effects can be altered but success or failure should stand!
And while you can certainly run Life-Paths with your very 1st character, it’s best
used as a fun bonus supplement for that 3rd or 4th hero whose story is still unknown.

"Life-Paths” is an independent product published under the Shadowdark RPG Third-Party License and is
not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC."
“Life-Paths” Copyright © 2023. Daniel James. Burning Light Press.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and
available at https://dnd.wizards.com/resources/ systems-reference-document. The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License available at https://creativecommons.org/ licenses/by/4.0/legalcode.

3
a wizard’s path is one of

KNOWLEDGE & MAGIC!

4
A Wizard’s Path
… begins with the source of their arcana.
is yours a wild force of nature, or did it come from endless study?

choose a path

1. - Wild Magic 2. - Learnt Arcana C


Your childhood seemed unremarkable until one With magic flowing through your veins, arcane studies
h
cold spring morning when everything changed. and places of learning were at your beck and call. i
Event A: OR Event 2: OR Event 3: Event A: OR Event 2: OR Event 3:
l
A boar charged While climbing a Your dreams were Your early years Your training and Learning came d
you down as you roof you slipped
walked through the and fell. With eyes
always strange,
but it was only
were spent in
schools of magical
skills came from
private tutelage
from action, and
while books and
h
nearby woods. A shut, you expected when they began knowledge. Years under a powerful libraries entered o
surge of arcane
power saving you
to hit the ground.
Instead, you were
coming true that
you discovered
with a nose buried
in books, scrolls,
wizard. A strict,
educated hand
your life, it was
practice that drove
o
from death. floating above it. your powers. and tablets. guiding you. you each day. d
do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: You hold Success: There Success: While Success: Your time Success: While Success: Read,
your nerve and was little grace to the dreams did studying to your your mentor was act, repeat; a
release a bolt of the act, but you eventually stop, fullest extent gave strict and assertive, mantra that has
magic perfectly, staved off injury. they hold an you insights into you learnt to stuck with you
killing the boar. intriguing place written work that thrive under them. your entire life.
In moments of
in your life. many others miss.
You hold faith in desperation you You work well with It rarely takes
your abilities, know that your You sleep each You recall the other wizards, and you more than a
quick to act and powers will night, peacefully slightest of details have a friend in quick study to
true in aim. save you. dreaming. with ease. your old tutor. learn new skills.

Result = 1-3 Result = 1-3


Misfortune: You Misfortune: You Misfortune: Misfortune: While Misfortune: Misfortune:
miss, with the might not have As the visions you’ve read many A guiding hand It only took one
bolt of energy injured yourself turned prophetic, tomes, you struggle is helpful, but an mistake, however,
striking a nearby that day, but the they also grew to recollect the aggressive one only to ruin years
tree. The boar fear still grips dark. The last information when brings frustration. of dedication.
scared off. you tightly. you had a horrid put to the test.
The split with your You are slow to
nightmare.
Unluckily, a flying You are deeply You now find mentor was foul to learn new skills,
splinter hits your scared of heights Your sleep filled reading a chore. say the least. An fearful of what
eye, blinding it. and falling. with nightmares. Even scrolls. enemy was made. could go wrong.

head to page 6 head to page 8


5
wild magic
the years pass, with your natural abilities growing each day.
once again, however, your life forks.

choose a path

a 1.a - Controlling 1.b - Unshackled


d Nature Power
o
l While your arcane skills come to you naturally,
you begin to see the dangers that they could pose if
Why halt the progress of power that courses
through you so freely. It matters not whether it comes
e left unchecked. You decide to focus on reigning them in; from nature, fate, or the gods, you were chosen to wield it.

s finding a way to channel your magic into something


you can control–if only slightly.
No. Restraint is for the weak. You dive into what is offered
head-first, unrestrained by fear or caution.
c
e Event A: You hone
OR
Event B: You hone Event A: The inner-
OR
Event B: It is your
n your spells deep in your
mind, envisioning the
your spells by casting
them over and over;
flame that burns within
is only fed by releasing
emotions that feed the
arcane fire within you;
c acts with precision; the constant attempts at your control over it. powerful, raw, and
e movements and words. bringing magic to life. Letting yourself go. deep emotions.

do not pass the line


D6 Roll until a path and an
event are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: Precision breeds Success: You practice until Success: You allow your Success: You do not gently
success, and a steady mind your fingers bleed and your magic to overwhelm you. stand by. You rage, rage
allows you to control that mind burns. By the end, To take control. To swim into the inner burning light!
which would be wild. spells are almost instinctual. through your veins like fire.
You gain advantage on your
You start the game with 1/day you gain advantage Your spells critically hit next spell against a creature
four Tier 1 spells. on a Tier 1 starting spell. on any natural 19 or 20. that has injured you.

Result = 2-3 Result = 2-3


Misfortune: The nature Misfortune: Unending Misfortune: The wild Misfortune: You lose
of your magic is too wild practice has its costs, magic courses through you control, letting emotions
for your mind to restrain, with your body left weak unstoppable, unharnessed, envelop you. Your rage,
unable to calm the fire and battered at the and unrestrained. And however, only hampers
within. Your head left day’s end. often, out of control. your ability to think.
a throbbing mess.
You only regain half of Your starting spells are You cannot read/cast scrolls
-1 to Intelligence. your lost HP on resting. chosen randomly. while engaged in combat.

Result = 1 Result = 1
Patience, practice, and time help you overcome You release control, letting your magic flow freely.
the wild urges. If only slightly.

you begin to mature into your powers, learning to shape them,


control them, and even, understand them.
head to page 7 and read 1.C, D & E, choosing a new path.
alternatively: run all three paths - at your own peril!
6
it becomes obvious that guidance is needed to further your abilities.

choose a path
1.c - Tutelage 1.d - Dark Voices 1.e - Late Start Y
No magic can occur without creating a While your powers have grown, you While your arcane strength was never o
ripple in space and time. A wave that
can be felt by those with the power to
are beginning to question how next to
improve your magical talents. One dark
in doubt, your ability to shape magic
into what you desire is poor at best.
u
sense such things. One day, while and dreary night, the answer comes Raw power is of little use with no n
training, a strange figure appears at
your door. A wanderer, they offer to
from a whispering voice in your ear.
Its words smooth and alluring, its
training to harness it. As such, you
decide to go in search of formal
g
teach you more of the greater world. promises grand and powerful. knowledge. Even if a bit old.

Event A: OR Event B: Event A: OR Event B: Event A: OR Event B:


A dungeon delver, The wanderer You open your You close your You go in search You arrive at A
the wanderer offers is a great wizard
to teach you useful in need of a new
mind to the voice, mind to the voice,
letting them in. and go in search
of a school to a great library,
learn from, better with enough tomes
d
skills, if you aid apprentice, his of aid to remove late than never. to keep you busy u
them on a quest. tower awaiting. its presence. for many years. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: Success: Success: Success: Success: Success:
o
Delving deep into
the deserted lair
Under the wizard’s Balrax the devil
tutelage you learn whispers words of
Quickly finding
a monastery of
While older than
most, you find a
You spend
months in the
d
of a Lich, the to hone your wild wisdom into your priests, you are school that takes library, pouring
wanderer teaches energies. More ears. The voice taught to quiet the you on, allowing over every piece
you how to spot importantly, you inflaming your soul voice and resist you to learn of of knowledge that
magical traps. make a very and filling your its foul offers. magic formally. you can find on
powerful ally. mind with fire. the arcane.
You hold advantage You learn to Run events 2.A/B
against traps of a The wizard offers You do +2 damage cast Bless and then 2.C/D/E. Your +2 to Intelligence.
magical nature. their aid should with fire spells. Protection Life-Path ends with
they ever be called. from Evil. you much older.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: Misfortune: Misfortune: Misfortune: Misfortune:
Your quest into a Your time with the The voice whispers You find a You find a school But the only tome
Lich’s lair ends wizard comes to endlessly into your monastery, and to take you in, that you learnt
bloodily. With you naught, both left ears; the sound a with the help of the however, your time anything from was
left alone, flailing frustrated by the constant pain. You priests exorcise the there is wasted, on wand usage.
in the dark. poor experience. seek anything to demon from within. too old to learn Unfortunately, it
end the noise. The event, however, new tricks. was all incorrect.
You panic when You hate having
leaves you scarred.
light is snuffed out other Wizards in You have sold your DC 17 to learn Any wand use fail
in the shadowdark. your party. soul to a devil. -1 to Constitution. a new spell. is a critical fail.

Result = 1 Result = 1 Result = 1


Your time abroad goes well, filling you While the voice lingered for a short time, You spend time learning from educated
with a desire to see more of the world. in the end it came to nothing. sources, but it amounts to little.

you are now a skilled wizard filled with wild arcana. enjoy the game!
should you wish to run a path not tread ( 1.c - 1.d - 1.e ), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above * 2nd run: 5-6 success 2-4 failure. * 3rd run: 6 success 2-5 failure.
7
learnt arcana
your time in study continues, with your knowledge expanding each day.
once again, however, your life forks.

choose a path

a 2a. Family Wealth 2b. Dirt Poor


d
o As you settled into study, your family’s wealth
only made life easier. While other students were
With little coin to your name, and study eating
heavily into your time, life wasn’t easy. To survive
l required to work, you could seek entertainment you had to find work, and using your skills

e or even further your studies. seemed the easiest choice.

s OR OR

c Event A: You chose to rest


and seek entertainment
Event B: You could
sleep when you were dead.
Event A: You spent your
evenings on the street,
Event B: In taverns
and halls you put on shows
e between classwork. One While your eyes could performing parlor tricks for the locals. Sometimes

n cannot learn if exhausted. stay open, you studied. and minor illusions. working with others.

c D6 Roll
do not pass the line
until a path and an D6 Roll
e event are chosen.

Result = 4-6 Result = 4-6


Success: And it worked, Success: The extra Success: And the shows Success: One particular
when it came time to study proved fortuitous, were a rousing success. show, where everything
study, you dove into with your focus on With crowds sometimes so seemed to just click, a
learning and training defensive spells paying off. large that the guard would young noble left highly
with vigor. have to disperse them. impressed and sent you
Mage Armor grants
a gift the next day.
Your acid arrows AC 16. A critical AC 20. Start the game with 3x gold.
deal +2 damage. A tier 2 spell scroll.

Result = 2-3 Result = 2-3


Misfortune: Money and Misfortune: There is a Misfortune: In a town filled Misfortune: Your show,
free time can, on reason, however, that classes with magicians, however, however, tried too hard to
occasion, lead youth have teachers. It stops you your act barely stood out. be satirical, often mocking
down a foolish path. misunderstanding the work. With few stopping to local families.
offer coin.
You hold an addiction to You don’t gain advantage Insulted, a noble family
an illegal substance. when casting Magic Missile. Start the game with 1/4 gold. swears to ruin you.

Result = 1
Result = 1
You perform wholeheartedly, casting spells with
And while you never noticed that your extra free
flourish and zeal. The act, however, is met with
time made much of a difference, you were always
lukewarm applause. It earnt you enough coin to
glad to have not been required to work.
survive, but that was it.

you begin to mature into your powers, learning to


shape them, control them, and even, understand them.
head to page 9 and read 2.C, D & E, choosing one event.
alternatively: run all three paths - at your own peril!
8
as time flows on, your study came to an end. where would you proceed?

choose a path
2.c Research 2.d Taboo Tomes 2.e Court Mage Y
Having mastered the basics of magic, Your study led to many long nights in Learning all you could from study,
o
and with your classes drawing to a the great library. One section, however, you decided that it was time to gain u
close, you chose to remain at school
and study more material uses of
was always off-limits, a rule that irked
you to no end. With your studies almost
real life experience. When the chance
arose, you stepped into a young lord's
n
magic; diving further into research. over, you entered the restricted area. court offering your talents and advice. g
Event A: OR Event B: Event A: OR Event B: Event A: OR Event B:
You took to Alchemy and Seen within, you Caught as you The lord took The lord took
studying magical potion craft try to escape by enter, you quickly you on, with your you on, though A
devices, learning
of their design
took your focus;
turning water
using a powerful
spell from one
flee, stealing a
book on the
days spent at court, you were tasked
advising him on with protecting
d
and use. into wine. of the books. way out. all matters. his family. u
do not pass the do not pass the l
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll t
Result = 4-6 Result = 4-6 Result = 4-6
h
Success: Success: Success: Success: Success: Success:
o
Dissecting and Your time spent The spell worked! The librarian Your advice proves A month of quiet o
rebuilding magical
items proves both
before bubbling
cauldrons has
You escape without
being caught.
howls after you
as you scurry
both useful and
heeded. In return,
is broken by an
assassin, your
d
interesting and altered how While you’re not from the library, you learn much quick spellcasting
enlightening. potions affect you. sure how, or why, hidden by your of courtly ways. saving the family.
its use is burned raised hood. Free!
You can identify 2-in-4 chance that +2 to checks You start the
into your mind.
magic items; you don’t use a Start the game relating to courtly game with a
knowing if cursed potion’s consumable Start the game with a rare and diplomacy. You magic item from
or inhabited. charge when drunk. with a tier 3 spell. valuable tome. gain a lord's favor. the lord’s armory.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: Misfortune: Misfortune: Misfortune: Misfortune:
Your study only Ingesting every Not only are you You escape with You fail to While in town,
creates fear in tonic and tincture caught in the the book, but learn discern a false you and the lord’s
your mind, forever under the sun, they restricted section, the hard way that seer that tricks son are attacked;
worried that an begin to lose their but your escape it was in the your lord into being knocked
item is cursed. effects on you. burns down half restricted section parting with out before you
the library. for a reason. their gold. can cast a spell.
You won’t touch 2-in-4 chance that
magical items any consumable You are forever On reading it, the Blamed for the Failing your task,
until it’s proven that you use does banned from book burns your loss, your name is and a son injured,
that they are nothing at all. magical schools hand, crippling worthless in noble you are banished
not cursed. and libraries. the appendage. and royal circles. from the realm.

Result = 1 Result = 1 Result = 1


The extra studies go well, furthering The restricted section seems to be Your time in court goes uneventful.
your knowledge of the arcane. more bark than it is bite; boring at best. You leave in search of more.

you are now a trained wizard brimming with knowledge. enjoy the game!
should you wish to run a path not tread ( 2c-2d-2e ), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above * 2nd run: 5-6 success 2-4 failure. * 3rd run: 6 success 2-5 failure.
9
Wizard Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 A birthmark on your neck matches the shape of an ancient arcane symbol.

C 2 Your parents abandoned you at the base of a wizard’s tower, their identity unknown.
h 3 You witnessed a duel between wizards in the city, sparking a love for combat magic.
i 4 You accidentally turned your beloved family pet to stone while playing with a wand.
l
d 5 You met a talking unicorn in the woods, learning to cast Speak with Animals.
h 6 You found a strange book that now follows you everywhere, always in your pack.
o 7 Magic comes easy to you, even in youth. Learning new spells requires only a DC 14.
o
d 8 While playing with potion ingredients, you permanently stained your hands blue.

9 You formed an unlikely friendship with a ghost that haunted your home.

10 You experienced vivid prophetic dreams that hinted at a dark and ominous future.

Roll Outcomes
1 You discovered a lost grimoire in a school’s library, gaining an extra level 1 spell.
A 2 A foul malevolent spirit was unleashed while you were studying forbidden magic.
d
o 3 You spent several years at a prestigious academy, making many powerful friends.
l 4 A magical mishap, while learning to cast fire, led to your family home burning down.
e
s 5 You helped a magically injured fey, they taught you how to Detect Magic in thanks.
c 6 You botched a summoning ritual, resulting in a demon knowing your name.
e 7 Wands sit naturally in your hands, providing +1 to casting while using them.
n
c 8 A tome you discovered holds a map that leads to a rare magical artifact.
e 9 You inherited a magical belt from a adventuring aunt, it grants +1 to AC.

10 A secret society hunts you, seeking knowledge that they believe you hold.
10
Y Roll Outcomes
o 1 You spent a year protecting a sanctuary of a benevolent priest, the church your ally.
u
n 2 You trespassed into a cursed realm, all spell DC’s are 1 tier higher.
g 3 You rescued a noble's child using your magical skills, earning a magic item.

4 You attempted to duel another wizard. Losing, you now fear combat against wizards.
A 5 You successfully deciphered an ancient tome, gaining an additional Tier 2 spell.
d
u 6 You unknowingly fulfilled a dark prophecy, bringing doom to your hometown.
l 7 You rescued a fellow student from a burning themself, forging a lifelong friendship.
t 8 You failed to recognize a cursed object, leading to it crippling your leg.
h
o 9 While exploring ruins, you found a mystical crystal that grants +1 to Spellcasting.
o 10 Your mentor turned out to be in league with necromancers, and was burnt alive.
d

11
a fighter’s path is one of

Blood & Violence!

12
A Fighter’s Path
… begins and ends with violent intent.
is yours a path of noble courage, or one of bloody delight?

choose a path
Noble Birth Common Soul Inner Rage C
Born into a life of wealth and comfort, When you’re born in the mud, where For you, it was always an inner rage
h
it was the sweat, blood, and violence every copper is fought for tooth-and-nail, that brought violence into your life. i
of combat that brought you joy,
that gave you purpose in life.
it makes sense that learning to defend
yourself was par for the course.
A trait passed down in your blood
that brought fire to your actions.
l
OR OR OR
d
Event A:
Your parents, 5th
Event B:
The bastard child
Event A: Event B:
A farmer’s life Your parents guards,
Event A:
Your people were
Event B:
With a family of
h
generation nobles, of a noble family, was too boring. everyone expected nomads, folk who known crooks, o
paid handsomely
for your training.
you were often
treated harshly.
You knew there
was more out there.
you to follow in
their footsteps.
lived with wild
violence everyday.
fighting was just
the beginning.
o
d
do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: Under Success: Success: The farm Success: And Success: You grew Success: A youth
constant tutelage Constantly treated might have been while you dreamt up fast in a life surrounded by
your skills shined. as inferior, when too simple for your of more, a youth that was not for illegal fighting
Quickly gaining push came to shove dreams, but it under their gaze the weak of heart. rings and thugs
speed, strength you fought hard, certainly made you taught you much. Born tough and for hire. You knew
and confidence. determined to win. tough as nails. forced to live a how to punch before
You know the ins-
tough life. you could walk.
You learn very You’re more driven You can physically and-outs of how
quickly when to win with the handle it when guards behave. People think twice You hold friends
under guidance. odds against you. things get rough. before crossing you. in the underworld.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: And Misfortune: Each Misfortune: But Misfortune: Their Misfortune: A life Misfortune: To
mostly you wasted day the subtle digs leaving came at sense of duty was of campsites and your misfortune,
their money and and insults by your a cost, with your drilled into you. constant roads did criminals rarely
the trainer’s time. “betters” cut you family struggling Probably too far for not prepare you get away with
You could fight, to the bone. without the extra your own good. for cities or walls. their life forever.
but it was rough Never forgotten. pair of hands. Your family caught
You’re intolerant You are unsure of
and ill-disciplined. and sent away.
You hate people You feel guilt over of criminals. how to behave in
You don’t like to who think they are leaving home. Struggling to let civilized society. Your family is
learn new skills. better than you. things go. rotting in jail.

head to page 14
13
with adolescence knocking at your door,
the events in your life began to shape the person you would become.

choose a path
a Protector Aggressor Trainer
d
o Event: Walking down the street with
a friend, a group of thugs stepped
Event: A group of scoundrels had
begun to linger near you home, making
Event: You knew that if you had any
hopes of becoming a warrior, of
l into your path and demanded your a nuisance of themselves and annoying becoming a knight or a mercenary,

e coin; your friend quick to offer theirs. many residents. You’d had enough. you would have to train long and hard.

s Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2:
c You flung yours
into the face of
You let out a
loud whistle
You ambushed them
as they drunk ale
You brandished
the largest thing
There is no better
training than the
Your weapon
would be a part
e the closest thug before raising in the evening. you could find in real thing. You of you, training
n before striking
the next; fast
your fists. You
knew you had
Taking them by
surprise with a
the hopes of
scaring them off.
sought any fight
you could find.
until movements
were instinct.
c and hard. friends nearby. heavy club.
e do not pass the do not pass the

D6 Roll line until an event


and a reaction
are chosen.
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: Your Success: You only Success: Your club Success: Between Success: Each Success: And your
plan worked, had to hold off the rained hell, and a the weapon’s night you faced training got you
with two of the thugs for a few few bruised skulls intimidating size, off against other to the point where
thugs knocked moments before and broken arms and your foul brawlers and not carrying a
down before the your friends later, the street threats of violence, fighters. And while weapon felt wrong.
third could act. arrived. Your body was quiet again. the group were you didn’t win Like someone
The fight over tough enough to intimidated enough every fight, you had taken a part
+1 attack/damage
before it began, last. The fight to leave for good. gained experience of you away.
rolls on the first
with speed turning in your by the bucket-load.
round of combat. ADV on checks You gain a free
winning the day. favor quickly.
to intimidate. Roll a counter-attack
+1 DEX. Start 8 HP. bonus Talent. when surprised.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: The Misfortune: You Misfortune: The Misfortune: Your Misfortune: Misfortune: But
plan would have misjudged who few drinks had threats, however, Unfortunately, a training without
worked on less of was nearby, with just given them a failed to stir them. fight can go wrong expertise or
them, but you uncaring onlookers fresh sense of Their laughter very easily. And guidance just
were quickly watching as you bravado, making breaking any one of yours did. reinforced bad
overwhelmed. and your friend them more than facade you had of The damage taken practices, making
took a beating. keen for a fight. being tough. not healed by a things worse.
Your coin purse
You limped home few days of rest.
stolen, begin You’re untrusting, You no longer You are only
that day.
the game with and find that attempt to -2 to max HP proficient with 3
1/4 gold. strangers rarely You never act intimidate people. (min 1) weapon types of
help you. first in combat. your choice.

