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Wicked Ones 1.2
Wicked Ones 1.2
Victor Costa
v1.2 - April 1, 2021
Cass Rea
Consulting Designer
Thanks to the playtesters, who spent hundreds of hours playing and discussing the game
with me. Ken Stine, Bradley Close, Cody Knox, Alexander Summerfelt, Mike Carey, Jackson
Gibson, Allen Woodard, Salim Hakima, Josh Houser, Sean Jackson, Mark Griffin, Ben
Tresman, and Jon Shutt.
Thanks to the reading circle and discord members, which helped proofread and edit
the book, as well as offering many great suggestions. Ahmed Almorohen, Alex Rinehart,
Alexandre Torres, Barret, Brian Ballsun-Stanton, Briar Chappell, Chris Chinchilla,
ClockworkOwl, Connor L., Daszhmar, Debbie Acorna, E. Brunsell, Eike Hanus, Florian
Hollauer, Ian Hart, Jonathan Caikauskas, Jordan C., Mark C Massengale, Markus Raab, Mathor
Sionur, Michael Demmendaal, Nick Huly, Nick Larocco, Oh SeungHan, Richard Blackburn,
Richard Robertson, Rygnerik, Sohkrates, Tara Mena, Ville Kugelberg, and Wolfy.
Thanks to the following people, without whom this game wouldn't even exist. Victor and
Cass for joining me on the journey. Luke Haer for getting me into game design. John Harper
for letting us tinker with their game. The Kickstarter backers for believing in the project.
Brightrock Games, makers of War for the Overworld, for helping a fellow dungeon-game
designer out. My wife Asako for putting up with my antics, and my two daughters, Meina and
Yuika, for being incredibly adorable and endlessly curious.
Wicked Ones © Ben Nielson 2020. This work is based on Blades in the Dark (found at http://
www.bladesinthedark.com/), product of One Seven Design, developed and authored by John
Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported
license (http://creativecommons.org/licenses/by/3.0/).
Table of Contents 3
Slissiks .......................................................91 CHANNELING....................................150
Primal Ability.........................................92 Gorlag.....................................................151
BRUTE ...................................................94 Iziza..........................................................152
CONNIVER...........................................96 Melkahar ...............................................153
CRAFTER..............................................98 Gimosha ..................................................154
HUNTER .............................................100 Dalgeth...................................................155
MARAUDER........................................102 Nezame ....................................................156
SHADOW ............................................104 Melawa ....................................................157
SHAMAN ............................................106 Shabaz .....................................................158
WARLOCK..........................................108 Labisha ....................................................159
ZEALOT................................................110 Talazar...................................................160
EXAMPLE OF PLAY............................112 Crevis .......................................................161
Vahoona.................................................162
Zaheen.....................................................163
Dark Arts EXAMPLE OF PLAY...........................164
4 Wicked Ones
Minion Awareness...............................221
Pathing...................................................222
Gamemaster
Dungeon Defense Narration..........224 THE GM'S JOB..................................300
Sanctum Battle....................................226 Represent the World Honestly....300
Loot the Bodies...................................226 Keep the Dungeon in Focus ............301
Destruction.........................................226 Give Interesting Choices .................301
EXAMPLE OF PLAY..........................228 Make the World Dangerous..........302
Keep Information Flowing .............303
Be a Good Director ..........................304
Table of Contents 5
6 Wicked Ones
Intro
Being Evil
Monsters are deeply flawed creatures, driven by base desires. There are those,
however, who are able to keep their baser impulses in check, rally others to their
cause, and focus on a grander scheme. These formidable individuals are known
among monsterkind as Wicked Ones. You play a group of them that, in understanding
there is strength in numbers, have banded together in order to build a dungeon from
scratch. You raid civilized lands, gather a hoard, cause mayhem, cast dark rituals,
discover long forgotten things deep in the earth, slay heroes, and suffer blowback
from your evildoing, all while working towards accomplishing your master plan.
However, you’re not just fantasy monsters randomly causing chaos and mayhem.
Monsters come and go, but the dungeon outlives them, binds them together, and
gives them a purpose. You map it out in detail as it’s built, then breathe life into it
through play with events like revelry after a victorious raid, calamity striking as a
tunnel collapses on your minions, or facing off against adventurers who dare enter
your sanctum. Your dungeon is the main character of this story.
8 Wicked Ones
Being Evil
Touchstones and Tone
More than anything else, this game was influenced by the PC game Dungeon Keeper.
