Tales of Argosa
Tales of Argosa
264
AUTHOR Stephen Grodzicki LEGAL & LICENCE
Tales of Argosa © 2024 Pickpocket Press.
PUBLISHER Pickpocket Press
Except where noted, the text (not art, font, logos, layout,
etc) of Tales of Argosa by Pickpocket Press is licenced
COVER ART Luke Eidenschink under CC BY-SA 4.0.
LOGO Daniel Comerci The following words and/or phrases are exceptions to
the licence: “Tales of Argosa”, “Pickpocket Press”,
“Argosa Sandbox”, “Low Fantasy Gaming”, “Low
PROOFING, EDITING Steph Grodzicki Fantasy Gaming Deluxe Edition”, “Low Fantasy
Gaming Companion”, “Adventure Framework”, and
LAYOUT Steph Grodzicki “Midlands Low Magic Sandbox Setting”. You may
however indicate that your work is compatible with the
above products, if appropriate.
WEBSITE & SOCIALS
This work includes material taken from the System
https://linktr.ee/pickpocketpress Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Coast LLC and available at https://dnd.wizards.com/
INTERIOR ART resources/systems-reference-document. The SRD 5.1 is
Luke Eidenschink, Earl Geier, Jeffrey Koch, licensed under the Creative Commons Attribution 4.0
International License available at https://
Sverker Castillo, Dean Spencer, Daniel Comerci, creativecommons.org/licenses/by/4.0/legalcode.
Matt Morrow, Carlos Castilho, Marcin, Felipe da
Silva Faria, Jeshields, Anaislalovi, William
McAusland, Maciej Zagorski, Bryan Reagan, Eric
Lofgren, Thomas Denmark, Richard Sampson
(Nerdgore), Brett Neufield, Blake Davis, Bradley K
McDevitt, Colin C. Throm, Rick Hershey/Fat
Goblin Games, John Bilodeau, Zed Nope, J.M.
Woiak, Heather Shinn, Kiril Tchangov, Jeremy
Mohler, Billy Blue, Christopher Spence Hominid
Art, Christopher Tupa, Henrik Karppinen, Gary
Dupuis, Dyson Logos, Joseph Salvador III, Diane
Ramic, Kiss Márton Gyula, Leo Teduran, Jay
Sloan, Yuri Perkowski Domingos, Gabe Fua,
Geraldo Marinho, Ricardo Gabriel Telles, Claudio
Cassini, Diego Castro, Andrew Beckwith, Vagelio,
Marc Radle, Ari-Matti Toivonen.
SPECIAL THANKS
A huge thank you to our Backers and playtesters for
helping make ToA a crackin’ game! In particular
Philip Van Oppen, Yum DM, Glenn Fleetwood &
Crew, Jason Hobbs, Stu & Robert, Brad Ohlman
(Goblin Scribe Gaming), Logen Nein, JD (JD RPG
Productions), Alexander Aldous, and our course
my wife Steph and family.
1
DOING THINGS 63
Kinds of checks 63
Modifiers, Great Success, Terrible Failure 64
Opposed Checks 64
WHAT IS TALES OF ARGOSA? 4 Group Checks, Montages, Retries 65
Core Features 5
How to Play 6 ENCOUNTERS 66
Reaction Rolls, Activity Die 66
CHARACTER CREATION 8 Influencing NPCs 67
Backgrounds 8
COMBAT 69
ATTRIBUTES 11 Initiative, Delay, Ready Action 69
Str, Dex, Con, Int, Perc, Will, Cha, Init 11 Morale 69
Luck 12 Move 70
Party Retreat, Chases 72
RACES 13
Action 75
Humans 13 Attacks, Crits, Fumbles, Nat 19s, Dodge 77
Dwarves, Elves, Halfling, Half Skorn 14 Exploits 78
Fighting Styles 80
CLASSES 15 Miscellaneous Factors 81
Artificer 16 Conditions 82
Barbarian 20
Bard 22 INJURY & DEATH 83
Cultist 24 Wounded, Death Save, Injuries & Setbacks 83
Fighter 30 Trauma Tables 84
Magic User 33
Monk 35 HEALING & RECOVERY 89
Ranger 38 Short Rest, Long Rest, Sleep 89
Rogue 41 Healer’s Kit, Other Gear 89
2
Potion Brewing 123 RIVAL ADVENTURERS 214
Recovery 124
Research (Standard, Magical) 125 SOLO RULES 216
Rumours, Scroll Inscribing 126 Lone Wolf PCs 216
Dungeon Generator 218
GM TOOLS 129
Disease & Parasites 130 TRAPS 222
Dungeon Crawling 132
Marching Order, Light, Readied Gear 132 TREASURE 229
Dungeon Events, Dungeon Tally 133 Carry Loot A 229
Hexploration 134 Carry Loot B, Valuables A 230
Hexes, Watches, Travel Procedure 134 Valuables B 231
Travel Roles, Night Encounters 135 Trinkets & Curios 232
Weather, Exploring a Hex, Travel Events 136 Lair Treasure 238
Random Encounters, Back to Base 139 Minor Magical Items, Potions 239
Encounter Tables 140 Scrolls, Spellbooks 240
Minor Charms 244
HIRELINGS 156 Major Magical Items 248
Role, Cost, Names 156 Attunement, Using Powers 248
Background, Personality, Traits 157 Magic Item Generator 256
Gear, Catchphrase 158
Advancement, Payback 159 VARIANT RULES 260
MONSTERS 166
List by HD, Custom Monsters 167
Special Traits 168
Monster Stats 171
3
Tales of Argosa is a Sword & Sorcery inspired Bold Adventurers
Emergent Play Adventure Game, for groups or ToA scenarios focus on personal contests against
solo. Adventures are short, sharp, and focused on savage wilderness, treacherous cities, murderous
dangerous wilds, treacherous cities, fierce battles, monsters, and mysterious ruins. PCs are not epic
ruinous magic, fabulous treasures, & cosmic weird. heroes charged with saving the world; they’re sword
swinging, skull splitting adventurers after fortune
Simple Rules and glory!
ToA has simple rules, flexible PC customisation,
improvisation support, and an emphasis on GM Emergent Play
rulings. It’s a mix of old school, modern, and new Argosa is designed for short, sharp adventures in a
game design, wrapped around a familiar d20 core. sandbox world. The GM offers rumours and hooks,
but the players decide where to go and what to do:
Fierce Battle which tales to investigate, factions to interact with,
Battle is fast, brutal, & exciting! Any sword swing places to explore, etc. ToA’s mechanics, procedures,
might lead to fractured bones or severed limbs, and tables, and oracles equip the GM with a plethora of
the spectre of death is ever present. Retreat rules support tools to adapt to player choices - ready to
allow the PCs to decide whether to fight or run! adjudicate any situation or side trek with aplomb.
Dread Sorcery Adventure Game
Argosan sorcery is not only rare, it is dark and ToA is about great gameplay moments with friends
inherently dangerous. Be it arcane spell or divine or solo. Like many games, an impartial referee is
blessing, magic is a power not meant for mortals; required, in this instance between the PCs and the
those who engage with it do so at their peril. setting. This is facilitated by rolling in the open,
demonstrating that the risks are real and the world
independent of the GM. This approach also allows
everyone to be surprised by what unfolds, including
(and especially) the referee. From this meeting of
wits & chance will spring astonishing adventures,
fond memories, and lasting friendships. Enjoy!
4
ToA is d20 based, with the following features:
5
The basics of playing a tabletop adventure game are enough before the figures disappear. Jessica, to
very simple. One player is known as the Games answer your questions; the body is a man, in
Master (“GM”) or Referee; this player runs the wealthy merchant robes of red silk. Definitely dead.
overall game in an impartial manner, playing all the You notice he’s missing three fingers on his left
characters the other players don’t (the Non Player hand.
Characters or “NPCs”). For example, the GM plays
the world’s monsters, merchants, inn keepers, Mia: I crouch next to the body and search it.
queens, and evil sorcerers. Anything good?
The other players control a single adventurer each, Jessica: Hey I was about to do that - we split
also known as a Player Character or “PC”; a whatever she finds!
Fighter, Barbarian, Rogue, Bard, Ranger, Monk,
Artificer, Cultist or Magic User. The player Tom: OK I made my Initiative check with an 8, so
characters are the central protagonists in the game, I react quick enough. I throw my spear, yelling out
like the main characters in a novel, TV show or “What the hell, berk!” … let’s see <Tom rolls his
movie. The players might also control NPC attack and damage> … I hit AC 18, and damage is
hirelings and pets (if any). 8, assuming that’s a hit?
The game generally unfolds with the GM GM: Yep you easily hit, even with cover <the GM
describing the situation at hand, including where knows the target’s AC is 12>. Your spear strikes one
the adventurers are and what they can see and hear. of the figures, who yells out in pain… <the GM
The players then tell the GM what they want their rolls a Dex check, which fails> .., and he topples off
PCs to do. The GM decides whether the attempted the roof, hitting the ground with a horrible splat!
action succeeds, fails, or if dice need to be rolled to
determine the outcome. Tom: LOL! Classic Kruncor!
An example of play appears below. Jessica: Yeah that’s the Kruncor we all know and
love. Right, I loot the new dead guy!
GM (Steve): Okay, as you stroll down the alley
way, you hear a sudden squeal, then a body falls GM: OK then; Mia - you don’t find anything of
from the sky above you, landing on the much value on the dead merchant. Interestingly his
cobblestones with a bloody thud! money pouch has been cut from his belt. Jessica,
the latest dead body is a man wearing street rags,
Tom: What? A body? Where the hell did it come there’s a bloody knife, 3 silver in loose coins and a
from? money pouch with another 82 silver.
6
Tom: Great, I’ll go Strength <rolls 1d20 and gets
19, but Kruncor’s Strength is 16, so the check is a
GaMe Dice
fail>. Ah damn it. But I’ve got the Athletics skill, so ToA uses several kinds of dice, identified by how
I can use one of my Rerolls – let’s see, it’s a 5 - Great many sides they have. For example, a single six
Success! (the 5 is a Great Success because it is less sided die is referred to as “1d6”, while 4d6 means
than half Kruncor’s strength score of 16). roll four six sided dice and total the result. The four
sided die is “1d4”, eight sided die is “1d8”, ten-
GM: Sweet! Kruncor scales the side of the inn like sided die is “1d10”, twelve sided die is “1d12”, and
a monkey, leaping from one windowsill to another the twenty sided die is “1d20”.
then hauling himself up onto the tiled roof. You see
a one eyed female in street rags, menacing you with If you need to roll “1d100”, roll 1d10 twice using
an iron baton. She hisses at you in Argosan: “New the first throw as the tens and the second throw as
to these parts, is ya? I’m with the …” the ones (eg if you rolled 3 and 9, the result would
be a 39). 1d66 is like 1d100 but uses two d6s
Tom: I grab her and throw her off the roof. instead. For 1d2 roll 1d4 and divide by two (round
up), and finally for 1d3 roll 1d6 and divide by two
GM: What? (round up).
Tom: I grab her as she’s talking, and fling her off Exploding Dice
the roof down to where Dari and Yoroch are An “exploding” die roll means that if you roll the
waiting. maximum on the die, you roll it again and
accumulate the result (once per die only).
Mia: Yep, Dari stands up and draws her short
swords, ready for trouble. She knows what Krunc’s ROund DOwn
like.
If a rule instructs you to divide an amount, round
down unless indicated otherwise.
GM: OK. Someone roll initiative, we’re about to
start combat.
7
In the spirit of quick and emergent play, player 12. Your Armour Class (AC) equals 10 + your
character creation is mostly randomised by Armour bonus (+1 if shield) + Dex mod.
default. For tables that prefer more control,
modify as desired (the Variant Rules chapter 13. Your Attack Bonus equals your Class Attack
Bonus + Str modifier (for melee) or Perc
p.260 has some suggestions).
modifier (for ranged).
1. Roll 1d12 for Race: 1-9 Human, 10 Dwarf, 14. Choose bonus Languages equal to your Int
11 Elf, 12 Halfling or Half Skorn (p.13). mod (if -2 or -3, you are illiterate).
2. Roll d66 for Background. Each entry 15. Your Age is 1d20+16 years (young - middle
grants an attribute bonus (max 16), a skill, aged) or humans may choose to be old
and an item. (1d10+60). Old PCs reduce their Str & Con by
one, increase their Int & Will by one (max 16),
3. Generate Attributes by rolling 3d6 seven and begin an adventure with one extra use of
times and allocate the results in order to their 1st Level Class Ability.
Str, Dex, Con, Int, Perc, Will, and Cha.
You must have at least one attribute of 13 16. Name your Adventurer. The Hireling tables
or higher and another of 15 or higher. If (p.156) offer example Names, Personalities,
not, increase one attribute of your and a physical Trait if desired (ignore entries
choosing to 13, and/or one to 15, as 23-24 and 91-92, and if any injuries the PC has
required. You may then also swap any two already adapted to them p.124).
Attribute scores, if desired.
17. Finally, roll d66 for a Party Bond (unless you
4. Choose your Class: Artificer, Bard, already have one) p.44.
Fighter, Barbarian, Monk, Ranger, Rogue,
Cultist, or Magic User.
8
Stealth, Wilderness Lore,
24 Brigand +1 Str
Wine Flask 56 Hunter +1 Perc
Spear
Sleight of Hand, Persuasion.
25 Prisoner +1 Con
Manacles 61 Busker +1 Cha Pipe, Drum,
Horn, or Lute
Traps & Locks,
26 Tinkerer +1 Int
Pouch of Marbles Animal Lore,
62 Swineherd +1 Perc
Burly Pig (as Dog)
Detection, Sack
31 Bone Grubber +1 Perc
of Broken Glass Apothecary’s Apothecary,
63 Assistant
+1 Int
Healer’s Kit
Deception, Lucky
32 Actor +1 Cha
Coin (1 use reroll) General Lore,
64 Street Crier +1 Will
Hand Bell
Athletics, Gather
33 Graverobber +1 Str
String of Garlic 65 Gong Farmer +1 Con Information,
Deception, Antitoxin
Yellow
34 Lotus Addict
+1 Will Yellow Lotus Leadership,
Powder 66 Hangman +1 Will
Rope 30 ft
Traps & Locks,
35 Thief +1 Dex
Lockpicks
Watercraft,
36 Sailor +1 Con
Ancient Map
Animal Lore,
41 Kennelman +1 Dex
War Dog
Leadership,
42 Mercenary +1 Str
Deck of Cards
Persuasion,
43 Barkeep +1 Cha Small Barrel
of Spirits
Divine Lore,
44 Pilgrim +1 Cha
Scriptures
Animal Lore,
45 Wagoneer +1 Perc
Whip
Detection,
46 Miner +1 Str
Pickaxe
General Lore,
51 Messenger +1 Con
Horse
Street Acrobatics,
52 Acrobat
+1 Dex
10 ft Pole
Alchemist’s Arcane Lore,
53 Assistant
+1 Int
Fire Pot
Apothecary,
54 Organlegger +1 Con
Bandages
General Lore,
55 Scribe +1 Int
Parchment & Ink
9
10
The seven core character attributes are Strength,
Dexterity, Constitution, Intelligence, Willpower,
ChariSMa (Cha)
Perception, and Charisma. Initiative is a derived High Charisma suggests an inspiring persona with
stat (average of Dex and Int), and Luck is based on strong natural charm and persuasiveness. A
PC level (see over). charismatic PC finds it easier to make contacts and
influence others. Charisma might also reflect
physical beauty.
STrengTh (STr)
High Strength means your PC is physically strong,
making it easier to perform acts of manual power.
IniTiaTive (IniT)
Strength grants bonuses to attack and damage rolls Initiative is a PC’s 8th attribute: the average of their
with melee attacks. Dexterity and Intelligence scores (round down).
Initiative reflects an adventurer’s capacity to act
quickly under pressure, most typically in combat.
DexTeriTy (Dex)
High Dex means your PC is well coordinated, with
sharp reflexes, high agility, and a knack for avoiding
physical danger. Dex contributes to your Initiative
score and Armour Class (AC), and is often used in
stealth related checks.
COnsTiTuTiOn (COn)
High Constitution means your adventurer is hardy
and physically resilient. Con is directly related to
Hit Points, and makes it easier to resist poisons,
transmutative magic, and fatigue. MODIFIERS
If an attribute (except Luck) applies a modifier, use
Intelligence (InT) the bonus or penalty below. If an attribute is
reduced to zero, the character is incapacitated.
High Int means your character is quick witted and
ATTRIBUTE MODIFIERS
knowledgeable, with strong analytical and problem
solving skills. Int grants bonus languages, helps
your Initiative score, and is often used for lore
related checks. 3-4 -3 9-12 – 17-18 +3
WillpOwer (Will)
High Willpower represents robust self-confidence
and mental fortitude, granting bonuses to resist
mind effects such as fear and madness. For NPCs,
tests of Morale are made against Willpower. Most
importantly, Will governs the capacity to rally
between encounters, allowing your adventurer to
recover hit points and expended class abilities.
11
Every PC has a special ninth attribute called Luck. To make a Luck roll, roll 1d20. The GM decides
Primarily representing fate and good fortune, Luck whether any circumstantial modifiers apply. If the
also reflects a character’s accumulated experience result is equal to or less than the adventurer’s
dealing with perilous hazards and dangers. current Luck attribute, the test is successful. Note
that a character’s Rerolls are always available for
At the start of an adventure, a character’s Luck Luck rolls. A successful Luck roll means the
attribute is equal to 10 + half level (round up). character avoids the threat (or lessens its effect), or
successfully performs the Major Exploit, Rescue, or
Luck ROLLS Party Retreat.
Luck rolls (often interchangeably referred to as a Every time a character succeeds on a Luck roll their
Luck check or Luck save, although “save” usually Luck attribute is reduced by 1 point to a minimum
implies a defensive use) are primarily made for two of five. Luck is not reduced on a failed check.
reasons: (i) resisting serious adverse effects such as
spells, traps, special enemy attacks, or major
environmental hazards (particularly those with an Other USeS
area effect), or (ii) to perform a Major Exploit, Luck is a flexible and ephemeral quality however,
Rescue, or Party Retreat, which rely on the Luck and your GM might allow other uses. For example,
resource to pull off. comparing Luck scores to decide which PC is
initially targeted by a trap or enemy, to see whether
A Luck roll is usually modified by an appropriate a guard patrol turns the corner at a critical moment,
attribute bonus or penalty, depending on the determine whether a discarded lantern has any oil
nature of the attack, hazard, or other action. For left, or a last ditch chance to spot the glint of a
example, a character’s Dex modifier applies to rooftop assassin. “Oracle” like uses of Luck to
dodging out of the way of a Hellblast or when determine independent parts of the game world do
making a successful get away via a Party Retreat. not reduce an adventurer’s Luck score.
To indicate this the roll is noted as a Luck (Dex)
save. Eg a PC with Luck 11 and a +2 Dex modifier
would need to roll 13 or less. Regaining Luck
Luck returns at a rate of 1 point per Long Rest.
Designer’s Thoughts
Although hit points, spells, and other abilities tend
to replenish regularly, relying on Luck gets riskier
the longer an adventure goes on.
12
Humans are the default race for PCs. Five races are
provided below however for greater variety.
HuMAnS
Humans have a flair for adaptability and problem
solving. They exhibit wide variability and often
enjoy the largest population centres in lower magic
settings. If the GM allows PC races other than
humans, humans gain the following benefits:
13
DWARVES Halfling
Dwarves are short, naturally hardy, and highly Halflings are three feet tall, nimble and light footed,
resistant to arcane forces. All dwarves suffer from sometimes mistaken for portly human children at a
gold lust and take great pride in their honour and distance. They have a natural gift for hiding,
ancestry. They have better night vision than most dodging, and moving silently, and are seemingly
humans, but are just as blind in the absence of light. blessed with good fortune. Halflings are highly
The deep roads are well lit if dwarves are nearby. curious and overly fond of comforts such as rich
foods, alcohol, pipeweed, and sleep.
◆ Advantage when resisting poison and magic.
Positive magical effects however provide only ◆ Advantage on stealth related checks. Disad on
half the usual benefits (where possible, for Str related checks (exc melee attack/damage).
example duration, amount of healed hit
points, etc). ◆ Increase your starting Luck and AC by 1 point
(the AC bonus is lost if using Heavy armour).
◆ May make a Perception check to sniff out a PC allies within sight or hearing also increase
handful of silver or gold coins, or a single their Luck by 1 (does not stack).
gemstone, within Close range.
◆ Cannot wield large weapons such as great
◆ The GM may require a Will check to resist swords, polearms, and long bows. Require
new opportunities for riches, or to keep from two hands to use longswords or similar
retaliating against a perceived slight. moderately sized weapons (they do not gain
the usual +1 damage bonus for doing so, if
ELVES applicable). Small weapons (eg shortswords,
shortbows) operate as normal.
Elves possess a natural grace and agility that puts
humans to shame, but have fragile constitutions. ◆ Lifestyle costs are doubled (p.57), and the
Like all fey, they are inherently bound to the wild GM may require a Will check to resist your
places of the world, coupled with haughty and prying nature, or to curb potential indulgence.
aloof spirits (an artefact of their extraordinarily
long lives). Like dwarves, elves have better night
vision than most humans, but are just as blind in the HALF-SKORN
absence of light. In the shadows of the elder forests, Half-Skorn (see Skorn p.198) are taller than most
elves employ soft lighting to guide their way. humans, invariably heavy set, with pinkish skin,
wide jaws and small, misshapen ears. They are hard
◆ Advantage when making Dex checks and to kill, strong, and bug resistant, but display poor
defensive Luck (Dex) saves. memory and analytical ability. Half-skorn are
prone to instincts for war, conquest and strife,
◆ Disadvantage on Luck (Con) saves and Con making it difficult to maintain peaceful lives. Like
checks. dwarves, half-skorn have better night vision than
most humans, but are just as blind without light.
◆ Elves do not sleep, instead entering a trance
like contemplation for six hours. They count ◆ Gain advantage on strength related tests
as being on Look Out duty (p.135) during this (excluding melee attack/damage rolls), and to
time, but with a -3 penalty on Perc tests. resist disease and parasites.
◆ The GM may require a Will check to resist ◆ Disadvantage on intelligence related checks
engaging with sites of great natural beauty, or (excluding spell casting and Initiative checks).
to demonstrate elven superiority or disinterest
when the opportunity arises. ◆ Gain a +2 bonus on Death saves (does not
stack with the +2 bonus for healing magic or
other Death save bonuses).
14
ToA has nine classes to choose from: Artificer,
Barbarian, Bard, Cultist, Fighter, Magic User,
Monk, Ranger, and Rogue. Not all classes will suit
all games (particularly Artificer, at least for a sword
& sorcery setting), so check with your GM to
confirm which are available.
Hit PoinTS
While hit points partly reflect the ability to absorb
blows, they are primarily more intangible qualities
such as fighting spirit, combat experience, stamina,
and luck. Being restored to full hit points after a
battle does not mean a PC’s wounds miraculously
heal. On the contrary, it suggests that despite their
injuries, the adventurer has gathered the courage to
rally, found their second wind, or is otherwise hell
bent on reaching their objective.
Unique FeatureS
All 1st level PCs start with hit points equal to their
Con score plus class hp bonus (generally 1-3
points). Between 2nd and 9th level, all characters Every 3rd level devise one new ability, trait, or
increase their hp by their class hp bonus only. theme for your adventurer. Feel free to borrow feats,
class abilities, perks and so on from other games,
A 1st level Con 13 Fighter starts play with 16 hit modified to suit ToA. The advancement need not
points (Con 13 + 3 class hp bonus). At 2nd level her be limited to traditional class themes, allowing for a
hp increases by 3 to 19, then to 22 at 3rd level, etc. degree of multi-classing. The open nature of
Unique Features requires some table discussion to
WOUNDED keep things balanced and consistent with the genre
of your campaign. Consider these advancements
Most damage is cuts and scrapes, but if reduced to under constant playtesting and subject to tweaking.
half max hp (known as Wounded), the character
shows real signs of trauma. If reduced to zero hp, If uncomfortable with creating your own Unique
the subject is unconscious or incapacitated, and Features, some examples appear on p.45. For more
may die or suffer a persistent injury (see p.83). experienced players, GMs might allow a bonus
Unique Feature at 1st level to allow for greater PC
LEVELLING UP customisation. Tables favouring simplicity might
ignore UFs altogether (or grant +1 to an Attribute,
When a PC levels up they gain +1 to an attribute
max 16).
of their choice (excluding Luck and Init, up to max
16), more hit points, and other benefits as outlined
Designer’s Thoughts
in the Class Attack Bonus & Abilities tables. If a
Hit points in ToA start out a little higher than LFG,
spell or monster ability refers to a target’s HD
but increase at a slower rate. The flatter hp curve
(p.166), a PC’s HD equals their level.
has many benefits: PCs quickly reach and remain in
the hp “sweet spot” of 20-30, lower HD monsters
ClaSS AbilitieS remain dangerous for longer, fewer enemies are
All classes come with special abilities relating to needed to threaten the party, and most importantly;
their general theme or niche. Some abilities work fights are quicker and more exciting! This in turn
automatically while others require a check of some frees up precious session time for more exploration,
kind. PCs may attempt to recover expended social interactions, side treks, crazy plans, and of
abilities by taking Short or Long Rests (see p.89). course - more fighting (and looting)!
15
You are an artificer, an expert alchemist and forge Class Starting Gear
master, gear priest, and black powder savant. You Heavy Hammer (1d8), Leather (+1 AC), Toolkit.
might be a reclusive tinker, a burly gadgeteer, a fume
addled apothecary or haughty steamsmith. Skills
Apothecary, General Lore, plus roll 1d12 three
Hammer in hand and hellfire at your belt, you travel times: (i) Acrobatics, (ii) Animal Lore, (iii)
abroad in search of inspiration, putting your unique Athletics, (iv) Deception, (v) Detection, (vi) Divine
devices to the test. Most folk brand you a menace; a Lore, (vii) Gather Information, (viii) Persuasion,
heretic meddling in secret and unstable forces, (ix) Watercraft (x) Sleight of Hand, (xi) Stealth, (xii)
destined for an early grave. And perhaps they’re Traps & Locks.
right. Yet no man lives forever, and all kingdoms
fade; what matters is whether your next discovery
will change the world.
Key Attribute
Intelligence (Min 15)
Hit Points
Equal to Con score + Level.
Weapons
One handed weapons, light crossbows, sling,
and Alchemy & Mechanica weapons.
16
AlcheMy & Mechanica 4. Corroding Spray You cause a single metallic
object within Melee range (eg: weapon or
As an artificer you are privy to secret lore governing armour) to rust, crack, or otherwise be
the fundamental forces of the natural world, destroyed. If the target object is carried, a
enabling you to invent unique devices and Luck (Dex) save resists. Enchanted objects or
admixtures. By 1st level, you have crafted a number special metals (eg silvered) are immune.
of inventions equal to your Int mod; roll 1d12 on
the below list. With each new level, learn one 5. Flash Rig When hit by a melee attack from
additional invention of your choosing. a sight based opponent, you may trigger a
blinding flash (requires an Int check) via a
You begin an adventure with one use of this ability modified bracer or other worn item,
per level. Unless noted otherwise, you may expend imposing a 66% miss chance on the attack.
a use of this ability as part of your normal action,
choosing one invention to apply. Abilities that 6. Fume Flask Spend an action to hurl a gas
expend uses cannot be activated more times than device up to Far range (an attack roll is
your Int mod per day. If an invention requires an generally not required; GM’s call), causing
Int check, you may use a Reroll. You may regain one of the following non-magical but spell
expended uses by taking Short or Long Rests. like effects in a Close area (your choice):
Dark Slumber, Fetid Fog of the Pit People, or
1. Black Powder Weapon You have created Place of Perfect Night. An Int check is
one (and only one) prototype black powder required; on a failure the flask malfunctions
weapon: Two handed, Far Range, 4d4 and the effect is centred on you instead. The
damage, Nat 19 Missile Trauma (1d8+4), cloud duration is 2d6 minutes.
reload as crossbow, and damage dice are
exploding (p.7). Firing is loud, preventing 7. Hellfire Glass Spend an action to hurl an
stealth. On a fumble the gun malfunctions, explosive device up to Close range (an attack
rendering it a club until repaired (see shield roll is generally not required; GM’s call),
rules). Once created, you may wield the blasting a Melee area for 2d4 damage plus
weapon like any other (does not require 1d4 every odd level beyond 1st (no save).
expending uses of Alchemy & Mechanica). If Damage dice are exploding (p.7). An Int
the weapon is lost or destroyed, you may check is required; on a failure the weapon
create a replacement during Downtime. malfunctions and the effect is centred on you
instead. Hellfire glass cannot be used if you
2. Chaintooth Weapon You have created one are within Melee range of an enemy. May
(and only one) prototype chainsaw melee also be set as a trap using a fuse, tripwire, etc.
weapon (or other mechanized melee device, Expended uses of this ability to create traps
eg: piston hammer, torch mace, etc): Two cannot be recovered while the traps persist.
handed, 2d4+1 damage, Nat 19 Blade
Trauma (1d6+6), and damage dice are 8. Ironward When hit by a metal based attack
exploding (p.7). The weapon is loud, (eg sword, arrow, etc) you may make an Int
preventing stealth. On a fumble the weapon check to trigger a magnetic pulse to deflect
malfunctions, rendering it a club until the attack (via a modified chest plate or other
repaired (see shield rules). Once created, you worn item). The pulse makes a loud
may wield the weapon like any other (does humming noise, ruining stealth.
not require expending uses of Alchemy &
Mechanica). If lost or destroyed, you may 9. Thunder Gauntlet Spend an action to
create a replacement during Downtime. channel a shockwave at a single target within
Melee range, hurling it up to Close range. A
3. Breathing Mask You may trigger this ability creature gains a Luck (Con) save to resist. If
as part of your action or in response to a gas thrown into a wall or other hard surface, the
attack. With a successful Int check, you are target suffers 1d8 damage. An Int check is
immune to gas attacks and may breathe required; on a failure the device glitches and
underwater for 2d6 minutes. In some you are Stunned instead. Larger than man
situations you may be able to share your air sized targets, or fixed objects, are generally
supply with others, dividing the duration by immune (GM’s call). You may launch
the number of users (GM’s call). yourself using this ability.
17
10. Truth Serum If injected or ingested, this Generally speaking, other classes do not have the
serum causes the target to blurt out honest expertise (including making on the fly calibrations
answers to questions posed for 2d6 rounds and dosing adjustments) or acquired tolerances to
(Luck (Will) save resists). make effective use of your inventions.
18
◆ Field Repair Once per adventure, you may
spend 1d6 x 10 mins to repair a broken or
damaged item (eg shield, weapon) in the field,
using your carry tools, spare parts, etc.
UNIQUE FEATURE
At 3rd, 6th, and 9th levels, you gain a Unique
Feature. See p.15 and 45.
NEW SKILL
At 2nd, 5th, and 8th level, you gain one new
skill (the skill need not be on your class list).
MajOr BreakthrOugh
At 5th level, you make a major breakthrough or
new discovery, enabling the following benefits:
19
You are a barbarian, a savage warrior from the
tundra, mountains, deep forests, or sandy wastes.
You might be a Viking raider, a Conan like
behemoth, or an Amazonian warrior woman.
Key Attribute
Constitution (Min 13).
Hit Points
Equal to Con score + (Level x2).
Weapons
All except crossbows.
Skills
Athletics, Wilderness Lore, plus roll 1d10 three
times: (i) Acrobatics, (ii) Animal Lore, (iii)
Deception, (iv) Detection, (v) Divine Lore, (vi)
Gather Info, (vii) Leadership, (viii) Persuasion, (ix)
Watercraft, (x) Stealth.
20
FEROCIOUS RAGE UNIQUE FEATURE
As a barbarian you may harness a primal and At 3rd, 6th, and 9th levels, you gain a Unique
ferocious rage, transforming you into a fearsome Feature. See p.15 and 45.
and bloodthirsty combatant.
Wild Born
At 1st level, your athleticism and survival skills
grant you adv on Wilderness Lore checks, light
armour grants +3 AC* instead of +1 AC, and you
ignore skill penalties for medium armour (p.61).
Sixth SenSe
By 2nd level you have seen enough to
cultivate a sixth sense for hidden danger.
Whenever you are ambushed or surprised,
make a Con check (Reroll available). On a
Great Success you may act normally.
21
You are a bard, a charismatic wanderer; part artist,
diplomat, and warrior, as skilled with blades as you
are with ballads. You might be a fearsome skald, a
celebrated performer, or a master of whispers. In
your travels you draw knowledge from all corners,
forging alliances and extracting secrets from those
who should know better.
Key Attribute
Charisma
Hit Points
Equal to Con score + (Level x2).
Weapons
All.
Skills
Persuasion, Deception, General Lore plus roll 1d10
three times: (i) Apothecary, (ii) Arcane Lore, (iii)
Athletics, (iv) Detection, (v) Divine Lore, (vi)
Gather Information, (vii) Leadership, (viii) Stealth
(ix) Watercraft, (x) Traps & Locks.
22
InSpire GreatneSS UNIQUE FEATURE
At 1st level, your unifying presence builds trust At 3rd, 6th, and 9th levels, you gain a Unique
within the party and inspires its companions to Feature. See p.15 and 45.
moments of greatness. You begin an adventure
with one use of this ability per level. You may use
Inspire Greatness at any time (no action) provided
NEW SKILL
an ally is within Far range, and able to see or hear At 2nd, 5th, and 8th level, you gain one new skill
you. When you inspire an ally, grant them one of (the skill need not be on your class list).
the following effects. Expended uses may be
regained by taking Short or Long Rests. Rallying ShOut
At 5th level, you employ a mix of unconventional
◆ Apply a bonus equal to your Cha modifier on
fighting techniques, developed through study and
any single roll (excluding Trauma rolls). You
adventure, expanding your crit range to 19-20.
may use this ability after seeing the result of
Additionally, if an ally within Far range that can see
the roll. You may use this ability on your own
or hear you misses with an attack, you may spend a
rolls if you can see or hear an ally within Far
Reroll to allow them to reroll their attack. You may
range. The GM may limit the kinds of rolls
also use this ability on your own failed attacks,
this ability applies to and/or if it stacks with
provided you can see or hear an ally within Far
other modifiers p.64.
range. This ability mayonly be used once per round.
◆ If an ally has suffered an adverse magical
effect for at least one round, they may attempt WARLORD
a second Luck save to end it. If successful, the At 7th level, when an ally within Close range that
PC’s Luck score is reduced by two points can see or hear you fumbles their attack roll, they
instead of one. This ability is not applicable to automatically reroll their attack (no Reroll cost).
instant durations or permanent effects, and You also reroll your own fumbled attacks, provided
may not be activated more than once per you can see or hear an ally within Close range.
round or effect.
◆ If an ally is reduced to zero hp, that ally gains BEYOND 9TH LEVEL
an immediate melee or ranged attack against If you survive this long, you retire as the
their opponent. The ally is reduced to zero hp untouchable head of a powerful network of secret
regardless of the outcome of their attack (any informants. Your influence spans multiple cities, if
hits occur simultaneously, which may lead to not continents, rivaling that of even the greatest
both combatants being incapacitated). guilds or houses.
Silver TOngued
At 1st level you have the gift of the gab, and are
skilled in the art of soliciting rumours, gossip, and
other intel. Gain advantage when using the Gather
Information skill, when performing to entertain or
inspire, and when using either the Persuasion or
Deception skill (choose one).
Bardic Knowledge
By 2nd level, your studies have earned you an ear
for languages and a broad knowledge of cultures.
You may make a Charisma check to understand a
few key words of a language you don’t formally
know (and/or perhaps speak a couple of stilted
words; GM’s call). Additionally, you roll against
Cha (not Int) when recalling lore about history,
culture, legends, and etiquette.
23
You are a cultist, the devoted servant of a god,
daemon, or other cosmic entity distant and
inscrutable. You might be a pious priestess, an
unflinching inquisitor, or a haunted warlock
struggling to avert a terrible doom.
Key Attribute
Willpower
Hit Points
Equal to Con score + (Level x2).
Weapons
Bludgeoning, and any weapons sacred to the cult’s
ethos (GM’s call).
Skills
Apothecary, Divine Lore plus roll 1d10 three times:
(i) Arcane Lore, (ii) Athletics, (iii) Deception, (iv)
Detection, (v) Gather Info, (vi) General Lore, (vii)
Persuasion, (viii) Watercraft, (ix) Stealth, (x)
Wilderness Lore.
24
BLESSINGS 7-12. Spell like Blessing Each time you choose
this ability, gain a blessing that mimics one
Choose the deity you serve and apply the relevant of the following spell effects. You cannot use
Patron Benefit. As an agent of the gods, you may the same Spell like Blessing more times than
petition your patron for aid in the form of your Will mod per day.
supernatural blessings. At 1st level, you know a
number of blessings equal to your Will modifier;
roll 1d12 and see below to determine which. With SPELL LIKE BLESSINGS
each new level, learn one additional blessing of
your choice.
7 Mend Flesh 10 Pierce the Veil
You begin an adventure with one use of this ability
per level. Unless noted otherwise, attempting to 8 Cleansing Charm 11 Sever Arcarnum
invoke a blessing is similar to casting a spell; see
p.96 (generally requires an action, and possibly a
Will check). You may regain expended uses by 9 Light of Soliri 12 Abjure the Unnatural
taking Short or Long Rests.
25
ExaMple GodS
Five deities from the Argosa Sandbox are provided
below as examples. Each comes with suggested
Tenets and Patron Benefits. GMs are encouraged to
tweak or substitute as desired.
26
Common Phrases No life without death. Bones and ◆ Finish your foe without hesitation.
dust, blood and rust. All are equal before Baal. Baal’s
Balls! ◆ Iron & steel are hallowed metals; treat them so.
Icons Skull chalice. Crow(s). Ooze. ◆ Bring glory to yourself and the Iron God.
◆ Pray for the departed. ◆ Trained for War You may use all melee
weapons or heavy armour (choose one).
◆ Heed the suffering of others.
◆ Offering of Blood You may access your
◆ End those that deserve death. Rerolls for melee attack and damage rolls.
◆ Purge the undead and the Shennog
demon, wherever they roam. Shennog is the goddess of night, darkness, mystery,
deceit, and madness. She is whispered to in times of
◆ Stifle disease. treachery, despair, and clandestine activity. Most
descriptions of Shennog suggest a formless shadow,
◆ It is blessed to repurpose that which is in decay. broken mirror, or a giant spider.
Patron Benefits Related Activities Tending the mentally ill, false
dealings, double crosses, stealth and infiltration,
◆ Shadow of Death When you roll a critical hit
nocturnal affairs, subterranean exploration.
on a melee attack roll, a living target with
Shennog has no known feast day (if there is one, it’s
equal or less HD than you dies (no save). This
kept secret).
is a magical effect and requires a DDM check.
You may choose not to invoke this effect.
Common Phrases The darkest corners cloak the
◆ Add the following to Spell like Blessing: greatest secrets. Reject the mundane and embrace
Riddle of Bones, Bestial Communion (vermin, revelation. Mystery is the font of wonder.
crows and ravens only), Glimpse the True Gods.
Icons Slender crescent moon forming a circle,
Graxus (The Iron God) spider or webs, cracked mirror.
Graxus is the god of war, courage, struggle, and
glory. He is called upon in times of conflict and
strife, either to rally strength or deflect his wrath.
He is frequently depicted as a juggernaut of
destruction; a towering half man, half iron fusing
of steel and flesh.
Tenets
27
Tenets Patron Benefits
◆ One secret for another. ◆ You may roll against Will on checks relating
to Wilderness Lore.
◆ Invoke trickery and guile.
◆ Add the following to Spell like Blessings:
◆ Delve the dark places of the world. Bestial Communion, One with the Deep,
Thunderous Invocation.
◆ Embrace mystery and wonder.
◆ Consort with the mad and un-mad alike.
Wodon
Wodon is the dual headed god of knowledge, art,
◆ Find comfort in the night. wisdom, and justice, beseeched for inspiration,
insight, and truth. They are portrayed as a giant
Patron Benefits owl, or a wizened human with two heads, one male
and one female, leaning upon a runed staff or stack
◆ You may roll against Will on checks relating of tomes.
to Stealth or Deception (choose one).
Related Activities Seeking or giving advice, study,
◆ Add the following to Spell like Blessings: investigation, meditation, artistic endeavours,
Mask of Many Faces, Place of Perfect Night, justice. Wodon’s feast day is Reverie.
Strange Joining.
Common Phrases Wodon guide you. Knowledge is
Soliri (The World Tree) power. One cannot hide from one’s self. Vengeance is a
Soliri is the goddess of the sun, weather, nature, pit, justice a door.
and creation. She is implored to bless harvests,
encourage fertility, and to repel darkness or Icons Stack of tomes. Dual headed bust. Giant owl
ferocious beasts. Commonly depicted as a female with a set of scales. Dual faced hammer.
faced sun, a swarm of leaves, or a giant world tree.
Tenets
Related Activities Planting, harvesting, breeding,
weather ceremonies, hunting, camping, surveying, ◆ Your word is your bond.
raising bonfires. Her feast day is Long Harvest.
◆ See justice done.
Common Phrases The World Tree provides. Man too
◆ Learning is blessed; expand
is a force of nature. Burn back the shadow!
and strengthen your ken.
Icons Flaring sun. Stylized leaf. Colossal tree with ◆ Preserve the old lore and relics.
great roots.
◆ Muse upon the wonderment of art.
Tenets
Patron Benefits
◆ Venerate the sun and flame.
◆ You may roll against Will on checks relating
◆ Explore the uncharted wilds. to General Lore.
◆ Give to the earth, ◆ Hammer of Judgment On a successful melee
take from the earth. hit, you may spend a Reroll to knock the target
Prone, and Blind them until the end of their
◆ Reject the hollow adornments
next turn (no save, once per target only). This
and luxuries of convention.
effect does not trigger a DDM check.
◆ Root out and destroy
◆ Add the following to Spell like Blessings:
abomination in all its forms.
Witchblade, Whispers of the Watchers.
28
29
You are a fighter, a veteran warrior expertly trained
in weapons and armour. Perhaps you are a mail
clad knight, an agile spearman, or a sharp eyed
bowman. Fighters are versatile masters of all
weapons, switching between armaments and
combat styles to best meet the foe at hand.
Key Attribute
Strength
Hit Points
Equal to Con score + (Level x3).
Weapons
All.
Skills
Leadership, Athletics, plus roll 1d12 three times: (i)
Acrobatics, (ii) Animal Lore, (iii) Apothecary, (iv)
Deception, (v) Detection, (vi) Gather Info, (vii)
General Lore (viii) Persuasion, (ix) Watercraft (x)
Stealth, (xi) Traps & Locks, (xii) Wilderness Lore.
30
ADAPTABLE 4. Opportunist When you reduce a foe to zero
hit points with a melee or thrown attack,
Your combat expertise allows you to switch immediately make another melee or thrown
weapons and fighting styles/stances at a moment’s attack. You may activate this style when you
notice. At 1st level, you know a number of styles reduce a target to zero hit points (no action,
equal to your Strength modifier; roll 1d12 on the but must be during your turn). You may not
below list to determine which. With each new level, use this ability more than once per round.
learn one additional style of your choosing.
5. Protector You automatically succeed on
You begin an adventure with one use of this ability Initiative checks to trigger Rescue Exploits,
per level. Unless noted otherwise, you may expend and shields grant +2 AC instead of +1.
a use of this ability as part of your normal action,
choosing one stance to apply. You may regain 6. Ranged When you make a ranged or thrown
expended uses by taking Short or Long Rests. attack, targets lose any AC bonus due to
cover. Additionally if you miss your target
At 1st level, choose one of your styles to be your you never reroll the attack against an ally in
default style. You gain the benefits of your default the same melee.
style at all times, except when you switch to another
using Adaptable. You may change your default style 7. Single Weapon When armed with a one
when you level up, if you wish. handed weapon and your other hand empty
(exception: holding a light), gain +2 Init,
When you expend a use of Adaptable, choose one defensive Luck (Dex) rolls, & Party Retreats.
of your styles and apply its benefits until the end of
that combat. Stance benefits do not stack with each 8. Two Hander When using a melee weapon
other, only the current stance applies. If swapping two handed, gain adv when rolling damage.
armaments, you stow any readied gear as part of
9. Unarmed Your unarmed attacks cause 1d6
your action. You may revert to your default style at
damage instead of 1d2. On a Nat 19, you
any time during your turn (no action, and this does
may grab or disarm your foe.
not expend a use of Adaptable).
10. Brutal When you inflict a Nat 19 effect with
Kruncor has Two Hander default style, and also a melee weapon, add +2 to Trauma rolls
knows Protector and Ranged. He automatically (does not stack with similar modifiers).
begins a battle with Two Hander (advantage on
damage rolls with his great axe), but part way 11. Rearguard You may activate this style at the
through expends one use of Adaptable to switch to start of a round, prior to your turn. You
Protector (gaining shield and Rescue benefits adopt defensive manoeuvres, directing a
instead of advantage on damage rolls). A few tactical retreat as you guide your allies to
rounds later Kruncor reverts back to Two Hander safety. All party members gain advantage on
style (no action, and no use of Adaptable) to finish all Party Retreat related tests.
off an enemy.
12. Expert Guard Your fumbled weapon attacks
1. Charger When you take the charge action, become ordinary misses instead. You may
enemies do not gain the usual +2 attack activate this style when you roll a fumble.
bonus against you, and if you hit, the target
must make a Luck (Str) save or be knocked
prone and/or pushed a short distance.
31
Deadly StrikeS NEW SKILL
Your battle training helps you land crippling blows. At 2nd, 5th, and 8th level, you gain one new skill
When using a weapon, your crit range expands to (the skill need not be on your class list).
19-20, and Nat 19 effects also occur on a crit.
SECOND ATTACK
SupplieS At 5th level, when you use an action to attack, you
By 2nd level, you naturally anticipate and prepare make two attacks instead of one. If Two Weapon
for dangers and obstacles that lie ahead. At any Fighting, you don’t get a second Extra attack (p.80).
time during an adventure, you may automatically
add 1d4 mundane items to your equipment list (the
items must have a common theme). For example,
MASTER OF ARMS
you might gain additional coils of rope, a grappling At 7th level, when using a weapon, your crit range
hook and climbing boots, a cache of fire pots, and expands to 18-20. Additionally, when you are hit by
so on. Particularly expensive or bulky items may a melee attack, you may spend a Reroll to gain a
not be permitted at the GM’s discretion. After using 50% chance of parrying the attack, negating it. GM
this ability, you may not use it again until you discretion applies; attacks while surprised or from
resupply at a village, town or city (the GM might very large monsters may not be subject to parrying.
impose additional limits).
BEYOND 9TH LEVEL
UNIQUE FEATURE At 9th you earn yourself a title and stronghold that
At 3rd, 6th, and 9th levels, you gain a Unique attracts a body of loyal warriors. Over time you
Feature. See p.15 and 45. attract villagers who prosper under your protection.
32
You are a magic user, a student of strange and
supernatural powers that are not well understood.
You might be a mysterious conjurer, a dread
witchdoctor, or an eccentric sorcerer with a six
demon bag.
Key Attribute
Intelligence
Hit Points
Equal to Con score + Level.
Weapons
One handed weapons, light
crossbows, sling.
Skills
Arcane Lore, Apothecary plus roll 1d10 three
times: (i) Animal Lore, (ii) Deception (iii)
Detection, (iv) Divine Lore, (v) Gather Info, (vi)
General Lore (vii) Persuasion, (viii) Watercraft (ix)
Stealth, (x) Wilderness Lore.
33
SPELLCRAFT SENSE MAGIC
At 1st level, you know a number of spells equal to Once per point of Int modifier per adventure, you
your Int bonus; roll 1d100 & consult the Spell List may spend an action to attempt an Int (Arcane
p.100 to determine which. With each new level, you Lore*) check to sense magic within line of sight up
may learn one new spell during Downtime through to Close range. If successful, you sense whether
Magical Research (including studying spellbooks, magic is present or absent, and its location. On a
scrolls, and so on acquired as loot). Great Success, you also confirm its general nature
(eg protection, etc). Illusions cannot be detected in
You begin an adventure with one use of this ability this way (p.91). On a failure, you cannot use this
per level. You may expend a use of this ability to ability again until you sleep for six hours.
attempt to cast any spell you know (see the Sorcery
chapter p.91 for more). You may regain expended
uses by taking Short or Long Rests.
MENTAL APPARATUS
At 2nd level, you craft a circlet, cap, high rimmed
Spellbook collar, or other headgear that strengthens your mind
No warlock can hold the workings of magic in their against mental attacks (costs 50 sp). While openly
mind for long. The process of learning a spell is, in wearing it you gain adv to resist mind based attacks
truth, a thought destroying one; the Veil inexorably including charm, fear, and so on, but excluding
warps perception, riddles memories, and erodes Madness. Your mental apparatus only functions for
sanity. To counter this, sorcerers bind their most you or other Magic Users. If lost or destroyed, you
dangerous secrets in spellbooks, storing them apart may create another during Downtime.
from their daily consciousness until required. How
often a Magic User must study their spellbooks is UNIQUE FEATURE
abstracted, but a wizard without their scrolls and
At 3rd, 6th, and 9th levels, you gain a Unique
tomes eventually finds themselves unable to invoke
Feature. See p.15 and 45.
magic, cackling mad, or destroyed in an ill fated
miscast (as the GM determines).
NEW SKILL
At 2nd, 5th, and 8th level, you gain one new skill
(the skill need not be on your class list).
VEIL AMULET
At 5th level, you craft an amulet, torc, or other
talisman (100 sp) that assists you to curb adverse
Veil effects. While openly wearing it you may spend
a Reroll use to reroll a DDM effect. Your amulet
only functions for you or other Magic Users. If lost
or destroyed, you may create another during
Downtime.
BATTLE FOCI
At 7th level, you craft a wand, staff, or sword (200
sp) to better channel arcane energies. While
wielding it you may spend a Reroll use to reroll any
or all spell damage dice, or the number of targets
affected by a spell. If lost or destroyed, you may
create another during Downtime.
34
You are a monk, a pilgrim adventurer and martial
artist, travelling the world in search of
enlightenment. You might be a peacekeeping
vagabond, a reclusive mystic, or a vigilante drifter.
Raised by your order, you lack family attachment
and eschew material things, focusing instead on the
perfect alignment of mind, body, and spirit.
Key Attributes
Willpower and Dexterity
Hit Points
Equal to Con score + (Level x2).
Weapons
Spear, shortsword, dagger, staff, short bow, sling.
Skills
Acrobatics, Apothecary, Athletics plus roll 1d10
three times: (i) Arcane Lore, (ii) Deception, (iii)
Detection, (iv) Divine Lore, (v) General Lore, (vi)
Persuasion, (vii) Watercraft, (viii) Stealth, (ix)
Traps & Locks, (x) Wilderness Lore.
35
MARTIAL ARTS 5. Strength of One Gain Str 19 for one action.
You are a master of unarmed combat, causing 1d6 6. Mind over Matter You delay the effect of a
damage (Nat 19 Blunt Trauma 1d12) with your persistent physical injury (eg a Trauma or
hands, feet, and other body parts. You may apply Injuries & Setbacks result) until the next Long
your Dex mod to your melee attack and damage Rest. Only one injury may be delayed at a
rolls (armed or unarmed) rather than Strength. You time.
make an Extra attack each turn with a punch, kick,
headbutt, etc, as if Two Weapon Fighting, but this 7. Purity of Self When subject to a disease or
Extra attack does not suffer disadvantage (p.80). poison (including magical), you may trigger
this ability to make a Will check to negate it.
MOnk TechniqueS 8. Moment of Clarity Until the end of your
You employ secret and highly effective fighting next turn, you ignore penalties due to poor
techniques, passed down from master to pupil over visibility, and may make a Will check to
the centuries. At 1st level, you know a number of pinpoint invisible or hidden foes within Far
techniques equal to your Will modifier; roll 1d12 range.
on the below list to determine which. With each
new level, learn one additional technique of your 9. Perfection of Will When required to make
choosing. a Luck (Will) save, you may trigger this
ability to make a Will check instead.
You begin an adventure with one use of this ability
per level. Unless noted otherwise, you may expend 10. Fork the River When damaged by a melee
a use of this ability as part of your normal action, attack, you may trigger this ability to make a
choosing one technique to apply. If a technique Will check to transfer the damage to another
requires a Will check, you may use a Reroll. You enemy instead (within Melee range of
may regain expended uses by taking Short or Long yourself or the original attacker). This ability
Rests. may not be used more than once per round.
1. Formless Water Until the start of your next 11. Dream Sight You may attempt a Will check
turn, gain a bonus equal to your Will mod to to sense magic, treat as Pierce the Veil, but
AC, Luck (Dex) saves, and defensive Dex this ability is not magical.
checks. You may trigger this ability after 12. Iron Fist On a failed Luck (Will) save, one
being hit or otherwise targeted by an living target within Melee range is Stunned.
opponent (potentially turning a hit into a Large creatures may gain a bonus on the
miss, etc). save, and very large creatures may be
2. Spirit Strike For 2d6 rounds, your melee immune (GM’s call).
attacks count as magical, cause critical hits
on natural 19-20 attack rolls, and suppress Open Hand Versatility
target regeneration. By 2nd level, you are an expert at controlling and
subduing your opponents. On a Nat 19 unarmed
3. Moon Shields Sun You may trigger this
attack roll, you may grab, trip, disarm, or push the
ability when hit by a non magical ranged
target a short distance.
attack (thrown dagger, arrow, etc). On a
successful Will check, you deflect the attack,
turning it into a miss. Critical hits cannot be UNIQUE FEATURE
deflected. This ability may not be used more At 3rd, 6th, and 9th levels, you gain a Unique
than once per round. Feature. See p.15 and 45.
4. Heaven’s Leap You jump up to Close range
in any direction. GM discretion applies, and NEW SKILL
a staff, creature, or other terrain might be At 2nd, 5th, and 8th level, you gain one new skill
required to launch from. You gain the Rogue (the skill need not be on your class list).
Skirmisher ability until the end of your turn.
36
SPIRIT WARRIOR ◆ Once per adventure, during your turn you
may spend a Reroll to make a Will check. If
At 5th level, you unlock glimmers of spiritual successful, one magical effect you are subject
enlightenment, invigorating your physical and to ends. If others are subject to the same
mental being. Gain the following benefits: effect, it does not end for them.
◆ You unarmed attacks cause 1d10 damage
instead of 1d6. COUNTERATTACK
At 7th level, after being damaged by an enemy, you
◆ Open Hand Versatility applies on a Natural may spend a Reroll to make a single unarmed attack
19-20. against that foe. This ability may not be used more
than once per round.
◆ Once per adventure, after a period of
meditation and contemplation, you may
spend a Reroll to gain a useful insight. Bearing BEYOND 9TH LEVEL
in mind your party goals, the GM will remind If you survive this long, you retire to a remote
you of an important piece of information, monastery to contemplate your final steps towards
spotlight an overlooked clue or connection, or enlightenment. Dedicated novices join your order,
provide some other kind of inspiration. guided by your tutelage as Grandmaster.
37
You are a ranger, a hunter of monsters and men;
scout of the borderlands and sentinel of
civilization. You might be a faultless tracker, a
brave woodsmen, a grizzled beastmaster, or a
veteran explorer.
Key Attribute
Perception
Hit Points
Equal to Con score + (Level x2).
Weapons
One handed weapons. All ranged weapons
except heavy crossbow.
Skills
Animal Lore, Wilderness Lore, Stealth plus roll
1d10 three times: (i) Acrobatics, (ii) Athletics,
(iii) Apothecary, (iv) Deception, (v) Detection,
(vi) Divine Lore, (vii) General Lore, (viii)
Persuasion, (ix) Watercraft (x) Traps & Locks.
38
BeaSt CoMpaniOn RanGercraft
At 1st level you have a Beast Companion of up to Traveling the outlands is dangerous for large, well
moderate size. Three examples appear below. If armed caravans, let alone solitary hunters,
your companion dies, you may gain another during requiring rangers to hone a variety of survival
Downtime. Your companion is an especially smart, talents. At 1st level, you know a number of talents
brave, and loyal beast, which under your handling equal to your Perc modifier; roll 1d12 on the below
is uniquely suited to the rigours of adventuring. list to determine which. With each new level, learn
You share a special bond and communicate using one additional talent of your choosing.
sounds, touch, hand gestures, body language, etc.
You begin an adventure with one use of this ability
Your beast companion gains the following benefits: per level. Unless noted otherwise, you may expend
a use of this ability as part of your normal action,
◆ Maximum hit points, +2 hp per ranger level. choosing one talent to apply. If a talent requires a
Perc check, you may use a Reroll. You may regain
◆ Attack bonus, and critical damage, based on expended uses by taking Short or Long Rests.
your level. AC bonus equal to your Perc mod.
1. Animal Ken You and your beast briefly
◆ One skill that is reasonably applicable to an exchange detailed information, including
animal (Stealth, Athletics, etc). matters which might not normally be
imparted by an animal (GM discretion). The
◆ Luck attribute equal to your current Luck.
GM might require a Perc check for especially
Your Luck is not reduced on a successful Luck
complex information.
save by your companion.
39
2. Antitoxin Draught One target within Melee 10. Trackless For 1d6 x 10 minutes, you and
range may apply the effects of Antitoxin. In your beast leave no tracks, ignore armour
addition, 1d4 attribute points lost due to penalties, and move stealthily without
poison are restored over 1d6 hours. slowing your normal move rate (if the GM
normally requires such).
3. Instinctive Rescue Your beast may perform
a Rescue that targets you or an ally. If the 11. Slip Away You gain the Rogue’s Skirmisher
GM agrees a Rescue is possible, your beast ability until the end of your next turn.
must make a Dex check and you a Perc
check. If successful the Rescue occurs. No 12. Healing Salve During a Short Rest, you and
Luck check is required. This ability may not up to eight allies regain hp equal to your Perc
be used more than once per adventure. mod (independent of chosen rest benefits).
Limited to once per rest only.
4. Nature’s Venom After you hit with a
weapon attack, you may trigger this talent to
impose a 75% chance that the target is
Steady Shot
Dazed. This is a Poison effect. From 2nd level, when you make a ranged attack,
targets lose any AC bonus due to cover. In addition,
5. Off Hand Adept If Two Weapon Fighting if you miss your target you never reroll the attack
(p.80), before rolling to hit with your Extra against an ally in the same melee.
attack, you may trigger this talent to negate
the usual disadvantage penalty this turn. UNIQUE FEATURE
6. Cover Fire If you or an ally is hit by a ranged At 3rd, 6th, and 9th levels, you gain a Unique
attack, you may trigger this talent to reroll Feature. See p.15 and 45.
the attack and apply the lowest result. You
must be armed with a ranged or throwing
weapon and be within range of the attacker
NEW SKILL
to activate this ability. At 2nd, 5th, and 8th level, you gain one new skill
(the skill need not be on your class list).
7. Ranger’s Ointment For 1d6+6 hours, one
target within Melee range gains advantage SECOND ATTACK
on rolls to resist adverse effects inflicted by
At 5th level, when you use an action to attack, you
cold, heat, fire, and lightning (magical or
make two attacks instead of one. If Two Weapon
otherwise).
Fighting, you don’t get a second Extra attack (p.80).
8. Seasoned Explorer You roll against Perc
(not Int) on Wilderness Lore checks. Once MASTER HUNteR
known, this talent is always active, and does At 7th level, your ranged attacks cause critical hits
not require expending a Rangercraft use. on a natural 1d20 roll of 19-20.
9. Sharpshooter Before rolling for damage
with a ranged attack, you may trigger this In addition, your beast companion gains the
talent to make a Perc check. If successful, following benefits:
your hit causes critical damage. This ability
may not be used more than once per combat. ◆ Reduces all damage by 2 points (min 1).
40
You are a rogue, a lurker in the shadows, gifted in
acrobatics, stealth, and sleight of hand. You might
be a brave scout, a sly thief, a deadly assassin, or a
haughty pirate. In any guise, agility and cunning are
the rogue’s hallmarks.
Key Attribute
Dexterity
Hit Points
Equal to Con score + (Level x2).
Weapons
One handed weapons, light crossbow,
short bow, and sling.
Skills
Stealth, Sleight of Hand, Traps & Locks, plus roll
1d10 three times: (i) Acrobatics, (ii) Apothecary,
(iii) Arcane Lore, (iv) Deception, (v) Detection, (vi)
Divine Lore, (vii) Gather Info, (viii) General Lore,
(ix) Persuasion, (x) Watercraft.
41
BackStab 1. Cat’s Grace Subject to GM discretion, you
may turn a failed save or check relating to
You are a master of ambush and assassination. climbing, acrobatics, or falling, into a
From 1st level, once per turn, when making a melee success.
attack against a target that is surprised by you, gain
a +4 attack bonus and inflict an additional 1d8 2. Choking Dust Up to 1d4 targets within
damage. At 5th level the damage increases to 3d6. Melee range must make a Luck (Con) save or
be rendered mute for 1d4 rounds.
FiniSher 3. Blind Sense By applying the proper
From 1st level you are adept at picking off injured techniques, you temporarily heighten your
foes. When you hit a Wounded target (p.83), you senses, downgrading Blind to Near Blind, or
may add your backstab damage (once per target, negating Near Blind. The effect lasts 1d6 x 10
and melee attacks only). minutes.
42
SkirMiSher Lethal PreciSiOn
By 2nd level you are a natural skirmisher, attacking At 7th level, you may spend a Reroll use to reroll
swiftly then disengaging before your target can any or all backstab damage dice, or the number of
properly retaliate. When you are subject to a free targets affected by a trick.
attack due to your movement, the enemy suffers
disadvantage on the attack roll.
BEYOND 9TH LEVEL
UNIQUE FEATURE If you survive this long, you retire as Guildmaster
of a gang of thieves, cutpurses, and scoundrels.
At 3rd, 6th, and 9th levels, you gain a Unique Your associates are surprisingly loyal, just so long
Feature. See p.15 and 45. as you keep the opportunities flowing.
NEW SKILL
At 2nd, 5th, and 8th level, you gain one new skill
(the skill need not be on your class list).
43
An optional step in character creation is generating prior bonds between party members, to explain why the
PCs are (at least initially) willing to adventure together. Most bonds are past events, but some could be
ongoing concerns if desired (discuss with your GM). If a rolled bond is a poor fit for certain characters, swap
in a more appropriate PC, roll again, or simply choose. By the end of this process, all PCs should have
connections to at least two party members (either directly, or indirectly as a “friend of a friend”).
◆ Firstly, roll d66 to generate one bond for every two PCs. Eg for four PCs, roll up two bonds.
◆ If there are five PCs, roll one extra bond to link the left over PC to one other adventurer.
◆ Lastly, roll one final bond between two PCs who have no connection (directly or indirectly).
PARTY BONDS
11 Lone survivors of a battle 31 Sailing or riverboat voyage 51 Fought in a war
12 Childhood friends 32 In a riot together 52 Captives for a brief time
13 Temple attendees 33 Prison cell mates 53 Grifters’ scam
14 Served in the town militia 34 Betrayed by an employer 54 Bouncers in a tavern
15 Caravan attack 35 Deceased teacher or mentor 55 Joint research task
16 Swore a common oath 36 Defenders in a siege 56 Saved people from a fire
21 Slaves to the same master 41 Plague lockdown survivors 61 Drinking buddies
22 Stole something for someone 42 Joint debt to someone/thing 62 Muscle for a crime boss
23 Borderlands patrol 43 Bodyguard duties 63 Bounty hunter job
Pit Fighters from the same Last members of a fallen Shared curse from the same
24 44 64
(or respected rival) faction mercenary company supernatural source
Befriended the same street Respected rivals on a job or Joined by fate or prophecy;
25 45 65
animal (gain a free Pet) in a particular interest you share a recurrent dream
26 Smuggling job 46 Expedition to find a lost ruin 66 Related (cousins, siblings, etc)
Muscle for
Crime Boss
Prison
Cell Mates
44
Some example Unique Features (advancements
gained at 3rd, 6th, and 9th level) appear below.