Result = 1 Result = 1 Result = 1


You went home with a bloody nose, but But before you could put your plan into You went home beaten and sore each
you kept yourself and your friend safe. action the guards scared them away. night, but the training continued.

head to page 15
14
as your childhood and adolescence fell to the past, and your life as an
adult came into focus, you sought a path forward; a way to earn a living.

choose a path
Y
Guild Hunter Mercenary o
You sought an organization of like-
minded folk that would accept you.
Confident in your skills, you sought a
way to make a living doing what you
Gold and glory! And the best way
towards both was as a sellsword.
u
Somewhere you could learn, grow, loved most: the hunt. The challenge, You took to the first mercenary n
serve, and make a name for yourself. the danger, the thrill, it consumed you. outfit that came your way. g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
You joined a guild You pledged your
of fighters where services to a young
Creatures were Humanoids were
your prey of choice. the true challenge,
Your outfit took
you across the
The defense of the
realm was your A
you cleared rats noble’s retinue. Be they packs of devious and realm and into task, paid to defend d
from cellars and
protected merchants
Tasked with
keeping them
wild wolves, or
giant owlbears
intelligent. You
took to hunting
foreign lands.
War and conquest
castles and towns,
patrol roads, and u
from bandits. safe each day. attacking travelers. wanted criminals. on the agenda. fight off evil. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: Mighty Success: Loyal Success: Hunting Success: Each Success: And it Success: From
o
quests followed by defenders, you and beasts who were job was different, was a glorious a keep’s gate, to d
endless ale, life in the retinue kept attacking locals, from murderers victory. Cold nights, the narrow of a
the guild was a your charge alive clearing dens of to thieves. With endless marches, bridge. You stood
time of daring against would-be foul monstrosities. force or words, and foul rations. tall and defended
and excitement. assassins and You relished you brought them But still, victory! the realm against
noble challengers. each challenge. all to justice. all invaders.
Begin the game You’ve traveled the
with 5 XP. This not You hold a +1 damage/attack Begin the game realm and can use +1 AC with
your first quest. powerful noble ally. rolls against beasts. with 3x gold. siege weapons. shields.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: While Misfortune: Even Misfortune: For a Misfortune: But Misfortune: Misfortune: There
the easy jobs were the noblest of goals while you slayed a job hunting man Disease, starvation, were only so many
easy, the guild had doesn’t guarantee beast and monster is a quick way to and the endless innocents you could
no issue throwing a positive outcome. with ease. But make enemies. It cries of the dying. watch die. Only so
you into horrible The noble slain by eventually, you wasn’t long before You learnt the true many brushes with
situations. The last an assassin. The were outmatched, you felt unsafe in horrors of war in death you could
taking its toll. retinue dissolved. becoming the prey. your own home. foreign lands. take before fleeing.

You walk with a An assassin’s guild Beasts hold ADV You cannot return -1 to saves against Your morale
pronounced limp. knows your name to surprise you. home, hunted by poison or disease. breaks when people
and watches you. criminals. die around you.

Result = 1 Result = 1 Result = 1


Time serving others taught you much, And while hunting wasn’t the most It was a rough few years, but you
but there was a whole world to see. glamorous of jobs, it kept you fed. made it through your contract alive.

you are now an experienced fighter, ready to take on the world!


two bonus paths exist for the fighter; paths that shape who they are. available pages 16 & 17.
15
a fighter is naught but the battles they face! choose a bonus path if you dare.
choose a bonus path
Y 3. Endless
o 1. Giant Foe 2. Greater Evil
u The bigger they are, the harder The true calling of a warrior, Slaughter
they fall. A motto you sought to of a hero, is the destruction of a great
n prove true. You set your sights on evil. Killing the likes of a twisted
It was not the death of one foe that
drove you onward. No, you wanted
g the largest foe you could, and went
at them weapons raised.
necromancer, a marauding warlord,
or a soul-stealing devil.
to watch rivers turn red with the
blood of your enemies!

OR OR OR
A Event A:
You sought a
Event B:
A Hill Giant would
Event A: Event B:
You went in search You sought to halt
Event A: Event B:
You sought a gang An infestation of
d Forest Dragon to be your target. A of a mass-murderer a treacherous of goblins that had spiders have taken

u slay, the perfect


trophy to prove
towering creature
of flesh and bone
who was killing
their way across
Barbed Devil
that was stealing
plagued the area.
Their madness
over the woods.
Your blade ready to
l one’s might. to topple. the realm. helpless souls. to be ended. halt their spread.

t do not pass the do not pass the

h D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
o Result = 4-6 Result = 4-6 Result = 4-6
o Success: And Success: You Success: You Success: With the Success: You came Success: With
d while (probably to came across the found the butcher help of the local across the gang sword and fire,
your own fortune) goliath already in in a run-down Priest, you beat drunk and arguing drove your way
you never found combat with local tavern. A quick down the devil, over dice. Your through the nest;
an adult dragon, tribesmen. You scuffle left them and drove them blade put an end killing hundreds
the wyrmling you joined the fray, dead and their from this plane. to their quarrel. of the eight-legged
fought proved a even carrying out long trail of Though the lost Blood staining critters in the
worthy opponent. the killing blow. victims at an end. souls were gone. you head to toe. sticky process.

You gain +2 to attack rolls ADV to checks for Cannot be charmed You act first when Immune to
dragon scales. against Giants. hunting humanoids. by fiends. outnumbered. spider poison.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: You Misfortune: At Misfortune: You Misfortune: But Misfortune: The
Approaching the found the giant. some point you attempt to deceive there were far too webbing proved
Forest Dragon, the However, it pushed turned from hunter the powerful devil, many. For every too strong for your
immense stupidity aside your feeble to hunted. The cut- but it dealt with death two more blade. Strung up,
of your choice attacks and threw throat jumping you you quickly and came. You fled it was your fallen
overcame you. you into a sack for from the shadows. bloodily. With when the chance torch that saved
With a whimper dinner. Thankfully, If it weren’t for a little choice, you arose, but the you, burning the
you fled. the sack had a hole, passing guard, you made a deal to battle was costly. web and allowing
for you to escape. would be dead. save your life. your escape.
You fear creatures Enemy Moral
significantly You’re paranoid You take +1 damage A devil owns checks are DC.13 Spiders cause you
larger than you. of being eaten. when surprised. your soul. against you. incredible fear.

Result = 1 Result = 1 Result = 1


You journeyed for weeks, and while you You tracked the creatures down, but You sought battle, and languished
fought many smaller critters, the hunt your efforts were for little, the problem through the remains of your enemies.
for a gigantic foe was fruitless. solved before you arrived. However, it brought you little solace.

should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.

16
what is a fighter without the tools they use! what bonus path do you follow?
choose a bonus path
5. Physical 6. Weapon
Y
4. Ancient Relic o
A warrior holds no prestige, no value, Perfection Master u
and certainly no glory, until they wield
a named a weapon. A weapon whose
The body is a temple, and a fighter
can only fight while their temple is
You would become one with your
weapon, its handle an extension
n
name alone brings power, inspires
confidence, and invokes fear.
in pristine condition. You sought to
make your body as perfect as possible.
of your arm, the blade your hand,
the arrow your gaze. Perfect harmony.
g
OR OR OR
Event A:
There was no better
Event B:
You would search
Event A:
Athletic fortitude
Event B:
Pure strength
Event A:
You chose a
Event B:
You would become
A
place to find a the realm for your was your means of would win the day. favored weapon the master of d
named relic than
the depths of a
relic, the height of
a mountain, the
perfection. To be
able to run all day
The mightiest of
warriors were
and spent all your
waking hours
every weapon,
learning to use
u
mega-dungeon. depths of a valley. and fight all night. always strong. practicing with it. each with skill. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: You Success: Fighting Success: A Success: A score Success: The Success: Each
o
scoured dusty past griffins, triathlon each day, of chickens, a whole weapon and you day a new weapon, d
alcoves and leapt goblins, and scores weapon practice pig, and half a cow. became one. a new skill to
over hidden traps. of bandits, you each night. You The average meal You slept with it, master. You learnt
Fought off beasts eventually found crafted a body while you hurled you ate with it. them all, from the
and sidestepped a temple at the that is the epitome boulders the size It never left mundane to the
thieves. And at the heights of a great of perfection. of men across the your gaze. Your exotic. Every one.
dungeon’s deepest mountain. A relic yard. Your muscles movements art.
1/per encounter You gain an
depths, success! bathed in sunlight. have muscles.
you move double Weapon Mastery is additional
+1 Relic of +2 Relic of Near and still +1 STR. Cannot lose +3, but you can only Weapon Mastery.
Players choice. GMs choice. make an action. at arm wrestling. use those weapons.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Days Misfortune: You Misfortune: It Misfortune: While Misfortune: But to Misfortune: You
of searching, near- searched high was in the search there is much to the your loss, there is learnt all of the
misses of traps, and low, spoke of perfection that belief that many only so far practice weapons at hand.
countless fights with oracles, and you became lost. overweight people will get, and no Standard arms
and lost meals. prayed to the gods. Unaware of the are incredibly matter how hard and armor. But
All for nothing. But no relic was damage you were strong, your sweet you looked, you when nothing
to be found. doing to yourself. tooth didn’t help found no master more is available,
When searching for
gain any muscle. to teach you more. what can you do.
treasure, you have You now despise -1 to CON
a 1-in-10 chance magic weapons and You require Learning new You cannot use
of finding nothing. won’t use them. double rations. skills is a DC.20 exotic weapons.

Result = 1 Result = 1 Result = 1


Your search turned out to be for little While you sought physical perfection, the You trained hard, but at a certain point,
besides the experience, no relic found. realities and stress of life got in the way. your skill level is all you’ve got.

should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.

17
Fighter Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You always had an eye for hitting far away objects. +1 Ranged Attacks.

C 2 You watched a cousin be killed by thugs, stoking a burning need for justice.
h 3 You were a nimble child, always on your feet darting around. +1 to DEX
i 4 Constant nightmares filled your dreams, leaving you oft to wake in a sweat.
l
d 5 Lucky, you seemed to be smiled upon by the gods. +1 Luck Token each day.
h 6 You stood up for a friend being bullied, but took a hard blow to the head. -1 INT
o 7 You spent a summer helping in a stable, learning to ride horses proficiently.
o
d 8 You were attacked by a Stingbat, barely escaping. You fear flying creatures.

9 Serving as a squire to a noble, you learnt how to behave and act in noble circles.

10 You took failure poorly, with the worry only making it worse. Critically fail on 1 & 2.

Roll Outcomes
1 A old soldier took a shine to you, teaching you a few tricks. Bonus Weapon Mastery.
A 2 Your weapons instructor loved to use a cane, the scars on your back still visible.
d
o 3 A noble youth enjoyed sparring with you, making a lifelong friend from the practice.
l 4 While strong, you always felt bulky, unable to pull yourself up rope.
e
s 5 You learnt to have eyes in the back of your head; always wary. +2 to initiative.
c 6 You’re restless from years in lice-ridden beds. Resting Interruptions are DC 13 CON.
e 7 You were always happy with whatever you ate, never bothered by plain food.
n
c 8 Hazed by peers, they locked you in a closet overnight. You now fear being trapped.
e 9 You journeyed to an ancient battleground and came across a buried +1 shield.

10 You’re terrible with flint and steel, always requiring others to create fire for you.
18
Y Roll Outcomes
o 1 You spent some time in a smithy, learning to repair your own equipment.
u
n 2 You were the only survivor of a deadly battle. Survivor’s guilt plaguing you.
g 3 A mentor taught you to harness your aggression. Once per day, deal double damage.

4 You struggled when offered choices in training. Weapon proficiency limited to 4.


A 5 You took a job as a guard for a time, traveling to and learning of distant lands.
d
u 6 You seemed to always injure your shoulders when carrying things. -1 to Hauler bonus.
l 7 You found cleaning armor relaxing. +1 AC to one armor type of your choice.
t 8 You fear being snuck up upon, and will never travel at the rear of a group.
h
o 9 You helped a merchant while traveling, lending your strength. Double starting gold.
o 10 Framed for killing another villager, you were forced to flee your home.
d

19
a priest’s path is one of

Holy Righteousness!

20
A Priest’s Path
… begins with the holiest of connections.
is yours a voice to stir the masses, or a power to be unleashed on the unholy?

choose a path

Child of Faith Moment of Faith C


You were raised within the Order. A childhood of heavy
Your connection to the gods came through a moment h
tomes, arduous lessons, prayers, chanting, and communal
of faith, an event that would divide your life forever.
OR OR
i
acts of service and sacrifice.
OR
Event A: Event 2: Event 3: l
Event A: At a young age, Event B: You never quite
While cleaning a
church, the building
While listening
to a sermon, you
While gathering
firewood, you come d
your parents left you at the felt like home was where you caught on fire. saw the blinding across a group h
Order’s doorstep. Left to be
raised as one of their own.
truly belonged. So, when the
opportunity arose, you ran
Trapped, your
only escape was
visage of your god
standing piously
of local youths
bullying a young, o
away to join the Order. through a window. beside the orator. smaller child. o
do not pass the d
D6 Roll line until a path and
an event are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: And for the good. Success: It was there that Success: With a Success: The Success: With
Where your parents were you found your people. quick prayer, you vision brought life righteous anger
poor and of few prospects, Folks who thought, acted, leapt through the to the sermon, you beat back the
the Order gave you food, and behaved like you. window and into galvanizing its assailants and
housing, and an education. A true family. the open air. teachings into you. saved the child.
Your youth was stable, You hold many close Landing safe.
Even the greatest The fire in your
helping form a strong will. friends within the Order. You know that faith of temptations eyes speaks to the
will keep you safe fail to hinder vehemence behind
Result = 2-3
in dire moments. your faith. your words.
Misfortune: Unlike the other Misfortune: To your ill-
children, you were without luck, the Order’s school was Result = 1-3
any family, never learning harsh and grueling; a youth
your parent’s names. best forgotten. Misfortune: But Misfortune: But Misfortune: But
the gods were not the message was there were far too
You struggle to maintain Internally conflicted, you
with you that day. lost, with only its many for you to
lasting connections. hate parts of the order.
The window glass brilliance burnt stop the violence.
Result = 1 piercing into you. into your mind.
You are fearful of
Raised by the Order, you lived a life of service. Firm but You lost an eye. Your mind filled being in a fight
even-handed, they saw thoroughly to your education. with holy vanity. whilst alone.

head to page 22
21
as the connection between you and the gods grew stronger,
an event brought forth an inner calling.

choose a path
a
d Faith Healer Holy Warrior Pious Soul
o Event: Though in his prime, an Event: While visiting a nearby hamlet, Event: Rumors spun of priests
l older priest who you had become
close to was struck down by a
you came across a fiendish encounter.
A foul imp had cornered a farmer, and
who took coin to look the other way,
to forgive what was unforgivable.
e mysterious illness that no one was attempting to steal their soul. It was something you didn’t believe
s seemed able to cure. until you saw it firsthand.

c OR OR OR
e Reaction 1:
You sought the
Reaction 2:
You poured
Reaction 1:
You charged into
Reaction 2:
Staying hidden,
Reaction 1:
You went to the
Reaction 2:
You decided to
n answer through through doctrine the room, your you focused your highest authority confront the priest
c the gods, focusing
on prayer and
and ancient texts,
hoping to find
weapon raised to
fell the unholy
powers to drive the
devil back from
within the church
that you knew.
yourself, knowing
that righteousness
e communion. a cure. abomination. whence it came. Seeking their aid. was on your side.

do not pass the do not pass the

D6 Roll line until an event


and a reaction
are chosen.
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: The cure Success: It was Success: Striking Success: Success: Your Success: With
came to you in a there, written in the imp across the Channeling your actions saw the holy rectitude
feverish vision, a journal from head, you smote god, you drove corrupt priest flowing through
with little doubt years gone by. the beast, its body the devil away. excommunicated you, you brought
that the gods Your diligence turning into ichor Back to hell. and the offending both noble and
heard your prayer. saving a life. as it died. noble arrested. priest to justice.
You learn
Healing spells +1 to checks for +1 to attacks Protection from You gain a +1 Holy You learn
heal +2 HP. using a scroll. against fiends. Evil. Relic as a reward. Zone of Truth.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: While Misfortune: You Misfortune: Magic Misfortune: Those Misfortune: The
However, prayer you found a cure it fought the creature sprang from your above, however, priest, however,
wasn’t enough, and wasn’t the cure. tooth and nail. hands, blasting the were just as refuted your claim,
the answer never The priest lived, And while the devil. Unluckily, corrupt, with your berating you into
came. The priest though horribly Imp finally fell, the farmer was too pleas for justice silence and doubt
died in your arms. scarred from your it was a very, close. Both dying. dismissed. over what you saw
failed tonic. very close call. and heard.
-1 to any check or You won’t cast You feel obliged to
spell attempting to You critically fail You are too scared offensive spells pay penance for You don’t
stabilize a PC. on a 1 & 2 when to ever be the first at enemies Close others. Your cost of question those
reading scrolls. into a fight again. to allies. Penance is triple. who outrank you.

Result = 1 Result = 1 Result = 1


While your efforts were noble, it was a Between yourself and the farmer, Though you brought the injustice to
passing herbalist that saved the day. you were able to beat the devil back. light, its corrupt touch ran deep. Far
Though they never truly recovered. But its foul touch never left the farm. too deep to be removed fully.

head to page 23
22
before your training could come to an end, a task was placed before you.
a path in which your skills would be tested to their extremes.

choose a path
Holy Quest Holy Vision Holy Relic Y
To prove your readiness to face the In the night came a vision, but not of It is not just the ability to commune
o
world, to cleanse the unholy in all its holy guidance or prophetic dreams, with the gods that guides a Priest u
forms, you were tasked with a quest.
A chance to prove yourself before god.
but one of darkness and death.
A dream in which the dead rose again.
upon their path. Holy Relics are both
the weapon and soul of their faith.
n
g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
The ghost of a
wronged child
Your task was
simple yet hard.
The vision led you
to an ancient crypt,
Your vision led
to the gates of a
You were sent
on a pilgrimage,
A Priest can
hold no greater
A
haunts a local You were sent a befouled place of cemetery, a place a journey to the connection with a d
village. You’ve
been sent to see
across the land
to collect tithings.
darkness and death.
But you knew your
where the buried
would rise. Your
heights of a sacred
mountain. It was
relic than that of
one they have
u
them placed back The roads long task, and raising task, to perform at its pinnacle imbued with holy l
on their path
in peace.
and paved with
untold evils.
your weapon you
went beneath.
a holy rite, and
end its curse.
that you would
find your relic.
power themself.
Your task set.
t
h
D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
o
and an event
are chosen.
and an event
are chosen. o
Result = 4-6 Result = 4-6 Result = 4-6
d
Success: Bringing Success: From Success: The Success: Just as Success: The Success: After
together the child bandits, to hags, barrow was filled the moon reached journey was one of weeks of silent
and a beloved toy, to folks in need, with the undead. its zenith, and the exotic wonders and prayer and fasting,
you were able to the road held many But with holy fire ground churned spiritual delights. and hours spent
ease its suffering, perils. Thankfully, you sent them back below, you finished And, after an communing over
sending it onward. your faith (and wit) to where they came. the ritual. A quiet arduous climb, you the relic, it is
saw you through. Cleansing the tomb. calm returning. reach the peak. complete. Sacred.
You can calmly
speak to any ghost +1 to WIS or CHA You learn Turn Undead, -1 You gain a +1 relic You gain a +1 relic
or living spirit. Cleansing Weapon. to creature’s save. of the GMs choice. of your choice.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: Your Misfortune: Misfortune: You Misfortune: You Misfortune: It’s Misfortune: Holy
attempts to aid Robbed twice on clear the barrow as were able to halt will alone that connections can be
the ghost fail. In the road, you were the sun finally the curse, but the pushes you to the stronger than iron.
the end, you were lucky to return rises. But the living evil within wasn’t peak. A place Other times they
forced to destroy with a few coppers dead took their toll fully cleansed, and where a simple are but a gentle
the spectral form. and your life. on you as well, with has spread to you. holy symbols rests. touch. While your
The horrid event your fighting arm You are cursed. Months later, you relic is complete,
You feel obliged
scarring you. heavily injured. still feel the cold. it feels hollow.
to donate half Your first ADV
You won’t go near of whatever your -2 to melee of each day You’re weak to the You can use 2
children undead. earn to the church. attack rolls. becomes DISADV. cold. Useless in it. magic items max.

you are now a trained priest of the holy order. make your god proud!
two bonus paths exist for the priest; paths that shape who they are. available pages 24 & 25.

23
a priest is little without their faith! what moment touched you.

choose a bonus path


Y 1. Tested Faith 2. Lost Faith 3. Strengthened
o Faith
u Event: You have seen good and evil
across the realm. However, it was the
Event: For as long as you could recall,
the subtle guiding voice of your god Event: While you’ve always served
n acts of your own that tested your faith. whispered in your mind. Guiding, with purpose and loyalty, it was seeing
g It was the fanatics and extremists that
worked in your god’s name, unhindered,
advising, and leading you down a
path of righteousness. Yet two weeks
your god’s divine hand, directly before
your eyes, that truly drove home the
that made you question it all. prior, it stopped. power and righteousness of your faith.

OR OR OR
A Reaction 1: Reaction 2:
You fought against You sought to sway
Reaction 1:
The loss of the
Reaction 2:
You believed that
Reaction 1:
You took to
Reaction 2:
It was in the
d the extremists, the fanatics through connection hurt, the loss was caused embodying your promotion of the
u standing up for
what you believed
internal powers,
seeking changes
so you set out to by another deity.
rekindle the link That you must find
god in all forms.
From the physical,
church and these
acts that saw
l to be your god’s in the church and through prayer and answers to hear to the spiritual, to yourself fulfilling
t true intent. its practices. acts of service. your god once more. your very actions. your duty.

h do not pass the do not pass the


o D6 Roll line until an event
and a reaction D6 Roll line until an event
and a reaction D6 Roll
o are chosen. are chosen.

d Result = 4-6 Result = 4-6 Result = 4-6


Success: And Success: Your Success: And it Success: It was Success: While Success: You
with their crushing voice was heard, was in those quiet the foul touch of you could never became a herald
defeat the doubt and changes came hours that the another god that quite cut the visage of the church. A
in your mind faded swift and hard. embrace returned. severed your link. of your god, your paragon for others
away, replaced by Those of harmful Your tentative With the defeat of figure and persona to rally around and
faithful conviction. beliefs cast aside. connection now their followers spoke heavily to for their faith to
stronger than ever. returning order. your pious soul. be strengthen by.
You learn Your words are
Holy Weapon. well respected Penance costs Shield of Faith Your words gospel +1 to CHA.
within your order. 50% less. now a +4 bonus. to fellow believers. A skilled orator.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: To Misfortune: But Misfortune: To Misfortune: With Misfortune: Your Misfortune: But
your misfortune, much like the rest your dismay, as the strength you rallied actions, however, it was preaching
the might of one of the world, little time passed and against the might left you little more to the choir.
can rarely break the changes overnight. your prayers went of an opposing god. than a caricature Offering salvation
horde. Your And your plight unanswered, the But what’s a mortal of a great being. to those who
attempts to change was met with silence only became to a god? Your A mockery more already believed.
the fanatics a loss. little care. more deafening. actions for naught. than an homage.
You aren't taken
-1 to spellcasting You struggle with You cannot learn You despise all -1 to CHA. Too seriously by
checks vs Cultists. long-term goals. or cast Commune. other gods. often ridiculed. your order.