If you’ve played it, or its spiritual successor War for the Overworld, you already have
the right feel for Wicked Ones. Some other video games were a huge inspiration as
well, such as Dwarf Fortress, Rimworld, and Overlord. As for tabletop RPGs, of course
Blades in the Dark gave a ton of ideas for creating a dangerous world that monsters
inhabit, but Saga of the Goblin Horde, No Country for Old Kobolds, and Goblin Quest
also provided great insight for portraying the perspective of a monster.
It’s important for the GM and the players to create the right tone for the game
together. It shouldn't be cartoony and the monsters aren’t bumbling fools - they’re
vicious killers with dark hearts filled with malice. There are some laughs to be had,
but have no illusion - monsters aren’t misunderstood. They’re fundamentally evil,
by their very nature. Bask in choosing the greater of two evils because being the
villain is what Wicked Ones is all about!
On the other hand, going too dark all the time isn’t going to be fun for the players
- so there’s a bit of a human aspect to the story. The monsters have motivations,
goals, and even things they love, whether it be a pile of trinkets or a growing skull
collection. In the end, you’re in this together. The dungeon, built from scratch, is
your home and it’s all you’ve got. So while your awful nature might wear you down,
you still want to protect what’s important to you. The game presents a balance of
goal-oriented gameplay to compliment this exploration of darker themes. When it
comes to evildoings, sometimes less is more - seeing it too often decreases its impact
and makes it fall flat, and the game mechanics support this idea in play.
➤ This book: While the game is based on the FitD framework, it does not require
Blades in the Dark to play. This game is completely standalone.
➤ Some dice: Grab a handful of six-sided dice, ideally four or more per person.
➤ Players: Two to four people who take on the role of the monsters building the
dungeon. The players are responsible for weaving awesome stories with their
characters’ antics and mayhem.
➤ Paper and pencils: Grab character sheets, a GM sheet, a dungeon sheet, and
quick reference guides online at banditcamp.io/wickedones. Each player
needs a calling sheet of their choice. Pencils work best for drawing the dungeon!
Each character has a set of nine actions rated from 0 to 3 dots which are used
when you want your character to do something. Before you make a roll, the GM
determines the position and effect of the roll. Position is a measure of how bad
the consequences will be if you fail, while effect is a measure of how large of an
impact you will have if you succeed. When you want to do something, you declare
your intent and what action you’d like to use. The GM gives you the position and
effect and you then decide whether to roll or not.
You roll a number of six-sided dice equal to the action rating you chose, then you
take the highest result from the roll. If it’s a 1, 2, or 3, it’s a failure and you suffer a
consequence determined by how bad your position was. A 4 or 5 is a mixed, meaning
you manage to accomplish your goal but suffer a consequence as well. If you roll a 6,
it’s a success and you accomplish it without any consequences. Two 6s is a critical
and you get an awesome extra benefit along with your success.
Consequences come in many forms, such as taking shock, becoming bloodied, the
10 Wicked Ones
Being Evil
situation worsening, a weapon breaking, or enemy reinforcements arriving. Taking
another serious wound while bloodied kills you. When you suffer a consequence,
you can roll an action to resist it, reducing the impact of the consequence or maybe
even negating it entirely. When you resist, you take an amount of stress depending
on the roll. Stress is a resource every character has that allows them to keep their
dark impulse in check. Characters can also spend stress to empower abilities they
have, like casting powerful spells or using monstrous strength.
Your dark impulse rests within your monstrous heart, constantly beckoning you
away from the tasks at hand. You can be compelled to follow through on a dark
impulse, taking an action that plays towards it. Doing so rewards you with a dark
heart, a bankable die that you can add to a later roll. You can also spend stress to
suppress the compel. However, when you take too much stress, you snap and go
feral, giving in to your dark impulse completely, having to immediately take an
action that directly plays into it.
The game progresses through four phases: lurking, calamity, raiding, and blowback.
You begin the lurking phase with recovery, clearing all of your stress and healing
all of your wounds. You then pile your loot from the previous raid onto your hoard
and partake in revelry, earning gold, dark hearts, and items. You can then take a
downtime action that you can use to build your dungeon, craft inventions and
potions, recruit minions, and so on. The minions you control can also be paid to
perform downtime actions. When the lurking phase ends, you go through the
calamity phase where the GM rolls to see if any calamity happened within your
dungeon such as minions revolting or tunnels collapsing.
During the raiding phase, you get ready to head out of your dungeon. You select a
target, choose a plan, and provide a few details. The GM then rolls engagement and
you skip directly to the first steps of the raid plan unfolding. Raids are where the
bulk of the action in the game happens, as you hit targets for the gold and materials
your dungeon needs. After the raid winds down, you go through the blowback
phase where the GM rolls to see if your actions caused any blowback, such as an
ambush waiting for you or targets along a prosperous trade route drying up.