Each may be selected once only, unless the GM
determines otherwise. “Crossclass” feats are only
available to PCs of a different class.
ARMOUR TRAINING
Most UFs include three tiers, representing low,
moderate, and high power versions. Each tier Gain proficiency in the next level of heavier
1 armour or shields.
accumulates upon the last. The GM decides which
power level UFs operate at in their campaign, Gain proficiency in the next level of heavier
either globally or assessing each UF on its merits, 2 armour and shields.
bearing in mind the composition and power of the
party. Alternatively the GM might allow players to 3 Gain proficiency in all armour and shields.
cherry pick a benefit from the list.
45
CHARMED LIFE DIVINE BARGAIN
When all your blessing uses have been expended,
1 Increase your maximum Luck by 1 point. you may invoke a blessing in exchange for a price
or debt brokered with an agent of your deity
When making Luck rolls, on a natural roll (played by the GM). If no agreement can be
2 of 1-3, your Luck is not reduced. reached, you trigger a Divine Rebuke and your
action is wasted. Once per adventure only.
CoMBAT MEDIC
During a Short Rest, cause one patient to ENCHANTER
1 restore five hp. You begin an adventure
with one use of this ability. By fate, fortune, or design, you know the secret to
enchanting a single Major Magical Item of your
Once per adventure, spend an action to
own creation (divine boon, forbidden knowledge,
grant a touched target (including yourself)
2 another Luck save vs ongoing poison or
unlocking a family heirloom, awakened bloodline,
etc). Work out the item’s details with your GM,
disease.
per the Magical Research rules. When you
Characters that make their Death save and attempt the ritual to create the item, you count as
are Dying usually regain consciousness and having all relevant skills.
3 1 hit point in 1d3 minutes (p.83). Once per
adventure, when you treat a Dying PC you
FAUSTIAN PACT
may reduce this time to 1 round.
46
INJURY ADAPTION MASTER OF FACES
You train to adapt to a permanent injury, You are the undisputed master of
1 negating all related penalties (GM’s call). impersonation and disguise. With a special
disguise kit (rare, 5d10+50 sp, 5 uses) you
You are skilled at baiting others to leverage gain advantage on all checks to disguise
the weakness usually associated with your 1 yourself as another humanoid. The GM
permanent injury, only to face a calculated decides whether certain humanoids are too
2 counterattack. Once per battle, after an outlandish to be impersonated, and the
attack misses you, immediately make a free time it takes to prepare your disguise.
attack against your opponent.
If you help another person with their
disguise, they gain a free Reroll to maintain
2 the ruse. This costs one use of your disguise
Iron grit kit.
You may only choose this Unique Feature
1 if you have survived a Death save. Increase
your hit point maximum by 5.
MONSTER LORE
Whenever you suffer a critical hit, you may Since childhood you have had an enduring
2 spend a Reroll to turn it into a normal hit fascination with monsters, developing an
instead. extensive knowledge of monstrous myths,
Gain a +2 bonus on Death saves (does not 1 legends, and eye witness accounts. You
3 stack with other Death save bonuses). may make an Int check (no action) to
identify the general species of any monster
you encounter (subject to GM veto).
KNIFE FIGHTER If you succeed on your Int check, you may
spend a Reroll (no action) to recall some or
When using daggers or knives, they cause all powers, resistances, vulnerabilities, etc
1 1d6 damage and may be thrown up to Far
2
of the target. The GM decides how much
range. information to provide, including perhaps
Increase your crit range by 1 for dagger and stats like AC, HD, etc, taking into account
2 knife attacks. your Int check result, the campaign world,
monster rarity, etc.
On a Nat 19 or critical hit with a dagger or
3 knife attack, the target is struck in a vital
area, causing Blade Trauma (1d10+2). MONK TECHNIQUES
(cross class)
MARKSMAN Gain a limited version of the Monk Techniques
ability. Learn two techniques. You begin an
When using ranged weapons, you do not adventure with two uses of this ability. These
suffer disadvantage when shooting further abilities do not function if you are wearing
1 than the weapon’s usual range, and never medium or heavy armour.
roll to see if you inadvertently hit an ally in
melee with your target.
You reroll fumbled attacks with ranged oracle
2 weapons. You interpret the portents of fate through rune
Before the first round of a new combat bones, tea leaves, etc. Once per adventure, engage
(assuming you are not surprised), you may in a 1d4 hour ritual to make a Luck check. If
3 spend a Reroll to make a free ranged attack successful, ask the GM one question about the
against one target. future. If possible the GM will answer truthfully or
provide a useful clue. The answer may be cryptic or
in riddles. On a Terrible Failure, you suffer a
random Madness.
47
PACK TACTICS
Signet ring Trollblood
49-50 40 sp
75-76 ointment
On your turn, spend a Reroll (no action, 51-52 Antitoxin 77-78 Smelling salts
max once per turn) to grant an ally an
1 immediate move or single attack. The ally 53-54 Holy symbol 79-80 Live beetle
must be able to see or hear you. You begin
an adventure with one use of this ability. 55-56 Jar of bees 81-82 Liquor flask
When you roll a critical hit, you may make
a Cha check. If successful, you may spend 57-58 Acid flask 83-84 Glass shard
2 a Reroll as per (1) above (does not count as
expending a use of this ability). 59-60 Silvered knife 85-86 Foreign coin
When you are reduced to zero hp, you may 61-62 Flask of grease 87-88 Cheese wedge
immediately grant a move or single attack
3 as per (1) above (no Reroll cost, does not 63-64 Bag of caltrops 89-90 Skipping stone
count as expending a use of this ability).
65-66 Holy water 91-92 Chicken egg
3-4 Fishing hook 27-28 Lockpicks If successful, you create 1d4 doses of a random
Poison (roll 1d10 on the Poison table) reflecting the
5-6 Trip wires 29-30 Spyglass ingredients available to you at the time. On a Great
Success you make 5 doses. On a Terrible Failure
7-8 Oil flask 31-32 Signal whistle you poison yourself; reduce your maximum Luck
by 1 point until the end of your next adventure.
9-10 Gemstone 30 sp 33-34 Bag of flour
Alternatively, if you have a specific ingredient, you
11-12 Random Poison 35-36 Firepot may create a particular poison (GM’s call).
48
RoGUE TRICKS SIGNATURE WEAPoN
(CrOSSclaSS) Choose one weapon type (eg longsword or
Gain a limited version of the Rogue Tricks & 1 shortsword or light axe). While using such
Techniques ability. Learn two tricks. You begin an treat your damage dice as exploding (p.7).
adventure with two uses of this ability. Gain a +2 bonus when attempting Minor
2 Exploits with your signature weapon.
Once per adventure, while using a signature
RUNESMITH 3 weapon, you may spend a Reroll to turn a
missed attack into a hit.
You are skilled in the lost art of enchanting items
through precise, painstaking rune etchings. Learn
three random spells (roll 1d100 on the Spell List).
You may perform a ritual to store one of your
known spells in any ring sized or larger object.
Treat this process as inscribing a Scroll p.126, but
no spellbook or monster parts (special materials)
are required. Anyone may automatically release
the spell with a command word (action), applying
success or Great Success to the spell effect per the
creator’s original Int (Arcane Lore*) check. Each
stored spell increases your min DDM tally by 1.
SECRET HISTORY
Reveal a secret background that no-one
suspected. Gain a related skill, and your
1 extra background might also prove useful
for skill related checks.
Gain a useful related contact who is a past
2 ally, owes you a favour, or has goals aligned
with yours.
Gain a powerful related benefactor whose
goals are consistent with your own, for
3 now. Your benefactor is willing to assist you
with significant resources, but will expect
favours in return.
SHIELDMAIDEN
If proficient & using a shield, gain +2 AC
1 instead of +1 (does not stack with the
Fighter Protector ability).
After performing a shield punch attack, you
2 may spend a Reroll to avoid losing your
shield benefits.
You may use your shield to negate two
3 attacks instead of one before it is destroyed
(p.61).
49
SLIPPERY BASTARD THIEVES’ GRACE
Gain a +3 bonus when attempting to Gain advantage on Traps & Locks, Sleight of
1 Hand, or Stealth checks (choose one).
escape bonds, manacles, webs, nets, being
1 grabbed, etc, and Luck checks for Party If damaged by a trap, reduce the damage to
Retreats. 2 1d100 percent (eg: on a roll of 43, you
When you are hit by a free attack due to suffer 43% of the damage rolled).
your movement, you may spend a Reroll to You may attempt to climb sheer surfaces
2 force the attacker to reroll. You must accept 3 that others simply cannot (GM’s call).
the result of the new roll.
Subject to GM veto, you may attempt
escape even in situations where escape UNUSUAL MOUNT
would normally be impossible (eg: by
3 spitting up a tiny piece of lock picking wire You gain an unusual mount such as a Dire Wolf,
concealed in a false tooth, extreme body Griffon, Giant Lizard, or similar with HD 4 or less.
contortion, manipulating double jointed The GM decides what it costs, including for
shoulders/elbows/wrists/knees, etc). example one or more of: silver, a special service,
permanent loss of a point of Luck, etc. Apply the
Monstrous Pet rules p.122. If your mount dies you
SPELLCRAFT do not gain another.
(CrOssclass)
Gain a limited version of the Magic User Spellcraft vengeful
ability. Learn two spells (one random, one chosen).
You begin an adventure with two uses of this 1 While Wounded, gain +2 to attack rolls.
ability, and a DDM tally of 3.
While Wounded, increase your crit range by
2 2 points.
VoID CALLER
When you use magic (including items), you
may choose to trigger a DDM effect. Roll
1 1d100 to determine the nature of the effect,
and reduce your Luck by 1 point.
Instead of using sorcery, you may trigger a
DDM effect by spending an action to bleed
2 yourself (causes 1 Con loss). Roll 1d100 to
determine the nature of the effect, and
reduce your Luck by 1 point.
WEAPoNS TRAINING
Gain proficiency in one melee weapon or
1 one ranged weapon.
Gain proficiency in one melee and one
2 ranged weapon, or two melee weapons, or
two ranged weapons.
Gain proficiency in all melee and ranged
3 weapons.
50
51
Adventurers begin the game with a number of skills
as outlined in character creation. PCs also gain an
additional skill at 2nd, 5th, and 8th level.
◆ At the GM’s option, being skilled might be a Level 4-6 Rerolls equal to 4.
precondition for a Great Success, turn a
Terrible Failure into an ordinary failure, or
Level 7-9 Rerolls equal to 5.
obviate the need to roll (ie automatic success).
RELEVANT REQUIRED
If an adventurer fails one of the below checks, or
vs does not obtain as favourable a result as they would
If a skill is relevant to an Attribute check, but not like, they may use a Reroll.
required, it will be noted in brackets, for example a
Str (Athletics) check. In the rare case where a skill ◆ Attribute Check If the PC has a relevant
is required in order to even attempt the action, it skill, or possibly background (see below), or
will be noted in brackets with an asterisk (eg an Int when attempting to activate a class ability (eg
(Apothecary*) check), or the GM decides such on making a Will check to activate the Monk’s
a case by case basis. The relevance or otherwise of Fork the River ability).
skills is always subject to GM discretion.
◆ Luck rolls.
The Skills table indicates which attribute(s) usually
pair with which skill. In some instances the GM ◆ Death saves.
might rule that a different attribute applies. Note
◆ Short Rest Willpower recovery checks.
that skill domains are not mutually exclusive and
some overlap. Wilderness Lore and Animal Lore
Only one Reroll may be used per action. If
might both apply to hunting for instance, and
advantage or disadvantage applies, only one of the
Athletics or Acrobatics to leaping across a pit. GMs
results are rerolled. Rerolls may sometimes be spent
are encouraged to modify the skill list to best suit
for other reasons, as noted in individual ability
their gaming preferences.
descriptions.
Designer’s Thoughts
The old Insight skill has been removed from the PC BackgroundS
skill list. Players must rely on their own intuition If an action is closely connected with a character’s
when deciding whether an NPC is being truthful or background, and is not a listed skill, Rerolls might
not. While this undermines “Sherlock Holmes” like be available for that task (GM’s call). For example,
characters, overall we found the gameplay benefits a Roof Thatcher background might permit an Int
outweigh the drawbacks. reroll to identify weak points on rooftop.
52
SKILLS
SKILL ATTR WHEN RELEVANT
Climbing, jumping, tumbling, parkour, escapology, and tests of agility. May
Acrobatics Dex assist with standing up from Prone (p.70).
Int Animal behaviour, animal handling, hunting, mounted combat, driving
Animal Lore or Cha carts & carriages, animal training, veterinary lore, bestial monster lore.
First aid (including using Healer’s Kits), injury recovery, poisons, biology,
Apothecary Int treating disease.
Sensing magic, recalling magical lore, fantastic monster lore, alchemy.
Arcane Lore Int
Might assist in disarming some kinds of magical traps (GM’s call).
Running, climbing, swimming, jumping, tests of physical power including
Str
Athletics grappling, breaking down a door, knocking an enemy prone, pushing a foe
or Con backwards, and so on.
Telling convincing lies, impersonations, making and using disguises and
Deception Cha
forgeries. NPCs might oppose using Int (GM’s call).
General state of alertness as well as purposeful searching. Detecting traps,
Detection Perc ambushes, clues, secret doors, and so on.
Specialized, obscure, or forbidden religious lore, rites, and creatures (holy
Divine Lore Int
and unholy).
Rumour hunting, rumour mongering, canvassing for witnesses or a missing
Gather Cha person or item, extended researching (eg: monster weaknesses or other
Information or Int specifics, the location of a lost ruin, etc).
The general catch all lore skill, recalling a broad range of historical,
General Lore Int scientific, and political information (but not Arcane, Animal, Divine or
Wilderness Lore).
Inspiration, bolstering morale, intimidation, teaching, having orders
Leadership Cha obeyed. The Leadership skill assists in recruiting hirelings.
Sleight of Picking pockets, palming, hiding small objects on your person, or planting
Dex
Hand objects on others.
Stealth Dex Hiding and moving silently. Often opposed by Perc (Detection).
53
54
The equipment lists below provide the usual price
range for each type of item, with variance for
ENCUMBRANCE
availability, quality, and decoration. Silver pieces PCs have item slots equal to Strength (min 10).
are the default denomination. 100 coppers (cp)
equals 10 silver pieces (sp) equals 1 gold piece (gp). ◆ An item slot fits anything about the size of a
sword or small sack (holds up to 200 coins).
Uncommon 3d10 sp 14 2d4 1d6 days Whilst the exact location of an adventurer’s gear is
abstracted, when using equipment players should
indicate which items are in which hand. The order
Rare 5d10+50 sp 8 1d4 1d6 wks of items by slot may also be relevant to some
adverse situations. Eg a fiery blast might damage a
random piece of Battle Gear, and so on.
Very Rare GM’s call 3 1 1d6 mths
Encumbered
An adventurer carrying more than their Str score is
LIGHT SOURCES Encumbered, suffering disadvantage on checks
relating to Athletics, Acrobatics, Chases, and Party
Torches burn for one hour and shed light in a Close Retreats. An Encumbered PC cannot charge or
area. A flask of oil in a lantern burns for six hours attempt Rescues, and company Hexploration speed
and illuminates a Close area. A bullseye lantern may be affected (p.134). The max number of “slot
projects a narrow beam out to Far distance instead. items” a character can carry is twice their Strength.
55
COMMON GEAR RARE gear
Common equipment costs 1d3 sp and is available Rare items cost 5d10+50 sp and are generally
in most villages . Most examples below take up one found in cities or wealthy towns.
item slot (worn items do not take up slots, and two
handed items take two slots). Smaller quantities of For random items roll 1d20: 1 Acid, 2-3 Antitoxin,
different types of items might be bundled into a 4-5 Fire Pot, 6-7 Healer’s Kit, 8 Hook Hand,
misc bundle slot (GM’s call). Rations include 9 Magnifying Glass, 10 Spyglass, 11 Peg Leg, 12
water. Arrows typically use Ammo rolls* p.58. Poison, 13 Poppy Milk, 14 Poisoner’s Ring, 15
Thieves’ Tools, 16-17 Smelling Salts, 18 Tripwires,
19 Trollblood Ointment, 20 Yellow Lotus Powder.
COMMON GEAR
Acid
11 Arrows (20*) 41 Mirror, small A vial of acid may (slowly) melt through locks,
12 Bedroll 42 Oil Flask hinges, chains, etc. It may also be thrown (Close
range) at an enemy, causing 1d8 acid damage.
13 Bell, Steel (5) 43 Parchment (5)
Antitoxin
14 Block & Tackle 44 Pickaxe
Antitoxin applied within one minute of poisoning
15 Candles (5) 44 Pole, 10 ft grants a second Luck save to resist the poison or
some other beneficial effect at the GM’s discretion.
16 Canvas, large 46 Pot, Bowl It does not undo attribute or hit point loss already
Rations suffered, but will stave off further loss, paralysis, or
21 Chain 10 ft 51 inc water (5) death. Antitoxin may also be taken ahead of time,
granting the same protection for 2d6 rounds.
22 Chalk (5 sticks) 52 Rope, 60 ft
23 Chest, small 53 Sealing Wax Fire Pot
The fire pot is a thrown missile weapon (range Far,
24 Clothes 54 Shovel +2 bonus on attack roll) which explodes in a Melee
area, causing 1d10 damage (Nat 19: Luck (Con)
25 Crowbar 55 Signal Whistle
save or Burning) and creating a thick cloud of
26 Grappling Hook 56 Spices smoke (Near Blind, disperses after 1 round).
31 Hammer 61 Spikes, Iron (5) Healer’s Kit
32 Ink, 1 oz 62 Tent, two person A Healer’s kit comes with two uses and contains
bandages, balms, etc. It may assist with recovery
33 Ladder, 10 ft 63 Tobacco (5) during Short Rests (see p.89).
34 Lamp 64 Tool Hook Hand
35 Lantern, hooded 65 Torches (5) For those absent a forearm, the practicalities of a
hook hand cannot be understated. Hooks act as
36 Lantern, bullseye 66 Wineskin (5) daggers if used as a weapon and may be attached to
custom shields. Advanced replacements are not
UNCOMMOn gear unknown, including life like shapes, tools or
weapons, hidden compartments, etc.
Uncommon gear costs 3d10 sp and is more likely in
towns or cities. GM determines any benefits. Magnifying Glass or Spyglass
A magnifying glass assists in locating tiny clues and
1 Boot blade (hidden), 2 Caltrops (Melee area, Dex starting fires (magnifying daylight). A spyglass
check or reduce speed until spend action tending to telescope allows the user to see three times as far.
feet), 3 Clothes with secret pockets, 4 Disguise Kit
(clothes, dye, etc), 5 Holy Symbol (wood, silver), Peg Leg
6 Holy Water (1), 7 Hunting Trap, 8 Padlock (avg A lower leg prosthetic to replace lost limbs beneath
quality), 9 Manacles, 10 Instrument, 11 Pommel the knee. With practice the subject will walk at
Blade (spring), 12 Secret Sheath, 13 Signet Ring. normal speed. The user suffers disadvantage on
56
movement based Dex checks, including Luck (Dex) Yellow Lotus Powder
saves. Advanced replacements are not unknown, Yellow Lotus Powder produces a two hour euphoria
similar to hook hands. and boosts social temperament (+2 bonus on social
checks, and may spend a Reroll even if unskilled).
Poison Side effects include disinhibition, elevated heart
Poisons come in a wide variety of effects as noted rate, and in long time users yellowing eyeballs.
in the Traps section (p.226). Different poisons are Each use has a 20% chance of Addiction (p.124).
administered in different ways, by skin contact,
blood injury, inhalation, and/or ingestion (GM’s
call). Applying poison to a weapon takes an action, FOOD & BOARD
and remains until a strike is delivered or one minute ◆ Cheap meal 2 cp, drink 1 cp, room 5 cp/day.
passes (at which time the poison has either run off
the blade or become inert after exposure to air). The ◆ Expensive meal 2 sp, drink 1 sp, room 5 sp or
GM decides which poisons (if any) are available for more per day.
sale on a case by case basis.
57
Second Rank Weapons
If using a weapon with the Second Rank quality,
provided an ally is in Melee range of the target, you
Every adventurer needs at least one reliable weapon may stand behind your ally to attack from the
by her side, preferably more. Example weapons of second rank. While doing so you are not in Melee
average quality and price are provided in the table range of the target (subject to GM’s call; may not
opposite. Weapons made of special metals or other apply vs large monsters with long reach, etc).
materials cost substantially more.
58
Melee weapOnS
WEAPON COST DMG RNG NAT 19 PROPERTIES
1d12 NA 1d8+4
8 Great Hammer 30 sp Two handed. -2 Initiative penalty.
Blunt Trauma
+1 damage two handed.
9 Hammer, Heavy 1d10+2*
10 sp 1d8 NA *Nat 19 alternative: push a short
10 Mace, Heavy Blunt Trauma distance or knock prone.
11 Hammer, Light 1d10* *Nat 19 alternative: push a short
3 sp 1d6 Close
12 Mace, Light Blunt Trauma distance, or knock prone.
Must be mounted. Double damage
Impale, Push on a charge. On a Nat 19 knock
- Lance 8 sp 2d4+1 NA
or Prone prone, Impale (Blade Trauma #3),
or push a short distance.
1d8 NA 1d12
14 Rapier 15 sp +2 Initiative bonus.
Blade Trauma
1d12 +1 damage two handed.
15 Spear 3 sp 1d6+1 Far
Blade Trauma Second Rank weapon.
59
RANGED weaponS
WEAPON COST DMG RANGE NAT 19 PROPERTIES
1d12 Two handed. One item slot bow, one
1 Bow, Long 50 sp 1d8 Very Far
Missile Trauma slot quiver.
Two handed. May use mounted, easier
1d10
2 Bow, Short 25 sp 1d6 Very Far to hide than long bow. One item slot
Missile Trauma
bow, one slot quiver.
Two handed. Action to reload but if
Crossbow, 1d10+2 suffer damage during a reload round,
3 100 sp 2d8 Very Far
Heavy Missile Trauma action is lost. One item slot bow, one
slot bolts.
May fire with one hand, requires two
hands to reload. Action to reload, if
Crossbow, 1d10
4 35 sp 2d4+1 Far suffer damage during a reload round,
Light Missile Trauma
action is lost. One item slot bow, one
slot bolts.
1d10+2 May be used as a melee weapon (use
5 Javelin 3 sp 1d6 Far
Missile Trauma Blade Trauma for Nat 19).
May fire with one hand. Requires two
1d10 hands to reload. Stones are free and in
6 Sling 1 sp 1d4 Very Far
Blunt Trauma abundant supply. One item slot sling,
one slot stones.
60
A character’s Armour Class (AC) = 10 + armour
AC bonus + Dex mod (if any). Heavier armours
impose penalties on certain actions, as indicated
below. Animal barding costs five times the price of
human armour.
ARMOUR
TYPE SUP TRAITS
Light
Com +1 AC
Leather, hide,
5 sp No penalties.
robes, etc. ANIMALS
Medium
+3 AC
Chain shirt, Unc TYPE SUP COST TRAVEL
-2 penalty on stealth and
breastplate, 40 sp
swimming related checks.
bone, etc. 1 Hunting Bird
+5 AC 2 Snake (poison Rare 2d10+100 sp NA
Heavy #1 p.226)
As above plus -2 penalty
Plate mail, Rare on running and climbing
chain mail, 100 sp 3 War Dog Unc 2d10+10 sp NA
related checks. Ignore
ring mail, etc.
negative Dex mod to AC. 4 Monkey Rare 2d10+30 sp NA
ShieldS 5 Donkey, 1d6+6 sp,
Shields cost 20 sp and provide +1 AC. Once per Com +1 Watch
6 Pony 1d10+20 sp
adventure, a PC may use a shield to negate a single
directional attack against them, be it a sword strike, 7 Riding Horse, Com, 2d10+50 sp, +2 Watches
lightning bolt, or dragon bite. To use this ability, a 8 War Horse Rare 5d20+300 sp p.134
player simply declares that the shield negates the
hit or damage. The shield is destroyed in the
process. Magical and adamantine shields are not VEHICLES & SHIPS
destroyed but cannot be used again in this manner
until repaired at a village or similar (at a cost of 50 TYPE SUP COST TRAVEL
sp). Unless the GM determines otherwise, they
continue to provide a +1 AC bonus.
1 Carriage Unc 5d20+50 sp +1 Watch
61
MASTERFoRGED GEAR 2d6 x 100 sp to order a masterforged weapon or
shield, or 3d6 x 100 sp for masterforged armour.
On rare occasions, mastersmiths may be available Forging silvered, cold iron, mithral or adamantine
to be commissioned to fashion bespoke weapons versions add their usual additional cost (p.58). A
and armour of unmatched quality. Made of weapon or armour may only have one masterforged
flawless or advanced materials, utilising superior quality. Creation times are typically 1d4+3 weeks
designs, or perfectly weighted to match the owner’s for a weapon or shield, and 1d6+4 months for
physiology, such armaments outperform similar armour. The GM is encouraged to create their own
equipment of their kind. Assuming a mastersmith custom masterforged qualities.
can be retained (GM’s call), adventurers may spend
In between these are actions that are reasonably Skills grant a +1 bonus to the relevant attribute
possible but have significant uncertainty attached to (max 18) and allow access to a PC’s Rerolls after a
them. In such a case, the GM makes a ruling about failed attempt. In some rare cases, a skill may be
how the uncertainty will be resolved (using the required to attempt certain actions p.52.
existing rules as a guide), and dice are rolled to
determine the outcome. Uncertain actions include
things such as making attacks, hiding from a guard,
or resisting hazardous effects from spells.
KINDS OF CHECKS
Most uncertain actions are resolved through one of
the following rolls:
ATTRIBUTE CHECKS
All attribute checks (Str, Dex, Con, Int, Will, Perc,
Cha, Init, Luck) are made with a 1d20 roll. If the
roll is equal to or under the attribute the action is
successful. Note attribute modifiers do not apply
to this roll. A natural 20 always fails, even if the
character’s attribute is 20 or more.
63
Lyssa has Str 13 and wants to break down a sturdy For simplicity, GS and TF are derived from the
door. The GM rules that a Str 16 character would base attribute only; do not apply the +1 skill bonus
automatically open the door, but requires a Str or situational modifiers. The reason for this is to
check from this PC. speed play and minimise the need to recalculate GS
and TF numbers for borderline rolls on the fly. As
Lyssa rolls 1d20 and gets a 14, more than her Str 13, always, GMs are encouraged to tweak this
which would normally mean failure. However she approach as desired.
is skilled in Athletics, boosting her Str to 14, turning
the check into a success.
ATT GS TF ATT GS TF
If the roll had been 15 or higher (a fail), Lyssa
would have had the option of using a Reroll to roll 5 2 8 13 6 20
again (due to her training in Athletics, p.52).
6 3 10 14 7 20
Modifiers
Any modifiers are GM’s call. Minor beneficial or 7 3 11 15 7 20
adverse circumstances typically apply a 1-2 point
modifier to an attribute. Modified attributes are
capped at a max of 18, unless noted otherwise. The 8 4 13 16 8 20
GM decides whether modifiers stack.
9 4 14 17 8 20
Major beneficial circumstances allow the player to
roll 2d20 instead of 1d20 and use the best result
(this is called rolling with “advantage”). Similarly,
10 5 16 18 9 20
for major adverse circumstances, the player rolls
2d20 and uses the worst result (“disadvantage”). 11 5 17 19 9 20
Alternatively, for very difficult tasks, the GM might
require a Great Success (see below) to prevail. A 12 6 19 20 10 20
combination of minor and major circumstances
might involve a mix of static modifiers and
advantage or disadvantage. GMs are encouraged to Lyssa has Dex 9, a +2 situational bonus, and the
use as many or as few modifiers as they like. Traps & Locks skill (+1) for a total Dex 12 when
she attempts to disarm a trap. On a result of 12 or
Great SucceSS and less, she succeeds. On a result of 4 or less (based on
her unmodified Dex 9) the outcome is a Great
terrible Failure Success, such that she might be able to repurpose
Sometimes it is useful to know how greatly an the trap after disarming it. Conversely, a result of 14
adventurer succeeds or fails at an action. In such a or more represents a Terrible Failure, possibly
case: setting it off!
64
GrOup CheckS ◆ PCs must take turns and cannot employ the
same course of action more than once (GM’s
For a Group check, the whole party succeeds as call). Whilst perhaps not realistic, gameplay
long as more than half the group succeeds. If half wise this keeps everyone involved and
succeed and half fail, the GM might allow a Great encourages creative approaches.
Success or Terrible Failure to decide, or require a
failing PC to make a Luck save for the group to pass. ◆ The GM decides whether the challenge level
Modifiers may apply as usual. Unless the GM is Moderate (3), Hard (2), or Very Hard (1),
decides otherwise, all PCs must roll for a Group noted for example as “Montage (Mod, 3F)”.
check, even if more than half the company have An “easy” challenge is better resolved as a
already succeeded or failed. single attribute check rather than a Montage.
MONTAGES
In some cases the GM might announce a Montage
to resolve a time consuming challenge or ongoing
task in an abstract manner. Example scenarios that
may suit include gathering information throughout
a village, sneaking through a warehouse to avoid
patrols, climbing a mountain, and so on.
65
REACTION ROLL
Whilst the GM always has the option to decide how
a creature engages with the party, the dice often
play an important role in determining an NPC’s
initial reaction. When encountering a creature for
the first time, the GM makes a Reaction check: roll
2d6 and consult the Reaction entry in the creature’s
stat block (p.166), which are designed to reflect For those times when the GM would prefer a more
each monster type’s natural inclinations; Owlbears evenly balanced reaction range, use the below
are famously foul tempered, Dwarves gruff, Sprites chart instead of the individual monster Reac stats.
mischievous, and so on.
REACTION
ACTIVITY Die
When making a Reaction check (or other relevant 2-3 Hostile, opposed, confrontational.
time), the GM may use the Activity Die (see icons
below) or a different coloured d6 as the Activity 4-5 Unfriendly, suspicious, disinterested.
Die. The result of this d6 provides additional
information about what the creature(s) are doing 6-8 Neutral, uncertain, careful, cautious.
when the PCs come across them, to assist GM
improv and/or to provide inspiration. The table 9-10 Fairly friendly, curious, mildly helpful.
includes six broad categories of activity, although
some activities blend into more than one. 11-12 Affable, attracted, very helpful.
ACTIVITY
STATUS INTELLIGENT CREATURE OTHER CREATURES
Ambush, battling a person or creature, Ambush, battling a person or creature,
1 Threat dealing with a trap or environment dealing with a trap or environment
hazard, stand off, verbal altercation. hazard, stand off, mating contest.
Conversing, sporting activity, trading, Calls, howls or other vocalisations,
2 Socialising gambling, teaching, child rearing,
play fighting, mating rituals, teaching.
intimate relations.
Having a meal, cooking, preparing Having a meal, drinking from a
3 Eating food, drinking alcohol, drawing water puddle, pool or stream, dragging a
from a pool, stream or well. fresh kill, picking at bones.
Plying their trade, making repairs, Making or repairing a den, minding
4 Working gathering resources, trade expedition, eggs or offspring, teaching young,
performing services. gathering resources, keeping watch.
Hunting, passing by, exploring, on Hunting, exploring, marking territory,
5 Traveling patrol, messenger, trade expedition, patrolling feeding grounds, fleeing
escaping from someone or something. from danger, en route to elsewhere.
Sleeping, relaxing, reading, drawing, Sleeping, relaxing, recovering (eg
6 Resting recovering (eg hangover, injury, or injury, sickness, shock), waiting for
sickness), waiting for something. something (eg mate to return).
66
INFLUENCING NPCS
The GM is ultimately in charge of deciding how
NPCs deal with adventurers in social interactions,
based on their history and common sense. On some
occasions however the referee may decide that the
outcome is uncertain, and call for a Cha check
from the adventurer to shape the outcome. A skill
may apply (eg Persuasion, Leadership, etc), and/or
other modifiers appropriate, as the GM determines.
67
68
INITIATIVE & TURN ORDER MORALE
Battle rounds are approx three to six seconds long. Most combatants will not fight to the death; the vast
During this time characters take turns resolving majority will seek to flee or surrender if battle goes
their actions until everyone has finished, at which poorly for them. The GM always has the option to
point either the combat ends, or a new round decide whether one or more monsters abandon the
begins. The order of combat is as follows: battlefield, based on the situation, but in most
instances a Will check determines whether their
1. Surprise The GM determines if one side or mettle holds.
the other is entitled to a free round as a result
of surprise (p.81, eg an ambush). The GM decides when a Morale check is called for,
and any modifiers that apply (eg a leader’s Cha
2. One Player Rolls for Initiative One PC modifier). A single check typically covers all
makes an Initiative check to represent the monsters of the same kind, although the GM may
whole party: roll 1d20, aiming for equal or rule that a Group check or individual checks are
under their Initiative score (p.11). If the PC required. Hirelings and pets are subject to Morale,
succeeds, the party acts before the enemy. but PCs are not.
On a Great Success the PCs also act before
any Bosses and Heavies. If the PC fails, the Possible events to trigger Morale checks include:
party acts after the enemy. In future rounds,
PCs must take turns rolling for Initiative in ◆ When a leader is killed or incapacitated.
clockwise order (or as the GM decides).
◆ When half of the NPC group are killed or
3. Resolve Turn. Each turn, characters take incapacitated.
one action and one move. The player that
rolled Initiative acts first for the PCs, then ◆ When intimidating sorcery is successfully
remaining players in clockwise order. Note used against several allies.
PCs can delay their turn, which effectively
means they can act in any order, but the If required, Morale checks are normally made at
default is clockwise to keep things moving. the end of a round. The GM may decide however
The GM decides the order of monsters. that a check is to be made immediately.
4. Make Morale checks if required. Finish Them!
When Morale breaks, the battle usually ends and
5. Combat Ends or New Round The round is surviving NPCs immediately flee the area if
complete. If the battle is not finished, begin possible. PCs may be entitled to a free attack as
a new round at Step 2. Optional: PCs must enemies leave melee. At the GM’s option, the party
take turns being the first to roll Initiative at may make a Group Luck (Str or Perc) check to
the start of a new combat. automatically slay their foes, and/or take prisoners.
69
MOVE CHARGE
Characters take one move each turn, or two if they A charging character moves up to twice as far as
spend their action to gain a second. Humanoids normal (minimum Close distance) to engage a new
move at Normal speed which means they may foe in Melee. The charger makes a melee attack at
travel to anywhere in Melee or Close range with a +2 bonus (including any Extra attack or second
one move, or to anywhere in Far range with two attack). Until their next turn however enemies gain
moves. +2 to attack them. Charging uses the character’s
move and action.
Slow creatures move at half normal, Fast creatures
move at double, and Very Fast creatures move at Intercept
triple normal speed (or greater, GM’s call). If a character is (i) not surprised, (ii) not in melee,
(iii) hasn’t moved this turn, and (iv) an enemy
The Range Bands are: wishes to move within Close range, the character
may attempt an intercept (GM’s call).
◆ Melee In hand to hand combat (or up to
approx 5 ft or so).
An Initiative check (or Dex check for Monsters) is
◆ Close Current room (or up to approx 30 ft). required, in which case the intercepter moves
himself into melee with the enemy (at some point
◆ Far Into the next room (or up to approx 60 ft). before the enemy completes its intended move). If
a character attempts to intercept before their first
◆ Very Far Beyond Far (or more than 60 ft). In turn in a new combat, the check is made at
some instances, the GM might indicate how disadvantage. An intercept uses the character’s
many moves a PC would need to take to reach move for that turn.
a target at Very Far range.
70
71
ParTy ReTreat ◆ The chase lasts up to six legs. The timescale
for each leg is flexible, from a few seconds to
At the start of a round, if the whole party wishes a few hours.
to flee from a battle, they must first explain to the
GM how escape might be possible. If the GM ◆ If the chasers reduce the gap to zero before
agrees, a group Luck check is required. The GM the end of the last leg, the quarry are caught
decides any modifiers (eg dropping food, caltrops, and the chase ends. Otherwise the quarry
loot, whether checks are needed to carry allies, etc). escape. The GM might also rule that the
quarry escape if they open a wide enough gap
If successful the PCs flee with incapacitated allies (eg: more than 10 lengths).
over their shoulders (or otherwise, as explained by
the players). Depending on the circumstances, Resolving the Chase
fleeing may lead to a Chase. If unsuccessful, the
GM may permit individually successful PCs to flee, 1. Start of Leg Both sides choose one character
abandoning their hapless comrades. The party, or to lead them. No character may lead a
any remaining PCs, may attempt to flee again next second leg until all allies have lead a first leg,
round if desired. and so on.
72
CHASE EVENtS
Large Crowd A large group of creatures impedes the progress of the characters in a non-violent
manner (eg: a funeral procession, bison herd, dwarven mining crew, cloud of curious air spirits).
1 One or more characters may (amongst other things) attempt to persuade or intimidate the group
to assist them (GM’s call). If the crowd is not managed or bypassed, the opposing side changes
the gap by two lengths.
Dangerous Hazard The GM improvises a physical threat of some kind (eg: a street riot,
2 poisonous vines, carnivorous plant, underground slime, swarm of giant insects). 1d4 characters
must make a Luck (Dex) save (or similar) or suffer 2d6 + level damage.
Obstruction The GM improvises a physical obstruction of some kind (eg: horse & cart, thick
3 scrub, crumbling passage, powerful winds). If the characters cannot bypass or resolve the
obstruction, the opposing side changes the gap by 1d2 lengths.
Snap Opportunity Randomly nominate 1d4 characters from both sides. Those participants may
take an action to assist themselves or act against the opposing side, provided they declare their
action within a 5 second count down! The GM adjudicates what kinds of actions are possible in
4
the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a
quarry, dropping caltrops, etc. If events lead to a failed Morale check, the party’s opponents drop
out of the chase.
Random Setback Roll 1d6:
i. Drop Something The leader accidentally drops something valuable (randomly determine
from the PC’s Battle Gear). For a large item, the PC notices such immediately. If a smaller
item, the GM decides whether the adventurer makes a Perc (Det) check to notice to loss
now or only after the chase ends. If the PC notices the loss, they may choose to drop out
of the chase to retrieve the item.
iv. Fall The leader must make a Dex (Acrobatics) check or trips and falls, suffering a setback
improvised by the GM (eg: falls down stairs, injured knee, damaged object, etc).
v. Hostile Third Party A random PC is beset by a hostile random encounter. The character
must make a Luck (Dex) save or drop out of the chase and deal with the random encounter.
vi. Lost A random PC is somehow separated from the party. The adventurer must make an
Int check or become lost (momentarily or otherwise) and drop out of the chase.
Burst of Speed If the party succeed on a Group Con (Athletics) check, they are inspired to dig
6
deep and put on a burst of speed, changing the gap by one length.
Dangerous Hazard The GM improvises a physical threat of some kind (eg: falling debris from an
7 upper storey window, hunting trap, dungeon deadfall, hostile giant bird). The leader must make
a Luck (Dex) save (or similar) or roll 1d12 on an appropriate Trauma table.
Obstruction The GM improvises a physical obstruction of some kind (eg: barrels and crates,
8 treacherous creek, jammed dungeon door, smoke). If the characters cannot bypass or resolve the
obstruction, the opposing side changes the gap by two lengths.
73
Hidey Hole The quarry locate a viable hiding place. If the PCs are the quarry they make a Group
Dex (Stealth) check. If the PCs are the chasers they make a Group Perc (Detection) check. The
10
GM may impose modifiers based on distances, terrain, lighting, senses, and other circumstances.
If the quarry succeed they escape! If they fail they are caught. Either way the chase ends.
Third Party A single or small number of creatures impede the party’s progress in a non-violent
manner (eg: 1d6 beggars or guards, a drunk woodsman with log cart, 1d6 underground Rock
12 Grinders, 1d4 mischievous Sprites). One or more characters may (amongst other things) attempt
to persuade or intimidate the creature(s) to assist them (GM’s call). If the creature(s) is not
managed or bypassed, the opposing side changes the gap by 1d2 lengths.
Fell Vapours The GM improvises a gaseous or inhalation vector threat of some kind (eg: poison
13 vapours from an alchemist’s lab, carbon dioxide in deep tunnels, rising bog fumes, psychedelic
plant spores). 1d4 PCs must make a Luck (Con) save or roll 1d12 on the Toxin Trauma table.
Cross Paths A random chaser gets lucky with a shortcut and catches up to a random quarry
14 lagging behind (if feasible, otherwise reroll). Each character may make a single melee attack
against the other, or take some other action, before being separated again.
Split Up The party’s opponents split up into two groups of quarry or chasers respectively. If the
quarry split, they go in opposite directions, and the party must decide whether to focus on just one
15 group or also split themselves.This may require running an extra mini chase, if so the new mini
chase has the same number of remaining legs as the main chase and ends at the same time. If the
chasers split, half the NPCs are fatigued and drop out of the chase.
Major Obstruction The GM improvises a major physical obstruction of some kind (eg: busy
marketplace, slippery mud, spider webs, hail storm). If the characters cannot bypass or resolve the
17 major obstruction, the opposing side changes the gap by 1d2 lengths. In addition, a random PC
must make a Luck (Dex) save (or similar) or a tear in their pack causes a random piece of Pack
Gear to be lost (see Entry #5(i) for more details).
Burst of Speed The opposition is inspired to dig deep and put on a burst of speed, changing the
18 gap by two lengths! The party may choose to attempt a group Luck save to negate this event if
they wish.
All In! The whole party and up to the same number of characters from the opposing side, may
take an action to assist themselves or act against their opponents, provided each player declares
19 their action within a 5 second count down! The GM adjudicates what kinds of actions are
possible in the circumstances, but might include making ranged attacks, casting spells, attempting
to lasso a quarry, dropping caltrops, etc.
Hidey Hole As Entry #10 above, but after the chase ends, all PCs must make a Luck (Con) save
20
or be Fatigued.
ACTION When using Battle Gear, drawing or otherwise
readying your item(s) occurs as part of your action
to attack or use the object. Battle Gear is stored on
COMMOn ActiOnS your person in easily reached places for the
A character may take one action during their turn. purposes of combat.
An action includes anything that can be done in a
few seconds, for example: Accessing Pack Gear is not possible in combat
unless the GM decides otherwise, based on the
◆ Making an attack. circumstances. For example, stuffing a small idol
into your pack might be possible as an action.
◆ Casting a spell.
Dropping an item does not require an action (“no
◆ Dodging. action”). For example, a warrior armed with a great
axe wants to fire his bow. He could spend an action
◆ Drinking a potion. to stow his great axe, and then ready and shoot his
bow the following round, or he could drop his axe
◆ Activating a magical amulet. (no action) and immediately ready and shoot his
◆ Sheathing or stowing a weapon. bow. In this example however his axe is now on the
ground, which requires an action to retrieve should
◆ Retrieving an item from the ground. he need it later.
Picking a lock or disarming a trap usually takes Some abilities allow adventurers to take special
more than one action (even if only one check is actions or cause effects during other character’s
required), unless the GM determines otherwise. turns. Examples include Rescue Exploits and the
Bard’s Inspire Greatness ability.
76
Melee ATTackS DaMage
To attack in melee, you must be in Melee range of Damage is deducted from the target’s hit points.
your opponent or using a Second Rank weapon. When an NPC is reduced to zero hit points, they
Make the following attack roll: 1d20 + your Class die. When a PC is reduced to zero hit points, they
Attack Bonus for your level + Str modifier. If the are unconscious or dead. See the Injury & Death
result is equal to or higher than the target’s Armour section for more details (p.83).
Class (AC), you hit. Roll damage per the weapon
table + Str modifier. A 3rd level Fighter with Str 14 has a class attack
bonus of 3, and a Str modifier of 1, for a total of +4.
He attacks a skeleton with AC 11. On a 1d20 roll of
MELEE MODIFIERS 7 or more (+4, total 11), the skeleton is hit and
damage is rolled. If the Fighter was using a
Outnumber Enemies longsword, the damage would be 1d8+1 hit points
+1 (+2) attack bonus
(3:1 or more) (longsword weapon damage being 1d8, +1 for Str).
Prone Target
+2 (-2) attack bonus
(or Attacker)
Critical HitS
Grabbed Target A critical hit occurs when the 1d20 attack roll is a
+2 (-2) attack bonus
(or Attacker) natural 20. Critical hits by PCs cause max damage
plus half level (round up). Other characters cause
Near Blind 33% miss chance
max damage only. Exploding damage dice do not
66% miss chance* explode on a crit.
Blind
(see p.82)
FUMBLES
RANGED ATTACKS On a natural 1, the attacker has fumbled, somehow
exposing themselves to counterattack:
To attack at range with a bow, sling, thrown dagger
or similar, roll: 1d20 + your Class Attack Bonus
for your level + Perc modifier. If the result is equal ◆ If the target is in melee with the Fumbler, the
to or higher than the target’s AC you hit. Roll target gains a free attack against them (choose
damage according to the weapon table + Perc mod. one attack if the target normally has multiple
attacks).
77
EXPLOITS MAJor ExplOitS
All combatants may attempt Minor Exploits. Only PCs may attempt Major Exploits; impressive feats
PCs may attempt Major and Rescue Exploits. of power and skill that inspire the party and turn
the tide of battle. Major Exploits are exclusive to
player characters.
MinOr ExploitS
Combatants may attempt various Minor Exploits An adventurer might shatter a foe’s weapon, grab
during combat, often but not always improvised to an enemy in each hand and crack their skulls
fit the situation at hand. together (Stunning both of them), cut off a
wyvern’s wing, or decapitate an ogre (subject to the
Minor Exploits are limited to one target and have hit dice rule below).
instant or short durations (often one round or
less). They occur as part of an attack action. Minor In prior campaigns, some successful Major Exploits
Exploits cover the usual range of combat options included spearing a T-Rex in one eye, causing it to
found in most tabletop RPGs, for example: suffer Perc penalties and a 33% miss chance,
tripping, pushing, disarming, or grabbing hold of finishing off a fearsome witch hunter by trampling
an enemy. Incapacitating effects (eg Stunned) would him with a horse and carriage, and making wild
normally be Major Exploits. The GM determines swings with a cold iron flail to drive away three
whether a proposed exploit is possible. Shades clustered around a fallen ally.
For a Minor Exploit to occur, the character must Major Exploits may affect more than one target
first hit and cause damage as normal. The player and can result in very serious and permanent
then declares the intended exploit, and the GM effects, including death. Subject to the rules below,
makes a ruling to resolve it. For example: they are limited only by the player’s imagination
and the scenario at hand.
◆ An opposed Str check to knock an opponent
off his feet, grab hold of him with one hand, ◆ Major Exploits do not increase hit point
drive him backwards a short distance, or damage to a single target, but might increase
throw him through a window. total damage by affecting multiple targets.
◆ An opposed Dex check to throw dirt in an ◆ Major Exploits cannot instantly kill or
opponent’s eyes, temporarily blinding them incapacitate a single target, unless the target’s
for one round. hit dice (HD) are equal to or less than the PC’s
level.
◆ An opposed Dex check (perhaps modified by
level) to disarm. ◆ The GM has the final say on whether a
proposed exploit is possible, taking into
Different GMs will make different rulings to suit account the character’s class and skills.
their table. The above are a guide only. If the exploit
is successful, the intended outcome occurs; the A Major Exploit usually requires the PC to:
target is tripped, or thrown through the window,
etc. The GM makes a ruling to determine the effect. 1. Roll attack & damage as normal (or make
other relevant tests, eg a riding test for a
While fighting some wolves, Kruncor attempts to horse based exploit).
throw one off a cliff. He rolls a 16 to hit, and causes
3 points of unarmed damage. The GM then calls 2. Declare the intended exploit. The GM
for an opposed Str check to determine whether the decides whether the exploit is possible.
wolf is flung over the edge.
3. Make a Luck check. The GM decides what
modifiers apply, if any.
If a Minor Exploit fails, the combatant may not
attempt further Minor Exploits that combat. On a 4. If the Luck check succeeds the exploit
Terrible Failure, the GM improvises a setback. For occurs, and the character’s Luck is reduced
random NPC exploits, roll 1d6: (i) Grab, (ii) Push, by one (as usual). The GM makes a ruling
(iii) Prone, (iv) Daze, (v) Disarm, (vi) Blind. to determine the effect.
78
While fighting some Giant Scorpions an adventurer An enemy sorcerer unleashes a blast of lightning at
attempts to sever one monster’s poisonous stinger. Kruncor, who fails his Luck (Dex) save and is
The GM decides the action is standard for a Major reduced to zero hit points. Lyssa declares a Rescue,
Exploit in his campaign, and does not impose any attempting to push her comrade out of harm’s way.
modifiers. The player rolls an 18 to hit, and causes The GM agrees and calls for an Initiative check,
7 damage. She then makes a Luck check… and which Lyssa successfully makes. She then makes a
succeeds! With a bloody spray, the scorpion’s Luck (Str) check, rolling 1d20 and scoring a 4, well
venomous barb spins off into the sand! under her modified Luck attribute of 12. With a
warning shout, Lyssa barrels into Kruncor, sending
If a Major Exploit fails, the PC may not attempt both sprawling out of the path of the sizzling blast!
any further Major Exploits that combat. On a
Terrible Failure the GM improvises a special Succeed or fail, the PC has used up their one
penalty or setback. Rescue attempt for the adventure. On a Terrible
Failure, the GM improvises a special penalty or
ReScueS setback. In the above example, both Kruncor and
Lyssa might have been caught in the lightning blast!
Once per adventure, a PC may attempt a Rescue,
which may only be used to protect another person
or thing. Rescues are available when it is not the
PC’s turn, in response to something happening
within Close range. A Rescue allows one player to
negate or reverse an adverse event for another
player or NPC. Only one party member may
attempt a Rescue per situation, and Rescues are
exclusive to PCs.
79
FIGHTING StYLES Unarmed Combat
All characters are proficient in brawling with fists,
Rules for common fighting styles are provided
feet, etc, which cause 1d2 damage (plus Str mod,
below for tables that wish to use them.
Nat 19 Blunt Trauma 1d10). Attempting to knock
Single Weapon Fighting out an opponent with an unarmed attack does not
Fighting with one hand empty (exception: holding suffer any penalty to hit (see opposite).
a light) grants +1 Init, a bonus Battle Gear slot
(p.55), and allows you to cast spells, grab a foe, etc Two Handed Style
without having to drop or sheathe another weapon. Bows and some large or high damage weapons
require two hands to use. Wielding certain one
Two Weapon Fighting handed weapons with two hands grants +1 damage
Using two weapons, one in each hand, grants an (as noted in the Melee Weapons table).
Extra attack each turn, made at disadvantage. At
the GM’s option, the second weapon must be a Mounted
smaller sized weapon such as a shortsword, dagger, A warrior riding a mount trained for battle may
etc (d6 damage or below). A shield may be used as make attacks part way through their movement (in
a second weapon, causing 1d3 + Str mod damage, a single direction) and gains the Rogue Skirmisher
but the character loses all shield benefits until the ability p.43. Their mount may also be able to make
start of his next turn. attacks at the GM’s discretion.
80
MISCELLANEOUS FACtORS Knock Outs
If using a weapon to knock out, rather than kill, an
opponent, the character suffers a -2 penalty to
Cover attack, and if the hit reduces the target to zero hp,
A character half covered by terrain gains a +2
the target is rendered senseless but remains alive.
bonus to AC and Luck (Dex) saves, or +4 if three
Such a prisoner generally regains consciousness
quarters covered. A character fully covered by
with 1 hit point after 2d6 minutes. Unarmed knock
terrain cannot be directly attacked unless the cover
out attempts do not suffer the -2 penalty to attack.
is somehow bypassed.
81
eNCUMBERED
An Encumbered (p.55) PC suffers disad on tests
The following rules address common conditions relating to Athletics, Acrobatics, Chases, and Party
characters may be subject to. Specific circumstances Retreats. They cannot charge or attempt Rescues,
may modify the default conditions (for example and Hexploration speed may be affected (p.134).
some Monster entries) or per GM’s call.
Blind Fatigued
A character loses 1 point of Con each time they
A Blind combatant suffers a 66% miss chance on become Fatigued. In addition, they are treated as
direct attacks, assuming they can narrow down the Encumbered until they get six hours sleep. Lost Con
target’s location by some means. If the target may be restored in the usual way. Characters that
cannot be located, no direct attack may be made. do not sleep suffer disad on all tests the next day,
Area attacks may be unaffected at the GM’s until they get at least six hours sleep.
discretion. Opponents that can see clearly gain
advantage on attacks against Blind targets.
Grabbed
Burning A Grabbed character suffers -2 on attack rolls and
cannot move from their location without breaking
A Burning character suffers 1d6 damage at the start the grab (opposed Str check, no action). Enemies
of their turn. While burning, the character must gain a +2 attack bonus against them.
make a Will check to do anything other than spend
their action to put out the flames (automatic unless
GM decides otherwise). If rolling on the Injuries & HelpleSS
Setbacks table, Cosmetic Scarring become Serious A Helpless target is completely unable to defend
Scarring instead. themselves and may be killed with a single melee
action (or perhaps ranged action, GM’s call).
Dazed Typical examples include sleeping, unconscious, or
trussed up head to toe with rope.
A Dazed character’s next action occurs last in the
initiative order. In addition, until their next action,
they do not make a free attack when an opponent Near Blind
fumbles or withdraws. Suffer a 33% miss chance on all attacks.
PrOne
A Prone character suffers a -2 penalty on melee
attack rolls, and melee opponents gain a +2 bonus.
Standing up from Prone costs a character’s Move,
unless they make a Luck (Dex) save, or other check
as the GM determines (eg Dex (Acrobatics*)).
Starving
A starving or dehydrated character loses 1 Str and
Con per day until death if either stat reaches zero.
Eating or drinking removes the condition. Lost Str
or Con may be restored in the usual way.
Stunned
A Stunned character loses their next action.
Wounded
A character at half hit points or below is Wounded.
82
Wounded & ZERO HP INJURIES & SEtBACKS
When a PC or monster is hit, the target’s hit points
are reduced. When a character’s hit points drop to Scarring You suffer some cosmetic scars.
half or below, they gain the Wounded status, and No real effect other than some folks
1-3 might find them interesting (or even
display obvious signs of physical trauma. The
Wounded condition can be a useful indicator to impressive) after a few drinks.
gauge how a combat is going, and some character System Shock You suffer disad on Init
abilities trigger when a creature is Wounded. 4 checks. The injury mends in 1d3 days.
Generally when a monster’s hit points fall to zero it
dies (ignore negatives). When a PC is reduced to Sprained Ankle You must make a Dex
zero hit points, the adventurer falls unconscious check to charge, jump, or move twice in
and is either Dead or Dying. You don’t find out one round, and apply disadvantage on
which until after the battle, when someone turns 5 mobility related checks (including Party
the body over for a closer look. Retreats and chases). If you fail such
checks you fall Prone. The injury mends
in 1d6 days.
DEATH SAVE Head Injury You suffer 1d6 Int, Perc,
After the fight or encounter, if the character’s body 6 Will, or Cha loss.
is recovered and inspected, the PC makes a Death
save: a roll equal to or under check vs 10 + Con Muscle Tear You suffer 1d6 Str, Dex, or
mod or Will mod (whichever is higher, ignore
7 Con loss.
negatives, Reroll available). Any healing magic Infected Wound Lose 2d4 Con, and a
applied up to this point grants a +2 bonus to the further 1d4 Con every dawn until the
save only (does not stack, and does not restore any wound is healed. You die if your Con is
hp). On a success, the character is Dying (below).
8 reduced to zero. Treatment with the
On a failure, or if the body cannot be recovered, the Apothecary skill cures the wound after
adventurer really is dead and gone. Shed a tear, 1d2 days, or Cleansing Charm cures it
frown as the party loots the still warm corpse, then instantly.
ask the GM about taking over a hireling, playing
the monsters, or dropping in a new PC p.132. Damaged Battle Gear A random piece
of Battle Gear has been damaged. Until
DYING & INJURIES
repaired, the item cannot be used,
9 imposes disadvantage, or suffers some
A Dying adventurer isn’t gone just yet; the PC is other penalty as the GM determines.
unconscious and deteriorating, but can be saved by Magical items have a 50% chance to
an ally. An adjacent character may stabilize a negate this effect.
Dying PC by applying healing magic, bandages, Damaged Armour Armour you are
staunching wounds, etc. Whatever the means, as wearing is damaged. Until repaired, your
long as there is no immediate danger and aid given, 10 armour provides only half the normal
the PC is restored to 1 hit point after 1d3 minutes. AC bonus. Magical items have a 50%
Healing magic applied to a Dying PC provides chance to negate this effect.
additional hit points, but still requires 1d3 minutes
to do its work. The near death experience however Damaged Magical Item A random
leaves a mark, requiring a 1d20 roll on the Injuries magical item (not a weapon or armour) is
& Setbacks table. Such injuries are generally 11 damaged (if not applicable, reroll). Until
referred to as persistent injuries (those which heal repaired, trying to use it requires a Luck
over time, eg Muscle Tear) or permanent injuries save; a failure triggers a DDM effect.
(which do not heal, eg a lost eye or severed limb). Swelling on the Brain You suffer a
Some persistent injuries require treatment (p.124) 12 random Madness. The madness naturally
as noted in the individual descriptions. subsides after 1d10 days.
83
Disfigured You suffer nasty permanent BLADE TRAUMA
scarring to your head, neck, hands, or Blade related injuries and setbacks are caused by
13 other obvious spot. The scars generally Nat 19 rolls from piercing and cutting weapons
impose a -2 penalty on social checks such as swords, knives, and axes, but also claws and
(GM’s call). teeth. Roll 1d12 unless instructed otherwise.
Broken Ribs When you suffer physical
damage, you must make a Con or Will
14 check (your choice) or lose your next BLADE TRAUMA
action. 3d6 days of rest mends the injury.
Pinned The attacker may choose to pin
Internal Bleeding When you take an the target to a nearby surface (if possible,
action in combat, you must make a Con 1 GM’s call) by piercing their armour,
15 or Will check (your choice) or lose 1d8 clothing, gear, etc. Breaking free requires
hp. 3d6 days of rest mends the injury. a Str check or contest (no action).
Ear Injury You suffer disadvantage on Disarmed The target is disarmed. The
hearing Perc checks and balance related attacker may choose to make a Dex
16 checks. Make a Luck (Con) save; on a fail 2 check to catch the weapon in their hand,
the ear is lost. On a success the ear is beneath their foot, kick it away, etc.
damaged but will heal in eight weeks.
Impaled The target is impaled, suffering
Leg or Foot Injury Roll 1d6: 1-3: foot, 4- automatic weapon damage at the start of
3 their turn. Unimpaling requires a Str
5: below knee, 6: leg. Your move speed is
Slow and apply disad on mobility related contest (or a Will check if unopposed).
17 checks. Make a Luck (Con) save; on a fail Damaged Gear A random piece of Battle
the limb is lost (requiring a peg leg, etc). Gear is damaged. The item is non
On a success the limb is broken and non 4 functional or suffers some other penalty
functional but will heal in eight weeks. until repaired (GM’s call).
Arm or Hand Injury Roll 1d6: 1-3 hand, Ligament Slash Target suffers 1d6 Str,
4-5: below elbow, 6: arm. Make a Luck 5 Dex, or Con loss.
18 (Con) save; on a fail the limb is lost. On a
success the limb is broken and non Sliced Nose Target loses their olfactory
functional but will heal in eight weeks. sense and 1d3 Cha until healed. Make a
6 Luck (Dex) save; on a success the nose is
Eye Injury You suffer disad on sight Perc split but will self heal with six weeks rest.
checks, and a 33% miss chance on attack Otherwise the nose is lost.
19 rolls. Make a Luck (Con) save; on a fail
the eye is lost. On a success the eye is Shorn Ear Target suffers disadvantage on
damaged but will heal in eight weeks. hearing Perc checks and balance related
checks. Make a Luck (Dex) save; on a
Neck Injury Your neck is fractured. You 7 success the ear is partly shorn but will
are Helpless, paralysed from the neck self heal with six weeks rest. Otherwise
20 down until treated by an apothecary and the ear is lost.
twelve weeks of rest. Permanently lose 1
point of Con. Stabbed Eye Target suffers disadvantage
on sight Perc checks, and a 33% miss
chance on attack rolls. Make a Luck
8 (Dex) save; on a success the eye is
damaged but will self heal with six weeks
rest. Otherwise the eye is lost.
Bleeding Out A deep gash
causes the target to lose 2d6
hp at the start of their turn
each round. An action
9 bandaging stems the flow for
ten minutes. A few minutes
stitching by someone with
the Apothecary skill stops
84 further hp loss.
Severed Arm or Hand Roll 1d6: 1-3 Retreat! Surviving targets and nearby
hand, 4-5: below elbow, 6: arm. Target’s allies must retreat to a safer location and
7 regroup. PCs may make a Luck (Will)
limb is severed unless they make a Luck
10 (Con) save. On a success the limb is badly save to resist.
lacerated and non functional, but will Secondary Detonation An explosive
heal with treatment and eight weeks rest. device (eg fire pot, powder keg, etc) on or
Severed Leg or Foot Roll 1d6: 1-3: foot, 8 nearby the target is detonated by the
4-5: below knee, 6: leg. Target’s move attack. The object explodes in the usual
speed is halved, they require a crutch or way. If inapplicable, reroll.
peg leg to walk, and suffer disad on
Structural Collapse An affected room,
11 mobility related checks. Target’s limb is
cavern, or vehicle collapses (if possible,
severed unless they make a Luck (Con)
GM’s call). Characters in the area must
save. On a success the limb is badly 9 make a Luck (Dex) save or become
lacerated and non functional, but will
trapped in rubble (Helpless until freed, or
heal with treatment and eight weeks rest.
as GM determines).
Severed Neck Target makes a Luck (Con)
save. On a fail they are decapitated Arm or Hand Blown Off Roll 1d6: 1-3
12 (instant death). On a success, they are 10 hand, 4-5: below elbow, 6: arm. The limb
reduced to zero hit points. is lost and the target reduced to zero hp.
Leg or Foot Blown Off 1d6: 1-3: foot,
BLAST TRAUMA 11 4-5: below knee, 6: leg. The limb is lost
and the target reduced to zero hp.
Blast related injuries and setbacks are caused by
explosive forces such as Hellblast, powder grenades, Vaporised Target makes a Luck (Con)
ship artillery, dragon breath, and so on. If multiple save at disadvantage or they are vaporised
12 in a red mist (dead). All gear is destroyed.
targets are caught in the area, roll for each character
(GMs might prefer to group NPCs). Rolls tend to On a success, target is reduced to zero hp.
vary from 1d6 to 1d12 depending on the attack.
BLUNT TRAUMA
BLAST TRAUMA Blunt injuries and related setbacks are caused by
bludgeoning weapons such as hammers, fists, tail
Ragdoll The target is hurled away from whips, etc. Roll 1d12 unless instructed otherwise.
the blast (GM determines distance) and
1-2 falls Prone. May stand at the end of their
next turn with a successful Str, Will, or BLUNT TRAUMA
Con check.
Concussion The target falls Prone and is Prone & Winded Knocked to the ground
3 Stunned. Standing requires a successful Prone and winded. Target may stand at
1 the end of their next turn with a
Str, Will, or Con check.
successful Str, Will, or Con check.
Structural Damage The target falls Prone
and loses their next turn. Minor cover is Head Knock A head impact renders the
4 destroyed, and large chunks of structural 2 target Stunned. If wearing a helmet, PCs
material fall from the ceiling (Luck save may make a Luck (Con) save to negate.
or roll 1d10 on the Blunt Trauma table). Hurled Backwards The target is thrown
Destroyed Gear The target falls Prone backwards (GM decides how far) and
3 falls prone. They drop whatever they
5 and loses their next turn. A random piece
of Battle Gear is destroyed. were holding at the point of impact.