Result = 1 Result = 1 Result = 1


It was a harsh lesson to learn that While the voice, the guiding hand, the And while you could never bring forth
everything can be corrupted. Staying connection never did return, you knew further divine intervention, you knew
the course, however, that was true faith. that they were there, watching over you. your actions were your god’s will.

a priest can tread one path from both 1-3 & 4-6. for example, should 2 be chosen, 1 & 3 cannot.
should 6 be chosen 4 & 5 cannot. the second path (6 in this example) holds the higher difficulty.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure.
24
faith is spread through many ways. how is yours displayed to the world.

choose a bonus path


4. Weapons 5. Display 6. Hand Y
of Faith of Faith of Faith o
Your faith, your connection, your Uniformity in appearance denotes order, It was the relationship between you,
u
service to the gods, has always been it is a symbolic reminder of your your god, and those that worship them n
through how you wielded their power.
How you brought their divine will
eternal connection to the gods and the
service you provided for them.
that kept your spirits high and the
will of your deity at the forefront of
g
into the world. It is as important to you as prayer. your life.
OR OR OR
Event A:
Weapons are your
Event B:
Spellcasting
Event A:
It’s the symbols of
Event B:
Sacred amulets
Event A:
Strict obedience
Event B:
Through caring and
A
sacred tool. The came natural to your god that mean and holy relics and eternal patience your gods d
focus through
which you unleash
you, and it was
how you served
the most to you. connect you to
Be they emblazoned your gods. Holy
servitude the
only way to serve
will be done. All
being welcome
u
holy might. your god. on robes or armor. power manifested. the gods. in their arms. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: It’s as Success: It was Success: It is Success: Using a Success: This Success: As you
o
if holy weapons this constant use, always in times of holy relic brings obedience has lead were taught to d
know that they this connection crisis where your you great comfort, you to be able to believe, a kind
belong in your with magic, that god’s symbols shine with even the survive even the smile and a caring
righteous arms. seemed to give the brightest. heaviest of relics harshest moments heart go far.
you an extra weightless on your on faith alone.
You often find In dire moments, You are welcome
boost each day. sacred shoulders.
magical weapons if you can see your You only require in most places,
that you are You can reroll god’s emblem and One holy item of half rations while often receiving
proficient with. your first failed hold no luck tokens, your choice doesn’t in good standing simple gifts due
spell each day. gain a luck token. take up a gear slot. with your god. to your demure.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: But it Misfortune: Yet Misfortune: You Misfortune: But Misfortune: Misfortune: And
was a shame that while magic comes are eternally this connection has Taking one’s god while a caring
your vigor always naturally to you, cleaning your negative effects, and oneself nature has many
seemed to lead to you seemed to religious garb. with your mind eternally serious, benefits, you’ve
their destruction. struggle to keep Unable to stand unable to handle however, does also been swindled
your focus, always even the slightest the sight of unholy come at a cost. more times than
Any weapon you
thinking of the blemish to them. or cursed relics. you like to admit.
wield will break on You struggle to take
next spell.
its 3rd Critical fail. You are unable to You need destroy jokes or negative Start the game
Spellcasting focus focus while dirty. unholy or cursed comments of your with 1/2 gold.
checks take a -1. relics on sight. god without anger.

Result = 1 Result = 1 Result = 1


You knew that while unholy evils still Like a herald's flag, or the insignia of a And as long as you breathed, as long as
plagued the realm, you would be there to great noble. The imagery of your god others would worship the name of your
fight them back. To cleanse the land. would be carried with pride forever. god in prayer, you would fight on.

a priest can tread one path from both 1-3 & 4-6. for example, should 2 be chosen, 1 & 3 cannot.
should 6 be chosen 4 & 5 cannot. the second path (6 in this example) holds the higher difficulty.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure.
25
Priest Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You spend days studying old tomes and scriptures. You learn an ancient language.

C 2 The simple food provided to you gave little nourishment for a growing child. -1 CON.
h 3 Your early years were filled with chores. Menial tasks not bothering you the least.
i 4 The Order relied heavily on discipline, creating a fear of disobedience in you.
l
d 5 Your mentors were prestigious theologians, passing on extensive knowledge. +1 WIS.
h 6 You struggled to read the hand of others while studying. Scroll Spellcasting DC = 11.
o 7 The order invested in your talents early, pushing you in training. Bonus Tier 1 spell.
o
d 8 You failed a test of faith, with your hand burnt heavily by the cleansing fire.

9 You hold the voice of an angel, able to sing hymns like an angel.

10 Your nights were often filled with troubling dreams, never quite sleeping properly.

Roll Outcomes
1 You always felt the guiding hand of your god when faced by difficult choices.
A 2 You were accused of blasphemy, receiving 20 lashes that scarred as punishment.
d
o 3 Wands have always felt natural to you; flick and swish. Wand Spellcasting DC = 9.
l 4 You grew into awkwardness that was only made worse by being in the Order. -1 CHA.
e
s 5 Luck is always on your side, especially after prayer. 1 Free Luck Token each session.
c 6 While able to cast away the undead, you secretly hold a great fear of them.
e 7 While scripture would bore you, physical training came easy. +1 to melee attacks.
n
c 8 You often snuck out, giving in to temptations found in town. You are addicted to vice.
e 9 You were well-liked as a youth. You hold friendships with Priests across the realm.

10 While strong of personal faith, you hold contempt for much of the Order.
26
Y Roll Outcomes
o 1 You inherited an ancient tome from a mentor, though cannot decipher it fully.
u
n 2 You failed to save your first diseased villager. You now greatly fear failing the sick.
g 3 You met a well-traveled Priest who visited your town. They taught you cast Light.

4 You secretly covert the freedom that those not of the Order hold.
A 5 You used magic to save an injured animal. Ever since, you could hear their thoughts.
d
u 6 You were afflicted by a curse from a rival god while fighting their followers. -1 to WIS.
l 7 You removed a curse from a nearby Lord’s cemetery, the noble granting you a boon.
t 8 You feel constant guilt for not living up to your god’s ideals. You pay weekly Penance.
h
o 9 You grew into your arcane talents beyond every expectation. DC to cast spells is 9.
o 10 Your God has laid upon you a quest that you do not feel you can complete.
d

27
a thief’s path is one of
Shadows & Skulduggery!

28
A Thief’s Path
… begins with ill-intent and troubled times.
is yours a path of violent brutality, dark shadows, or cunning smiles?

choose a path
Thug Shadow Swindle C
It was through violence that your story The shadows were your home, and as a You had a way with words, easily able
h
began. There were few shadows and child, you could disappear in an instant. to trick the foolish and impressionable i
hidden knives, yours was a tale of
violence, intimidation, and aggression.
Nothing was safe from your sticky
fingers when night overtook the land.
into believing anything you wanted.
Your tongue spinning tales with ease.
l
OR OR OR
d
Event A: Event B: Event A: Event B: Event A: Event B: h
You grew up Your size meant you
mugging travelers could boss around
You survived by
robbing houses
Your fingers crept
into pockets and
You played the part
of a poor, innocent,
You ran cons
tricking travelers
o
and drunks. the other street while folk slept, bags in dark lost child. Tricking and nobles, o
Threats of coin
or violence.
urchins, taking
what you needed.
stealing food,
clothing, and coin.
taverns and busy
marketplaces.
kindly people from
their coin.
offering aid while
stealing coin.
d
do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: Those Success: It was a Success: From Success: It was Success: Fake Success: The
days were always little gang, with villas to shacks, all about reading tears, a horrid tale, trick was to ever
dangerous, but you at its head. from storefronts people, how they and a pleading compliment people,
they taught you You kept everyone to public houses, acted, and knowing request for aid. It making it all
to be tough. Or in line and it kept you skulked what would come got you more about them. Your
at least how to you all alive. through them all. next. Something coppers than you charming smile
pretend to be. you excelled at. ever needed. an added bonus.
You know how You’re skilled at
You can put on a to push people judging the layout You can read a You know an easy You’re incredibly
tough facade. around. of a building. room in moments. mark on sight. good looking.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: But Misfortune: But Misfortune: It’s Misfortune: Misfortune: After Misfortune:
there is always pushing kids too a noble home Sometimes though, a while though, Robbing nobility,
someone bigger. far never ends that catches you people aren't as your face became however, does come
It was only time well, with one of off guard. Too drunk as you think. known, and the with a certain risk.
before things them ratting you extravagant. The Caught red-handed. locals grew sick A minor royal not
went wrong. out to the guard. gold railing not The guard quickly of your grovelling taking lightly to
supporting you. called for. and thieving ways. being swindled.
You’re hesitant You often think
to fight people people will double You broke an ankle You took a lashing, Run off, you can’t A powerful noble
larger than you. cross you. and now limp. the scars still there. return home. seeks your head.

head to page 30
29
a life on the wrong side of the law causes you to grow up quickly.
while other adolescents were studying or just beginning apprenticeships,
you were already deep in your trade. a regular at your own place of work.

choose a path
a
d Houses Streets Taverns
o You stuck to houses in the merchant
and noble parts of the city. Places
The streets were your playground,
robbing from the unsuspecting or
Taverns, inns, brothels, and game
houses were where you plied your
l where coin and valuable goods were holding up the weak and unprepared. skills. Tricking eager fools or selling
e always on hand. Coin for the taking. illegal wares, it all suited you.

s Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
c You broke into a You broke into a You set up a You slinked your You worked out You hustled
e noble’s home in
search of a safe.
merchant’s home in
the search of
shakedown in a
dark backstreet,
way through busy
streets, cutting
of a backroom,
helping to fence
travelers from
their coin with
n Gold and jewels specific, valuable demanding coin coin purses and stolen wares and rigged games of
c calling your name. documents. for passage. stealing wares. sell illegal goods. cards and dice.

e do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: And Success: A Success: The Success: It was Success: You had Success: You
the score was specific task for street busy with the deftness of the eye for it, able could always pick
worth the trouble. a very unique folks too scared your hands, and to spot fake art, a good mark;
You stole enough client. But it was to fight back, you the precision of and cheap gems people who
gold to keep just another day quickly filled your your knife-work with ease. It was a wouldn’t call the
you comfortable for you. In and pocket and made a that made it all different skill, but guard or try
for months. out in moments. name for yourself. so easy. one you thrived at. and stab you.

Start the game You had stolen a Your reputation Dex +1 You know the You gain ADV to
with 3x gold. treasure map, one intimidates folk value of gems trick people of
you copied. in poor areas. and jewels. weak will.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: You Misfortune: But Misfortune: Misfortune: You Misfortune:
Things were going should have never your hope for a few Amongst the fray just couldn’t get it Hustling folk, to
well till the guard trusted an “easy easy victims were of the marketplace, right though, one your misfortune,
dogs showed up. job”. Everything quickly dashed. a stray, firm hand too many times still requires you
Giant, vicious was trapped. You A lord’s knight grabbed your own. where you paid top to be somewhat
beasts, they took had been poisoned parading you down Caught, you fought coin for a cheap skilled at the
some flesh before thrice before even the street before hard to get away. knock-off. games. And you
you got away. finding the office. kicking you down. just couldn’t win.
A cut across your You think objects
You run from DISADV on Your name is a bicep never quiet are more valuable You take a -2 to
aggressive dogs. poison saves. joke in poor areas. healing. -1 STR. than they are. any game of chance.

Result = 1 Result = 1 Result = 1


But the house was empty besides a And while it made you a few coin to Business was good, until it wasn’t,
few silver utensils and pieces of art survive the day, it was far from the often forced to move establishments
too large to quickly steal. amount you truly wanted. when the guard came knocking.

head to page 31
30
at one point or another, nearly every thief joins a guild. some hold control
over entire towns, others jostle for power. some are niche, working in
specialty fields, others the jack-of-all criminal organizations.

choose a path

Thieves’ Guild Assassins’ Guild Smugglers’ Guild Y


The safest way to operate as a thief is Why be a mere thief when you could be Smuggling was for thieves who wanted
o
to join a guild. A collection of people an assassin. The pay was more lucrative, to see the world, and you never desired u
with a purpose, under talented leaders,
offering a support network to get the
the jobs more daring, and the challenge
far more exhilarating. The guild a
to stay in one place forever. The guild
provided the contacts, you acted as the
n
job done. That was the hope at least. necessity in a world of contract killing. go-between. Easy money. g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
Your guild Heists were
stole directly from your guild’s focus;
Cloak and dagger, Poison, subterfuge, Your guild smuggled People were your
a blade pressed to and the subtle art across the realm, game, smuggling
A
people. Picking breaking into a victim’s throat, of killing were your you traveled often, criminals, political d
pockets, running
cons, and
buildings and
homes to steal
the intimate nature ways. The death
of killing with your of a target without
bringing exotic and fugitives, and
illegal wares from those who wished
u
swindling fools. everything of value. own hands. leaving a trace. one city to another. to disappear. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: Your Success: As time Success: You were Success: Part of Success: You Success: From
o
quick hands and
silver tongue
went on, your
targets became
little more than a your success came traveled near and
dark shadow on a from the poison you far, seeing strange
countesses to
counterfeiters,
d
allowed you to grander and moonless night. used, a special wonders and beggars to bishops,
thrive in the guild, grander, eventually Able to sweep in, recipe that you meeting the most you’ve helped all
rising to a place stealing from claim a target, and devised yourself. curious of people. who could pay for
of prominence. even the wealthiest flee in moments. their passage.
1/per day you can You’ve traveled the
of nobles.
+1 CHA. Thieves +1 to Backstab craft a poison vial. realm, and know You know the
guild members Start the game attack rolls. 1d6 damage. someone in each secrets of three
respect you. with a magic item. major city. important NPCs.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: You Misfortune: The Misfortune: The Misfortune: Misfortune: Misfortune: Your
never quite fit in risk of death and kills, however, Success that relied Traveling came work, however,
though, always on injury, however, went from bad to on schemes and with risks, new relied on your
the outside of the ate at you. Each worse. The wrong plans just created laws and cultures. “packages” keeping
group, the odd job causing the target, someone more points of A mistake easily their mouth shut.
thief out. anxiety growing. injured not killed, failure. Failure that made when the All it took was one
your face seen. caught up with you. rules are foreign. desperate fool to
-1 CHA. Other You instantly
bring it all down.
thieves find you panic when A poor reputation, Around humanoids, You insulted a
awkward. someone in your you’re paid half you don’t gain foreign ruler and Underworld NPCs
group is killed. as much for quests. ADV on sneaking. they took an eye. don’t trust you.

Result = 1 Result = 1 Result = 1


You stole from the rich and poor alike, While wet work became your trade, you You traveled far, and met many people,
taking what you needed to survive. were often relegated to the boring roles. but it was far from as glamorous as it
Being part of a guild made it simpler. Gathering intel, watching targets. had sounded at the beginning.

head to page 32
31
it’s rare for criminals or their activities to survive forever.
and your path eventually hit a roadblock that would send it in a new direction.

choose a path
Y 1. - Caught 2. - Fled
o
u Event: Your old life, your plans, your home, all came
crashing down in a job gone to hell. Everything had
Event: You knew things had gone from bad to worse
when guild members started disappearing. When people
n started smoothly, the details given by the street urchin who seemed like brothers and sisters were stabbing each
g were sound, the guards were easily distracted, and you
had made your way inside the building with ease.
other in the back. When the guards no longer took
your bribes, and the shopkeepers started fighting back
But it had all been a charade, a trap set and sprung against shakedowns and thefts. It was time to get out
just to catch you. And it worked. of dodge before things got worse.
A OR OR
d Reaction 1: You cut
a deal, you’d work for
Reaction 2: Your
guild broke you out,
Reaction 1: You
took everything you
Reaction 2: You
sought out as many
u them, snitch for your but it was costly, could grab, even if useful folks as you could
l freedom. It’s a dog
eat dog world.
and it was debt you
now owed.
it wasn’t yours, and
fled from the guild.
find. Start the guild
again somewhere new.
t
h do not pass the line
o D6 Roll until an event and a
reaction are chosen.
D6 Roll
o
d Result = 4-6 Result = 4-6
Success: You played it Success: To your luck, it Success: And it turned Success: You and a few
perfectly, passing on just was a debt you had little out to be a lot, your pockets others fled, and while you
enough details to please struggle in paying. Between flush with enough coin to had to start again, the new
the guard, and few enough coin stashed away, and a few start again new, and as crew were solid, no slouches,
that no one would ever favors called in, you were someone of wealth. and your position in the
know it was you. square again in no time. guild had only improved.
Though wanted by your
Loved by all, with your While it cost you your guild, you were rich The new guild was a tight
betrayal unknown. savings, it was a clean slate. enough to start again. group, happy to keep going.

Result = 2-3 Result = 2-3


Misfortune: But double Misfortune: And by the way Misfortune: You weren’t Misfortune: Quality wasn’t
crossing a guild of thieves the guild leader acted, and quick enough, however, with the best word to describe
is never the smartest of the favors they began to call several others catching your those that joined you in
ideas. With your actions in, you knew that you were theft as you tried to leave. fleeing. It was little surprise
quickly coming to light. trapped in this debt forever. when they betrayed you.
You were beaten and relieved
You found yourself on the You owe a tremendous of all your goods. Forced to Framed during your escape,
run, wanted by the guild. debt to your guild. start again empty-handed. you’re a wanted criminal.

Result = 1 Result = 1
It must have been your lucky day, however, for you You fled as swift as a fox and didn’t look back. A few did
weren’t in prison a day before someone started a riot, the same, but none stayed close for long. And before you
quickly escaping during the chaos. knew it, you were in a new town with a new name.

you are now a shadow of the underworld. enjoy the game!


bonus paths exist for the thief; an additional tale to their story. available on page 33.

32
what bonus moment of underhanded courage shaped your life?

choose a bonus path


1. A violent 2. A Dark 3. A profitable
Y
encounter Knight affair
o
u
A lucky thief will often never even
encounter another soul while on a
Not all acts of a thief are selfish and
ignoble, some also arise from the desire
The most worthy of swindles is the
long-con, its proves the skill of the n
mission. But when things go wrong,
violence is often the only option.
to strike back at those who have
wronged the realm as a whole.
con-artist and, when things go
right, it is by far the most lucrative.
g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
As you snuck You were caught Relieving a slaver A noble had an You and a rich You had acted A
across a rooftop,
you stumbled into
red-handed by the of their life and coin itch for violence,
owner, and with is easily a double- towards both your
noble were in “love”.
Them with the
as a lost noble’s
grandchild for
d
a guard, blades guards nearby, only win. But they are gang and his staff. dark romance, you months, the ruse u
quickly drawn. one choice existed. rarely easy targets. Death seemed fair. with their jewels. nearly over.
l
do not pass the do not pass the
t
D6 Roll line until a path
and an event D6 Roll line until a path
and an event D6 Roll h
are chosen. are chosen.
o
Result = 4-6 Result = 4-6 Result = 4-6 o
Success: The
benefits of a small
Success: You
struck the old man
Success: You were
happy to walk
Success: The noble
died in the same
Success: The
thrill of romance,
Success: When
the last dose of
d
dagger. They go over the head and away with the manner he treated the heartbreak of poison ran its
from sheath to a leapt through the slaver’s gold. But those around him. loss, and the utter course, and the
person’s chest door without it was even better With tremendous devastation of old noble lay on
quicker than a looking back. The seeing the faces pain. Your future finding an empty their deathbed,
sword. The fight treasure gained of those you were plans becoming jewel case the it was you who
over in a moment. and no witnesses. able to free. a dash safer. next day. inherited it all.

+1 damage when +1 to Initiative A group of people +2 damage against Begin the game You own a manor
the first to act. rolls. hold a great loyalty a target that has with a magic ring. in the countryside.
towards you. injured you.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: But Misfortune: He Misfortune: Misfortune: The Misfortune: But Misfortune: Luck
you weren’t quick was faster than he Slavers, however, noble’s death, two can often lie as wasn’t on your
enough, and a looked, dodging rarely work alone, however, came at easy as one. The side. As the noble
blow to the head your blow and and you were a cost, with the noble as poor as a died, their actual
sent you tumbling yelling for aid. You surrounded and man going down beggar, pretending son swooped in,
from the roof. fled with nothing. captured with ease. with a fight. at wealth. breaking the ruse.

The fall injured -1 to Initiative You spent a year -1 attack/damage Begin the game Unlucky, you can
your off arm. You rolls. as a slave before rolls when below with 1/4 gold. only keep luck
can’t use shields. you could escape. half health. tokens for 1 hour.

Result = 1 Result = 1 Result = 1


Blood was traded, and you escaped to You killed the snake, but more heads It was a travesty. The ruse broken
tell the tale. But any form of triumph arose from the corrupted body. before any payoff. You got away
was lost alongside the stolen wares. Your efforts proving for little. with your life at least.

should you wish to run an additional bonus path 1-3, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
33
Thief Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You practiced picking pockets in crowded marketplaces. +2 to Delicate Tasks.

2 You struggled for years to steal enough food to live off. -1 to CON.
C 3 Forced to live off whatever you could scrounge, you aren't fussy about what you eat.
h 4 Growing up in a crowded city, you hate places that are inhumanly quiet.
i
l 5 Your childhood friend and fellow thief still lives. An ally to call upon when in need.
d 6 While part of an urchin gang, you were betrayed. You struggle to trust others.
h
o 7 You learnt a special thieves language from a guild. Parts of it used all over the realm.
o 8 Your eyesight was poor since birth, needing glasses to see.
d 9 You stole a magical robe of protection from a wizard. It gives +1 to AC.

10 You never held any type of formal education and now cannot read scrolls.

Roll Outcomes
1 You spent time with a performing troupe, learning to make disguises from anything.
A 2 You were caught stealing and had the mark of thief branded on your hand.
d
o 3 You spent years training your reaction speed. +1 to attack rolls if first to act.
l 4 A stray club from a guard knocked you senseless one day. -1 to INT.
e
s 5 You’ve tested so many poisons that you’re partially resistant. +2 to Poison saves.
c 6 You were nearly burnt to death in an arson gone wrong. You hate large fires.
e 7 You stole a potion from an alchemist and dared to drink it. Refreshing, +2 max HP.
n
c 8 You spent many years in the shadows, finding it hard to act normal in the light.
e 9 You spent years in taverns swindling fools, you can act drunk better than most bards.

10 Spat on and ridiculed by nobles, you hate their company and condescending ways.
34
Y Roll Outcomes
o 1 You helped a guard cover-up a crime they accidentally committed. They owe you.
u
n 2 Your wanted in nearly every city in the realm, often forced to the countryside.
g 3 You learnt to track people in busy streets. ADV tracking humanoids in urban settings.