You can read a more thorough overview of the dungeon rules on page 168.
➤ You’re a monster, so act like one! This should almost go without saying, but
your character is a monster. They’re evil. They don’t have human hang-ups.
They look at the world differently than humans do. Try to get into that mindset.
Try to figure out what things motivate a monster and what it treasures. Think
of their attitude towards their allies. Don’t be afraid to throw other characters
into harm’s way, though remember that monsters can have friends, too.
➤ Describe what’s going on. After you roll, take the reins and tell everyone
what’s happening. Even if a consequence is coming your way, narrate up to the
point where the GM cuts in to tell you how everything went horribly wrong. The
more you describe your actions, the better the story comes to life for everyone.
As a player, you should be narrating every roll you make.
➤ Don’t be a weasel. You’ll have the urge to manipulate the mechanics for the
easiest way to your goal - fight that urge. It's natural to want to roll the most
dice or exploit some powerful loophole, but Wicked Ones isn’t really a game to
be won. Try to do what your PC would do in that situation then decide which
mechanics resolve it. Be honest about what your PC is feeling or doing in a
situation and let the mechanics generate drama and push the game forward.
➤ Don’t run from danger, embrace it. The fun in the game happens when the
biggest stakes are on the line. Monsters don’t always weigh risk vs. reward,
and neither should you. If you think something sounds fun to try, don’t talk
yourself out of it. Throw caution to the wind and grab some dice.
➤ When in doubt, listen to your dark impulse. If you’re not sure what your
monster would do in some situation, you can always lean heavily on your
character’s impulse and see where it takes you.
➤ It’s up to you to tell a cool story. It’s not just on the GM to make the story
amazing - it’s on all of you. Every person at the table is there to enjoy the same
game and you all have the same level of responsibility. It’s easy to shuffle
this over to the GM, but they have enough on their plate. Come to the session
prepared, know the rules, step up and drive action, jump into other players'
scenes, and help make suggestions when someone hits a wall creatively.
➤ Cheer for your dungeon, not your character. Your dungeon will outlive any
monster character you’re playing - it’s the center of the story here. Don’t worry
about losing a character, just promote a minion from a pack to a Wicked One
or bring in another fun-to-play monster.
12 Wicked Ones
Being Evil
GM Best Practices
Just as players need to get into the right mindset, so too does the GM. The story and
all its details are emergent. The GM doesn’t maintain a plotline. The dungeon grows
over time as the players pursue their characters’ goals. You’re all telling the story
together. Try to follow these guidelines to help create the right atmosphere at the
table and let players know what to expect from you as a GM:
➤ Be the PCs’ worst enemy and biggest fan. When they fail, smack them with
consequences without remorse, but when they pull off something awesome, be
the first one to cheer their success. Don’t fall in love with your world and NPCs
- they’re dominoes there for the PCs to knock over. Encourage them to do so.
➤ Bring the world to life. Give NPCs and locations some personality, even if it’s
just a poignant detail or two. Think about how the monster PCs view them. Call
them by distinctive characteristics - the boss with the fat belly, the lady with
the whiny voice, the elf with a long nose. Make sure they’re more than just
human A and B to kill. Make it feel like they exist in the world, have connections,
and their loss is going to be felt.
➤ Be the dark desires lurking in their hearts. Challenge the PCs’ dark impulses
any chance you get. Keep a list of them in front of you and give a bit of thought
in advance to how you can tempt them away from the task at hand. The game
is at its best when it all goes awry and their impulses tell you what direction
the players want things to go in when it does.
➤ Let the players drive the story. The world is a sandbox of everyone’s creation
and the players will be setting their own goals for their dungeon. Don’t get in
their way - encourage them to create goals and suggest ways they can pursue
them. Don’t push the story in a predefined direction. Let it develop naturally
through player decision and play. Let them find their own way. They know their
characters better than you.
➤ Hand the narrative reins to the players. Prompt the players to describe their
intentions before they roll and ask them what it looks like after they roll. Even
when rolls don’t go well, get them to describe how it goes right up until things
go badly or even how they spectacularly fail. Let them describe how it didn’t
work and set themselves up for the consequences coming their way.
➤ Keep the game moving. Push players towards decision - don’t let the game get
wrapped up in endless debating options. Help them come to quick decisions
and get back to the action.