Deafened The target falls Prone and is Concussion The target’s skull gets
Stunned. Make a Luck (Con) save. On a hammered, causing 1d6 Int, Will, Cha,
6 4 or Perc loss (if wearing a helmet, 1d2).
success the target is deafened for 2d6
minutes. If failed the injury is permanent. The target is also Stunned.
85
Damaged Gear A random piece of Battle MiSSile TRAUMA
Gear is damaged. The item is non Missile injuries and related setbacks are caused by
5 functional or suffers some other penalty arrows, bolts, sling stones, thrown daggers, and so
until repaired (GM’s call). on. Very large missiles use other tables (eg for
Broken Ribs When the target suffers boulders use the Blunt Trauma table, for explosive
physical damage, they must make a Con catapult ammunition use Blast Trauma, etc). Roll
6 or Will check or lose their next action. 1d12 unless noted otherwise.
3d6 days of rest mends the injury
Mangled Ear Target suffers disad on
hearing Perc checks and balance related
MISSILE TRAUMA
checks. Target’s ear is lost unless they Duck for Cover The target abandons
7 make a Luck (Con) save. On a success the 1 their next action to hunker down behind
ear will heal with treatment and six cover and regain their composure.
weeks rest.
Damaged Gear A random piece of Battle
Smashed Eye Target suffers disad on
Gear is damaged. The item is non
sight related Perc checks, and a 33% miss 2 functional or suffers some other penalty
chance on attack rolls. Target’s eye is lost
8 unless they make a Luck (Con) save. On a
until repaired (GM’s call).
success the eye will heal with treatment Disarmed The target is disarmed, and
and eight weeks rest. the weapon skitters away several yards in
3 a random direction. If the weapon is
Crushed Larynx Target makes a Luck fragile, the attacker may choose to
(Con) save; on a success unable to speak destroy the weapon instead.
9 for four weeks. On a fail the character is
permanently mute. Stray Shot The target is spun about and
Broken Arm or Hand Roll 1d6: 1-3 hand,
4 accidentally shoots or stabs a nearby ally
(apply standard damage).
4-5: below elbow, 6: arm. Target’s limb is
lost unless they make a Luck (Con) save. Hasty Retreat The target decides
10 On a success the limb is broken and non discretion is the better part of valour, and
functional, but will heal with treatment 5 makes a hasty exit. PCs, elite guards, and
and eight weeks rest. other combat veterans may make a Luck
Fractured Leg or Foot Roll 1d6: 1-3: (Will) save to resist.
foot, 4-5: below knee, 6: leg. Target’s Rapid Shot The target is struck by two
move speed is halved, they require a 6 missiles instead of one; roll damage
crutch or peg leg to walk, and suffer disad twice.
11 on mobility related checks. Target’s limb Skull Tap The target falls Prone and loses
is lost unless they make a Luck (Con) their next turn. Standing up requires a
save. On a success the limb is broken and 7 successful Str, Will, or Con check. If
non functional, but will heal with wearing a helmet, PCs may make a Luck
treatment and eight weeks rest. (Con) save to fall Prone only.
Skull Crush Target makes a Luck (Con) Explosion An explosive item (fire pot,
save. On a fail they die instantly. On a powder bomb, etc) on or nearby the target
success they enter a coma for 2d6 days 8 is detonated by the attack (if applicable).
12 and then die (may be healed with The object explodes in the usual way. If
intensive apothecary treatment and a inapplicable, reroll.
Luck (Con) save in the interim).
Stomach Wound A life threatening
stomach wound causes the target to lose
. 1d8 hp at the start of their turn each
9 round. An Int (Apothecary) check
prevents further damage (if failed, may
try again next round).
86
Wounded Arm or Hand Roll 1d6: 1-3 Nausea The target suffers powerful
hand, 4-5: below elbow, 6: arm. The 5 nausea, vomiting and fever, imposing
affected limb is non functional. Target disadvantage on attack rolls.
10 makes a Luck (Con) save; on a success the Lethargic Persistent fatigue handicaps
limb is damaged but will self heal with the target, imposing disadvantage on
four weeks rest. Otherwise treatment by 6 Initiative and Party Retreats. A Will
an apothecary is required. check is required to run, swim, climb, or
Wounded Leg or Foot Roll 1d6: 1-3: stand up from Prone.
foot, 4-5: below knee, 6: leg. Move speed Clumsy Target becomes uncoordinated
is halved, and apply disadvantage on
7 and clumsy, temporarily reducing their
mobility related checks. Target makes a Dexterity score to 6.
11 Luck (Con) save; on a success the limb is
damaged but will self heal with four Twitchy The target becomes hyper
weeks rest. Otherwise treatment by an vigilant to danger and unable to regulate
apothecary is required. their self defence impulse. For example,
if surprised by someone turning a corner,
Head Shot Target makes a Luck (Con)
save. On a fail they die instantly. On a 8 they might instinctively punch or stab
12 success, they are reduced to zero hit
them, or reactively hurl a dagger in the
direction of a sudden noise. The GM
points instead.
may require Will checks to avoid over
reacting.
TOXIN TRAUMA Delusional The target suffers vivid visual
Toxin Traumas are primarily caused by drugs, and audial hallucinations. The target
noxious fumes, plant spores, and mixing potions. believes in the delusions no matter how
Poisons are covered separately on p.226. Unless 9 fanciful they might seem to others. The
noted otherwise, Toxin Traumas last twice as long GM may require Will checks to avoid
as the original drug, or 1d6 hours, whichever is reacting to the figments.
longer. Roll 1d12 unless noted otherwise. Paranoid The target becomes acutely
paranoid, interpreting the conduct of
TOXIN TRAUMA 10
others in a way that suggests they are
plotting to harm or steal from them. The
Sweaty Target sweats uncontrollably; the GM may require Will checks to avoid
effect is obvious and quickly saturates taking action against perceived threats.
1 their clothing. Disad on all social checks Drug Induced Rage The target is
and gains no benefits from resting. overwhelmed by murderous rage. For
Slurring Target has trouble speaking and 2d6 rounds, they believe everyone is their
11 enemy, and must use their action to
2 cannot cast spells. PCs may make a Luck
save to speak clearly for a moment. attack until all foes are dead or
incapacitated.
Distractible The target becomes highly
distractible, even amidst the most serious Black Out The target falls into a
or dangerous situations. The GM may chemically induced coma and is reduced
require Willpower checks to avoid pre to zero hit points. If the target survives,
12 they awaken in 1d6 x 10 minutes with
3 occupation with random minutia, eg: a
flickering torch, glare from the sun, Swelling on the Brain (see #12 Injuries &
sudden bird call, etc. If triggered, the Setbacks table).
target may only take actions related to the
distraction for 1d3 rounds.
Suggestible The target becomes highly
suggestible. If a version of events or
4 course of action is suggested to them, a
Willpower check is required to resist
adopting it.
87
88
ShOrT ReSt SLEEP
After a significant combat (the GM decides what A PC that sleeps overnight for at least six hours
constitutes a significant combat on a case by case generally restores 1 hp. A lack of food or water,
basis), a character may spend a few minutes to disease, poor weather, or uncomfortable conditions
recover and tend injuries before pressing on. This may negate such at the GM’s option. If sleeping in
process is often a stationary one, but walking or a safe and comfortable location (like an inn) a PC
easy riding is permitted. restores 2 hp.
After a furious battle the GM indicates the party ◆ All expended Rerolls are recovered.
may take a Short Rest. Kruncor is a 4th level Fighter
down to 6 hp from a maximum of 26. He rolls his ◆ All attribute loss is
two Will checks and succeeds on both. The player recovered (exc Luck).
chooses to restore (a) half of Kruncor’s lost hp (ie
+10 hp, new total 16 hp), and (b) one use of his ◆ Recover 1 point of Luck.
Adaptable ability. Battered and bloody, Kruncor
gives his companions a wry grin as he strikes
another torch. “C’mon you scobs, there’s more loot in
these tunnels yet!”
HEALER’S KIT
During a Short Rest, a PC may expend one use of
a Healer’s Kit to make an Int (Apothecary) check.
If successful, the patient converts one failed
recovery Will check into a success. A PC may only
treat one patient (inc themselves) per Short Rest.
OTHER GEAR
In addition to a Healer’s Kit, adventurers might
consider stocking up on Smelling Salts, Trollblood
Ointment, Poppy Milk, and Antitoxin draughts to
assist with hit point recovery, persistent injuries,
and poison effects respectively.
89
90
Spell DuratiOn
Most spells have instant durations, causing an
immediate effect. Other spells last a number of
In Argosa, sorcery is relatively rare, mysterious, and rounds, minutes, or hours as noted in their
perilous. Spell casters are few and far between; most description. A caster may end a spell early by
villages don’t have one, and even the largest cities spending an action to dismiss it. This also applies to
conceal but a few. users of magical items. Unless a spell description
suggests otherwise, if the caster dies or is rendered
unconscious, any ongoing spells immediately end.
SPELL CASTING
Casting a spell requires the following: SenSing Magic
◆ An action, including clear speech and at least Any character with the Arcane Lore skill may
one free hand to gesticulate with. At the spend a few minutes attempting to sense magic in a
GM’s discretion, characters might be able to Close area by making an Int (Arcane Lore*) check.
cast stealthily with a Dex (Sleight of Hand*) If successful the character senses there is magic
vs Perc (Detection) check. either present or absent, perhaps as a tingling
through their spine, a barely perceivable hum in the
◆ Line of sight and range to the target. air, or some other fleeting quality that vanishes after
only a moment. Illusion magic cannot be detected
◆ A successful Int (Arcane Lore) check. in this way, part of its power includes fooling
rudimentary detection methods of this kind.
◆ Whether the casting check is successful or
not, a Dark & Dangerous Magic (“DDM”)
check must be made. The kind of die rolled IllusiOnS
varies according to the caster (see over). Some magical effects create illusions fooling vision,
hearing, smell, taste, and sense of temperature. No
◆ A Magic User (or similar) cannot cast the illusion can mimic the sense of tactile sensation
same spell more times than their Int mod per however, and interacting with one will reveal the
day (they must refresh their memory by ruse, for example by passing a hand or object
studying their spellbook overnight). through it. At any time, a character may attempt to
disbelieve a suspected illusion, which may require
Results will vary according to the casting check: an Int check at the GM’s discretion. If successful,
the character observes the figment as a transparent
SPELL CASTING overlay covering the real creature, object, or terrain.
Illusions cannot directly damage or physically
Great The spell is extra potent (see spell affect a target.
Success description). Make a DDM check.
The spell works as intended (see spell
Success
description). Make a DDM check.
Failure The spell fails. Make a DDM check.
Spell Limits
Magic is a powerful force, but there are some things
mortal sorcery cannot achieve. Amongst these are
teleportation, time travel, resurrection, and the
curing of Madness or Addiction. The referee may
impose other limits on sorcery.
91
Dark & DangerouS Magic DARK and
Magic is not only rare, it is dark and inherently
dangerous. Sorcery was not meant for mortals, and DANGERoUS MAGIC
this fundamental mismatch taints every casting Tentacled A random arm transforms
with uncertainty. From beyond the Veil, magic into a branching, flesh coloured tentacle
draws the attention of strange and inscrutable 1-2 (Str 15). The tentacle can hold items but
forces, some of which find ways to impose their will is incapable of spell casting. It returns to
on the material realm. normal after 1d6 days.
Every time a character attempts to: (i) cast a spell, Foul Beard You grow a beard of short
(ii) invoke a blessing without favour, (iii) use a 3-4 rubbery tentacles that you can’t control.
magical item, or (iv) activate some other magical They shrivel and drop off after 1d6 days.
effect as the GM determines, a check must be made Fell Fingers Your fingers turn into
to determine whether a Dark & Dangerous Magic tentacles, serpents, leeches or something
effect (or possibly Divine Rebuke) occurs. Magical similarly creepy for 1d6 minutes. You
items that grant permanent “always on” bonuses 5-6 cannot cast spells during this time. You
or effects (eg immunity to fire, or a crit range boost) count as Two Weapon Fighting and
are an exception and exempt from DDM checks. cause 2d6 acid or poison based damage
on a hit.
When making a DDM roll, the type of die used
Dark Seed A Doppelganger magically
depends on the character’s level or whether they are
splits from you with a hideous, slurping
using a magical item:
plop. The monster wishes to kill and
7 replace you, but may flee until a better
DDM DIE opportunity presents itself. The monster
lasts 1d12 months or until destroyed.
Level 1-3 1d8 Level 7-9 1d12 Tusks You sprout two inch, blackened
tusks from your jaw, making eating and
8 speech awkward (you may still cast
Level 4-6 1d10 Magic Item 1d20 spells). They recede in 1d6 weeks
Tenuous Connection Your connection
to magic fades for a time, imposing
If the roll is a natural 1, the magic functions as 9 disadvantage on all casting checks for
usual, but roll 1d100 for an additional effect from the next 4d6 hours.
the DDM table (or, if a blessing, from the Divine
Rebuke table). If a DDM or DR effect does not Heartless You have no discernible
occur, the chance increases by 1 for each further 10 heartbeat, and do not bleed. The effect
attempt to use magic until an effect triggers or the lasts 1d12 months.
adventure ends. A PC’s DDM tally resets to 1 when Rift A random enraged monster1 from
an effect triggers or a new adventure begins. the Veil appears within Close range of
11-12 you. The monster wreaks havoc for 1d4
Old Man Wu is a 3rd level Magic User with a DDM minutes then vanishes.
tally of 5. He attempts to cast another spell and Frost Soul Your skin is always cool to
succeeds. As a 3rd level character, he then rolls 1d8 the touch, and your breath condensates
to check for DDM. He rolls a 4, triggering a DDM 13-14 under hard physical exertion. The effect
effect! After the effect is resolved, Old Man Wu’s lasts 1d12 months.
DDM tally resets to 1.
92
Life Leech All plant life within Far Mute Your lips fuse shut, preventing
15-16 range of you withers and dies. 33-34 speech and spell casting. They return to
normal in 2d12 hours.
Behold the Secret Truth You gain a
17 random Madness. Spellburst You cast a random spell2 at
the intended target. The spell lasts a
Breathless You do not breathe and 35-36 minimum of 1 minute (cannot be ended
cannot mimic breathing. If subject to early by mortal magic).
18 drowning or asphyxiation, you enter a
dormant state rather than die. The effect Spirit Form You turn Incorporeal for
37
lasts 1d12 months. 2d6 minutes.
Mucus Your skin oozes a foul smelling Hairless Over the next hour, all of your
19 mucus for 1d3 days. 38 head and body hair falls out. It grows
back as normal.
Time is Mutable The target ages 2d6 Third Eye You grow a fishlike eye in
20 years but gains an extra action that they one palm, the centre of your forehead,
must use immediately. or at the end of your tongue (GM’s call).
Rift A random enraged monster1 from 39 If the eye is uncovered, you can see
the Veil appears within Close range of perfectly in non magical darkness up to
21-22 you. The monster wreaks havoc for 1d4 Close range. The eye rots away after
minutes then vanishes. 1d10 days leaving behind a rune scar.
Spellburst You cast a random spell2 at Shadowless You cast no shadow. The
40 effect lasts 1d12 months.
the intended target. The spell lasts a
23-24 minimum of 1 minute (cannot be ended
Rift A random enraged monster1 from
early by mortal magic). the Veil appears within Close range of
41-42 you. The monster wreaks havoc for 1d4
Whisperer You speak only in a sibilant
25-26 whisper for 1d12 months. minutes then vanishes.
Called from Below Whenever you Devil Eyes Your eyes turn white, black,
43-44 or another colour for 1d12 months.
linger on earthen soil, worms, beetles or
27 other insects squirm to the surface. The The Claw One of your forelimbs
effect lasts for 1d12 months. transforms into a chitinous claw. A
Aqueous Shift All independent liquids melee attack causes 1d12+2 damage
45-46 (Nat 19: snip off target’s limb, no save).
within Close range turn to salt, ash,
28 dust, or slime (GM’s call). A large body The claw flakes away and returns to
of liquid such as a pool or lake is only normal after 1d4 days.
affected up to a depth of three feet. Soulless You feel no emotions for 1d4
Whisper of the Watchers A random 47 months; no fear, no love. Nothing.
29 creature within Close range suffers a
random Madness. Darkening Small open flames such as
candles and torches are automatically
Fey Horns You grow antlers from your 48 extinguished within Close range of you.
30 skull in 1d4 mins (if cut they regrow). The effect lasts 1d12 months.
The horns drop off after 1d12 months.
Speaker of the Void You speak only in
Rift A random enraged monster1 from a disturbing alien chittering that no-one
the Veil appears within Close range of 49 understands. You may still cast spells.
31-32 you. The monster wreaks havoc for 1d4
The effect lasts 1d4 months.
minutes then vanishes.
Mind Pod The intended target suffers a
2
Roll 1d8: (i) Place of Perfect Night, (ii) Glimpse the 50 random Madness.
True Gods, (iii) Beseech the Ancient Ones, (iv) Gabbling
of the Jade Moon, (v) Brain Burst, (vi) Strange Joining
(link between you and target), (vii) Hellblast, (viii) Flesh
to Stone.
93
Conclave of Wind & Sky A super Spellburst You cast a random spell2 at
natural weather event immediately the intended target. The spell lasts a
69
51-52 occurs (storm, wind, etc). If indoors, the minimum of 1 minute (cannot be ended
effect is limited to the current building early by mortal magic).
level. The effect lasts 2d6 hours. Divine Interference Roll on the Divine
Rotting Your surface flesh begins to rot, 70 Rebuke table instead.
starting with your extremities and
53-54 spreading inwards. The effect is painful Rift A random enraged monster1 from
the Veil appears within Melee range of
but cosmetic. It fades after 1d6 months. 71-72 you. The monster wreaks havoc for 1d4
Spellburst You cast a random spell2 at minutes then vanishes.
the intended target. The spell lasts a
55-56 minimum of 1 minute (cannot be ended Astral Coma You drop to the ground,
early by mortal magic). 73-74 unconscious and unresponsive for 2d6
minutes (no save).
Bestial Fear For 1d12 months, small
Fey Ears Over the next 1d12 hours,
and medium sized animals (eg cats and
57 dogs) within Close range instinctively 75-76 your ears become pointed like an elf.
The effect is permanent.
fear you, entering fight or flight mode.
Forbidden Lore Learn a new spell, but
Winged You sprout large membranous
wings from your back, elbows, neck or 77 also suffer a random Madness. If the
Madness is cured, you lose the spell.
58 ears (GM’s call). You can fly at your
normal speed. The wings wither and Stillness The air around you is
slough off after 2d12 hours. breezeless and still. Your hair, cloak, etc
78 are unmoved by wind, smoke clings to
Lightning Storm Electricity surges
you, etc. The effect lasts 1d12 months.
outwards from you in all directions,
59 striking up to Far range. Everything in No Mercy All creatures within Close
the area suffers a Lightning Bolt effect range lose all sense of clemency or
(including yourself). quarter, and will not accept surrender if
79 engaged in combat (foes are put to the
Inner Child Your personality reverts to sword). The effect lasts 2d6 days, at
60 that of a 1d6+6 year old for 1d12 days. which time PCs might suffer a related
Rift: A random enraged monster1 from Madness (GM’s call).
the Veil appears within Close range of Jaws You grow to eight feet tall, your
61-62 you. The monster wreaks havoc for 1d4
jaws and limbs distending to grotesque
minutes then vanishes. proportions. You gain a powerful urge
One Hatred All enemies within Close to devour your enemies. If possible you
range target you above all others (they must use your move to engage with an
63-64 will expose themselves to free attacks 80 enemy. If in Melee you must use your
due to movement in order to do so). The action to make a bite attack causing
effect lasts 2d6 rounds. 2d6+3 damage. On a natural 19-20
Hollow You are never hungry or thirsty, attack roll you sever a target’s limb or
and cannot abide food or drink. Even head (GM discretion). After 1 minute,
65-66 the smell makes you nauseous. The you return to normal.
effect lasts 1d12 months. Rift A random enraged monster1 from
Spines Six inch bony spines emerge to the Veil appears within Close range of
81-82 you. The monster wreaks havoc for 1d4
form a line down the centre of your
67 back. They splinter and drop off after minutes then vanishes.
1d12 months (if cut away, they regrow). Ironbane Carrying iron causes you
severe nausea, and touching it causes
Void Pulse You radiate a wave of
dissonance; all creatures within Close
83-84 pain (using such objects imposes
68 range (including you) must make a Luck
disadvantage or some other penalty;
GM’s call). The effect lasts 1d8 months.
(Will) save or suffer a random Madness.
94
Spellburst You cast a random spell2 at Gravity Warp Gravity reverses within
the intended target. The spell lasts a Close range of the target, causing those
85-86 minimum of 1 minute (cannot be ended 93-94 within to fall upwards until the end of
early by mortal magic). the next round (no save).
Diseased A random limb turns black, Spellburst You cast a random spell2 at a
rots, and drops off over the next 1d20 random Close target. The spell lasts a
hours, roll 1d4: (i) foot, (ii) lower leg, 95-96 minimum of 1 minute (cannot be ended
87 (iii) hand, (iv) forearm. The rot cannot early by mortal magic).
be stopped once it starts, but
Soul Harvest Your intended target must
Starmaiden’s Miracle restores the lost
appendage. make a Luck (Will) save. On a success
97 they lose half their current hp. On a fail
Regurgitator You develop a wet, they die, wailing horribly as some dread
hacking cough, imposing disadvantage Veil entity siphons away their soul.
88 on Athletics related checks. From time
to time you cough up grubs, worms, etc. Nightmare Manifest An enraged Balor
The cough subsides after 1d6 weeks. 98 appears within Close range of you. It
wreaks havoc for 1 min, then vanishes.
Gibbering Terror You transform into a
Gibbering Terror for 1d4 minutes. Your Marked Gain the following table effect
permanently; Roll 1d10: (i) Heartless,
89 personality is substituted with the
(ii) Breathless (iii) Called From Below, (iv)
sentience of a Gibbering Terror until the
99 Shadowless, (v) Regurgitator, (vi) Hollow,
effect ends. (vii) Darkening, (viii) Bestial Fear, (ix)
Glimpse the True Gods You and all Speaker of the Void, (x) Devil Eyes. No
90 creatures within Close range gain a mortal magic can end this effect.
random Madness. Claimed Gain the following DDM
Rift A random enraged monster1 from effect permanently; Roll 1d8: (i) Foul
the Veil appears within Melee range of Beard, (ii) Mucus, (iii) Third Eye, (iv)
91-92 you. The monster wreaks havoc for 1d4 100 The Claw, (v) Winged, (vi) Tentacled,
minutes then vanishes. (vii) Jaws, (viii) Spines. No mortal magic
can end this effect.
95
Divine BleSSingS
& RebukeS
In Argosa, the workings of the gods, eternal and
impossibly distant, are beyond the grasp of mere
mortals. Whilst generally safer than arcane sorcery,
communing with beings older than time remains a
perilous proposition. To invoke a Blessing:
Divine rebuke
Dark Interference Roll on the Dark &
1-2 Dangerous Magic table.
Broken Icon Your holy symbol no
longer functions and appears tarnished,
3-4 cracked, or faded. Atonement ends the
rebuke.
Mark of Shame A holy brand burns
itself onto your face, hand, or chest,
5-6 clearly indicating your divine disfavour.
Atonement heals the brand overnight.
Divine Warning You are wracked by a
7-8 momentary heart attack (1d6 Con loss).
96
Bear Witness You catch a glimpse your Holy Edict You are subject to a one
patron’s true form and suffer a random sentence command that you must obey
9-10 Madness. Atonement ends the rebuke 43-44 before you may invoke Blessings again
after 1d4 months. (GM determines details). Atonement
Trappings of Wealth Any coins, gems, ends the rebuke.
11-12 and trinkets on your person turn to Tears of Blood You weep blood for 2d6
worthless rust, stone, or sand. 45-48 rounds (Near Blind).
Dark Interference Roll on the Dark & Empty Vessel You lose all memory of
13-14 Dangerous Magic table.
49-50 the last 48 hours. No mortal magic can
reverse this effect.
The Flesh is Weak You are overcome
15-16 with exhaustion, causing 1d4 Str loss. No Light But Mine Torches, lanterns,
and other small mundane light sources
And The Lord Taketh Away You 51-52 are extinguished within Melee range of
17-18 unlearn a random blessing. Atonement yourself for 1d6 months. Atonement
ends the rebuke. ends the rebuke.
Soul Cleansing You lose 1 level until Gift of Truth You cannot intentionally
19-20 the end of the adventure. 53-54 lie for 1d6 months.
Confess You immediately fall to your Trial By Combat In an impending
knees, dropping whatever you are 55-56 battle, enemies target you above all
21-24 holding, clasping your hands together in others (GM decides when).
obeisance. Your next action is spent
praying for forgiveness. Unwelcome Avatar An agent of your
patron possesses your body for 2d6
Speak In Tongues You speak only in 57-58 minutes. It pursues your patron’s ends,
meaningless babble for 1d6 months heedless of any consequences to you.
25-26 (may still invoke blessings). Atonement
ends the rebuke. Sacred Visions Holy hallucinations
59-60 impede your real world vision, causing
Frail of Spirit Your divine connection you 1d4 Perc loss.
27-28 frays, causing 1d4 Will loss.
Forbidden Truth You learn a disturbing
Shameful Pride Your skin manifests 61-64 cosmic truth, which inflicts a random
29-30 ugly boils, causing 1d4 Charisma loss. Madness.
The condition heals in 1d4 months.
Second Chance You may plead your
Plague of Flies Lingering in the open case as to why your patron should
attracts an abundance of flies, gnats, intervene. If the GM agrees, a Cha
31-32 mosquitoes, locusts, etc, to your person. 65-66 check causes the intended blessing to
Atonement ends the rebuke. occur. If failed, roll again with
No Respite You gain no benefit from disadvantage.
33-34 Short Rests until the next dawn.
Condign Affliction You manifest a
Unbidden Heresies Dark interference 67-68 random disease. Atonement ends the
35-38 clouds your thoughts, causing 1d4 Int rebuke.
loss. Soul Tithe You cannot invoke blessings
Test of Devotion You cannot invoke until an enemy is reduced to zero hp by
39-40 blessings until you enact five different 69-70 your hand. Reroll if contrary to your
tenets. Atonement ends the rebuke. patron’s ethos. Atonement ends the
rebuke.
Ancestral Reckoning You suffer a 2
point penalty when invoking blessings Silent Torment You may not invoke
41-42 until you perform the Consecrated blessings until the next dawn, and may
71-72 never explain why (or the rebuke
Ground Rite of Atonement at a place
special to your ancestors. becomes permanent).
97
On Your Belly You are compelled to RiteS Of AtOneMent
prostrate yourself upon the ground, In some instances, removing a Divine Rebuke
73-74 dropping whatever you are holding. On requires the cultist to complete a Rite of
subsequent turns, a Luck (Will) save is Atonement. Some example rites are provided
required to end the effect. below; roll 1d20 or choose from the table. Reroll or
Stigmatic Flagellation You instantly substitute rites inconsistent with the patron’s ethos.
75-77 manifest 1d8 + level damage.
Timely Offering Your weapon, shield, RITES OF ATONEMENT
or armour breaks (even chance. If
78-80 Healing Host Spend 1d4 days tending
magical the item is damaged instead,
not usable until repaired). 1 to strangers’ physical injuries or
Cast Out You suffer disad on social illnesses.
81-82 checks as others instinctively shun you. Add to the Flock Convert a pagan or
Atonement ends the rebuke. 2 non-believer to the faith (GM decides
the details).
Toll of Mortals You age 3d6 years. No
83-84 mortal magic can restore the lost years. Liturgy of the Word Preach to a
3 congregation or crowd of strangers for
Redeeming Agony You are wracked 1d6 x 10 minutes.
85-86 with cleansing pain (1d4 Dex loss).
Ministry of Compassion Spend 1d4
Struck Deaf You are deaf for 1d4 4 days counselling strangers, including
87-88 months. Atonement ends the rebuke.
treating or managing madness.
I Summon Thee You vanish from Blood Redemption Slay a dangerous
existence for 1d6 rounds, then reappear 5 foe single handed, then perform a 1d4
89-92 within Close range of your original hour offering ritual (50 sp).
location (with no memory of where you Seat of Worship Spend 1d8 days
went, but restore 1 Luck).
6 consecrating a new shrine or temple to
Struck Blind You are blind for 1d4 honour your god.
93-94 weeks. Atonement ends the rebuke.
Catechism Spend 1d4 days instructing
7 novices in your hallowed ways.
Struck Mute You cannot speak or
95-96 invoke blessings for 1d4 weeks. Sanctum Sanctorum Spend 1d6 hours
Atonement ends the rebuke. purifying a defiled shrine or temple
Repent or Perish You lose 1d2 Con
8 (dedicated to your god or one of similar
every dawn (not recoverable by any ethos, 100 sp in materials).
97-98 means) until dead at zero Con.
Bitter Flagellation Spend 1 hour a day
Atonement ends the rebuke. painfully drawing your own blood. The
Final Judgment You die immediately in
9 ritual causes 1 Con loss per day for 1d8
spectacular fashion (in a manner days.
99 befitting your god, or perhaps an Restored Relic Retrieve, reinstate, or
interfering alien force). A Luck (Will) cleanse a lost relic, holy symbol, or
save reduces you to zero hp instead. 10 other religious object of your god or one
Wrath of the Gods As Unchain the of similar ethos.
100 World Eater (p.231), centred on you.
End the Accursed Personally slay a
11 sapient creature faithful to an opposed
god or other supernatural force.
Cloistered Contemplation You must
12 sequester yourself for 1d4 months,
studying holy scripture.
98
Transcendence Attain greater power Oppose the Misguided Take public
within your order (rise in station, 17 action to discredit or disrupt the
13 conferral of greater authority, obtain a activities of a competing god’s agent.
special accolade, etc). Glorious Adornment Commission a
Render Their Idols Dust Destroy a statue, symbol, or other religious
14 relic, holy symbol, or other sanctified 18 paraphernalia worth 1 x Valuables B,
paraphernalia of an opposing god. which is gifted to your order, charity, or
Pilgrimage Visit a distant shrine or a deserving stranger.
15 temple to your god or one of similar Holy Quest Complete a special task for
ethos. 19 another of your order, or in accordance
Tithe of Absolution Donate your share with a vision.
16 of treasure from the current adventure Tear Down Their Temples Destroy or
to your order or an unrelated charity. 20 defile an altar, shrine, or temple to an
opposing god.
99
SPELL LIST
A Wisp Unseen Utility Turn invisible until you attack or cast another spell.
1-2 Invisibility
Bending the Stone Utility Reshape a large volume of stone into another form.
7-8 Stone Shape
Beseech the Ancient Ones Divination Seek answers from inscrutable entities beyond the Veil.
9-10 Contact Other Plane
Blast of Frozen Ruin Unleash a blast of freezing ice. Targets may become
13-14 Combat
Cone of Cold semi-frozen at their location.
19-20 Conjure Entity Combat Conjure a dangerous entity from the Void.
Cradle of Formlessness Utility Turn into flying mist for a short time.
21-22 Gaseous Form
33-34 Flesh to Stone Combat Turn a creature into a statue, or reverse such.
Gabbling of the Jade Conjure an alien moon that causes onlookers to fall
35-36 Moon Confusion Combat
into madness.
Gaze of Beguilement Utility Enchant a humanoid to believe you are a trusted friend.
37-38 Charm Person
100
Glimpse the True Gods Cause several targets to flee in terror, and perhaps drop
39-40 Combat
Fear what they are holding.
Hand of the Void Utility Conjure an invisible flying hand for a short time.
41-42 Unseen Hand
Hunger for Blood Combat Gain a second attack for a short time.
47-48 Haste
Light of Soliri Utility Conjure sunlight to see by, harm undead, or blind a foe.
51-52 Light
Mask of Many Faces Utility Use illusion magic to look like another humanoid.
55-56 Disguise Self
Mend Flesh Healing Restore hit points or mend a persistent injury (p.83).
57-58 Cure Light Wounds
None Shall Pass Utility Magically seal a door, window, box, etc.
59-60 Wizard Lock
Pierce the Veil Utility Identify magic, veil echoes, and illusions.
65-66 Detect Magic
Sight Beyond Sight Divination Conjure a flying invisible eye you can see through.
77-78 Clairvoyance
101
Silent Shroud Cloak yourself and anything you touch in magical
79-80 Utility
Silence silence.
Speaker of Tongues Utility Speak, read, and write all languages.
81-82 Comprehend Languages
Sundering Sign Utility Open all nearby doors, locks, windows, etc.
85-86 Knock
87-88 Thrice Bound Curse Combat Render a target blind, mute, and deaf.
102
The incantations that follow are merely examples might be shaped into a sword, box, door, passage or
of the most common spells employed by humans small room. Rudimentary moving parts may be
and their ilk. PCs may research their own (p.125), constructed, such as hinges and a latch. On a Great
and the Treasure chapter includes several ancient Success you might be able to trap one creature:
spellbooks of great potency. The GM is encouraged GM’s call depending on the circumstances, if so a
to create other rarefied and secret thaumaturgies for Luck (Dex) save resists.
the party to discover and encounter.
BeSeech the
A WISP UNSEEN ancient oneS
Range: Self
Range: Self
Duration: 1d6 x 10 mins
Duration: 2d6 minutes
You turn invisible until you attack, cast a spell, or
You contact a supernatural entity mankind was not
the duration ends. On a Great Success you may
meant to know, and may force a yes or no answer to
affect a second target with a touch. When the spell
questions posed. You may ask up to five questions,
ends, Consult the Bones (unlikely) to determine
which the entity answers truthfully, but perhaps
whether a random body part remains invisible for
cryptically or in riddles (GM’s call). Afterwards,
2d6 days (including to you).
Consult to Bones (likely) to determine whether you
suffer a random Madness. On a Great Success
ABJURE THE UNNATURAL Consult the Bones (unlikely) instead.
Range: Self
Duration: 2d6 mins BESTIAL COMMUNION
You gain +1 AC, and radiate a field of protection Range: Self
out to Melee range, which supernatural monsters Duration: 1d6 x 10 mins
cannot penetrate (eg elementals, demons, undead). This charm causes normal animals and insects (not
Attempting to attack or push such a monster, from Giant or Dire) within Close range to regard you as
or using the field, ends the spell. On a Great friendly, unless your actions suggest otherwise. You
Success, the spell lasts 1d6 x 10 mins. may engage in two way conversations with any
animal and/or insect within range, during which
ARCANE AEGIS time you make chittering, squawking, or similar
Range: Self noises. The spell imbues your communications
Duration: 2d6 hours or until expended with persuasive influence, granting advantage on
any Cha checks with animals and insects. On a
A hovering shield of force protects you by phasing Great Success, you may affect up to 2d6 Giant or
in and out as needed. If you use the shield ability to Dire animals or insects instead.
negate a physical attack (p.61) the spell ends. On a
Great Success the shield grants +2 AC instead of
+1. You may only have one shield at a time. BLAST OF FROZEN RUIN
Range: Close
BENDING THE STONE Duration: Instant
Range: Close Freezing hoarfrost and ice blasts outward from you
Duration: Shaping up to 2d6 minutes, but the to fill a cone shaped area (up to Close sized at the
widest point; GM decides how many creatures are
effects are permanent.
affected). Targets suffer 1d6 damage per caster
You permanently shape stone up to the volume of level, on a Great Success roll damage with adv. A
a wagon into another form. The transformation Luck (Dex) save halves the damage, on a failed save
process might take a few seconds to a few minutes, the target is also quasi frozen, unable to move from
depending on the degree of detail involved. A rock their location (treat as Grabbed vs Str 13).
103
BRAIN BURST CONJURE ENTITY
Range: Close Range: Special
Duration: Instant Duration: Special
You directly assault the brain of a living creature, You attempt to summon a supernatural entity from
perceivable as a distortion in the air between you. beyond the Veil; choose from (i) Shade, (ii) Hell
The attack destroys synapses and neuro chemistry, Hound, (iii) Surgat, (iv) Sentient Ooze, (v) Gibbering
causing 3d8 damage (no save). On a Great Success Terror, or (vi) Imp. The GM may add to or modify
roll damage with advantage. If the damage roll available choices. The entity that appears depends
includes doubles you suffer a random Madness due on your spell casting check as outlined below:
to psychic backlash.
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CRADLE OF FORMLESSNESS EleMental Ward
Range: Close Range: Touch
Duration: 2d6 rounds Duration: 2d6 minutes
You or a willing ally are transformed into mist (AC The target is immune to one kind of damaging
14) that flies at your move speed. The mist is energy or other dangerous element, commonly fire,
immune to weapons without magical, silver or cold lightning, or cold, but also for example steam, acid,
iron properties, and may squeeze through cracks, as or other natural hazards. On a Great Success you
long as the surface is not airtight or magically may choose a more unusual supernatural hazard
sealed. On a Great Success, move at double speed. such as a Shade’s Str drain, a Ghost’s aging attack,
or a Spectre’s level drain.
CRUSH OF THE WARP
Range: Close FETID FOG OF THE
Duration: 2d6 rounds PIt PEOPLE
1d4 humanoid creatures are held rigid (Helpless) Range: Far
unless they succeed on a Luck (Str) save. On a Great Duration: 1d6 x 10 mins
Success, you may affect other kinds of monsters. A
You conjure a Close sized area of thick, sickly
target with more HD than twice your level is
coloured fog. The fog does not completely obscure
immune. Characters that save cannot be retargeted
sight but Near Blind applies. Creatures in the cloud
by this spell in the same encounter.
must make a Luck (Con) save or lose their action
and move due to nausea for 1d4 rounds, after which
DARK SLUMBER time they stagger out. On a Great Success, the save
Range: Far is made at a -2 penalty. This is a Poison effect.
Duration: 1d6 x 10 minutes
This enchantment causes 4d4 HD (p.166) worth of FLESH TO STONE
living humanoids in a Close sized area to fall asleep Range: Touch
(Helpless). Lower HD humanoids are targeted first, Duration: Permanent until dispelled
and a Luck (Will) save resists. Targets of 5 HD or
This potent curse transforms flesh into stone or vice
more are immune. Shaking a victim grants a Will
versa. A touch attack (at adv) is required, forcing
check to awaken. On a Great Success, you may
the target to make a Luck (Con) save. On a success
target other living creatures.
the petrification is negated but the target is Dazed.
A character that saves cannot be retargeted by this
ECHO OF DAYS spell in the same encounter. Petrified creatures are
Range: Self in stasis and do not age until the enchantment ends
Duration: 2d6 rounds (eg by way of Sever Arcarnum, Cleansing Charm, or
similar). On a Great Success the effect cannot be
You perceive past events connected with a touched dispelled without Ritual Magic.
object as if you had been present. You gain only a
quick glimpse of the event (up to 2d6 rounds
worth), but may go back in time up to one day per Gabbling Of the
level. You may indicate the nature of the event, or jade MOOn
particular day and time, you wish to observe (eg: Range: Far
the last person to hold the object, or a meeting
Duration: 2d6 minutes
known to have occurred in the location, or four
days ago at high noon, etc). If no specific You conjure the apparition of an alien, emerald
information is sought, the GM chooses the event. green moon. Creatures within Close range that look
Once cast, the divination cannot be repeated with upon the moon at the time of casting must make a
the same object or regarding the same subject Luck (Will) save or be overwhelmed by pure
matter (GM’s call). Reading the astral echoes of the madness. If the spell takes hold, roll 1d4 for the
past frays sanity; you suffer a Madness when the effect (or choose on a Great Success). Affected
spell ends (a Great Success negates). targets will defend themselves if attacked.
105
HELLBLAST
Range: Far
Duration: Instant
GLIMPSE THE TRUE GODS The target of this spell gains one bonus attack when
they use their action to attack. On a Great Success,
Range: Far you may affect a second target. When the spell
Duration: 2d6 minutes ends, the target must make a Will check or is
compelled to drink from the skull of a dead enemy
This spell causes 1d4 creatures to flee in pure terror (if prevented from doing so, they go into a
(on a Great Success, roll 1d4+2). Creatures that murderous rage). If the Will check is a Terrible
succeed on a Luck (Will) save are unaffected. Failure the target also suffers a random Madness.
Consult the Bones to determine whether fleeing
creatures drop whatever they are holding.
INFUSE ANIMUS
HAND OF THE VOID Range: Touch
Duration: 2d6 rounds
Range: Close
Duration: 2d6 rounds You animate an object (max 1 HD per caster level,
use Animated Object stats p.174 as a guide) which
You conjure an invisible hand of force. The hand gains a degree of flexibility, enabling it to fight,
has Str, Dex, and Perc 7 (for throwing purposes), walk, slither, etc (GM decides Move rate). The
and may perform any relatively simple activity (the object follows your mental commands as part of
control is not fine enough to pick a mechanical your action. On a Great Success, you may animate
lock, for example). Directing the hand requires two objects (total HD must be your level or less).
your action. If the hand attacks with a weapon, When this spell ends, Consult the Bones (unlikely) to
apply your attack bonus (with Str or Perc 7). On a determine whether the animating spirit breaks free
Great Success, the hand has attributes of 14. and manifests uncontrolled for 1d4 minutes (roll
1d3: (i) Shade, (ii) Ghost, (iii) Wraith).
106
LIGHT OF SOLIRI close inspection by someone familiar with the real
article allows a Perc/Int check to spot the deception
Range: Close
(on a Great Success, attempts to see through the
Duration: 2d6 hours
illusion require a Perc/Int Great Success).
One object produces light, from a dim glow to a
bright radiance that illuminates a Far sized area
(action to change brightness). Alternatively you
MEND FLESH
may cast this spell on a target’s eyes to Blind it (Luck Range: Touch
(Con) save negates). On a Great Success, you may Duration: Special
produce sunlight, and if the object strikes a Demon If the target has one or more hit points, this spell
or Undead, they suffer 1d6 extra damage. instantly restores hit points equal to 1d6 + the
caster’s level. If the target is unconscious on zero hit
LIGHTNING BOLT points, no hit points are restored, but the target’s
Range: Very Far Death save is made with a +2 bonus. Alternatively
you may restore 1d4 lost attribute points (excluding
Duration: Instant
Luck or Init), or attempt to heal a persistent (but not
Lightning blasts outwards from you in a straight permanent) injury (p.83). Mending a persistent
line up to Very Far range. Targets in the path suffer injury may only be attempted once per specific
1d6 damage per caster level, on a Great Success roll injury; on a Great Success it mends over 4d6 hours.
damage with advantage. A Luck (Dex) save halves
the damage, on a Terrible Failure also Dazed.
Flammable objects in the area may catch fire.
NONE SHALL PASS
Range: Close
MASK OF MANY FACES Duration: Permanent until dispelled
107
ONE WITH THE DEEP Success roll damage with advantage. A Luck (Con)
save halves the damage, on a Terrible Failure also
Range: Touch
Duration: 2d6 hours Blast Trauma (1d6). The area is slippery with scree
for three rounds; Dex check or Prone if attempting
Up to one creature per caster level may breathe to move more than half move speed.
underwater (as well as air). On a Great Success the
targets also swim as fast as sharks.
RIDDLE OF BONES
Range: Touch
PHASE DOOR Duration: Special
Range: Self You ask a humanoid corpse or bones with a skull
Duration: 2d6 rounds three questions, and it answers with knowledge the
You conjure a door sized tunnel through a wall, corpse had while alive. The pair of you converse in
ceiling, or floor up to 3 feet thick. The tunnel closes a sorcerous tongue no-one else understands. Some
when the spell ends (anyone or anything left inside answers may be cryptic in nature (GM’s call).
is safely ejected). On a Great Success, the duration Consorting with the dead corrupts the mind; when
is 2d6 minutes or penetrate up to 6 feet thick. the spell ends Consult the Bones (unlikely) to
determine whether you suffer a Madness (a Great
Success negates).
PIERCE THE VEIL
Range: Self SEVER ARCARNUM
Duration: 1d6 x 10 minutes Range: Far
You perceive the visual, aural, and olfactory auras Duration: Special
of magic and spirit forms (including Invisible You attempt to dispel an existing magical effect.
targets) within Far range. You also discern the kind Make an opposed Int (Arcane Lore) check against
of magic involved (eg protection, healing, etc) and the other caster (or Int 1d4+12, if the original caster
identify any physical Veil echoes such as is unknown). On a success a temporary effect is
temperature drops, spectral winds, clinging ended, or a permanent enchantment suspended for
vapours, etc. Illusions are not ordinarily detected, 2d6 minutes. On a fail, roll on the DDM table
part of their magic includes fooling detection spells instead, and you cannot repeat the attempt until
of this kind (on a Great Success, you also identify you gain a level. On a Great Success the owner of
and see through illusions). Pierce the Veil is blocked the targeted effect does not realise their spell has
by a thin sheet of lead, or stone, earth, or wood been broken (otherwise they generally do sense
more than 1 ft thick. such; GM discretion applies).
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SIGHT BEYOND SIGHT held or locked by magic. Invoking the Sign weakens
the Veil; Consult the Bones (unlikely) to determine
Range: Far whether a DDM effect occurs. On a Great Success,
Duration: 2d6 mins you may choose which items open and which
You conjure a tangible but invisible tennis ball sized remain closed.
eye through which you can see. You direct the eye
by spending an action; it flies at your normal speed
and may move up to Far range from you. You may
THRICE BOUND CURSE
switch between senses by spending an action. On a Range: Close
Great Success, the eye comes with an ear which you Duration: Special
may hear through. When using the magical senses, This dread enchantment lasts three days. The target
your real eyes and/or ears do not function. is blinded for one day, muted another, and deafened
on the third. You decide the order of afflictions
SILENT SHROUD when the spell is cast. A separate Luck (Will) save is
required to resist each effect. On a Great Success,
Range: Self the curse lasts three years instead of three days.
Duration: 2d6 mins
Sounds you make are magically silenced, along
with any creatures or objects you are holding or
THUNDERoUS INVOCATION
touch. On a Great Success, you may affect one Range: Self
target per level within Close range. A creature may Duration: Instant
resist being silenced by making a Luck (Will) save. A thunderous wave bursts outward from you,
affecting up to three targets within Melee range.
SPEAKER OF tONGUES Creatures and unattended objects in the path suffer
1d4 damage per caster level (on a Great Success,
Range: Touch roll damage with advantage) and are pushed a short
Duration: 2d6 hours distance (GM determines how far). A Luck (Con)
This spell allows the target to speak and understand save halves the damage and negates the movement,
all languages. On a Great Success, the target can on a Terrible Failure also Prone.
also read and write all languages.
Alternatively, you may channel the thunder into an
STRANGE JOINING inanimate, non magical object the size of a door or
smaller by touching it. If so, make a Luck (Int)
Range: Very Far check to shatter the item. Particularly large or
Duration: 1d6 x 10 mins strong objects may be immune, impose disad,
require a Great Success, etc (GM’s call). Shattering
You telepathically broadcast (no action) words,
in this way still produces a deafening noise.
images, and feelings to a number of intelligent
TRANSMOGRIFICATION
creatures equal to your level (on a Great Success,
twice level). The telepathy works both ways, and all
participants receive all messages unless the sender Range: Self
nominates otherwise. A party may resist at any Duration: 1d6 x 10 mins
time with a Will check, ending the effect for them.
Participants are under no compulsion to respond. You turn into another type of creature you have
Consult the Bones (unlikely) to see whether an alien touched before. The form cannot be smaller than a
entity beyond the Veil intrudes; asking questions or large rat or have more HD than half your level,
sharing its thoughts and urges (GM’s call). rounded up (on a Great Success, half level rounded
up, +2). Gain the physical qualities (eg AC, Str/
Dex/Con/Perc, attack bonus, damage, movement,
SUNDERING SIGN senses), but not magical traits or hp of the form.
Range: Close You retain your personality and may use spells if
Duration: Instant the form can speak and has hands. Gear melds into
The Sundering Sign opens, unlocks, and unbars all you unless you decide otherwise. Polymorph magic
locks, doors, gates, windows, manacles, bear traps, is taxing, draining 1d4 Con, which cannot be
and similar objects within range, including those restored by any means until your next Downtime.
109
UNDEAD SERVANT The spell may also be used to detect a general type
of object such as stairs, gold coins, keys, etc. The
Range: Touch magic is blocked by a thin sheet of lead, or stone,
Duration: Permanent earth, or wood more than 1 ft thick.
This accursed necromancy animates a humanoid
corpse as a Skeleton or Zombie. As part of another On a Great Success, the spell’s range is increased
action, you may issue spoken orders which the (referee’s call) or you also sense the largest
Undead obeys. The monster acts at the same time as concentration of objects sought. Treating with the
you in future turns. Watchers beyond the Veil is dangerous work; when
the spell ends a Will check is required to avoid
Animating the dead is fraught with peril and always suffering a random Madness.
triggers a Dark & Dangerous Magic effect. On a
Great Success you may animate two corpses. WINGS OF THE
WHISPERS OF THE RAVEN KING
Range: Close
WATCHERS Duration: 2d6 mins
Range: Very Far The target grows magical wings, allowing them to
Duration: 1d6 x 10 mins fly at twice their normal movement speed. On a
You sense which direction you must travel in (as the Great Success the duration is 1d6 x 10 mins.
crow flies) to reach an object or person within
range. You must sufficiently describe the target or
have a mental image of them. If you have not seen
WITCHBLADE
Range: Special
the target, identifying features such as a female
teenager, blonde hair, with cheekbone scar, might Duration: 2d6 rounds
be enough to allow the spell to work (GM’s call). You conjure a spectral melee weapon (no larger
than a polearm) in your hand, or enchant an
existing non magical weapon that you touch. You
may give the weapon to another person, and
anyone wielding it counts as proficient. The
weapon works as normal with a random bonus
effect for the duration (roll 1d6). On a Great
Success you may choose the effect.
ENCHANTMENT
Darkness On a hit, Luck (Will) save or
1 target is Near Blind until the end of their
next turn.
110
Boundaries of area effects must be marked in some
way (runes, tokens, etc), and are generally limited
to a Close or Far sized area.
Ritual magic allows a caster to impose a long term
magical effect on an object, area, or creature(s),
including for example a staff, building, or a pile of COMPONENTS
corpses. The duration of the enchantment may be Every ritual requires expensive components (GM
months, years, or even permanent at the GM’s determines, but a minimum of 3d6 x 100 sp) and a
discretion. Especially potent effects might require special reagent that the PC must provide. The GM
multiple spell casters working together. decides the component based on the theme of the
effect, or rolls d66 on the table below. Ritual magic
A ritual requires the following: is more mercurial art than science; the time and
special component needed may change each time a
◆ At least 2d6 days to perform (GM’s call). ritual is attempted.
RITUAL COMPONENTS
11 Legs of a Xornling. 31 Acid sack of a Fire Beetle. 51 Hooks of a Hookfurgle.
Gills of an Argosan
12 Wings of a Sprite. 32 Strangler.
52 Flower of a Vine Puppet.
Horn of an Abominable
13 Sap of a Flesh Eating Vine. 33 Mane of a Manticore. 53 Snow Beast.
Jar of Bone Cutter Ant
14 Brain of a Zombie. 34 A quart of Grey Ooze. 54 abdomens.
Larvae of a Flesh
21 Essence of Will o’ Wisp. 41 Heart of a Demon. 61 Burrower.
Half a pound of Yellow Tentacles of an Aberrant
22 Mould.
42 Terror. 62 Eye of a Cyclops.
111
112
This chapter provides a selection of Downtime
activities for PCs to spend their silver on, to keep
them hungry for coin. As a result, most of what
follows is meant to extract wealth from the party,
not the reverse. Prices are based on average treasure Enemy Action means an opposing faction takes a
tables, and ballpark Adventure Framework loot major step or completes its plans. Forced Scenario
rewards. Referees should adjust costs to suit their is intended as an adventure that comes to the PCs
setting and wealth levels. and forces a response: an assassination attempt on
the party, a relative is kidnapped, the King
DOWNTIME PERIOD commands they undertake a quest, and so on.
In a sandbox game, the players generally decide Buildings
how long their downtime is between adventures,
based on whatever it is they want to achieve: injury For adventurers who wish to buy or build their own
recovery, magical research, rumour hunting, home, tower, small keep, etc, rough costs appear
waiting for a masterforged item, and so on. As the below. Construction times are 4d6 days for small,
weeks tick by, PCs should be paying their Lifestyle 2d4 weeks for medium, and 2d6 months for large.
costs in addition to any extra activities. Greater structures take multiple years.
113
ADVANCEMENT
As noted in the Classes chapter, when a PC levels
up they gain +1 to an attribute of their choice
(excluding Luck and Init, up to max 16), more hit
points, and other benefits as outlined in the Class
Attack Bonus & Abilities tables.
EXPERIENCE POINTS
The Experience Points method, also known as
“XP”, requires adventurers to gain a certain
number of xp before they progress to the next level.
114
explOratiOn Bonus xp
◆ Explore several hexes of untamed, In addition to the above XP awards, individual
dangerous wilds (GM determines adventures might grant bonus XP for completing
how many hexes are required). particular objectives, reaching milestones, etc.
◆ Discover a new ruin, dungeon,
significant lair, or other major point Hirelings & Pets
of interest. If the PCs make use of hirelings, parties larger than
1 xp
seven members (or other number as the referee
◆ Explore a new level of a ruin, decides) incur a -1 XP penalty for each additional
dungeon, dangerous city district, or member (applied to total xp for the adventure, not
other adventure site. individual xp awards). Non-combatant hirelings
count as half members. Ranger beasts, dogs, birds
◆ Interact with mysterious dungeon
of prey, warhorses, and other fighting animals
components like levers, buttons, etc.
count as full members. Monstrous pets count as two
◆ Discover lost or forgotten lore, or members.
learn an important clue.
115
PCs wishing to engage with the black market to sell Impostor The other party is not who they
or acquire illegal goods or services do so at their profess to be. Roll 1d6: (i) Undercover
own risk. Firstly, the adventurer needs someone guard, (ii) Rival faction spy, (iii) Assassin
with connections to the underworld to put them in paid to kill the PC for a past wrong, (iv)
contact with a potential buyer or supplier (thief, 5 Thug planning to rob the PC, (v) Slaver
smuggler, assassin, fixer, possibly barkeep, etc). about to spring their trap, (vi) Vigilante
With respect to Supply (p.55) black market goods who intends to expose the PC for the base
generally qualify as Rare or Very Rare. ne’er do well they really are.
Secondly, assuming a deal is struck for the item or All Clear No complications this time
6-8 around. As far as the adventurer can tell.
service in question, a Luck save is required to avoid
a Black Market complication. If failed, roll 2d6 on
Bounty Hunters Third party agents get
the table below. On a Terrible Failure, roll with
wind of the transaction and take steps to
disadvantage. If successful, the deal is completed
arrest the PC for a bounty, to expunge a
and avoids a complication, but the PC begins their 9 debt, acquire the item for themselves, etc.
next adventure with their Luck reduced by 1 point.
1d2+1 bounty hunters, random classes,
level 1d4+2 (use Rival Adventurers).
COMPLICATION Bidding War Word of the transaction is
Long Arm of the Law Word of the deal leaked to other interested parties, who
reaches the ears of the guard. Roll 1d6: (i- 10 start a bidding war for the item. Increase
2-3 iii) Sergeant, (iv-v) Captain, or (vi) the price by 1d100% + 50%. Nothing
Commander of the watch, who takes a personal. Just business.
personal interest in the case. Doublecross The other party attempts to
Scam The other party attempts a scam. doublecross the PC. Roll 1d6: (i) Ambush
Roll 1d6: (i) Takes the deposit and wastes with intent to kill the PC, (ii) Ambush
PC’s time, then vanishes, (ii) Produces a with intent to rob the PC, (iii) Reports the
counterfeit object or payment, (iii) PC to the guard (secret informant), (iv)
Engages with the PC but endlessly delays 11-12 Completes the transaction, but later
4 (never runs out of excuses), (iv) Delivers attempts to blackmail the PC, (v) Reports
something similar, but different, to what the transaction to a known enemy of the
was promised, (v) Demands more gold PC, (vi) While the adventurer is meeting
(or a discount if buying) at the final meet, about the deal, the other party arranges
(vi) Engages with the PC but is killed by for the PC’s home/room to be burgled.
rivals before the final meet.
116
Unhappy Awakening You awaken the
next morning in (roll 1d6): (i) a pile of
Carousing covers a range of activities, but primarily horse dung, (ii) the gutter, (iii) dog
11-12 kennel, (iv) stable, (v) your aunt’s place,
drinking, gambling, brawling, drug use, and related
vices. Assuming a suitable tavern, inn, tap room, (vi) the arms of an attractive someone
etc is available, a PC may carouse at any time. A whose name stubbornly eludes you.
minimum of spend of 20 sp is required, triggering Unhappy Awakening You awaken the
a d100 roll. Many of the entries below will benefit next morning (roll 1d6): (i) under a
from further elaboration; players are encouraged to bridge, (ii) in a bell tower, (iii) in an
improvise these, subject to the GM’s approval or at isolated alley, surrounded by vicious
least rueful acquiescence. Where named NPCs are street cats led by a grey tabby that calls
involved, reroll any repeats. 13-14 herself Reow, (iv) dumped outside city
walls, (v) on a rooftop being pecked at
If carousing during Downtime, each 20 sp spent by crows, (vi) half naked and alone,
earns the adventurer 1 xp, up to a maximum per nearby a brothel (Consult the Bones to
Downtime period as follows: Level 1-3: 5 xp, Level see if you have contracted Lemon Rot).
4-6: 10 xp, or Level 7-9: 20 xp.
Duel You accuse Lord Anders of
sleeping with Lady Hanna, the wife of
CAROUSING another highborn (in fact true). Anders
demands a duel to the death for
Chains You awaken in chains as part of 15-16 besmirching his honour, ushering
a Nydissian slave caravan. Word of your forward his champion, Yorrick, a
predicament somehow makes it to your towering Argosan with a deadly left
1-2 allies. Consult the Bones to determine if hand (Fighter 4, Heavy, S16, D15, C15).
the caravan is delayed while checking Best of luck.
supplies the following day (due to Cards You wager 2d4 x 10 sp on cards.
depart in 1d4 hours). 17-18 Consult the Bones to see whether you win
Crime Your drunken endeavours lead twice that, or lose it.
you to commit a crime, roll 1d6: (i) Bottom’s Up! The inevitable drinking
street graffiti, (ii) pilfered tavern shot contest. Roll 1d6: (i) Winner! Gain 3d6
3-4 glasses, (iii) cosmetic arson, (iv) sp and some fame (or is it infamy?), (ii)
lecherous leering, (v) affray, (vi) a strong contender but you bow out
wounding. You are wanted by the guard before you pass out, (iii) you wake up
for questioning for the next 1d6 months. under the table (no, you didn’t win), (iv)
Cells You wake up in the watch cells on you wake up with a terrible hangover
drunk and disorderly charges, with no 19-20 and no coin pouch (lose 4d6 sp), (v) you
5-6 memory of what occurred. You are wake up at home with a stranger in your
fined 5d10+20 sp with a side order of bed, (vi) you vomit on a competitor,
shame, shame, shame. who vomits on you in turn. Then you
both vomit on some spectators, who
Spiked A rapscallion spikes your drink. vomit on other patrons. You know how
Make a Con check. On a fail, the rogue this ends. The tavern shuts for a week
steals your coin pouch (lose 6d10 sp) and you are banned for 1d12 months.
7-8 while you sleep it off. On a success, the
thief beats a hasty exit instead. Either Rooftops At some point in the festivities
way, if you make an Int check, you you lead the watch on a merry chase
remember their face. across the rooftops, before falling off
(roll 1d8+3 on the Blunt Trauma table,
MoaH You awaken with the Mother of 21-22 no permanent injuries). Make a Luck
all Hangovers. You cannot function for save. If you fail, you are thrown in the
9-10 twenty four hours, and suffer the effects cells and fined 4d10 sp. On a success the
of Head Injury and System Shock from guards decide you’ve suffered enough
the Injuries & Setbacks table. and let you go.
117
Shrooms Someone breaks out the Jig You get into a raucous jig with other
shrooms, puff pipe, yellow lotus earnest drinkers and accidentally break
powder, etc, which your intoxicated self something, roll 1d6: (i) knock over a
can’t resist. Roll 1d6: (i) you wake up lantern setting a table on fire, (ii) broken
with a new tattoo, (ii) you wake up with chair, (iii) shattered mug (empty), (iv)
a temporary Madness that lasts until the 33-34 shattered mug (full, held by Vorrag the
end of your next adventure, (iii) you Unwashed, Barbarian 3, S16, C15), (v)
wake up on the couch of a new friend, broken window, (vi) broken door (the
23-24 (iv) you wake up three days later with no room beyond is occupied by a trysting
memory of what occurred, (v) you wake couple; bouncers intervene and you are
up bruised and missing 1d3 teeth, (vi) banned for 1d4 months).
you wake up in bed with a married
highborn, who is desperate to sneak you Beauties You somehow end up most of
out ASAP (make a Dex (Stealth) check, the night arm in arm with a bevy of
if successful you escape, if failed you 35-36 burlesque beauties. On a successful Cha
are caught. GM decides repercussions). check, you earn a reputation as a
charmer. On a fail, as a sleazy rake.
Axe At some point in the night an axe
throwing competition becomes a thing. Catapult? You wake up entwined in the
Roll 1d6: (i) Winner! Maybe you are boughs of a tall tree outside city walls,
half dwarf after all, gain 4d6 sp, (ii) laden with scrapes and cuts (Luck save
37-38 or roll on the Injuries & Setbacks table,
runner up, (iii) woeful, (iv) dead last, (v)
25-26 you injure the house cat or other animal no permanent injuries). You remember
(banned for 2d6 months, or until they very little. Something about a catapult.
get a new pet), (vi) you injure a staff Most Agreeable A most agreeable and
member (roll 1d12 on the Blade Trauma engaging time is had by all concerned,
table, if a permanent injury, you are none more so than yourself. Increase
banned for life, else one year). 39-40 your maximum Luck by 1 point for the
New Contact Your amicable merriment next adventure (20% chance the boost is
attracts a new contact, with whom you permanent, once only).
begin a friendship, roll 1d6: (i) Cutpurse Horse You get into a fisticuff with a
27-28 Cinder Gribshanks (ii) Alchemist Lilian, horse that offended you with all the
(iii) Beggar Moe Harrit, (iv) Dockmaster hoity toity clip clopping. When you
Cruthers, (v) Grave Digger Hugott, (vi) 41-42 awake you have a hoofprint in your
Tinkerer Bergermont. forehead. Still, you should’ve seen the
New Contact Your amicable merriment horse (treat as a Head Injury on the
attracts a new contact, with whom you Injuries & Setbacks table).
begin a friendship, roll 1d6: (i) Trapper Outrageous Whilst outrageously drunk
29-30 Shanders, (ii) Organlegger Borgov, (iii) you inform Madam Wendel, a wealthy
Brewer Verna, (iv) Pilgrim Lung Pao, (v) spice merchant, that her face reminds
Gong Farmer Gerret, (vi) Street Sweeper 43-44 you of a baboon’s bottom. Word
Jessa Two Jabs. spreads like wildfire amongst the
Unexpected You come into possession highborn ladies. More than half of
of something unexpected. Roll 1d6: (i) a them agree with you.
young child of 1d4 years, with a note Moderately Blotto, you decide a quick
saying you are the father, (ii) a charcoal dip in the local steam baths, pond, or
sketch of yourself by an unknown horse trough is due. You forget to wear
31-32 illustrator, (iii) an ancient map to Ortu 45-46 your pants for half a block before going
Menon, Temple of Baalec, (iv) a letter back to get them. Many passers by are
blackmailing you for a past misdeed, (v) mortified. A few are impressed.
Potion or Scroll (equal chance), (vi)
Minor Charm.