4 You missed a blade trap, a massive scar down your face an eternal reminder.
A 5 You got lucky stealing from a merchant. Start the game with a diamond worth 250 gp.
d
u 6 Tricked by magical items before, you’re incredibly hesitant to touch them again.
l 7 You’ve fenced so many stolen objects, you can now tell an items worth on sight.
t 8 You ended up on the wrong side of a thieves’ guild. They have a price on your head.
h
o 9 Your senses so keen you can notice the air moving. ADV detecting invisible creatures.
o 10 You’ve been caught in a trap before. Never again. You panic if immobilized.
d

35
a bard’s path is one of

Skill & Charisma!

36
A Bard’s Path
… begins with talent, with a natural urge and ability to perform.
in what manner did your talents manifest?

choose a path
Performer Musician Storyweaver C
Leaping about, performing tricks You would sing or play instruments You had a way with tales unlike any
h
and sleight of hand, telling jokes, and whenever you could, and often in of your peers, able to catch the i
putting on plays; you did anything to
entertain those around you.
tune and to melodies you had only
ever heard once or twice.
imagination of your friends and
family from an incredibly young age.
l
OR OR OR
d
Event A:
You loved to create
Event B:
Emotions sat at
Event A: Event B:
Your true talents From cello to flute,
Event A:
Your best stories
Event B:
It was your
h
acts that would the heart of your arose from your instruments were arose from your incredibly detailed o
shock and amaze
the audience. An
acts, from jokes
and laughter, to
voice; pitch perfect, your jam, coming
melodic in tone, natural to you at
imagination; able
to improvise and
recollection that
made your stories
o
outrageous child. loss and sorrow. and ever rhythmic. first touch. lie on the spot. so realistic. d
do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: And Success: With Success: People Success: It Success: Your skill Success: Your
it seemed to practice you traveled for miles seemed like you came from telling ability to recall
always thoroughly became perfect at to hear you sing. only needed to tall tales daily. things was almost
entertain people. the part, pulling You were a child hold an instrument It got to the point like magic, as
Edgy enough, but emotions from air. with the voice of to figure out how where you didn’t if blessed by
never insulting. an angel. it played. even need to try. the gods.
You can fake
You’re a great emotions with Your voice is You can play You can fabricate You can recall
judge of what ease; from crying incredibly pleasing any instrument believable tales in almost anything
people enjoy. to laughter. to listen to. within minutes. a moment’s notice. from your past.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: Misfortune: But, Misfortune: Misfortune: The Misfortune: There Misfortune: But
However, you a youth ever- Unfortunately, it bond between you is a point, however, some details are
often went too far. thinking of such only took one poor and the instrument where imagination best left to the
Not understanding powerful emotions performance to grew strong. Too goes too far, past past, forgotten.
that children left a mark. utterly destroy strong. You obsess grounded and into Something you
shouldn’t speak your confidence. over it like a lover. the unbelievable. often forget.
You struggle to
like adults.
empathize with You struggle to Your instrument You often take You have a habit
You’re not good people when sing while under is everything. stories too far into of sharing things
with kids. not acting. heavy pressure. You’d kill for it. the implausible. you shouldn’t.

head to page 38
37
as you grew into your youth, it became clear that your natural
talents required nurturing to allow for their continued growth.

choose a path
a
d School Troupe Maestro
o As you grew older, your parents chose
to send you off to a school of the arts,
There is no better way to learn a skill
than by putting it to practice, and thus
To get the most out of your skills, and
because your family could afford it,
l a place where talented students could you were quickly thrown in with a a private tutor was arranged to
e refine their skills, learn more of the
world, and meet fellow peers.
traveling troupe of minstrels, acrobats,
beasts, and magicians.
further your training. Each day you
practiced under their watchful eyes.
s
c Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
e The school was
not just for the
It was in those
walls of learning
The greatest part Each week saw you
of the troupe was traveling to new
The tutor was a
firm, strict, and
Your tutor saw
magic in music,
n arts, with magic that you met your that they did towns. Not only did disciplined teacher. art, and the world
c taught to all who
held any affinity
closest of friends.
A confidant
everything. You you grow in skill,
learnt countless but you learnt much
To them talent
was only of value
at large. An
effervescent soul
e for the skill. beyond all others. new skills. of the realm. through perfection. filled with wisdom.

do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: You took Success: It was Success: And Success: While Success: And they Success: It was
it all in on the their friendship before you knew it, the travel was far were right. Under the encouraging
run, learning not that got you you could do it all. from easy, the a firm hand you guidance that
only your bardic through the tough From singing, people, experience, rose from skilled allowed you to
ways, but the years away from to somersaults, and sights more to a prodigy. A grow. To push
wonders of magic. home, through the to taming lions. than made up for it. generational talent. your skills to
endless lessons. new levels.
+1 to Magic +1 to DEX You hold knowledge +1 to Perform
Dabbler rolls. You hold an ally or CHA. of every settlement checks. +1 to
you can call upon. in the realm. Bardic Arts.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: Misfortune: The Misfortune: While Misfortune: But Misfortune: Their
Unfortunately, Which made it ever-changing jobs, it started out a the pressure carefree attitude,
you ended up sting even worse however, just led joyful experience, became however, just led
wasting far too when they betrayed to you never being it soon grew to be too much. Their to wasted time.
much time on a you. Framing you able to fully an exhausting one. methods too Aimless practice
mystical talent when they were understand what You began to hate harsh for you to and empty words
you barely held. caught cheating. you were doing. the open road. thrive under. of little help.

-1 to Magic You’ll never fully -1 INT Travel quickly Perform Checks Prolific is now
Dabbler rolls. trust again. exhausts you. are 1 DC higher. a bonus d4.

Result = 1 Result = 1 Result = 1


In the end, schooling was a positive For a few years your troupe became And while you never rose to perfection
experience for you, learning to hone your family. A family you traveled, under their gaze, their lessons definitely
your craft and make new friends. worked, and learnt with. helped shape your talents.

head to page 39
38
reaching adulthood you set out to find your story. be it as a key piece
in another’s ballad, or a tale that you have spun from adventure and glory.

choose a path
Theater Royalty Journey Y
It was in the Theater that you knew One of your first positions was The best stories are ones that a bard
o
you belonged. Amongst peers of equal taking court in royal halls, acting as has lived themselves; tales of heroics u
skill and talent, where you could earn
unimaginable renown and gold.
entertainment to nobility, dignitaries,
and other folk of influence.
and adventure that they were not
only there for, but were a part of.
n
OR OR OR
g
Event A: Event B: Event A: Event B: Event A: Event B:
The performance Your show dove In the late hours A royal wedding You and a You and a
was based on a into the mythos you were called to was the true test group of skilled company of heroes
hero’s tale, an of the gods. A entertain a group of of your skill; adventurers went went to slay a foul A
extravagant piece
that covered the
sprawling treaty
on religion,
foreign dignitaries
whose happiness
helping to create
the perfect day
forth to recover
a great relic long
beast that had
been plaguing the
d
life of a famous symbolism, and was key to the for the royally been thought lost land. A noble and u
ancient warrior. life itself. realm’s prosperity. betrothed. to the world. righteous quest.
l
D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
t
and an event
are chosen.
and an event
are chosen. h
Result = 4-6 Result = 4-6 Result = 4-6 o
Success: It was Success: The Success: During Success: A Success: By your Success: The o
your performance
of the hero’s
show touched on
a holy subject
a rather vicious
argument, you
beautiful and
moving serenade
return you held a
tale filled with
heroic charge, the
valiant sacrifice,
d
death that truly with care. A fact chimed in with a to love brought traps and treasure, the bloody victory.
stole the show. that was greatly quip that broke the great joy to the dead gods, and An enemy lain
The applause a appreciated by tension, potentially couple and all forgotten lands. down forever.
thunderous affair. the church. stopping a war. in attendance. A grand tale.
A tale that
Your performance The church holds The ruler owes Noble lords An epic ballad always puts you
famous across you in very you a small debt and ladies seek that always earns in good standing
the land. high esteem. of gratitude. out your voice. coin in a tavern. with guards.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: When Misfortune: Misfortune: A Misfortune: It was Misfortune: An Misfortune: You
the crescendo stood Within days the room on edge is all going well until issue with ancient just had to be
before you, you local clergy were hard to gauge, and you called them by maps is that there involved. To see
broke. Forgetting screaming heretic your jokes only the wrong names. is no guarantee it all up close.
you lines and at the door. The aggravated a very In front of all. they are accurate. But the danger
fumbling the scene. show shut down. tense affair. was very real.
Your name spoken You despise the
You won’t do large The church sees You often say with disdain in idea of relics, much Injured, you walk
crowds anymore. you as a heretic. tasteless things. noble circles. preferring gold. with a limp.

Result = 1 Result = 1 Result = 1


The show went off without a hitch, While your performances were solid, you As is quite often with reality, the tale
your performance praised. A shame, were never the center of attention in a was more boring than it first sounded.
though, that so few people saw it. room filled with such important people. The journey turning up little.

you're now a trained and experienced bard. get out there and entertain!
bonus paths (which are recommended for the bard) are available on pages 40 & 41.

39
what bonus event shaped your young life?
choose a bonus path
Y 1. Faltering
o 2. Criminal Plans 3. Magical Ways
u Conclusions Event: Not all of a Bard’s exploits Event: Magic is part and parcel for
Event: On a dark and stormy night, are noble in nature, with some of the a Bard, from the magic of their voice
n in the heart of a warm and cozy inn, greatest tales coming from the darkest to their use of arcane trinkets. While
g you enthralled a crowd with a tale of
love and loss. But as the story drew
deeds. On one such caper, you were
faced by a choice, watch a truly
out traveling one day, you met a wizard
who offered to improve your skills
to its end, you blanked on its finish. innocent suffer or interfere. through mystical rites. At a cost.

A Reaction 1:
OR Reaction 2: Reaction 1:
OR Reaction 2: Reaction 1:
OR Reaction 2:

d You ended the


story with love;
You concluded
the tale with
You spoke up
against the thugs
It is what it is,
life is harsh
The magician The magician
offered to improve offered to improve
u with joy, and heartbreak; with you accompanied, and at least you your voice; to make your ability to

l laughter. It was a
comedy after all.
the loss of love
and life. Tragedy.
hoping to sway
their actions.
would live to tell
their tale.
it as booming as
the gods.
read and listen
to people.
t
h D6 Roll
do not pass the
line until an event
D6 Roll
do not pass the
line until an event
D6 Roll
o and a reaction
are chosen.
and a reaction
are chosen.

o Result = 4-6 Result = 4-6 Result = 4-6


d Success: You’re Success: The Success: It was Success: The Success: Success: It was
met with raucous story’s close was the doubt you saw tragedy stirred Invigorated, by like a person came
laughter; the tale’s met by teary eyes; in the leader’s eyes you to write a the ritual’s end into heavy focus
ending a delight the tale heart- that you jumped story of the event, you felt you could when they spoke
to the crowd. rendingly beautiful. upon. Convincing with the person shatter ears with to you. Everything
them that this living on forever your voice. clear and detailed.
New Perform. New Perform.
need not be done. through the tale.
Joke ~ DC 13. Hope ~ DC 13. New Perform. New Perform.
You crack a joke A tale of hope, Fascinate lasts +2 to CHA checks Scream ~ DC 13. Focus ~ DC 13.
that distracts a with all Near allies for a minimum that hold an You scream. All Focusing on a Near
Near humanoid gaining +2 on their of 2 rounds. emotive purpose. within Far, DC 12 target, you know
for 1 round. next saving roll. CON or 1 damage. their next action.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: You Misfortune: But Misfortune: But Misfortune: Being Misfortune: Given Misfortune: But it
look over the crowd the crowd knew the they were thugs and forced to watch an an elixir to drink, didn’t work. If
as you say the final true ending; it’s a bandits, not folk innocent struck you quickly scull anything, you
joke and are met common tale. The caring for the weak down still haunts it down. However, now struggle to
only with disgust. booing let you or kindhearted. your dreams. all it does is leave tell the difference
You went too far. know you failed. your throat in pain. between people.
Fascinate is Successful rests
Not you wisest Not your smartest now DC 16. only regain 3/4 Critical fails on You now have
decision. -1 WIS. moment. -1 INT. max HP. Perform checks Prosopagnosia;
cause 1 damage. face blindness.
Result = 1 Result = 1 Result = 1
The story ended with muted applause. Thankfully, no one ended up dying Gold was traded for the arcane rite.
While you could see the disappointment that day. When the carousing was over And while the magician swore it
on several faces, at least no one booed. you took a long bath to try and forget. worked, you didn’t notice any changes.

should you wish to run an additional bonus path 1-6, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.
40
what bonus event shaped your young life?
choose a bonus path
4. Patron Wants 5. Wild Gossip 6. Giant Woes Y
Event: Most Bards seek two things: Event: At a gala filled with rich Event: While out hunting with a noble
o
fame, and a very wealthy patron. patrons, rival artists, and peacocking and his entourage of knights, the group u
While you were lucky to find the latter,
they began making strange demands.
nobles, you overheard a ghastly rumor
about a very, very rich merchant.
entered the lands of a dragon who was
none too pleased with the incursion.
n
Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2:
g
You went along You rebuffed the You left to compose You delicately You joined the You searched for
with the strange patron, running a song from the crept up to the group as they the best–and
requests. You were away with what rumor. Your ditty merchant, offering charged forward, safest–vantage A
getting paid to
perform anyway.
you believed you
were owed.
would be the first
people heard.
your silence at
a hefty price.
a grand tale this
would be!
point to watch the
glorious battle.
d
do not pass the do not pass the
u
D6 Roll line until an event
and a reaction D6 Roll line until an event
and a reaction D6 Roll l
are chosen. are chosen.
t
Result = 4-6 Result = 4-6 Result = 4-6 h
Success: Your Success: Slipping Success: And it Success: With Success: With Success: And o
patron turned out
to be a budding
away in the night,
you took off with
was, by days. Your
limerick heard on
shame and
frustration the
sword raised you
charged into the
what a sight to
behold. High on o
playwright, and
the silly requests
a large stack
of coin and an
street-corners and
in taverns across
merchant relented.
Succumbing to
fray; offering
inspiring words
a cliff you took
in the incredible
d
wove into a item from their the city. the blackmail. and witty jabs. battle, studying
wondrous show. private collection. every blow.
You always seem Start the game Inspire is a
You learn to craft Start the game to know gossip with 3x gold and DC 10 if used +2 Ranged attack
costumes, able to with 2x gold and about famous a merchant who during combat. rolls if holding
make outfits from a mystery item. people you meet. despises you. an overview of
almost nothing. the encounter.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: It Misfortune: But Misfortune: You Misfortune: Misfortune: In Misfortune: But
became too much. you had a contract, weren’t the only Before you could the end, you were the climb was filled
With only so much and within days one to eavesdrop, finish the offer, a lucky that those with scrub and
humiliation that the guards were with a rival bard knife was at your around you were rough terrain.
you could handle. hounding you. beating you to the back. A personal trained warriors. By the time you
You were there to You were forced punch. You were guard making it Your inexperience got to the top,
create laughter, to flee town. left looking like clear their intent if nearly killing you. it was all over.
not be laughed at. a poor copycat. you spread gossip.
You’re wanted You won’t ever You hate to miss
You cannot stand for breach of Other Bards A powerful be the first into the action, even
being the butt of contract and theft. view you with merchant has it combat again. if it puts you
a joke. Ever. contempt. out for you. in danger.

Result = 1 Result = 1 Result = 1


In the end little came of it. You Unfortunately, what you believed The best part of being a Bard was
parted ways with some coin and was desirable and unknown gossip, that no one was truly surprised when
never heard from the patron again. was actually the talk of the town. you ran away to save your skin!

should you wish to run an additional bonus path 1-6, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.
41
Bard Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 Born as cute as a button, little has changed. You are incredibly good looking.

C 2 You have one instrument you love above all else, even people, and won’t touch any other.
h 3 You come from a long line of celebrated and successful bards, your name famous.
i 4 A close relative was murdered by a bandit. You now avoid the use of melee weapons.
l
d 5 You spent a year under the tutelage of a wizard. +1 to Magical Dabbler rolls.
h 6 Struggling to make friends, you used comedy for attention. Often in poor situations.
o 7 Your parents encouraged you, especially around others. Perform checks are 1 DC lower.
o
d 8 Accustomed to fine bedding since a young age, you struggle with sleeping roughly.

9 You seem to have an eidetic memory, able to remember nearly everything.

10 A clever child, you never saw the need for physical activities. -1 STR.

Roll Outcomes
1 Empathizing with others seems to come natural to you; easily understanding people.
A 2 Singing jests at the local drunk turned poorly when they cut your face. A deep scar.
d
o 3 Your entertaining performances always kept you with food. Your Max HP starts at 6.
l 4 Bullied by a noble, your responding mockeries stuck. The family seeks your demise.
e
s 5 You spent a summer learning courtly ways and know much of the region’s politics.
c 6 You struggle to be around those who can’t take a joke. Pompous fools all of them.
e 7 The first epic tale you spun became famous, often heard in taverns across the realm.
n
c 8 You’re more bark than bite, and won’t ever be the first into a fight.
e 9 A warrior fond of your singing traded training for song. +1 to melee/ranged attack rolls.

10 You dove into alcohol and illicit wares at a young age, unable to break the habit.
42
Y Roll Outcomes
o 1 You spent time reading scrolls of an ancient lost tribe. You learn a rare language.
u
n 2 You’re unwelcome in a small region of the realm. One too many insults at the ruler.
g 3 You hold the ability to inspire awe and stir emotions with your words. +1 to CHA

4 You don’t do shields. Clumsy things, they make your arm too tired to play.
A 5 A traveling merchant is completely enamored by you, offering discounts when met.
d
u 6 Dabbling with magic has always been costly. Critical fails cause 2x Wizard Mishap rolls.
l 7 You took on a young apprentice who now follows you around carrying your luggage.
t 8 Your nights gallivanting are far too exuberant. Carousing costs double in your presence.
h
o 9 A rich noble is a patron of your talents, sending you (100gp x Level) each month.
o 10 You’re incredibly fickle with clothing, often needing something new and shiny to wear.
d

43
a ranger’s path is one of

Wilderness & Beasts!

44
A Ranger’s Path
… begins with fauna and flora, with a love of wild lands and the creatures
that roam their ever-changing lengths. but how did your connection form?

choose a path
Wild Born Animal Friend The Explorer C
You were born to the wilds, a child As a child you held an instinctual love Ever since you could walk you sought
h
of nature and the animal kingdom. for all creatures, be they big, small, to explore. To dive headfirst into the i
To be a Ranger, to explore and learn
of the wilds, it was in your blood.
ugly, or cute. They were your friends,
your companions.
unknown, to discover what was over
the next hill, to see it all.
l
OR OR OR
d
Event A:
People joke of
Event B:
Your parents were
Event A:
It was the
Event B:
Animals seemed
Event A:
This desire was
Event B:
Much of your
h
being raised by hermits who kept connection you felt to return the nurtured by the exploration was o
wolves, but you to the very fringe
were literally found of society; living
to your childhood
pet that formed
love, always
warmly coming
very fact that your
parents traveled
down to the
boundless energy
o
in a cave at 6. one with nature. this love. to visit you. for their vocation. you held. d
do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: Those Success: While Success: The Success: It was Success: Success: From
wild nights in the you know little connection was as if you exuded Messengers, dawn till dusk you
cold, and long of civil ways, your almost like a a pheromone of foresters, and explored, never
days in the sun, parents taught mental link. An calm friendship guides, they did it slowing down or
left your body you heavily of ability to read toward them. all and took you needing a break.
hardy and strong. nature’s soul. their needs. along for the ride.
Wild creatures You never grow
The climate of You know much You hold a sixth are more likely to You’ve seen the weary of being
the wilds does of druidcraft and sense for what a react positively majority of your on your feet
not bother you. animistic ways. creature desires. towards you. region’s wilds. and exploring.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: Being Misfortune: Misfortune: But, Misfortune: It Misfortune: Being Misfortune: Being
raised by animals, Raised away from ever close to wasn’t just the ever on the road ever on the move
you lack many of society meant that animals meant friendly creatures came at a cost. across wild lands
the basic niceties when you finally that your link with that seemed to be Never finding a led you to hate
that people take joined it you were humans waned. drawn to you. community to being confined.
for granted. unprepared. call your own.
You struggle Violent beasts You dislike
You lack base You’re awkward to understand have a habit of You hold no place being cooped-up
civil manners. in large groups. human emotions. finding you. to call home. indoors for long.

head to page 46
45
your childhood circumstances were not the only thing that shaped who
you would become. as you entered adolescence you set off down a path.

choose a path
a
d Game Hunter Wild Guide Forager
o You sought to hunt, learning all you
could of tracking, stealth, animal
Mastering traversal of the wildlands
was the future you saw for yourself.
The world offered an abundance of
wealth for those who knew what to
l weaknesses, trap crafting, and much Surmounting impossible terrain, look for. From food, to curatives, to
e more. A role that could feed villagers
and clothe their backs.
guiding settlers, recovering the lost,
a life ever on the road.
crafting materials, you went in search
of it all; ever keen to learn.
s
c Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
e You sought to For you it was You put your focus Knowing you Your time was Your study was
n master striking
targets from
about the hunt.
The stealth,
into traversing
the lands; always
would be guiding
others, proper
spent learning
how to properly
that of how
different materials
c range. A silently the tracking, the seeking the best preparation became identify what the interacted with
e perfect kill. laying of traps. way forward. your bedrock. land could offer. each other.

do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: The Success: You Success: It led to Success: Your Success: From Success: It was
training paid off. learnt to craft you always being planning meant digging in the a focus that led
You could sneak traps out of able to find the that you never earth, to searching you to being able
upon a deer and nature; turning safest route to struggled for food. in strange crevices, to utilize the
loose a shaft almost anything your destination. Ever a full belly. you found it all. highest quality
before it flinched into a trap. of materials.
You gain ADV on Overland travel Within 1 hour of
a muscle.
You require no Random Encounter requires only half searching you can Once per day, a
+1 to ranged tools to craft checks during rations for you find any ingredient Herbalism INT
attack rolls traps in the wild. overland travel. and your party. the land may hold. check is +2.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: But Misfortune: Misfortune: Misfortune: Misfortune: Misfortune:
it seemed like This pursuit of However, your idea This desire for While you could This, however, led
every time you perfecting your of the “best” route being properly identify flora, it to a bad habit
focused on traps, however, often meant the prepared often took you ages to of over tinkering
stealth, you just caused the most exciting one. led to being collect them. with remedies.
missed the shot. whole process to over prepared.
You’ve DISADV on It takes you Your first
take forever.
-2 to ranged Random Encounter You hate to 1d4 hours to Herbalism check
attack rolls You take 1 hour checks during travel with less find ingredients each day is -2.
from stealth. to set a trap. overland travel. than 3 rations. you desire.