➤ Never forget that the world hates monsters. The world is out to get them,
so don’t pull your punches. The game’s supposed to be brutal. Give them good
reason to hide behind their dungeon traps.
That said, how evil should you be? That’s a question for each table to answer. When
playing evil characters, it’s all too easy to push things too far. Things can get weird,
uncomfortable, or just plain gross. Now if you’re into weird, uncomfortable, or just
plain gross things, that could be fine - but it’s important to make sure that everyone
else at the table is, too. So before you get started, it’s important to set the right tone
and create a table where the game is well within everyone’s comfort zones. Luckily,
we have some great safety tools developed by the roleplaying community to handle
it. Whether you’re playing with a new group or even old friends, using one of the
following methods can save you a lot of grief down the road.
Movie Ratings
Sometimes the easiest way to set some limits is to just assign a rating to the game
like it’s a movie. Is this game going to be G, PG, PG13, R, or NC-17 rated? This works
particularly well along with the X-Card on the next page when you don’t really want
to go through exactly what is and isn’t okay and just judge it more on the fly as the
game progresses. Setting a rating can set a nice basis for what’s acceptable, then the
X-Card on the next page can be used when you hit some uncomfortable territory.
14 Wicked Ones
Being Evil
The X Card (Source: http://tinyurl.com/x-card-rpg)
The X Card, a technique created by John Stavropoulos, is a great approach for making
everyone at the table comfortable. The GM puts an index card with a big red X on it
in the middle of the table, though it can be some other object or even just an agreed
upon gesture. The point is to make it clear and easily accessible. If the game veers
into uncomfortable territory, players can tap the card and signal to the GM that
they’d like to move on. The player doesn’t have to explain why they tapped it, but
is free to discuss it after the session if they’d like. The GM then moves the scene on
or reworks it a bit to avoid that subject matter and everyone at the table knows it’s
best avoided in the future.
The strong point of the X-Card is how flexible it is - you sometimes don’t know
what’s uncomfortable to you until you’re confronted with it. Bringing it up at that
time might be a little difficult and players might even feel like they’re interrupting
other people’s fun. The X-Card is an agreement between all players that it’s fine to
interrupt if you don’t like what’s going on - that everyone having a good time and
being comfortable with the story is the most important thing.
GM: “Okay, so let’s go ahead and set some ground rules. Let’s not let
the evil get too out of hand. I’m down with an R rating for the game,
but let’s do Lines and Veils, too. I wanna throw out a few of my own
to get started. First, there’s no rape, it’s strictly off-limits, even in a
vague “raping and pillaging” sense. Other sex stuff is fine off-camera
like a couple of bugbears hooking up or whatever, but there’s no way
I’m roleplaying through that.”
Matt: “I’m not so cool with gory blood stuff. Some is fine, of course, but
I don’t really want to listen to a long description of it.”
GM: “And just so everyone knows, I’m going to be using the X-Card so
I’ll just put a card out here in the middle of the table. If we accidentally
break some of our ground rules or if we hit on something uncomfortable
or weird that we haven’t talked about yet, just tap the card and we’ll
move on. I’ll wrap up or go back and rework the scene a bit, no questions
asked. We can then talk about it more after the session if you'd like.”
PCs: Ulrot [Orc Brute] - Crag [Kobold Shaman] - Slem [Slissik Shadow]
GM The wind picks up, dousing your campfire in rain. It goes dark and you
sit there shivering in the cold. Then suddenly, you hear something off
in the distance - the sound of laughter. Then a voice - a human voice.
They sound happy, like they're joking with a friend.
Ulrot "You guys hear that? Sounds like someone's out of the rain. Ain't gonna
orc brute
be laughing like that if you're out here shivering your ass off."
Crag "Yeah, screw this. Let's go chop 'em up. Maybe they have food."
Kobold Shaman
Slem "We don't even know how many are over there. Let's hold off until they
Slissik Shadow
go to sleep. Then we can sneak in and slit their throats."
Ulrot "Pfft, no time for that. I grab my axe and and point off towards the
Orc Brute
voices. Food, no rain, human blood. Why wait?"
Crag "I think I'm with Slem on this one. We have good cover and no idea
Kobold Shaman
what we're even facing in there. Better to be sneaky."
GM Sounds like a stealth raid to me. You guys are gonna figure out pretty
quickly that this is a small merchant caravan holed up in a cave up
ahead, waiting out the storm. What's your point of entry here?
Slem Keep it simple and go through the front. They might have a guard, so
Slissik Shadow
that'll be the first step. We'll wait until it's good and quiet and hopefully
the rain can cover us.