118
Arm Wrestle You engage in an arm Lucky You acquire a rare item in a
wrestling contest with a series of game of chance. Roll 1d4: (i) Mithral
burlsome brutes. Roll a Str contest vs Str
59-60 weapon, (ii) Magical rune trap, (iii)
47-48 17. If you fail, suffer Muscle Tear (per Minor Charm, (iv) Cold iron shield.
the Injuries & Setbacks table). If you win, Mystery You acquire a rare item, but
you earn the adoration of the tavern’s have no memory of how, roll 1d4: (i)
regulars for 2d6 months. Adamantine weapon, (ii) spellbook, (iii)
Intimate Relations You have intimate 61-62 scriptures of a secret cult, (iv) holy
relations with a person who, in symbol. Consult the Bones to determine
hindsight, you probably shouldn’t have. whether the owner(s) come knocking at
Consult the Bones to find out if there are some future time.
any repercussions. If so, 1d6: (i) stalker, Adversary Your boozy antics make you
(ii) overzealous family member/clergy a new adversary by (1d6): (i) rebuffing
wants to punish you, (iii) irregular but an infatuated admirer, (ii) telling a
49-50 ongoing intimate liaisons, (iv) former moneylender the only thing looser than
partner is jealous and wants to harm her boyfriend are her morals, (iii) hitting
you in some way, (v) awkward rash that on the main squeeze of a crime boss,
may be cured with the aid of an 63-64 (iv) breaking the nose of a loud
apothecary, (vi) the person asks for your mouthed braggart who also happens to
help to get out of serious trouble that be the nephew of the watch captain, (v)
authorities cannot/will not assist with. threatening to disembowel a lecher
Bravado You engage in an act of offering lotus powder to young street
drunken bravado. Roll 1d6: (i) attempt kids, (vi) calling out a greedy merchant
to eat a live scorpion (Luck save or for his outrageous prices.
Minor Poison), (ii) climb a church only Tip Off You receive a tip off that a party
to fall off or through the roof (suffer pet, hireling, etc has been press ganged
Muscle Tear on the Injuries & Setbacks 65-66 onto a pirate ship (crew, mascot, etc).
table), (iii) attempt to kiss a stranger The vessel is due to set sail in 1d8 hours.
51-52 only to be slapped or punched, (iv) try to
wrest a bone away from a hungry dog,
gain a small bite scar, (v) insult the staff
and get thrown out, banned for 1d6
months, (vi) rousing song or story (Cha
check, if successful, earn 2d6 sp and
some fame as an entertainer).
Temple awaken on top of a temple roof,
dangling from a spire or gargoyle by
your cloak. You don’t remember much,
but spot a rope and grapple on the street
53-54 below. Consult the Bones to find out if a
guard is staring up at you shaking his
head. Relevant faithful treat you with
disdain for the next 2d6 months.
Skulduggery You acquire a rare item
through deception and or skulduggery,
55-56 roll 1d4: (i) 1d3 doses of Minor Poison,
(ii) 1 x Valuables A, (iii) Potion, (iv)
Silvered weapon.
Reward You acquire a rare item as a
reward for a good deed, roll 1d4: (i) 1 x
57-58 Trinkets & Curios, (ii) Scroll, (iii) 1 x
Valuables A, (iv) Cold iron weapon.
119
Four Figs You accidentally cut off one Secret Ruin You shout rounds with a
of your fingers whilst competing in a trio of retired explorers. One of them,
“stab between the fingers game” with a
77-78 Neddy Rook, offers to guide you to a
gang of roughnuts. On a Luck save your secret ruin for a 10% cut of any loot.
67-68 opponent lost a thumb, in which case Fence You end up in a back room
you win 5d10 sp. Either way you earn making deals with a fence offering
the gang’s respect and a new nickname stolen gear. You may buy up to three
(eg: Four Figs, Ol’ Stabby, El Stumpo, 79-80 items (uncommon or rare) at half the
Big Nine, etc). usual price. Consult the Bones (unlikely)
Big Brawl You kick off a tavern brawl to find out if the watch comes knocking
the likes of which has not been seen in a on your door 1d10 days later.
decade, erupting into the street and into Rank You end up eating some kind of
other taverns! Roll on the Injuries & befouled meat on a dare. It tastes rank
69-70 Setbacks table (no permanent injuries). 81-82 and almost makes you hurl. Make a
The taphouse is shut for three weeks Con check or suffer a random disease.
afterwards, and you are banned for 1d4
years or life (Luck save determines). Trophy You are cajoled into a beast
hunting contest with 3d6 bounty
Peacekeeper You step in to quell a hunters, border rangers, etc. Whoever
disturbance amongst unruly patrons 83-84 returns to the tavern in two weeks’ time
after they KO the house bouncer. Make with the most dangerous trophy wins
a Str or Cha check. On a success you the pot (each person puts in 20 sp), and
71-72 settle things down, the owner so more importantly, bragging rights!
impressed he offers you free lodging for
a month. On a fail, the mob turns on Rumours You set to drinking with a
you too (roll on the Injuries & Setbacks series of curious and informative folk,
table, no permanent injuries). 85-86 trading interesting secrets throughout
the evening. You end up with of 1d3+1
Ferret At some point in the night you adventure hooks, rumours, or clues.
acquire a ferret with a red velvet vest. If
she had a name, you’ve forgotten it. Hireling By some miracle (aka alcohol),
73-74 Your new pet is small and feisty, keen you attract the services of 1d3 random
eyed, with more heart than most men hirelings, who agree to work with you
87-88 for free for one week. If you want to
(treat as a Cat but always succeeds on
fear related checks). retain them beyond this, you’ll have to
pay as normal.
Injected A nefarious artificer, alchemist
or other dangerous scob injects you with Fight You get into a physical altercation
an experimental mutagen while you with a powerful NPC, roll 1d4: (i) Guard
were passed out. Roll 1d6: (i) you exude Captain, (ii) Prominent Merchant, (iii)
a scent similar to sulphur that repels 89-90 Senior Priestess, (iv) City Administrator.
dogs, (ii) your lips thin and recede, You are escorted from the settlement by
75-76 exposing your teeth (lose 1 Cha), (iii) the watch, and barred entry for 1d6+6
your hands tremble if you don’t months (Luck (Cha) save for half).
concentrate, (iv) you suffer a Madness, Desecrater Angry at the heavens for
(v) your voice drops two octaves, (vi) some past calamity, your drunken self
your muscle mass improves (gain 2 Str, decides payback is in order, and defiles
max 19). The effect lasts 1d12 months. a temple, graveyard, sacred object, or
91-92 similar. Consult the Bones to find out if
you suffer a Divine Rebuke, otherwise
lose 1 Luck until the end of your next
adventure.
Witch In your well sotted state, you
93-94 insult a secret witch, who reciprocates
with a curse. Roll on the DDM table.
120
Fool’s Dare While highly intoxicated, a
fool’s dare or act of bravado causes you
to (i) shave your head, (ii) shave your Adventurers gamble with their lives, so why not
eyebrows, (iii) pull out a tooth, (iv) their coin? Given the objective of ToA is for the
kidnap one of the watch’s hounds, (v) party to go on exciting adventures in search of
steal the watch’s lucky anvil, (vi) kidnap wealth and power, the scope for making coin via
95-96 a maligned merchant, hog tie them gambling is intentionally limited.
naked to a horse, then set them loose in
the main street. Make a Luck save. On a During Downtime, an adventurer may spend one
fail, the guards know it was you (2d6 week gambling, wagering up to 100 sp during this
months prison, 1d6 x 100 sp fine, and time. At the end of this period, the gambler makes
kidnapping brand on forearm). a Luck save. If the PC attempts to cheat or leverage
Taxes Poorly timed boasts of your some advantage, the GM makes a ruling and
many plunders reaches the ears of determines any modifiers.
Master Tolstern, the local tax collector.
He attends on you the following day, If the Luck save is failed, the PC loses their coin. On
97-98 serving orders to pay 1d6 x 100 sp in a Terrible Failure, they lose double their wager. If
“unpaid treasure taxes”. Non payment they cannot pay, they are indebted to a local
results in the guards confiscating your criminal, or made an example of (Blunt Trauma
gear (to be gleefully auctioned off by (1d6+6, but no permanent injuries). If successful,
Tolstern to meet the debt). the PC doubles their money, or on a Great Success,
triples it. If they win, the PC begins their next
Bear You somehow end up wrestling a adventure with their Luck reduced by 1 point.
bear to prove that you are, well, stronger
than a bear. Turns out you aren’t. Roll
99-100 1d8+12 on the Injuries & Setbacks table
(no permanent injuries), and gain local
notoriety as the “bear man”.
121
MOnStrOuS PeTS
Most monstrous animals (Owlbears, Griffons, etc)
A character skilled in Animal Lore may attempt to are not capable of being trained; their instinctive
train an ordinary or monstrous animal to follow ferocity and distrust of bipeds renders such
directions and fight beside them. Such pets are attempts doomed to failure. Assuming the PC can
treated like hirelings; they act of their own accord, find a suitable candidate however (an adventure in
apply the usual morale rules, and die at zero hp (at itself), training a monstrous pet requires 4d6 weeks
the GM’s option, the PC may spend a point of Luck of intensive work, 50 sp per week, and a successful
to allow the pet a Death save). Directing a pet to Montage (Moderate or Hard). A monster’s
attack a target other than the one the PC is combative nature imposes disadvantage on all
attacking, or to perform a specific trick under training checks. If failed, the beast proves
pressure, usually requires an action (and perhaps a intractable.
Cha (Animal Lore) check; GM’s call).
Even if successfully “trained” however, monstrous
Ordinary PeTS pets sometimes revert to their primal urges,
particularly when injured. Each time such a pet
Training an ordinary pet to fight with the PC, or to inflicts or suffers critical damage, or is Wounded,
perform specific tricks under pressure, requires 2d6 a Will check (by the beast) is required to avoid
weeks, 10 sp per week, and a Cha (Animal Lore*) rolling 1d6 on the Monstrous Instincts table.
check. Roll d66 for pet qualities; the GM decides
the impact of traits if/when required.
MONStROUS INSTINCtS
PET QUALITIES Base Instinct The pet regards everyone
as a threat and ignores directions for the
11 Slow Witted 41 Hyper 1 remainder of the combat. May be calmed
12 Ferocious 42 Insane afterwards with a Cha (Animal Lore*)
check, otherwise apply Sojourn.
13 Hard to Kill 43 Fat
Inhuman Rage The pet lashes out in pain
14 Keen Ears 44 Stubborn or rage, making an immediate attack
2 against a random creature (friend or foe)
15 Territorial 44 Grumpy within Close range.
16 Affectionate 46 Clever Feral Thrashing The pet thrashes about;
3 anyone in Melee range is knocked Prone
21 Protective 51 Climber and Dazed (no save).
22 Cowardly 52 Lazy Bestial Hunger The pet spends its next
1d3 actions feasting on the closest fallen
23 Reckless 53 One Eye 4 body (friend or foe, if an unconscious
24 Greedy 54 Playful PC, they die). Attempts to dissuade it
provokes an enraged assault.
25 Hates Water 55 Skinny Flight Not Fight The pet retreats from
26 Impatient 56 Sociable present danger. Consult the Bones to
determine whether it takes cover nearby
31 Mangy 61 Shaggy 5 until the combat ends, or it abandons the
battlefield and returns in 2d6 hours (or
32 Very Quick 62 Keen Eyes other time; GM’s call).
33 Sneaky 63 Albino Sojourn After combat ends, the pet
departs for 1d4 days and does not
34 Keen Nose 64 Very Vocal 6 reappear until an appropriate time
35 Fearless 65 Very Strong (hunting, chasing a mate, urge to revisit
the wild, etc; GM determines details).
36 Digger 66 Super Loyal
122
Cheat Fate A Gambler’s spine
Magic Users and Cultists may brew potions during Cradle of
Downtime, and at the GM’s option, appropriately Essence of Shade
Formlessness
trained apothecaries, alchemists, and Artificers. A
PC requires access to a laboratory or apparatus Dragon’s Breath Hell Hound lungs
friendly workroom (1,000 sp) for the process.
Quart of
Draught of Courage
Brewing a potion costs (1d4+2) x 100 sp and is not Knight’s blood
without risk. More art than science, the process
requires 2d6 days of constant attention, and a Dwarven Snout Dwarf nose
successful Int (Apothecary* or Arcane Lore*)
check. Any potion from the Potion List (p.239) may Earth Asunder Bulette jaw
be created, as long as the brewer has the required
special ingredient. On a success the potion is made,
and the creator is drained 1 Con. Lost Con cannot
Fire Aegis Fire Beetle sac
be restored until the end of the next Downtime
period after the potion has been consumed. Mend Flesh Troll tongue
On a failure the brewing fails and any materials are Giant Strength Ettin marrow
lost (or, GM’s call, the potion is made but when
used also inflicts 1d12 Toxin Trauma). On a Terrible
Failure, a catastrophic explosion occurs, destroying Glad Fortune Fairy tears
the laboratory and reducing the brewer to zero hp.
Life Leeching Vampire teeth
SPECIAL INGREDIENT
Every magic potion requires a special ingredient Perfect Timing Sprite skull
that the PC must supply (generally some part of the
anatomy of a monstrous creature, which may need Phasing Form N’Tarc tentacles
to be preserved). The following table provides
suggestions, but as always GMs should tweak as Wings of the
desired. Monsters with qualities that are somehow Raven King
Giant Eagle beak
consistent with the potion theme are most
appropriate. Sever Arcarnum Urgozer heart
At the GM’s option, “greater monster” parts might Sharpened Senses Dragon tooth
substitute or boost lesser monster ingredients. For
example, using Dragon tongue in a Dragon Breath
potion (as opposed to Hell Hound lungs) might Sight Beyond Sight Hag eye
cause 10d10 damage instead of 10d6.
Spider Essence Giant Spider spinnerets
SPECIAL INGREDIENT Starmaiden’s Miracle Unicorn mane
A Wisp Unseen Will o’ Wisp essence
Transmogrification Surgat tail
Abrupt Diminution Xornling body
Towering Growth Giant spleen
Bestial Communion Dire Beast brain
One with the Deep Argosan Strangler gills
Borrowed Talent Doppelganger nails
123
◆ Breaking the Habit requires a minimum
Poor Lifestyle and eight weeks of sequestered
focus, precluding other Downtime activities.
During Downtime, adventurers with Addictions, On a Luck (Will) save, the Addiction goes
Madness, or Persistent Injuries must spend some into remission and is removed, but future risks
time dealing with them. of Addiction increase by 10%. The PC may
spend 150 sp for treatment (counselling,
ADDICTION herbalism, etc) to gain a +2 bonus on the save.
A character with an Addiction is subject to On a failure the time is lost and the PC
powerful cravings. Players might like to roleplay remains addicted. On a Terrible Failure, the
their Addiction for social xp (p.115), and once per per week cost increases by 10 sp, and at the
adventure (GM’s call, typically during high stress), GM’s option cravings may occur more than
the GM may require the PC to make a Luck (Will) once per adventure.
save. On a fail, if the PC does not get their fix
within one hour, they suffer Toxin Trauma (1d8, MADNESS REMISSION
lasts 1d6 hours) and 1 Con loss. Lost Con cannot Every eight weeks a PC makes a Luck (Will) save
be recovered until the Addiction is removed. for each Madness they have. A success means the
Madness goes into remission and is removed. On a
During Downtime, a PC with an Addiction must failure the Madness worsens such that no further
make a Will check. On a success, they may choose recovery attempts may be attempted until the PC
to either (i) feed their habit, or (ii) spend time trying gains a level. Additionally, on a Terrible Failure,
to break it. If they fail the Will check, they must the Madness triggers more than once per adventure,
feed their Addiction. as determined by the GM (p.160). Two month’s
counselling from a trained carer (at a cost of 150
◆ Feeding an Addiction costs 10 sp per week sp) grants a +2 bonus on the save.
(Rich or Filthy Rich Lifestyles include this
cost, p.57). At the GM’s option, an adventurer
with a long standing Addiction may find it PERSISTENT INJURIES
begins to affect NPC relationships, and/or the Some persistent injuries such as broken limbs
per week cost increases. If the PC cannot require treatment and time to heal (as detailed in
afford to get their fix for the week, they suffer the injury tables). Nursing care costs 35 sp/week,
Toxin Trauma and Con loss as noted earlier. and apothecaries 70 sp/week. Rich or Filthy Rich
Lifestyles include this cost, p.57).
PERMANENT INJURIES
GM’s might permit adventurers with permanent
injuries, such as lost eyes or limbs, to reduce or
negate some or all related penalties after three
months of adaption training. For example, a fighter
with a missing eye might negate the 33% miss
chance after acclimatizing to one eye, or a rogue
with a peg leg reduce her movement penalties. The
GM decides these on a case by case basis.
Designer’s Thoughts
Persistent injuries are intended to make the game
more dangerous with longer term setbacks that are
not easily overcome (unlike lost hp or expended
class abilities). Even permanent injuries however
are not truly permanent; PCs are expected to adapt
as noted above. Starting characters that happen to
roll missing ears etc (using the Hireling tables) are
assumed to have already adapted to their injuries.
124
The GM decides whether the proposed research is
possible or not. If so, PCs may engage in the
research themselves (access to a library is usually
STandard ReSearch required) or retain the services of an NPC
spellcaster. Magical research to learn a new spell is
Standard research covers just about any non generally possible as long as the PC has access to
magical topic the PCs are interested in, including their spellbook.
dungeon locations, clues to the whereabouts of a
magic item, monster ecology or vulnerabilities, Minor or Major Research
relevant histories, etc. The GM decides whether the proposed research
qualifies as Minor or Major, consistent with the
Basic research generally takes 1d6 days and costs setting. A Magic User researching a spell from the
5 sp/day. More Advanced research requires 1d4+2 Magic chapter to add to their grimoire counts as
weeks and costs 100 sp/week (or more, reflecting Minor research. Researching a spell from an Old
library fees, research assistants, sage consultations, Magic Grimoire (Treasure chapter) counts as Major
and so on). The GM decides what qualifies as basic research. Magic Users may also create their own
or advanced research consistent with the world. unique spells; the GM determines whether the
suggested spell counts as Minor or Major research.
After the research period, an Int check is required Modifiers to any checks are at the GM’s discretion.
(either by the PC or hired NPC; various Lore or
Gather Information skills might apply). In some
instances, the GM might prefer to make this roll in
secret on behalf of the players. The table below MAGICAL reSearch
provides guidance as to the results. 2d6 days of study, and costs 20 sp
per day. An Int (Arcane Lore*)
STandard reSearch Minor
check is required, or the time and
silver is lost. Learning a spell from a
Research
Roll 1d6 (i-ii) No new intel, (iii-iv) newly acquired scroll or spellbook
Terrible False info, (v-vi) No new intel but (ie not an Old Magic Grimoire p.240)
Failure an opposing agent gets wind of the is automatic and free.
PC’s inquiries. 3d6 weeks of study, costs 100 sp per
Roll 1d6 (i-iii) No new intel, (iv-vi) week, and requires an Int (Arcane
Failure Major
False information. Lore*) Great Success, or the time
Research
and silver is lost. Learning a spell
If there is new information to be from an Old Magic Grimoire is free.
had, the PC learns at least some of
Success
it, or perhaps most of it, based on
the margin of success.
If there is new information to be
Great had, the PC learns all of it. If
Success opposing agents are also making
inquiries, the PC may hear about it.
MAGICAL ReSearch
Magical research includes such things as learning
a new spell, deciphering how to use the powers of
a magic item, or how to break a wizard’s ward.
125
An Int (Arcane Lore*) check is required at the end
of the process. On a success, the scroll is made and
functions at the creator’s level, applying success or
This section covers Rumour Hunting and Rumour Great Success to the spell effect as per the Int
Mongering. For the most part, rumour hunting (Arcane Lore*) check. The creator of the scroll is
requires an evening or afternoon speaking with drained 1 Con, and lost Con cannot be restored
locals whilst buying them food and drinks, at a cost until the end of the next Downtime period after the
of 4d6 sp. The adventurer then makes a Cha scroll is used. On a failure the scroll fails and any
(Gather Information) check. If extra time or gold is materials are lost (or, GM’s call, the scroll is made
spent modifiers may apply at the GM’s option. On but when used auto triggers a DDM effect). On a
a success they learn 1d4 rumours (a mix of true and Terrible Failure, a DDM effect is also triggered.
untrue as the GM or rumour table determines).
126
127
128
Running a session of ToA is fairly easy, firstly Whether out of the blue, or a spin off from a GM
because there aren’t many rules, and secondly hook, if the players latch onto something and push
because the GM is encouraged to change the rules the session in a specific direction - go with it! Don’t
however they please. Everything in this document resist and try to “steer” them back to the original
is just a guide, and referees are expected to tweak adventure idea. Instead put on your improv cap,
things to their liking, in consultation with their ready your oracles, fire up that imagination, and
players. Ultimately the GM is the final authority for enjoy the ride!
his or her game.
The freedom to explore and try anything is the key
As far as GM advice goes, there are plenty of strength of tabletop RPGs. The referee and players
excellent free game blogs on the internet for those are more interactive and flexible than any computer
who are interested. In ToA, most situations can be game, Netflix series, or written story. Flex that
handled by the referee improvising rulings based imagination and make gaming history!
on the situation at hand, and whether a check of
some kind is required, using the existing rules as a
guide. Attribute checks and an eyeballed modifier
will handle most situations.
129
Lemon Rot disease causes foul smelling,
yellow pustules to grow around the armpits,
Argosa is rife with fetid diseases, some of which groin, and neck glands, infecting the blood
adventurers are bound to fall prey to sooner or later. after 1d3 days (1d4 Str loss each day until
Generally speaking a Con check or Luck (Con) 2 bedridden at zero Str). A Luck (Con) save is
save is required to resist infection. Disease vectors permitted after each day of Str loss to throw
are at the GM’s discretion, but typically include off the malady. An apothecary might cure
touch, body fluid exchange, coughing or sneezing, the patient with a course of blood draining
and/or parasite bites. and the correct healing herbs.
Bulging Bluevein causes blood vessels to
Most diseases may be recovered from with time, burst in the patient’s eyes, cheeks, and
herbalism, a skilled apothecary, or Cleansing Charm tongue, spreading like purple tendrils. After
spell. Attribute loss due to infection cannot be 1d6 hours, the patient loses 1 point of Cha
restored until the disease is cured. At the GM’s 3 and Int, and suffers a random Madness due
option, particularly horrid strains may cause death to brain swelling. These effects last 1d4
or permanent debilitation instead. If in need of a months. An apothecary adept in skull bores
random disease, roll 1d12 and see below. might halve the duration.
Slop Bowel is a horrid wasting disease that
ends in digestive and renal failure, killing
DISEASES half its afflicted in a matter of weeks. 1d4
Pinkscab Palsy manifests as a red, irritating days after infection, carriers lose 1 Con
4
rash that swiftly extends across the body in each day until death at zero Con. A single
24 hours. Scratching leads to oozing scabs, Luck (Con) save is permitted after 2d6 days
until the third day manifests as muscle to end the disease. There are no known
weakness, dragging gait, and tremors (1d6 herbal or apothecary treatments.
Str and Dex loss, half movement speed). Foam Fever is a rare brain disease that
1 Previously healthy adults generally recover causes flushed cheeks and foaming at the
in four to six weeks (Con check each week mouth 4d6 hours after infection. Carriers
after the third), but children, the infirm, and lose 1d4 Will, constantly grind their teeth,
the elderly sometimes fail to pull through, and grow insatiably bloodthirsty. Sufferers
succumbing to critical organ failure. There attack others at the slightest provocation,
5 spend 1d3 rounds dismembering downed
are no known apothecary treatments.
foes, and will attack allies when no foes are
left (Will check to snap out of their blood
frenzy). Foam Fever naturally subsides after
1d6 days. The right healing herbs grant adv
on Will checks but do not speed recovery.
Filthenfurgers is a curious nerve plegia,
beginning as a tingling sensation in one
limb that progresses to weakness and
eventual paralysis within 6d6 hours of
6
infection. Paralysis lasts 1d4 months on a
successful Con check, or is otherwise
permanent. Sinew surgery can restore
movement (but not feeling) in the limb.
Oozy Eye causes opaque weeping from the
tear ducts, followed by speckled vision.
Within 24 hours, the patient suffers 1d4
Perc loss, and blindness in one or both eyes
7 (Consult the Bones) after 48 hours. Vision
loss lasts 1d4 months. An apothecary
expert in lens sculpting can cure the disease
(very difficult surgery, imposing disad on
the Int (Apothecary*) check).
130
Skorn Wheeze causes a violent, hacking
cough that spits up blood and bile paraSiteS
overnight. Victims suffer disadvantage on Treasure Ticks are one inch parasites
endurance and charisma related tests, and drawn to the smell of valuable metals and
8 stealth is impossible (irrepressible cough). gems. They are chameleonic and change
The wheeze subsides after 2d6 weeks. A shape to mimic coins, gemstones, etc,
specialist daily draught cures the sickness in where they hibernate until a warm blooded
1d6 days. victim becomes available. If collected in a
Slough Pox is bacterial and causes the pouch with coins, the bugs burrow out in
victim’s skin to rub off in red raw abrasions. 1d6 minutes, entering the flesh of their
Symptoms appear in 1d6 hours. Victims victim to feed (they secrete a leech like
lose 1d3 Str each day for 1d4 days, then 1 anaesthesia). Detecting a burrowing tick
make a Luck (Con) save. If successful, the requires a Perc check at disadvantage. If
disease subsides with no further decline undetected, the tick causes blood poisoning
9 over 1d6 months. If failed, the victim loses (1d3 Str and Dex loss after 1d4 hours, and
another 1d3 Str, and repeat. A character a Madness). The effects do not subside
that survives (patients as Str zero die) may until the bugs are removed, which requires
permanently lose 1 point of Cha (Consult surgery (Int (Apothecary*) check, causing
the Bones) due to scarring. A rare jungle 1d4 damage). If unsuccessful the victim
ointment kills the disease in 4d6 hours. also suffers Internal Bleeding.
Black Retch is a deep belly illness that Flesh Grubs are filthy two inch burrowing
causes disorientation and nausea within worms with wicked beaks. They consume
1d6 hours, inflicting 2d4 Dex loss and corpses from the inside, kept warm by the
disadvantage on balance related checks. foul gases they emit as they lay eggs and
10 Carriers cannot abide food or drink, and multiply. Infested corpses bloat as the
vomit up a foul, black coloured fluid every fumes build, rendering them liable to
few hours. The sickness passes in 1d4 days. explode (an Int (Apothecary*/Wilderness
An apothecary with the right healing herbs 2 Lore*) check might notice the tell tale
halves the duration. “flesh grubs” odour). If disturbed, the
Greyscale Blight is an uncommon skin corpse ruptures, showering Melee range
infection forming itchy scales on forelimbs, with grubs, which burrow for the heart. A
fingers, and toes. Scratching at the scales Luck (Con) save is required to avoid death
causes bleeding sores that quickly regrow in 1d4 rounds. Fire or acid kills the grubs
more scales, spreading to adjoining areas. but causes the victim 2d6 damage.
After one week, enough scales have formed Throat leeches are fast swimming four inch
11 to impede fine motor skills with fingers and marine parasites that lurk in water holes,
chaffing feet, causing 1d3 Dex loss and rivers, and oceans. A PC swimming in an
imposing disadvantage on picking locks, infested area requires a Luck save to avoid
disarming traps, endurance checks on long swallowing the horrible wrigglers. On a
trips, etc. The scales fade after approx 2d4 failed save, several leeches have entered the
months. A herbal unguent removes the victim’s throat and latched onto their gullet.
scales in 2d6 days. Over the next 1d4 hours, and each day
Weeping Earholes is a brain disease that afterwards, the leeches feed, causing 1 Str
impairs thought clarity and judgment, akin 3 or Con loss (even chance). Removing the
to being drowsy or intoxicated. Clear fluid leeches requires surgery or alchemical
leaking from the ear canal is the first sign, tinctures that are poisonous if not properly
followed by persistent fever and headaches. administered. An Int (Apothecary*) check
Within 2d6 hours victims suffer 1d4 Int kills the parasites in 1d3 days. If failed, the
12
loss, disadvantage on Initiative checks, and victim also suffers 2d4 damage. A desperate
forget one random spell (if applicable, spell victim might drink and regurgitate a flask
returns when the disease ends). The malady of acid to kill the worms in minutes (the
clears up of its own accord after 1d3 drinker suffers 3d6 damage, and cannot use
months. There are no known herbal or their vocal chords for 1d4 months).
apothecary treatments.
131
Dungeon crawling WHO’S GOT THE LIGHT?
Speaking of readied gear, the most important
When the PCs first enter a dungeon, there’s a few question is who’s carrying the light? Players
things the GM and party should consider. should nominate which adventurers have light
sources p.55 and whether they are torches,
MARCHING ORDER lanterns, etc. Hirelings are an excellent option as
First up, the party should declare their general torch bearers, freeing up PC hands for weapons,
Marching Order: who’s in front, who’s in the shields, and so on. Keeping them protected within
second rank, in the middle, and who’s taking up the or behind the party will help shore up their Morale
rear. In playtesting we often lined up miniatures on in battle.
the table as a visual reminder.
DEAD ADVENTURERS
This information is important for the GM to Sometimes PCs die. When this happens in a town
determine who is likely to see what first, who might or the wilds, it’s easy for the player to make a new
be at risk of triggering a trap, who might be targeted PC that meets the party in the next tavern or
by an enemy sneaking up behind them, who might mountain pass. Death in the middle of a dungeon
be positioned to attempt a rescue, and so on. When however can be a bit trickier, especially if it happens
uncertain as to who might be the target of an at the start of a session. The player could play a
attack, a random d6 roll, nominating PCs by hireling (if the party has some), or take over the
Marching Order (or clockwise) works well. monsters for a while. But if they’re keen to roll up
a new PC, roll 1d6 for an instant introduction!
READIED GEAR
The gear that the adventurers have in their hands
can be a relevant consideration if the party is taken
FANCY MEETING YOU HERE
by surprise, for example when triggering a trap or Lone Survivor of an adventuring party, lost in
being ambushed by hidden foes. Having a free hand 1 the tunnels. Half hp & rations, no torches.
to grab a falling comrade, or a shield to deflect an Might know about nearby monsters.
arrow trap, could be important. Prisoner of the next monster or chained up to
2 a pillar, makeshift shrine, in a pit or cell, etc.
Dazed and confused, Fatigued, no gear.
I’m Standing Right Here the PC was always
with the party, just in the background as torch
3 bearer, rear sentry, porter, etc. Similar injuries
and resources used as the other PCs.
I’ve Got a Bad Feeling About This PC was
minding the horses, guarding the entrance,
etc, but felt something was wrong and came to
4 help. Same rations as party, but when the PCs
eventually depart the dungeon, any horses are
lost and camp gear stolen, trashed, or burnt.
Stone Curse the PC is the victim of a decades
old Veil curse encasing them in stone. But the
magic is fading: stone heavily cracked, large
chunks have fallen off revealing skin beneath.
5 Pushing the statue over will break the rock and
free the PC (triggers an instant DDM effect).
No rations or torches, and the character has
aged an extra 1d10+20 years.
Belly of the Beast a hostile ten ft burrowing
worm (as Plague Worm but AC 12) attacks! If
6 killed, the new PC is in its belly (stewing for
two days, but alive). Starving, 5 hp, no gear.
132
DungeOn EVENTS DUNGEON EVENT
To ensure meaningful choices while exploring, ToA
uses Dungeon Events, which are triggered by an Clue or Gear The party finds a helpful
escalating Dungeon Tally (“DT”). The party’s DT 2-3 clue or piece of gear (d100 on the Pilfer
starts at zero. As they explore, moving through Pouch UF table p.48)
corridors, searching rooms, disarming traps, and so Lore The party learns a new piece of lore
on, the GM adds 1 to the DT and updates the through a ceiling fresco, wall tapestry,
players with the total. A giant d6 in the middle of bas-relief, old scroll, artefact, and so on.
the table works well as a visual tracker. Actions that 4 At the GM’s option, a player might
are loud or otherwise prone to draw attention introduce new lore relevant to their PC
might add extra points at the GM’s option. instead (if so, +2 xp).
Resource A party resource is somehow
How much the PCs can do before the DT increases used up, damaged, lost, left behind, or
is decided by the GM on a case by case basis. Those 5 otherwise expended. Roll for which PC
familiar with old school games might employ the and a random piece of Pack Gear.
classic ten minute dungeon turn.
6-8 A Random Encounter occurs.
When the DT reaches 6, roll 2d6 on the Dungeon
Event table. The GM might also roll when: Warning sign of nearby danger (prints,
9 scratches, nest materials, sounds, scents,
1. The PCs draw attention to themselves, droppings, remains of recent victim, etc).
Terrain change (visibility, temperature,
2. They are being overly indecisive, or 10 water, odour, stability/footing, etc).
3. There is a natural lull in the adventure. Potential Ally The PCs find a prisoner,
11-12 opposing faction, enemy turncoat, third
As always, GM discretion applies: as referee you party, other adventurers, etc.
may simply decide that something happens (eg a
Random Encounter occurs, etc). After determining
the Dungeon Event, reset the DT to zero.
Designer’s Thoughts
Note that Dungeon Events are not necessarily
adverse to the party; they just mean that something
interesting happens. Helpful clues and even allies
might be found, especially when using monster
Reaction and Activity rolls (p.66).
133
Injured or Encumbered
If any members of the party have a mobility injury
or are Encumbered, moving into another hex costs
In the wilds the party explores from hex to hex, one extra watch. This penalty may be removed by
each of which is approx 6 miles wide. Each 24 hrs another party member performing the Support role
is broken into two shifts of three watches each. (see opposite).
134
TRAVEL ROLES ◆ Rearguard
You travel stealthily behind the main party,
Each PC performs one role during the day shift
maintaining some distance from them (at
(which covers the morning, midday, and afternoon
least Far range). If the company encounters
watches):
something, you might be able to stay hidden.
◆ Look Out You also watch for dangers from the rear, and
This is the default role unless a PC chooses possibly conceal the party’s tracks. The GM
otherwise. You keep watch for monsters, decides whether any checks are required.
traps, and similar dangers from within the ◆ Quartermaster
main party. You automatically spot most
You manage rest breaks, travel logistics, and
creatures at Very Far range (dense terrain,
company morale. When you make camp for
weather, ambush, etc may change this, GM’s
the night, you may make a Cha (Leadership)
call). For a trap or ambush, you make a Perc
check. On a Great Success the camp is ideal
(Det) test on behalf of the main group (if an
(great spot, good meal, relatively comfortable)
ambush, vs your foe’s Dex (Stealth) check).
and spirits are high. Choose a benefit from
◆ Guide (i) reduce the chance of a night encounter, or
If there are no roads, landmarks, rivers, etc (ii) anyone who eats a meal & sleeps six hours
one PC must be the Guide to lead the party may restore one Reroll (once per journey). On
through the wilderness. An Int (Wilderness an 18-20 however the party falls into discord,
Lore) success means you enter your intended the camp is a magnet for bugs, cold winds, etc;
hex or hexes. On a Great Success you make rest is poor and all PCs must make a Con
excellent time and may spend the equivalent check or be Fatigued.
of one bonus watch this day (max once/day). ◆ Support
On a Failure you become lost. Consult the
With a Str (Athletics) check, you assist others
Bones to find out if you wander into a random
who are Encumbered or have a mobility
hex (roll 1d6 for direction). If not, you spend
injury, negating the extra watch required to
this watch regaining your bearings in your
enter hexes that day. Alternatively, you tend to
current hex.
one patient’s injuries; on an Int (Apoth*)
Tracking a quarry is also covered by this role, Great Success they heal two hp instead of
in which case a Perc (Wilderness Lore*) one after their next sleep.
check is usually required, opposed by Int
(Stealth* or Wilderness Lore*) if the quarry is NIGHT SHIFT
concealing their tracks. Night shift (6pm to 6am) is usually spent camping
◆ Forager and sleeping. Unless the players decide otherwise,
the PCs take turns being on watch while their
You hunt or scavenge for food and water as
companions slumber. Consult the Bones (likely or
you travel. On an Int or Perc (Wilderness
unlikely as the GM decides) to determine if there is
Lore*) success you do not use up any rations
a Random Encounter. If so, randomly designate
for the day. On a Great Success you gather
which PC was the sentry, and roll 1d12+8 on the
enough for two people. On a Terrible Failure
encounter table (entries 9-20 are mostly creatures).
you consume something poisonous; make a
Luck (Con) save or suffer Toxin Trauma (1d8,
any effects last until the end of the next day). FORTune die examples
Use the opposite for Misfortunes
◆ Scout
You travel stealthily ahead of the party at 1 Make good time 5 Adv on Foraging
Very Far range. At this distance you might be
able to ambush any creatures you find, but 2 Weather improves 6 Adv on Stealth
normally you report any dangers back to the Adv on next Favourable
main group. The GM decides whether any 3 Reaction roll
7 Terrain change
checks are required. If an encounter occurs, it Find a piece Encounter or
takes 1d3 rounds (double moves) for you to 4 of Pack Gear
8
Event unlikely
reach Far range of the party.
135
WEATHER EXPLORING A HEX
Initial weather is mostly fine, modified each day by If the party spends a watch exploring a hex that has
1d12. Mods (+/– 2, adv/disad) may be appropriate no keyed material, Consult the Bones to determine
for seasons, set climates, or to break up persistent, whether anything special might be found. If so, roll
highly unlikely weather patterns. 1d20 and see below. The GM may require checks to
locate some items. For more details, Read the Signs
WEATHER SHIFT or consult the Argosa Sandbox tables.
TRAVEL EVENTS
OVERLAND UNDERGROUND VOYAGE
Freak weather change Roll Dangerous terrain must be A substantial weather change
for Weather (reroll 6s and 7s), passed through to stay the occurs. Roll 1d6:
and exaggerate the effect (eg course, avoid backtracking, etc
“wetter” means a sudden (unstable tunnel, pockets of (i) Perfect weather
downpour washing away gas, scalding steam pools, (ii) Storm
1 tracks). If the PCs press on magma flows, etc). At the (iii) Fog
GM’s option, some kind of (iv) Gale force winds
through difficult weather, a
check or Montage (Mod, 3F) (v) Severe Storm
Con (Athletics) check is p.65 may be required to avoid
required to avoid becoming (vi) Becalmed
2d6 + level damage per PC.
Fatigued.
Off Course The party has strayed from their intended course and risks becoming lost in their hex (if
possible, otherwise reroll). A Montage (Mod, 3F) p.65 is required to regain bearings. If successful,
2 the adventurers get back on track. If unsuccessful, they become lost: the GM rolls for a Random
Encounter, and the PCs must spend the next day trying to regain their bearings.
A Random Encounter occurs. Roll for Reaction and Activity (p.66)
3 if appropriate.
136
OVERLAND UNDERGROUND VOYAGE
Vagaries of Adventure The party experiences an unexpected turn of weal or woe (Consult the Bones).
If weal (the stars align, blessed from afar, lucky charm/shibboleth, dumb luck, etc) 1d4 PCs may
reroll a single roll during the adventure at a time of their choosing (excluding a die that has already
been rerolled). If woe (wrong place wrong time, supernatural curse, ill fated prophesy, blind
4 misfortune, lost mascot, etc) roll 1d6: (i) 1d4 PCs are exposed to a random disease, (ii) 1d4 hirelings
or pets are exposed to a random disease or parasite, (iii) 1d4 PCs lose, damage (not usable until
repaired), or use up a random Pack Gear item, (iv) the PCs have secretly been (or will be) betrayed
by a hireling or other NPC, to be revealed at an opportune moment (if irrelevant, reroll), (v) Luck
(Perc) save or one PC misplaces, loses, or has a valuable (secretly) stolen from them (coin pouch, etc),
(vi) Random Encounter.
Forgotten Ruins beckon, tempting the adventurers with the possibility of treasure. Exploring the
ancient site requires a Montage (Mod, 3F) p.65. If successful, each PC finds some loot (roll 1d6; 1-3:
5 1 x Carry Loot B, 4-5: 1 x Trinkets & Curios, 6: 1 x Valuables A). If unsuccessful, the party awakens
the ruin’s guardian(s) instead; roll 1d12+8 on a Random Encounter table for the relevant terrain (if
only a single creature appears, it is a Boss).
Overwhelming Numbers of enemies or rivals block the party’s Chance Salvage A grounded
present course (xenophobic barbarians guard a valley, a man vessel, shipwreck, drift cargo,
eating Skorn tribe is camped along the riverbank, dwarf clan etc appears. A group Luck save
6 guards a chasm bridge, ooze spawning cavern, etc). A Montage garners 1 x Carry Loot B, 1 x
(Hard, 2F) p.65 is required to slip by unnoticed. If failed, run a Valuables B, and 1 x Trinkets.
Chase to determine whether the adventurers escape! Consult the Bones to find out if
PCs are exposed to a disease.
7 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
New Lore Travel is uneventful, providing ample time for study, contemplation, and the sharing of
8 stories. The GM provides a new rumour, myth, legend or other piece of lore to the party (ideally
something local, through a hireling or other NPC, but alternatively as something a PC now recalls).
Natural Wonder The party stumbles upon a natural wonder, fey sacred site, ley line, or other place
of special majesty or tranquility. If the adventurers spend a day resting here, one PC suffering
9 Madness may make a Luck (Will) save to remove it. This effect functions only once per character.
Random Encounters are unlikely here, but if so roll Reaction with advantage.
Other Travellers The party Other Travellers The party Other Sailors The party
encounters other travellers, roll encounters other travellers, roll encounters other travellers, roll
1d8: (i) 1d3 scouts, (ii-iii) 1d8: (i) 2d4 Skorn scouts, (ii-iii) 1d8: (i) patrolling warship, (ii-
2d6+10 border guard, (iv) 3d6+8 dwarves on patrol, (iv) iii) merchant caravel, (iv) 2d6
10 merchant caravan, (v) 1d4+2 metal ore caravan heading for canoes/rafts, (v) adventurers’
rival adventurers, (vi) noble the surface, (v) 1d4+2 rival sloop, (vi) pirate sloop (6d6
with entourage, (vii) 4d6+10 adventurers, (vi) 3d6 miners, crew) or longship raiders, (vii)
religious pilgrims, (viii) GM (vii) 2d6+5 cultists in a secret 2d6 survivors in a cast off
special. ceremony, (viii) GM special. lifeboat, (viii) GM special.
11 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
Camaraderie The explorers’ travel is relatively uneventful, providing ample time to strengthen party
bonds. One player may choose to spin a tale or reveal a secret or other special detail about their
12 PC’s history (eg old deed, interesting locale, NPC encounter, memorable event, party bond, prior
adventure, etc; GM veto applies). If the table is entertained, each PC may choose to recover 1 Luck
or take a Short Rest. A PC may benefit from this event once per adventure only.
137
OVERLAND UNDERGROUND VOYAGE
Short Cut The opportunity to Short Cut The opportunity to Short Cut The opportunity to
take a short cut arises if the take a short cut arises if the take a short cut arises if the
party can find it (mountain party can find it (friendly guide, party can find it (seasonal
pass, game trail, Bulette tunnel fissure bypass, rock chute cut by currents, new route through a
13 bypass, etc). Resolve as an Int lavaworms, etc). Resolve as an reef, hidden inlet, etc). Resolve
or Perc (Wilderness Lore) Int or Perc (Wilderness Lore) as an Int or Perc (Watercraft*)
check. On a Great Success the check. On a Great Success the check. On a Great Success the
party enters this hex for free. party enters this hex for free. party enters this hex for free.
Lost Supplies The party must make a group Luck save or their rations/water are halved (failure) or
run out (Terrible Failure). Perhaps tainted by parasites, spoiled by disease, stolen by animals,
14 overeaten after too many ales, dropped in a chase, etc. PCs that do not eat or drink for twenty four
hours become Starving. If available, PCs may consume tainted food or water, but each meal requires
a Luck (Con) save to avoid contracting a random disease or suffering a Minor Poison effect (p.226).
15 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
Discovery As luck would have it, the company discovers or otherwise happens upon any secret
information about the current hex (if they have not already found it). If there is no such information,
16 they discover a Monster Lair instead. Roll for a Random Encounter, but use Lair numbers for #
Appearing (p.166). Consult the Bones to determine whether one of the Lair’s outer sentries have
detected the PCs (depending on the circumstances, including mode of party travel).
Unfortunate Injury A random NPC (hireling, henchmen, other NPC) or animal (horse, mule, dog,
etc) falls ill, lame, or suffers a Sprained Ankle (Entry #5 Injuries & Setbacks table). A Ranger Beast
Companion may choose to make a Luck (Con) save to resist. If there are no NPCs or animals in the
17 party, then a PC is affected (they may choose to resist like a Beast Companion). This will impact
company Travel Speed unless the injured character or animal can be assisted (p.134). Characters may
be helped with the Support Travel Role. The GM determines whether animals may be assisted.
Taxing Terrain Difficult and Taxing Terrain Difficult and Strange Waters Difficult and
unexpected terrain impedes the unexpected terrain impedes the unexpected waters or weather
explorers’ path (river crossing, explorers’ path (deep chasm, impede the ship’s progress
landslide, steep valley, ruined collapsed tunnel, viscous mud (violent storm, poor currents,
bridge, forest fire, etc). Progress pits, thick fungi forest, etc). thick fog, whirlpool, tsunami,
is slow and taxing, requiring a Progress is slow and taxing, pockets of rising sea gas, etc).
18 Montage (Hard, 2F) p.65. If requiring a Montage (Hard, Progress is slow and taxing,
failed the party is Fatigued and 2F) p.65. If failed the party is requiring a Montage (Hard,
a random PC uses up or loses a Fatigued and a random PC uses 2F) p.65. If failed the party is
piece of relevant gear (eg rope, up or loses some relevant gear Fatigued and a random PC uses
climbing gear, rations, etc). (eg rope, rations, climbing gear, up or loses some relevant gear
torches, antitoxin, etc). (eg rope, rations, torches, etc).
19 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
Perfect Campsite The company has a chance to locate the perfect Safe Harbour The crew have a
campsite, providing comfort and safety in equal measure. A Perc chance to locate the perfect
(Wilderness Lore*) check is required. On a success, all PCs harbour, providing comfort and
20 restore 1d3 lost attribute points, one Reroll, or one point of Luck safety in equal measure. A Perc
(once per adventure only). (Watercraft*) check is needed,
otherwise as Perfect Campsite.
138
RANDOM ENCOUNTERS BACK TO BASE
For GMs running Argosa in a West Marches style
A major component of emergent play adventuring (with a potentially different mix of players each
is dealing with the unexpected, for both the referee session), it is often a requirement for the party to
and players. Twists and surprises generate a special “return to base” at the end of a play session (to
kind of excitement; disrupting plans, offering novel ensure that the characters of those wanting to play
options, and most importantly forcing everybody to next week are available to adventure, and not stuck
improvise and take action. This is the stuff gaming in the wilderness or mid dungeon). A potential
memories are made of; roll with it and enjoy! problem with this approach is that large amounts of
precious session time can be spent returning from
What follows are a series of tables categorised by an adventure site, when the players would rather be
geographic location. Random encounters are most exploring the dungeon further!
commonly triggered by Travel or Dungeon Events,
but the GM may insert an encounter at any time. The Back to Base rule circumvents this. Instead of
playing out the return trip in the usual way, each PC
Consistent with an independent and dangerous makes a Luck save. If successful, the adventurer
world, random encounters are “unbalanced” by makes it home without incident. If unsuccessful
design. If the party ventures into hills where Giants they make it home, but must roll 2d6 for a setback.
are known to roam, they should be prepared to find Deduct rations based on estimated travel days.
Giants, regardless of whether they are 1st level or
9th. Rescues, splintering shields, Party Retreat, and
the Chase rules are included for good reason: there BACK TO BASE
are bigger, badder things in the wild than
adventurers, and PCs should be prepared to avoid Death’s Door Reduced to zero hp. If
or flee from them if they must. other PCs, hirelings, etc are with them, the
2 PC makes a Death save at advantage.
For most tables roll 1d20 during the day or 1d12+8 Otherwise the body is lost and they die.
at night. Night travel is particularly dangerous; Injured Roll 1d20 on the Injuries &
3-4 Setbacks table.
most monsters can see in the dark, while
adventurers are limited by their torches, lantern, 5 Diseased Roll 1d12 on the Diseases table.
etc, which also act as beacons to predators.
Poisoned by a random plant, animal, etc.
STarting DiStanceS 6
Roll 1d12 on the Poison table (p.226) but
effects last until you receive an Antitoxin
During the day, unless the GM decides otherwise, treatment, or one month passes, which
creatures are generally noticed at Far or Very Far ever occurs first (excluding hp damage).
range, and each side becomes aware of the other at Battle lose 2d10 hp. If reduced to zero hp
about the same time. Scouts, ambush, poor 7 apply Death’s Door above.
visibility, loud noises, dense terrain, etc may change
Lost Gear Randomly use up or lose one
this as the GM decides. If it matters, when neither
side is being stealthy, a Perception (Detection)
8 piece of gear. Roll 1d6 (i-ii) Battle Gear,
(iii-vi) Pack Gear. Reroll magic items.
contest might determine who sees who first.
Animal Death 1d4 horses, pets, or other
Night encounters typically start at close range of 9 animals are lost. Beast companions are
the camp, as the PCs can only see as far as their reduced to zero hp instead.
light source allows. Hireling Death A hireling or NPC is lost.
Henchmen are reduced to zero hp instead.
With respect to hexes, broadly speaking the world’s 10 For a much loved hireling, the GM might
curvature at sea level creates a horizon about three Consult the Bones to see if they roll on the
miles distant, which neatly coincides with the six Injuries & Setbacks table instead.
mile hexes of the Argosa map: a party at the centre Bonus Loot! You find hidden treasure or
of a hex can see as far as its edges barring obscuring an empty lair. Roll 1d6 (i) Carry Loot B,
11-12 (ii) Valuables A, (iii) Trinket or Curio, (iv)
terrain. Of course, the higher you are, or the taller
the distant object, the further you can see. Minor Charm, (v) Scroll, (vi) Potion.
139
EncOunter TableS Eagles 3d6 Giant Eagles with humanoid
The Cities, Towns, & Villages table has fifty entries 9 riders approach from across the skyline,
that are almost all non-combat encounters. The signalling an intention to parlay.
other tables have twenty encounters, divided up Elemental A 10 HD Air Elemental takes up a
into approximately 70% “monster” encounters, course parallel to the PCs, curious about
10 what they are, and what they’re doing. It may
15% hazards, and 15% seeds for possible side treks.
Monster encounters need not lead to combat if attack if spooked.
using Reaction and Activity rolls (p.66). To swap one Manticore A Manticore is hunting in the area,
creature for another, roll on the Monster by HD looking for a fresh meal. There is a 30%
chart p.167 (may require some tweaking, eg a desert chance the beast is an ancient 20 ft behemoth
terrain Slop Gorger might be a Sand Gorger, etc).
11 with 15 HD (Boss). It has a limited vocab, but
might spare the party for one of their mounts,
or some valuable trinkets.
AERIAL Stowaway A stowaway is discovered aboard
the PC’s ship, or 2d4 Xornlings (60%) or
Winds Hurricane strength winds force the 12 Treasure Ticks (40%) are in a random PC’s
1 party to remain on the ground for 4d6 hours.
backpack or coin pouch.
Roll for a ground encounter.
Spores Tainted winds carry an unsavoury
Eclipse A once a millennia full solar or lunar
tang, spreading the spores of a rare airborne
eclipse occurs, turning the sky pitch black. 13 disease. Each party member must make a
PCs exposed to the sky at the right time have
Luck (Con) save or contract a disease.
2 their fates altered by otherworldly forces
extending their influence through the Veil Wyverns The party has unwittingly entered
(Consult the Bones to determine whether the the hunting grounds of 1d4 Wyverns, whose
14 lair is nearby. They are highly territorial, and
PCs gain or lose 1 point of Luck).
will attempt to destroy or drive off intruders.
Intercept Another flying ship, mounted
adventurers or guard patrol, or a single flying Harpies The haunting song of 2d6 Harpies
3 sorcerer appear on the horizon, taking up a can be heard on the wind before they descend
heading to intercept the PCs. from the clouds, appear from a mountain top,
15 etc. They attempt to beguile at least one PC
Dust Storm A heavy dust storm blows in,
turning the sky red grey with fine silt. and lure them back to their lair (to be their
plaything, and eventual meal).
4 Breathing becomes difficult (even with a
mask) for those above deck or riding mounts. Roc A terrifying forty foot Roc with a 100 ft
Lose 1d2 Con (Luck (Con) save negates). wingspan, blacks out the sun or moon before
16 diving from high altitude. It is determined to
Peak On a high mountain peak, an ancient
spire juts toward the sky, its jade tip reflecting eat at least one of the PCs before moving on.
5 the sunlight. A cold iron door marked with Dire Bats 3d6 Dire Bats can be heard
forgotten runes can be found at the base. screeching in the night sky before they
Cloud Vortex On the horizon, an unnatural appear, swooping around the PCs as they
17 decide who to target. Their plan is to grab one
cloud system is forming, lightning flashing
6 around a swirling vortex of clouds. Even at or two of the adventurers, then escape back to
this distance, a tugging force can be felt. their colossal cave to devour them.
Malfunction The PCs’ ship, mounts or flying Bats A flock of bats flies through or over the
magic falters, disrupted by poor maintenance, party, chasing insects. A random character is
18 accidentally hit by a bat or their droppings;
sabotage, sickness, or a tear in the Veil. The
7 company are forced to land and lose 1 day’s Luck (Con) save to avoid a random disease.
travel. Checks might be required to make Griffons A flock of 2d6 Griffons fly around
repairs, cure illnesses, etc at the GM’s option. the party’s ship, playing some kind of game,
19 or attack them if they are riding flying
Curious Bat A solitary bat follows the party.
It might simply be curious (30%), a trained mounts (or using personal flying magic).
8 pet that has lost its owner looking for a new Wasps 2d4 Giant Wasps are conveying 1d6
master (50%), or a vampire hoping to ambush paralysed humans to their nest. One captive
20 has regained movement in her face, giving the
one of the PCs when alone (20%).
party a desperate look as they buzz by.
140
Guards 4d6 guards patrol the street, eyes
CiTy, tOwn, village wary for pickpockets. If it’s a slow day, they
might accost any strange or dangerous
Farmers Two farmers, Mortin and Jeraal, looking adventurers, inquiring as to their
1-2 brawling over livestock, food, or cotton.
23-24 business, the duration of their stay, boarding
Con A con woman by the name of Doska is house, and whether they have any
3-4 inviting marks to gamble on a cups and balls information they wish to share with the
game. She is skilled in sleight of hand. authorities. Impolite or cheeky responses
Fowl A gaggle of ducks, chickens, or other are unlikely to be well received.
fowl scatter across the street, causing havoc. Axemen A trio of axemen are selling
5-6 Riva “Homeslice” (a wily pickpocket, Dex
firewood and kindling. They haven’t noticed
16) takes advantage of the diversion. 25-26 that one of the split logs is hiding a tiny fey
Noble Lord Ibrenon trots by on a white behind a hinged knot.
charger. He is terribly arrogant and jostles Oleg Arkoza, a potion maker of some
aside anyone who doesn’t immediately get renown and very rarely seen outside his
7-8 out of his way. He remarks that his horse
laboratory, is speaking with a noblewoman
eats better than the adventurers before he 27-28 on the street. Arkoza is very choosey about
departs. his clients. Perhaps this is an opportunity for
Bard A long haired bard with a handlebar an introduction.
9-10 moustache, Arthur Excelsior, offers to make Falconer Ms Eliana is selling an assortment
a ballad about the party’s exploits (for a fee). 29-30 of hunting birds.
Merchant Eggbert “sell me own mother”
Cruthers is selling an assortment of weapons
on a gilded table in the street, watched over
by his muscle, Juke (Fighter 4). For the
11-12 discreet inquirer, he might also have access
to more specialized gear, such as hidden
sheaths, spring-blade pommels, caltrops,
lockpicks, and knife boots.
Brawl The Screaming Goat Tavern is well
known for its exciting bar fights, and today
13-14 is no exception. 5d6 drunken brawlers have
spilled out onto the street, spreading fists,
feet, and headbutts like wildfire.
Alchemist Gusterro the Improbable (“Gus”)
is hawking fire pots stacked up by the half
dozen. Mid way through his sales pitch, a
15-16 guard patrol appears at the end of the street.
Gus quickly scoops his pots into a sack and
replaces them with undergarments instead,
giving any potential customers a wink.
Pot At an inopportune moment, a chamber
pot is emptied from the second story of a
17-18 boarding house. One traveller must make a
Dex check or be doused in human excreta.
Cows! A herd of cows gets spooked by a
19-20 terrific thunderclap and is about to
stampede!
Fire! A woman yells “Fire!” and is pointing
frantically at a nearby building. Billowing
21-22 smoke is issuing from the ground floor and
cries can be heard from the upper windows.
The nearest well is several blocks distant.
141
Funeral A funeral procession winds slowly Tarot An old crone, Madame Eshorri, is
31-32 down the street, including pall bearers, reading the tarot on a rickety table. The
priests, and sorrowful relatives. woman is in fact a genuine soothsayer and
Gangs 3d6 thugs of rival gangs clash over channels the fates. For 2 sp, a PC may have
51-52 their fate read (player draws from the Deck
turf lines, stabbing at each other with knives
and hatchets. Lingering witnesses, or of Signs: If a sun, their Luck increases by 1
33-34 anyone who attempts to intervene, is also (may temporarily exceed usual max), or if a
set upon. Whatever happens, the surviving moon they lose 1 Luck instead.
leader, Udan the Slip, does not forget. Moon A blood moon (lunar eclipse) occurs,
Rats! 3d6 starving rats skitter from a dark many folks invoking strange, superstitious
alley, attempting to bite chunks out of a rites to ward off evil, such as driving away
35-36 busking street kid by the name of Totha. The any cats, lining their doorways with salt,
53-54 marking the forehead with blood, carrying
child has an extensive knowledge of the
settlement’s back roads and safe houses. obvious silver, and so on. Consult the Bones
Troupe A 3d6 member performing troupe to find out if a Lycanthrope hunts tonight in
has gathered a small crowd. The troupe has an especially ferocious manner.
37-38 knowledge of the local region. 30% chance Dog An elderly street dog with a grey snout
of pickpockets working the audience. and one eye takes a liking to one of the
Repent 2d6 officious clergymen and devout travellers, and begins following him or her
55-56 around. The dog is actually a canny and
sisters accost the travellers, berating them
39-40 for their wicked ways of violence and greed. ferocious fighter. If befriended, the dog will
They threaten natural disasters and eternal fight to protect its bipedal pack mates.
hellfire if the party does not recant. Rooftop Rumble Cries of struggle and the
Shuba A shrill scream issues from a nearby ringing clash of steel can be heard on a
alley. Glancing inside, three thugs can be nearby rooftop. Glancing up, the party can
seen beating on an overdressed merchant by 57-58 see several figures moving back and forth
41-42 the name of Shuba Sendarran. He is in debt along the roof, blades clashing. The figures
to a local gang, and they intend to make an appear to be a mix of guardsman and
example of him. hunched, cowled figures (Urgot).
Pie A pigeon pie seller, Ghirk Galak, is on Rain A miserable, driving rain begins to fall,
43-44 the corner. He is also a little known street 59-60 making the road slippery and riddled with
informant. deep puddles.
Farrier An elderly farrier, Ugalos, is Mimes A plague of mimes has descended
mending horse shoes in a half barn. His 61-62 on this street. Their mute performances
wife has passed and having no children, he range from poor to painful.
wishes to pass on his lucky shoe to a Riot A riot has broken out in this square
45-46 deserving stranger. If the travellers impress
and adjoining streets. 1d100 +100 furious
him, he gifts it to them. The shoe is indeed dock workers or other labourers have taken
fortuitous, and restores 1 point of Luck at 63-64 up arms against their guild leaders and the
any time once per adventure. town authority that supports them. The riot
Execution A magistrate is presiding over an is reaching a crescendo such that the 5d6
execution in the square. Three middle aged guards will shortly lose control.
criminals are to be hanged. A small crowd Actor A beautiful man (Aros) or woman
47-48 has gathered. 3d6 guards are in attendance, (Odea) walks by, drawing the eye of local
along with the burly, hooded executioner. 65-66 admirers. He or she is a skilled actor and
Consult the Bones to determine if there is a impersonator (Cha 15).
rescue attempt by related ne’er do wells. Books Middle aged merchant Thelsa is
Plague A pile of dead, plague ridden bodies selling books and maps from a covered stall.
are stacked in a side alley, covered in sheets. 67-68 She is also an excellent forger, able to create
49-50 One body has rolled off the pile, an ornate
false invitations, identity documents, letters
bracer (worth Valuables A) on its arm. of introduction, etc for discrete clientele.
142
Rivals 6d10 members of three rival parties Zealot A religious zealot is preaching from
(barbarian clans, street gangs, religious atop a wooden stool, inviting passers-by to
orders, mercenary companies) have broken
91-92 prepare for the end of days, repent,
69-70 into a bellicose brawl, transforming the welcome the Old Ones joyfully, etc.
street into chaos! No-one has drawn steel Ritual A procession of 3d6 priests and other
yet, but things are escalating quickly. religious officials makes its way down the
Thief! A whipcord teenager with red hair
93-94 road, offering blessings and scripture to
(Bjernvin) sprints towards the travellers interested pedestrians.
71-72 clutching a pouch. Some ways behind, a Licences The diminutive Tax Collector
portly stall keeper (Yornic) struggles to keep Cruxus, bearing the mayor’s seal, makes a
up, yelling “Thief ! Thief !” 95-96 bee line for the travellers, and asks to see
Blood A young man (Carrex, a noble) in fine their “weapon licences, if you please”.
clothing staggers in a cluttered ally and Cat A thin looking tabby cat meows at one
73-74 collapses. A pool of blood quickly forms
of the travellers, moving close to brush
beneath him. against their legs if given the chance. Both
Hypnotist Alal the Mysterious is a skilled of the cat’s ears have been cropped. If
hypnotist and performing a show for a small 97-98 befriended, the cat becomes extremely loyal
75-76 crowd. In addition to his mundane skills, and has excellent hearing, eyesight, and
Alal has recently learnt how to cast the spell instincts for danger. He is happy to nap
Gaze of Beguilement. during the day and stay up at night, keeping
Explosion! A deafening explosion rocks the watch over his human.
surrounding area, causing tables to shudder Wind A blustering wind is blowing today,
77-78 and clothes lines to snap. A thick plume of
99-00 knocking light objects off tables and sending
smoke billows from a nearby tower. leaves and dust whirling across the ground.
Monkey A small monkey has escaped her
enclosure and springs from behind a barrel,
wriggling into a traveller’s backpack to hide. DESERtS
79-80 A striking but furious travelling performer
appears moments later at the end of the Plateau A rocky outcropping rises from the
street with a small net, obviously searching sand, stretching forty feet high to form a
for something. small plateau. Hand carved steps circle up to
1 reach the top. At the uppermost edge, stones
Fog (50% light, 50% heavy) rolls in off the
have been placed in small piles at irregular
docks or adjoining land. Consult the Bones to
81-82 determine whether 2d4 Will o’ Wisps follow intervals.
after the fog at dusk. Oasis An oasis with a watering pool and
shady palms. The water is bitter but non-
Race Two horses, carriages, or chariots are 2 poisonous. Consult the Bones to determine if
83-84 racing down the street, two young nobles there are lurking predators (2d4 Giant Crocs
from opposing houses at the reins! (70%) or 1d6 Giant Scorpions (30%)).
Body A body crashes to the ground in front Sandstorm A powerful sandstorm sweeps
of the travellers with a horrendous thud! 3 through the region. All travellers must make
85-86 Looking up, 1d3 humanoid shadows can be a Luck (Con) save or become Fatigued.
seen making a quick getaway across the Heat The unrelenting heat threatens to
rooftops. overcome even the most careful explorer. All
Orb The elderly merchant Castin has a 4 travellers must make a Con check or roll 1d10
single glass orb on his table stall. A number on the Toxin Trauma table.
of potential customers inquire about the Statue A twenty foot statue of a many
87-88 item, but are quickly turned away. If the headed serpent is half buried in the sand. 1d6
travellers inquire, Castin says “The orb is not 5 Giant Serpents, and perhaps 1d4 Serpentmen
for sale, but it is time I part with it. The real (Ssurlocs, 40%) have made a pilgrimage to the
question is, are you the one the orb waits for?” site. They are resting in nearby ruins.