Result = 1 Result = 1 Result = 1


While you still feel that you have much Weary feet and aching limbs met you Though there was more to learn, you
to learn, your ability to hunt was at the end of each journey, but your knew that you could find what you
equal to many seasoned trappers. planning and preparation kept you safe. needed from the wilds in a pinch.

head to page 47.


46
leaving your adolescence behind, you chose to head forth on a journey;
a way to test your skills, knowledge, and physical prowess.

choose a path
Protected Land Wild Journey New Lands
Y
o
Event: A towering ogre has begun
haunting the land near a beloved
Event: A merchant caravan has
hired you on to lead their procession
Event: The local liege has put forth a
desire for new lands to be found that u
lake; a place frequented by both man through an uncharted part of the might be suitable for a town to be n
and beast. Its refuse is corrupting
the waters, and it must be removed.
realm; with the hopes of connecting
two cities via a new trade route.
settled on. Taking up the challenge,
you’ve headed into the unknown. g
OR OR OR
Reaction 1: Reaction 2: Reaction 1: Reaction 2: Reaction 1: Reaction 2:
You sought the
aid of the local
You aimed to lure
the giant beast
You took the job
with the condition
While caring little
for the merchant,
You chose to stick
to the coastline,
You dove into an
immense forest
A
militia, forming away from the site. you could detour you desired to following the that bordered the d
a plan of stealth
and surprise.
Pushing it toward
a trap.
via a sacred grove
you sought to visit.
make good with
their guild.
twists and turns
of the water.
realm, hoping for
a quaint grove.
u
l
do not pass the do not pass the t
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: The Success: You Success: The Success: The Success: You Success: You
o
plan worked,
overwhelming
baited the Ogre
to a waterfall
journey went well,
with your side-
journey was a
success, with you
came across a
secluded bay that
find a secluded
elven village.
d
the beast before where you used jaunt to the grove safely navigating would be perfect They offer you
it knew what a log to knock it an easy addition. the caravan at a for a small a treasure if you
was happening. off the edge. The soothing hefty speed. fishing village. keep their home
waters a wonder a secret.
+1 to attack and You hold ADV Contracts/quests Start the game
to bathe in.
damage rolls for setting from guilds pay with 3x gold. Gain a magic
with surprise. up traps. +2 Max HP. you a 2x rate. item (GMs choice).

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: But Misfortune: Your Misfortune: Misfortune: Misfortune: Misfortune:
the poorly trained trap failed and While the grove The journey was While on the coast The forest turned
militia stood no the giant beast was easy to find, a failure. With you encountered a out to be a den
chance. Forced to cornered you. it was protected by travel slow and harpy whose song of thorny brush
retreat, you took a Fear of death a druid who cursed costly. The guild nearly sent you and angry snakes.
blow to the head. giving you the your intrusion. blacklisting you. to an early grave.
Poisoned, you hold
speed to escape.
Concussed. Cursed, your Salves Most merchants -2 to saving rolls DISADV against
-1 WIS. You fear Giants. don’t work on you. charge you 1.5X against Charm. snake poison.

Result = 1 Result = 1 Result = 1


To your luck, however, a great drake While you guided the caravan across the Your travels were filled with adventure
swooped down and killed the ogre. realm with little concern, you failed and excitement, though you never
A story to tell, if not one of heroics. to discover a workable shortcut. found a place worth settling.

you're an experienced rover of the wilds. the world is yours to explore!


head to page 48 to roll your favored and hostile lands and creatures.
a bonus path is available on page 49.
47
masters of the wild, rangers hold both favored terrains for traveling within
and favored creatures they hunt. however, they also deal with lands that
cause them unease, and enemies they fear to face.
roll 2d6 for both terrain and creatures.
the first die is the ranger’s “favored”, the second die their “hostile”.
against favored creatures, and/or in favored lands, gain +1 to rolls.
in hostile lands, and/or against hostile creatures, take -1 to rolls.

terrains ~ creatures
Y 1. Desert
o Endless dunes of shifting sands, scorching
1. Giant Beasts
u sunlight, and frozen nights, the desert is a
From snakes to toads to boars, many bestial
n harsh and relentless land that leaves no place
creatures can been found in their giant form.
The trick is knowing their weak spots.
g for the weary or ill-prepared.

2. Forest 2. Arachnids
A Shifting jungles where one can’t see past their Spiders fill many souls with dread. However,
some take this fear and turn it into violence,
d nose, shadowed woodlands that roll on forever, and
dense forests of ageless trees that hold creatures
aimed directly at the eight-legged freaks.
u who have pierced the very fabric between realms.
l 3. Jellies
t 3. Mountain Oozes, gelatinous beasts, slimy puddings, and
h Soaring peaks filled with immense giants amorphous monstrosities, creatures made of
slopping, sticky substances that itch and burn.
o depths
and ancient dragons, to their dark and twisting
packed with precious metals and untold,
o ageless horrors. 4. Goblinoids
d Goblins, hobgoblins, bugbears, and all of their
4. Grassland filthy kin, these aggressive scavengers are
scattered across the realm in swarming clans.
Sprawling fields of endless grass-cover plains
that are roamed by hordes of beasts, nomadic folk,
and travelers of all kinds. The plains the ideal land 5. Giantkin
to cross when not faced with natural disasters.
Colossal creatures, these once-mighty rulers now
cling to distant parts of the realm. Incredibly
5. Wetland powerful, with rival dragons their only equal.
Putrid boglands, drenched swamps, and fetid
marshways; the realms of poisonous plants, 6. Dragons
haunted waterways and devious fey beings.
Ancient wyrms that rule the sky, their love of
A land best avoided by those unprepared.
treasure is often only equal to their arrogance.
Only the bravest souls dare stand against them.
6. Arctic
The desert of ice and snow, a land that will Alternate / Other
swallow you whole should you give it fair warning.
GM and/or player may choose any sub-section
Be it icy coastlines or alpine hills, glacial rifts
of monsters, or specific monster, of choice.
or snow covered plains. Its cold touch never ends.

48
rangers hold incredible connections to the land, plant-life, and beasts.
you felt this connection the most with...

choose a bonus path


1. Fauna 2. Flora 3. Terrain Y
From the humble insect to giant You knew them all; from fruiting vines, It was exploring that brought you joy.
o
beasts, the animal kingdom was to poisonous fungi, to weird and From frozen mountain peaks, to dark u
always a wondrous realm to you. wonderful species of flowers and shrubs. and gloomy jungles, to rolling valleys. n
Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
g
You spent a You’ve taken Since childhood You love to Immense caves You seek to map
month living near to using every you’ve been experiment with have long been a the world, even
a family of giant piece of a fallen cataloging each new tinctures and place to challenge if just in your A
apes; watching
and learning
animal, from
bone to skin to
and every plant
you’ve come across
remedies. Adding
anything you can
yourself within.
Seeing how deep
own head. Ever
searching for
d
their ways. fatty tissue. within a book. find to the pot. you can go. new biomes. u
do not pass the do not pass the
l
D6 Roll line until a path
and an event D6 Roll line until a path
and an event D6 Roll t
are chosen. are chosen.
h
Result = 4-6 Result = 4-6 Result = 4-6 o
Success: The way
they used their
Success: It took
a lot of trial and
Success: And Success: One
after years it feels particular Remedy,
Success: More
than once your
Success: It was
through these
o
arms amazed you. error, especially almost complete. that bolsters your quick reactions travels that you d
Pulling around with some rarer Able to detail–with inner potential, saved you from came to love more
such weight with animals, but you visuals–almost any has always proved a deadly fall. It of the land and
ease. You began perfected the art. plant in existence. useful to you. was a good thing what it offered.
copying them. you found the
You can field You hold info DC 13 - Bolster. Gain a second
risk exhilarating.
+2 to climbing dress any part on every plant +2 to any one skill Favored Terrain
checks. of any animal. in the region. for 1d6 rounds. +1 DEX. (pg.48).

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: To Misfortune: Misfortune: Misfortune: Misfortune: One Misfortune:
your misfortune, And while you Unfortunately, some Your concoctions, climb, however, Unfortunately,
the apes you spent now certainly of the information however, often went horribly not all travel is
time with held a know how to field you first wrote leave a strange wrong, with a fall fun, with the land
very contagious dress an animal, down as a child is aftertaste. causing long term often trying its
disease that it’s a slow process. plain wrong. damage to a leg. best to hinder you.
Stimulant &
spread to you.
It takes you 1d4 DISADV on trying Foebane last for You may only move Gain a second
-1 to Max HP hours to remove to determine if a 1 round less then double Near once Hostile Land
(Min 1) animal parts. plant is poisonous. rolled. Min 1. per encounter. (pg.48).

Result = 1 Result = 1 Result = 1


Though you’ll never know everything It’s the thrill of finding undiscovered And as you’ve aged, you’ve realized
about animals, you keep learning. flora that makes it all worth the effort. that you can never travel enough.

should you wish to run an additional bonus path 1-3, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
49
Ranger Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You were raised deep in the forest, learning of nature and beasts from a young age.

C 2 Raised far from civilized societies, you never learnt common household manners.
h 3 Spending years traversing wild lands, you learnt how to easily find water sources.
i 4 You suffered a childhood illness and were unable to find help living in the wilds. -1 CON.
l
d 5 From youth you were taught to read animal tracks and spores. +2 Tracking beasts.
h 6 Growing up you slept on hard floors and now find soft beds unbearable.
o 7 You crafted your first bow by hand; a great learning experience. +1 to ranged attacks.
o
d 8 Attacked by a creature as a child, you now fear them. Player/GMs choice which creature.

9 Your parents were incredibly knowledgeable about plants. You can identify most by sight.

10 While you spent significant time with animals, you never learnt how to ride a horse.

Roll Outcomes
1 Your parents are/were famed hunters, their name still renowned across the realm.
A 2 Ill-luck follows you when not in the wilds. -1 Luck Token if away from nature for 24 hrs.
d
o 3 While traveling the land you made friends with a collective of nomadic druids.
l 4 An incident with a poisonous toad went poorly. You now have DISADV on poison saves.
e
s 5 You’re often lucky with Herbal Remedies. Critical rolls grant two of the desired Remedy.
c 6 You ventured into lands cursed by a foul spirit. It now haunts your dreams.
e 7 An expert guide, overland travel is one cadence safer for Random Encounters.
n
c 8 You never quite mastered reading, rarely getting the chance in your younger years.
e 9 You hold a sixth sense for discerning tracks, able to identify any creature with ease.

10 A poorly made Herbal Remedy scarred your throat, making speech difficult. -1 CHA.
50
Y Roll Outcomes
o 1 You spent time training with a warrior you guided across the wilds. Learn one weapon.
u
n 2 You struggle to understand the concept of haggling. Start the game with 1/2 gold.
g 3 You set forth and conquered the land’s highest peak, overcoming an incredible challenge.

4 You hate the feeling of your body being restricted and won’t wear metal armor.
A 5 You meet a druid who helps perfect your salves. A Salve Remedy heals 2 HP.
d
u 6 Unaccustomed to Urban areas, your Wayfinder stealth ADV doesn’t apply within them.
l 7 You save a small wild animal from a trap, the creature following you around since.
t 8 Unbeknownst to you, you went hunting in royal lands. A warrant now sits on your head.
h
o 9 You defended a sacred grove from arsonist bandits; rewarded with a relic (GMs choice).
o 10 Accustomed to the open sky, you become uncomfortable when underground for too long.
d

51
a witch’s path is one of

Potions & Spells!

52
A Witch’s Path
… begins with a tale of rebirth,
of arcane creation in a dark and mysterious world.

choose a path

Taken Born C
As child you were taken from your family, You were born into a world of mysticism,
h
removed from those you loved to become more; raised to be a witch, with arcane power i
to become a witch. flowing through your veins. l
OR OR d
Event A: You were given
as part of an owed debt.
Event B: You were stolen
away from your family,
Event A: Your mother was
a witch, and hers before her;
Event B: It came from
nowhere, a sudden and
h
A pact of blood made with your former life powerful women dating confounding surge of o
generations ago. barely a memory. back for generations. power and arcane ability. o
do not pass the line d
D6 Roll until a path and an
event are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: You had Success: But you Success: A supportive Success: It was your
been prepared for this, had exchanged a horrid family helped build you ability to master these
and were ready for the home with a place of into the confident and new powers, all alone,
challenge you faced. learning and power. powerful person you are. that drove you on.

You hold a strong sense You’re always intrigued You are bridled with You never lack courage
of duty and conviction with the world, seeking confidence knowing the or faith in your ability to
to your loved ones. new skills to learn. skill of those before you. overcome difficulties.

Result = 1-3 Result = 1-3


Misfortune: A deal Misfortune: Taken Misfortune: But being part Misfortune: Alone and
made with blood is in the dark of the night, of generational power confused as these new
stronger than iron. your life was shattered comes with its own costs, feelings and powers
And while it grants into a million pieces. And with the strongest being flowed through you,
power, it is a double- while you accept your fate, that of living up to you’ve never gotten
edged blade. the loss persists. your potential. over the uncertainty.
You are cursed to Your only memories You feel unending You often feel lost
forever serve your of your past are pressure to live up to in your own powers,
new family. those of loss. your family name. unsure of yourself.

Gendering Witches as all female is merely a thematic choice.


head to page 54 A witch can be any gender, with Fathers, Uncles, and certainly
Grandfather Witches all easily substituted in, if desired.

53
a witch’s life is quite often a tale of family, of powerful mothers and wise aunties,
and of sisterly covens and incredible bonds. how were you raised?

choose a path

a 1 - Maternal Figure 2 - Coven Child


d
o You were raised solely by a powerful maternal Witch;
taken under their wing and taught to craft beguiling
You were raised in a sisterhood, surrounded by
kin who held a connection greater than blood.
l tonics and salves, stitch together immortal prophecies, Yours was a way of learning together, growth,
e and control wild and chaotic energy. survival, and prosperity for all, or for none.

s OR OR
c Event A: Your bond was Event B: You were Event A: Yours was Event B: Your coven
e one of love and care. raised under an iron fist; a small coven filled spread far and wide; with
n Taught and raised with
a guiding hand.
with control and discipline
at the core of your bond.
by a maternal figure
and a few other sisters.
sisters, aunties, and grand-
mothers joining to and fro.
c
e
do not pass the line
D6 Roll until a path and an
event are chosen.
D6 Roll

Result = 4-6 Result = 4-6


Success: This closeness Success: A strong hand Success: With a small Success: With an
was brought to all proved to push you coven you formed a bond immense brood of kin at
your relationships, to your fullest potential; so strong that not even your disposal, you learnt
seen especially with driving your skills to death could break it. significantly more than
your familiar. an all new level. many other witches.
Mortal means cannot fully
+1 hit die roll to your Spell Casting DC kill you. Your sisters safe- Start the game with
familiar’s HP. = 9 + Spell Tier. keep a piece of your soul. a Tier 2 spell.

Result = 2-3 Result = 2-3


Misfortune: This closeness, Misfortune: But you Misfortune: Unfortunately, Misfortune: The cost
however, just leads you were not a soul meant your small coven did of giant covens is the
to suffer greatly when for the rod, with harsh not guarantee a loving ability to get lost within
alone or beset by loss rules and harsher one; youthful infighting the throng, forgotten
Be it kin or a familiar. training only causing leaving you poisoned. and left behind.
you to struggle.
Returning a familiar to Begin the game -1 known Tier 1 spell.
life costs 1d4+1 max HP. Spell Casting DC with 1 HP.
= 11 + Spell Tier.

Result = 1 Result = 1
While not all styles of upbringing and training fit all Your coven proved a welcoming home for you to
students, you and your matron fit like a glove; with your grow and learn within during your adolescence, with
adolescence filled with times of learning and growth. support and guidance able to come from many minds.

head to page 55 head to page 56


54
1 - maternal figure
as the sole prodigy of a powerful witch, they took to passing their knowledge to you.
what was their specialty and the focus of your training?

choose a path
1.a - Potent 1.b - Scintillating 1.c - Inventive Y
Potions Secrets Invocations o
Forever with your bubbling cauldron, From prophetic dreams to vision quests, Spellcraft and the mastery of the
u
yours was a world of tonics, elixirs, from sordid rumors to enigmatic tales arcane arts are at the forefront of all n
decoctions, and salves. Not just
herbal remedies and soothing balms,
told in hushed whispers; witches come
about folklore and wisdom from
witching ways. Your days were spent
perfecting these skills, be it with
g
but deadly poisons and horrid toxins. countless sources. incantations, runes, scrolls, or wands.

Event A:
OR Event B: Event A:
OR Event B: Event A:
OR Event B:
Yours was a path You were taught You learnt to read You focused on Your lessons were You studied using A
of arcane healing;
learning to
poisons and the
brewing of
stones, knuckles,
the stars, and
collecting lore.
Learning ancient
an endless parade
of spellcasting;
grimoires, scrolls,
and wands. Each
d
magically heal the chaotic elixirs. blood; divination secrets and focusing on your new and powerful u
body and soul. Liquid magic. of the fates. forgotten rites. inner magic. in their own way. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: You Success: You Success: Your Success: Your Success: A Success: Wands
o
learnt to pull
forth life from
become a savant
at brewing.
training paid off,
able to divine the
mind became an
endless box of
task that left
you a competent
and scrolls
began to feel
d
your cauldron. world without aid lore, knowing and powerful more natural
You can craft 1
from another. something about magic wielder. than your own
Your Cauldron Brew per day.
everything. Practice does magical ways.
spell has the Brews can cause You can cast
make perfect.
ability to create confusion, charm, Divination 1/day, You know 1d4 +2 to Scroll
Healing Tonics. sleep, deafness, or requires the use secrets about any Spellcasting and Wand
1d6 + the level of blindness. Effects of materials major location checks gain +1. DC checks.
the caster. last 1d4 rounds. worth 10gp. or person.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: One Misfortune: Misfortune: But a Misfortune: And Misfortune: While
Overconsumption, too many mistakes However, no matter good source was while a competent scrolls feel crisp
however, left the began to cause how you read the hard to come by; weaver of spells, in your hands,
effects of potions you permanent runes, your fate lore often false. things often go you always seem
dampened. pain. Especially was always littered very wrong. to break wands.
You know 1d4
with poisons. by ill omens.
Healing Potions secrets about any Diabolical Mishaps DC checks failed
heal one die less. Poison deals 2x Luck Tokens are major location or occur on a by 8 or more
1d4 for lvl 0-3. damage to you. rolled at DISADV. person. 50% false. natural 1 or 2. break the wand.

Result = 1 Result = 1 Result = 1


Each night you went to bed with The world became a place of incredible Power flowed stronger through your
stained hands and smelling of boiled curiosity; a chaotic board of pieces hands with each passing day.
herbs. But it was a life you loved. whose goals were yours to divine. You were a natural at spellcasting.

a trained and talented witch, you’re ready to set off into the world!
a bonus path is available on page 57.
55
2 - coven child
your years as a young adult were spent with your coven,
learning and growing alongside fellow witches.

choose a path
Y 2.a - Peas 2.b - Deep 2.c - Shifting
o in a Pod Rivalries Coven
u
n You and your sisters are closer
than twins, inseparable beings that
You and your coven were all aggressively
competitive and deeply jealous witches.
Your coven was a sprawling community
of sisters, aunties, and grandmothers,
g could finished each others sentences,
predict each others actions, and fully
You fought to best each other, for the
love of your mother, and to prove who
with the family constantly evolving.
With so many rotating faces, you were
understand each other’s emotions. should be the future head of the coven. often able to speak with many elders.

A Event A:
OR Event B: Event A:
OR Event B: Event A:
OR Event B:

d Your connection
was almost
Your connection
was magical in
You took pains to
prove you were
Your goal was
to always be right,
You sought to
spark a deeper
With so many
witches, you
u telepathic. Able nature, granting the most talented to be in charge connection with could focus your

l to read each
other’s minds.
you the ability to
call on each other.
and powerful of
your sisters.
of your sisters;
calling the shots.
them all; creating
a close-knit coven.
training on any
desired skill.
t
h D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
o and an event
are chosen.
and an event
are chosen.

o Result = 4-6 Result = 4-6 Result = 4-6


d Success: This Success: The Success: And Success: And Success: This Success: And
telepathy became bond meant that you were, simple you did, with your connection created luckily, there
an ongoing skill. in times of need as that, more leadership proven a mystical bond were many with
you could call on talented and over and over. with your coven. a wide range of
3/day you can
their strength. powerful than unique skills.
speak into the One of your You learn the
them all.
mind of a person 1/day, reroll a sisters follows you spell Augury, able One spell of
you can see. failed spellcasting Gain an around, acting as to call on your choice is rolled
check with ADV. additional Talent. a loyal retainer. coven for aid. with ADV.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: It Misfortune: Those Misfortune: But Misfortune: Misfortune: This
Unfortunately, also meant that “pains”, however, you constantly However, this link desire for specific
this ability to they would often backfired, leaving failed. With poor mystically led to training, however,
bond with others call on you. you permanently choices causing your blood being just led to many
can lead to scarred. everyone to suffer. a source of eternal catastrophic
Each dawn there is
painful events. youth for them. failures.
a 2-in-4 chance of -1 CON. -1 WIS.
If a teammate is randomly losing Roll on the You are ill- Some of your Always roll on
knocked to 0 HP access to 1 spell Curse spell favored by your coven desperately the 4-5 Diabolical
take 1 damage. for the day. results table. coven sisters. seek your blood. Mishap table.

Result = 1 Result = 1 Result = 1


And while it made it all the harder And though many would abhor Their collective minds led to a uniquely
to leave your coven, you knew they the fighting and rivalry, it made you wonderful upbringing, even if it lacked
were always there for you. feel as one with your coven. the closeness of smaller covens.

a trained and talented witch, you’re ready to set off into the world!
a bonus path is available on page 57.
56
for many witches their path in life revolves around two key facets: control and power.
these goals are met in a myriad of ways, from prophecy, to sorcery, to the hording of lore.

choose a bonus path

Y
Control Power o
You sought to create a connection with others, You sought power, believing yourself marked by destiny u
to bring folk under your maternal wings. For some
this was a beneficial acquaintance, for others it was
for greatness. To achieve this, to grow further than
that of your mother and coven, you sought aid from n
one of obligation and debt. one of the many great powers that inundated the realm. g
OR OR OR OR
Event A: Event B: Event A: Event A: Event B: Event A:
Villagers and
townsfolk were
Your eyes lay on
powerful nobles,
You focused on
rich merchants,
You looked
towards the gods
You sought a
connection with a
You dove into
the ethereal
A
where your heart knowing that their aiming to bring to augment your powerful entity, abyss, opening d
lay; rural lands
offering it all.
connections would
prove useful.
their wealth under
your sway.
powers, seeking
divine influence.
hoping to gain
more powers.
your mind to
mysteries of life.
u
l
D6 Roll
do not pass the
line until a path
do not pass the
line until a path
D6 Roll
t
and an event
are chosen.
and an event
are chosen. h
Result = 4-6 Result = 4-6 o
Success: You Success: Nobles Success: You Success: Your Success: Your Success: Pouring o
saved a village
from a plague,
are oft to make
poor decisions.
were able to sink
your fingers into
calls for divine
salvation do not
pleas for power
were heard, with
into your mind
was a series of
d
ministering to Your skills with a guild, cursing go unheard, with a patron bestowing powerful and
the sick; a heavy potions and spells their rivals in light bathing a gift upon you. chaotic visions.
debt owed to you. saving the day. return for favor. your soul.
Claim a Patron’s Roll thrice on the
A town offers A noble family is A merchant You learn the Boon from a Shaman Vision
rich hospitality beholden to you for guild offers deep Priest spell random Warlock Table (pg.80).
when visited. a scandalous event. discounts to you. Bless. Patron (pg.62).