Ulrot Splitting up. I can't Skulk at all, so I'm just gonna hang back and come
Orc Brute
charging in as soon as I hear a human voice. I'm the plan B.
GM Great, let's roll engagement and jump into the action. The rain gives
you all cover and these guys are a bit drunk, so let's up it to 3d.
16 16
Being Evil
GM You're going to start in a tight spot. Slem, you and Crag are moving
through the forest, rain just pouring down. It's quiet as you approach
the cave entrance, though you do catch the light glow of a dying fire.
You don't see anyone on watch, but just as you get ready to head inside,
you hear someone stumbling through the forest. Turning, you see a
wide-eyed drunk mercenary coming back to his post after relieving
himself.
Crag So I'm the closest to him since he came up behind us. I jump straight at
Kobold Shaman
him and try to Smash my hands over his mouth so he can't yell.
GM A mixed, okay... you do it, but he pulls a dagger and slashes your arm,
giving you MUSCLES shock. Tell us what that looks like.
Crag He's a bit taller than me, so I grab the front of his shirt and sling myself
Kobold Shaman
up onto his back and just clamp my other hand over his mouth hard.
Unfortunately, he was more keen to get that dagger out than yell.
Slem Looks like I'm up. I see him waving that dagger around wildly with the
Slissik Shadow
kobold on his back. I'm just going to step up and slit his throat. It's just
a quick slash, so I'm rolling Finesse.
Crag I'll assist for sure! I pull back on his face, exposing his throat.
Kobold Shaman
GM So I think with the strong effect, this guy is definitely dead. He was
their toughest guy as well. But, it's gonna make some noise.
Slem The knife cuts a perfect line across his throat and his eyes go wide. I
Slissik Shadow
grin wickedly, then blood comes gushing out. But what was the noise?
Crag I got it! Right before you slit his throat, he bites real deep into my hand
Kobold Shaman
and I yelp! But I think I'm going to resist that and try to hold it in.
Ulrot Hah, don't bother. So my dark impulse is reckless, right? Yeah, I think
Orc Brute
I'm getting impatient out here waiting and want a dark heart. Crag's
yelp is drowned out by me charging past, yelling 'LET'S DO THIS!'
17 17
Chapter 1
The Basics
“That was quick. In and out, just like we planned. Look at 'em,
up there, wondering where the hell we went. So how much ya
think they're gonna pay for this princess anyway? Huh Spaz?
Uh... Spaz? Why you got that murder look in your eyes again?"
- Brok, Orc Brute
Getting Started
You play as monsters working together to build a dungeon and wreak havoc on
the region around it. The dungeon is the main character of the story you're telling.
It’s your home and refuge, a safe place to lay your head after some raiding and the
only thing between you and the end of an adventurer’s sword. The dungeon grows
over time and you fill it with all kinds of crazy stories, like fending off adventurers,
busting the heads of your minions, or dragging in prisoners to torture. You play
not only your own character, but also the minions and creatures that inhabit your
dungeon, as well as all the traps, tricks, locks, and magic rituals you fill it with.
This chapter covers the basic game mechanics and how the characters work, while
later chapters cover how the dungeon works in more detail. Newly introduced or
important game terms and rules are in bold to call attention to them. New terms
that are explained later in the book are underlined like this. Some terms such as
actions, attributes, calling abilities, and dungeon rooms are displayed in this font.
When things heat up and the action gets interesting, you zoom in to what's called
a scene. Within scenes, time slows down and events progress in sequential order.
You can still skip forward when nothing interesting is happening, but time is mostly
driven forward by player action. When the starting situation in a scene isn’t exactly
clear, you use engagement to clarify it. When the excitement wraps up, you zoom
back out into the more fluid flow of time again. This zooming in and out happens
naturally through play and doesn’t always have to be clearly stated.
“Let’s make this a scene,” “I wanna see how this plays out,” or “What does that
look like?” are useful phrases for those times when you or the GM want to cut in
and set up a scene. When this occurs, the player starting the scene or the GM sets
the scene up, detailing where your characters are and describing what’s happening
around you. You then zoom in and take on the roles of your characters. When other
players go out of their way to join dungeon scenes, they earn xp for doing so.
You use scenes to flesh out the story and establish elements of the fiction. Sometimes
a brief description and then using a game mechanic allows you to add some detail
to the story without playing out the entire scene, but when you do zoom in, it gives
you the chance to make that scene an important part of the story.
20 Wicked Ones
The Basics
Fiction-First Gaming
Throughout this book, you’ll find various mechanics for how to judge in-game
situations. One thing should be made clear, though - these mechanics exist to be
used after the fiction has been established.