Crier A town crier is ringing his bell and Raiders 3d10 Human Berserkers (60%) or 3d6
89-90 declaring “The duke is dead!” 6 Bandits (40%) looking for an easy raid.
143
Dungeon A recent tremor or sandstorm has Tribute A Sand Genie (treat as Malafas but
unearthed a humanoid statute with a beetle Reac 2-5 Distant & Aloof, 6-10 Inquisitive 11-
7 like head holding a whip aloft. Beside the 12 Amicable, and Spells (3) Forbidden Wish)
statue, carved steps from a previous age guards a sacred site, most likely an oasis,
descend into a dark tunnel of worked stone. 15 ancient battlefield, cursed altar or rock
Pillars Six foot salt pillars rise from the sands, formation. It demands a tribute (gold,
shedding wispy trails in the desert breeze. gemstones, item of personal value) or a test
8 Despite the winds, the columns do not shrink (riddle, moral quandary, entertaining ballad)
or deteriorate. Ancient weapons and shields from all who seek to pass.
are half buried around some of the columns. Hydra A desert Hydra prowls these wastes,
Beetles 2d4 Giant Scarab Beetles (as Fire digging a temporary burrow each day before
16 it goes hunting at night. It leaves enormous
9 Beetles but jet black) playing in the shadows
of high dunes. tracks in the dunes or other wastes.
Camp 4d6 Skorn raiders (60%) or 2d6 Urgot Worm A Purple Worm hunts in this area,
with an Urgozer (40%) have camped nearby, erupting from below to engulf its next meal.
17 Large collapsed tunnels, circular and 15 ft
10 their tracks obvious. Consult the Bones to find
out if the humanoids are downwind of the wide, warn of its presence.
party and have detected their scent. Ants 2d6 Giant Worker Ants (70%), possibly
Ambush! A Desert Bulette bursts from the with 1d4 Soldier escorts (30%) are exploring
11 sandy drifts, intent on swallowing a PC 18 this region. The odd clicking noises of their
before burrowing beneath the wastes! mandibles can be heard before they appear
Scorpions 1d6 Giant Scorpions crawl out of over the next dune.
12 the sand, hoping to ambush their prey from Guardians 3d8 animal headed humanoids
behind. (jackal, hawk, etc) wait for the travellers on a
Cyclopes 3d6 Cyclops raiders are on the hunt, high dune. They are guardians of a scared site
19 and will seek an offering from the party as a
13 ranging from a nearby oasis that they control.
30% chance they have a pet Wyvern. tribute before they permit passage (as Skorn,
Elemental A malicious Fire Elemental is but 3 HD, Int 11, possible Lycanthropes).
14 ranging here. It wants to burn everything it Scarabs A swarm of cursed scarab beetles
finds; 10 HD (70%) or 15 HD (30%). burrows up from beneath the sands, seeking
to infest the party’s food, bedding, and
20 clothes. Each traveller must make a Luck save
or their rations are spoiled, and reduce their
current and maximum Luck by 1 point until
the curse is lifted.
144
Serpentmen A band of Serpentmen (3d4
JUNGLES Hraarsk and 2d4 Ssurlocs, 10% chance of a
12 noble Razkarrt) are passing through this area,
Poison Poisonous vines or mind altering
fungi spores cause all travellers 1d10 damage on the way to a ley line junction.
1 and inflict a random Madness for 2d4 days. A Sabretooth One or more Sabretooth Tigers
Luck (Con) save resists. have been tracking the party for the last two
Insects A cloud of biting insects carries a rare 13 hours, and are about to spring their attack
disease. The adventurers must make a Luck (70% solitary hunter or otherwise 2d4 pack,
(Con) save or suffer Weeping Limbs disease, including some cubs).
2 causing nails to emit yellow puss and flake Apes 2d6 Giant Apes (see Owlbear variant)
off (2d4 Dex loss over 1d3 days). An 14 are lounging beneath some towering kapok
apothecary with the right healing herbs might trees. They are fiercely territorial.
be able to cure or delay the disease. T-Rex A ravenous forty foot Tyrannosaurus
Pit Pit traps with spikes, set by cannibals or Rex is rampaging through the area. It makes
15 lots of noise before it arrives, and smaller
territorial Skorn, causing 3d6 damage.
3 Alternatively tree snares suspend travellers creatures (boar, monitor lizards) flee before it.
six feet in the air. A Luck (Dex) save resists. Drums From the east comes the sound of
Statue A 15 ft stone statute,in the likeness of 16 hundreds of tribal drums. Consult the Bones to
a serpentman, stares imperiously, its fanged find out if they’re human cannibals or Skorn.
4 jaws agape. The base is wrapped in flowering Lair A Hydra lairs nearby in a subterranean
vines, which appear carefully tended. 17 cave or pool with a clutch of recent
Hut A wooden hut is set into the branches of hatchlings. They are very hungry.
an enormous kapok tree high above. Vines
5 Leeches 5d4 Projectile Leeches lurking in the
twisted into knotted ropes hang down to nine
trees waiting to pounce (50%), or 3d6 Urgot
feet above the jungle floor. 18 (50%) with an Urgozer (30%) concealed
Monkeys 5d6 Man Eating Monkeys are in the behind a thicket of trees and vines.
6 trees, stalking the travellers and hoping to
Skorn 5d6 Skorn are making a loud racket,
drop upon them when they sleep.
crashing their way through the vegetation.
Centipedes 2d12 Giant Centipedes are 19 Consult the Bones to find out if the Skorn are
7 crawling through the undergrowth, looking downwind and have caught the party’s scent.
for a warm body to implant their eggs into. Boar A wild Boar comes crashing through the
Ants 2d6 foraging Giant Worker Ants (70%), undergrowth, thundering past the party at
possibly with 1d4 Soldier escorts (30%), high speed. A few moments later, 2d4 Tigers
8 suddenly emerge from behind a cluster of 20 (50% chance of 1d3 cubs) suddenly emerge in
eight foot, broad leafed aroids. full stride. Consult the Bones to determine if
Splintering The crack and crash of great they abandon the boar and decide to eat the
trees being broken and hitting the ground PCs instead.
echoes from the west. From here, distant
9 treetops can be seen bending and buckling as
something truly colossal makes its way
through the jungle. A humanoid scream
begins and is quickly cut off.
Vines 5d6 Flesh Eating Vines are growing
here. They keep perfectly still until the party
10 are amongst them before surging to life,
desperate to strangle and absorb the nutrients
from their bodies.
Serpents A nest of 2d4 Giant Serpents is
located in the roots of some huge strangler fig
11 trees. Their Serpentman (Ssurloc) handler
might also be nearby (30%).
145
Beetles 2d4 Fire Beetles are laying eggs here in
fOrestS 10 the undergrowth. They do not wish to be
Poison Poisonous trees, vines, undergrowth, disturbed and will drive off any interlopers.
or noxious spores, causing all travellers 2d6 Serpents 2d6 Giant Serpents are slithering
1 damage, 1 Con loss, and a random Madness through the ground cover or winding through
for 1d6 days. A Luck (Con) save resists. branches in the trees. Consult the Bones to see
11 if they have spotted the party and attempt to
Huts A trio of dilapidated thatched huts sit in
2 a small clearing beside a bubbling brook. Five ambush them. Otherwise, their hissing can be
burial mounds can be seen beside the houses. heard before they are seen (Perc (Det) check).
Snared A female barbarian named Iriti is Cracking A curious creaking and scratching
struggling against a tree snare that is noise can be heard in the next swath of trees.
3 suspending her ten feet in the air, setting off 12 A towering Owlbear (50%) or mated pair
some wooden chimes. In 2d4 rounds the 2d6 (50%) are itching their backs against ancient
Ogres that set the trap arrive to investigate. tree trunks.
Bridge A very old, stone arch bridge stretches Howls Wolf howls fill the air an hour before
across a long, dry riverbed. In centuries past, a pack of 3d4 Wolves (70%) or 2d4 Dire
druids used the bridge to commune with Wolves (30%) appear through the trees,
4 distant spirits. Attempting to cross the bridge 13 surrounding the party. The alphas know the
has a 50% chance of summoning dark weakest of the pack are near starvation and
entities from the Veil (DDM #11-12 Rift). won’t leave without something. They might
Carving A lone tree, gnarled and white, be appeased with food (or a horse).
spotted with age, stands in a clearing. Death During the night, 2d6 pitch black
Something is carved in the tree, but it’s hard 14 Shades silently emerge from between the
to tell what from afar. A fey might reside trees, swiftly gliding towards the party sentry!
5 within or nearby, willing to swap information Treants A grove of 1d4 Bloodroot Treants are
for stories of the outside world. Or perhaps 15 masquerading as trees. An astute observer
the tree is cursed, or good fortune, imparting might notice their subtle leaf signalling.
such to any who touch it. Rats 5d4 Giant Rats (70%) or 3d4 Dire Rats
Stones A sinkhole has opened beside an (30%) are scavenging here, snuffling about. If
arrangement of man sized stones. Scraping the party are being noisy, they hide in the
6 away some moss reveals runes from a 16 shadows. The rats try to snatch any food in
forgotten fey race. At the bottom of the hole, the party’s backpacks, or take a bite out of an
earth clad steps lead into ancient darkness. arm or leg, then flee. Dire Rats try to drag the
Puff Small black & white mushrooms herald smallest party member away.
the appearance of an enormous, two foot Skorn 4d6 Skorn (60%) or 2d6 Urgot with an
mushroom with red spots, growing in this Urgozer (40%) are camped here at a small
darkened corner of the forest. The giant 17 pond. They are in a foul mood, having failed
7 mushroom puffs out a cloud of spores if to catch any food today. Perhaps their
approached, requiring a Luck (Con) save to fortunes are about to change.
avoid a Toxin Trauma effect. PCs might be Bats Flock of 3d6 Vampire Bats (treat as
able to harvest 1d4 doses of the toxin. Stirge) are hanging high in the trees, making
Webs Thick, sticky webbing covers the the occasional flutter with their wings. They
ground and lower branches of this heavily 18 watch the party warily, but do not attack
8 wooded area. In the shadows of the higher unless the travellers are sporting obvious,
branches, 2d4 Giant Spiders are lurking. bloody wounds.
Hive A Giant Ant hive is beneath the earth Branch A heavy deadwood branch falls from
nearby. 2d6 scouting Giant Worker Ants 19 a diseased tree, causing 1d10 damage to a
(70%), possibly with 1d4 Soldier escorts single traveller. A Dex check resists.
9 (30%) can be heard chittering beyond some Light Wisps of light circle high out of reach
nearby trees. Starting a battle here will draw in the tree branches above, following the
more and more ants from the colony. 20 party. They seem to resonate an ethereal
hum, a sorrowful dirge that rises and falls
with the breeze.
146
MountainS & hillS
Obelisk A tall obelisk with ancient silver
markings rises from the depths of a shallow
1 crater. The floor of the crater is mirrored,
reflecting the stars and moon overhead.
Tunnel Set into the mountain side is a dim,
10 ft tall tunnel. Guttering torchlight can be
seen within. The entryway is ringed with
2 bronze verdigris capstones, warded against
intruders. Any non-cyclops who attempts to
enter must make a Luck (Will) save or suffer
2d6 cold damage.
Steep A steep slope or cliff like ridge must be
climbed, requiring a Str (Athletics) check. If
3 failed, the traveller is Fatigued by the time
they reach the top.
Cave Flickering torchlight can be seen from a
large cave mouth. 4d6 Skorn (60%) or 2d6
4 Urgot with an Urgozer (40%) are inside, taking
a brief respite. Consult the Bones to determine
if a sentry is keeping watch.
Encampment Dozens of campfire smoke
5 columns can be seen wafting over a high ridge
to the north.
Cloud A small, low lying cloud seems to be
following the party, matching their speed and
6 direction. As each hour passes, it slowly
descends, drawing nearer.
Quarrel From around a bend, quarrelling in
broken, guttural language can be heard. 2d6
Ogres are fighting over whether they should
7 continue in the same direction or change
heading. Consult the Bones to determine
whether they are downwind and smell the
party coming, in which case they go quiet.
Nest On a stony escarpment, a one hundred
foot latticework of small trees and boulders
forms a gigantic nest. Dark grey feathers,
8 twelve feet long, litter the ground. If the
centre of the nest is explored, three four foot
eggs can be found hidden beneath a bedding
of leafy shrubs.
Taurs 1d8 Minotaurs are hunting in the area,
keenly sniffing the air for the scent of man
9 flesh. They live in a nearby ravine containing
the bones and accoutrements of prior meals.
Feasting 1d6 Giant Scorpions are feasting on
dead skorn, tearing them apart with their
10 massive pincers. Another meal of juicy
humanoid flesh would not be unwelcome.
147
Run! 1d4 barbarians rush around the corner Pools 1d3 Grey Ooze lurk in large rock
of the trail, breathing hard, moving straight 18 depressions, mimicking small polluted pools.
11 past the PCs if permitted. 1d12 Hill Giants,
Rockslide! All travellers must make a Luck
also short on breath, come hurtling around
(Dex) save or suffer 3d6 damage. If damage
the bend a few moments later. 19 of 13+ is rolled, a Con check is also required
Cyclopes 3d6 Cyclopes are roaming here, to avoid Blunt Trauma (1d12).
following orders to scout the area. Looks like
12 Xornlings 2d4 diminutive Xornlings are
their soothsayer was right after all; there are
blending into the rock face here, hiding
humans present to feast upon.
behind loose scree. They can smell any
Snuffling, cracking and grinding sounds can 20 precious metals or gems carried by the party,
be heard up ahead. On a high ledge further and will try to sneak into their packs or
13 along are 1d4 Manticores, devouring the pouches to eat them.
remains of an unlucky wolf. Depending on
their number, they might want more food.
Bulette A hungry Bulette bursts from the OceanS, lakeS, riverS
14 earth, showering the adventurers with rocks
as it tries to bite one in half! Storm A powerful storm with heavy rain and
Ambush 1d6 Hill Giants are waiting in high winds blows in. Watercraft might
ambush on this mountain path. A successful become damaged and unsound craft threaten
15 1 to break apart. Visibility is reduced and
Perc (Det) check hears them complaining
about hunger, tipping off would be prey. checks to retain steady footing are made at
disadvantage while the storm rages.
Wyverns 1d4 Wyverns use these mountain
tops as their hunting grounds. They are Becalmed This region of water is becalmed,
16 particularly fond of snatching up metallic stranding sailing vessels without oars. The
2 travellers must make a group Luck save each
humanoids and dropping them from great
heights to crack open their hard shells. day to determine whether the winds return.
Griffons A flock of 2d6 Griffons (50%) or 2d6 Raiders Viking like raiders in a longship
Harpies (50%) begin circling high above the (2d10+40 crew, including rowers) appear on
3 the horizon, changing course to intercept the
17 party, riding the currents. They observe them
for a time, gauging their prospects of a travellers.
successful raid. Dolphins 2d6 dolphins, seals, otters, or other
4 inquisitive but harmless marine life take an
interest in the travellers.
Wreck A damaged merchant caravel from a
nearby port or village, or another water craft,
5 bobs in the current, half submerged. Consult
the Bones to determine if there are 1d4
survivors with a ghastly tale to tell.
Inky Depths The water surrounding the
travellers turns jet black in all directions.
6 Birds diving for fish do not resurface from the
inky depths.
Balloon A one of a kind hot air balloon ship
flies overhead. The captain and his crew
7 might be spying on the travellers, passing
through coincidentally, or drawing lightning
from the clouds.
Fog A thick fog rolls in, reducing visibility to
Far range. Consult the Bones to find out if 2d4
8 Will o’ Wisps emerge from the fog, keen to
torment the crew or distract them long
enough to ground them on a nearby reef.
148
Trolls 2d6 Sea Trolls (as Troll but hooked Battle On the horizon, two cogs (approx 20
tentacle arms, with Swim Close) intercept the 19 crew) are in the midst of a pitched battle with
9 vessel and cling to the hull beneath the water. 1d3 pirate caravels (approx 30 crew).
In the dead of night, they scale the ship and Dinosaur A Kronosaurus (see Giant Croc
attempt to eat everyone on board. variant) surfaces nearby, slowly turning its
Pirates A pirate ship (carrack, crew 2d10+40 gaze to fix upon the party’s ship. If the PCs
pirates) appears on the horizon and gives
20 seek to flee, a successful Party Retreat check
10 chase. Consult the Bones to determine if they means the winds are with them, or the
are slavers, otherwise they leave no survivors. behemoth is distracted by some other prey.
Hag A Blue Hag (as Hag, but amphibious and
Spells (3) Gaze of Beguilement, Witch Fog
(causes Near Blind, and Madness in a Far PLAINS & GRASSLANDS
11 area, Luck (Will) save resists Madness), Blast Wildfire erupts in nearby grassland,
of Frozen Ruin. She follows the ship for a sweeping through neighbouring plains, filling
time, hoping for the opportunity to snatch the sky with smoke and embers. Consult the
one of the crew and eat them. Bones to see if the winds blow the fire towards
Jelly An Ochre Jelly is swimming on top of the party. If so, a group Luck save is required
the water, slowly undulating towards its next 1 to avoid being caught in the flames and
12 meal. It can slurp its way up the side of the suffocating smoke, causing 4d6 damage and
ship without difficulty. requiring a roll on the Injuries & Setbacks
Mutiny! If the PCs have other crew aboard, table. Taking appropriate precautions grants
80% of them seek to seize control of the ship advantage on the check (using a facemask,
13 and change course for elsewhere. The losing shelter in a trench or pool, etc).
side is made to walk the plank! Shaman In the distance a single humanoid
Wyverns 1d6 Wyverns are hunting in the wearing a bird skull mask can be seen, raising
skies and decide the party are a potential 2 her arms and voice to the sky. Moments later,
14 meal worth investigating. They begin to a peal of thunder sounds overhead.
slowly circle down towards them. Palisade A wooden palisade fifty feet on a
Sabotage A saboteur has planted a slow side has been erected here, protecting a large
acting poison in the ship’s water supply or 3 tent within. A solitary Stone Golem stands
ration stores, spoiling them (an enemy of the outside the entry gates.
PCs or crew). Everyone who has partaken of Scavengers 5d4 Giant Rats (70%) or 3d4 Dire
15 the ship’s stores must make a Luck (Con) save Rats (30%) are scavenging an animal corpse.
each day or lose 1d2 Con (on a save, the 4 They might take their chances against an
poison subsides). An apothecary with the adventurer, particularly if they can isolate a
right healing herbs might craft an antidote. small or obviously injured target.
Pox One of the crew has Lake Pox, a highly Crater A fifty foot crater blackens the earth,
contagious skin disease that causes painful at the centre of which lies a man sized
boils to manifest under the armpits, crotch, 5 meteorite of blue veined crystal. Serpent like
and jaw overnight (1d6 Dex loss). The tracks lead away from the mysterious rock.
16 infected are contagious (airborne and touch Footprints A clear pond is located here. Wet
vectors) for 1d4 days, and the boils disappear humanoid footprints can be found nearby,
after 1d4 months. A Luck (Con) check resists. 6 circling the area. If the pond is explored, a
An apothecary with the right healing herbs dark underwater tunnel is discovered.
might halve the duration.
Centaurs 2d8 Centaurs are on sentry duty in
Slavers A huge merchant galley (up to 300 this region, which they have recently claimed
crew), apparently in good condition, sits idle as part of their ancestral territory. They are
17 and seemingly abandoned. The flag displays 7 extremely hostile towards outsiders and will
the shackle icon of slavers. seek to drive them away, using their war
Sprites 5d4 water Sprites take an interest in horns to summon more of their kin if
the sailors, swimming alongside or climbing necessary.
18 aboard the adventurers’ craft to cause all
manner of mischief.
149
Fog Clouds roll in and a thick fog settles over Willow A Bloodroot Treant masquerading as
the grasslands, reducing visibility to Far a large willow tree, hoping to lure a meal.
8 15 Careful scrutiny of the tree reveals a number
range. Consult the Bones to see if 3d6 mounted
tribesmen, Skorn or Centaurs are in the fog. of bloodstained branches.
Eagles 2d4 Giant Eagles are wheeling over Clash A warband of 4d8 Ogres are clashing
head, descending from the thermals of with 5d10 mounted barbarians (50%) or
9 16 Skorn (50%). If any monsters notice the
distant peaks as they survey the grasslands for
food. Their chicks are hungry. party, they attack them too.
Tiger A Tiger (70%) or mated pair (30%, Serpents 1d6 Giant Serpents, or one massive
possibly with cubs) are hunting in the long sixteen foot specimen (30%, 10 HD, Heavy),
10 17 is slithering through the long grass, eager to
grass, stealthily stalking the rear member of
the party. locate their next meal.
Captive 2d4 boisterous Ogres, taunting a Wolves Two rival packs of 3d4 Wolves (70%)
11 trussed up, captive barbarian (Bok), on the or 2d4 Dire Wolves (30%) are fighting over
18 hunting grounds, growling and snapping at
way back to their clan campsite to eat him.
Pack A large pack of 3d4 Wolves, led by each other.
1d4+2 Dire Wolves, are on the hunt, Barbarians A band of 3d10+20 xenophobic
12 signalling to each other via howls. The Dire barbarian riders appear in the distance. The
Wolves have developed a taste for human 19 travellers might be able to hide from them,
flesh and will not be distracted by horses, etc. negotiate passage, or neutralize the encounter
Wasps 2d4 Giant Wasps are buzzing low in some other way.
across the grasslands, searching for some Skorn 3d10 Skorn hunters are loping through
humanoid sized prey. If they manage to the grasses here, on the trail for fresh meat.
13 20 Consult the Bones to determine if they are
incapacitate a target, they will withdraw,
carrying the unfortunate with them (for later downwind of the party, waiting in ambush.
eating and/or egg implantation).
14
Holes A Bulette is hunting here, evidenced by
six foot holes scattered across the region (the ROadS & trailS
tunnels have collapsed in on themselves). Cart A broken down cart, filled with
firewood and other timber. Two elderly
wagoners (Orson, Rugert) ask for help to
1 mend the axle and get them back on the road.
The wagoners have lived in the region many
years, and might have useful information.
Visitors 2d6 wealthy tourists visiting from
the neighbouring towns and villages. They
2 are accompanied by 4d6 guards. They are in
good spirits and happy to share stories with
other travellers.
Crow Cage A thief named Beth is locked in a
crow cage dying of starvation. She pleads
3 with the travellers to release her, in return for
a service or valuable information.
Patrol 4d6 local Soldiers or militia on patrol.
4 They don’t suffer cheek.
Caravan A merchant caravan protected by
5d6 guards. Roll 1d8 (i) cloth, (ii) wine, (iii)
5 foodstuffs, (iv) oil, (v) trinkets or art, (vi)
tools, (vii) wheat, (iv) iron.
Pilgrims 4d6 pilgrims making their way to a
6 near (or far) shrine or temple.
150
Carriage A carriage carrying the highborn Horse A saddled but riderless messenger
7 Lord Verne, escorted by 3d4 knights or other horse thunders past, saddlebags intact. Half a
heavily armed guards. mile up the trail is the dead messenger’s body
16 with a broken neck, as if thrown from his
Quest A robed woman with a shaved head on
a horse, escorted by three men with features saddle. A severed chain dangles from a
8 reminiscent of a monkey, a pig, and a fish. locked forearm clasp.
They are on a quest to locate some holy Adventurers 2d4 adventurers (p.214) chasing
scriptures. a rumour of lost treasure, magic, or glory.
Bandits 3d6 bandits block the road, extorting 17 They might invite the company to join forces,
a “road tax” from travellers. If asked how consider them rivals, or ignore them, based
9 much, the leader Grent replies “How much ya on the circumstances.
got?” Troupe A troupe of 3d6 performers, artisans
Crone A Hag, posing as an old crone, makes 18 and bards. Some might be opportunistic
polite conversation with the party, hoping to thieves or spies on the side.
gain their trust and accompany them for a Knights A detachment of 4d6 knights are
10 time. When the opportunity arises, she urgently hunting a criminal, traitor, or other
attempts to eat one of them before escaping. human enemy. They interrogate everyone
She leaves behind an Evil Eye pendant, to spy
19 they encounter for any useful information.
on her pursuers should they track her. Consult the Bones to determine whether one
Raiders 3d10 barbarians (60%) or 4d6 Skorn of the travellers resembles their quarry.
(40%) have decided to risk raids on road Treant A Bloodroot Treant has taken up
11 travellers, despite the occasional guard
20
residence beside the road, masquerading as a
patrols, in the hopes of earning more normal tree. Tell-tale signs of blood can be
valuable booty. found around the base of the tree.
Impersonators 1d6 Wererats (60%) or
Werewolves (40%) in human form and posing
as 1d6: (i) merchants, (ii) explorers, (iii)
farmers, (iv) labourers, (v) miners, or (vi)
12 artisans, attempt to befriend the party and
accompany them for a time. If rebuffed, or
when the opportunity arises (or at the next
full moon) they attack.
Beggars 2d4 beggars line the thoroughfare,
asking for alms. One or more might belong to
13 a network of spies, keeping an eye on the to-
ings and fro-ings along the road.
Wagon A wagon carrying an undertaker
(Master Tibbers) and a number of coffins. He
is armed with a well used sword, but would
like the party to act as his guards till the next
14 town (his prior guards got into a drunken
brawl and were arrested). The undertaker
might be Doppelganger, hoping to kill one of
the travellers and take his place, hiding the
body in one of the coffins.
Smugglers 2d6 smugglers with a carriage or
textiles wagons, secreting transporting, 1d8:
(i) false papers, (ii) slaves, (iii) gems, (iv)
counterfeit coins, (v) poison, (vi) floor plans,
15 (vii) maps, (viii) spellbook. Nosey travellers
might get a sword in the gut, or an invitation
to help out for a cut, depending on the
circumstances.
151
SNOW & ICE
Encampment An encampment of 5d10
Urgot, led by an Urgozer, live nearby in a
Blizzard A terrible blizzard lasting many permanent hide skin encampment. In the
8 desolate wastes, they practice dark and
hours erupts. Unless the party can find or
1 build adequate shelter, each PC must make a dangerous rituals, hidden away from the rest
Luck (Con) save or suffer 1d3 Con loss and be of the world.
Fatigued. Frost Worms 2d4 Frost Worms (fifteen feet
Glacier A breaking glacier has unearthed a long, AC 15, 7 HD, 2d8 dmg) are burrowing
2 metallic, forty foot cylindrical object, mostly 9 their way through the surface ice or snow,
(or entirely) encased in a shelf of deep ice. attracted to the party’s foot falls, hoping for a
Crevasse A crevasse breaks open beneath the meal of warm flesh.
lead traveller, who must make a Luck (Dex) Cyclopes 3d6 Cyclopes are scavenging here.
3 save or fall to the bottom (1d3 x 10 feet deep, They are outcasts from a large tribe in remote
10 mountains, and are looking to resettle. They
ie Close range).
Cave A serpent like cave mouth is set into a are in a ferociously foul mood.
4 low rise, ridge, or escarpment. Flickering Ooze Lurking beneath the snow or ice is a
torchlight can be seen within. Sentient Ooze that burrowed up from the earth
Pack A pack of 3d4 Wolves (70%) or 2d4 11 before falling into a dormant state. If a
Winter Wolves (30%; as Dire Wolves) are traveller approaches within Close range,
5 tracking the party through the wastes, hoping Consult the Bones to find out if it wakes.
the humans will suffer exhaustion before Ice Bulette An Ice Bulette (as Bulette, but
targeting the weakest member. amphibious and immune to cold damage)
Smoke The smoke from a single campfire hunts in this region. If burrowing up through
12 ice, the travellers feel the tremors and cracks
wafts into the air beyond the next rise. A
6 mysterious explorer sits by the flames, a thick at least one round before it arrives (if
fur cowl pulled over their head. burrowing up through clear ice, they see it).
Altar A ring of humanoid statues, seemingly Yeti A lumbering, shaggy, vicious 14 ft Yeti
made of ice, encircle a black, altar like rock. prowls here, hoping for warm flesh to feast
7 13 upon (as Owlbear, but Heavy, Off Turn
A yellowed bone drinking horn sits atop the
altar, covered in frost. Attacks, and immune to cold damage).
152
Roc A Roc flies far overhead, scouring the
white wastes for a suitably sized meal (it
14 usually hunts frost giants, polar bears or
mammoths). Humans however make for
good entrees.
Giants 1d10 Frost Giants are traversing the
snow or ice fields, on their way to a meeting
15 with other giant kin. It’s been a long time
since humans were on the menu.
Elemental A 15 HD Water Elemental (quasi
ice) is gathering strength here. Unlike most of
its kind, it has developed a degree of
16 intelligence (Int 4), and will attempt to
communicate with the adventurers. It is
interested to learn about what lies beyond the
snow drifts.
Beetles 2d4 Ice Beetles (as Fire Beetles, but
deep blue and without any luminescence) are
17 hibernating in frost covered shells. From a
distance they look like three foot long snow
mounds. Vermin 5d4 Projectile Leeches lurking within
Ice Serpent An Ice Serpent (as Purple Worm) 6 shallow pools (50%), or concealed in bracken
18 lies dormant beneath the ice, waiting for are 2d12 Giant Centipedes (50%).
travellers of sufficient size to awaken it. Refuse A ten foot wide pile of green brown
Raiders 3d10 Viking like raiders are refuse sits in the middle of a dark pool.
19 travelling across the horizon, pulling their Careful inspection of the pile reveals a
gear on sleds. 7 number of shiny objects within. Anyone
Avalanche! Each traveller suffers 4d6 approaching might notice ripples in the
20 damage (Luck (Dex) save for half). water, or tremors from the pile itself.
Hut A wooden hut stands elevated on stilts
within a bog cluttered moor. Smoke rises
SWAMPS 8 from a small chimney, and light flickers
behind a set of shutters. The insects here are
Quicksand! The lead traveller must make a eerily silent.
1 Luck (Dex) save or be sucked underwater, Stinging insect swarm. Each adventurer must
losing 1d3 Con in the scramble to escape. make a Luck (Con) save or contract Febrile
Scales A gigantic, half submerged dragon Rot, a feverish wasting disease, suffering 1d4
skeleton lies in the water. Although ancient 9 Str loss each day (save each morning to end).
and highly decomposed, a handful of scales An apothecary might be able to cure the
2 remain intact, and could be worked into a disease with the right healing herbs.
shield, breastplate, or helmet (any special Crocs 2d4 Giant Crocodiles lie in ambush,
properties at the GM’s discretion). 10 fully submerged in the filthy swamp water but
Bog Fumes Each traveller must make a Luck for their nostrils.
3 (Con) save or suffer 1d6 damage and a Nest A nest of 1d6 Giant Serpents can be
random Madness (lasts 1d4 months). found nearby, including 1d4 baby serpents
Stirges 3d10 ravenous Stirges descend on the 11 and 1d4 unhatched eggs the size of a man’s
4 party in a buzzing swarm. hand (worth 1d4 x 100 sp each to the right
Chest An ancient mangrove tree has carvings buyer). The serpents will defend their brood.
of capering, demonic frogmen lording over Trolls 1d12 Moor Trolls wander these fens,
humans. Roots have merged with an oaken searching for sentient flesh to feast upon.
5 chest (1 x Valuables B), sealing it shut. Consult 12 When pickings are scarce, they go into a state
the Bones to find out if 2d4+1 Swamp Sprites of dormancy and sink beneath the watery
are nearby the sacred ground. mud, waiting for prey to rouse them.
153
Snails 1d4 Hammer Snails come surging out Horns 3d6 Skorn (60%) or 4d4 barbarians are
of a wide thicket of bracken, crowberry, or hunting in the area, using drums or horns to
13 scattered birch trees, gliding towards the 19 signal to each other. If combat begins, the
party with a sickening slurping noise. other half of the war party (similar numbers)
Eels 2d6 amphibious Giant Eels (as Giant appears as reinforcements in 2d6 rounds.
Serpent but Swim Close, and electric shock Serpentmen 4d4 Serpentmen (Hraarsk),
(Luck (Con) save or Stunned instead of possibly with 1d4 Ssurlocs (40%), are ranging
14 poison) emerge from dank, clouded pools, far from their lair, scouting the area for signs
hoping to take a bite out of the adventurers of ley lines. If the serpentmen are defeated,
before fleeing back into the muck.
20 the leader possesses an old, brittle map
Treants A grove of 1d4 Bloodroot Treants are indicating the location of a crossing between
masquerading as bald cypress trees. They a ley line and an ancient ruin (if translated, it
15 attempt to drown passers-by in shallow pools. is labelled the Spire of Abartu).
Their scarlet stained roots might tip off the
wary.
Toads 2d6 Giant Toads are croaking loudly in UNDERGROUND
the area, signalling to each other to gather for
16 Rockfall! Party requires a group Luck (Dex)
spawning, or alternatively to feast on the 1 save or 2d4 dmg and Blunt Trauma (1d12).
adventurers (or both).
Hut Hags live nearby in a ramshackle hut Crevasse Tremors have opened a large
made of mud bricks; either one (70%) or a crevasse here, blocking the way. The crevasse
coven of three (30%). Consult the Bones to 2 is 1d4 x 10 ft wide and 1d10 x 10 ft deep.
17 learn whether the hags foresaw the party’s Consult the Bones to determine whether
arrival, and are waiting for them with a something awful climbs out of it.
prophetic message, threat, or an offer of Underwind A rare underdark wind rips
mutual gain. through the passage, extinguishing all non-
Fog A curious fog descends on the moorlands 3 magical lights. Consult the Bones (unlikely) to
that persists for 1d4 hours. Consult the Bones find out if a Green Slime coincidentally drops
18 to determine if 2d4 Will o’ Wisps appear from from the ceiling to attack.
the gloom, hoping to lure travellers into sink Clanking An empty well or narrow vertical
holes or quicksand. chute sits in the middle of a small chamber. If
4 travellers listen carefully, they might hear
grinding noises echoing from deep below.
Fungi Forest A naturally formed side tunnel
opens up into a gigantic cavern filled with a
5 still, dark lake, in the centre of which is a
forest of giant fungi. Rising within is a forty
foot golden monolith, with a crenelated top.
Webs are strung across much of this area, on
the walls, floor, and ceiling. 2d4 Giant Spiders
are either lurking in webs (50%) or hidden
6 behind trapdoors concealed in the ground or
walls (50%; a Perc (Detection) check notices
the outlines of the burrow doors).
Mould 2d4 patches of Yellow Mould are
7 growing in dark corners (or are in stasis like
dormancy, if no food sources are available).
Mouth A six foot carved red devil face, with
a wide open mouth, is set into the wall. The
8 mouth is large enough to crawl into. The
interior of the mouth is unnaturally black, as
if somehow absorbing nearby torchlight.
154
Ambush! 1d6 Rock Grinders burst from the
16 walls, ceiling, or floor, homing in on the
resonance of the party’s precious metals.
Elemental A pile of earth and rock the size
of a large wagon is lumped against a wall.
The 10 HD Earth Elemental is replenishing its
17 strength from nearby stone, which slides
across the walls and floor to merge with it. It
is in a quasi sleeping state and may be surly if
disturbed.
Skorn 4d6 Skorn (40%) or 2d6 Urgot with an
Urgozer (60%) are either exploring these
18 tunnels, or their skeletons lie dead on the
floor, killed by some unknown beast (1 x
Gas A tremor releases a pocket of flammable Carry Loot B).
gas in the party’s vicinity. The gas is clear but Ooze A Grey Ooze is silently stalking the
may be detected by scent with a Perc passages here. It uses its Emotion Burst ability
(Detection) test. If any flame based light
19 to try and confuse or isolate a member of the
9 sources are not extinguished in 1d4 rounds, party before it attacks.
the gas explodes for 3d6 damage (the light Antennae 2d12 Giant Centipedes are crawling
source is destroyed). If the damage is 15+, across the ceiling, antennae twitching for
the victim also rolls Blast Trauma (1d8). 20 food. They might be driven off if branded
Fungi 2d4 Mushroom Men (sentient walking with open flames such as torches.
toadstools, AC 10, HD 4, Tendril 2d6, choke
and stick to target on Nat 19) are hibernating
10 in this chamber, surrounded by many smaller
varieties of fungus and mould. If the party
lingers here, they awaken in 1d4 rounds.
Jelly An Ochre Jelly is searching for organic
11 matter to consume, undulating along a
corridor wall or rooftop.
Worms 1d6 Plague Worms are moving
12 through these tunnels, tasting the air for signs
of succulent flesh.
Statue Pieces A Basilisk has made its home in
the walls nearby, digging itself a large cavity
13 to sleep in. Scattered about the area are the
remnants of old petrified meals.
Mould A mould known as Miner’s Woe is
growing nearby. Its airborne spores require a
Luck (Con) save to avoid suffering a
wheezing, hacking cough developing over the
14 next 1d6 x 10 mins. The condition imposes
disadvantage on endurance related tests and
the sufferer speaks in whispers only, lasting
for 1d4 weeks. An apothecary with healing
herbs might reduce the duration by half.
Aberrant A Tentacle Spawn (50% 1d3) or Eye
Terror is exploring this area, expanding its
15 knowledge of near surface tunnels. If it
thinks it can prevail, it will gladly take the
opportunity to devour some surface dwellers.
155
Mercenaries are slightly different (apart from the
smell). They mean to fight, and expect to be put in
peril, but they didn’t sign up for shoving fingers in
Hirelings come in two kinds: mercenaries, typically locks, pulling on suspicious levers, or deciphering
rash fodder with sharp steel and dull wits, and non- tedious puzzles. Sellswords sign on for coin, glory,
combatants; desperate souls willing to risk life and and combat experience, and won’t agree to being
limb as torch bearers, etc for hard coin. Hirelings trap monkeys or campfire cooks. Then again, some
normally die at zero hp, but the GM may allow PCs offers are hard to refuse; they might just be cajoled
to spend a point of Luck to allow them a Death into something stupid in special cases.
save (once per hireling, or as the GM determines).
naMeS
1-2 Erik 21-22 Pax (n,f) 41-42 Jugath (t) 61-62 Ettore (k) 81-82 Wick
3-4 Brigley 23-24 Herotta (v,f) 43-44 Merek 63-64 Sula (t,f) 83-84 Carver
5-6 Gorath 25-26 Donoso (k) 45-46 Thea (f) 65-66 Crowe 85-86 Avenius (n)
7-8 Numitor (n) 27-28 Grubar (t) 47-48 Corvex (n) 67-68 Terrin 87-88 Arnolf (v)
9-10 Maarika (v,f) 29-30 Vance 49-50 Sigfurd (v) 69-70 Brogen 89-90 Garcilo (k)
11-12 Costana (k,f) 31-32 Carter 51-52 Falker 71-72 Iovis (n,f) 91-92 Orok (t)
13-14 Krul (t) 33-34 Daria (f) 53-54 Boris 73-74 Luta (v,f) 93-94 Yaness (f)
15-16 Robek 35-36 Ferox (n) 55-56 Gorven 75-76 Mercado (k) 95-96 Dain
17-18 Torin 37-38 Yorri (v) 57-58 Sertus (n) 77-78 Hothra (t,f) 97-98 Tybalt
19-20 Eloise (f) 39-40 Marente (k) 59-60 Lagertha (v,f) 79-80 Ayleth (f) 99-00 Ruen
156
BACKGROUNDS TRAITS
Hirelings are commonly from the lowest rungs of The traits table includes a mix of humorous,
society, emboldening them in their quest for coin. curious, and distinguishing oddities, some suited to
The PC Backgrounds table (p.8) serves equally well the rigours of adventuring, and others not. Players
for non combatants. For mercenaries roll 1d8 (i) might also use this table during PC creation, if
ex-city watch, (ii) ex-militia, (iii) bodyguard, (iv) pit desired.
fighter, (v) ex-soldier, (vi) thug (vii) ex-pirate (viii)
green recruit.
TRAITS
PERSONALITIES 1-2
Random
Disease
51-52
Face/Neck
Tattoo
The personas below are skewed towards the kinds Half Dwarf Stark
of fortune hunters, desperadoes and other outsiders 3-4 (Con 15)
53-54 White Hair
willing to accompany unpredictable adventurers
into the dark places of the world. Players might also 5-6 Pockmarked 55-56 Elderly
utilise this table during PC creation, if desired.
7-8 Ugly Mug 57-58 Bald/Hairless
16-18 Greedy 69-70 Sly 21-22 Lucky Pet 71-72 Exile’s Mark
19-21 Callous 71-72 Reckless 23-24 7 ft Giant Str 17 73-74 Hook Hand
Handlebar Thievery
22-24 Hears Voices 73-74 Grieving 25-26 Moustache
75-76 Brand
25-27 Shameless 75-76 Loose Lips Birthmark
27-28 Obvious Scars 77-78 on Face
28-30 Overconfident 77-78 Godless
29-30 Foul Odour 79-80 Lisp
31-32 Argumentative 79-80 Sassy Refuses to Constant
31-32 Wear Pants
81-82 Muttering
33-34 Death Wish 81-82 Blamer
33-34 Hard of Hearing 83-84 Crude Glasses
35-36 Outspoken 83-84 Ruthless
35-36 Lice Ridden 85-86 Loud Talker
37-38 Gambler 85-86 Selfish
37-38 Eye Patch 87-88 Bad Wig
39-40 Snarky 87-88 Lazy
39-40 Body Tattoos 89-90 Broken Nose
41-42 Mirthless 89-90 Rowdy
Lucky (like Cat Reflexes
43-44 Paranoid 91-92 Blunt 41-42 a Halfling)
91-92 (Dex 15)
45-46 Withdrawn 93-94 Jaded 43-44 Hunchback 93-94 Bad Breath
47-48 Bawdy 95-96 Foul Mouthed 45-46 Lazy Eye 95-96 Massive Beard
49-50 Alcoholic 97-98 Daring 47-48 Twins (2 for 1) 97-98 Hairy Palms
157
Gear Roll d100 for a catchphrase to further differentiate
hirelings, if desired.
In addition to everyday items, non-combatant
hirelings may use light armour, one handed melee
weapons, and slings. Roll 1d4 for their starting gear. CATCHPHRASE
Mercenaries may use any weapon, light or medium 1-2 Not how I’d have done it.
armour, and shields. Roll 1d12 for their starting
gear, plus dagger. Naturally, PCs may buy better 3-4 A shovel will sort it.
equipment for their hirelings. 5-6 I can do it fast, or I can do it right.
7-8 You had one job.
HIRELING GEAR
9-10 Slackjaw scrumpy time.
Non-Combatant Knife, no armour.
1 Mercenary Shortsword, light armour. 11-12 We’re all gonna die.
Non-Combatant Club, no armour. 13-14 I like the silver more than I like you.
2 Mercenary Flail, light armour.
15-16 Can’t hear you over my brain talk.
Non-Combatant Staff, no armour.
3 Mercenary Spear, light armour, shield. 17-18 This is bullsh*t.
Non-Combatant Sling, no armour. 19-20 Argona save us.
4 Mercenary Heavy mace, medium armour.
21 Fangs of fate!
Mercenary Heavy Mace or Hammer, 1d3
5 light axes, shield, medium armour. 22 Does this look swollen to you?
Mercenary Spear, 1d3+1 javelins, 23 Permission to speak, cap’n?
6 medium armour.
24 We should never have come here.
Mercenary Longsword or Battle Axe,
7 shield, medium armour. 25-26 I ain’t got time to die.
8 Mercenary Polearm, medium armour. 27-28 Son of a scob must pay.
Mercenary Great Sword or Axe, medium 29-30 That’s some bad juju.
9 armour.
31-32 Don’t mention it.
Mercenary Shortsword, shortbow, quiver
10 of arrows, medium armour. 33-34 It’s like we’re in some kind of sick game.
Mercenary Heavy crossbow, bolts, 35-36 I never liked him anyway.
11 medium armour.
37-38 Ruuun!
Mercenary Longsword, heavy armour
12 (proficient), shield. 39-40 Aw hell no.
41-42 Baal’s balls!
43-44 Get to the horses!
45-46 Is it just me, or …
47-48 You heard the lady.
49-50 Where to from here?
51-52 I didn’t sign up for this.
53-54 This ain’t good.
158
55-56 Well that’s embarrassing. HIRELING ADVANCEMENT
If I was richer, I wouldn’t put up with this
57-58 sh*t. Permanently gain one 1st level ability
2 from an appropriate class.
59-60 I’m not dying in this scraghole.
3 Gain an appropriate skill & a Reroll of 1.
61-62 Am I right?
63-64 The bones say no. 4 Gains advantage on Morale checks.
65-66 Thought I was smarter than this.
5 Treat as a PC for dying and injuries.
67-68 I don’t trust any of you assholes.
I survived the puss puddle plague. How 6 Gains a piece of useful gear.
69-70 bad can it be?
Increase a random attribute by 2 (max
71-72 Smells like a trap. 7 15, subject to GM approval if a pet
73-74 I would if I could. advance).
159
Undermined The hireling actively works to
undermine the PC behind her back. Within
5 4d6 hours, all of the party’s hirelings Some things are so shocking, such an affront to the
become reluctant to assist the PC (might natural order, that they threaten the minds of those
require Cha checks, etc). who experience them. Grotesque monstrosities,
Poor Morale The hireling suffers disad on impossible aberrations, depraved demons, and
Morale checks until the end of the forbidden lore are just a few of the unhinging
6 adventure or matters significantly improve horrors adventurers might endure. The following
(GM’s call). rules are intended to add fun to the game, twisting
the PC’s usual outlook with strange and possibly
Bites his lip and cops it, this time. Add +1 dangerous eccentricities. If your table is not
7 to the next Payback roll. interested in such things, feel free to ignore.
Departs The hireling leaves the party’s
8
employ when back in civilization. He bad
mouths them in taverns, etc, marring their SyMptOMS Of MadneSS
reputation amongst commoners and When a character’s sanity is threatened, a Luck
merchants. (Will) save is usually permitted to resist. On a
failure the adventurer develops one or more
Thievery The hireling tries to steal
symptoms of Madness. The table below provides a
9 something valuable from the PC (maybe
range of examples, leaving the GM and/or player
some silver, a trinket, a gem, etc).
free to elaborate on the details and cause.
Betrayed The hireling leaves the party’s
10 employ, and betrays them to a known
enemy (if not impossible). Acute EpiSOdeS
As a rule of thumb, an adventurer’s Madness
Sabotage The hireling sabotages the PC’s
should manifest an acute episode at least once per
11 gear in some way (frays climbing rope,
adventure (more if the PC has multiple Madness
holes in waterskin, greases sword hilt, etc).
symptoms; GM’s call). Players will often be able to
Murder The hireling actively seeks to improvise their own issues via roleplaying (and gain
arrange the PC’s injury or death. Eg a non- social xp, p.115), but in some cases the GM might
combatant might fail to pass on critical like to impose a specific complication. Luck saves or
12 information, or lead the PC into an attribute checks may be permitted to resist or
ambush. A mercenary might slit the PC’s mitigate the severity of an episode (GM’s call).
throat while on sentry duty, switch sides
during a desperate melee, etc.
Curing MadneSS
Madness cannot be cured by magic, but can be
removed by spending time in Recovery during
Downtime, see p.124.
160
MADNESS Hallucinations Now and then you are
subject to distracting visual delusions, roll
Tremors You exhibit shaking hands, 15 1d8: (i) roaches, (ii) flies, (iii) snakes, (iv)
1 twitchy eyelids, and/or other visible spiders, (v) devils, (vi) ghosts, (vii) sprites,
tremors. (viii) wombats.
Night Terrors You find it hard to achieve Empathy Deficit You develop an obvious
restful sleep. When you wake in the 16 lack of empathy and guilt. You kill or
2 morning, a Luck (Con) save is required to maim foes without mercy or hesitation.
avoid being Fatigued. Explosive Rage You have impaired
Poor Hygiene You stop looking after impulse control when it comes to outbursts
17 of verbal aggression and physical violence,
3 yourself, preoccupied with other more
pressing concerns (real or imaginary). especially when provoked.
Skewed Levity You laugh at odd or Paranoia You believe one of your party
4 inappropriate moments, and no longer find 18 (determine randomly) intends to betray or
common humour funny. harm you.
Social Deficit You tend to speak plainly, Catatonia From time to time, particularly
5 without regard for the usual social norms under periods of stress, you withdraw into
and etiquettes. 19 a non responsive, catatonic stupor. You
may be shaken out of such with a Luck
Dissociative Fugue You experience short (Will) save (GM’s call).
6 periods of time where you cannot recall
what happened to you (“blackouts”). God Delusion You believe you are a demi
god, daemon, or spirit in mortal form. You
Trophy Fetish You develop a growing 20 have no fear of death; if this body is
compulsion to keep trophies of those you destroyed, you will simply manifest a new
7 kill or otherwise defeat, as a reminder of physical avatar.
your victory and power.
Obsession You develop an unhealthy
devotion to an allied NPC, or an obsessive
8 vengeance against an individual enemy or
faction.
OCD You develop an OCD ritual that
“protects” you or those you love against
9 some form of perceived danger, threat, or
bad luck.
Phobia You develop an acute phobia
10 related to the event that caused your
Madness (directly or indirectly).
Mute From time to time, you inexplicably
11 lose the power of speech.
161
MASS BATTLE FIELD EVENTS
Mass battle is resolved using the “spotlight” Assume Command A high ranking official
method, zooming in on what the party are doing (roll 1d6: (i) infantry captain, (ii) militia
across a series of Field Events. The events are dealt head, (iii) scout sergeant, (iv) knight
with “in media res”, dropping the PCs into the 1 commander, (v) quartermaster, (vi) siege
action amidst the broader battle. The approach is crew boss) is dead or incapacitated, their
intended to be abstract and improvised, obviating forces in disarray as the enemy threatens to
the need for miniatures or maps (of course these charge. Can the PCs take control?
may be added if desired). The mass battle ends with A Worthy Foe An enemy champion or
the Final Confrontation, which determines the monstrous foe appears from the chaos,
ultimate victor of the conflict. driving back PC forces. Roll 1d4+4 for HD,
2 and Consult the Bones to determine if a
FIELD EVENTS Heavy or Boss. Can the adventurer(s) defeat
the champion and turn the tide?
The default is that PCs must face six Field Events
before reaching the Final Confrontation, reflecting Death From Above! Siege weapons
their part in the mass battle. Importantly, whatever hammer the area the PCs are in. Roll 1d6:
situations arise, the PCs are the only characters 3 (i) boulders, (ii) fire, (iii) toxic gas, (iv)
available to deal with them. Their NPC allies, if ballista bolts, (v) diseased heads, (vi) Nets.
any, are too busy managing other emergencies. The Use Traps p.222 to improvise effects.
usual procedure is: Fire & Flame! A large blaze has broken out
nearby (building, wagon, corpse pile, trees,
1. PCs decide their starting positions on the 4 grasslands, etc), thick smoke filling the air.
battlefield, based on the situation. If the PCs don’t take action, the fire will
swiftly spread/grow into a raging inferno!
2. Roll 1d20 on the chart to determine which
Innocents In Peril One or more non-
Field Events arise (reroll repeats), choose
combatants are in danger (eg 2d6 civilians
entries according to the scenario, or prepare
being dragged away by foes, 1d4 stowaway
a sequence of events. Adding custom events
is encouraged. 5 children cowering beneath a supply wagon
about to be attacked, an allied warrior’s
3. The GM decides who is affected by each helm is knocked off revealing a highborn’s
event, based on the situation and who was underage heir). Will the PCs intervene?
involved in the last one; eg the whole party, Hold the Line! 3d6 enemies are about to
specific or random PC(s), or the GM might break through the shield wall or other
allow the players to choose. 6 defensive line close to the PCs. Can they
hold the line?
4. The referee decides how each Field Event is
resolved on a case by case basis (fight, group A Friend in Need Through the carnage,
check, montage, social, etc). Simultaneous the PCs spot a wounded NPC friend slowly
events are possible, forcing the party to split. 7 but inevitably being encircled by 2d6
enemies as his/her allies are cut down. Can
5. If some adventurers are not involved in an the PCs save their mate?
event, but are in the vicinity of battle, Consult And My Axe During a furious melee, one
the Bones (GM’s call if likely, unlikely, etc) to PC spots an exhausted soldier drop to both
determine if one or more characters suffer a knees after felling multiple foes. Behind
Sudden Twist p.164 while their allies are him, another enemy readies her spear to
handling the latest event. 8 skewer him. Will the PC intervene? If
saved, the grateful soldier pledges to repay
6. After six Field Events (or other number as his rescuer (a free random henchmen for
the referee decides) the Final Confrontation one year).
occurs p.165 (which decides the victor).
162
Frantic Beasts Nearby animals (roll 1d4: Behind Enemy Lines A fleeting chance to
(i) war dogs, (ii) mules, (iii) chargers, (iv) gain a battlefield advantage arises if the
supply horses with carts) have been party can sneak behind enemy lines. Roll
9 spooked by the death of their handlers, 1d4 for their mission: (i) sabotage enemy
siege weapons, fire, foul weather, etc. Can supplies, (ii) assassinate a 6 HD leader, (iii)
the PCs help calm the beasts, or will they
13 gather crucial intelligence about war plans,
break free and wreak havoc? troop movements, reinforcements, etc, (iv)
With Me Brothers! Soldiers fighting steal or neutralise a secret weapon. Can the
alongside the PCs are losing heart due to PCs infiltrate enemy territory, get the job
recent setbacks (roll 1d4: (i) captain killed, done, and make it back in one piece?
10 (ii) suffered heavy losses, (iii) serious Right Place Right Time As the PC drops
fatigue, (iv) enemy magic) and are on the another foe, they spot disaster about to
verge of breaking. Can the PCs rally them? unfold a short distance away! Roll 1d3:
Traitorous Scum 2d6 traitors have been (i) battering ram or siege tower flounders
hired or coerced to kill the PCs mid battle when one of the handlers is killed, (ii)
14 dying standard bearer can’t raise her signal
11 by an old nemesis, enemy forces, unknown
threat, etc. The traitors are each armed banner at a crucial time, (iii) a riderless
with one dose of moderate poison p.226. messenger horse is rearing in panic,
undelivered orders visible in the saddle bag.
In the Thick of It The PCs are battling Can the PCs complete the task in time?
where the fighting is fiercest, hewing
enemies left and right in a desperate bid to Fall Back! As the battle unfolds, PCs and
survive. But as one foe falls, another takes nearby soldiers are forced to withdraw,
12 15 driven back by overwhelming odds. Can
its place. How much longer can the PCs
endure? Treat as a combat with 3d6 foes. the adventurers escape?
At the end all PCs must make a Luck (Con)
save or be Fatigued.
163
Sniper Hunt A hidden sharpshooter (siege
tower, tree line, valley ridge, high building, SUDDEN TWIST
etc) is targeting the PCs’ area, protecting Duck! A stray crossbow bolt or distant
16 enemy champions and picking off key 1 marksmen takes a pot shot at the PC
allied warriors (sergeants, standard bearers, (attack roll at +4, 2d8+1 damage).
medics, etc). Can the PCs find the sniper
and neutralise them? Incoming! Somebody hurls a brace of fire
pots in the PC’s vicinity; a Luck (Dex) save
Medic! Through the smoky haze, urgent 2 is required to avoid 3d6 damage and the
cries for a medic ring out as a dying NPC is Burning condition.
dragged to relative safety (roll 1d3: (i)
17 messenger with critical orders, (ii) scout Allied Reinforcements appear from
with intel, (iii) highly respected sergeant nearby trees, over a small rise, from another
good for morale). The ally is on the verge 3 street, etc. If the PC is mid battle, enemies
of death; can the PCs save him/her? are automatically defeated (50% chance
they are slaughtered, 50% they flee).
Shields Up! A barrage of arrows, spears,
bolts, fire pots, and other personal ranged Dead Weight A hireling, henchmen, pet or
weapons target the PCs’ location. Soldiers important NPC accompanying the PC (if
18 without shields or that can’t find cover drop 4 any) has been wounded and knocked
like flies. PCs require a Luck (Dex) save or unconscious until dusk/dawn. Can the PC
3d6 damage and Missile Trauma (1d10+2). keep them safe?
Dark Ritual Word somehow reaches the Lost Weapon The adventurer’s weapon is
PCs in the midst of combat that an enemy somehow lost or destroyed (if magical it is
5 damaged instead, but not usable until it is
warlock, sorceress, priest, etc (5+ HD,
Consult the Bones to determine if a Heavy or repaired, likely sometime after the battle).
19 Boss) is performing a dark ritual elsewhere Backstab A sneaky git stabs the PC in the
on the battlefield (gathering a bowl of 6 back whilst they are preoccupied fighting
hearts to offer to the dark gods, etc). Can others (1d8 + PC level damage).
the PCs stop the ritual?
Lootin’ The PC seizes the opportunity to
Suicide Mission A genuine suicide mission quickly loot nearby bodies. Consult the
presents itself (eg: hold the tide of enemies 7 Bones to determine whether they gain
on the bridge so allies can escape, light the Carry Loot B or Valuables A.
warning beacon atop the tower surrounded
by foes, collapse the tunnel taking out a Band of Brothers Rallying cheers from the
tide of foes as well as oneself). Will the PC’s surrounding allies reinvigorates the
8 adventurer (restore up to half of lost hit
20 PC(s) sacrifice themselves for the greater
good? If so, the PC must make a Death points, a class ability use, or a Reroll).
save. If successful, roll on the Injuries & World of Hurt A spear, javelin, etc strikes
Setbacks table, and they awaken later with 1 9 the PC in a vital location, causing Missile
hp, somehow left for dead. If none of the Trauma (1d10+2).
PCs take the mission, add a complication Corpse Hazard The PC threatens to
to the Final Confrontation. become entangled in the growing pile of
10 dead & dying underfoot: Dex (Acrobatics)
SUDDEN TWISTS check or fall prone, plus a further Str check
to avoid dropping held items.
In mass battle the PCs are in the thick of extreme
Tide of Battle Sheer numbers threaten to
danger; swept up in a gruesome throng of panicked
force the PC and their opponent into
shouts, slashing blades, and deadly arrows. Amidst
dangerous terrain (eg toppled off a wall,
the chaos, injury and death threaten from all
corners! During a Field Event, if combat is
11 thrown into a raging river, knocked down a
steep slope, pinned against a rock, pushed
occurring nearby, every time a PC rolls a natural 1
down a sewer chute, etc). A Str (Athletics)
or 20 on an attack roll or other 1d20 check, a
or Dex (Acrobatics) check resists.
Sudden Twist is triggered. Roll 1d20 and see below.
164
Crushing Intervention A catapult stone, Obscurement A vision obscurement floods
heavy warhorse, hurtling wagon, or other the area (heavy smoke from nearby fires, an
12 large moving object threatens to crush the alchemical smoke bomb, rolling fog, night
PC. A Luck (Dex) save is required to avoid 18 time torches extinguished by freak winds,
2d6 damage and Blunt Trauma (1d6+6). etc), limiting vision to Close range and
Selfless Protector If the PC is reduced to imposing a 33% miss chance on attacks.
zero hp sometime during the mass battle, a Checks relating to hiding/escape gain adv.
13 nameless solider automatically intervenes Snap Opportunity A distant champion,
to negate the attack. The soldier dies in the leader, or other important enemy figure is
process. Once only, reroll repeats. 19 momentarily exposed during the surging
Spoils of War As the PC fells their latest melee. Can the PCs take advantage of this
foe, a valuable object is somehow revealed fleeting opportunity to act against them?
14 on the deceased (spills from a pouch, hangs Sorcery! An enemy mage or warrior with a
about their neck, etc; 1 x Valuables A). one shot magical item unleashes it upon
Shaken Soul A dreadful atrocity witnessed the PCs. Roll 1d4 (as 6th level): (i) Brain
20 Burst, (ii) Lightning Bolt, (iii) Blast of Frozen
by the PC threatens to traumatize them. A
15 Luck (Will) save is required to avoid a Ruin, (iv) Hellblast. Consult the Bones to
random Madness p.161. determine if there is a DDM effect.
Fearsome Charge! A small force of enemy
cavalry or war beasts (pack of Hounds, FINAL CONFRONTATION
Boars, Dire Wolves, etc), thunder through The Final Confrontation is the mass battle’s
16 the area, leaving carnage in their wake! All ultimate climactic encounter; when the party goes
PCs in Close range suffer Blade Trauma head to head with the enemy leaders or Boss! The
(1d10+2, a Luck (Con) save resists). Foes in GM determines the details of this set piece
the area are killed or scattered. encounter. Whoever wins the Final Confrontation
Extreme Terrain Terrain the PC is also wins the mass battle (or as GM decides).
standing on or near becomes dangerous (a
wall falls down, forest wildfire, bridge
17 collapse, rockslide, choking smoke bomb,
etc). The PC suffers 6d6 damage (an
appropriate Luck save reduces damage by
half). Nearby NPCs are similarly affected.
165
# NuMber Appearing
The figure or die after the hashtag indicates the
usual number of creatures travelling in the wilds.
At the GM’s option, Consult the Bones (unlikely) to
determine whether there is a Lair nearby (with
+3d6/+6d8/+100 monsters, or GM’s call).
Luck
Armour ClaSS An enemy’s Luck attribute functions like PC Luck,
The monster’s Armour Class or AC. Represents the but is not reduced on successful save.
creature’s tough hide, scales, agility, etc. Humanoid
monsters using armour and shields generally apply
the equipment rules.
MOVEMENT
Monsters move at Normal speed (“Norm”) unless
Hit dice noted otherwise. Some creatures might also have a
special movement mode (eg fly, burrow, etc).
Monster Hit Dice or HD are the number of 1d8s
rolled to calculate hit points. If there is a plus next
to the number, add that amount to the hp total. If
REACTION
relevant, a Monster’s “level” is equal to its HD Each monster has a list of custom Reaction results
(and similarly, a classed character’s “HD” equals (p.66) to better reflect the inclinations of that kind
their level). of creature, should the GM wish to use them.
166
CUSTOM MONSTERS
Rough AC, Luck and Damage expressions appear below (based on Hit Dice) to assist with making your own
monsters. As always - but especially with monsters - GM discretion applies. Naturally lucky or skilled foes
might have higher than usual Luck for example. If adding multiple attacks, compare with similar HD foes
and extrapolate. Referees are encouraged to be creatively devious with Nat 19 effects & other abilities.
HD AC DMG LK MONSTERS BY HD
1 Bat, 2 Bird, 3 Cat, 4 Goblin, 5 Man Eating Monkey, 6 Rat (Giant),
<1 11 1d6 3
7 Snake, 8 Sprite, 9 Stirge, 10 Xornling.
1 Animated Sword, 2 Bandit, 3 Berserker, 4 Cultist, 5 Dog, 6 Dwarf,
1 11 1d8 4 7 Elf, 8 Flesh Eating Vines, 9 Guard, 10 Human, 11 Leech (Projectile),
12 Shrieker, 13 Skeleton, 14 Skratt, 15 Urgot, 16 Wolf.
1 Animated Armour, 2 Ant (Giant, Worker), 3 Bat (Dire), 4 Centaur,
5 Centipede (Giant), 6 Gnoll, 7 Green Slime, 8 Horse, 9 Rat (Dire),
2 12 1d8 5 10 Rat Swarm, 11 Rust Monster, 12 Serpentman (Hraarsk), 13 Skorn,
14 Spider (Giant), 15 Will o’ Wisp, 16 Zombie (Walker).
1 Animated Rug, 2 Ant (Giant, Soldier), 3 Ape, 4 Boar, 5 Bugbear,
6 Eagle (Giant), 7 Feathered Maw, 8 Gargoyle, 9 Ghoul, 10 Harpy,
3 12 1d10 6 11 Imp, 12 Lizard (Giant), 13 Merscine, 14 Raptor, 15 Shark,
16 Skinless Terror, 17 Wererat, 18 Wolf (Dire), 19 Worm (Plague), 20
Urgozer, 21 Yellow Mould, 22 Zombie (Brain Eater).