Result = 2-3 Result = 2-3


Misfortune: In Misfortune: Misfortune: But Misfortune: Your Misfortune: Misfortune:
an attempt to You were brushed your actions just actions, however, Your actions not Opening your mind
force a town into away by the noble came across as only seemed to only failed, they to such powers,
seeking your aid, family you sought rude, insulting anger the gods. angered the however, came with
you went too far. out. Spiteful, you powerful people. powerful being. a physical and
A god has cursed
cursed them. mental cost.
You ruined a Merchant Guilds you, angered by Roll on the
town’s livelihood, A noble family won’t deal with your insolence. Warlock Patron Condition effects
a warrant out seeks revenge; you. Everything An Angel now Table (pg.62) for last an additional
on your name. your death. costs 25% more. hunts you. an adversary. 1d4 rounds on you.

Result = 1 Result = 1
Unfortunately, not every factor can be accounted for when But the world seemed hesitant to hear your plea,
dealing with people. The attempts at control failing. with the response a quiet ignorance.

different paths of control and power can be run as desired. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above * 2nd run: 5-6 success 2-4 failure. * 3rd run+: 6 success 2-5 failure.

57
Witch Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 Your coven was incredibly caring, fostering a warm and encouraging childhood.

C 2 Your coven often faced persecution from locals, assumed to be devil worshipers.
h 3 Your familiar was like a shadow, and can turn invisible for 1 round, once per day.
i 4 Your mother was a cruel witch, with her methods of teaching quite abusive. -1 CON.
l
d 5 You flourished in spellcasting, always able to bring magic to life. +1, Tier 1, known spell.
h 6 You were the weakest of your sisters, constantly mocked for your diminished powers.
o 7 You were always able to understand what others were in need of, even from a young age.
o
d 8 Attacked by a feral boar while walking through the woods, you now fear beasts.

9 You had a knack for learning things swiftly. -2 to the DC to Learn a new skill.

10 You were never skilled with weapons and are hesitant to ever use them in combat.

Roll Outcomes
1 You seem to be able to recall your life in incredible detail. Rarely forgetting an event.
A 2 You don’t wear armor, hating the feel of anything but a robe over your body.
d
o 3 Herbal medicine has always seemed to bolster your body. Start the game with 4 HP.
l 4 You watched as fellow witches burned at the stake; a great fear of fire burying deep.
e
s 5 Your connection with your coven is incredibly strong; allies to call upon when in need.
c 6 You’re plagued by dreams of your own demise; painful nightmares of suffering.
e 7 Your familiar is a powerful creature for such a small animal. Its attacks deal 1d4.
n
c 8 Your familiar is a cowardly beast, unwilling to get close to dangerous creatures.
e 9 You spent much of your youth reading. You know Diabolic, Primordial, and Sylvan.

10 You consumed one too many toxic fungi. Poison now causes double damage to you.
58
Y Roll Outcomes
o 1 You have an impressive way of discovering herbs and fungi in any location.
u
n 2 Your spellcasting ability has taken a toll on your body, you walk with a limp.
g 3 A misread spell of seeing ended in fortuitous results. You cannot be surprised.

4 Ice freezes your soul. When severely suffering from the cold, you cannot cast spells.
A 5 You’re an attractive soul, with a charming smile and a velvet voice. +1 CHA.
d
u 6 Cursed by a rival witch, you regularly suffer terrible headaches. -1 to INT.
l 7 Your coven was one of wide-flung relations. You often have a relative in most cities.
t 8 Treated poorly by clerics who view you as a hag, you hold a hatred for the church.
h
o 9 You hold a reputation as a healing hand, with many locals owing you a small debt.
o 10 Your spells fail spectacularly. Double any effects of the Diabolical Mishap table.
d

59
a warlock’s path is one of

Power & Service!

60
A Warlock’s Path
… begins with a unfulfilled desire for power.
a longing for more from life than the hand you were dealt.
choose a path
C
Powerful Desires Powerful Needs h
For as long as you could recall, all you sought was power.
The ability to control the world that shaped you.
Life has its costs, ones that even a child must bare.
You sought to remedy yours through power and control.
i
l
OR OR OR OR d
Event A:
The weakest of
Event 2:
At a young age,
Event 3:
You were always
Event A:
Your family toils
Event 2:
Your village sits
Event 3:
Afflicted by
h
your family, you you saw a powerful the fastest, the under the whip of under a curse that disease, you lived o
longed to prove
your place in
sorcerer wielding
great magic. A
strongest, and
smartest. You
a cruel master.
Something you
kills many each
year. You hoped to
a life of pain. You
pleaded for the
o
the world. feat you desired. feared to lose it. wished to change. end the suffering. power to fix it. d
do not pass the
D6 Roll line until a path and
an event are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: And Success: You Success: But Success: You Success: Each Success: But you
you knew that would do whatever time and time knew that one day you strove didn’t allow it to
you would, your it took to be like again you proved day you would to help those in beat you down;
inner conviction them, not settling that you could right the wrongs need, trying to to stop you from
burning strong. for any less. handle anything. you endured. ease their loss. living your life.

You’re strong- You hold powerful You hold a You’ve a strong You feel good You know you
willed and ambitions. strong belief in belief in justice helping others can overcome
determined. Unwilling to settle. your abilities. and morality. prosper. adversity.

Result = 1-3 Result = 1-3


Misfortune: It Misfortune: But Misfortune: Misfortune: But Misfortune: It Misfortune: It
was hard to prove who are you to And it seemed at least you could hurt to watch. To was like the world
anything when compare yourself like you were. mindlessly work, see people always disagreed with
everyone else had to the great Life slowly not bothered by suffering with you. Always sick
it so easy. and powerful. slipping through all the stress. nothing you and struggling.
your fingers. could do.
You’re a jealous You’re easily You hate being You hold a weak
individual, who defeated and lose You often doubt in charge; you’re You get easily stomach, often
often falls hope quickly. yourself and a natural follower. upset when seeing feeling ill.
to envy. your abilities. others suffer.

head to page 62 and choose your patron.


61
Warlock Patrons & their Boons
patrons are immensely powerful beings who offer power to their charges.
some do so from a distance, others with a controlling hand.
no patron provides power without a price.
patrons can be chosen, or alternatively, roll 1d12 to let fate decide.
additionally, roll 1d12 to determine an antagonistic entity whom the pc’s
patron is in conflict with; a rival patron.
a patron’s boon is granted to those who please their master (and at 1st level).
boons can also be taken instead of warlock talents when gaining a level.
roll 2d6 to determine a patron’s boon. (2 duplicate = +1 use per day)

1. Argnaut the Endless 2 1/day, all Far creatures your lvl or lower roll morale.

A lost king of a fallen empire, they are cursed 3-7 +1 to melee attack and damage rolls.
to forever attempt reclamation of a land long gone.
8-9 +2 to STR or DEX.
They offer power and prestige to those who offer
to rebuild their shattered legacy, but at the cost of 10-11 Gain a low-level retainer. They are endlessly loyal.
becoming enslaved to a lost cause; never able to
find what they truly desire. 12 Choose a boon from your rival Patron; a stolen gift.

2. The Ashen Sovereign 2 1/day, you revive a dead PC if touched within 3 rounds.

A spectral monarch ruling over a realm of eternal 3-7 1/day, turn ethereal for 1 round (duplicate = +1 use).
twilight and desolation. They offer power over death
8-9 +2 to CON or WIS.
and decay to those who serve as loyal subjects.
The cost, however, is a slow drain of a person’s 10-11 Gain an additional HP die roll (reroll on duplicate).
life essence; slowing turning them into a husk of
a being who barely clings to life. 12 Choose a boon from your rival Patron; a stolen gift.

2 1/day, charm 1d4 Near creatures (<lvl 5) for 3 rounds.


3. Charming Whispers
3-7 +2 to magical damage rolls.
With the visage of a handsome man with a charming
smile, they appear in a devilish a puff of black smoke. 8-9 +2 to CHA or INT.
Their liquid words are a creeping melody of madness
and obsession, offering to fill the desires of the 10-11 Become immune to charm (reroll on duplicate).
desperate in exchange for their sanity. 12 Choose a boon from your rival Patron; a stolen gift.

2 1/day, gain ADV on 3 attack rolls after taking damage.


4. The Crimson Knight
3-7 +2 to melee or ranged damage rolls.
A fallen champion cursed by betrayal and tragedy,
they offer strength and vengeance to those who have 8-9 +2 to STR or CON.
been wronged; forever binding them to a path of
retribution and despair. They appear before travelers 10-11 Shields add an additional +1 AC.
as an imposing figure in gruesome crimson armor. 12 Choose a boon from your rival Patron; a stolen gift.

5. The Cursed Weaver 2 1/day, reroll one of your dice after seeing the result.

A giant humanoid entity with the face of a swirling 3-7 +1 to max Luck Tokens.
galaxy, they seek to manipulate the threads of fate,
8-9 +2 to WIS or INT.
offering to alter the course of destiny for those that
would pledge them service. Their machinations, 10-11 Gain advantage on initiative rolls (reroll if duplicate).
however, are not for the faint of heart; with newly
woven fates often leading to accursed outcomes. 12 Choose a boon from your rival Patron; a stolen gift.

62
2 1/day, control any Near basic elements for 3 rounds.
6. Erobos The Primordial
3-7 +2 to all damage rolls.
A monstrous entity lurking in the depths of the ocean,
they grant their followers power over nature and the 8-9 +2 to STR or CHA.
primordial elements. In return, they demand gruesome
sacrifices and the spreading of terror and confusion
10-11 You can breathe underwater (reroll on duplicate).
across the seas. 12 Choose a boon from your rival Patron; a stolen gift.

2 1/day, magically persuade someone to divulge lore.


7. Krile the Inquisitor
3-7 Learn a wizard spell, tier = 1/2 your lvl. INT casting.
The horridly grotesque remains of an ageless Lich,
Krile the Inquisitor is on a relentless search of 8-9 +2 to INT or WIS.
forbidden arcane power. Their followers are beings
who seek to uncover ancient secrets and unravel
10-11 Discover a hidden magical relic in a nearby location.
the mysteries of dark and chaotic magic. 12 Choose a boon from your rival Patron; a stolen gift.

8. The Masked Clown 2 1/day, pick 1 action for a Far creature your lvl or lower.
A manipulating entity who pulls at strings from the 3-7 1/day, shapeshift for up to 1 hr (reroll on duplicate).
shadows. Their appearance is that of a masked clown;
8-9 +2 to CHA or DEX.
one side horrid, representing tragedy and despair,
the other of beauty, representing joy and comedy. 10-11 +2 to CHA or DEX saving rolls (reroll if no options).
Their followers are those who live in the gray,
relying on luck and chance to survive. 12 Choose a boon from your rival Patron; a stolen gift.

2 1/day, drain a Near target of HP equal to 2x your lvl.


9. The Rotting Plaguefather
3-7 +2 to magical damage rolls.
A vile demi-god of disease and pestilence, they sow
death and famine in their wake. Their followers are 8-9 +2 to CON or DEX.
those who seek the destruction of the world; with the
belief in a revelation of purging fire that will sweep
10-11 Become immune to poison (reroll on duplicate).
the land when rot consumes all. 12 Choose a boon from your rival Patron; a stolen gift.

10. Vox the Shattered Muse 2 1/day, magically craft a simple device from nothing.
A broken ethereal spirit overflowing with despair 3-7 3/day, add your lvl to any roll (duplicate = +1 use).
and anguish, they offer talent, knowledge, and power
8-9 +2 to CHA or WIS.
to those who would channel their own pain and
suffering into art and creation. In reality, however, 10-11 +1 XP from Fabulous, Legendary, or Clever Thinking.
they feed off the torment of their followers, and seek
to exacerbate their delicious demise. 12 Choose a boon from your rival Patron; a stolen gift.

2 1/day, gain ADV on spell casting for 3 rounds.


11. The Withered Matron
3-7 Learn a witch spell, tier = 1/2 your lvl. WIS casting.
A withered crone of ancient darkness, they offer
debased blessings to those who seek to defy the 8-9 +2 to CON or INT.
natural order of the world. They grant their followers
the power to twist flesh and bone, while slowly
10-11 1/day, deal double damage (duplicate = +1 use).
stripping them of any humanity, love, or passion. 12 Choose a boon from your rival Patron; a stolen gift.

12. Xenon 2 1/day, you, or a creature you touch, levitates for 3 Rds.
An ethereal demi-god of the sky, their worship has 3-7 +1 to ranged attack and damage rolls.
faded to little more than a token presence, clinging
8-9 +2 to DEX or STR.
to power through elaborate ceremonies performed by
fanatical followers. They offer the power to control 10-11 1/day, speak with flying creatures (duplicate = reroll).
the sky and the creatures who roam it, at the cost of
eternal service and an oath to spread their god’s name. 12 Choose a boon from your rival Patron; a stolen gift.

with a patron and rival entity chosen,


head to page 64 to determine how you met your patron.
63
to become a warlock, a desperate soul needs to first encounter salvation.
how did you first meet your great entity?

choose a path
a
d Power Sought A Voice Fateful
o As the moon reached its zenith, in the Dark Encounter
on a midsummer’s eve, you went
l to sacred grounds and called forth
One dark and ominous night,
as storms thundered above, your
While traveling through a forest,
you lost your way. Hearing voices,
e for a voice to hear your plead.
Praying for an answer from above.
dreams were interrupted by the you came across cloaked figures
s whispers of a commanding voice. performing a bloody ritual.

c OR OR OR
e Event A:
Through the
Event B:
A horde of birds
Event A:
You allow the
Event B:
You confront
Event A:
You became
Event B:
Your mind
n mists a shadowy chaotically swirled voice fully into the voice, enthralled in the overwhelmed,

c figure appeared.
Their presence
above you, slowly
forming into
your mind.
Accepting
demanding to
know who
mesmerizing
chaos; joining
you were dragged
into the heart
e beckoning. a giant face. its offerings. they are. in on it. of the ritual.

do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: The Success: The Success: In a Success: Your Success: With Success: In the
imposing entity beasts squawked haze of chaotic resistance was mind twisting in beating heart
spoke directly and cried, their words, your mind met with mild a feverish haze, of the chaotic
into your mind. voices slowly and the entity’s amusement. And offers were made, ritual, you were,
A bond offered. turning into a momentarily garnered a and the world drenched in a
dark offering. join as one. responding offer began to glow. miasma of bloody
1/day you can
of power. intoxication.
communicate 1/day you can Learn a Language 1/day you can see
with a humanoid Speak with (that your patron +1 STR. invisible creatures +2 to max HP.
telepathically. Animals. now speaks). for 3 rounds.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Their Misfortune: The Misfortune: But Misfortune: The Misfortune: As Misfortune: The
shadow grows as creatures began its presence in voice laughed at the chanting and dark energy of
offers are made, to violently your mind is more your demands dancing rises, so the ritual pulls
the darkness of swarm around overwhelming before incredible do the flames. your life essence
their presence you as the than you could pain overcame Your eyes begin from you; with it
completely entity’s words ever imagine. you. As it faded to burn as the used to call forth
enveloping you. enter your mind. A deal made an offer of power entity appears. the great entity.
in horror. was made.
In pure darkness During encounters DISADV on -1 CON.
you are overcome with beasts, they You suffer visions -1 INT. checks related
by great fear. will focus on you. of hellish lands. to vision.

Result = 1 Result = 1 Result = 1


With the being’s form shifting before And when the terror faded, the voice As the chaos of the ritual died down,
you, its voice spoke of a joining. whispered offers of power and service. your patron arose from the fire.

head to page 65
64
a few years after encountering your patron,
you were given your first true task to complete in their name.

choose a path
Sacrificial Hidden Secrets
Y
Relic Hunter Offering o
Hidden away, in the depths of the
Each year a secret ceremony is held in
Important, secret information on
a rival of your Patron had been
u
realm, was an ancient and powerful
relic that your patron sought. honor of your Patron. It was your turn discovered. You were sent to confirm n
You were charged with its retrieval. to lead the event, placed in charge of
the offerings made.
its truth and the extent of the
hidden lore.
g
OR OR OR
Event A:
The relic was held
Event B:
Your quest led
Event A:
You strove to
Event B:
You rallied your
Event A:
A rival’s follower
Event B:
The lore was said
A
in the treasury into the depths bring more people patron’s followers was said to know to be held in a d
of an ancient
dragon. Though
of a ruined city,
said to be
under the fold,
offering a pledge
to offer their
own blood. Proof
how the entity
could be killed.
sentient grimoire.
A powerful being
u
many believed it inhabited by to double your of their dedication You were sent trapped within l
long dead. foul orcs. patron’s followers. to their master. to find them. forever.
t
do not pass the do not pass the h
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll o
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: Through Success: Success: Success: Your Success: Easily Success: You
d
dusty tunnels Sneaking past Scouring the land, words sparked bribed, they told snuck into the
and dark caverns, warbands and you found many vigor and zeal you everything. bowels of your
you found the murdering guards, formidable folk to amongst the And while you enemy’s fortress,
treasury behind you snuck into the fall under your followers, with didn’t learn what taking the tome.
a fallen dragon. city and retrieved Patron’s gaze. many offering you wanted, much
You hold a
Your Patron’s relic the relic. Your their life-force to was spoken of.
Disciples of sentient grimoire
plus much more. patron pleased. the entity.
your patron can Learn five that knows much
Gain a magic item Gain a bonus be called upon +1 CHA. important secrets of the world.
(GMs choice). Patron Boon. when in need. of the realm.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: You Misfortune: Misfortune: Sadly, Misfortune: Misfortune: Misfortune:
found the treasury The orcs caught only the weak and Unconvinced, Your talents Stealing the tome,
behind the dead you as you fled pitiful joined the you were forced of persuasion, you foolishly
dragon, however, with the relic. cause; leaving to offer your however, were opened it, pulling
it was all cursed. You were injured much work for you. own life-force. beyond poor. You a demon back
in the escape. learnt nothing. into the world.
1-in-4 chance Your Patron -1 Max HP
magic items you You lost your non- demands much (Min 1). -1 CHA. A Demon Lord
find are cursed. dominant hand. of you. hunts you.

Result = 1 Result = 1 Result = 1


The relic was little more than a You pleased your Patron, though your The secrets, through no fault of your
cheap trinket, a waste of time. offering had little long-term effects. own, turned out to be useless.

you're a devoted and beholden warlock under the gaze of a great and
powerful entity, head out into the world and perform their bidding!
65
Warlock Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You hold loving parents that have long encouraged you toward greatness.

C 2 Your slumber is often disturbed by nightmarish visions of a future filled with pain.
h 3 You have a knack for memorizing things, often able to recall your past with ease.
i 4 Your family was poor, a trait that follows you in your life. Start with 1/2 gold.
l
d 5 Part of your youth was spent in an abbey being taught of the world. +1 INT.
h 6 You often found yourself the butt of jokes. You cannot stand being mocked or insulted.
o 7 A gifted child, you knew what others thought. 1/day touch a creature to read their mind.
o
d 8 Since birth, a rare disease has cursed your fragile body, leaving you ungainly. -1 DEX.

9 Traveling often, you visited much of the realm. You know someone in most settlements.

10 You come from a village that was beset by constant turmoil. The memories strong.

Roll Outcomes
1 Your patron’s name brings fear to your enemies, causing morale checks to be DC 16.
A 2 You met your Patron in a confronting manner. You fear meeting other great entities.
d
o 3 You Patron’s essence allows you to stave off death for longer. +2 to your Death Timer.
l 4 Kicked by the horse of a noble, your arm is often in pain. You cannot use shields.
e
s 5 You have a knack for finding treasure, seeming to know where it’s being hidden.
c 6 You’ve never been a truly happy soul, and are resentful of those who are.
e 7 Your Patron holds you in favor, oft to whisper cryptic advice into your mind.
n
c 8 Betrayed by a close friend, you’ve struggled to trust others since. Especially with coin.
e 9 Friends with a member of the local militia, they taught you to wield bastard swords.

10 You failed to complete a basic task for your patron, the entity cursing your body. -1 CON.
66
Y Roll Outcomes
o 1 Your patron strengthens the blood in your veins. Start game with a max 6 HP.
u
n 2 Your patron’s voice is an ever-present whisper in your ear; maddening and callous.
g 3 Your connection with your patron is strong, able to clearly understand their demands.

4 Your patron has given you an obsession for seeing blood. You won’t use ranged weapons.
A 5 You were successful in bringing another into your patron’s fold. You have a disciple.
d
u 6 You’re required to offer a sacrifice to your patron each week or face their wrath.
l 7 You offer a sacrifice that pleases your patron, gain a second starting Patron Boon.
t 8 A person you hold dear has been taken by your patron, held until their bidding be done.
h
o 9 You spend months deep within an ancient library. Learn a second Warlock language.
o 10 Your patron is at war with another entity, with their followers seeking your demise.
d

67
a knight’s path is one of

Loyalty & Might!