When you play a roleplaying game, you first imagine the fictional situations that
your characters are in. You declare how they act and then work backwards from
that to match up what’s happening “on-screen” with a game mechanic that feels
right to determine how it plays out.
Rule of Description: You can’t access game mechanics before giving at least
some level of description. Even a simple one-line explanation suffices.
“I head down to that goblin village I went to a few weeks ago and talk
to some of their young warriors, convincing them to join us. I’ll pay a
gold to recruit them as minions.”
You do this because every detail you can add into the fictional world helps make
it more interesting. You never know when these details might matter down the
road. The core mechanics of Wicked Ones support elements of the fiction impacting
gameplay. Actions are flexible and easy to apply to various situations, while position
and effect give mechanical weight to narrative elements within the fiction. However,
when you can’t find mechanics that match up with what’s happening, the game
collapses neatly down into a single fortune roll. You can always fall back on this
when you’re not sure what to do or can't recall a particular rule. Just make a fortune
roll, narrate what happens, and move on.
Play Structure
While the game works well as a one-shot or even a short length campaign, an ideal
campaign of Wicked Ones covers about 16 sessions, which is 4 months of weekly
3-5 hour sessions. You can expect a dungeon invasion about every third or fourth
session and your dungeon to increase in tier at the same rate. As your dungeon
approaches tier 4, you get closer to realizing your master plan and the region around
the dungeon becomes more likely to unite against you.
Throughout these sessions, your PC and minions act as your primary roleplaying
tools. You can step into either role whenever you think it would be interesting to
do so.
Minions are groups of monsters who live in your dungeon for pay. They are like
secondary PCs and the more you make them a part of the story, the larger your
dungeon will feel. Each Wicked One has control of enough hoard to recruit a pack
of minions, though this doesn’t mean the minions are blindly loyal to their master.
They have their own impulses and ideas, so put in the effort to make them into their
own independent characters.
➤ Share information about the setting with the players so they can make
informed decisions to weave a fun and interesting story.
Unfortunately, there’s too much going on to tell the players everything. It would
take forever and be boring. So, when information is lacking, it’s up to the players
to ask for what they want to know.
Simply ask the GM a question about the world when you want to learn
something. Anything known by normal people living in an area should be told
to the players. Everything else is hidden information.
Most information about the world should be known by everyone at the table, but
certain information is hidden from players. This might be weaknesses in a defense
or secrets the PCs can exploit. This depends on how well known the information
is, though. The GM might tell the players about a huge hole in a castle wall, but
detailed information about corrupt guards might be hidden. They could also reveal
an open secret about a local priest, such as a gambling addiction, but shouldn't let
the players know about a secret lover. Obscuring information in this way increases
the challenge, protects NPC motives, and creates dramatic tension. It's the GM's job
to find the right balance between what information is freely available and what
needs to be gained through the methods on the next page.
You can act on any knowledge you have, even if your character doesn't know it.
While monsters have extremely limited knowledge of the overworld, that doesn’t
mean that players do. Choosing raid targets or finding some trouble to get up to
is more fun when everyone is in the know. It’s all about making choices that are
fun to play through. Monsters have an uncanny knack for showing up at the worst
times and places. They prey on weakness in civilization, almost like they have a
sense for it. You can use this to justify acting on knowledge that the players have
but the characters don't.
"So I remember deciding when we set up the sandbox that this human
encampment is on the brink of starvation. I think what I'm gonna do is
go hunt down a deer and hang it from a tree like I'm skinning it. That'll
lure in a couple of them for sure."
22 Wicked Ones
The Basics
Establishing Facts
While the GM is the main author of the world, the players are also contributors.
You can try to establish facts within the fiction just by asking the GM a question.
You might ask something like “Hey, can there be a big hole on the other side of that
wall?” Then the GM needs to make a judgement call:
➤ YES: If it seems likely or they just want to see what you’ll do, they can simply
say yes. Players are very likely to interact with details they bring into the game.
➤ NO: If they don’t think it’s plausible or even if they just don’t want whatever it
is to exist, they can say no. That’s well within their scope as the GM.
➤ MAYBE: If they want to leave it up to the dice, they can make a fortune roll to
determine whether something is true or not.
The GM must say yes when facts are established by calling abilities or dungeon
rooms except when it's highly implausible.
When players ask vague questions about the world, it's often because they already
have something in mind that they'd like to see in the story. This is a good opportunity
for the GM to push players to establish facts by responding with a leading question
like “What are you hoping to find?” or “What do you think is along that road?” Of
course, if they don't have anything in mind, the GM can describe the world instead.