1 Animated Table, 2 Assassin, 3 Bear, 4 Champion, 5 Cockatrice,
6 Doppelganger, 7 Fire Beetle, 8 Gelatinous Cube, 9 Griffon, 10 Hell
4 13 2d6 7 Hound, 11 Mob, 12 Ogre, 13 Scroach, 14 Shade, 15 Toad (Giant),
16 Tiger.
1 Basartu, 2 Chuul, 3 Elemental (Minor), 4 Hammer Snail, 5 Rhino,
5 13 2d6 8 6 Shark (Dire), 7 Sorcerer, 8 Mimic, 9 Minotaur, 10 N’Tarc, 11 Ooze
(Sentient), 12 Serpent (Giant), 13 Wasp (Giant), 14 Wight.
1 Animated Wardrobe, 2 Ant (Giant, Queen), 3 Crocodile (Giant),
4 Hag, 5 Ooze (Grey), 6 Owlbear, 7 Rock Grinder, 8 Scorpion (Giant),
6 14 2d8 8
9 Serpentman (Ssurlock), 10 Werewolf, 11 Wraith, 12 Xarrox,
13 Zombie Swarm.
1 Banshee, 2 Cyclops, 3 Golem (Flesh), 4 Manticore, 5 Mummy,
7 14 2d8 9 6 Ogre Mage, 7 Spectre, 8 Surgat, 9 Tiger (Sabretooth), 10 Troll,
11 Vine Puppet, 12 Worm (Frost), 13 Yegnu.
1 Gibbering Terror, 2 Ghost, 3 Giant (Hill), 4 Gmorsha, 5 Invisible
8 14 2d8 9
Stalker, 6 Medusa, 7 Ochre Jelly.
1 Basilisk, 2 Bulette, 3 Dragon (Young), 4 Elemental, 5 Ettin, 6 Lake
9-10 15 2d10 10 Wyrm, 7 Serpentman (Razkarrt), 8 Slop Gorger, 9 Tentacle Spawn,
10 Vampire, 11 Werebear, 12 Zombie (Giant).
1 Ankylosaurus, 2 Bloodroot Treant, 3 Eye Terror, 4 Giant (Frost),
11-12 16 3d8 12
5 Golem (Stone), 6 Mammoth, 7 Roper, 8 Spider (Giant, Nestmother).
13-14 17 3d8 13 1 Giant (Fire), 2 Hydra, 3 Malafas, 4 Roc, 5 Wyvern.
1 Elemental (Major), 2 Giant (Storm), 3 Golem (Iron), 4 Lich,
15-16 18 3d10 15
5 Triceratops.
17+ 20 3d12 16 1 Balor, 2 Dragon, 3 Octopus (Giant), 4 Purple Worm, 5 T-Rex.
167
SPECIAL TRAITS ◆ Off Turn Attacks: A Boss makes Off Turn
Attacks.
Some special monster traits are grouped together ◆ Major Exploit Protection: A Boss is immune
here for ease of reference. to Major Exploits until Wounded.
HEAVy
A Heavy is an extra strong example of an enemy
type, but something less than a full Boss. They have
superior equipment as well as the following traits:
168
◆ Major Exploit Protection: A Heavy is Back in Black If reduced to zero hp, unless
immune to Major Exploits until Wounded. the party ensures the NPC is definitely dead
14 (eg beheading), she miraculously survives
Heavies are widely variable and GMs are to fight another day.
encouraged to add further qualities to taste. Some
possibilities appear below (choose or roll 1d20): Treacherous Dog Gains advantage when
attempting sneaky tactics or Minor Exploits
15 such as tripping, throwing sand in eyes,
HEAVY ABILITIES using poison, etc.
Scrapper Suffers half damage while Lightning Reflexes The GM chooses when
1 Wounded. 16 the NPC takes their turn (instead of the
usual initiative rules).
Bloodletter Rolls double the usual number
2 of melee damage dice. Monstrous Ally The NPC has a loyal Dire
17 Wolf, Giant Eagle, or other monstrous ally
Warlord Advantage on Cha and Will that serves and protects them.
related checks, including Luck saves. Allies
3 in Close range gain advantage on Morale Arcana Equipped The NPC has a random
checks. 18 magical item (use Major Magical Items
p.248 or Item Generator p.256).
Eldritch Blood Advantage on all tests to
4 resist magic, and/or the Heavy’s spells Backup When Wounded, 2d6 allies break
impose disadvantage on targets’ saves. 19 from nearby cover to assist the NPC (eg
True Prodigy Contrary to popular belief, Guards p.188 or similar creatures).
this NPC may attempt one Major Exploit Doom Pact When reduced to zero hp, a
5 per combat. A targeted PC may make an horrifying monstrosity bursts forth from the
appropriate Luck save to resist. 20 corpse! (per #11-12 Rift entry in the Dark &
Void Conduit May cast one spell per Dangerous Magic table, p.92).
6 combat (Int 16).
7
Triple Threat May use any weapon or IMMUNITY TO NON
armour. Also annoyingly good looking.
MAGICAL WEAPONS
Sentinel Contrary to the usual rules, this Immunity to non magical weapons includes natural
8 NPC may attempt one Rescue per attacks. At the GM’s option, very large creatures,
adventure. Bosses, Heavies, and monsters with a supernatural
Infamous Beheads or otherwise ensures bent bypass this immunity.
defeated foes are definitely dead. If a PC is
9 reduced to zero hp, the body must be
recovered before the Heavy’s next action or
the adventurer dies!
Shield Master May use a shield, and can
10 negate up to two attacks before the shield
requires repair.
Ruinous Corruption Roll on the Dark &
11 Dangerous Magic table, entry #99 or 100
(even chance).
Mercurial Never grants enemies a free
attack due to movement, and once per
12 combat may turn an enemy’s hit into a
miss.
Auspicious Once per combat, after the
Heavy attempts an action, may reroll any
13 single die (eg attack or damage roll, save, Str
check to grapple, etc).
169
Magic ReSiStance %
Enemies with Magic Resistance are unaffected by
adverse magical effects if they roll 1d100 equal to
or under the nominated percentage. For area
effects, the magic is negated for the protected
creature only. A Demon caught in a Hellblast might
be safe, but other creatures still burn.
Incorporeal Regeneration
Incorporeal creatures are visible but intangible, able Creatures with Regeneration instantly heal the
to fly and pass through objects and creatures like a indicated amount of hp at the end of the round. If
human moves through water. They are immune to damaged with the nominated attack type however,
non magical weapons, excluding cold iron. any regen is suspended that round. Regen usually
ceases to function if the creature is reduced to zero
LycanthrOpeS hp (especially if dismembered, burnt, or buried).
170
ANIMALS
A selection of common animals for the GM to
extrapolate from. A “Dire” template has also been
included to turn any animal into its nastier variant;
perhaps tainted by the veil, a natural mutation, ley
line corruption, fey grove guardians, etc.
APE
Silverback gorillas are territorial herbivores that live
in troops, grow to 7 ft, and weigh up to 600 pounds.
They are arboreal only in the largest fantasy forests
which can bear their weight.
BIRD OR BAT
A trained eagle, falcon, owl, raven or other medium
to large sized bird. Might also cover very large bats
(add echolocation and random disease).
171
HORSE SHARK
The below stats are for a riding horse, which will A 20 ft man eating shark similar to a white pointer.
not normally fight unless cornered. For a Warhorse
use HD 3, Hoof 1d8+1, and AC based on barding. SHARK #1d6 AC 11 HD 3+2 Bite 2d6 Nat 19
Luck (Con) save or Severed Arm or Leg, S19 D14
HORSE #1 AC 10 HD 2 Kick 1d6+1 Nat 19 Skull C19 I2 P10 W10 Ch4 L6. Swim Fast. Frenzies
kick: Luck (Con) save or unconscious for 1d4 when they or target is Wounded: Bite (2) per action).
rounds S19 D10 C16 I2 P10 W13 Ch6 L6. Move Reac 2-4 Hostile 5-9 Hungry 10-11 Cautious 12
Fast. Reac 2-3 Hostile 4-5 Uneasy 6-8 Indifferent Interested.
9-10 Watchful 11-12 Interested.
SNAKE
RAT SWARM Typical snakes are 4 to 6 ft long, able to climb trees
A rat swarm consists of hundreds of desperate, and squeeze into tiny spaces. Many detect body
starving vermin. Swarm rules apply. Could also heat up to Close range. GM determines the type of
cover Bat Swarms (add Echolocation, Flying). poison, if any. For Giant Serpents see p.192.
RAT SWARM #1 AC 11 HD 2 Bites 1d6 + disease SNAKE #1 AC 11 HD 1d6 hp Bite 1d3 + Poison
Nat 19 Overwhelmed! Luck (Str/Dex) save or Nat 19 Strong dose: double Poison effect S9 D15
Helpless for 1d3 rounds S3 D15 C4 I2 P10 W7 Ch4 C12 I2 P10 W10 Ch5 L4. GM decides the Poison
L5. Swarm (p.170). Threatening the rats with fire or roll on Poison table (p.226). Reac 2-5 Hostile 6-8
may keep them at bay for a short time (Will check Threatening 9-10 Careful 11 Curious 12 Friendly.
resists). After combat, anyone injured must make a
Luck (Con) save or suffer a disease. Reac 2-3
Starving Rat Swarm! 4-5 Hostile 6-8 Threatening
TIGER
9-10 Wary 11-12 Fearful. Tigers, lions, panthers, and similar felines. For
prehistoric Sabretooth Tigers that stand 5 ft at the
RHINO shoulder, use HD 7, S20, L9, Bite 2d8.
A rhino is 12 ft long, 6 ft high and over two tonnes TIGER #2d4 AC 13 HD 4 Claws (2) 1d6+2 and
of ramming power. Some cultures make use of Bite 1d8+2 Nat 19 Blade Trauma (1d10+2) S19
them as fearsome mounts. D13 C17 I3 P13 W10 Ch6 L7. Move Fast. If both
claws hit the target is knocked Prone and the bite
RHINO #1d4 AC 12 HD 5 Horn 2d8 Nat 19 automatically hits. Reac 2-4 Hostile 5-6 Aggressive
Skewered: Impaled, Broken Ribs, or Internal Bleeding 7-8 Hungry 9-10 Cautious 11-12 Curious.
(Blade Trauma) S19 D8 C13 I3 P10 W10 Ch4 L7.
Move Fast. Reac 2-4 Hostile 5-6 Aggressive 7-8
Indifferent 9-10 Alert 11-12 Curious.
WOLF (0r DOg)
Wolves weigh up to 100 pounds, are pack hunters,
and may be found in large numbers. Wolf stats may
substitute for hunting dogs, war dogs, and so on.
172
A selection of monsters follows with which to
perplex and delight your players. Some monsters
EYE tERROR
are grouped together under subheadings, for Eye Terrors are floating, bulbous sacks of rubbery
example Aberrant Terrors, Demons, and Giants. As flesh with a slavering toothed maw, and eye stalks
noted under Senses, the GM decides how well a that shoot beams of magical energy. Eye Terrors are
monster can see or navigate in darkness. intelligent but their thoughts wholly alien and
unfathomable to men.
173
SkinleSS terror SOLDIER ANT #2d3 AC 15 HD 3+3 Bite 2d4 +
Poison: 1d4 Con, Luck (Con) save for half Nat 19
Skinless Terrors are foul, 4 ft tall humanoids with Acid Spit causing 2d4 S19 D12 C16 I1 P12 W12
piercing claws and exposed muscle. They are blind Ch8 L6 Giant Ants gain +1 attack bonus for each
and use a chittering echolocation to locate their extra ant (max +4) Reac 2-5 Hostile 6-8
victims, moving with unnatural urgency and Threatening 9-10 Cautious 11-12 Investigative.
agitation. In a constant state of extreme pain,
skinless “die” within 2d6 minutes of manifesting. QUEEN ANT #1 AC 16 HD 6 Bite 3d4 and
Stinger 1d6 + Poison: 1d6 Con loss, Luck (Con)
SKINLESS TERROR #1 AC 10 HD 3 Bite (2) 1d8 save for half Nat 18-20 Special S19 D8 C19 I1 P15
Nat 19 Frenzied Death: automatic 10 damage and W15 Ch16 L10. On Nat 18-20 Target crushed in
the Terror dies S13 D13 C13 I3 P13 W13 Ch1 L7. mandibles 3d6 dmg at start of their turn until Str
Leap Close. Dies within 2d6 mins of manifesting. contest (action) to break free. Reac 2-5 Hostile 6-8
Regen (1d12, silver, fire). Reac 2-12 Agonized Defiant 9-11 Heedful 12 Scrutinizing.
blood frenzy.
174
FIRE BEETLE #2d4 AC 16 HD 4 Acid Spray
Close range 2d4+2 Nat 19 Caught in mandibles
suffering 2d4 acid damage on target’s turn unless
Str contest (action) to break free S16 D10 C14 I2
P10 W12 Ch8 L7. Reac 2-5 Antagonistic 6-8
Hungry 9-10 Wary 10-12 Interested.
BUGBEAR
Bugbears are 8 ft tall ursine humanoids with bear
heads, mangy fur, and clawed hands. Belligerent
and ferocious, they are oppressive tyrants of low
intellect but high cunning. Innately lazy, they
enslave smaller races to labour for them where
possible. Weapons are for the weak, but armour
desirable and a mark of high standing.
175
CHUUL CROCODILE, GIANT
Chuul are 8 ft unnatural mergings of arthropods These 20 ft crocodiles have muscular frames and
spawned from another planet or dimension. They powerful bites. Giant Crocs often lurk beside the
appear as crab like humanoids with tentacles where edges of waterways, fully submerged but for their
their mouths should be. nostrils to ambush their prey. A Kronosaurus is
essentially a colossal 40 ft dinosaur crocodile with
CHUUL #1d4 AC 16 HD 5+2 Claw 2d6 and fins instead of legs. They have HD 16, Bite 3d12,
Tentacle Poison: Luck (Con) save or Madness Nat Nat 19 Blade Trauma (1d6+6), Off Turn Attacks.
19 Pincer Snap: weapon destroyed S19 D11 C15
I10 P12 W14 Ch5 L8. Hard shell: Immune to GIANT CROC #2d4 AC 14 HD 6 Bite 2d6+2
critical hits. Swim Close Reac 2-8 Murderous 9-10 Nat 19-20 Death Roll: target loses their turn each
Ravenous 11-12 Destructive. round until they succeed on a Luck (Str/Dex) save
to break free S20 D10 C19 I3 P10 W12 Ch5 L8.
COCKAtRICE Swim Norm. Reac 2-5 Violent 6-8 Starving 9-10
Grumpy 11-12 Oblivious.
The cockatrice is a 6 ft, black feathered wyvern like
CYCLOPS
beast with bird legs and a spine crested rooster
head. Its bite turns victims to stone. Petrification
may be reversed with a ritual involving cockatrice Primordial Cyclopes were known by another name,
blood or a Flesh to Stone spell. beautiful giants that ruled their kingdom with
prophecy and wisdom. Civil war led to dark pacts
COCKATRICE #1d6 AC 13 HD 4 Bite 1d6 + with eldritch forces however, and the race fell into
Petrify: Luck (Con) save or petrified in 1d4 rounds ruin, slowly degenerating into the monsters of
Nat 19 Luck save or weapon or armour is petrified today. Cyclopes are one-eyed, 10 ft tall giant kin with
S6 D17 C11 I2 P13 W10 Ch5 L7. Fly Norm. Reac stout bodies. They are not unintelligent, but are
2-4 Hostile 5-6 Crowing Aggressively 7-8 Peckish primitive, nomadic tribesmen, more preoccupied
9-10 Vigilant 11-12 Disinterested. with finding their next meal than learning; callous,
fearsome beings with a taste for human flesh. Old
legends suggest the Cyclopes retain vestiges of
augural ability, and refer to an even larger, elder
variant: 17 ft tall, shaggy, with a single horn
protruding from their forehead.
DEMON, BALOR
Balors resemble 20 ft minotaurs with dragon wings,
wreathed in smoke and flame, bearing a wicked
blade and white hot lash. They are among the most
powerful and cunning of all demon kind.
176
BALOR (BOSS) #1 AC 21 HD 20+4 Sword
3d12+1 and Whip Close Range, drag into Melee,
DEMON, GMORSHA
suffer 3d6 fire damage on target’s turn unless Str Gmorsha are 10 ft tall daemons of mud like
contest (action) to break free Nat 18-20 Blade consistency, with humanoid, skeletal upper bodies.
Trauma (1d6+6) S22 D14 C20 I16 P20 W18 Ch16 They may transform to masquerade as an object,
L16. Fly Norm. Boss Traits. Crit 18-20. Magic from as small as a dagger to as large as a door (the
Resistance 75%. Immune to non magical weapons object does not actually work, other than basic
(excluding cold iron, holy water). Once per week, moving parts).
may use ritual magic to summon 2d10 lesser
demons. Reac 2-3 Hostile 4-5 Violent 6-8 GMORSHA #1 AC 16 HD 8 Bite 3d8 Nat 19 Luck
Malevolent 9-10 Aloof 11-12 Intrigued. (Con) save or transformed into a Helpless fleshjelly
for 2d6 days S19 D10 C15 I10 P10 W16 Ch7 L9.
Climb Norm. Magic Resistance 60%. Immune to
DEMON, BASARTU non magical weapons (excluding cold iron, holy
Basartu, also known as Veil Bound, are living water). May switch between object form and
humanoids possessed by malignant, otherworldly demon form (action). Reac 2-12 Murderous.
entities. They may adopt two forms: the ordinary
body of their host, or a corrupted variant including
horns, claws, glowing eyes, etc, and a tendency to
DEMON, HELLHOUND
levitate rather than walk. Killing a Basartu’s vessel Hellhounds are infernal, spine backed, fire breathing
forces the daemon into an invisible, Incorporeal canines spawned from evil dimensions. They are
form that invades the body of the next closest immune to fire and highly resistant to magic.
sentient being that fails a Luck (Will) save. The only
way to destroy the demon is through an exorcism, HELLHOUND #2d4 AC 13 HD 4 Bite 2d6 Nat
the details of which are determined by the GM. 19 Target Grabbed and Burning S13 D13 C13 I2
P15 W14 Ch5 L7. Move Fast. Magic Resistance
BASARTU #1 AC 14 HD 5+5 Life Leech Close 90%. Fire Breath (2) Close range, two adjacent
range 2d6+1 Nat 19 Basartu may possess the target, targets 5d6 (Luck (Dex) save for half). Immune to
Luck (Will) save resists S18 D16 C14 I15 P15 W15 fire and non magical weapons (excluding cold iron,
Ch15 L8. Fly Norm. Magic Resistance 50%. holy water). Reac 2-12 Hostile.
Immune to non magical weapons (excluding cold
iron, holy water). May switch between host form
and corrupted form (action). Possession lasts until
the host is killed or by ritual (GM determines).
Reac 2-5 Malicious 6-8 Deceptive 9-10 Jealous
11-12 Infatuated.
177
DEMON, IMP DEMON, SURGAt
Imps are one to four feet tall, horned, smooth Surgat are 5 ft, bipedal flesh sacks with a tri pronged
skinned humanoids with bat like wings and cloudy maw and spike whip tail. They may spend an action
white eyes. Like all demons, they are evil incarnate to transform into an ordinary animal, from as small
and seek only to beguile and corrupt any intelligent as a mouse to as large as a horse.
being they encounter.
SURGAT #1 AC 13 HD 7 Bite 2d8+1 Nat 19-20
IMP #1 AC 15 HD 3 Claw 1d6+1 and Bite 1d4 + Tail Spike: Luck (Con) save or Transmogrification
Poison: lose 1 Luck and amnesia for last 1d4 hours, into 1d4: (i) roach, (ii) toad, (iii) eel, (iv) rat S19
Luck (Con) save negates the amnesia Nat 19 Imp D11 C16 I6 P14 W10 Ch4 L9. Leap Close. Magic
casts a spell S14 D16 C10 I14 P15 W14 Ch14 L10. Resistance 50%. Immune to non magical weapons
Fly Norm. Magic Resistance 40%. Immune to non (excluding cold iron, holy water). May switch
magical weapons (excluding cold iron, holy water). between animal and demon forms (action). Reac 2-
Spells (3, Int 17) A Wisp Unseen, Shadows & Dust, 6 Violent 7-9 Ravenous 10-12 Watchful.
Crush of the Warp, Brain Burst, Gaze of Beguilement
Reac 2-5 Murderous 6-8 Malevolent 9-10 Curious
11-12 Conspiratorial.
RAPTOR
Raptors are 7 ft bipedal predators that hunt in packs.
They display intelligence similar to a smart dog.
TRICERATOPS
Triceratops are 30 ft long and weigh 10 tonnes,
sporting three horns and a protective neck plate.
Whilst herbivores, they are fierce defenders of their
herd and territory.
178
TRICERATOPS #1d6 AC 16 HD 16 Horns
3d8+2 Nat 19 Skewered: Luck (Dex) save or
DOPPELGANGER
reduced to zero hp S21 D9 C21 I3 P10 W12 Ch9 The Doppelganger is a predatory Veil entity able to
L16. Reac 2-4 Angry 5-7 Uncertain 8-10 Curious magically assume the physical form (including
11-12 Friendly. clothing and gear) of any humanoid they have
touched.
179
DRAGON DWARF
Dragons are the terrifying 80 ft winged reptiles of Dwarves have the qualities noted under the Races
legend, with claws like steel and scales like iron. description. Culturally speaking, dwarves highly
Most have animal sentience, but a rare few are value honour, loyalty, and expert craftsmanship,
intelligent and can even speak or invoke magic. and are renowned builders and miners. A dwarf
puts his clan name before his own. Dwarves have a
DRAGON (BOSS) #1 AC 22 HD 20+8 Claws (2) racial lust for gold, silver, and gems that most
2d10 and Bite 3d10+2 Nat 18-20 Blade Trauma cannot resist.
(1d4+8) + Crit S23 D14 C23 I4 P22 W20 Ch16
L16. Fly Fast. Boss Traits. Adv on Perception inc DWARF #4d6 AC 15 (plate) HD 1 Hammer 1d8
smell. Foes of 7 HD or less must make a Will check Nat 19 Blunt Trauma (1d10+2) S11 D10 C14 I10
or flee in terror for 2d6 rounds. Fire Breath P10 W10 Ch8 L4. Advantage vs poison or magic,
(recharge 30%) Very Far range, targets in a Close 50% chance sniff out gold, silver or gems, gold lust.
area suffer 20d6 damage and Burning (Luck (Dex) Reac 2-3 Hostile 4-5 Cautious 6-7 Gruff 8-10
save for half). Reac 2-4 Enraged 5-6 Violent 7-8 Inquisitive 11-12 Friendly.
Voracious 9-10 Unfriendly 11-12 Fascinated.
180
ELEMENTAL, FIRE
Fire Elementals rake their opponents with searing
Elementals are 6 to 20 ft animate manifestations of claws or roast them with flames. They shed light
earth, fire, air, or water. Earth and fire variants tend according to their size and cause flammable
to adopt a humanoid form, air elementals appear as materials to ignite (houses, trees, PCs, etc).
miniature cyclones, and water as churning waves.
They are sometimes encountered as a result of FIRE ELEMENTAL #1 AC 16 HD 5/10/15 Burn
being summoned by others, but also independently 2d6/2d8/3d8 Nat 18-20 Target Burning S17/18/19
coalesce (particularly along ley lines). D20 C13 I3 P10 W16 Ch3 L8/10/15. Fly Norm.
Immune to non magical weapons excluding cold
Most elementals have animalistic sentience, and iron. Fire Blast (recharge 30%) Up to three targets
follow the orders of their summoner to the best of within Close range suffer 5d6/10d6/15d6 (Luck
their understanding. Reports do exist however of (Dex) save for half). Reac As creator’s orders or 2-5
some freely formed beings of greater intelligence. Destructive 6-8 Mischievous 9-12 Probing.
Elementals are immune to non magical weapons,
excepting those of cold iron.
ELEMENTAL, WATER
ELEMENTAL, AIR Water Elementals batter and beat their opponents
with their wave like form, trapping foes within their
Air Elementals batter their opponents with powerful bodies to drown them.
winds, loose objects, and hurl them into nearby
terrain. Even the smallest can lift a humanoid and WATER ELEMENTAL #1 AC 17 HD 5/10/15
carry them at Fly Norm speed. Batter 2d6/2d8/3d6 Nat 18-20 Special S18/19/20
D14 C20 I3 P13 W16 Ch3 L8/10/15. Swim Fast.
AIR ELEMENTAL #1 AC 16 HD 5/10/15 Batter Immune to non magical weapons excluding cold
2d4/2d8/3d8 Nat 19 Prone & Stunned S17/18/19 iron. On a Nat 18-20 Engulf Automatic Batter
D23 C10 I3 P14 W16 Ch3 L8/10/15. Fly Fast. damage on Elemental’s turn unless Str contest to
Immune to non magical weapons excluding cold break free (victim is drowning and cannot take
iron. Suffocate (1) Close targets suffocate until the other actions). The GM decides how many targets
elemental is defeated or driven off (Luck (Con) save may be engulfed at once. Reac As creator’s orders
resists). Reac As creator’s orders or 2-5 Hostile 6-8 or 2-5 Aggressive 6-8 Reserved 9-12 Playful.
Mischievous 9-12 Curious.
ELF
ELEMENTAL, EARTH Elves have the qualities noted under the Race
Earth Elementals hammer or crush opponents with description. Culturally speaking, elves revere
their mighty fists. They may merge with the earth, freedom, art, beauty, and the natural world, which
passing through it like water or burrowing through sometimes brings them into conflict with
to leave a tunnel. expansionist humans and gold hungry dwarves.
181
FEY CREEPER
Fey Creepers are 8 ft tall humanoid simulacrums of
branch and thorn, bound together by hate and
infused with the spirit of a sadistic fey. They are
temporary constructs, fusing for a specific purpose
before melting back into a mound of sap, twig, and
soil.
182
and absorbing all forms of organic matter. They are
sometimes employed by lazy dungeon lords as
inexpensive cleaners. Most Giants are between twelve to twenty feet tall
(although larger variants do exist), massive and
GELATINOUS CUBE #1 AC 11 HD 4+4 frightening humanoids filled with arrogance,
Pseudopod 2d4 + paralysed (Helpless) for 1d6 hrs, avarice, and ire. They are strict carnivores and
Luck (Con) save negates paralysis Nat 19 Engulfed: prefer humans to cows or sheep.
2d4 on target’s turn unless Str contest to break free
(cannot take other actions). S18 D10 C16 I2 P14
W16 Ch1 L7. Climb Norm. A Cube dissolves a GIANT, FIRE
corpse in 1d4 hours, leaving behind only metals and Fire Giants grow to 17 ft in height, an aggressive
other non organic matter. Reac 2-5 Voracious 6-8 and domineering warrior people that revel in
Hungry 9-12 Lethargic. combat and metal smithing. They are immune to
heat and fire, and prefer to lair in volcanoes, close
GHOST by magma streams, or within blistering deserts.
Ghosts are the tortured souls of those unable to FIRE GIANT #1d8 AC 17 (armour) HD 14+3
cross over from one life to the next, trapped or Hammer 4d8 Nat 19-20 Blunt Trauma (1d6+6) S21
stranded between worlds. They are committed to a D11 C17 I10 P13 W14 Ch12 L14. Hurl boulder,
single unrelenting objective or emotion such as carts, etc up to Very Far range for 4d6 damage.
revenge, justice, avarice, or rage. Most ghosts are Immune to fire. Foes of 4 HD or less must make a
quite insane as a result. Will check or flee in terror for 2d6 rounds. Fire
Priests gain Spells (3, Int 16) Hellblast, Hex of
GHOST #1 AC 12 HD 8 Touch 1d4 + age 3d10 Volcanic Steel, Light of Soliri. Reac 2-4 Enraged 5-6
years (no save) Nat 19 Double aging, Luck (Will) Angry 7-9 Unfriendly 10-12 Haughty.
save negates the extra S- D- C- I10 P13 W17 Ch3
L9. Fly Normal. Incorporeal Undead. Immune to
non magical weapons excluding cold iron, holy
water. After combat, aged survivors must make a
Luck (Will) save or suffer a random Madness. A
victim aged more than their expected lifespan dies
a desiccated husk. Reac 2-6 Murderous 7-8 Hateful
9-10 Envious 11-12 Besotted.
GHOUL
Ghouls are intelligent Undead that sustain their
unnatural existence on a diet of corpses. Their
touch carries powerful necromantic energy that
paralyses their victim. Ghouls tend to hunt in
groups, and will sometimes make an opportunistic
retreat with a paralysed adventurer in tow,
scampering back to their lair before engaging in a
feeding frenzy.
183
GIANT, FROST GIANT, STORM
Frost Giants are approximately 15 ft tall, living in The 20 ft Storm Giants are the masters of giant
keeps and caverns in cold or frozen climes. Most kind. They prefer an isolated existence, lairing atop
are of low intelligence, favour axes, and have never mountains, underwater, or in cloud based realms.
been taught to read or write. Their oral histories are Despite their intelligence, they retain a strong
sacred and extensive. hunger for the blood of men.
FROST GIANT #1d10 AC 15 (armour) HD 12+4 STORM GIANT #1d6 AC 18 (armour) HD 16+6
Axe 3d8+2 Nat 19-20 Blade Trauma (1d6+6) S21 Trident 3d10+2 Nat 19 Lightning Bolt S22 D12
D10 C16 I8 P11 W14 Ch11 L12. Hurl boulder, C18 I14 P15 W16 Ch14 L16. Hurl boulder, carts,
carts, etc up to Very Far range for 4d6 damage. etc up to Very Far range for 5d6 damage. Immune
Immune to cold. Foes of 3 HD or less must make a to lightning. Foes of 5 HD or less must make a Will
Will check or flee in terror for 2d6 rounds. Elder check or flee in terror for 2d6 rounds. Spells (3, Int
Chiefs gain Frost Breath (2) Up to three targets in a 18) Lightning Bolt, Thunderous Invocation, Conclave
Close area suffer 6d8 damage and Grabbed (Luck of Wind and Sky. Reac 2-4 Destructive 5-6
(Dex) save for half, Grab Str 15). Reac 2-5 Hostile Unfriendly 7-9 Reserved 10-12 Questioning.
6-8 Aggressive 9-10 Interested 11-12 Bemused.
GOBLIN
GIANT, HILL Goblins are 4 ft, spindly humanoids with prickly
Hill Giants are approximately 12 ft tall, the lowest skin, pointed ears, and oversized jaws brimming
caste of the true giants. Most are primitive cave with man eating teeth. They avoid daytime activity
dwellers or nomads with rudimentary language, and inhabit dark woods and caverns, as sunlight is
carrying clubs and crude tools. painful to their eyes (Near Blind). Hobgoblins are
highly rare and reclusive goblin sorcerers with Int
HILL GIANT #1d12 AC 12 HD 8+2 Club 2d8+2 16, HD 3+3, and Spells (3) Dark Slumber, Crush of
Nat 19-20 Blunt Trauma (1d6+6) S20 D8 C15 I6 P9 the Warp, None Shall Pass, Shadows & Dust.
W12 Ch8 L9. Hurl boulder, carts, etc up to Very
Far range for 3d6 damage. Olfactory sense like a GOBLIN #4d6 AC 11 HD 1d4 hp Bite 1d6 Nat 19
dog. Foes of 2 HD or less must make a Will check Frenzy: bonus Bite attack S7 D14 C10 I9 P11 W8
or flee in terror for 2d6 rounds. Reac 2-7 Violent Ch8 L3. Adv on stealth related checks. Near Blind
8-10 Hungry 11-12 Curious. in sunlight. Reac 2-6 Hostile 7-8 Unkind 9-10
Withdrawn 10-12 Interested.
184
Gnoll GOLEM, IRON
Gnolls are 7 ft, hyena like humanoids, with teeth Iron Golems are the greatest of the automatons; 16
filled snouts, rending claws, and furred torsos. They ft animated statues of hardened metal. They attack
prefer light armour and ranged weapons to take with fists, giant weapons, and a noxious fume blast.
advantage of their speed and natural skirmisher
tendencies. Gnolls are strict carnivores and relish IRON GOLEM #1 AC 20 HD 15+7 Fists (2) 2d10
eating intelligent humanoids, whom they torture Nat 18-20 Blunt Trauma (1d6+6) S22 D12 C24 I-
and sacrifice to their demon god. Gorging on the P15 W- Ch- L15. 90% Magic Resistance and 50%
carrion of a sacrificial victim is one of the pack’s chance of negating non magical weapon hits. Off
highest honours. Shamans have Int 15, HD 4+2 and Turn Attacks. Immune to fire. Noxious Breath
Spells (3) Hunger for Blood, Fetid Fog of the Pit Close range, targets in a Close area suffer 10d6
People, Bestial Communion, Glimpse the True Gods. damage (Luck (Con) save for half), recharges when
Wounded. Reac As creator’s orders.
GNOLL #4d6 AC 13 HD 2 Claw 1d8 Nat 19-20
Bloodhowl: Gnolls within hearing gain +1 to crit
range until combat ends (max +3) S13 D13 C10 I9
GOLEM, STONE
P13 W9 Ch8 L5. Move Fast. Reac 2-5 Sadistic 6-8 Stone golems are 12 ft statues that move in a
Starving 9-10 Heedful 11-12 Ritual Reverie. robotic, grinding fashion.
GOLEM, FLESH
Flesh Golems are 7 ft humanoid automatons bound
together using the parts of different corpses,
primarily humanoids. They enter an uncontrolled
frenzy when seriously injured.
185
GREEN SLIME A Hag may enchant the eye of a victim into an Evil
Eye, transforming it into a precious stone the witch
Green Slime is an immobile, predatory amoeba. It may see through as if under the effect of Sight
detects body heat and attacks by dropping onto Beyond Sight. Hags sometimes gift the Eyes as
moving targets from above, or flinging globs of pendants, turning the wearer into an unwitting spy.
goop. Any metal or organic substance Green Slime
touches transforms into more Green Slime. If a limb A trio of Hags is known as a coven and multiply
or object becomes slime, it attaches to the host and their powers. If all three Hags are within the same
spreads each round, transforming more of the geographic region (forest, mountains, plains, etc),
victim. For example, Green Slime might first they use Spells (6). If two Hags are in the region,
transform a hand, then an arm, then the torso Spells (4). A single Hag in a region may use Spells
which would kill a human. Green Slime is destroyed (2). Once per lunar cycle, a coven may perform a
by sunlight, fire, extreme cold, or Cleansing Charm, dark ritual to gain powers of prophecy.
which renders it an inert tar.
HAG #1d3 AC 13 HD 6 Claws (2) 1d6+1 Nat 19
GREEN SLIME #1 AC 10 HD 2 Fling Goop Cursed: lose 1 point of Luck S19 D15 C10 I14 P14
Special Nat 19 Head Strike, see below S13 D13 C13 W15 Ch4 L9. Magic Resistance 30%. Spells (2/
I2 P12 W16 Ch1 L5. Immobile Metal or organic 4/6, Int 18) A Wisp Unseen, Shadows & Dust, Flesh
matter touched turns into Green Slime in one round to Stone, Gaze of Beguilement, Bestial Communion,
(Luck (Con) save resists). If a limb or object Hex of Volcanic Steel, Mask of Many Faces, Thrice
becomes slime, it attempts to spread each round, eg Bound Curse. Reac 2-5 Murderous 6-8 Malevolent
hand, then arm, then torso (fatal). Green Slime is 9-10 Enticed 11-12 Conspiratorial.
destroyed by sunlight, fire, extreme cold or
Cleansing Charm. If dropping from above, 50%
chance of striking the head/torso (Luck (Con) save HAMMER SNAIL
or die, adv if helm). Reac 2-12 Mindless Hunger. Hammer Snails are 5 ft, carnivorous gastropods
with hard shells and resilient, rubbery hides. They
GRIFFON attack foes by battering them with their five flail like
stalks, or crushing them against the floor or walls
Griffons are half great cat, half eagle, with wings, with their bulk. Truly monstrous variants up to 16
talons, and a powerful beak. They are most ft in length are not unknown (HD 14, Stalk 1d8+2).
commonly encountered in mountains or along
cliffs, and are fond of horse flesh. HAMMER SNAIL #1d4 AC 16 HD 5 Stalks (5)
1d4+2 Nat 19 Blunt Trauma (1d8+4) S12 D7 C15
GRIFFON #2d6 AC 14 HD 4 Claws (2) 1d6 and I3 P8 W17 Ch1 L8. Climb Norm. Hammer Snails
Bite 2d4 Nat 19-20 Target Grabbed & carried away attack the same target with all five hammer stalks
S19 D15 C16 I2 P14 W13 Ch8 L7, Fly Very Fast. until unconscious before selecting another target (or
Advantage on sight based Perception checks. If the tenderising the corpse into a pulpy mass which it
target is surprised, attack with advantage and may consumes). Reac 2-4 Belligerent 5-6 Hungry 7-8
carry away their victim (Str contest to resist, no Careful 9-10 Curious 11-12 Receptive.
action). Reac 2-4 Hostile 5-6 Hungry (especially for
dogs, mules, horses) 7-8 Unfriendly 9-10 Watchful
11-12 Intrigued. HARPY
Harpies resemble half human, half bird creatures
HAG with wings, claws, and leg talons. Males are not
unknown but most are eaten by the females upon
Hags present as elderly, hideous crones. They roam hatching. Their song is an unnatural charm that
or lair on the outskirts of human settlements, often compels victims to move towards them in an
posing as isolated hermits. They are highly entranced state - even going so far as to jump into
intelligent monsters and often adopt the language water to swim or leaping from cliffs to their death.
and culture of the region. Hags feed on humans, Survivors of a Harpy attack recall only a captivating
preferably children and babes, but can subsist on sound, sung by flying angelic like beings of great
animals if required. They possess preternatural beauty. They are unable to explain what happened
strength and their fingernails lengthen to wolf like to lost comrades or even their own injuries.
claws when fighting.
186
HARPY #2d6 AC 12 HD 3 Talons (2) 1d6 or Kiss
Special Nat 19 Unnatural Song: Luck (Will) save or
random Madness S9 D15 C10 I10 P12 W13 Ch15
L6, Fly Fast. Harpy Song (1) Luck (Will) save or
cannot take actions & must move towards the
Harpy (even if suicidal) as long as she sings. Victim
goes into a rage if prevented. Kiss causes 1d6 Str
loss and the target is Stunned (Luck (Will) save
negates the stun). If reduced to zero Str the Harpy
devours the victim’s heart the following round
(dead). Reac 2-5 Violent 6-8 Hungry 9-10 Curious
11-12 Smitten.
HUMANS
Humans make up a great variety of opponents.
Some examples are provided below.
HUMAN, ARCHER
Archers generally have one or two quivers of arrows
and a backup shortsword.
187
CULTIST #3d10 AC 11 HD 1 Knife 1d4 Nat 19
Blade Trauma (1d10) S10 D10 C10 I13 P10 W13
HUMAN, KNIGHT
Ch9 L4. Some rare members may have Spells (2, Knights and cavalry generally have lances, shields,
Int 16) Gabbling of the Jade Moon, Dark Slumber, and a backup sword, riding a warhorse.
Brain Burst, Gaze of Beguilement. Reac 2-5 Hostile
6-8 Deceptive 9-10 Jealous 11-12 Conspiratorial. KNIGHT #2d4 AC 16 (plate, shield) HD 2 Lance
2d4+1 Nat 19 Impale, push, or prone S14 D10 C13
I10 P12 W10 Ch10 L5. Usually comes with a
HUMAN, CHAMPION Warhorse. Reac 2-3 Hostile 4-6 Civil 7-9 Courteous
Champions are rare, highly experienced warriors. 10-12 Gracious.
HYDRA
The Hydra is a 30 ft long reptilian quadruped with
nine serpentine heads that grow back if severed.
They commonly lair in large caves, forest burrows,
and swamplands. They are notoriously vicious,
often toying with their prey before devouring them.
188
INVISIBLE STALKER LICH
Invisible Stalkers are 7 ft supernatural assassins from Liches are Undead wizards, transformed by dark
the void, most commonly encountered as a result of rites or dangerous magics gone wrong. Whatever
Reaper of Hidden Shadow (an Old Magic Grimoire the cause, the transformation inevitably turns the
spell) or wayward DDM effect. They are invisible, magic user mad; the longer the Lich persists, the
winged monsters, compelled to pursue a single greater its derangement. They often build up a
mission set by their conjurer until they succeed or collection of enchanted objects over their long years
are destroyed in the attempt. of magical research.
LEECH, PROJECtILE
Projectile Leeches are one foot rubbery blood suckers
that launch themselves through the air to attack.
Their rubbery hides are impervious to most blunt
force. They react poorly to salt, fire, and acid.
189
LIZARD, GIANT LYCANTHROPE, WERERAt
Giant Lizards are 12 ft carnivorous reptiles that are Wererats are often found in cities, lurking in sewers
highly territorial and nest in broods. If raised from or abandoned alleyways. They are expert sneaks
and may exert control over nearby vermin,
a young age, they can be ridden like mounts,
including their Giant and Dire cousins.
making their eggs valuable in certain quarters.
WERERAT #1 AC 12 HD 3 Bite 2d4 Nat 19 A
GIANT LIZARD #2d6 AC 15 HD 3+4 Bite 2d6 Giant Rat comes to the lycan’s aid (if possible) S14
Nat 19 Acid Spit: 1d6 damage for 1d6 rounds D18 C10 I13 P14 W10 Ch8 L6, Climb Norm. Shift
(action to clean off) S17 D10 C14 I2 P8 W10 Ch3 form (action). Regen (all damage, silver, fire). After
L6. Move Fast. Reac 2-4 Furious 5-6 Hungry 7-9 combat, anyone injured must make a Luck (Con)
Threatening 10-12 Attentive. save or suffer Lycanthropy. Reac 2-3 Hostile 4-5
Unfriendly 6-8 Heedful 9-10 Covetous 11-12
Curious.
190
MANtICORE MERscine
Manticores have the body of a great cat, dragon like Merscine are 7 ft aquatic humanoids with shark or
wings, a tusked humanoid head, and a tail armed piranha like heads. They live in oceans, rivers, and
with projectile spines. They often lair on high cliffs, lakes, but are quasi amphibious and can survive on
riding the mountain winds to hunt. Manticores are land for a few hours if necessary. Merscine are strict
generally of low intellect, but some have the carnivores of low intellect, highly attracted to shiny
capacity to speak. things which they horde in their underwater lairs.
They communicate via clicks, whistles, and
MANTICORE #1 AC 13 HD 7 Claws (2) 1d6 and haunting tones reminiscent of whale songs.
Bite 1d10 and 1d6 Tail Spikes 1d6+1 Nat 19 Wing
Batter: Luck (Con) save or Stunned S19 D14 C18 I8 MERSCINE #2d4 AC 12 HD 3 Bite 2d6 Nat 19 A
P10 W12 Ch8 L9. Fly Fast. Reac 2-4 Hostile 5-6 Giant Shark comes to the Merscine’s aid (if possible)
Combative 7-9 Withdrawn 10-12 Interested. S16 D16 C12 I8 P10 W13 Ch10 L8, Swim Fast. A
Merscine frenzies when a target becomes Wounded,
MEDUSA attacking them if possible and ignoring Morale.
Frenzied Merscine kill unconscious victims with
A Medusa is a cursed humanoid with a female their next action if the body is not recovered. Reac
upper body and face, serpentine lower half and tail, 2-6 Hostile 7-9 Starving 10-12 Unfriendly.
and venomous snakes instead of hair. A mortal
MIMIC
looking into a Medusa’s eyes risks being turned to
stone (reversible with a rare salve of Razkarrt bile,
or the Flesh to Stone spell). Unless surprised, The Mimic is a sorcerous oddity of shapeshifting
adventurers may choose to avert their gaze from the sentience; a living trap brought to life by arcane
Medusa, effectively fighting the monster Blind. design, catastrophe, or curse. They may change
forms to impersonate an object from as small as a
MEDUSA #1 AC 13 HD 8 Bow 1d8+1 and Snake shoe to as large as a wagon, and are generally
Hair 1d3 + Poison Nat 19 Luck save or weapon or indistinguishable from a mundane object unless
armour is petrified S10 D15 C12 I15 P13 W15 Ch8 touched or threatened with fire. The Mimic may
L9. Petrifying Gaze Each round that a combatant exude a super adhesive secretion when desired,
does not avert their gaze (Blind), Luck (Con) save or causing weapons and creatures to stick to it. Strong
Petrified. Poison 2d6 + 1d6 Str loss, Luck (Con) alcohol acts as a solvent to free the captured.
save for half. Reac 2-4 Murderous 5-6 Treacherous
7-9 Demanding 10-12 Infatuated. MIMIC #1 AC 14 HD 5 Bite 1d10+1 and Tendrils
(4) 1d6 Nat 19 Strong glue; disad on Str check S18
D10 C16 I8 P13 W15 Ch4 L11, Climb Norm.
Magic Resistance 50%. Off Turn Attacks.
Anything touching the Mimic sticks to it, Str contest
to break free (action). If reduced to zero hit points,
does not die but enters a dormant state for 1d4 days
(unless set on fire). Climb Close Reac As creator’s
orders or Mindless Hunger.
191
MONKEY, MAN EATING
Man Eating Monkeys are 3 ft tall, agile primates
with elongated teeth, extendable jaws and ferocious
tempers. They are clever pack hunters, using hoots,
howls, and sign language to communicate. While
stalking their prey, Man Eating Monkeys take to the
high branches to keep out of sight, dropping down
to ambush their meal as they sleep. For Man Eating
Apes, see the Owlbear entry.
MUMMY
Mummies are the classic bandage wrapped Undead
of popular fiction. They are susceptible to fire, have
no real intelligence, and simply follow the orders of
their long dead creator. Their touch carries the
dreaded curse Mummy Rot.
192
On the verge of extinction, the last N’Tarc are
unable to reproduce, stretching their lifespans by
OGRE
replacing failing organs with those of compatible Ogres are nine foot tall lesser giants; powerfully
organisms (one being humans). Driven by this built, brutish man eaters with elongated canines
fundamental imperative, small bands roam the and pointed ears. They are of low intelligence,
universe seeking humans to discreetly harvest. vicious, and easy to anger.
N’TARC #2d4 AC 13 HD 5 Bite 2d6 + age 1d10 OGRE #2d4 AC 12 HD 4+3 Club 2d8 Nat 19-20
years (no save) Nat 19 Target loses next turn, stuck Blunt Trauma (1d8+4) S19 D8 C15 I6 P7 W8 Ch7
in a déjà vu loop S13 D13 C9 I16 P15 W14 Ch5 L7. Murderous rage when Wounded: free attack
L8, Fly Norm. Temporal Warp (recharge 30%) against all foes in Melee range. Move Fast. Reac 2-6
Close range, target ages 3d10 years (Luck (Con) Enraged 7-8 Starving 9-10 Rude 11-12 Confused.
save for half). Spells (3) Strange Joining, Crush of the
Warp, Gaze of Beguilement (may use in battle, lasts OGRE MAGE
2d6 days, and victims also become friendly to other Exceedingly rare, and exceptionally dangerous,
victims of the power). Reac 2-6 Murderous 7-9 Ogre Mages are the result of Ogre shamans making
Covetous 10-12 Fascinated. dark pacts with entities beyond the Veil to become
half demons. After the bargain is made, the shaman
OCHRE JELLY manifests horns, hooves, and a bloated, corpulent
Ochre Jellies are mindless, burbling oozes of larger body, coupled with a keen intellect and unbridled
than man size. They dissolve and absorb organic cruelty. In exchange for their soul, the Ogre no
matter with acidic pseudopods. longer ages, can shapeshift, and cast spells.
OCHRE JELLY #1d3 AC 11 HD 8 Pseudopod OGRE MAGE #1 AC 15 HD 7+4 Sword 2d8 Nat
2d8 Nat 19 Jelly splits into two (halve remaining 19-20 Rift (DDM effect) but the creature obeys the
hp) S18 D10 C16 I2 P13 W16 Ch1 L9. Immune to Ogre Mage S19 D10 C15 I16 P14 W15 Ch10 L9.
fire, split into two if subject to a magical cold Murderous rage when Wounded: free attack against
attack. Jellies absorb unconscious victims with their all foes in Melee range. Switch between humanoid
next action if the body is not recovered (dead). forms (action). Spells (5) Dark Slumber, Gaze of
Reac 2-12 Mindless Hunger. Beguilement, Blast of Frozen Ruin, Wings of the
Raven King, Shadows & Dust. Move Far Reac 2-6
Hostile 7-8 Deceptive 9-10 Jealous 11-12 Curious.
OCTOPUS, GIANT
A Giant Octopus is 80 ft long, dwarfing small sailing
vessels which are inevitably splintered by the beast’s
devastating tentacles. They are reluctant to crawl on
land but can do so for short periods if sufficiently
enraged or hungry.
193
OOZE, GREY SENTIENT OOZE #1 or 2d6 (spawn pool) AC 11
HD 5 Acid Tendril 1d12 Nat 19 Weapon damaged
Grey Ooze, also known as grey matter ooze, is more -2 attack rolls until repaired S17 D10 C16 I2 P14
liquid than ooze, a fast flowing and terrifying W16 Ch1 L6. Half damage from bladed weapons
amoeba that feeds on the thoughts of living and double damage from fire. Climb Close Reac
creatures. It attacks by surging into the target’s 2-12 Mindless Hunger.
mouth, nose, and ears, tunneling its way to the
victim’s brain which it absorbs.
194
PURPLE WORM ROC
The Purple Worm is a colossal, 100 foot column of Rocs are dragon sized, predatory avians with a
rubbery flesh, and a circular maw filled with row hawk or vulture like appearance and shape. They
upon row of man sized teeth. They hunt in seas and are large enough to carry away elephants, wagons,
burrow beneath the earth, rarely surfacing except in small boats, and other very large prey. They nest in
times of extreme scarcity, or summoned by the highest, most remote mountain ranges, and
apocalyptic cults. Purple Worms detect their prey prefer to feed their chicks live meals where possible.
through ground vibrations and echolocation. Nests will often have a partner and 1d4 eggs or
hatchlings.
PURPLE WORM #1 AC 17 HD 20 Bite 3d12+3
and Stinger Poison Luck (Con) save or die Nat ROC #1 AC 13 HD 14 Claws (2) 2d6 and Bite
18-20 Swallowed S24 D8 C24 I3 P14 W15 Ch2 2d10+2 Nat 19-20 Target Grabbed & carried away
L16. Burrow Norm. Off Turn Attacks. Tremor S23 D13 C20 I2 P14 W16 Ch10 L14, Fly Very Far.
sense, Echolocation. Swallowed 3d10 on Worm’s If the target is surprised, attack with advantage and
turn, victim may only use action to make small may carry away their victim (Str contest to resist, no
weapon attacks (vs AC 10). If severely injured will action). Reac 2-4 Hostile 5-8 Voracious (especially
flee, regurgitating any swallowed foes. Reac 2-12 for horses) 9-10 Inquiring 11-12 Unaware.
Mindless Hunger! Run!
ROCK GRINDER
RAT, GIANT Rock grinders are eight foot bipeds with eye stalks,
Giant Rats are about the size of a large cat. They are mandibles, four claws, and a sturdy carapace. They
often found in sewers and lurking in forests nearby have animal like intelligence, eating rocks and
civilization. Consult the Bones (likely) to determine minerals, drawn to the “resonance” of valuable
whether they carry a random disease. metals such as silver (which they find irresistible).
They eat as they burrow through the earth, their
GIANT RAT #5d4 AC 11 HD 1d4 hp Bites 1d3 + tunnels (usually) collapsing behind them.
disease Nat 19 Another Giant Rat comes to this
Rat’s aid (if possible) S3 D14 C8 I2 P13 W6 Ch4 ROCK GRINDER #2d4 AC 15 HD 6 Claws (4)
L3, Climb Norm. Threatening a Giant Rat with fire 1d4+3 Nat 19 Mandibles: Roll 1d20 on the Injuries
may keep it at bay for a short time (Will check & Setbacks Table S19 D10 C16 I3 P11 W12 Ch4 L8,
resists). After combat, anyone injured must make a Burrow Norm. Tremorsense, sense metals. Reac
Luck (Con) save or suffer a random disease. Reac 2-5 Violent 6-8 Starving for metals 9-10 Probing
2-3 Ravenous! 4-6 Hostile 7-8 Steady 9-10 Scared 11-12 Passive.
11-12 Attracted.
195
ROPER RUST MONSTER #1d6 AC 14 HD 2+4 Bite 1d3
and Antennae Special Nat 19 Prone and Grabbed
Ropers are ten foot stalagmite shaped subterranean S13 D10 C13 I3 P16 W18 Ch9 L5. Antennae hits
monsters, with rock hard hides, lashing tentacles, turn metal objects to rust (destroyed) care of a fast
and a single baleful eye. Their six mucus covered acting chemical reaction, roll 1d6: (i-iii) piece of
tendrils snatch at targets, dragging them towards battle gear, (iv-v) armour, (vi) coin pouch. Magic
their fang filled maw. Ropers are chameleonic, items are rendered unusable until repaired instead
blending into ordinary stalagmites at distances of being destroyed. Reac 2-3 Hostile 5-7 Famished
greater than Melee. They have dog like intelligence 8-10 Interest piqued 11-12 Docile.
and are always hungry.
SERPENT, GIANT
Giant Serpents vary in size and colour but are
generally 8 to 12 ft long and one or two feet thick at
their widest point. Their oversized heads have
dislocating jaws and fangs laced with venom.
196
GIANT SERPENT #1d6 AC 13 HD 5 Bite 1d10
+ Poison Nat 19-20 Constricted: Luck (Str) save or
SSURLOC
Helpless, Str contest (action) to break free S19 D16 Ssurlocs are 8 ft tall hybrids, half humanoid, half
C13 I3 P10 W12 Ch5 L8. GM decides the Poison serpent, devoid of empathy and utterly loyal to the
or roll 1d20 on the Poison table p.226. Reac 2-6 serpentmen cause. Their venom causes a potent
Violent 7-9 Ravenous 10-12 Curious. paralytic effect. If using a weapon, Ssurlocs coat
their weapons with their poison.
197
SHADE SHRIEKER TRAITS
Shades are Incorporeal Undead manifesting as ink
black shadows, existing only to steal the vitality Poison Puff Melee range, 1d8 damage,
from the living to sustain their cursed half life. Elder 1 Luck (Con) save resists. Once per hour.
Shades are ancient versions with HD 7, drain 1d6
Str per hit, and control ordinary shades. Some also Stem Slap Capable of a bludgeoning attack
2 (+1/as Club).
demonstrate spell like abilities similar to Shadows &
Dust, Place of Perfect Night, Sever Arcarnum and Spore Scream Close range, 1d4 Int loss,
Shadowbolt (as Lightning Bolt, but made of life 3 Luck (Will) save resists. Once per hour.
leeching darkness rather than lightning).
Fungi Grubs As Flesh Grubs (p.131) but
SHADE #2d6 AC 12 HD 4 Touch 1d8 + 1d2 Str 4 they burrow for the brain and cause a
loss Nat 19 Luck save or weapon or armour is random Madness instead of death.
turned to shadow S- D16 C- I10 P13 W10 Ch7 L7. Cap Capture Engulfs Melee target, which
Move Fast. Incorporeal Undead. Immune to non 5 begins suffocating. Str contest (action) to
magical weapons (excluding cold iron, holy water). break free (apply disad after first attempt).
A victim reduced to zero Str is instantly slain, and
rises as a Shade next midnight. Reac 2-12 Hostile. Toxic Skin Covered in fine toxic powder,
6 causes 1d6 damage if touched.
SHRIEKER
Shriekers are immobile, 7 ft mushroom fungi with SKELETON
sphincter like organs on top. If they sense warm Skeletons are magically animated Undead that
bodied creatures within Far range, they emit a unerringly follow the orders of their creator, even if
piercing cry for several seconds, alerting other their master has long since passed. They have no
monsters that something edible is close. Scratching personalities as such and are more automaton than
the fungus on the underside of its cap in just the creature. Skeletons are impervious to piercing
right way (might require a check) causes it to damage from arrows, javelins, and similar weapons.
murmur contently then “sleep” for 1d4 hours. They make excellent guardians, with no need for
Some fungi have a means of defence (roll 1d6). food, sleep or shelter. The magic that sustains a
skeleton can last centuries, if not millennia.
SHRIEKER #2d6 AC 10 HD 1 Special Nat 19
Shrieks even louder! S10 D4 C8 I2 P13 W7 Ch4 SKELETON #3d10 AC 11 HD 1 Spear 1d6+1
L4. Immobile. Reac Shrieks! Nat 19 Another Skeleton animates to aid this one
S13 D10 C10 I- P13 W- Ch- L4. Undead. Immune
to piercing dmg. Reac Creator’s orders or Hostile.
SKORN
Also known as halfmen or beastmen, Skorn are
heavy set, pink skinned proto-humans, often
scarred and heavily sunburnt. Their precise traits
vary by tribe but most would be 7 ft tall but for their
stooping stature, with small eyes, flat faces,
rudimentary ear holes, and oversized jaws. Skorn
are dull witted cannibals, more beast than man,
preferring to eat humans than animals or their own
kind. They have rudimentary dark vision, seeing
rough shapes in complete darkness (Near Blind).
198
SKRATT
Skratt are five foot humanoids with rodent heads,
furred bodies, and bald tails. They move on two or
four limbs, communicating in chirps, chitters and
hisses, baring yellowed fangs when threatened.
They are disease laden, skulking scavengers, careful
to avoid physical danger where possible. Skratt take
no prisoners, preferring instead to eat their enemies
(they are omnivores, but favour carrion).
SLOP GORGER
Slop Gorgers are 8 ft slug like amphibians, with
grinding maws and spiked tentacles. They are
strong swimmers and disturbingly quick overland.
Gorgers feed on refuse and carrion (most carry
disease) but are partial to living creatures, especially
when spawning (they are asexual, laying clutches
of egg sacks). Elder Gorgers grow up to 16 HD.
SPECTRE
Spectres are Incorporeal Undead that pass through
solid objects like water. They possess a malign
intelligence and recall much of their former life,
tainted by all consuming hate and torment. A
Spectre’s icy touch drains memories and life essence.
199
SPRITE
Sprites (also known as Pixies or Brownies) are 6 inch
fey humanoids found in forests, woodlands, or near
water. Some have gossamer wings while others
have gills and are amphibious.
200
BONE CUTTER ANT SWARM #1d4+1 AC 13
HD 4 Bites 1d10 Nat 19 Overwhelmed! Luck (Str/
Dex) save or Helpless for 1d3 rounds S7 D14 C9 I2
P11 W11 Ch4 L7, Climb Norm. Swarm (p.170).
Threatening the ants with fire may keep them at bay
for a short time (Will check resists). Long standing
nests close to trade routes gather piles of salvaged
goods (equal to 1 x 4 HD Lair Treasure). Reac 2-5
Hostile 6-8 Hungry 9-10 Probing 11-12 Indifferent.
tENTACLE SPAWN
Tentacle Spawn are oily skinned, psionic humanoids
with octopus like heads from another planet or
dimension. Their motives are inscrutable but they
are intelligent and exist on a steady diet of brains.
They are subterranean in nature and become
severely disorientated if exposed to wide open TREANT, BLOODROOt
spaces. Tentacle Spawn attack with psychic powers
or by burrowing their tendrils into an opponent’s Bloodroot Treants are sentient, 20 ft tall animated
skull to pluck out their brain. trees corrupted by great evil. Unlike the peaceable
tree whisperers, these hardwoods hunger for flesh
TENTACLE SPAWN #1 or 1d4 (pod) AC 13 HD and blood rather than earth and stream. Bloodroots
10+2 Tentacles (2) 1d8 + Special Nat 19 Mind look like any normal tree until they attack,
Lash: target Stunned S13 D16 C14 I19 P19 W19 battering their foes with powerful limbs before
Ch15 L10. If both tentacles hit, Luck (Con) save or digging them down into the earth and rooting
target dies on the Spawn’s next turn unless the two themselves atop the still warm corpse. Bloodroots
are somehow separated. Psychic Blast (recharge are unintelligent and incapable of speech, but do
30%) Close range, Melee Area: Stunned, 1d6 Int use leaf rustling to communicate very basic
loss and random Madness (Luck (Will) save negates concepts to each other. They are particularly
the Stun and Madness, and halves the Int loss).
susceptible to fire and will retreat from forest fires
Spell like Psionics (6) Strange Joining, Crush of the
Warp, Gaze of Beguilement, Brain Burst, Hand of the and other very large blazes.
Void, Psychic Force Reac 2-6 Hungry for brains 7-9
Deceitful 10-12 Fascinated.
tOAD, GIANt
Giant Toads are about 5 ft tall but are much bulkier
than a man, with lumpy skin and an enormous
mouth. Their colouration runs the gamut and in
large numbers their croaking calls can be deafening.
As tadpoles they are herbivores, but grow to
become carnivores as they mature, feeding on fish,
animals, and barbarians alike.
201
BLOODROOT TREANT #1d4 AC 17 HD 11
Batter (2) 3d6 Nat 19 Blunt Trauma (1d8+4) S22 MUTATIONS
D10 C20 I3 P13 W17 Ch4 L11. Fire causes double
damage. Reac 2-6 Hostile 7-10 Hungry 11-12 Sated. Bulbous Brain The Urgots’ Disturbing
1 Moan also inflicts Brain Burst (Int 14).
TROLL 2
Hooks for Hands Drawn out forelimbs end
Trolls are 10 ft tall, rubbery fleshed humanoids with in wicked hooks, 1d6+4 damage.
large ears and hard nodules patterning their skin.
They have oversized heads and teeth, paired with 3 Spiked Carapace The Urgot have AC 13.
elongated arms and claws. Trolls are infamous for
their power to self regenerate, making them Giant Arm 9 ft tall with one ridiculously
extraordinarily difficult to kill without fire or acid 4 oversized Str 20 arm; 2d6 damage, Nat
on hand. In swamps or moors they sink beneath the 19-20 Blunt Trauma 1d8+4.
waters to hibernate in times of scarcity, waiting for Needle Teeth Venomous bite, roll 1d10 on
prey to rouse them. 5 the Poison Table.
TROLL #1d12 AC 13 HD 7 Claws (2) 1d4+2 and Bleeding Orifices When the last Urgot dies,
Bite 1d8+1 Nat 19 A nearby pet or hireling is eaten 6 a monster coalesces from their pooled
or has a limb torn off S19 D12 C17 I6 P7 W8 Ch7 blood. Treat as DDM #11-12 Rift.
L9. Regen (all damage, fire, acid). If reduced to Quadruped Motion These Urgot Move
zero hit points and completely burnt or buried the 7 Fast on all fours.
Troll does not regenerate. Reac 2-5 Destructive 6-8
Voracious 9-10 Rude 11-12 Uncaring. Lashing Tentacles The Urgot leader has
8 Off Turn Attacks.
URGOt Hideous Beyond Reckoning Instil nausea
in any who see them; Luck (Will) check or
Urgot are abominations of dark sorcery or the 9
cursed bloodlines of humans whose ancestors lose next action due to uncontrollable
made pacts with infernal powers. They differ from retching, etc.
tribe to tribe but all display major mutations such as
tentacles, shark teeth, deformed bodies and limbs, 10 Corpulent Frame Double hit points.
quadruped motion, etc. Roll on the Mutations Table
for a special ability if desired. Urgot are intelligent, Lamprey Tail Bonus attack causing 1d6
11 damage.
cruel and depraved pack hunters, often employing
ritual scarring to mark seniority. They are drawn to Filth Spores After battle, all combatants
magic and prefer to lair in the shadows of ancient 12 must make a Luck (Con) save or contract a
temples, forests, and isolated mountains. random disease.