68
A Knight’s Path
… begins with an origin; the opening paragraph of a valiant tale.
where does your story begin?

choose a path
c
noble child squire chance h
You were a child of nobility, A commoner’s child, your entry Yours was a chance of fate, a i
an offspring destined for a
righteous path since birth.
into the world of chivalry and
nobility came through servitude.
moment of luck and courage that
would forever change your life.
l
d
Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
h
You come from a A third child, Your parents saved Your family had It was an act of It was through an o
long line of noble
knights, men and
and unlikely to
inherit the family
ever spare copper long been servants
they could to pay in noble houses,
bravery that earnt
you a place in
act of kindness
that you garnered
o
women who took name, you were for your position and the role was your liege’s court. noble attention. d
arms against a sent away to of service in a quickly taken Risking your Selflessly aiding
liege’s enemies. become a knight. noble’s court. when it arose. life for others. those in need.

do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 3-6 Result = 3-6 Result = 3-6
Success: A line Success: You Success: And it Success: A life Success: A trait Success: By
that gave you knew you would made you a child of service left that followed acting with
strength to fight prove your worth. of both worlds. you able to read you throughout kindness you
against the odds. the intentions of your life. often find it
You’re tough, You find that you
your lord. returned to you.
You hold firm and and strive to can relate with Your brave actions
resolute when prove yourself both noble and You can read always seem to You bring the
under pressure. against the world. common people. nobles with ease. pay off somehow. best out of folk.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: A Misfortune: It Misfortune: And Misfortune: So Misfortune: But Misfortune: Yet
name you failed left you jaded, you hated to see easily elevated brave acts often the kindness was
to live up to. being sent away. them suffer for it. to noble circles, come at a cost, often misguided.
Like you didn’t you grew an ego. with yours painful.
You feel a strong, You can’t abide You often fall
belong with them.
overwhelming watching the poor You can come You hold a deep, for deceptions
pressure to honor You struggle to be suffer, regardless across snobbish ragged scar across related to people
your heritage. around nobility. of consequences. and rude. your face. suffering.

Much like the Knights of St. Ydris, it is assumed


head to page 70 that Knights herein are able to cast spells (CHA).

69
who was the noble that lorded above you, the grace under who your vows
were finally made? and how did they shape your outlook on life?

choose a path
a
d Virtuous Lord Cowardly Lord
o Your grace was the embodiment of honor Your grace was a coward and a miser, selfish

l and valor, caring for their people, defending


the land, and upholding the traditions that
and deceitful to the very core. They cared little
for those around them, and even less for things
e helped the realm prosper. that didn’t better their lives.

s OR OR OR OR
c Event A: Event B: Event C: Event A: Event B: Event C:
e Your lord took
to training with
Your lord was
one to always seek
Your lord kept
to tradition and
Your lord was oft
to blame others
Your lord was
violent and
Your lord was
manipulative and
n their warriors; out those who ceremony; at one for their own aggressive; quick cruel. They would
c happy to don
armor and swing
had been wronged.
Bringing firm
with the gods
and the customs
failings; a weak
and cowardly
to anger and use
force to gain
twist the realm to
their whims, caring
e weapons all day. justice to evil. of their people. mind and soul. their desires. little for others.

do not pass the


D6 Roll line until a path and
an event are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: Their Success: You Success: You Success: You Success: You Success: Often
presence was took guidance were a shield made the best chose to be better, leaving you to
a powerful one, from their desire to your people of the situation, to use your anger pick up the pieces.
imparting skill to stamp out and the clergy. trying to learn and violence for You learnt quickly
and knowledge evil. Focusing A paragon of from their many good. Their to make things
onto those who your talents on traditional values. mistakes and ability to act with right for those less
joined in training chaos incarnate. failures as a speed, however, fortunate; with
Learn Shield
with them. leader. was well worth kind words and a
+2 to attack rolls of Faith
learning from. smile going far.
+1 to melee against Chaotic (CHA casting, +1 WIS.
attack rolls. aligned creatures. DC.11). +2 to Initiative. +1 to CHA.

Result = 2-3 Result = 2-3


Misfortune: But Misfortune: Misfortune: Misfortune: Misfortune: Their Misfortune: And
you tried too However, this While noble in And you felt their anger fed yours, you often ended
hard to emulate plight against intent, your pain. It was like especially when up being used
their skill; only evil blinded you actions often the suffering of caught off guard; and thrown to
ending up to the foul deeds came to disorder; others seemed to leaving you to give the side as well.
causing yourself of the “good”. ill-luck following. fall on you too. off a bad aura. Struggling to see
pain and despair. through the
-2 to attack rolls Critical Fail on You cannot hold a -1 to Random
lies and deceit.
-1 to max HP against Lawful a Natural 1-2 Luck Token if no Encounter
(min 1). aligned creatures. for spellcasting. one else has one. Reaction Rolls. -1 to INT.

Result = 1 Result = 1
Their ways taught your right from wrong. They gave you It was their failings that pushed you toward betterment,
a role model whose skills and morals you could follow. toward a path of righteousness and strength.

head to page 71.


70
on the verge of adulthood, you were knighted, gaining your title and rank.
but where and how did this monumental event occur?

choose a path
Y
At Court In the Field o
Your knighthood was ordained in your On rare occasions the acts of a squire, u
lord’s court. Under banner and trumpet,
with fanfare and ceremony, you were
a soldier, or even a commoner, can be so brave,
so impactful and righteous, that they are n
bestowed the status of a knight. knighted then and there. g
OR OR OR OR
Event A: Event B: Event C: Event A: Event B: Event C:
Your noble family Years of service, It was acts of You stood tall You led the charge Under attack, and A
name meant
that knighthood
of loyalty, strength,
conviction, and
chivalry and
gallantry across
and firm, facing
off against your
that would turn the
tide of battle, your
with little hope for
reprieve, you put
d
was a question valor, they had the kingdom enemies single- weapon and voice your life on the u
of when, not if. all led to this
moment.
that earnt you
your writ.
handed, saving
the day.
raised high among
the chaos.
line to keep your
liege safe.
l
t
do not pass the h
D6 Roll line until a path and
an event are chosen.
D6 Roll o
Result = 4-6 Result = 4-6 o
Success: It was Success: And Success: Acts Success: That Success: It Success: An act d
a name of honor, much like you that left many day gave you was the passion that would have
of respect and became a squire a soul offering courage to stand behind your words, killed most; your
dignity. Something in your youth, thanks to your against any odds, the strength of body hardy and
you strove to a young prodigy name, and filled to hold your own your conviction resolute, brought
live up to. was placed in with joy upon against the that pushed others back from the
your care. seeing you again. greatest of foes. to their potential. brink of death.
Your name brings
significant You hold a You hold a true You are never Your words rally You are more
deference from young squire ally in many intimidated by comrades whose easily stabilized
other nobles. in your service. settlements. powerful beings. morale has fallen. by others.

Result = 2-3 Result = 2-3


Misfortune: Misfortune: But Misfortune: Misfortune: Misfortune: It Misfortune:
While your kin you had made few But acts that Though you stood was those around It wasn’t even a
earnt their place, friends in your pleased your lord tall against one, you that kept you thought, you had
yours was given time of service, were rarely those the idea of facing going. But combat to defend them.
to you, a foul and sought none that pleased the many fills you alone, that makes Self preservation
taste to many. going forward. common folk. with immense fear. you fearful. unimportant.

A child of You cannot You are hated You grow You often run You feel obliged to
nepotism, nobles stand retainers by commoners fearful when from combat sacrifice yourself
see you as fake. or hired help. across the realm. outnumbered. if alone. for others.

Result = 1 Result = 1
And with great fanfare and thunderous applause, It mattered little that you were covered in blood, sweat,
your new position in the world was cemented. and mud. What mattered was the sword that anointed you.

head to page 72.


71
a knight is only as important as the oath they make.
the vow that sets them on a path, and would come to define their lives.

choose a path
Y
o Oath People Oath Person Oath Gods
u Yours was an oath to the people, Yours was an oath to your liege, Yours was an oath to the gods,

n an oath for every soul that lived


across the realm.
a binding connection that would
seal your fates together.
a divine calling of sword and shield
made in their name.
g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:

A You pledged your


service to the
You pledged
yourself to defense
Your oath was
to the defense
Your oath was
to fulfilling their
You pledged your
service to your
Yours was an
oath to your god,
d protection of the of the realm; be of your liege, goals across the god, spearheading a service of arms

u weak. Those that


could not protect
it against man,
beast, or the
putting their life
and safety before
realm; righteous
acts performed
their mission of
kindness, strength,
and armor to
fulfill their will
l themselves. demons of hell. your own. in their name. and humility. across the realm.

t
h a knight’s oath is different to other life-paths. it is an act that is
o fulfilled while journeying across the realm and in the shadowdark.
o during play, if the gm believes a significant act of a knight fulfills
d or breaks their oath, they are awarded a success or failure.
these events should be rare occurrences, but can occur multiple times.
once an oath is completed or failed, a new oath can be taken.
successfully upheld your oath
And with valor With shield and Determination It was not only These acts filled With righteous
and strength mighty sword you and faith in your your ability to you with a sense fury rewarded.
you brought defended the realm skills and body help those in of pride and The enactment
justice to the against its many have led to an need, but the accomplishment of your oath
realm, fulfilling enemies; upholding impenetrable positive manner that bolstered leading to a boon
your oath. your oath. defense. in which you did. your entire being. from the gods.

+1 to STR. +1 to AC. +1 to CON +1 to CHA +2 to max HP. +1 to attack rolls.

failed to uphold your oath


But you were But you failed Not only have But your But you failed, In failure, you
too slow and to protect the you failed in acts were not the mistake seen were punished
too weak to people and land your oath, but righteous or as proof that you by the gods, your
protect those as it deserved. have suffered charitable; your never understood service was in
in need. pain for it. ways viewed the calling to name of.
DISADV against
with contempt. begin with.
-1 to DEX. one enemy type -2 to max HP -1 to spell-
(linked to failure). (min 1). -1 to CHA. -1 to WIS. casting rolls.

you are now a powerful and chivalrous knight.


head out into the world and live a life according to your noble oath!
bonus paths, on the challenges a young knight faces, are found on page 73.
72
knights are always faced by challenges that they must overcome.
some are internal, vices and wants. others are external, power and control.

choose a bonus path


Y
1. Corruption 2. Pilgrimage 3. True Love o
The temptation to break your vows
has always been placed before you
When faith and conviction were tested,
and hope and resilience began to wane,
The form of their body, the way their
words churned your stomach with
u
in one way or another. And each time you set forth on a pilgrimage, with longing, the way their gaze sent n
you stood true. But even the most
valiant of knights holds a point at
the hopes of once again finding your
inner strength; of returning home a
shivers down your spine. It was true
love mere inches away, yet a love
g
which their convictions begin to falter. revitalized knight of the realm. that could never be touched.

Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B: A
Power at the cost
of your oath was
Your own life, the
safety of your very
You set forth to
a religious site
You journeyed
across your realm,
Your liege’s own
betrothed. A
Yours was an
oath of celibacy,
d
on offer. A simple soul was at stake. set high in the seeking to speak soul not only of holding no u
trade, with an
unsettling price.
But you would
be betraying those
distant peaks.
A place of silence
with the many
souls who lived
above your station,
but beyond any
connection but
to those you
l
you served. and solitude. under your care. hope of knowing. were sworn to. t
do not pass the do not pass the
h
D6 Roll line until a path
and an event D6 Roll line until a path
and an event D6 Roll o
are chosen. are chosen.
o
Result = 4-6 Result = 4-6 Result = 4-6 d
Success: But you Success: You Success: Success: Success: To save Success:
withstood the stood tall, firm And amongst the Conversing with yourself from Luckily, the oath
temptation of a in your oath. And holy grounds you people from all heartbreak you brought you solace
false idol. through suffering found a relic that different parts of buried your in times where
gained strength. called to you, the realm helped mind into study you felt the urge
Your OATH upheld.
offering strength. make you one and training. to break with
Go to pg.72, gain +2 to attack
with the people. your ways.
the reward and rolls when below Gain a Gain an
take a new oath. 50% HP. magic item. +1 to CHA. extra Talent. +1 to WIS.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: You Misfortune: Misfortune: But Misfortune: Misfortune: Misfortune: An
fell to temptation. You kept your the site brought But traveling a Maybe in the next oath that made
Costing you all oath, but doing you no peace, vast land left you life you would you bitter and
for nothing. so came with with the silence beaten and ragged; feel their warm resentful for the
a heavy price. only deafening. with little food embrace again. things that you
Your OATH failed.
or warmth to were missing
Go to pg.72, face You sold your DISADV on -2 to Death
be found. out on.
judgment and soul to a devil. silence or Timers (min 1).
take a new oath. deafening saves. -1 to CON. -1 CHA.

Result = 1 Result = 1 Result = 1


You pushed past the temptation, but While the journey brought no growth, Though true love may never be yours,
doubts still linger in your mind. it had still been a voyage to remember. the longing slowly fades.

should you wish to run additional bonus paths (1-3), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
73
Knight Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You excelled in your role as a young squire, learning much of courtly ways.

C 2 Since birth a prophecy has foretold your demise, an evil entity watching over you.
h 3 Even from a young age you’ve enjoyed lifting things. Especially heavy things. +1 to STR.
i 4 One stormy afternoon you were accidentally kicked by a startled horse. -1 to INT.
l
d 5 You’ve always held a caring view of everyone, from the poor to the noble class.
h 6 You were always a slow learner, struggling with new concepts. New skills are DC.20.
o 7 Your childhood was always filled with full tables and larders. Start at 6 HP.
o
d 8 Your lord was an offensive fellow, causing you in turn to often speak rudely to others.

9 You spent time in a monastery, learning their ways. Learn a bonus language.

10 You’ve never been good with money, often losing or giving it away. Start with 1/2 gold.

Roll Outcomes
1 You hold a charismatic charm that often sends folk swooning. +1 to CHA.
A 2 You struggle with athletic endeavors, with -2 to climbing or swimming checks.
d
o 3 You were often sent on trips across the realm, learning of many settlements.
l 4 Carrying armor and lifting weapons is hungry work. You consume double rations.
e
s 5 Your days were spent endlessly with sword in hand. Gain +1 to melee attack rolls.
c 6 You have always been seen as slightly standoffish, your vows making you awkward.
e 7 Your days as an adolescent were often joyful, with friends and family always about.
n
c 8 You always feel the need to carry your lucky rock on you, -1 Gear slot.
e 9 Your oath sanctified. +1, Tier 1 spell from the Priest/Witch spell tables (CHA modifier).

10 You’ve only ever known the use of swords, unfamiliar with maces, hammers, or the like.
74
Y Roll Outcomes
o 1 You’ve mastered the art of shieldwork, the armor one with your arm. +1 to Shield AC.
u
n 2 A villager you killed by mistake haunts your dreams, the act weighing on you always.
g 3 A true knight of the realm, you hold a young squire who serves you dutifully.

4 Years of battering has left your body with aches and pains that slow you. -1 to DEX.
A 5 You’ve earnt a reputation as an honorable and trusted knight across the local realm.
d
u 6 A rival, powerful noble family seeks to both disparage your name and see your demise.
l 7 Having served your lord with honor, they granted you an engraved Plate Mail.
t 8 You are a fallen knight, breaking your oath and succumbing to greed and corruption.
h
o 9 You own a trusted steed. While not the greatest of mounts, they are loyal to the bone.
o 10 You are reluctant to use magic in defensive manners, not trusting its use on your body.
d

75
a shaman’s path is one of the

Occult & Arcane!

76
A Shaman’s Path
… begins with prophecy and fate,
a thread from which your mystic ways swirled into life.

choose a path

Clan Prophecy Parents C


From a young age it was clear to all Prophecy foretold your arrival, ivory You come from a long line of shamans.
h
that mystic blood flowed in your veins. bones and bloody entrails pointing Your parents before you, and those i
A child whose very being drifted in
and out of the ethereal realm.
towards the birth of a seer; a shaman
who would bring magic to life.
before them. All hearing the calling
of their people and stepping forward.
l
d
Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B: h
It was an inner
essence that called
It was a rare
connection with
The prophecy of
your life was
The prophecy of
your life was a
It’s a talent passed
down with intense
Your parents
instrumental in
o
your arcana into the ethereal that surrounded in a beacon of hope meaning each raising you to o
the world. sparked magic. grim darkness. and resilience. new generation. fulfill your duty. d
do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 3-6 Result = 3-6 Result = 3-6
Success: You felt Success: So Success: A Success: Success: This Success: It was
its glow beneath strong is this darkness that you Something that intensity led to their guidance
you skin and in link that you were destined your people held a childhood filled and support that
your very muscles. can see it with to enlighten. onto with much with meaning. led you to be
your mind’s eye. optimism. who you are.
Magic courses You are fated You hold a
within you, an You can almost to play a part in You are a positive resolute purpose You come from
ebb and flow see the rifts the destruction soul, no matter, to your life. an encouraging
that you can feel. between realms. of a great evil. how bleak it looks. and caring family.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: But Misfortune: Misfortune: It Misfortune: Misfortune: Misfortune:
it was a pulse Unfortunately, the was a darkness But you never felt Heavy pressure, But the endless
that never calmed ethereal had a that enveloped able to live up however, can often support just led
down; as loud as habit of always you as you aged. to this belief; lead to a fiery you to struggle
a drum beat. being on the edge Never able to doomed to fail. explosion. when all alone.
of consciousness. shrug it away.
Quiet moments You’re a very You are easily You cannot
never holding Your mind rest- You hold a grim pessimistic soul, aggravated by handle pressure,
any true rest less and easily and pragmatic regardless of the those who try to preferring to let
for you. distracted. view of the world. circumstances. control others. fate drive you.

head to page 78
77
as you passed into adolescence, and your connection
with the spirits grew, it became clear where your talents lay.

choose a path
a Soothsayer Healer Incanter
d You were known for being able to It was as a healer that your talents When words spilled from your lips
o read the future; discerning wisdom shone. You could heal wounds by they were drenched in an ether of
l for chaos to predict life events,
natural disasters, and even the
touch, create potions to remedy the
most ruinous of injuries, and even,
magic. Your hypnotic voice, in its
rhythmic and melodic ways, able to
e thoughts of man and beast. on occasion, fight off death itself. alter the very course of nature.
s
c Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
e You visions came In rare moments, For some, just You seemed to Your words, your It was as if the
n from the spirits
of your ancestors,
when you touched
a living soul, you
being in your
presence created
know exactly what
an injured body
chants, your
incantations, they
act of singing,
of speaking in
c their incorporeal could sometimes an intoxicating needed. Your worked by being rhythmic tones,
e minds fusing with
your own.
glimpse into their
near future.
aura of healing
and restoration.
tonics magic in
their perfection.
focused on a
living creature.
allowed you to
expel magic.

do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: You were Success: A Success: It was Success: It all Success: Which Success: The
able to commune talent unlike as if your aura came down to meant that aiding hum of your voice
with these spirits, any other. encouraged the knowing how to your allies was adding power to
seeking their healing process. infuse the potion. an incredibly your interactions.
1/day you can
wise council. powerful act.
touch a creature Any healing in 1/day you can 3/day, gain +2 to
You can cast and see a veiled your presence cause a healing Any magical bonus a check that
the spell Augury glimpse of their heals for an potion to heal for you place on an involves words.
(WIS, DC.12). near future. additional +1 HP. two extra dice. ally gains +1.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: But Misfortune: It Misfortune: Misfortune: This Misfortune: But
Your ancestors, it was a cursed was almost like Occasionally, focus, however, to rely so heavily
however, did not trick, that rarely you could turn however, you often left you on your voice
always like being proved true. water into wine. tinkered too much. misjudging the meant that it
disturbed from situation. was easy to lose.
Touching someone The more that When healing
their rest.
without gloves someone heals or stabilizing a While deep in Any roll to save
You are haunted gives you a horrible in your presence, creature, roll a focus, you take against silence
by a hateful glimpse into their the more drunk d20. On a 1 they +1 damage from is +5 DC for you.
ancestor. possible demise. they become. take 1 damage. any source.

Result = 1 Result = 1 Result = 1


And though you struggled to control It was a skill that saw you useful no You knew, however, that there was
these skills, you knew your connection matter where you went. The work still much for you to learn should you
with the spirits was strong. of a healer never finished. wish to fully control your powers.

head to page 79
78
shamanistic talents arise not only from an internal source of power,
but from the tools and symbols that magnify their spiritual essence.

choose a path

First Ink Ancestral Tools Carved Totem


Y
o
Event: A shaman’s first tattoo
can be a profoundly enlightening
Event: While the tools of a shaman
are often the flora and fauna of the
Event: You, like all before you,
were charged with carving your
u
experience, however, this does little realm, they also hold primordial tools own totem; a device which helped n
to dull the pain that comes with it. passed down over generations. channel your chaotic energy.
g
OR OR OR
Reaction 1: Reaction 2: Reaction 1: Reaction 2: Reaction 1: Reaction 2:
You tried to
channel the pain
You focused on
the world around
You took the
bones placed before
You took the pipe
of your people.
You carved yours
into that of a
You carved your
ancestor’s image,
A
into your mind, you, blocking you. Knuckle and A tool from which fierce animal, channeling their d
attempting to
learn from it.
out the pain
that you felt.
toe that could
read the future.
wisdom and peace
could be found.
its nature a
mirror of you.
wisdom into
the wood.
u
l
do not pass the do not pass the t
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: And so Success: A Success: A Success: A Success: Success: The
o
through pain you powerful concept, relic of truth. relic of foresight. Complete, you felt figure summoning d
gained knowledge. you adapted it its power flow. their spirit.
1/day, in times of 1/day, in times of
into you daily life.
After taking peace, you can roll peace, you can 1/day you gain 2/day you can call
damage from a 1/day ignore a bones to answer smoke your pipe a trait of the on the ancestor to
creature, you damage source a yes/no question and puff smoke to creature for 1d4 reroll a dice you
learn of its just taken. relating to your form an image of hours (GM’s rolled. The new
weaknesses. current quest. your near future. discretion). result taken.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: It Misfortune: But Misfortune: The Misfortune: The Misfortune: Misfortune: To
was a futile this focus meant bones, however, pipe’s after-effects This likeness, your misfortune,
attempt, all you that when you came with a quite strong. however, seemed you chose an
did was create did first feel pain, painful cost. to offend spirits ancestor none-to
You gain the
an inability to it really hurt. of the animal. -pleased with it.
You gain the Success outcome,
focus properly.
The first damage Success outcome, however, are then The creature is On a full moon,
Checks made to you take each day however, take inebriated for more likely to find a Ghost of this
maintain focus is +2 (this damage 2 damage on use. 1d6 hours (cannot (and attack) you ancestor rises to
are +1 DC. cannot kill you). rest in this time). randomly. challenge you.

Result = 1 Result = 1 Result = 1


By the day’s end you had an immense But, unfortunately, it appeared as if the Carving, however, wasn’t your best
tattoo and a painful memory. ancestral tools were merely knickknacks. skill. The totem merely symbolic.

you are now a being at one with the spirits.


step forth into the world and unravel its occult mysteries!
shamans are known for their prophetic visions, head to page 80 to discover yours.
bonus paths are also found on page 81.
79
from chaotic, drug-infused dream quests, to cryptic knuckle bones and smoke
censers of animal innards, a shaman’s prophetic vision can tug at eternity.

visions
past ~ present ~ future

Roll 1d6 per column

1. Rebellion
1. Wanderer 1. Darkness
A rebellion brews in the shadows;
In a desolate wasteland, a lone figure A world plunged into an eternal
its leaders plotting to overthrow the
stands amidst the ruins of a once-great darkness, where the sun never rises and
noble lords and ladies who mock
city, clutching a relic of pulsing power. demonic nightmares roam the land.
the common man.