The players are a nice resource for the GM to tap into to help flesh out the world
with details they're interested in interacting with. When describing the world, the
GM can always prompt players to establish facts. When they do so, the likelihood
of them bringing those details into the game later drastically increases. This also
helps ease the creative burden on the GM. When all's said and done, though, it's the
GM's job to tie all this creativity together into a cohesive world.
Grok: “Hey, what’s along this road? Maybe some farms or something?”
GM: “Sure... that seems likely. I think there’s probably several small
farms around here. Did you have anything specific in mind?"
Grok: "Yeah, I was thinking that there could maybe be a larger, fancier
plantation towards the center here. Raiding farms usually isn't worth
it since farmers are so tough and not really rich, but maybe there's a
place here with quite a bit more loot than what a farm would have."
GM: "That's cool. I really like that. Sounds like you're honing in on a
raid target here. Want me to sketch a quick map?"
Grok: "Yeah, if you don't mind. I'm thinking stealth or maybe an assault
for the raid plan, but I wanna see that map first."
You spend most of your time lurking behind your dungeon defenses, making it
tough to learn about the surface. You have to rely on the following methods to get
your hands on hidden information:
➤ Pay gold to someone you know, such as a vile friend or allied faction.
➤ Raid a target and steal information they don't want known, using safety in
numbers to traverse the surface.
➤ Use calling abilities or dungeon rooms, which allow you to establish facts
within a limited scope. This guarantees that you have useful information.
When you successfully use one of the above methods to gain some hidden
information, it is revealed with one of the following (GM's choice):
➤ Ask Questions: The player can ask a question or two that the GM answers if
the information can be gained from that source.
➤ Establish Facts: The player establishes a fact or two about the world.
Zella: “I'm going to use my scout ability here to establish a fact about
this trading post. I've been watching this road for months and I know
at the beginning of each month, a big shipment of wine comes into the
region. We need drinks for our dungeon's tavern.”
GM: “You know, that's not all that hidden. We can just establish that
that's true. I could reveal a secret about it or maybe you have an idea?"
Zella: “Hmm, I'm not coming up with anything. What do you have?"
GM: “Let's say that a few bottles of this wine are special. They're
intended for the abbey for use in their ceremonies. Without it, the
power of their god will wane in this region until the next shipment."
24 Wicked Ones
The Basics
Stress
As a Wicked One, you're unique among monsterkind. You
have an extra reserve of tenacity called stress that you can
tap into to exert your will, fend off disastrous circumstances,
or suppress the dark impulses that lurk inside you.
➤ You spend stress on calling abilities, flashbacks, resistance rolls, teaming up,
using some magic items, and suppressing dark impulses.
Stress is recovered in full during recovery at the beginning of the lurking phase.
"I don't really have much stress left to spend here, so I'm not gonna
resist the guard getting away. I'd rather save it for our own getaway.
I've got a feeling we'll need a pretty big spell to blow a hole in that wall."
Some abilities or situations might modify how many dice you get to roll. A plus or
minus sign means to add or subtract from the pool, such as +1d or -1d. When figuring
out how many dice are in the pool, first apply negative modifiers with a minimum
pool of 0d, then apply positive modifiers.
When you have no dice to roll (0d), you instead roll 2d and take the lower result.
While there are various types of rolls in the game, almost all rolls follow the same
basic pattern. There are four roll results: failure, mixed, success, and critical. You
gather a pool of dice, roll it, and keep the highest single die result. This result is
used to determine how well the roll went. A critical happens when you roll two or
more 6s on one roll. A 0d roll, however, discards the highest result and never results
in a critical. The result is judged as follows:
Mixed Yes, but… You get the results, but they come at a cost. There will be 1
some consequences coming your way. At other times, it may just
result in a less effective result.
Success Yes! You get the results that you hoped for! 2
Critical Yes, and… ! Not only do you get what you want, but you get 3+
something else to go along with it!
❖ How many times the roll ticks a progress clock or slashes an adventurer's hearts.
Every action roll covers both the player’s action and the action of NPCs as well.
For the most part, players are the ones rolling dice. When a player rolls a mixed or a
failure, the GM responds with the world acting against the PCs. This is why a mixed
result is the most common result in the game. It allows the PCs to work towards their
goals, but also the NPCs to act in response to what's happening.
26 Wicked Ones
The Basics
Types of Rolls
Listed below are the most common types of rolls in the game, split between those
rolled by players and those rolled by the GM. These are explained in more detail
throughout this book.