Acid Vomit Once per combat, one of these
Urgot Champions have HD 4 and cause 2d8 Urgot may Acid Vomit: Melee range, 6d6
damage with a bite, tentacle crush, etc. Some tribes
13
damage (Luck (Dex) save for half).
include a shaman known as an Urgozer, with Int
16, HD 3+3, and Spells (4) Dark Slumber, Crush of Veil Amplifier All spell casting and DDM
the Warp, Shadows & Dust, Brain Burst, Hellblast, 14 checks within Close range are made at
Riddle of Bones. disadvantage.
202
Sudden Blob When Wounded these Urgot
18 split into twin blob forms; AC 12, half
remaining hp, Pseudopod 1d12.
Blood Frenzy When a target becomes
Wounded, nearby Urgot will attack them
19 above all others (even risking free attacks in
order to reach them).
Abominable Stink Once per combat, this
group of Urgot may ooze a debilitating
20 stench; Range Melee, Luck (Con) save or
lose 1d6 Dex.
VAMPIRE
Vampires are wicked Undead blood feeders that
masquerade as humans, living within the very
towns they prey upon. They are intelligent and
present as cold, clammy handed humans, often
physically beautiful with enticing voices. Some may
control vermin, bats, and wolves, and all drain a
victim’s lifeforce with their bite. A fully drained
victim dies or becomes a Thrall under the Vampire’s
command.
203
THRALL #3d6 AC 13 HD 3 Bite 1d10 + Drain 1
level until the end of the next Downtime period Nat
WASP, GIANT
19 Blood Frenzy: Bonus Bite attack S18 D14 C14 Giant Wasps have 18 ft wingspans and tough,
I10 P11 W14 Ch10 L5. Immune to non magical carapace hides not dissimilar to heavy armour.
weapons (excluding cold iron, holy water). Regen Their buzzing can be heard from afar, warning of
(1d12, fire, acid). Reac 2-3 Hostile 4-5 Starving 6-8 the wasp’s approach. Giant Wasps are aggressive
Treacherous 9-10 Scrutinizing 11-12 Aroused. hunters that seek to incapacitate their prey with
poison before eating or implanting them with eggs.
WILL o’ WISP
Will o’ Wisps are malicious, translucent spheres of
eerie light that hunt in remote wilderness, luring
travellers to their deaths. They are Undead, some
say the vestiges of souls who died frightful deaths
alone in the wilds. Wisps may brighten or dim their
luminescence, and change shape to appear as
groups of lights, shimmering pools, or glowing
creatures. They commonly inhabit swamps, high
moors, and dark forests. Elder Wisps may manifest
illusions (Shadows & Dust (GS), Very Far range).
204
WINGED SNAKE
Winged Snakes are typically 6 ft long, dark green or
brown, with hard scales and leathery bat like wings
that propel them through the air in a lurching
motion (somewhat akin to a bat). Bad tempered
and ferocious, Winged Snakes are quick to strike but
also quick to retreat if battle fares poorly, relying on
their wings to flee. They have a venomous bite and
can also spit poison a short distance.
WORM, FROST
Frost Worms are armour plated, 15 ft predators with
segmented jaws, found in freezing climes of ice and
snow (typically high mountain peaks and glaciers).
They hunt for flesh in small groups, detecting their
prey through a combination of smell, tremor sense WRAITH
and echolocation. Wraiths are most commonly encountered as thralls
to their Spectre master. They may shift between
FROST WORM #2d4 AC 15 HD 7 Bite 2d8 Nat Incorporeal and physical form, but physical
19 Blade Trauma (1d10+2) S19 D10 C15 I3 P8 manifestation causes them great pain and they do
W14 Ch4 L9, Burrow Norm. Frost Breath (1) so only for short periods. Wraiths are often armed
Close range, target suffers 6d6 damage and Grabbed with ghostly weapons that sap the will of the living.
(Luck (Con) save for half). Reac 2-6 Hostile 7-9
Hungry 10-12 Cautious. WRAITH #1d6 AC 14 HD 6 Ghostly Sword 1d12
+ 1d4 Will loss Nat 19 Veil Conduit: targets rolls
WORM, PLAGUE for a DDM effect S- D17 C- I10 P13 W12 Ch7 L8.
Plague Worms are 8 ft chitinous worms that burrow Undead. May switch between Incorporeal and
through rock and soil, their skin coated in a slick, physical form (action). Creatures drained to zero
disease laden fungus that imparts Greyscale Blight Will die instantly with a pitiable shriek. Reac 2-8
(p.131). Their diet consists of smaller annelids and Violent 9-10 Hateful 11-12 Envious.
other creatures they happen upon. In times of
scarcity, the worms fall into a dormant state, WYVERN
subsisting on tiny organisms in the earth. Plague Wyverns are 30 ft, two-legged quasi dragons, with
Worms are nomadic but will linger near places of horned skulls and fore claws attached to their
food, such as underground cities. wings. They have a bestial intellect, low cunning,
and a deadly tail stinger.
PLAGUE WORM #1d6 AC 17 HD 3 Batter
1d10+1 Nat 19 Blunt Trauma (1d10+2), Luck (Dex) WYVERN #1d4 AC 17 HD 13 Bite 2d8 and Sting
save negates S17 D10 C13 I3 P10 W10 Ch5 L6, 1d6+2 + Poison: Luck (Con) save or reduced to
Burrow Norm. After combat, anyone injured must zero hp (if save, 20 damage) Nat 19-20 Blade
make a Luck (Con) save or suffer Greyscale Blight. Trauma (1d6+6) S22 D16 C20 I3 P15 W14 Ch7
Reac 2-8 Ravenous 9-12 Sated. L13, Fly Fast. Reac 2-6 Hostile 7-9 Starving 10-12
Cautious.
205
XARROX Xornlings “hear” gems and metals within Far range,
have animal like intelligence, and favour jewellery
The Xarrox is a terrifying 10 ft centipede monster and coins. A Xornling left to its own devices will eat
with a steel carapace, giant claws, and snapping 1d10 coins, gemstones, or a chunk of a metal every
mandibles. Capable of rapid swimming and earth few hours. They are natural chameleons and gain
burrowing, these man eating predators ambush advantage when hiding.
caravans or ships in packs, bursting up from the
earth or sea to devour travellers. XORNLING #2d4 AC 15 HD 1d4 hp Bite metal
weapon or armour suffers -1 damage or AC until
XARROX #2d4 AC 15 HD 6 Bite 2d8 Nat 19 repaired Nat 19 Stonebite: random limb of target is
Blade Trauma (1d8+4) S19 D13 C16 I3 P10 W11 turned to stone (Luck (Con) save negates) for 2d6
Ch4 L8. Burrow Fast, Swim Close. Tremorsense, days (Cleansing Charm removes) S6 D17 C9 I4 P13
Echolocation. Xarrox claws are perfectly evolved to W12 Ch9 L3. Climb Norm. “Hear” gems, coins,
burrow through earth and soft stone. Reac 2-5 etc. Tremorsense, Echolocation. A Xornling left to
Destructive 6-9 Hungry 10-12 Unconcerned. its own devices will eat 1d10 coins, gemstones, or a
chunk of a metal every few hours. Chameleonic,
XORNLING advantage when hiding. Reac 2-5 Starving! 6-9
Xornlings are diminutive 4 inch subterranean Investigative 10-12 Playful.
monstrosities that sustain themselves on rocks,
minerals, gems, and metals (they home in on their YeGNU
“resonance”). They resemble alienesque spiders Yegnu are interdimensional aliens composed of
with six legs, a hard, noduled carapace, and darting slough like flesh that moulds to suit their purpose.
eyes scattered across their body. A grinding maw is In their native form they adopt a 3 ft long slug like
located beneath their oval midsection. shape, with a single eye and prehensile tendrils.
They are intelligent parasites that paralyse their
victim before entering through their mouth, taking
up residence in the digestive system. Once
ensconced, Yegnu control their victim via chemical
signals until the host dies of starvation, at which
time they exit the corpse to find another puppet.
Yegnu avoid salt as its touch burns them.
YellOw MOuld
Yellow Mould is a semi-sentient fungus; it is
immobile but attacks by way of projectile spores
that induce a horrible, choking death. The dead
become incubators for the spores, sprouting a new
Mould in 1d4 days. An apothecary may be able to
delay or cure spore poison. Yellow Mould is
particularly susceptible to fire. When pickings are
slim, they fall into a stasis like dormancy until a
warm body’s presence rouses them.
206
YELLOW MOULD #1d4 AC 10 (auto hit in
melee) HD 3 Projectile Spore Close range, Close
ZOMBIE, WALKER
area: Luck (Con) save or die a horrible choking Standard fare, slow moving mindless Zombie that
death in 1d6 rounds Nat 19 Misfire: a sad, tiny puff simply seeks to destroy and dismember any living
wheezes out (negates attack) S6 D- C16 I2 P14 W- thing it comes across. They don’t understand how
Ch- L6. Immobile. Sense warm bodied creatures to open doors or windows, but may break them
within Far range. Protecting the nose and mouth down trying to reach the living.
with a mask grants advantage on the spore save.
Apothecary treatments delay spore death by 1d6 WALKER ZOMBIE #3d8 AC 11 HD 2+2 Fist
days, -2 penalty to actions in the meantime (or cure 1d8 Nat 19 1d3 nearby corpses animate to aid this
on a Great Success). Double damage from fire. Zombie S15 D7 C18 I- P12 W- Ch- L5. Move Slow.
Reac 2-12 Hostile. Undead. Walkers dismember unconscious victims
with their next action if the body is not recovered
(dead). Reac As creator’s orders or 2-12 Hostile.
ZoMBIES ZOMBIE, SWARM
Zombies are walking corpses, mindlessly obeying The following Zombie Swarm represents scores of
their creator’s orders. They come in several Walkers lurching along in a mindless fashion,
variants, some of which appear below. groping at the closest living thing they sense.
ZOMBIE, GIANT
Unfeeling, obedient servants of unflagging
strength, there are few brutes as effective as an
Undead Giant, particularly if armed with a weapon.
Like standard zombies, giant versions attack a
target until it is destroyed, dismembering humans,
splintering doors, and so on. Raising such a
behemoth requires a particularly taxing ritual,
triggering a DDM effect and permanently draining
the necromancer of 2 points of Con.
207
NAVAL COMBAT ARTILLERY
As the two ships approach each other, each makes
two Artillery rolls against their foe (reflecting a
Navel Combat is divided into three parts: series of barrages). If facing more than one hostile
vessel, the attacker may divide their rolls. Each
1. Artillery fire as the ships close in, attack is resolved simultaneously with the enemy’s
2. Ramming & Boarding at short range, and unless the GM decides otherwise.
3. Withdrawing if the sea gods have turned Roll 1d20 for each Artillery strike. Any modifiers
against ye, yaarg! are at the GM’s discretion. For example, a war ship
fighting a sloop might roll 1d20+3 (higher results
SHIPS
are more serious). If a result is inapplicable, treat
as a miss or a cosmetic hit. Unless the GM decides
Ship traits are simplified into crew (min - max), otherwise, crew cannot be reduced below their
speed, and arms. The below statistics are defaults minimum number via Artillery, and broken crew
only and specific vessels may differ as the GM take no further meaningful part in the battle unless
determines. As outlined later, relative differences the party rallies them.
between ship statistics may may result in modifiers
to Artillery, Ramming, Boarding, or Withdrawing Heavy Cannons cost 7,000 sp, Light Cannons are
tests, as adjudicated by the referee. 4,000 sp, Onagers 500 sp, and Ballistae 400 sp.
Ships
COST
NAME (sp) CREW SPEED ARMS NOTES
Very small four man rowboat, primarily
1d4
1 Skiff 100 Very Slow None for fishing and personal transport on lakes
Rowboat (1-6)
and bays. No mast. Single deck.
Small twelve man tender, a dinghy, most
2d6
2 Whaleboat 1,000 Very Slow None often used as a lifeboat or shore transport
Tender (1-12)
for a mothership. No mast. Single deck.
Narrow, agile troop transport and land
4d6+30
3 Longship 4,000 Fast Bows, etc raiding vessel. 70 ft long, 10 ft wide, single
Agile Raider (6-60)
mast, forty oars. Single level.
Small cargo ship. 70 ft long, 20 ft wide,
3d6+5 Ballistae or
4 Cog 7,000 Moderate single or double mast. Has an upper and
Small Cargo (4-60) Light Cannon
lower deck.
Small, agile sailing ship. 50 ft long, 15 ft
3d6 Ballistae or
5 Sloop 5,000 Very Fast wide. Single mast. Upper and lower deck.
Agile Sailing (3-40) Light Cannon
Emergency oars.
Large cargo ship. 100 ft long, 25 ft wide,
3d6+25 Ballistae or
6 Caravel 12,000 Moderate two or three masts. Upper, lower, and
Large Cargo (10-80) Light Cannon
cargo deck. Forecastle and sterncastle.
Ballistae, Warship. 120 ft long, 30 ft wide, three or
5d6+50
7 Carrack 30,000 Very Fast Onager and/or four masts. Upper, lower, cargo, and gun
Warship (15-100)
Heavy Cannon deck. Forecastle and sterncastle.
Ballistae, Large warship. 150 ft long, 40 ft wide,
6d6+75
8 Galleon 80,000 Fast Onager and/or four masts. Upper, lower, cargo, and gun
Large Warship (20-150)
Heavy Cannon deck. Forecastle and sterncastle.
208
ARTILLERY Casualties & PC damage 4d6 crew killed,
and one PC is reduced to zero hp (Luck
14 (Dex) save to lose half current hp instead).
Cosmetic Mostly misses or minor hits.
1-4 Bless the Salty Wench! A pox on the Deep One!
Weapons 2d6 crew killed and one artillery
Overboard 2d6 crew are lost overboard piece is damaged or destroyed (Group Luck
5 (knocked or blown off, jump to escape 15 save determines). Not usable until repaired
loose cargo or flames, etc). Shark bait. or replaced.
Deserters! 2d6 scurvy dogs drop a lifeboat Main Sails or Oars 2d6 crew killed and the
6 to flee or surrender, hoisting the white flag. main sails/oars have been damaged or
Cargo 1d6 crew killed and 1d100% of any 16 destroyed (Group Luck save determines
7 cargo carried is lost, burning, or destroyed. which). May reduce speed or render ship
Now that’s a pretty penny lost, grmmph. stranded if no other means of propulsion.
Heavy Losses 6d6 crew killed (50%), lost
8 Casualties 3d6 crew killed. Poor souls. 17 overboard (20%), or surrender (30%). Thar
be bucket’s o’ blood, arrg!
Casualties & PC damage 2d6 crew killed,
9 and one PC suffers 3d6 damage. That’ll Leader Consult the Bones to decide whether
sting, aye. the Captain or Quartermaster (or other
18 important leader) is killed. Check crew
Rudder or Rigging 1d6 crew killed and Morale at disadvantage, if failed 5d6 crew
Consult the Bones to determine if the rudder abandon ship or surrender.
or rigging is hit. A Group Luck save decides
10 whether it is damaged or destroyed. May Fire! 4d6 crew killed, 1d2 PCs are Burning,
reduce speed or affect Ramming and/or and a deck is on fire! A Group Luck save
Withdrawing checks. Curses! 19 determines whether the crew can contain it
or whether it spreads to another area. GM
Casualties & PC Injuries 3d6 crew are decides effects.
killed, plus 1d4 PCs roll on the Injuries &
11 Setbacks table (Luck (Con) save negates). Scuttled! 3d6 crew killed and the ship is
That’ll leave a mark! sinking! The GM decides effects. A Group
Luck save decides whether there is time to
Mast 1d6 crew killed and Group Luck save 20 reach an island, reef, port, etc before the
to determine whether the mast has been ship is lost. Otherwise the PCs end up on a
12 damaged or destroyed. May reduce speed lifeboat, in irons, or on pieces of flotsam.
or render ship stranded if no other means
of propulsion. Repairs
Casualties & Hirelings 4d6 crew killed, The GM decides whether ship repairs can be made
and 1d2 hirelings, beasts, and/or pets are at sea or if the vessel must be dry docked. Rigging,
13 reduced to zero hp. A PC may choose to mast, rudder, etc repairs are normally 10% of ship
make a Luck save to negate the latter effect. price, or full replacements 30%. For Artillery
Well, better them sods than us, eh? weapon repairs see p.61.
209
BOARDING
KO! Flying debris during an artillery salvo
1 knocks the PC out for 2d6 rounds (Luck
(Con) save resists).
Rolling Deck A big wave, artillery or other
effect rocks the ship violently. All PCs must
2 make a Dex check or fall Prone (2 out of 3
crew fall prone). On a TF, PC is Stunned.
Explosion! A cannonball or other artillery
causes an explosion of timber, cargo, etc in
3 the PC’s area: 2d6 damage and roll Blast
Trauma (1d12). Luck (Con) save negates
the trauma roll.
210
Duck! A bulky iron rigging hook swings The hell is that!? A colossal tentacle (Str
down from a broken line. The PC must 22) rises from nearby water, snatching a
13 make a Dex check or suffer 1d8+2 damage random character (PC or NPC) off the
and be Stunned. 20 deck, dragging them beneath the water
Lost Gear While boarding or skirmishing, (PCs get a Luck (Dex) save to negate). This
the PC loses a random piece of Battle Gear. happens each round until the beast has had
14 Consult the Bones to determine if the item its fill (Consult the Bones, or GM’s call)
falls overboard.
Blast! An artillery explosion on deck Crew vs Crew
15 threatens to blast the PC (and foes in At the end of each PC round, resolve crew fighting
melee) overboard, Luck (Dex) save resists. with a 2d6 roll, applying a 1 or 2 point modifier for
clearly superior forces. Usual Morale rules apply.
Next An enemy crew veteran (Fighter 3+)
calmly skewers her current foe, then makes
16 eye contact with the PC, and drags her
thumb across her tattooed neck.
CREW VS CREW
Net An enemy drops a weighed net from 60% allied crew dead, incapacitated or
2-3 broken, and 25% enemy crew.
the rigging above, entangling the PC
17 (action and Str contest vs 16 to escape, 30% allied crew dead, incapacitated or
otherwise Helpless). 4-5 broken, and 15% enemy crew.
Poison The PC’s opponent is using a rare
Sea Serpent poison. If already injured, the 20% of one side dead, 10% the other,
6-8 Consult the Bones as to which.
18 poison kicks in now (otherwise next hit):
4d6 damage and Luck (Con) save or 30% enemy crew dead, incapacitated or
random limb paralysed for 1d4 days. 9-10 broken, and 15% allied crew.
Sniper! A sniper in the crow’s nest takes a 60% enemy crew dead, incapacitated or
19 pot shot at the PC (+3 to hit, crossbow or 11-12 broken, and 25% allied crew.
musket damage).
BLACKPOWDER weaponS
WEAPON COST DMG RNG NAT 19 NOTES
Exploding dmg dice. Reload requires two hands
1d10+2
and action. If suffer damage during a reload
1 Pistol 200 sp 3d4 Close Missile
round, action is lost. Fumble inert until repaired.
Trauma
One item slot gun, one slot ammo.
Two handed, exploding dmg dice. Three actions
1d10+2
Very to reload but if suffer damage during a reload
2 Musket 300 sp 4d4 Missile
Far round, action is lost. Fumble inert until repaired.
Trauma
One item slot gun, one slot ammo.
Two handed, exploding dmg dice. May strike
1d8+4 two targets in Melee range of each other. Two
3 Blunderbuss 150 sp 5d4 Close Missile actions to reload, if suffer dmg during reload
Trauma round, action is lost. Fumble inert until repaired.
One item slot gun, one slot ammo.
Exploding dmg dice. One action to prime and
Powder one to throw. Affects a Close area. Luck (Dex)
4 75 sp 4d4 Far NA
Grenade save negates (no hit roll), if TF also Blast Trauma
(1d12). Fumble detonates on user (if save, dud).
211
Traditionally Oracles have been used for solo play,
but in truth they are quintessential improv
enablers and will make your world feel alive and
independent like no other devices can.
212
READ THE SIGNS You Read the Signs to learn more about a random
barbarian tribe in a ruin. Drawing two cards reveals
The Deck of Signs is an oracle tool to draw from
when you have an open question that requires Magician, Conjuring, Learned, Enchanted and
more than a yes or no answer. Death, Decaying, Uncaring, Doomed. Applying
Magician, Doomed, and Decaying, you interpret
The cards are in a similar style to the tarot’s major this to mean the Thuel tribe camping in the ruins
arcana, made up of and depicting various fantasy have been cursed by a resident undead sorcerer!
archetypes and icons. Each card has four words
related to its theme from which to draw inspiration: Time
a Noun (the archetype name, top left), Verb (a Each card includes a sun or moon icon to generate
doing word, top right), Adjective (a descriptive random times, if required:
noun, for more nuanced detail, bottom left), and a
general Ambience/Tone/Mood Tag for broader ◆ Light Sun = Morning (6am to Noon)
context (bottom right).
◆ Dark Sun = Afternoon (Noon to 6pm)
When you Read the Signs, pose an open question to
be answered and draw two cards, then interpret the ◆ Light Moon = Evening (6pm to Midnight)
answer using two or more of the words and/or art
presented. A single card also works, but drawing ◆ Dark Moon = Late Night (Midnight to 6am)
two cards enables more obvious and varied prompt
If the particular hour is required, roll 1d6, starting
combinations. Remember the deck is just another
from 6am, Noon, 6pm, or Midnight respectively.
tool in your arsenal, to be used with your other
favourite oracles, tables, etc.
Direction
The cards also includes a small compass symbol
with an arrow, indicating direction.
Noun Direction
Verb
Light
Sun =
Morning
Adjective Ambience,
Tone, Mood
213
RIVAL ADVENTURERS
The below tables are for making quick, simplified NPC
adventurers. Each combat, a rival adventurer may use their
class abilities (from their level or lower) a number of times
as indicated in the relevant column (choose one ability to
use each time). Attack bonus is equal to HD/Level, like any
monster. Naturally the GM is free to tweak details or create
NPC adventurers more consistent with the PC creation rules
(note: NPC Luck usually relates to HD/Level; see p.167 for
further guidance).
WEAPON
claSS lvl ac hp LUCK ABILITIES USES EQUIP
Hellfire Glass, Spear 1d6+1,
ARTIFICER 1, 2, 3 14 14, 15, 16 4, 5, 6 2
Flash Rig Chain Shirt
INT 15
DEX 13 Fume Flask, Hammer 1d8+1,
4, 5, 6 15 17, 18, 19 7, 8, 8 3
CON 13 Mutagen Scale Shirt
Other 10 Corroding Spray, BP Weapon 4d4,
7, 8, 9 16 20, 21, 22 9, 9, 10 4
Thunder Gauntlet Breastplate
Battle Axe 1d8+2,
BARBARIAN 1, 2, 3 14 17, 19, 21 4, 5, 6 Ferocious Rage 2
Heavy Hide, Shield
CON 15
STR 13 Greataxe 1d12+2,
4, 5, 6 14 23, 25, 27 7, 8, 8 Second Attack 3
Other 10 Monstrous Chitin
Spear 1d6+3,
7, 8, 9 16 29, 31, 33 9, 9, 10 Killer Instinct 4
Chain Shirt, Shield
Spear 1d6+2,
BARD 1, 2, 3 11 12, 14, 16 4, 5, 6 Inspire Greatness 2
Leather
CHA 15
STR 13 Longsword 1d8+1,
4, 5, 6 14 18, 20, 22 7, 8, 8 Rallying Shout 3
Other 10 Chain Shirt
Long bow 1d8,
7, 8, 9 16 24, 26, 28 9, 9, 10 Warlord 4
Scale Shirt, Shield
Holy Smite, Mace 1d8+1,
CULTIST 1, 2, 3 12 12, 14, 16 4, 5, 6 2
Turning Leather, Shield
WILL 15
STR 13 Mend Flesh, Flail 1d6+2,
4, 5, 6 15 18, 20, 22 7, 8, 8 3
Other 10 Watched Over Chain Shirt, Shield
Blessed Weapon, G.Hammer 1d12+1,
7, 8, 9 15 24, 26, 28 9, 9, 10 4
Sever Arcarnum Scale Shirt
Deadly Strikes, G.Hammer 1d12+2,
FIGHTER 1, 2, 3 15 16, 19, 22 4, 5, 6 2
Two Hander, Brutal Chainmail
STR 15
CON 13 Opportunist, Charger, Bast Sword 1d8+2,
4, 5, 6 17 25, 28, 31 7, 8, 8 3
Other 10 Second Attack Splint, Shield
Dual Weapons, Sword 1d8+2, Axe
7, 8, 9 17 34, 37, 40 9, 9, 10 4
Master of Arms 1d8+2, Platemail
214
class lvl ac hp LUCK ABILITIES USEs EQUIP
Arcane Aegis, Spear 1d6+1,
MAGIC 1, 2, 3 12 11, 12, 13 4, 5, 6 2
USER Dark Slumber Heavy Robes
INT 15
Lightning Bolt, Staff 1d6,
4, 5, 6 13 14, 15, 16 7, 8, 8 3
DEX 13 A Wisp Unseen Leather
Other 10 Flesh to Stone, Longsword 1d8,
7, 8, 9 14 17, 18, 19 9, 9, 10 4
Sever Arcarnum Studded Leather
Iron Fist,
MONK 1, 2, 3 12 12, 14, 16 4, 5, 6 2 Unarmed 1d6+1
Formless Water
WILL 15
DEX 15 Fork the River,
4, 5, 6 13 18, 20, 22 7, 8, 8 3 Unarmed 1d10+1
Other 10 Spirit Warrior
Strength of One,
7, 8, 9 14 24, 26, 28 9, 9, 10 4 Unarmed 1d10+1
Heaven’s Leap
Sharpshooter, Throwing Axe
RANGER 1, 2, 3 12 12, 14, 16 4, 5, 6 2
Instinctive Rescue 1d6+1, Hide
PERC 15
STR 13 Cover Fire, Short Bow 1d6+1,
4, 5, 6 15 18, 20, 22 7, 8, 8 3
DEX 13 Nature’s Venom Reinforced Leather
Other 10 Slip Away, Long Bow 1d8+1,
7, 8, 9 16 24, 26, 28 9, 9, 10 4
Off Hand Adept Chain Shirt
Backstab, Finisher, 2 x Daggers
ROGUE 1, 2, 3 13 15, 17, 19 4, 5, 6 2
Flash Powder 1d4+1, Leather
DEX 15
STR 13 Unseen Whip, Short Bow
4, 5, 6 14 21, 23, 25 7, 8, 8 3
CON 13 Hidden Blade 1d6+2, Leather
Other 10 Glue Pot, 2 x Shortswords
7, 8, 9 15 27, 29, 31 9, 9, 10 4
Rapid Dose 1d6+1, Leather
215
Tales of Argosa is well suited to Solo play. The ◆ During Hexploration, the PC always counts
many random tables, as well the Dice and Deck as being on Look Out duty (p.135), even
Oracles, Reaction rolls, exploration procedures, when asleep (sixth sense for danger, light
Nat 19 effects, Chases, etc, allow the player to cede sleeper, etc).This is a bonus Travel Role; they
many traditional GM decisions to chance, fostering still choose another role to perform each day.
a more independent and emergent world.
216
217
DUNGEON GENERATOR Next roll 1d20 for the dungeon’s size:
If you prefer to improvise a dungeon adventure
from scratch, try these tables and procedures. SIZE
These charts are intended to be used in conjunction
with ToA’s other tables, oracles, etc. Small Large
1-6 < 10 rooms
14-18 < 50 rooms
To begin, roll 1d20 for the dungeon Site: Medium Very Large
7-13 < 30 rooms
19-20 50+ rooms
REWARD
Performed out Special Metal
1 of Obligation
11-12 Weapon
Special Metal
Knowledge or
2 Secret Information
13 Masterforged
Item
2d4 x 100 sp
3-4 Major Favour 14-15
and Potion
2d6 x 100 sp
5-6 400+(1d6x100) sp 16-17
and Scroll
Gemstones
7-8 Valuables B #61
18-19 Major Item
Minor Item
9-10 Valuables B 20 & Major Item
218
Roll 1d20 for the HD of the main opposition of the
adventure. Once the HD is established, roll on the
Monster by HD chart p.167 to identify the type of
creature. If the result is a solitary creature, either
reroll or also roll 1d6 for a secondary faction as the
main opposition (they might be minions, enemies,
neutral neighbours, etc).
MAIN OPPOSITION
1-3 HD 1 13-14 HD 6
4-6 HD 2 15-16 HD 7
7-8 HD 3 17-18 HD 8
9-10 HD 4 19 HD 9-10
11-12 HD 5 20 HD 11+
SPECIAL LEADER
Dire, Mutant, Cultist
1-2 Corrupted
10-12 with cult
3 Lycanthrope 13-15 Sorcerer
4 Basartu 16 Ogre Mage
5 Doppelganger 17 Razkarrt
6 Yegnu 18 Eye Terror
7-8 Giant 19 Malafas
9 N’Tarc 20 Lich
219
Playing the Adventure When entering a room, roll 1d20 for its Theme and
Play the adventure using all of ToA’s normal rules, interpret consistent with the dungeon Site:
including oracles for inspiration and guidance as
desired. For doors and entryways, roll 1d20:
ROOM THEME
DOORS 1-2 Artistic, Ornate 11 Secure
Sleep,
1-4 Archway 14 Blocked Door 3-4 Food & Drink 12-13 Rest, Comfort
5 Trapped Archway 15 Concealed Door 5 Health, Recovery 14-15 Supplies
6-8 Normal Door 16 Secret Door 6 Knowledge 16 Training, Study
9-10 Jammed Door 17-18 Locked Door 7-8 Meeting 17 Valuable
11 Broken Door 19 Stairway Power,
9 Respect, Awe
18 Weaponry
Trapped Hatch. 1d12+5 Secret and
12-13 Door p.222
20 for locked, etc 10 19-20 Working
Roll Again
If you have a pre-made map skip the below table. If Roll 1d20 for a room’s contents.
you’re generating the map on the fly, roll 1d20 to
flesh out the complex as you go: ◆ If you have a string of the same results, reroll
or use #16-18 (2d6 opposition) instead.
4-7 Medium Room 16 Sloping Corridor ◆ Standard treasure p.229 rules apply. If unsure
Consult the Bones (any modifiers GM’s call).
8-9 Large Room 17-18 T-intersection
10
Corridor (type
1d8+10) with 19
Hatch ROOM CONTENTS
or Trapdoor
Room Contents. Empty or effectively so (any gear broken,
1-4 spoiled, burnt, crumbling, ransacked, etc).
11-13 Straight Corridor 20 Stairway
5-8 Empty but with a Complication.
◆ Rooms have 1d4 exits (the first room has at 1d4 Theme Items, see opposite for general
least two). Place them wherever makes sense. 9-10 items, or for treasure use p.229.
You may decide some rooms only have one
As #9-10 plus a Dungeon Event p.133 or
exit (eg a vault). As the map unfolds, corridor
connections may form with prior locations. 11 Complication (Consult the Bones, any
modifiers are GM’s call)
◆ If you have a string of corridors or rooms, or 12 Random Trap p.222 and roll again.
if a result is impossible (eg due to space),
reroll. Caverns generally won’t have doors but 13 Concealed or Secret Door, and roll again.
may have rubble, sink holes, etc. Random Encounter roll 1d12+8 on the
Underground chart p.154 or terrain table
◆ If all paths are dead ends, place secret door or 14-15 relevant to the Site’s location p.140. 50%
hatch in the most appropriate location. If the less creatures if a small room.
PCs reach the final room (based on dungeon
size) and haven’t found or achieved their 16-18 2d6 Opposition. 50% less if a small room.
objective, their goal is in the final room. Leader. Consult the Bones to see if the goal
is with the Leader (if not already found). If
◆ To leave the dungeon, exit via the entrance, or 19-20 not a Boss, the Leader has 2d6 Main
make a Luck save at the next stairs or hatch. Opposition with them or nearby.
220
If desired, roll 1d20 below for ideas about the kinds If a location has a Complication, roll 1d20 and
of items located as part of a room’s contents. interpret the result based on the dungeon Site and
room Theme, and/or Read the Signs for guidance.
THEME ITEMS
1-3 Sculptures, 4-6 Tapestries, 7-9
COMPLICATIONS
Artistic,
Murals, 10-12 Carvings, 13-15 Idols, Water The area might be flooded, contains
Ornate
16-17 Urns, 18-20 Mosaics. 1 a pool, underground lake, well, fountain,
Food 1-8 Food, 9-10 Spices, 11-13 Water, broken pipes, and so on.
& Drink 14-17 Alcohol, 18-20 Other Drink. Ambush Something is lying in wait for the
2 PCs. Roll for a Random Encounter p.140
Health, 1-5 Bandages, 6-10 Pills & Elixirs,
for creature type.
Recovery 11-15 Bunks, Blankets 16-20 Food.
1-5 Tomes, 6-8 Scrolls, 9-11 Tablets, 3 Trap There is a trap nearby p.222.
Knowledge 12-13 Etched rods, 14-15 Bas-reliefs, Magic A magical effect is present; ward,
16-18 Murals, 19-20 Hieroglyphs. 4 enchantment, illusion, etc. Read the Signs
1d4-1 Tables + 1-5 Chairs, 6-9 Stools, for guidance.
Meeting Toxin Something poisonous is here;
10-15 Lounges, 16-20 Cushions.
1-4 Throne*, 5-7 Heraldry*, 8-10 5 mould spores, noxious gas, bad food, a
Power, Statues, 11-12 Monuments*, 13-14 poison needle trap, etc.
Respect, Lectern*, 15-16 Censers & Incense, Blocked The way forward is blocked or
Awe 17-18 Pillars, 19-20 Wall Hangings. 6 impeded in some way; rubble, water, fire,
*Also roll for Valuables (see below). portcullis, netting, chasm, etc.
Concealed 1-3 Info 4-9 Valuables B Foulness slime, god awful stench, rotting
Secret 10-13 Minor Magical Item, 14-17 7 body or debris, noxious mould, etc.
Door 18-20 Special. Possible disease or parasites.
1-4 Valuables (see below) 5-7 1d4 Lighting here is opposite to most of the
Prisoners, 8-9 Rare Supplies, 10-11 8 dungeon. Perhaps glow bugs underground
Useful Info, 12 Minor Magic Item, or no windows in a tower, etc.
Secure Boon something helpful or beneficial is
13-14 Hidden Cache*, 15-16 Trap*,
17-18 Guard(s) or Guardian*, 19-20 9 nearby; an item, loot, creature, or perhaps
Magic Ward*. *Also roll 1d12. the room itself is a safe space.
Sleep, 1-2 Rugs, 3-4 Mattresses, 5-7 Bunks, Puzzle there is some manner of puzzle,
10 game, or riddle to be solved.
Rest, 8-10 Beds, 11-13 Lounges 14-16
Comfort Chairs, 17-20 Drawers/Lockers. Confined something is caged, confined,
11 or otherwise restrained here or nearby.
1-10 Common Gear p.56 11-20 use
Supplies Obscured sight or hearing is obscured; fog,
Pilfer Pouch p.48.
1-4 Manuals, 5-6 Schematics, 7-8 smoke, loud machinery, whistling winds,
12 pillars, statues, tall bookshelves, cluttered
Training, Study Notes 9-11 Dummies, 12-14
Study Wooden Weapons, 15-17 Shooting tables, piles of junk, etc.
Targets, 18-20 Training Weights. Unstable the chamber itself or something
1-4 Valuables A, 5-9 Valuables B, 13 within is unstable, slippery, unsteady,
10-11 Minor Magic Item, 12 Major subject to tremors, teetering, etc.
Magic Item, 13-14 Hidden Cache*, Fire something is burning, melting, or
Valuables heating up. Alternatively the remains of
15-16 Trap*, 17-18 Guard(s) or 14
Guardian*, 19-20 Magic Ward*. such, eg charred bones, piles of ash, smoke
*Also roll 1d10+2. stains on the ceiling, charcoal, etc.
1-4 Armour 5-7 Shield 8-16 Melee Vermin are present in large numbers; rats,
Weaponry Weapon, 17-20 Ranged Weapon 15 bats, cockroaches, snakes, mosquitoes, etc.
with ammunition p.59. Possible disease or parasites.
1-7 Tools, 8-14 Raw Materials 15-17 16-20 Dungeon Event see p.133.
Working
Tables/Storage, 18-20 Waste.
221
SiMple vS COMplex Where & HOw?
For the purposes of ToA, traps come in two Spotting hazards before they go off, and figuring
varieties: simple and complex. Simple traps are out how to neutralise them, is an important part of
easily ad-libbed and quickly resolved; they are the trap experience. GMs are encouraged to ask
straightforward hazards such as tripwires that fire questions of the players about where and how they
darts, or a false door that opens a pit. Simple traps are searching (or disarming) before:
can appear any place that makes sense, and their
purpose is to deter or prevent passage or access. 1. Check or No Check? Deciding whether a
check is required, and/or
Complex traps on the other hand are fully fledged
encounters in their own right. They require 2. Modifiers Whether any modifiers ought to
significant GM planning ahead of time in order to apply (similar to the approach adopted for
fit their location and allow for meaningful social skills, if using them).
interaction. Complex traps are multi part affairs,
often with telegraphed warnings or clues, and If traps are allowed to devolve into a series of dice
serious consequences if the PCs fail to find a way to rolls without any real player input, they quickly
overcome them. become dull resource sinks instead of interesting
hazards.
In keeping with assisting improvisational play, this
book contains tools to create simple traps only. Three Second Trigger
Eleven complex traps are available for free When a PC triggers a trap, instead of moving
download via our website. straight to the Luck save, attack roll, or other effect:
222
A series of tables appear below to improvise simple
traps on the fly. Roll once for each of the following:
1. Danger level,
3. Mode of attack.
DANGER Level
Roll 2d6 to determine the trap’s danger level (or
choose) as appropriate for the situation:
2 Needle 12 Drowning
TRIGGER COUNTER
Rolling
Disconnect or 3 Gas 13 Boulder
2 Water level change manipulate the
float. Arrows
4 or Darts
14 Relocation
3-4 Tripwire Cut/dummy line.
Scything Crushing Walls
Jam, disassemble,
5 Blades
15 or Ceiling
5-7 Pressure Plate weighted bag.
Fire or Spears
Open, Move, or Depends on nature 6 Explosion
16 or Spikes
8-9 Interact with of interaction.
Sever Arcarnum or 7 Acid 17 Alarm
similar. Deface
10-11 Magic Sensor runes, break the
enchanted circle. 8 Self Destruct 18 Monster
Cut, jam or disable
clockwork or other 9 Snare 19 Pit
12 Timer Mechanism
components. Reset
or extend timer. GM Special or
10 Lockdown 20 Double Trap
223
BypaSSeS acid
Some traps will include a method to safely bypass
the hazard to allow passage/access by friendlies. Minor Luck (Dex) save or 2d8 damage.
Finding the bypass generally requires searching in a
specific location, and/or a Perc (Detection) check 4d6 damage in a Melee area, Luck
(often modified). Prying the information from a (Dex) save for half. On a Terrible
captured enemy also works. Roll 2d6 (or choose) to Moderate
Failure, the PC suffers Nasty Scars
determine the bypass: (#13 Injuries & Setbacks table).
7d6 damage in a Close area, Luck
bypaSSeS (Dex) save for half. On a Terrible
Major Failure, armour is destroyed and
Trap does not activate, or is disabled, at the PC suffers Nasty Scars (#13
2-3 certain times of the day or night. Injuries & Setbacks table).
Code or puzzle (multiple buttons, dials, Plug nozzle(s), concave bowl or
4-5 levers, etc). Counter
shield to redirect the spray.
6-8 Hidden switch, lever, pressure plate, etc.
224
CRUSHING WALLS FIRE, EXPLOSION
Room seals and walls/ceiling crush Luck (Dex) save or 2d6 damage and
Minor
occupants to death in 4d6 rounds. Burning.
Minor
Luck (Dex) save at +3 bonus to 5d6 damage and Burning in a Melee
wedge a door open or dive outside. Moderate area. Luck (Dex) save halves the
Chamber seals and walls/ceiling damage and negates Burning.
crush occupants to death in 3d6 10d6 damage in a Close area, Luck
Moderate
rounds. Luck (Dex) save to wedge a (Dex) save for half. Targets are
door open or dive outside. Major
Burning. If explosive, targets also
Chamber seals and walls/ceiling suffer Blast Trauma (1d10+2).
crush occupants to death in 2d6 Plug nozzle(s), neutralize explosive
Counter
Major rounds. Luck (Dex) save at -3 chemicals, shielding object.
penalty to wedge a door open or
dive outside.
Counter
Make your own exit through a wall, GAS
floor, ceiling. Use gear as wedges.
Minor Melee area gas; Minor Poison p.222.
DEADFALL Moderate
Close area gas; Minor (40%) or
Moderate (60%) Poison p.222.
Stone bricks drop from above. Dex
Minor Close area gas; Moderate (40%) or
(Acro) check or 1d12+2 damage. Major
Major (60%) Poison p.222
A one foot stone block drops from
Moderate above. Luck (Dex) save or 2d12 Plug outlet. Antitoxin. Breathing
Counter
damage and Blunt Trauma (1d12). Mask. Wet face mask (save bonus).
A very heavy 4 ft block drops from
Major
above. Luck (Dex) save or zero hp.
LOCKDOWN
Counter Seal the drop hatch with spikes.
Chamber locks entry ways. Luck
Minor (Dex) save to wedge something in an
opening before doors lock.
DROWNING Chamber seals with portcullises.
Luck (Dex) save to wedge something
Fills with water in 1d6 mins. Luck Moderate in an opening before they seal. 2 x
Minor (Dex) save to wedge something in an Str (Athletics*) Great Successes are
opening before the room seals. required to lift a portcullis.
Fills with water (75%) or another Chamber seals with stone blocks.
liquid (25%) in 4d6 rounds. Luck Luck (Dex) save to wedge something
Moderate
(Dex) save to wedge something in an Major in drop hatch before the blocks drop.
opening before the room seals. Blocks may be breached with the
Fills with water (50%), another right tools (requires 1d2 hours).
liquid (25%), or sand (25%) in 2d6 Lockpicks. Pickaxe. Sundering Sign,
Major rounds. Luck (Dex) save to wedge Counter
Bending the Stone. Corroding Spray.
something in an opening before the
room seals
Make holes in walls and floor to
allow liquid to escape. Make
Counter breathing holes, air pockets, air
tubes. Breathing Mask or One with
the Deep.
225
For a Minor Magic trap, roll 1d6. For Moderate
power roll 1d6+3, and for Major magic roll 1d6+6. PIt
For completely random roll 1d12.
5 ft diameter pit, 1d2 x 10 ft deep
Minor
(Close). Luck (Dex) save negates.
Magic 10 ft diameter pit, 1d3 x 10 ft deep
Glimpse the Gabbling of (Close), with Spikes (50%, extra 2d6
1 True Gods
7 the Jade Moon hp and roll on the Injuries & Setbacks
table), Acid (25%, 1d6 damage per
Hex of Thrice
2 Volcanic Steel
8 Bound Curse
Moderate round), or Quicksand (25%, Str
check or begin drowning in 1d2
3 Brain Burst 9 Lightning Bolt rounds). 33% chance the pit trap
locks itself shut after a PC falls in. A
Fetid Fog of Luck (Dex) save negates.
4 the Pit People
10 Flesh to Stone
As above but Poison Spikes (Mod
Major
Thunderous Poison) or Underwater Cage (50/50)
5 Invocation
11 Ray of Unmaking
Climb down one side then back up
Roll for a Counter the opposite wall. 10 ft pole. Rope.
6 DDM effect
12 Word of Ending
Seal the drop hatch with spikes.
226
RELOCATION SELF DESTRUCt
A wall turns on its axis, pushing the Luck (Dex) save or contents of the
Minor
nearest PC into an adjacent room container are destroyed by acid.
Minor
(50%) or into a Spike trap (50%). Luck (Dex) save at -3 or container
Dex (Acro) check resists. Moderate
contents destroyed by alchemist fire.
A floor chute shunts a random PC If not disarmed, container contents
Moderate into a distant room (75%), or Pit trap are destroyed in an explosion: Close
(25%). Luck (Dex) save resists. Major area, 8d6 damage, Luck (Dex) save
Entire floor gives way, funneling all for half. On a Terrible Failure, also
PCs into a distant room (50%), Pit Blast Trauma (1d12).
Major Open container underwater. Make
trap (25%) or Crushing Walls trap
(25%). Luck (Dex) save resists. Counter a hole in the container rather than
Roping together. 10 ft pole. Jam open it in the usual way.
Counter
wall or hatch with spikes.
Snare
ROLLING BOULDER Limb snare (50% rope, 50% other).
Minor Dex (Acro) check or hoisted into air,
A series of small rolling boulders or foot injury and Grabbed (Str 20).
must be jumped (Dex check). Failure
Minor Close area net. Luck (Dex) save or
causes 2d6 damage and a Luck (Con)
save to avoid Blunt Trauma (1d6). Moderate Helpless. Action to make a Dex/Str
check to get free. An alarm sounds.
Some man sized rolling boulders Convex Melee area iron cage drops,
Moderate must be dodged. Luck (Dex) save or Luck (Dex) or trapped. Three people
4d6 dmg and Blunt Trauma (1d12). Major
can lift the cage, but Str (Athletics)
A hallway sized rolling boulder must Great Successes are required.
Major be outrun. Luck (Dex) save or PC is Counter 10 ft pole. Knife or hacksaw.
reduced to zero hp.
Run! Acrobatics. Seal the drop
Counter
hatch with spikes.
SPEAR, SPIKES
227
228
CARRY LOOT A
Nothing of significance (besides clothes
When the party starts looting the bodies of the
1-30 and other obvious gear).
fallen, it’s time to roll for treasure! Some foes might
Coppers equal to the sum of the digits on
not carry anything (animals, giant vermin, etc), but 31-40 the d100 roll.
most intelligent humanoids will have something.
Treasure is split into the following categories: Coppers equal to 20 + the sum of the
41-50 digits on the d100 roll.
◆ Carry Loot A Often nothing of significance,
or a small number of copper or silver coins. Silvers equal to the sum of the digits on
51-60 the d100 roll.
Low chance of a precious stone.
Silvers equal to 20 + the sum of the digits
◆ Carry Loot B Mostly silver coins or a useful 61-75 on the d100 roll.
item. Possibly some gold coins. Low chance
of a gemstone. Silvers equal to 40 + the sum of the digits
76-85 on the d100 roll.
◆ Valuables A Lesser art objects, lesser gems,
potions, scrolls. Low chance of a Minor Silvers equal to the sum of the digits on
Charm. the d100 roll, plus Precious Stone worth
100 sp + the highest d10 roll. The lower
◆ Valuables B Greater art objects, greater gems, 86-95 die determines gem type: (i) Quartz, (ii)
potions, scrolls. Low chance of a Minor Agate, (iii) Amber (iv) Turquoise, (v)
Charm or Major Magical Item. Crystal, (vi) Amethyst, (vii) Jasper, (viii)
Topaz, (ix) Jade, (x) Pearl.
◆ Trinkets & Curios Broad variety of weird and
wonderful curiosities. 96-100 Roll 3d20 on the Carry Loot B table.
◆ Lair Treasure Major hauls.
Carry LOOt A
Carry Loot generally reflects the kinds of things
creatures might have on their person, such as small
pouches of coins and pocketable portable items
like antitoxin, smelling salts, candles, etc.
229
Carry LOOt B VALUABLES a
Carry Loot B tends to include larger silver amounts, Valuables A captures lesser art objects (10 - 360 sp),
useful mundane items, and limited gold. A single lesser gems (50 - 500 sp), potions, and scrolls. Also
d100 roll generally represents the total spoils of a a limited chance of a Minor Charm.
small group. Most rolls will generate 60 - 200 sp, or
fewer coins coupled with a useful item. There is a
small chance of a gemstone worth 400 - 1,300 sp. VALUABLES A
A three inch carving of a sabretooth cat
1-3
CARRY LOOT B from the Suurat Jungle (10 sp).
A steel hand mirror with pearl edging (15
Silvers equal to 50 + the sum of the digits 4-6 sp) or an ornate nickel bell (20 sp).
1-30 on the d100 roll.
A tin ring with geometric designs (30 sp)
Silvers equal to the reverse of the digits 7-9 or an intricate bronze necklace (40 sp).
on the d100 roll plus an Item. Roll 1d10
(i) Hacksaw, (ii) Bell, (iii) Fishing Line, Gold gilded lantern with an Argona star
31-40 (iv) Ink Bottle, (v) Lamp, (vi) Smelling 10-12 (60 sp) or a silver ivy motif ring (70 sp)
Salts, (vii) Flute, (viii) Smoking Pipe, (ix)
Acid Vial, (x) Bag of Caltrops. A fine painting of the lost temple of Ortu
13-15 Menon, nestled at the base of a mountain
Silvers equal to the reverse of the digits valley (80 sp).
on the d100 roll plus an Item. Roll 1d10
(i) Spice Jar, (ii) Antitoxin herbs, (iii) An old very rare book; Ophia’s Unusual
41-50 Wine Flask, (iv) Holy Symbol, (v) Bag of 16-19 Herbs (90 sp) or a set of platinum eating
Marbles, (vi) Iron Spike, (vii) Minor utensils: a fork, knife and spoon (100 sp).
Jewelry 35 sp, (viii) Candles (5), (ix) Copper bicep bracer with a minotaur
Whistle, (x) Trollblood Ointment. 20-23 icon (100 sp) or a brass nose ring of
Ancient Suun (110 sp).
Silvers equal to the reverse of the digits
on the d100 roll plus an Item. Roll 1d10
(i) Firepot, (ii) Manacles, (iii) Holy
51-60 Water, (iv) Poppy Milk, (v) Mirror, (vi)
Oil Flask, (vii) Torch, (viii) Rope 30 ft,
(ix) Healer’s Kit, (x) Poison (1d10 on the
Poison table, p.226).
Gold pieces equal to the sum of the digits
61-75 on the d100 roll.
230
An immaculate, water proof cloak of
24-27 luxurious wool from the fashion houses of
Crow’s Keep (120 sp).
An obsidian circlet of dwarven design
28-31 (130 sp) or a five inch ivory statuette of a
handsome bard playing a lute (140 sp).
A finely detailed brass amulet, depicting a
32-35 primordial sun goddess (150 sp) or a
silvered hook hand (160 sp).
Promissory notes from the Hargraves’
36-39 Mercantile Collective (170 sp) or an oak
harp with silver inlay (180 sp).
An intricate silver candelabra (210 sp) or
a three inch brass orb decorated with a
VALUABLES B
40-43 Valuables B covers major art objects (400 - 1000 sp),
platinum rope pattern (220 sp).
greater gems (600 - 1500 sp), potions, scrolls, and
A silver anklet with a dragon motif (230 Minor Charms. There is also a small chance of a
44-46 sp) or a leather forearm bracer studded Major Magical Item.
with small turquoise stones (240 sp).
A silver orb set with holy icons and onyx
47-50 stones (280 sp) or a bronze skull chalice VALUABLES B
with a gold rim (300 sp).
A trio of ebony dice with pips inlaid with
A finely crafted silver brooch with a lion pearl (400 sp) or teak masquerade mask,
51-54 motif (310 sp) or bronze bracelet with 1-5 with ornamental jade and a deep purple
gold charms of the four winds (320 sp). feather (420 sp).
A six foot tapestry depicting a ferocious A one foot bronze sceptre with a claw on
battle between armour clad giants in the the end, encrusted with bloodstones (450
55-57 clouds (330 sp) or a silver necklace with 6-9 sp) or an intricate silver double finger
an amethyst pendant (340 sp). ring, depicting a pair of birds (460 sp).
A four foot chest containing colourful A pair of ivory earrings studded with
bolts of fine silk (350 sp) or a copper bell tiny diamonds (470 sp) or a fine oak
58-60 decorated with small topaz gemstones 10-13 telescope inlaid with a jasper wave motif
(360 sp). (490 sp).
Precious Stones worth 50 sp x second A one foot jade statue of a coiled serpent
d10 roll. The second die roll also
14-17 (520 sp) or an ornate silver bowl with a
determines gem type: (i) Quartz, (ii) sun motif, rimmed in gold (550 sp).
61-70 Agate, (iii) Amber (iv) Turquoise, (v)
Crystal, (vi) Amethyst, (vii) Jasper, (viii) A six inch articulating hound, fashioned
Topaz, (ix) Jade, (x) Pearl. of burnished steel, with a gold key and
18-21 tiny emerald eyes (560 sp) or a bronze
Masterforged item, 1d10: (i-vii) Weapon circlet decorated with opals (570 gp).
71-77 (viii-ix) Armour, or (x) Shield (p.62).
A gold signet ring with a human eye
22-25 motif (580 sp) or a trio of silver bangles
78-84 A random Potion (p.239). with a corded rope motif (590 sp).
A magnifying glass with a silver crescent
85-90 A random Scroll (p.240). moon motif (600 sp) or antique wooden
26-29 shield plaque, depicting dual headed
Wodon, decorated with moonstones and
91-95 A random Minor Charm (p.244). amethysts (620 sp).
A lifelike, five foot teak carving of an
96-100 Roll 3d20 on the Valuables B table. 30-33 attractive female (630 sp) or an ebony ring
studded with peridot gemstones (640 sp).
231
A two foot mahogany chest edged with
gold and studded with amber gems. The
chest’s lock is inordinately difficult to
34-36 pick (disad with a -3 penalty, 650 sp) or
silver necklace with a gold pendant in the
shape of a dancing flame (660 sp).
A four inch alabaster skull, decorated
with platinum tracings (670 sp) or an
37-39 ivory horn with intricate bronze capping,
encrusted with amber stones (680 sp).
An ancient pair of cold iron gauntlets,
decorated with holy symbols and
40-42 moonstones (690 sp) or ebony walking
cane with a hardened platinum tip and
opal octopus handle (700 sp).
Exquisite ten inch silver tree sculpture, TRINKETS & CURIOS
leaves studded with tiny diamonds (720 The Trinkets & Curios table is for those oddball
43-45 sp) or a silver crown with platinum
items adventurers sometimes stumble across. About
tracery with a cloud motif (750 sp). 90% of the items are non-magical. Many have a
A platinum ring with lion motif (780 sp) touch of mystery about them, or the seed of a side
46-48 or a platinum compass (810 sp). trek. About 10% of the items have a minor
A blacksteel breastplate decorated with enchantment.
gold and platinum griffons, highlighted
49-51 with small rubies (840 sp) or a silver
incense brazier and chain, studded with TRINKETS & CURIOS
amethyst gemstones (870 sp). A one foot, deep red and grey feather. If
A gold sceptre with diamonds (900 sp) or inspected closely, tiny black writing can
52-54 an obsidian torc decorated with ruby 1 see be seen along the shaft. The writing is
encrusted teardrops (930 sp). in a lost language. If translated, it reads
Gold crown with small emeralds (960 sp) “The Seeking of the Sky God is ended.”
55-57 or old title deeds to Eventide Isle, located A stained scroll case containing an old
in one of the larger inlets of Lake Argos. 2 chart revealing directions to the Lost
Gold quill studded with small diamonds Ruins of Ashabat.
58-60 (980 sp) or a fine platinum necklace A jet black music horn, made of a shell
decorated with emerald stones (1,000 sp). like material, that appears to be in
Gemstones worth 500 sp + 100 sp x working order (50 sp). When blown it
3 produces a deep and strangely disturbing
second d10 roll. The second die roll also
61-70 decides gem type: (i-iii) Emerald, (iv-vi) sound. If by the water, crabs crawl up
Sapphire, (vii-viii) Ruby, (ix-x) Diamond. onto the shore, drawn to the music.
A single bloodstained tarot card: The
71-77 A random Special Metal weapon (p.58). 4 Seven of Swords (signifying betrayal and
deception).
78-84 A random Potion (p.239). The broken horn of an Ogre Mage or
5 Minotaur, hung on a leather thong.
85-90 A random Scroll (p.240). Tied up with string are the title deeds to
6 The Hunting Harlot, Port Brax (the Harlot
is in more debt than its worth).
91-95 A random Minor Charm (p.244).
An intricate eyeglass shaped in the
7 likeness of a yellow cat’s eye (75 sp).
96-100 A random Major Magical Item (p.248).
232
A decrepit, and slightly malodorous, Folded parchment containing the notes to
preserved rabbit’s foot on a metal chain. a whimsical tune. If hummed, sung or
Anyone who keeps the foot for a day played on a wind instrument, Consult the
8 increases their maximum Luck by 1 point. 19 Bones to find out if a handful of butterflies
The Luck point is lost if the owner is surrounds the musician. The butterflies
separated from the lucky charm. depart when the tune ends.
Three small crystal vials of what appears A painted toy boat, in great condition (8
9 to be blood. The vials are marked with cp). A single child figurine steers the ship.
druidic signs for son, beastman, and bird. 20 There is space for a second figurine, but it
A varnished case containing a string of appears to be missing.
10 garlic, two wooden stakes, and a silver Tucked away in a water proof satchel is a
holy symbol (world tree icon, 80 sp). 21 sea blue masquerade mask, with a slim
A fragile black paper fan (12 sp). The wooden handle (12 sp).
unfurled fan depicts a pair mesmerizing A small, nickel edged book with a
snake eyes. Once per week one target hummingbird motif lock. If successfully
who observes the snake eyes must make unlocked, the book contains hand written
11 a Luck (Will) save or be subject to Gaze of 22 essays on avian husbandry and training
Beguilement. Using the fan in this way by the reputable (and deceased) Falconer
drains the user of 1 point of Luck and Kothmai, of considerable worth to the
requires a roll on the Dark & Dangerous right collector (230 sp).
Magic table. Fossilized tree sap encasing a six inch
A folded piece of parchment reveals a 23 dragonfly with elongated tentacles instead
charcoal sketch of a stunning young of mandibles.
12 woman. A wide lake and a large tree split
by lightning are depicted behind her.
A dog whistle fashioned of bone. When
used at night, there is a 50% chance of a
wild dog with a one eye appearing from
the wilderness. The dog is smart, brave,
13 and friendly to the owner, happy to keep
watch or perform other minor tasks if
well treated. The dog disappears back
into the wilderness every dawn.
A six inch clockwork knight, made up of
patchwork metal parts (30 sp). If wound
up, the knight shuffles forward up to
14 Close range, whirring and clicking, before
making a single strike with his miniature
sword.
A purple silk scarf, bearing the insignia
15 of House Lorca (150 sp).
A wide leather belt with a studded
bronze buckle (40 sp). One of the studs
16 opens a secret compartment in the
buckle, another releases a two inch
buckle blade.
An iron wrought rose of spectacular
17 craftsmanship (100 sp).
An envelope, wax sealed with the mark
18 of Dominus Cruxus, the infamous Tax
Collector of Melek.
233
A hemp sack contains a two foot length A counterfeit coin of the local currency,
24 of reinforced, silvered chain, attached to weighted to favour one side (70% chance
silvered manacles (300 sp). of coming up heads). The replica is a
30 perfect copy, apart from the weight, which
A completely sealed, six inch oak barrel,
25 with sloshing liquid inside. can be detected by handling the coin and
making a Perc or Int check.
An impeccable leather carry case marked A tiny gilded cage (38 sp) with a spotted
with the twin moons sigil of the Duskers. moth inside, and a medicine dropper
Inside are the pieces of an exquisitely filled with nectar. If the moth is released
crafted miniature crossbow. Assembling underground, it unerringly flies towards
26 the crossbow takes 1 minute. Three needle 31 the nearest surface exit. If offered nectar,
like bolts with tiny poison compartments the moth will happily follow the
are set into the lid (Close range, silent, 1 adventurer, returning to the cage to rest
damage + Poison. 420 sp). or for protection against predators.
An incredibly heavy, bronze like cube, A fine hide throat collar with bone studs.
with alien hieroglyphs marking each side. Once every 1d4 days, the user may press
Once per week, if the hieroglyphs are one of the studs to magnify their voice up
pressed in a particular order (requiring a to 10 times as loud for a few seconds. The
successful Int check), the cube resonates 32 enchanted voice may be modified in
27 a low frequency thrumming, causing all pitch, and/or accompanied by the sound
creatures within Close range (excluding of distant thunder, lightning, high winds,
the user) to make a Luck (Will) save or or baby cries.
suffer a Madness. Each time the cube is
used, the order of hieroglyphs changes, A strange yellow candle of foul smelling
requiring an Int check to decipher. wax. Inscribed on the bottom of the
33 candle is a single word: the adventurer’s
The serrated tooth of a Bulette (or similar name.
28 creature), fashioned into a scary looking
knife (74 sp). An apparently empty glass jar with a
whitewood lid. Any attempt to twist the
A copper ring with a flat shield motif, lid loose is immediately met with a loud
29 polished to a mirror like state (25 sp). 34 hissing noise, as if the jar is under extreme
pressure. If thrown, the bottle explodes in
a Melee area for 3d6 damage.
This corpse has a map tattooed on its
back. The map is in the ancient
35 Serpentmen tongue. If translated, the map
reveals the secret location of the Spire of
Abartu.
A secure, enameled box, bound with
silver cord. Inside is a purple seedling
growing a single golden leaf. An Int
(Wilderness Lore*) check reveals the
36 plant is Goldenward, long thought to be
extinct. Some records suggest it can be
made into a special tonic with protective
properties.
A multi-coloured gemstone of curious
37 origin. No stone dealer alive is able to
identify it (2,000 sp?).
A sturdy hide pouch sewn shut with
38 strong fishing line. Something small
wriggles inside.
234
In a small pouch is a tuft of thick, dark A wine case containing a bottle labelled
brown hair, bound with string. Over the Rowfred’s Finest Red, depicting a cheery
next few days, hair towards the centre of 50 bald fellow, raising his glass with a sly
39 the tuft seems to grow slightly longer. The wink. Consult the Bones to find out if the
hair is from a lycanthrope, and might be a wine has been poisoned.
valuable potion ingredient (530 sp). A pair of fine, black leather gloves (7 sp).
A spare boot stuffed with straw. If the 51 The right glove has six fingers.
boot is emptied, a dark green, scaled egg
40 is found. The egg is about the size of a A cold iron cage lantern, with no oil
child’s fist, and is warm to the touch. reservoir or candle spike. The oversized
52 handle ring has a broken chain link
A promissory note to Ms Lorthe Toureme, attached to it. The lantern is inscribed
41 entitling her to “three of the finest racing with runes of holy abjuration (510 sp).
steeds of Rinwolde Stables.”
A small book entitled Path to Forgiveness,
A very ancient and ornate bronze oil edged in gold filigree. Some pages have
lamp, badly tarnished and in need of a been cut away to insert a small gold ingot
42 thorough clean up (80 sp). From time to 53 (350 sp) and a handwritten note, stating
time, the lamp seems to creak of its own “As agreed, three more once Father Moon is
accord. crow pickings.”
A crimson envelope bearing a blue star An antique crystal perfume dispenser
sigil. Inside is a fine piece of folded with a hose and squeeze pump (76 sp).
papyrus in a rare language. If translated, 54 The top of the dispenser is decorated with
43 it reads: Alive as thee but absent breath, a pewter octopus. A green liquid can be
Cold in life as we’art in death, Always a seen inside.
thirst we ever drink, Clad in mail but never
clink (the riddle’s answer is fish). A small cane box with the words “Eat
55 Me” imprinted on a small nickel plate set
Wrapped in a gold handkerchief is a red into the top. Inside is a small iced cake.
bamboo Shenzu finger puzzle patterned
44 with white stars (10 sp). Suspended in the A polished jet black orb that reflects
middle of the puzzle is a small, fluffy nothing, wrapped in cloth (130 sp). If the
feather. orb is revealed within 2 ft of a small open
flame, such as a torch or candle, the
A small velvet bag with a tiny padlocked flame is extinguished and the orb grows
45 draw chain. The bag contains the warm for 1d4 hours. Larger fires such as
56
varnished skull of a human baby (25 sp). a campfire have a 50% chance of being
A false eye (either in a pocket or the extinguished. Magical fire, or fires of
corpse’s replacement eye, 48 sp). The iris humanoid size or greater are unaffected.