2. Ritual 2. Awakened
2. Loss
Masked figures perform dark rituals in The return of an ancient evil, awakened
Mysterious disappearances plague a
underground chambers, their intentions from its slumber to unleash untold
small village, with children and the
shrouded in mystery and malevolence. destruction upon the world.
elderly alike gone in the night.

3. Scrolls 3. Order
3. Faith
The burning of arcane texts at the dire The rise of a new order, built upon
The rise of a charismatic prophet,
pleading of scared sages, the knowledge the ashes of the old; ruled with an
whose silver tongue sways the masses
too powerful to be allowed to survive. iron fist by battle-lusted dictator.
with the promise of a better future.

4. Battlefield 4. Rebirth
4. Contracts
Blood-soaked battlefields stretch as far The rebirth of a magic long thought
A mercenary company plies its trade
as the eye can see, echoing with the cries lost to the world, sparking a new era
in a lawless frontier, taking contracts
of the fallen and the clash of weapons. of wonder and terror.
that would make a devil proud.

5. Plague 5. Horror
5. Corruption
A plague sweeps across the land, The emergence of a new breed of
A great city consumed by greed,
leaving death and despair in its wake. horrors, born from the twisted
crime, and corruption; where the wealthy
Desperate folk struggle, clinging to life. experiments of a mad scientist.
thrive and the poor suffer in squalor.

6. Betrayal 6. Hope
6. Rivals
Betrayal and treachery riddles the A glimmer of hope in the darkness,
A looming war between two realms
capital, as noble alliances fracture as unlikely heroes rise to challenge
sits on a knife’s edge, each vying for
and old friendships are torn asunder. the dark cloud that covers the realm.
control over emerald-filled mountains.

as many visions can be rolled as desired, but for each taken the greater
the chance that their meaning is dripped in chaos and destruction!
80
an event in your past pushed you down the path you tread today.
but what was that event, and were its consequences benevolent or malicious?

choose a bonus path


Y
1. People 2. Animals 3. Spirit o
You are out in the world, far from
your people, to save their very lives.
On a bright summers day the moon
arose to swallow the sun, a darkness
It was an ancestral spirit that placed
you on the path you tread; their
u
A vision that entered your mind so enthralling the world. In this moment, cryptic words pushing you into the n
powerful and all-consuming that only
in action would you avert its inception.
a glorious unicorn stood before you,
with your future thrust into your mind.
unknown and towards a destiny
not marked by vision or bone.
g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B: A
It was only
through the
Savior came in
the form of an
A future of bitter You would see the
serenity, where no depths of hell, the
The spirit spoke
of a coming epoch,
A great being
was on the verge
d
destruction of a ancient relic, vision or prophecy heights of heaven, a shifting change of rising into the u
great evil that
your people could
though its guise
and location lost
would touch you.
That was, unless
and all realms
between; a great
so powerful that
your eyes must
world, its ethos
and purpose
l
know peace. to time. you could stop it. journey before you. see it to survive. yet unknown. t
do not pass the do not pass the
h
D6 Roll line until a path
and an event D6 Roll line until a path
and an event D6 Roll o
are chosen. are chosen.
o
Result = 4-6 Result = 4-6 Result = 4-6 d
Success: The Success: As Success: The Success: A Success: When Success: To
spirits helping if destined to beast, however, journey guided vigor and passion your luck, it
guide you to it. occur, you found would not see by the ancients. were in the air, the appeared to be
a map of the you fail. universe hummed. an ally.
When you focus 1/month you can
relic’s location.
on the name of 1/month, you enter a vision When surrounded Roll on the
a great power, You gain a map can call upon a that locates the by emotive crowds, Warlock Patron
you know its to an ancient unicorn to aid you nearest portal to you gain a vision table (pg.62) for a
general location. mega-dungeon. for 1d4+2 rounds. another realm. of the future. supportive entity.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: But Misfortune: And Misfortune: Misfortune: A Misfortune: But Misfortune: To
how could a mere with little to go To your horror, journey you have the changing of your ill-luck, it
shaman fight on, you could feel the effects have no control over. times starts with appeared to be
such a power. the clock ticking. already begun. people, and you an adversary.
Critical fails have
struggle in crowds.
A powerful entity You have one year Vision details and a 1-in-6 chance of Roll on the
knows of you, to find the relic ancestral know- pulling you into DISADV on Warlock Patron
and your aims or your people ledge occasionally another realm arcane rolls in table (pg.62) for an
to destroy it. are doomed. proves false. for 1d6+2 rounds. dense crowds. antagonistic entity.

Result = 1 Result = 1 Result = 1


But the when and how of even But mere days after the wondrous But great changes were occurring
approaching the situation evaded you. event, the details had fallen to a haze. all across the world, which was yours?

should you wish to run additional bonus paths (1-3), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
81
Shaman Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You benefited greatly from a youth surrounded by wise and caring elders. +1 WIS.

C 2 Having never lived in great cities, you are overwhelmed by large populations.
h 3 You have always held an inquisitive mind, seeking to learn everything the world offers.
i 4 An awkward child, you were never good at athletic endeavors. -1 DEX.
l
d 5 Your ancestors aid you in times of trouble. Reroll the first natural 1 of the day.
h 6 Always smaller than other kids, you’re fearful of fighting anything one-on-one.
o 7 As a child you were fed strengthening herbs to keep your body healthy. +2 max HP.
o
d 8 Easily distracted, other creatures gain a +1 on rolls that would break your focus.

9 Your birth was prophesied to change the course of your people for the better.

10 For as long as you can remember, your have been plagued by nightmares of death.

Roll Outcomes
1 A part of a nomadic group of people, you spent many years traveling the land.
A 2 Magic Items seems to overwhelm your natural abilities. You can only use two at a time.
d
o 3 In another life you would be a bard, your voice incredibly melodic and warm. +1 CHA.
l 4 Your connection with the spirits seems to cause undead creatures to be drawn to you.
e
s 5 You learn to read bones. 1/day, roll bones to learn a fact of the world around you.
c 6 Having lived a life far from water, you have never learnt to swim.
e 7 You know a calming chant that you swear can clear away rain. Though, not every time.
n
c 8 Your spacial awareness was never the best. -1 to ranged attack rolls.
e 9 You hold an unnatural connection with animal bones. You can speak with dead animals.

10 Raised far from civilization you often forget some of the basic niceties of society.
82
Y Roll Outcomes
o 1 You meet a Priest who teaches you an ancestral form of Holy Weapon (WIS roll, DC.11).
u
n 2 You held a vision of a great dragon swallowing you. You now fear the mighty beasts.
g 3 An immense tattoo drawn across your body causes surges in power. +1 to casting rolls.

4 An ancestor has cursed your spirit, haunting you in times of peace.


A 5 Though off in the wide world, you know that your people can be called on for aid.
d
u 6 Weapons have long felt wrong in your hands. Your only melee proficiency is a Staff.
l 7 An adept healer, whenever healing is done in your presence they heal a bonus +1 HP.
t 8 A tonic you consumed was poisoned, riddling you with illness for months. -1 CON.
h
o 9 You have a nose for sniffing out useful ingredients while traveling the wilds.
o 10 Destiny has never been fully clear; peering into the future has a chance of being wrong.
d

83
a hero’s path is one of

adventure & chaos!

84
A Hero’s Path
… begins with their early years.
who were your parents?

choose a path

Nobles Peasants Merchants C


Born to a noble family, you were You, like most people, were born You came from a family that dabbled
h
raised in a home of wealth and a commoner, a peasant in a vast and in the mercantile trades. Your parents i
luxury. Your parents were people
of importance, always busy.
tumultuous world. Yours was a hard,
if rewarding, life to live.
holding enough skill and charisma
to make a living selling wares.
l
d
Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B: h
Your parents
were distant,
Your parents
involved you in
Your parents
were serfs who
Your parents
were laborers
Your parents
ran a lucrative
Your parents
were traveling
o
but catered to their life from worked in the who toiled in a storefront selling merchants, a life o
your every need. an early age. fields each day. difficult trade. wares to all. on the road. d
do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 3-6 Result = 3-6 Result = 3-6
Success: And Success: Success: From Success: The Success: A Success: Years
while it led to Joining your an early age you focus they held, to life behind the of traveling
a childhood of family at dinners learnt to work, do the same thing counter meant meant that you
solitude, it never and meetings toiling to help the day after day, constant haggling knew the realm
bothered you. meant learning family survive. spread to you. and learning of like the back of
from them. an item’s worth. your hand.
You hold no issue You’re a tough You learnt to
with being alone, You can read soul who knows focus, able to put You’re skilled You know much
even in strange nobles and what the value of a your whole mind at knowing the of the realm and
situations. they desire. hard day’s work. into a task. value of things. its roads.

Result = 1-3 Result = 1-3 Result = 1-3


Misfortune: Misfortune: Misfortune: Misfortune: Misfortune: Misfortune:
When your every But a youth A childhood of They taught you But a youth of A life on the
need is met with surrounded by hard work, however, the benefits of selling items left road, however,
coin, you never adults and nobles left you resentful focus, however, you struggling to left you with
learn to handle left you socially towards those it often left switch off. little desire to
its loss. lacking with with an easy life. you irritated. stay still.
Too often do you
many others.
You struggle You think less of You get frustrated treat people as You hate being
when you cannot You’re awkward those who work when interrupted a customer and in the same
afford luxury. with commoners. in “soft” roles. doing things. not a person. place for long.

head to page 86
85
where were you raised?

choose a path
a City Rural Nomadic
d You were raised in a grand city; You grew up in a small rural town. Your people spent their time traveling
o each day surrounded by hordes of Your neighbors were like family, across the land, moving from site to
l people in a thriving and exciting
metropolis of trade and culture.
you knew the land well, and travelers
were a rare and exciting sight.
site as season and trade dictated.
The open road your true home.
e
s Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
c You were an You were a soul To you, a rural While there was You were content For you, being a
e adolescent that
was ever afoot,
of the people,
loving to watch
life meant sharing nothing especially
the burden, always bad about home,
with the life you
lived, loving the
nomad was about
animals and the
n traveling across and listen to helping those in it was incredibly freedom, the open wild land you
c the city from its
lofty rooftops to
the city’s beating
heart as it
need, and holding boring. You wanted
onto the things more from life
sky above a roaring
campfire, and the
crossed, you tried
to take it all in,
e its vile sewers. pumped each day. that connect folk. than dung patties. beauty of nature. learning from it.

do not pass the do not pass the

D6 Roll line until a path


and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll
Result = 4-6 Result = 4-6 Result = 4-6
Success: It Success: Success: It Success: And Success: It was Success: There
was an activity Listening to folks was a life that you knew the the carefree is a gentle and
that gave you talk, sing, joke, left you hardy best way to get happiness that elegant wisdom
speed and agility. and lie, it all sank and filled with out and into the you exuded that to the natural
It made you into your mind. inner strength. world was through drew people to world, especially
confident in not You learnt what You ate well, you hard work. Work you. A personality for those who
only yourself, but to say and when lived well, and to earn a place that others wanted take the time to
your abilities. to get the most you worked hard. and earn coin. to be around. listen. You’re one
out of people. You worked hard. of those people.
+1 to DEX. +1 CON. +1 CHA.
+1 INT. +1 STR. +1 WIS.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: A Misfortune: A Misfortune: Misfortune: Misfortune: A
Eventually, you problem you had, happy, if hard, life Often lost Being free to connection with
met a rooftop however, was that didn’t mean that daydreaming of leisurely enjoy nature is not
you weren’t you often believed you were slow of the wider world, nature comes to always positive.
meant to climb, much of the lies mind or body. you would no good if you You became too
or a sewer too and exaggerations But in your case, constantly miss ignore your own keen to enjoy
deep with filth. you overheard you were never lessons and body’s needs; too it all, and wound
Your body failing. each day. the fastest. moments to learn. often relaxing. up poisoned.

-1 CON. -1 to WIS. -1 DEX. -1 INT. -1 STR. -1 CON.

Result = 1 Result = 1 Result = 1


And no matter what city you find So, while you may not stay in your It was like the air was cleaner, the
yourself in, be it big or small, you place of birth forever, you always know sky was brighter, and nature could
know that you can call it home. that it’s filled with folk who care. speak directly to you. Peaceful.

head to page 87
86
what piqued your curiosity as you matured?

choose a path
Education Work Travel Y
As you matured you set your sights You knew from an early age that you You wanted to see more of the world,
o
on learning more of the world. You were a do-er. You liked to get your to travel to unexplored heights, to u
wanted to read books, visit great
libraries, and meet wise scholars.
hands messy, and at the end of the
day, have something to show for it.
search through lost, ancient dungeons,
and to experience new cultures.
n
g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
You sought out You sought out a You set out into You put your head You sought to You had always
a teacher to study formal education, the world looking to the grindstone, visit wild lands held an interest A
under. A master
of craft whose
hoping for the
likes of a group
for your place,
with nowhere
working diligently
to become a
and discover
natural wonders
in other cultures,
wanting to know
d
knowledge would or college that at home able to journeyman of that few had ever what made them u
push your skills
to a new limit.
would take you in. offer the work
you sought.
skill and renown. seen. An explorer. so different to you
and your people.
l
t
do not pass the do not pass the h
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll o
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: You Success: Taken Success: Far Success: You Success: And Success: You
d
found a master in, you thrived from home, you shone in your work, it paid off, you traveled far and
who was only too under a more met a group of truly talented. learnt of many wide, meeting
keen to pass on rigid style of people that held secret holdouts. and learning of
You have ADV on
their skills. learning and the same passions. many civilizations.
rolls relating to a You know the
academia.
+1 to spellcasting, You are a part of chosen profession location of three You learn two
melee, or ranged Learning a new a guild that you of your past treasure-filled bonus languages
attack rolls. skill is DC.15. can call upon. (GM’s discretion). dungeons. of other folk.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: But Misfortune: Misfortune: Such Misfortune: You Misfortune: But
However, it turned out that Everywhere you heavy focus left found that the not everyone
the so called learning through went, however, you you lacking in only way you likes a stranger
“master” you a formal system seemed only to other training. could make it showing up and
trained under really wasn’t make enemies. through all that asking countless
You are only
turned out to something for you. No one willing to travel was food. questions.
proficient with
be a fraud. work with you.
Learning a new half (round down) You eat double Folks of different
Start at -5 XP. skill is DC.21. You earn half pay of your class’ rations while ancestry often
from quests. weapons list. traveling overland. find you annoying.

Result = 1 Result = 1 Result = 1


And while you learnt much over the Hard work and due diligence doesn’t But much of the wilds is just that,
years of study, it never quite lived always lead to success. And though wild. For all your traveling there
up to your expectations. you learnt a trade, you’re no master. was surprisingly little excitement.

you are now a fledgling hero, ready to take on the shadowdark.


gather your party and venture forth!
many bonus paths for the hero can be found on pages 88 & 89.

87
what event played a pivotal role in your life?

choose a bonus path


Y
o First Fight Sudden Loss Friend or Foe
u You remember the first time you You can recall with immense clarity Since childhood you held a close
n had to raise a weapon. It was a
pivotal moment that divided
the death of your favorite kin.
They had helped raise you, mentored
friendship and rivalry with
another local youth. Times of great
g your life between then and now. you, and now they were gone. hardship and excitement shared.

OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
A You were eating You stood before You snuck away You mourned And to this day, As you grew
d in a tavern with
a friend, when a
a band of cruel
brigands, with
to collect their
favorite item,
their loss heavily,
seeking answers
regardless of
where they are
older the divide
between you
u traveler burst in your weapon a trinket that from the gods and what they are became a canyon.
l and started
causing a scene.
the only thing
stopping their
you would hold
dear forever.
as to why they
had been taken
doing, you know
you’ve got a
What was once
a mere rivalry
t banditry. from you. friend. now a grim feud.
h
o D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
o and an event
are chosen.
and an event
are chosen.

d Result = 4-6 Result = 4-6 Result = 4-6


Success: After Success: You Success: The Success: Success: And Success: It
an initial scuffle, struck down the item turned out Taking pity on it warms your was a rivalry
you managed to first bandit that to be more than you, a friendly heart knowing that drove you
calm the situation came your way, just a simple god gave you a that they can to train harder,
with a joke and with the rest trinket. blessing to ease be called upon. pushing yourself.
a few tankards fleeing at the the loss.
Start with You hold a true Gain +1 to
of beer. sight of blood.
a simple Roll Luck Tokens ally that will melee or ranged
+1 CON +1 STR magic item. with ADV. aid you when attack rolls.
or CHA. or DEX. in need.

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: The Misfortune: You Misfortune: But Misfortune: Misfortune: In
Unfortunately for fight was over weren’t the only the gods are fickle Annoyingly, it the end, they
you, the traveler as quick as it kin they held, and creatures, and they seemed like they proved much
was looking for started, with you the item wasn’t often don’t enjoy were always in stronger than you;
blood, and you taking a heavy yours to take. being disturbed; need of rescuing. and relentless.
took injury. blow to the head. one cursed you.
You're wanted Your friend is held A powerful foe
-1 to Max HP -1 to INT for thievery. Roll Luck Tokens by the next “big hounds your
(min 1). or WIS. with DISADV. baddie” you meet. every step.

Result = 1 Result = 1 Result = 1


But it turned into little more than a Regardless of how you reacted after But time and space has led to you
scrap, the guards arriving in time. their death, they weren't coming back. rarely hearing from or seeing them.

should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd+ run: 6 success 2-5 failure.
88
what event played a pivotal role in your life?

choose a bonus path


Y
True Love Arcane Trinkets Traveler o
Back home, the place you had been It was the first “dungeon” you had On a dark night, while visiting a u
called away from, was the love of your
life. A person whose soul is one with
ever entered, a long abandoned
barrow a few miles off the road.
small tavern, a strange fellow entered
the hall. The words they shared over
n
yours, a soul you dream of each night. The treasure inside driving you on. a cool mead changed your life. g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
Each day you They are why The relic was It didn’t take The traveler told The traveler spoke A
miss them more,
the only thing
you’re out in the
world trying to
simple by most
measures, but
you long to realize
that the relic was
of a distant
town, not much
of great riches
and ancient
d
that keeps you make your mark. to you it was just a part of different to this treasure buried u
going is the
knowledge that
To bring comfort
and stability
the promise of
a future filled
something bigger.
It was only one
one, and the
hellish nightmare
deep underground.
And luckily he
l
they are safe. into their life. with treasure. piece of the puzzle. occurring within. held the map. t
h
D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
o
and an event
are chosen.
and an event
are chosen. o
Result = 4-6 Result = 4-6 Result = 4-6 d
Success: It’s Success: It is Success: It was Success: The Success: To Success:
this love that as if knowing like the relic was relic clearly had your surprise With a stern
keeps you going that they rely on made to track two more pieces the problem was warning of death
during the most you somehow magical items. still to find. not uncommon and despair, he
trying of hours. makes you find or hard to fix. handed over
Whenever rolling If three of these
more gold. the map.
Your Death for a random relics are found, You know roughly
Timer is +2. Any coins you magical item, roll you gain a how to solve Gain a
find are doubled. twice and choose 10+ Treasure your next quest. treasure map.
either outcome. (between 80~00).

Result = 2-3 Result = 2-3 Result = 2-3


Misfortune: Misfortune: Misfortune: Misfortune: To Misfortune: Misfortune:
The longing to It’s costly sending While you have a your misfortune, Horribly, it was But it turned
see them again money back home; taste for relics, the relic is wanted a hell that could out to be a fake,
always makes the things we do you hold little by a great entity. occur anywhere. the man fleeing
trying to relax for love. luck with them. with your coin
Roll on the The next failed
even harder. in hand.
Half of the gold 1-in-4 magic Warlock Patron task has events go
Carousing grants you earn must items you find table (pg.62) for an catastrophically Lose half your
you 1 less XP. be sent to them. are cursed. antagonistic entity. bad for everyone. starting gold.

Result = 1 Result = 1 Result = 1


You hold on tightly to the knowledge But to your misfortune, you lost the But before you could speak with him
that you will return to them one day. trinket to thieves not two nights later. properly, another adventurer cut in.

should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd+ run: 6 success 2-5 failure.
89
Hero Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.

Roll Outcomes
1 You came from a loving home, filled with brothers and sisters who supported you.

C 2 While out with a friend, a stray mule kicked and killed them. The memory haunts you.
h 3 You were a ravenous child, and thankfully there was always food to spare. +2 Max HP.
i 4 You were a talented child, but failed at many basic things. +3 to one stat, -1 to the rest.
l
d 5 You spent much of your youth climbing anything you could touch. +1 DEX or STR.
h 6 You were an awkward child who struggled to make friends, a trait that continues.
o 7 You’re a good fibber, always able to make up a believable lie on the spot.
o
d 8 You’ve always been a slow learner. Each level requires +2 experience.

9 You met a stray animal that has never left your side since (GM’s discretion).

10 You never grew out of your fear of the dark, panicking when the lights go out.

Roll Outcomes
1 You’re an incredibly lucky soul, as if blessed by the gods. You gain Luck Tokens easily.
A 2 Poison seems to wreak havoc on your body, you take double damage (or effects) from it.
d
o 3 You spent a lot of your adolescence in training. +1 to ranged or melee attack rolls.
l 4 You could never grow accustomed to the feel of metal armor, shunning it fully.
e
s 5 Skilled at knowing how to suck-up to people, guards and nobles have always liked you.
c 6 You’re terrible at figuring out the price of things. Everything costs you 25% more.
e 7 Your mentor was a great person, with you able to call on them for advice to this day.
n
c 8 You somehow offended the local clergy, with the church now considering you a heretic.
e 9 You love pockets, especially hidden ones. You sew them into everything. +1 gear slot.

10 You’re incredibly scared of heights, unwilling to trust rickety bridges or dangling rope.
90
Y Roll Outcomes
o 1 You inherited a family heirloom upon coming of age. Start the game with a magic item.
u
n 2 While hunting in the woods, you were bitten by a werewolf, its disease flowing into you.
g 3 You’ve always had a knack of knowing when something is concealed behind clothes.

4 When things go wrong, they go very wrong. Natural 1’s cause more issues for you.
A 5 Troll’s blood flows in your veins. You regenerate 1 HP every 4 hours (unless dead).
d
u 6 You always get wrapped up in beautiful and alluring events. DISADV on charm saves.
l 7 You saved a young noble family from a swarm of giant spiders, gaining their boon.
t 8 You took an arrow to the knee. You cannot run for extended periods of time.
h
o 9 You’ve got ears like a bat, able to detect the faintest of noises even through walls.
o 10 You were accused of a terrible crime in your home town/city, never able to return.
d

91

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