46 may be slid open to reveal a secret The orb may absorb up to 1d4 fires each
compartment. day.
A gold coloured pill box depicting a A cold iron amulet stamped with
single cat on the lid (22 sp). Inside are geometric designs not attributable to any
painted the shadows of eight cats. If the 57 recorded culture (280 sp). Anyone who
47 owner fails an Death save, the failure wears the amulet does not dream.
becomes a success instead. The next time A small drawstring pouch containing a 4
the owner attempts to locate the box, it inch statuette of pure gold, shaped to
cannot be found. resemble a field mouse standing on its
58
Wrapped in a clean linen cloth is a single hind legs, pawing at the sky (400 sp, but
48 acorn. Sewn into the corner of the cloth possibly cursed…).
are the words Handle with Care. An ebony ring carved like entwined vines
The left side of a white gold, two halves 59 (111 sp). If exposed to water, the ring
49 heart necklace (120 sp). Inscribed on the sprouts tiny green leaves.
back are the words Till next we meet.
60 A pouch of cold iron caltrops (230 sp).
235
Wrapped in colourful braided cord, are A tarnished gold anklet chain with three
legal papers entitling the bearer to a one discoloured charms: a windmill, a boot,
61 half share in Delecarte’s Circus Les and a torch (112 sp). A fourth, gleaming
71
Wonderment (a forgery). and unblemished charm, is also attached:
A 100 ft coil of Giant Spider silk rope. a sailing ship.
The rope is extraordinarily light and A brass bas-relief, depicting a life like
62 strong, with incredible tensile strength image of the finder’s long forgotten
72 childhood imaginary friend, trapped
and resistance to severing. But also highly
flammable (98 sp). within a gilded cage (50 sp).
The blackened, clawed finger of the A heavy eight inch gate key, fashioned of
ancient hag Menethorii of the Unseelie cold iron, inscribed with hieroglyphs from
63 Court. Some say the spiteful hag comes 73 the Second Age (93 sp). If translated, the
for her missing digit during a blood moon. glyphs translate to Star Door.
A bronze tablet bound in human skin. A seal stamp made of dark yellow stone
The tablet is inscribed in an ancient 74 that is always cool to the touch. The seal
tongue on both sides (176 sp). If icon is a slim crescent moon.
translated, a rambling account is A kraken like statuette, carved from blue
64 revealed, seeming to expound the means 75 and white coral (48 sp).
of communicating with (or perhaps
binding?) the demon Uln-Rgaoon, Child In a padded pouch is a small, brass
of Whispers. hourglass, filled with a very dense, dark
76 red mist, instead of sand. It is
In a cracked, old map case, is a nautical
map with co-ordinates to a mysterious isle surprisingly heavy (176 sp).
recorded as Varn Karagoss (translation A tiny opal jar containing two pinches of
Place of Ending). The island is many extremely fine, bright blue dust. If the
77 dust is sprinkled on a non-magical object,
65 leagues to the distant north, and is surely
encased in snow and ice. The island does it forms into an exact, permanent copy.
not appear on contemporary maps, but is A thick journal bound in grubby fur,
referenced in some rare texts as a burial filled with awful, highly disturbing
ground for ancient giant kin. sorcerous ramblings (10 sp). Anyone
A crystal bracelet decorated in a fog 78 who studies the journal intently (takes
motif, with three animal charms 3d6 days) may learn to cast one spell per
66 attached: a bird, a wolf, and an octopus. Long Rest, but also develops an incurable
There are links for two other charms, but Madness.
they are missing (56 sp). A white veil with a slim adamantine
A brass bicep bracer engraved with a 79 chain. The chain is incredibly strong, and
genie like figure (75 sp). Anyone that could be used as a garrotte (210 sp).
67 wears the bracer for 24 hours becomes An ebony canister sealed with wax. The
immune to fire, including magical fire, as canister is filled with ash, in the middle
long as the bracer is worn. 80 of which are a pair of pulsating, purple
A lightweight wooden case containing a pods, connected by slick, black tendrils.
luxurious feather quill (25 sp). Two small A hemp sack filled with coal. If the coal
68 bottles of ink are also set into the case, is examined, small bite marks can be seen
one a faint brownish yellow, that smells on some pieces. Concealed in the sack
like bile. The second is congealed blood. are 1d2 Xornlings, diminutive fey that eat
81 rocks and metals. The Xornlings have
A hand sized ball of parchment tied up
with string. If the string is removed, and been eating coal for quite a while, and are
69 the many parchment layers unwrapped, ready to move onto something more
at the centre is a pinch of odourless and appetising, like steel. Or silver.
tasteless white powder. A tarnished jar containing a perfectly
82 preserved Cyclops eye (134 sp).
Leather gloves with a pocket containing
70 a lockpick of fine workmanship (90 sp).
236
A colourful seashell amulet on a string of
dark beads. A friendly, amphibious hermit
crab lives in the shell, venturing out at
83 night to eat leaves, fruit, or meat. If
treated well, the crab keeps watch for the
wearer, scaring off vermin or pinching the
wearer awake if danger threatens.
A drawstring pouch containing three
sticks of green incense, stamped with a
two headed monkey. Anyone who
84 breathes the smoke of the incense for
more than five minutes must make a Luck
(Will) check or suffer a Madness for 1d10
days.
A stout smoking pipe apparently made of
lacquered wood. In fact the pipe is made
from hardened iron, expertly painted to
85 pass for wood, and makes for an excellent A sheet of tin rolled into a scroll bound
bludgeon. The pipe can be used to smoke, with cord. The scroll must be unwound
but is very heavy, requiring at least one to be read, revealing a chronological star
hand (50 sp). chart, annotated in an alien language. If
91
A glass jar with air holes in the lid, translated, the chart reveals a once in 433
containing a dozen small beetles and year planetary alignment, the Ark of
86 some lettuce leaves. If the jar is tapped, Phobos, is imminent.
the beetles glow brightly, softly Mixed in with some coins is a two inch
illuminating a Melee range radius. disk of ebony. One side of the disk is
A brick. Looks harmless enough, but inscribed with three intertwined serpents.
then, most bricks do. Might be inscribed 92 Those in the know understand the ebony
87 with the words Mr Brick in small writing tri-serpent is a symbol of the Six Eyes, a
on one side (50%). network of informants with links to House
A two inch lead figurine, depicting a Vorrox.
striking young priestess, holding aloft a A small wooden box containing three
tentacled orb (77 sp). From time to time, inches of a pearl coloured horn. A small
very faint muttering can be heard coming glass bottle inside the box holds what
from the figurine. If placed next to a 93 appears to be powdered horn. A person
person’s ear, the tentacled orb animates, skilled in Arcane Lore might identify the
88 caressing the holder’s ear and enabling material as Unicorn horn, known for its
the muttering to be understood. There is healing properties (1,000 sp).
a 50% chance the figurine imparts useful A wooden witchdoctor mask, trimmed
information betwixt disturbing truths with bright feathers and two horns made
mankind ought never know. After from the teeth of a large cat (22 sp). The
94
learning any useful information, the user mask has three painted eyes and a beak
makes a Will check or suffers a Madness. instead of a mouth.
A scroll of complex formulae and A seven inch, primitive cutting blade
detailed charcoal sketches, depicting made of basalt stone. (26 sp). Grooves
89 some kind of winged flying contraption are carved into the blade and handle to
(60 sp). 95 channel blood down to the pommel. The
A thick cotton pouch containing a pommel has been crudely worked to
handful of powerful lodestones (magnets, resemble a human heart.
90 82 sp). A single lodestone within two feet
of a compass produces false readings. 96-100 Roll on the Minor Charms table.
237
LAIR TREASURE
Lair treasure is generally allocated according to the In some instances however Lair Treasure might
predominant or highest HD of the vanquished. An reflect the collection of an individual hoarder such
entry covers the spoils of several score to hundreds as a Dragon, Medusa, or elderly sorcerer. The entries
of monsters, consolidated in a base of operations indicate how many items of each category are
such as a castle, cave complex, temple, etc. found, or the percentage chance for a single item.
LAIR TREASURE
HD CP SP GP VAL A VAL B T&C MINOR MAJOR
10 x
3-4 6d100
d100
1d100 1 50% 1 2 1
10 x 20 x
5-6 d100 d100
2d100 2 1 1d2 2 1
50 x 40 x
7-8 d100 d100
3d100 3 1d2 1d2 2 1d2
100 x 60 x
9-10 d100 d100
4d100 4 2 1d2 3 2
200 x 80 x
11-12 d100 d100
5d100 5 3 1d2 3 2
400 x 100 x
13+ d100 d100
6d100 6 4 1d3 4 3
238
MINOR MAGICAL ITEMS POTIONS
Minor Magical Items includes all manner of potions, Potions come in a variety of containers, roll 1d6: (i)
scrolls, spellbooks, and minor permanent magical jug, (ii) vial, (iii) flask, (iv) waterskin, (v) powder
items. satchels, (vi) bottle. The owner may sip a potion to
try to obtain a clue about what it might do prior to
Lore wise Old Magic Grimoires don’t really fall into imbibing it whole (GM’s call). Roll 1d100 to
the category of “minor” but they have nevertheless determine which potion. They last for 1d6 x 10
been wrapped into in the Spellbooks category. minutes unless indicated otherwise, or the imbiber
may end the effect early by spending an action.
Spell effects are usually treated as an ordinary
MINOR MAGICAL ITEMS success at 5th level (GM’s call). Each time a potion
is fully imbibed, the subject must check for a Dark
1-35 Potion Roll 1d100 on the Potions table. & Dangerous Magic effect (p.92). If an effect does
not trigger, the imbiber’s DDM tally increases by 1,
Scroll Roll 1d100 on the Spell List as normal. Using more than one potion at a time
36-50 (p.100) to determine which spell the causes Toxin Trauma (1d12).
scroll holds.
Minor Charm Roll 1d100 on the Minor
51-90 Charms table. POtiOnS
Spellbook Roll 1d10 to determine which 1-3 A Wisp Unseen As the spell.
spells are contained: (i-v) 2 x random
spells from the Spell List, (vi-viii) 3 x Abrupt Diminution You instantly shrink
91-100 random spells from the Spell List, (ix-x) 4-6 to a minimum height of six inches.
The PCs have discovered an Old Magic
Grimoire, containing an ancient and very 7-9 Bestial Communion As the spell.
powerful spell (p.240).
Borrowed Talent You steal one ability
from the next creature you touch,
10-12 including the ability to cast a specific
spell, if desired (Luck (Will) save resists).
239
34-56 Mend Flesh As the spell.
SCROLLS
Magical scrolls contain spells that anyone may
Giant Strength Your Strength increases attempt to cast (including the illiterate). Part of
57-59 to 22 for 2d6 rounds. their enchantment includes the ability to read and
comprehend the arcane runes contained within.
Roll 1d100 and consult the Spell list to determine
60-62 Glad Fortune Restores 2d4 Luck points. which spell the scroll holds.
Life Leeching Your touch drains 2d6 hit
points from a living target, and you heal Magic Users (and perhaps Cultists in some cases;
63-65 the same amount. Each time you drain GM’s call) may use a scroll to cast the inscribed
hit points in this way, make a Dark & spell without making any checks. A Non Magic
Dangerous Magic check. User attempting to cast a spell scroll requires the
usual spell casting check. If failed however the spell
Perfect Timing Gain advantage on Luck is miscast, triggering a DDM effect (p.92). Spell
66-68 rolls, and enemies suffer disadvantage on effects are usually treated as a Great Success at 7th
attacks against you for 2d6 rounds. level (GM’s call). Using a scroll to cast its spell
Phasing Form Move at twice normal destroys the scroll.
69-71 speed, and physical attacks against you
have a 50% miss chance for 2d6 rounds.
SPELLBOOKS
Poison 2d6 doses of Poison, roll 1d20 on A Magic User requires spellbook(s) to protect and
72-74 the Poison table (p.226)
refresh their mind’s capacity to work magic, and to
research spells. During their adventures, PC Magic
75-77 Wings of the Raven King As the spell. Users that acquire new spellbooks, scrolls, and so
on may study them to learn new spells more easily.
Sever Arcarnum You may cast Sever Learning a new spell from a spellbook or scroll is a
Arcarnum once during the time the Downtime activity (Magical Research, p.125).
potion lasts. Alternatively, if you fail a
78-80 Luck save to resist magic, you may use
If the PC has acquired an Old Magic Grimoire,
the potion effect to negate the spell (for roll 1d12 and consult the chart below to determine
yourself only) instead. which spell it contains. Old Magic Grimoires may
Sharpened Senses See in non magical be cast like Scrolls, but at 10th level.
darkness, gain echolocation like a bat,
81-83 and the olfactory senses and discernment
of a bloodhound. OLD MAGIC GRIMOIRES
83-85 Sight Beyond Sight As the spell. Conclave of Wind
1 & Sky 7 Rite of Revelation
Spider Essence You may walk up walls
86-88 and on ceilings etc like a spider.
2 Forbidden Wish 8 Sign of Subjugation
Starmaiden’s Miracle As the Old Magic
89-91 Grimoire spell (p.230).
3 Ineffable Force 9 Starmaiden’s Miracle
92-94 Transmogrification As the spell.
Phylactery of the Unchain the World
4 Undying 10 Eater
Towering Growth You grow up to 20 ft
tall and your Str increases to a minimum
95-97 of 16. Your weapon die increases by two 5 Ray of Unmaking 11 Veil of the Balor
categories (dice categories are: d2, d3, d4,
d6, d8, d10, d12, 2d8, 2d10, etc).
Reaper of Hidden
6 Shadow 12 Word of Ending
98-100 One with the Deep As the spell.
240
CONCLAVE OF WIND & SKY You may attack with a levitating weapon, object, or
creature by making attack rolls as normal (damage
Range: 10 miles is determined by the GM). The spell is not precise
Duration: 1d6 days enough to pick locks or engage in similar tasks, but
You summon weather of your choosing, from it can pull levers, turn door knobs, untie ropes, etc.
pleasant sunshine to oppressive heat, dangerous Casting Ineffable Force is particularly taxing and
winds, thunder storms, blizzards, or anything in drains 1d6 Con. Lost Con cannot be restored until
between. On a Great Success you may conjure your next Downtime period.
catastrophic weather such as a cyclone or tsunami,
but only if similar foundational weather is already PHYLACTERY OF
present.
tHE UNDYING
The incantation requires eight hours to cast, during Range: Special
which time the supernatural weather gathers, Duration: Special
spreading up to five miles. Such grand sorcery is
particularly complex, taxing, and dangerous, Phylactery of the Undying is an example of Ritual
triggering a DDM effect at disad. In addition, if you Magic (p.111). This particular ritual requires seven
conjure catastrophic weather, you suffer 1 Con loss weeks to enact, and seven special reagents from the
for each day the weather persists. Lost Con cannot Ritual Magic table. Once complete, you bind your
be restored until you gain a level. Unlike normal soul into an object (the phylactery) within Melee
spells, Conclave of Wind & Sky cannot be ended range. Once within the phylactery, you may spend
early by spending an action. Once summoned the an action to project your life force and possess the
weather remains for the full duration. bodies of other creatures, provided they remain
within Close range of the phylactery and fail a Luck
FORBIDDEN WISH (Will) save. You may return your life force to the
phylactery at any time, and if a body you control is
Range: Very Far slain, your life force returns to the phylactery. If the
Duration: Instant phylactery is broken while your soul inhabits it, the
spell ends and you die. If your body is destroyed
This greater sorcery grants you a single wish by while your life force inhabits the phylactery, you are
beseeching a mysterious entity from beyond the trapped until you can possess another body. If your
Veil. The GM decides what is possible (a Great soul returns to your own body the spell ends. The
Success allows for more) and a bargain is inevitably forbidden art of phylactery imbuement is
struck between yourself and the entity that answers. particularly complex, taxing, and dangerous. Each
Invoking a Forbidden Wish is both taxing and time you possess a body you trigger a DDM effect,
dangerous, triggering a DDM effect at disadvantage suffer a Madness, and lose 1 point of Luck.
and draining 1 point Luck permanently (cannot be
recovered by any means). The bargain may impose
further costs.
INEFFABLE FoRCE
Range: Very Far
Duration: 2d6 mins
You may spend an action to levitate one creature
(up to man size, or giant size on a Great Success) or
object (up to door size, or wagon size on a Great
Success) in any direction with a movement speed of
Normal. If you do not spend any further actions,
the target remains hovering at that location. An
unwilling target gains a Luck (Con) save to resist.
You may choose a new target by spending an
action, but this ends the spell for the previous target.
241
The Stalker relentlessly pursues its objective until
completed, the mission becomes impossible, or the
Stalker is destroyed. If the mission is completed
there is a 50% chance the assassin breaks free of
your control and attempts to return and kill you (on
a Great Success it does not return). Otherwise it
vanishes forever. Calling forth an Invisible Stalker is
both taxing and dangerous, triggering a DDM effect
and permanently draining 1 point Luck which
cannot be recovered by any means.
RITE OF REVELAtIoN
Range: Self
Duration: Special
Over the course of a lengthy research period (5d20
days), you employ frequent divinations to obtain
detailed knowledge of a person, place, or thing.
There is a 50% chance of gaining access to
particularly important secrets such as hidden lairs,
concealed crimes, true identities, true names, or
prophecies. At the referee’s discretion, certain
RAY oF UNMAKING information may be cryptic in nature (on a Great
Success, at least half the information must be
Range: Far clear). This spell cannot be repeated about the same
Duration: Instant topic. Probing the Veil for answers is not without
You fire a beam of viridian energy at a single risk; when the rite is complete you suffer a random
creature or non magical object, which is instantly Madness.
turned to microscopic dust, leaving no trace. On a
Great Success you may target magical objects. If SIGN OF SUBJUGAtION
targeting an object such as a wall, up to a Melee Range: Close
size area may be affected. Creatures or attended
Duration: 2d6 rounds
objects gain a Luck (Dex) save (on a save, creatures
suffer 20 hp damage instead). Magic items that are You seize control of a humanoid creature’s mind,
unattended might require a Luck (Int) check to and may command them by spending an action.
destroy, and especially powerful objects may be The target must obey, even if the action is obviously
immune (GM’s call). Casting Ray of Unmaking is suicidal. A Luck (Will) save resists. On a Great
particularly taxing and drains 1d6 Con. Lost Con Success, you may affect other kinds of monsters
cannot be restored until your next Downtime (excluding Bosses). The sorcery required to
period. puppeteer another is particularly taxing, draining
you 1 Luck and 1d6 Con. Lost Con cannot be
REAPER OF HIDDEN restored until your next Downtime period.
SHADOW STARMAIDEN’S MIRACLE
Range: Melee range
Range: Touch
Duration: Special
Duration: Instant
During a ritual spanning dusk till dawn, you
This spell regrows one lost eye, ear, limb or similar
summon an Invisible Stalker, an unseen assassin
appendage over 2d6 days (a Great Success halves
from beyond the Veil. The Stalker attempts to
the time). Regenerating lost body parts is taxing on
perform one task as ordered by you, regardless of
the recipient, permanently reducing their Con by
how long it may take or how far the Stalker must
1d2 points. The Veil also demands a price from the
travel. The magic binding the monster is especially
caster; draining them 1d4 Luck, which cannot be
strong and imposes disadvantage on any Sever
recovered until the end of their next adventure.
Arcarnum test.
242
UNCHAIN THE WORLD
EATER
Range: Line of Sight
Duration: Instant
Designer’s Thoughts
The twelve Old Magics included in this section are
merely examples for the GM (and players) to create
new spells from, whether as Old Magic Grimoires,
formulated via magical research, or whatever other
means the referee allows.
243
MINOR CHARMS MINOR CHARMS
The following 1d100 table includes fifty Minor
Charms; about 80% useful but limited effects, 10% A clear crystal ring with a twisting
odd effects, and 10% cursed effects. Cursed items 1-2 infinity pattern. As long as you wear it,
might be instruments of revenge, “gifts” from you dream the same thing every night.
capricious powers, improperly enchanted vessels, or A wooden spoon with a shield emblem
once benign items malfunctioning long after their on the back. Poisoned or diseased food
creator’s demise. 3-4 eaten with this utensil is safely
neutralized.
Attunement is not required for minor items, but A two inch basalt statuette of a dwarf
using one requires the standard Dark & Dangerous holding the world beneath his beard.
Magic check. Unless noted otherwise, cursed items 5-6 Rubbing the world restores 1 point of
cling to the character unerringly; the user either Luck (functions once per adventure).
cannot bring themselves to discard it, or if forcibly
removed, finds the item somehow returns to them When lit, this blood red candle produces
after a short period. The GM decides what special a sickly crimson glow in a Melee area.
means might end a curse (in addition to the 7-8 Anyone within the glow finds it hard to
Cleansing Charm spell). lie (disadvantage on deception related
checks).
A wicker bowl entwined with copper and
colourful string. Placing it on the ground
9-10 outdoors causes a random bird to fly
down and sit in it. The bird retains full
control of itself; it just likes the bowl.
A small pouch contains 2d4 sticks of
runed chalk. The chalk wears out quickly
(one use each) but writes on anything,
11-12 including ice, water, fire and air
(messages written on non solid surfaces
dissipate in 1d4 minutes or until swished
away).
A copper hairpin shaped like a lightning
bolt. If the wearer is struck by lightning,
13-14 the hairpin absorbs it, then glows for 2d6
days (like a candle).
This leather skullcap ties up with chin
straps and has a false bottom. Peeling
away the padded flap reveals a series of
15-16 spidery runes beneath. Anyone wearing
the cap becomes genuinely fearless (as
often a boon as a curse, depending on the
circumstances).
A dark furred cloak fashioned from the
pelt of a Dire Wolf. While wearing it you
are immune to adverse temperature
17-18 changes due to natural environmental
conditions (eg blistering heat from the
sun, but not fire or magma burns).
A drinking horn crafted in the Old
Varnori style. Anyone who finishes
19-20 drinking from it feels compelled to sing
loudly (Will check resists).
244
A writing quill made from a vulture’s
feather. The quill refuses to work with any
liquid other than blood. If used with
21-22 blood, you may write the name of a
specific individual. When fighting that
individual, your crit range expands to 15-
20. The quill then vanishes.
A bone earring shaped like a jackal.
Once per adventure you may turn a Cha
23-24 (Deception) success into a Great Success.
You may affect your own lie, or a lie you
hear (you must know it is a lie).
An ivory comb with black striations. By
the time you finish styling your hair with
25-26 this comb, you appear fresh and well
kempt (dry, unrumpled, and stain free, but
holes/tears are not repaired).
This copper wand has a blue zircon
gemstone at one end. Activating it
(mental command, requires an action)
27-28 imposes a throbbing headache (causing
1d2 Int loss) but allows you to detect
magic as Pierce the Veil. A 2 inch piece of blue coral carved into
the likeness of a seahorse head. While
An unblemished needle with a tiny ruby
39-40 holding the trinket, you no longer breathe
set in its eye. Pricking a creature with the
and don’t need air for up to ten minutes.
needle creates a sorcerous connection
29-30 The head functions once per adventure.
with the object. If the needle is laid flat, it
turns to point in the direction of the A tin hand mirror with a cloudy face. If
pricked creature. you stare into the mirror for one minute,
41-42 you do not cast reflections in any surface,
A plain circlet of white steel, set with a
and cannot be magically detected or
small jasper gemstone. If worn, the user
scryed. The effects last 1d4 days.
is encased in ice (Luck (Con) save resists).
31-32 The ice will not begin to melt until fire is A quartz whetstone that never wears
applied to it (requires 1d4 hours). The down. Wrapping a damaged blade in an
43-44 oiling cloth, with the stone placed on top,
circlet functions once per month, and
wearing it triggers a DDM effect. causes the weapon to repair overnight.
A white veil with a black eye icon. While This charred, chipped, and stained 10 ft
wearing it, you may send a telepathic wooden pole is (despite appearances)
33-34 45-46 indestructible by any means short of a
message (one way) to someone looking at
the veil. Doing so drains you 1 Con. demigod.
These old, blood stained bandages have A mummified cat paw on a golden
prayers of healing sewn into them. If string. Upon taking possession of this
35-36 wrapped around a persistent injury cursed charm, you attract nearby cats for
(broken arm, cracked ribs, etc) recovery the next 2d6 months (cats follow you,
47-48 meow at you, wait on your doorstep or
time is halved.
window sill, etc). The GM decides if the
A scrap of mottled skin bears the tattoo
charm can be disposed of early (at which
of a black wyvern. Touching the tattoo
time it disappears).
transfers it to your body, roll 1d6: (i) arm,
37-38 (ii) chest, (iii) shoulder, (iv) hand, (v) An intricate wooden harp carved with
neck, (vi) face. If another person touches 49-50 images of angels. It sounds like a church
the tattoo, it transfers to them, and so on. pipe organ when strummed.
245
If a reptile can see this shamanic necklace
(wooden lizard head set with three quartz
65-66 stones) it regards the wearer more
favourably (advantage on Reaction rolls).
This sturdy peg leg makes an ominous
clicking noise when you walk on a hard
surface. You feel an urge to find a parrot
or monkey pet, and adopts pirate phrases
67-68 such as “Drink up me hearties, yo ho!”,
“Aye, cap’ain”, and “Open yer buccaneers,
mate!” If you evidence your inner seadog
before a stranger, you may restore 1 point
of Luck (once per adventure).
A silver chalice with sun and star icons.
If you warm yourself in sunlight for
69-70 fifteen mins, and drinks from the cup, you
don’t require food or drink for the next
twenty four hours.
This white cloak with a fleece lined
interior never gets dirty, and muffles the
This cracked steel helmet has a lion 71-72 sounds of armour beneath it (negates
motif. Once per week, the wearer may armour stealth penalties).
51-52 issue a loud roar like that of a lion, tiger,
or similar giant cat. Doing so drains the A smooth marble egg that is cold to the
wearer 1 Con. touch. When held in a bare hand, it grows
73-74 warm if within Close range of a secret
This coin takes many forms, but usually door (grows warmer the closer it gets).
presents as a gold crown. The bearer may
53-54 will the coin to take the form of any other This silver locket is in mint condition,
coin and display either face. Using any of with an interior engraving of a stack of
the coin’s powers drains 1d3 Luck. coins. Any time you attempt to spend
money (other than on essential food or
A bronze ear trumpet marked with an shelter), you must make a Will check or
ancient hieroglyph. Placing it beside your abandon the purchase (deciding instead
ear allows you to understand any spoken 75-76 that the item is unsuitable, a waste, you
55-56 language. Each time the ear horn is used don’t trust the vendor, etc). You may not
in this way, Consult the Bones to determine attempt to buy the same kind of item
whether you develop a random Madness. again for 1d4 days. The cursed locket
This sturdy backpack has an eye icon stays with you for 1d6+6 months, then is
woven into one strap. Whilst in mysteriously lost.
57-58 possession of the pack, you feel a tingling This curious drum has a volcano icon
sensation at the back of your skull if painted on its face. When used, the drum
anyone tries to steal from you. 77-78 continues to beat ten times after the user
A steel lantern edged with silver. When stops (at the same volume and tempo).
59-60 lit, it emits wisps of pale moonlight up to A dwarven steel tankard decorated with
Melee range. a twin hammer sigil. Slamming the mug
A small gold statuette of a field rat. down on a table or other hard surface fills
Might just be art (120 gp). Or it might be 79-80 it with ale. Only one person may drink
61-62 the idol from Adventure Framework #29; from the mug each night, or it stops
Riddle of the Golden Rat. working for 1d4 days.
This plain cold iron ring squeezes the A steel hook hand decorated with a
63-64 wearer’s finger when a fey being or spirit 81-82 mermaid motif. The wearer is super
is within Far range. buoyant and cannot fail a swim check.
246
An obsidian pendant on an electrum
chain. If the wearer of this charm falls
from a roof, something always happens to
83-84 prevent them injuring themselves (a
wagon of hay is below, they fall through a
shop awning, their cloak snags on a
gargoyle, etc).
This short electrum bracelet is set with
twin moonstone gems. Pressing both
85-86 stones simultaneously causes them to
glow for up to an hour (as candlelight,
once per day).
These two wooden daggers are etched
with curling vines. The holder of one
87-88 dagger instinctively knows the direction to
the other one (the pair might not be found
together).
This silver whistle produces no sound,
but if used outdoors, summons the moon
89-90 from behind the clouds, or vice versa.
Each change takes 2d6 rounds.
This ancient torch never runs out of fuel,
produces no smoke, and burns even when
91-92 submerged under water. It must be
smothered to be put out.
247
MAJoR MAGICAL ITEMS Appearance & History
Each magic item has its own special appearance or
In Argosa, permanent magic items are relatively
feel, and a unique history. An enchanted object
rare and each item is a unique piece. This is partly
need not be flashy or made of expensive materials,
due to the scarcity of spell casters (and other
but anyone who wields it understands there is
sources of power capable of creating them), and
something different about it. Perhaps a sword never
partly because the process is long and arduous.
dulls, a gnarled staff is warm to the touch, or a
breastplate moulds itself to fit the wearer perfectly.
On the one hand, whilst permanent magic items are
Items such as these endure over generations,
infrequently made, once created, they are incredibly
developing histories of their own as they pass from
difficult to destroy, and often endure for hundreds
one keeper to the next.
if not thousands of years. An adventurer stumbling
across an enchanted blade is likely to find one
fashioned in the style of a past age rather than the AttuneMent
present. Generally speaking, a permanent magical When an adventurer first acquires a Major Magical
item cannot be destroyed by ordinary means Item, they gain access to its first power. The precise
(though they can be damaged). The GM decides way in which they become aware of this is left to
how a particular item might be destroyed. the referee to decide, but might include innate
understanding, research, intrinsic clues such as
lightning flickering about the head of the Storm
Spear coupled with trial and error, and so on.
USING POWERS
Activating a power generally requires an action, but
some abilities are “always on” or reactive in nature
(no action). If there is any uncertainty the GM
decides. Activating a power generally requires a
DDM check (p.92). Spell like effects are usually
treated as an ordinary success at the user’s level
unless noted otherwise.
Designer’s Thoughts
Magic items that improve over time are intended to
help keep the number of magical items relatively
low, consistent with a low to moderate magic
world, whilst still allowing players to gain new and
interesting abilities as they level up.
248
SHIELD OF ARGAUNt
This steel kite shield is emblazoned with a golden
sun icon. It was forged in the Second Age by a
chapter of knights dedicated to Argaunt (war,
protection, recovery, loyalty), a precursor deity to
modern day Argona.
SHIELD OF ARGAUNt
The shield grants +2 AC instead of +1,
1st and you are immune to poison & disease.
The shield may negate a directional
2nd attack twice rather than once before
requiring repair (p.61).
Once per week, conjure a wall of spectral
3rd light (treat as Veil of the Balor at 8th level,
but made of searing light instead of fire).
Special In order to unlock the 2nd and 3rd powers,
you must become a true follower of Argona.
249
orb Of t’SerOSkk Once per month, forcibly present the
sword as a holy symbol to banish a
This translucent orb appears to be filled with roiling 3rd supernatural creature within Close range
green fog. Enchanted by the serpentman T’Seroskk
to the Void (Luck (Will) save negates).
in a past age, the orb and its master became
synonymous with power at any cost. Both were lost Special You develop a hunger for glory, so much so
in a terrible battle against the Cyclopes in the that the GM may call for an occasional Will check
Sunstone Ranges. to resist opportunities for renown (treat similar to
a Madness, but cannot be cured).
BALLARD’S BLADE
Ballard’s Blade counts as holy, causing an
additional 1d8 damage vs Demons and
1st Undead. You may cause the sword
to glow at will (no action, as candle).
While you have the blade drawn, gain
2nd 50% Magic Resistance.
250
Yûlnvorg The taliSMan
Bonebreaker Once per week, cause a spell or magical
This preternaturally heavy, spiked mace has a power that affects you to be absorbed by
bound leather grip. Fashioned of highly rare the talisman instead (if AoE, the whole
meteorite ore (also known as moonsteel), Yûlnvorg 1st effect is absorbed). At any later time, you
was enchanted by Nocratha the Stargazer as a user may spend an action to release it
reward for one of his first and most loyal disciples. (projected from the talisman).
The weapon was lost during the (short lived)
Northgate rebellion more than a decade ago. You learn a random spell (roll 1d100 on
2nd the Spell List) that you may cast once per
adventure (at your level).
Yûlnvorg Once per month, invoke Phylactery of the
Undying at 9th level (the talisman is the
On a natural 20 attack roll the mace
shatters bones, roll 1d6: (i) wrist, (ii) knee, 3rd phylactery). If your soul does not return
to your body within 2d6 minutes, you die
1st (iii) elbow, (iv) hip, (v) back, (vi) skull. A (adding your memories to the amulet).
broken back incapacitates the target, a
shattered skull kills them. Special Over time you occasionally experience
unfamiliar memories, as if recalling the lives of
Once every 1d4 days, strike the mace
others (such memories may intrude from time to
against a solid object with a tremendous
time, similar to a Madness).
gong, conjuring the blazing icon of a
silver door. All enemies in Close range
2nd must make a Luck (Con) save or (i) reel
backwards a short distance, (ii) fall Prone,
StAFF OF MENSICOR
(iii) drop whatever they are holding, and This dread staff is topped with a flesh sack of
(iv) suffer Blind for 1d3 rounds. bulging eyes, toothy maws, and stringy tentacles
(dead but preserved). Enchanted by Mensicor, a
Special The blue tinged moonsteel somehow mutes deep witch of the distant past, how the staff made
the capricious nature of the Veil, reducing the its way to the surface remains a mystery.
user’s DDM tally by 1, and permits using a Reroll
when rolling on the DDM or Divine Rebuke table
(once per adventure). StAFF OF MENSICOR
In addition, as long as you retain Yûlnvorg, you You develop rudimentary dark vision,
have strange dreams and visions of Nocratha, as if able to make out rough shapes in
1st complete darkness (disad on Perception
somehow connected to the aging sorcerer (you
intuitively know he is oblivious to the joining). checks, Near Blind instead of Blind).
Once every 1d4 days, strike the staff on
TALISMAN OF tHE the ground to cause alien tendrils to burst
upwards within Close range. Enemies
BLACK SUN 2nd within a Melee area are Grabbed (Str 19).
The rubbery tendrils have AC 14 and 13
This palm sized amulet is made of gold, with a
hp. They last 2d6 minutes before sinking
glass inset depicting a black circle surrounded by a
into the earth.
red corona. The talisman’s age and origins are
uncertain; there are no known books, tablets or Once per month, conjure a Gibbering
other writings that refer to it. Terror from the void. The Terror obeys
3rd your commands (no action) and remains
Attempts to catalogue the talisman inevitably fail; for 2d6 rounds or until destroyed.
intending authors inexplicably forget, become Special You become sensitive to sunlight (-2
distracted, or are deluded into thinking they have penalty to Athletics checks and Rest checks if
already completed the task before they begin. Pierce sunny and you are not inside, underground, or
the Veil reveals an arcane aura, but nothing more. under some other thick cover (forest canopy, etc).
251
HoRN OF KARAGOSS Once per six months, when an ally within
Created by the Frost Giants of Varn Karagoss, this Close range is reduced to zero hp, you
enchanted horn was crafted from a mammoth’s may bellow an oath of vengeance against
tusk. The horn is burnished to a pearly grey, gold your ally’s vanquisher. If Morg Tor strikes
clasps inlaid with tracings of blue topaz, and 3rd that target with your next action, it causes
intrinsically alters size to match the user. Binding 50 damage (if reduced to zero hp, the
the merciless cold and biting winds of the White target is destroyed in spectacular fashion).
Drifts, the horn is no instrument for old men. If you miss, roll on the Divine Rebuke
table instead.
Special You develop a thick, lustrous beard that
HoRN OF KARAGOSS cannot be shaved, cut, or burnt away. Dwarves
inexplicably find themselves swayed by your words
Once per week, sound the horn to lash
(advantage on social checks). The Grudge Hammer
foes with a hail of deadly frost (as Blast of
1st Frozen Ruin at 8th Level). Also immune to is indestructible and cannot be damaged by
anything short of a demigod.
cold damage (magical or otherwise).
Once per month, sound the horn to
summon a 10 HD Snow Elemental (as
2nd Water Elemental). It obeys your orders
LASH OF THE ELF QUEEN
This slender whip is cut from wyvern hide,
(no action) and lasts 2d6 rounds. decorated with tiny barbs, with an orange topaz set
Once every six months, sound the horn into the haft. The lash belonged to the elf queen
for over the course of 1 hour to summon Ninsorva, renowned for her enslavement of all
3rd fog, torrential rain, a blizzard, or similar sapient races within the boughs of Cemorril (now
cold, horrible weather (as Conclave of called the Wistwood) during the dawn of the Second
Wind & Sky, at 9th level). Age. The whip was lost with the fall of the last elven
kingdom.
Special You grow four inches taller, develop an
aversion to warmth (feels uncomfortable), and a
silver streak in your hair. Using any of the horn’s
powers requires a Con check. If unsuccessful, the LASH OF THE ELF QUEEN
horn fails to function and saps your strength (lose Once per week, you may cause the lash to
1d3 Str, Con or Dex; determine randomly). You 1st animate and act on its own (as Infuse
may try again next turn, if you wish. Animus at 7th level, affects the lash only).
On a critical hit, the whip tears off one of
MORG ToR 2nd the target’s limbs (no save, targets with 7+
HD are tripped or disarmed instead).
Morg Tor, the Grudge Hammer, is made of mithral
and gold, mined from the purest veins in the earth’s Once per month, by wrapping the whip
deep mantle. Forged by an unnamed dwarven around your waist, you fade from sight
master smith, it is said that Morg Tor’s perfection
3rd and hearing (as A Wisp Unseen and Silent
was such that the First Thane imbued it with his Shroud at 7th level; only you are affected).
divine favour. Special The lash causes 2d4 damage on a hit
instead of 1d4. You develop a bond with nature
MORG ToR and a haughty, more ambitious streak, less content
with your place in the world (treat as elf
If you suffer a critical hit, and your next personality traits, p.14). If you discard the lash,
1st action is to strike your attacker with Morg this effect dwindles over 1d12 months.
Tor, it becomes a critical hit.
Once per week, throw the hammer along
with yourself up to Very Far range. If an
ToRC OF SEBUtETT
This golden torc is decorated with green peridot
attack, roll to hit as normal; if successful stones, crafted by the ancient Ramorans for King
2nd the target is also Stunned. On a miss, you Priest Sebutett. According to legend, the torc was
scatter within a Melee area of the target buried with the mummified king in a secret tomb in
(use 1d8 for compass direction). Hit or the Forest of Drelnor.
miss, you roll to their feet, weapon ready.
252
Once every six months, transform into a
ToRC OF SEBUtETT Giant Serpent (as Transmogrification at 8th
4th level, but 12 HD, Bite 2d8 + Poison, and
You no longer require food or drink, and
can hold your breath for up to 10 minutes. the effect lasts 2d6 minutes).
1st Food tastes like ash and drink like greasy Special Your canines and tongue enlarge; not
water. Careful examination suggests the enough to notice with a casual glance, but close
your breathing is irregular. inspection reveals the abnormality (Perc check,
perhaps opposed by a Cha (Deception or Sleight of
Once per week, you may invoke Undead Hand) roll). If the sword is discarded, these effects
2nd Servant at 8th level.
revert over 1d12 months.
Once per week, drain the life from living
creatures within a Close radius, healing
3rd yourself in the process (causes targets 1d6
MASK OF THE GOLDEN ONE
damage per creature, no save. You heal This gold forged mask was crafted by the ancient
the total amount). Suun at the height of their power in the Second
Age. Infused with blood magic, the mask belonged
Once per month, you may command the to an elder warrior chief who used it to cow her
undead. Treat as the Cultist’s Turning enemies into submission.
4th ability at 8th level, but affected undead
obey you for 1d6 x 10 mins.
Special Your skin becomes dry and cracked, and GOLDEN MASK
you develop insomnia. If you discard the Torc,
these effects fade over 1d12 months. Once every 1d4 days, project a blast of
subjugation (Close range, Close area)
FANGS OF THE
1st causing targets to cower (50% prostrate
themselves, 50% drop items and back
UNFLINCHING MOtHER away). A Luck (Will) save resists.
This silvered shortsword has a snake head pommel
encrusted with emerald eyes. Forged by the
serpentmen of the Second Age, the blade was
empowered by the snake goddess and the Nest
Beyond the Stars. Like the Scaled Ones themselves,
there have been no reports of the blade in the
current era.
UNFLINCHING fangs
Spend a Reroll (no action) to clone the
shortsword into two weapons. The cloned
weapon lasts 2d6 rounds, and may be
given to another if desired. If Two
1st Weapon Fighting with both shortswords,
the user does not suffer disadvantage on
their Extra attack. Only one cloned
weapon may exist at a time.
Once every 1d4 days, coat one or both
shortswords in a random poison (roll
2nd 1d20 on the Poison table). The venom
lasts until the next successful strike or 2d6
rounds, whichever occurs first.
Once per week, seize control of a reptilian
3rd creature (as Sign of Subjugation, 8th level,
and the target need not be humanoid).
253
Once per week, corrode metal with a
look. A single object within Close range, COIL OF tHE WoRM
up to shield size (or a similar area of a The rope cannot be severed or burnt.
2nd larger metal object, like an iron door) Extremely heavy loads, or creatures with
instantly rusts and crumbles. Attended 1st Str 19+ may “stretch” the rope (eg to
items gain a Luck save to negate. Magical break free of it), but will not sever it.
items are immune.
Once every 1d4 days, you may animate
Once per month, unleash a death glare 2nd and command the rope for 1d6 minutes
against a single living target within Close (as Infuse Animus at 8th level).
range (giant sized or smaller): Luck save
3rd or target is instantly slain, curling up into Once only, transform the rope into a
a shrivelled husk. This power triggers a Purple Worm. The worm is ravenous and
DDM effect. requires an action and Will check each
3rd round to direct it, otherwise it becomes
Special Your eyes, blood, and tears take on a uncontrolled for the duration. The
golden hue. If you discard the mask, these effects transformation lasts 1d6 x 10 mins, then
fade over 1d6 months. this power falls dormant.
254
DUSKER’S VEST Once per week, you may commune with
This black leather cuirass was cut from the hide of 3rd a tree or plant you touch for 2d6 rounds
an elder cloaker, marked with a moon sigil and (use Echo of Days at 7th level as a guide).
sewn with numerous secret pockets. It may be worn Special Over time you become a strict vegetarian
as light armour or as part of a set of medium and no longer sleep, instead entering a restful
armour. Used for centuries by assassins of the trance (as elf). As a relic of the Unseelie realm,
enigmatic Duskers, the armour entered general Cyldimere cannot be drawn against an elf, fey, or
circulation after a botched murder in Crow’s Keep. natural beast.
CYLDIMERE
Once every 1d4 days, fire an elemental
arrow (fire, lightning, frost, etc) causing
1st 5d6 extra damage on a hit, and possibly
causing an elemental effect (GM’s call).
Arrows fired from Cyldimere seek the
2nd hearts of men (Crit 18-20 vs humanoids).
255
MAJOR ITEM GENERATOR
To generate a Major Item, roll 1d20 for item type,
then apply the relevant tables for details.
ITEM TYPE
1-4 Jewellery, d8 14 Light-Med Armour p.61 Powers
To determine how many powers a magic item has
5-8 Clothing, d8 15 Heavy Armour p.61 roll 2d6 and see below. As usual, the owner must
attune to the item to access its powers, and using a
9-12 Misc, d20 16 Ranged Weapon p.60
power requires an action unless noted otherwise.
13 Shield 17-20 Melee Weapon p.59
NUMBER OF POWERS
JEWELLERY 2 Three Obvious 8 One Discreet
1 Necklace, Torc 5 Bracelet, Bracer
Two Obvious One Discreet
3 9-10 & One Obvious
2 Crown, Headband 6 Anklet, Leg Clasp & One Discreet
3 Ring 7 Amulet, Talisman One Obvious Two Discreet
4-5 & One Discreet 11 & One Obvious
4 Earring, Nose Ring 8 Brooch, Pin
6-7 One Obvious 12 Three Discreet
256
Sabretooth Once per week, summon a Intelligent The item is infused with a
Sabretooth Tiger p.172. The beast follows personality, able to communicate with you
22-24 your directions and remains until slain or telepathically when touched. Most such
1d4 hours, whichever occurs first. entities have excellent memories and are
Vampiric When you are Staggered, if you able to provide advice on a range of topics.
injure a living creature, you may heal 1d6 Unfortunately, such entities tend towards
25-27 hit points. Check for a DDM effect each 64-66 insanity over the longer term. Some are
time you heal. even capable of invoking spell like effects
(often, but not always, when you want
Frightful Once every 1d4 days, invoke them), or are capable of usurping control
28-30 Glimpse the True Gods.
of you for short periods. Test for a DDM
Disintegration Once per week, you may effect after the provision of any significant
touch the item to another object, instantly advice, spell, or usurping effect.
turning the target object to dust. The target Spider Soul Once every 1d4 days, the user
31-33 object must fit within a 10 ft cube. If the may (i) move up walls or across the ceiling
target object is possessed by another for 2d6 rounds (no action), or (ii) after
creature, a Luck save resists. 67-69 hitting with a physical attack, cause a
Chaos Boon Once every 1d4 days, this poison effect in addition to normal
item mimics the effect of one random damage (roll 1d20 on the Poison table
34-36 potion. You understand the nature of the p.226 or as referee determines).
boon before deciding whether to invoke it. Wonderment Once per day, conjure a
The boon changes every 1d4 days. random magical effect. Consult the
70-72 internet for a random effects table to your
Giantblood Once every 1d4 days, you
37-39 grow to 9 ft tall and increase your Str score liking (eg: the OGL Rod of Wonder).
to 20 (+4 to hit & dmg) for 2d6 rounds. Hurling After being thrown, this item flies
Shifter Once every 1d4 days, invoke back to your hand before the end of your
40-42 Transmogrification (at 7th level) but the turn (if desired). When used to make a
73-75 thrown attack, you crit on a natural 17-20
duration is 1d10 minutes.
attack roll. Only check for a DDM effect
Spell Shield Once per week, make a Luck on a critical hit.
save to capture a spell that includes you as
a target, storing the magic in the item (no Scrying Once per week, you may observe
43-45 action, and negates the spell’s effect). You (like Sight Beyond Sight) a named entity on
may spend an action to invoke the stored the same plane of existence for 1d6
spell at a later time (at the original level). 76-78 minutes. You must complete a ritual taking
1d4 hrs before invoking this effect. Scrying
Reflection Once per week, make a Luck is blocked by a thin sheet of lead, or stone
46-48 save to reflect an attack or magical effect or wood more than one foot thick.
back on the attacker (reroll any attack roll).
Cloudrunner Once per month, summon a
Thunderclap Once every 1d4 days, invoke small flying cloud chariot. The cloud
49-51 Thunderous Invocation (at 7th level).
79-81 chariot has Move rate of Fast and can
Swiftness Once every 1d4 days, gain +2 carry two sitting humanoids or four
52-54 AC, a +4 bonus on Initiative checks, and standing. The chariot lasts 1d4 hours.
double your move speed for 2d6 rounds. Serpentine Once per week, transform the
Forbidden Invocation Once per day, auto item into a Giant Serpent p.196. It obeys
55-57 invoke a DDM effect. Do not test for a 82-84 your directions and remains until slain
separate additional DDM effect. (reverting back to object form) or 1d4
hours, whichever occurs first.
Leaping Once every 1d4 days, leap up to
58-60 Close (in any direction or trajectory). Obscuring Fog Once every 1d4 days, fill a
Close sized area with thick smoke, fog, or
Fey Passage Once every 1d4 days, invoke 85-86 mist. All creatures in the area are Blind.
61-63 A Wisp Unseen. The smoke, fog, or mist naturally disperses
within 1d6 x 10 minutes.
257
Storm Caller Once per week, summon
light, moderate or heavy weather of your DISCREET PoWERS
choosing, ranging from pleasant sunshine, Indestructible The item cannot be
oppressive heat, torrential rain, thunder marked, damaged or destroyed by
storms and/or severe winds. Catastrophic anything less than a supernatural entity of
weather such as cyclones or tsunamis is demigod like status. When reduced to zero
87-88 generally not possible. The unnatural 1-3 hit points, you gain advantage on your
weather lasts for 1d4 days and spreads over Death save, and you may choose to spend
a 1d10 mile diameter region. In order to a Reroll for any persistent or permanent
summon the weather, you must complete injury you suffer. Check for a DDM effect
a 1d4 hour ritual. Check for a DDM effect after you make your rolls.
each day the weather persists.
Beheading Blade Supernaturally sharp
Opening Once every 1d4 days, open any against flesh, sinew and bone. On a natural
89-90 and all locks, manacles, knots, barred 4-6 19 or 20 attack roll, the target loses a limb
doors or blocked entry ways within Close. or is beheaded. Check for a DDM effect
Transforming This item has two forms: its each time this occurs.
normal form and a brooch, ring, or other Telepathic you may send a telepathic
91-92 piece of jewellery. While touching it, you message to one intelligent creature at a
may spend an action to transform the item time within Far range. A recipient may
from one form to the other. 7-9 respond in kind if it wishes, assuming it
Searing Doom Once per week, shoot a understands your language. Check for a
searing beam at one target within Far DDM effect each time you send a message.
93-94 range. The beam causes 10d10 fire damage Magic Resistance You gain continual 50%
(Luck (Dex) save for half). Magic Resistance (inc beneficial effects).
Soul Trap Once every 1d4 days, touch a
10-12 Check for a DDM effect each time the
corpse to trap the soul of the recently item negates a magical effect.
deceased creature (within 1d4 rounds) in Speaker of Tongues You speak, read, and
95-96 the item. At a later time, you may invoke understand all languages. Check for a
Riddle of Bones, which releases the soul, or 13-15 DDM effect after each conversation or
Mend Flesh, which harvests it. Check for a translation where this effect is used.
DMM effect when a soul is trapped.
Resilience You reduce all damage suffered
Unseen Force Once every 1d4 days, by 2 hit points (minimum 1), and critical
97-98 invoke Hand of the Void.
16-18 hits against you are treated as normal hits
Dark Blessing You do not age, and gain a instead. Check for a DDM effect when you
50% chance to negate Undead based drain negate a critical.
99-00 of all kinds. Check for a DDM effect each
Fortune You gain a 33% chance to ignore
time an effect is negated. 19-21 any reduction of your Luck. Check for a
DDM effect each time you save Luck.
Deflection Once per round, after being hit
by a ranged attack, you may choose to
22-24 make a Dex check to negate the attack.
Check for a DDM effect after each
successful deflection.
Darksight Once every 1d4 days, you see
25-27 perfectly in the dark for 2d6 minutes. This
effect does not work in magical darkness.
Mage Sight Once every 1d4 days, you
detect magic, invisible creatures or objects,
28-30 and illusions, up to Far range. The effect
lasts 1d6 x 10 minutes.
258
Thiefly Arts Once every 1d4 days, auto Ghost Ward Once every 1d4 days, invoke
succeed at picking a lock, picking a pocket, 66-68 Abjure the Unnatural (self only).
31-33 hiding, or moving silently. This ability may
be invoked immediately after failing the Animal Ken You may communicate with
roll to attempt such an action. animals using grunts, squawks, growls,
sign language, etc and they may respond to
Jack of All Trades you count as having all 69-71 you in kind, which you understand. Each
skills, and gain one additional Reroll. conversation with an animal requires a
34-36 Check for a DDM effect after applying any
check for a DDM effect.
bonus skills.
Veil Medium Once every 1d4 days, invoke
True Grit While Staggered gain +2 AC and 72-74 Echo of Days.
37-39 auto reroll any failed Luck saves. Check for
a DDM effect when a Luck reroll succeeds. Dowsing Spirit Once every 1d4 days,
75-77 invoke Whispers of the Watchers.
Sure Striking Once every 1d4 days, turn a
40-42 missed attack roll, or ordinary successful Poison Touch Once per week, a target
hit, into a critical hit instead. touched by the item is exposed to a Major
78-80 Poison effect p.226 (determine the effect
Uncanny Parry Once every 1d4 days, after
43-45 being hit by a melee attack, you may randomly each time, you are unaffected).
negate it. Fey Reverie You may enter an Elf trance
Natural Prowess Anyone may wield this 81-83 p.14 instead of sleeping. If you do, check
weapon or don this armour even if it is not for a DDM effect.
46-48 on their class list. Check for a DDM effect Imbuement Increase a random Attribute
during each combat in which the weapon 84-86 by 2 points (maximum 19, excluding Luck
or armour is used. & Initiative).
Sixth Sense You are never surprised, auto Heroic You may attempt two Rescues per
wake from sleep if in danger, and gain 87-89 adventure instead of one. Check for a
49-51 advantage on Initiative checks. Test for a DDM effect if you use the second attempt.
DDM effect each time you may have been Watched Over As long as you possess the
surprised but for this item. 90-92 item and are above zero hit points, apply
Shroud of Secrets Gain advantage on all the Cultist Watched Over ability.
knowledge checks and you may sometimes Rejuvenating Once per adventure, gain
make a check for information you couldn’t 93-95 the benefits of a Short Rest without
52-53 possibly know (GM’s call). Check for a actually taking a Short Rest.
DDM effect if both dice roll 15 or higher,
or if you recall info you could not know. Contortion You are able to contort your
flesh and bones to human limits, possibly
True Blood Immune to poisons and 96-98 allowing you to slip cuffs, squeeze through
diseases of all kinds (including magical). narrow spaces, etc. Check for a DDM
54-56 Check for a DDM effect each time this effect each time this effect is used.
protection triggers.
Luck Spring When you make Luck rolls, if
Fleet of Foot You may move Fast instead the roll is 1-3, gain one Luck instead of
57-59 of Normal speed. If you choose to do so, 99-00 reducing it. Check for a DDM effect each
check for a DDM effect. time you gain one Luck.
Sun Eater If you receive at least one hour
of sun a day, you count as having Side Effects
60-62 consumed a ration. Reduce Poor and If desired, Read the Signs to spark a themed side
Middle Lifestyle costs by half. Check for a effect for the item, or try rolling on the Madness
DDM effect once a month. p.160 or Toxin Trauma p.87 tables. Apply the side
Water Spirit Once every 1d4 days, invoke effect once per adventure (as an Acute Episode) or
63-65 One with the Deep (self only). as the GM determines.
259
VARIANT RULES Less Dark Magic
For less dark but no less dangerous magic mishaps,
download the Perilous Magic table from our
Outlined below are some possible rule variations to website to substitute for the DDM table.
better tailor ToA to your preferences.
Less Dangerous Magic
Customised PC Creation For more predictable, less dangerous magic, use
For those tables that prefer more customised, less 1d20 for all DDM checks, not just for magic items.
random character creation, consider any or all of
the following tweaks: Individual Initiative
All PCs roll initiative each round, and take their
◆ Roll 3d6 or 4d6 (drop the lowest), and allocate turns before or after the monsters based on their
as the player wishes. If using the 4d6 variant, personal initiative result.
PCs do not gain +1 attribute each level.
Simultaneous Initiative
◆ Players choose their PC’s skills. All PC turns occur simultaneously with their
respective opponent. If there are more enemies
◆ Players choose their PC’s starting abilities. than PCs, any remaining enemies act after the PCs.
◆ PCs gain a Unique Feature of their choice at Distances in Feet
1st level (characters will be significantly more For distances in feet rather than range bands, use
powerful out the gate). the following:
Swapping Out Class Abilities ◆ Melee range: 5 ft
When a PC gains a level, they may also swap out
one known class ability for another. A Magic User ◆ Close range: 30 ft
wishing to swap a known spell for another must go
through the usual Magical Research process. ◆ Far range: 60 ft
260
Class, Race & Background as Skills Spells & Traps
If individual skills are not your style, ignore the skill
list and expand the Backgrounds rule to include ◆ If there’s no equivalent Spell, improvise from
Class and Race. If an action is closely connected to the existing spell list, use a potion or magic
a character’s Class, Race, or Background, they gain item effect, or treat the effect as Ritual Magic.
a +1 bonus on any required attribute check, and
may use a Reroll if desired. The GM adjudicates ◆ If there’s no equivalent Trap, improvise from
such on a case by case basis. the traps list or apply a Trauma roll.
261
Close, Range Band, 70 Flanking, 81
Cold Iron, 58 Food & Board, 57
Combat, 69 Forager, 135
Conditions, 82 Forest Encounters, 146
Constitution, 11 Free Attacks, 70
Actions, 75 Consult the Bones, 212 Fumbles, 77
Activity Die, 66 Contests (Opposed checks), 64
Adamantine, 58 Conversion Tips, 261 Gambling, 121
Adaptable, 31 Core Features, 5 Gear, 56
Addiction, 124 Cover, 81 GM Tools, 129
Advancement, 114 Crafting, 61 Grabbed, 82
Adventure Generator, 218 Critical Hits, 77 Great Success, 64
Aerial Combat, 81 Critical Range, 166 Group Checks, 65
Aerial Encounters, 140 Cultist, 24 Guide, 135
Alchemy & Mechanica, 17 Custom Monsters, 167
Ammunition Rolls, 58 Half Skorn, 14
Animals, 61, 171 Damage, 77 Halfling, 14
Armour, 61 Dark & Dangerous Magic, 92 Harvesting the Dead, 166
Armour Class (AC), 61, 166 Dazed, 82 Healer’s Kit, 56, 89
Artificer, 16 DDM Die, 92 Healing, 89
Artillery, 208 Death Save, 83 Heavy, 168
Atonement, 98 Delay Turn, 69 Helpless, 82
Attacks, 77 Demon, 168 Hexes, 134
Attributes, 11 Desert Encounters, 143 Hexploration, 134
Attribute Checks, 63 Dexterity, 11 Hill Encounters, 147
Attribute Modifiers, 11 Diseases, 130 Hirelings, 156
Attunement, 248 Divine Blessing, 96 Hit Dice (HD), 166
Divine Rebuke, 96 Hit Points, 15
Back to Base, 139 Dodge, 77 Humans, 13
Backgrounds, 8, 52 Doing Things, 63 Hunting (Foraging), 135
Backstab, 42 Downtime, 113
Barbarian, 20 Downtime Level Up, 115 Immunity, Non-Magic Wpns, 169
Bard, 22 Drowning, 81 Incorporeal, 170
Battle Gear, 55 Dungeon Crawling, 132 Initiative, 11, 69
Beast Companion, 39 Dungeon Events, 133 Injuries, 83
Black Market Trade, 116 Dungeon Generator, 218 Injuries & Setbacks Table, 83
Black Powder Weapons, 211 Dungeon Tally, 133 Illusions, 91
Blade Trauma, 84 Dwarves, 14 Inspire Greatness, 23
Blast Trauma, 85 Dying, 83 Intelligence, 11
Blessing, 96 Intercept, 70
Blind, 82 Elves, 14 Invisibility, 81
Blocking an Area, 70 Encounter Tables, 140
Blunt Trauma, 85 Encounters, 66 Jungle Encounters, 145
Board, 57 Encumbered, 55, 82
Boarding (ship), 210 Encumbrance, 55 Knock Outs, 81
Boss, 168 Equipment, 55
Bundles, 55 Experience Points, 114 Lair Treasure, 238
Burning, 82 Exploding die, 7 Lifestyle, 57
Bypasses, 224 Exploits, 78 Light, 55, 132
Exploration, 134 Long Rest, 89
Carousing, 117 Look Out, 135
Carry Loot A, 229 Falling, 70 Luck, 12
Carry Loot B, 230 Fancy Meeting You Here, 132 Lycanthrope, 170
Casting a Spell, 91 Far, Range Band, 70
Character Creation, 8 Fatigued, 82 Madness, 160
Charge, 70 Favour, 26 Magic, 91
Charisma, 11 Ferocious Rage, 21 Major Item Generator, 256
Chases, 72 Fighter, 30 Magic Resistance, 170
City Encounters, 141 Fighting Styles, 80 Magic User, 33
Classes, 15 Finisher, 42 Magical Items, Powers, 248
262
Magical Research, 125 Ranger, 38 Suffocation, 81
Major Exploits, 78 Rangercraft 39 Supply, 55
Major Magical items, 248 Reaction Rolls, 66 Support, 135
Marching Order, 132 Read the Signs, 213 Surprise, 81
Mass Battle, 162 Readied Gear, 75, 132 Swamp Encounters, 153
Masterforged Gear, 62 Ready Action, 69 Swarms, 170
Melee Attacks, 77 Rearguard, 135
Melee, Range Band, 70 Recharge, 166 Tenets, 26
Melee Weapons Table, 59 Recovery, 89, 124 Terrible Failure, 64
Minor Charms, 244 Regeneration, 170 Town Encounters, 141
Minor Exploits, 78 Repairs, 61 Toxin Trauma, 87
Minor Magical Items, 239 Representative Checks, 65 Trail Encounters, 150
Miscellaneous Factors, 81 Rerolls, 52 Traits, 157
Missile Trauma, 86 Rescues, 79 Traps, 222
Mithral, 58 Research, 125 Trauma Tables, 84
Monk, 35 Rest, 89 Travel Events, 136
Monk Techniques, 36 Retries, 65 Travel Procedure, 134
Monsters, 166 Rite of Atonement, 98 Travel Roles, 135
Monsters by HD List, 167 Ritual Magic, 111 Travel Speed, 134
Monstrous Pets, 122 Rival Adventurers, 214 Treasure, 229
Montages, 65 River Crossing, 136 Tricks & Techniques, 42
Morale, 69 Road Encounters, 150 Triggers & Counters, 223
Mountain Encounters, 147 Rogue, 41 Trinkets & Curios, 232
Mounted, 80 Round Down, 7 Trollblood Ointment, 57
Move, 70 Rumours, 126 Two Handed Style, 80
Two Weapon Fighting, 80
Nat 19s, 58, 77 Scout, 135
Naval Combat, 208 Scroll Inscribing, 126 Unarmed Combat, 80
Near Blind, 82 Scrolls, 240 Undead, 168
Non-Proficiency, 81 Senses, 170 Underground Encounters, 154
Number Appearing, 166 Sensing Magic, 91 Underground Events, 136
Services, 57 Underwater, 81
Off Turn Attacks, 170 Session Advance, 115 Unique Features, 15, 45
Opposed Checks (Contests), 64 Shields, 61
Oracle Tools, 212 Ships, 61, 208 Valuables A, 230
Other Modifiers, 81 Short Rest, 89 Valuables B, 231
Overland Events, 136 Silvered, 58 Variant Rules, 260
Single Weapon Fighting, 80 Vehicles, 61
Pack Gear, 55 Skills, 52 Very Far, Range Band, 70
Parasites, 131 Sleep, 89 Village Encounters, 141
Party Bonds, 44 Smelling Salts, 57 Visibility, 81
Party Retreat, 72 Snow Encounters, 152 Voyage Events, 136
Payback, 159 Solo Rules, 216
Perception, 11 Sorcery, 91 Water Encounters, 148
Personalities, 157 Special Ingredients, 123 Weapons, 58
Pets, 122 Special Metals, 58 Weather, 136
Plains Encounters, 149 Special Traits, 168 Willpower, 11
Poison, 226 Speed, 70 Withdrawing, 70
Poppy Milk, 57 Spell Books, 240 Wounded, 15, 82
Potions, 123, 239 Spell Casting, 91
Prone, 82 Spell Descriptions, 103 XP, 114
Spell Duration, 91
Quartermaster, 135 Spell List, 100
Stand Up from Prone, 70
Races, 13 Starting Distances, 139
Random Encounters, 139 Starving, 82
Range Bands, 70 Stealthy Attacker, 81
Ranged Attacks, 77 Strength, 11
Ranged Weapons Table, 60 Stunned, 82
263