PLAYER ROLLS
➤ Action rolls are made to do something challenging. You choose one of your
actions and roll it to find out what happens. The roll has position and effect,
which determine how risky it is and the impact it might have.
➤ Resistance rolls are made to resist consequences. You choose an action and
roll it to see how much stress you take and how well you resist the consequence.
➤ Loot rolls are made to pull gold and items out of the loot you raided for and
enjoy revelry, gaining dark hearts. You roll dice equal to the loot you grabbed
on your last raid or dungeon defense.
GM ROLLS
➤ Engagement rolls are made to determine how a raid starts off or how ready
the PCs are when we zoom into a scene.
➤ Calamity rolls are made to determine if anything bad happens within your
dungeon while lurking, sometimes triggering dungeon invasions.
➤ Blowback rolls are made to determine how the world responds to your raids,
sometimes triggering dungeon invasions.
➤ Fortune rolls are made to answer questions about the world when the GM isn’t
sure or doesn’t want to decide on their own.
➤ Defensive Move rolls are made to see if an adventurer can resist a PC action.
One thing is true for all dice rolls - they never result in "nothing happens." They're
designed to move the game forward. When you're at an impasse about what the
next step is, you can always turn to the dice to figure it out. An action roll is either
going to work or you're going to face consequences. A fortune roll will work out for
you or it won't. No matter what you roll, something happens.
The list of actions covers the most common ways that monsters deal with their
problems, though there might be some difficulty applying an action to every
situation. To help with this, each action has a descriptive adverb tied to it which
expands on how it is typically used. When you can’t quite find an action that
perfectly fits what you want to do, you can fall back on that adverb to figure out
which action best applies to it.
The player chooses the action rolled, which tells the GM and the table how they
want to approach the task. While calling out actions to be rolled is a common habit
for GMs to fall into, you should fight this urge. Don’t assume the player's approach
and call out actions like, “Okay, roll Smash." Instead maybe ask, “How do you go
about it?” or lean into the adverbs and say “That sounds more like you’re trying to
do it powerfully than precisely. What do you think?”
It’s the player’s job to tell the GM how they want to approach doing something, and
it’s the GM’s job to determine how effective or risky it might be given the situation.
This is called position and effect, detailed later in this chapter.
28 Wicked Ones
The Basics
Actions in Detail
➤ When you Scan, you perceptively read situations or search for information.
You might roll this to scope out good targets on a road, read fear in your
enemy’s heart, or pour over an archaic tome.
➤ When you Tinker, you cleverly fiddle with a device, mechanism, or concoction.
You might roll this to rig a cart axle to fail, place a trap along a forest
path, or jimmy a lock in your way.
➤ When you Finesse, you precisely take aim, maneuver, or use tools.
You might roll this to stick an arrow between someone’s ribs, jump from
tree limb to limb, or trip someone walking by you.
➤ When you Skulk, you sneakily move unnoticed or launch a surprise attack.
You might roll this to slip out of the shadows and cut a guard’s throat,
sneak up and pocket some unattended gold pouches, or go unnoticed
in a crowd.
➤ When you Banter, you affably get people to help you because they like you.
You might roll this to get a group of goblins to join your dungeon as
minions, convince some satyrs that you’re not looking for trouble, or
calm a giant spider down.
➤ When you Invoke, you magically interact with dark, mystical forces.
You might roll this to cast a fireball into a town square, dispel a ward
spell on a door, or make a hippogriff back down with a display of magic.
➤ When you Threaten, you forcefully compel someone to obey or fear you.
You might roll this to scare townsfolk into running away, keep your
minions in line, or demand some travelers surrender their bags.
As an action is narrated after the roll, the GM and player collaborate to describe
what happens on-screen. Your character’s actions are in your hands and it’s up to
you to describe what success looks like. The GM cuts in with NPC reactions, pulls
your narration back when it stretches a little too far, or hands out consequences.
An action roll has two functions. It tells you what the PC is trying to do, but also
determines the actions of NPCs and the world as the PC is acting. To fully understand
the stakes in play and what might happen, each action roll has four parts that are
detailed prior to the roll: intention, action, position, and effect.
Action Rolls
You detail your intention and choose an action, the GM details
the position and effect, then you roll a number of dice equal to
the chosen action's rating to determine how things went.
2. The player chooses an action, which describes how they approach it.
3. The GM okays the roll or modifies position and effect by considering the
intention and action within the context of the story.
4. The player rolls or chooses another approach. If the position and effect are
not agreeable, players are free to back off and try something different.
The roll’s effect determines how well you accomplish the intention and the
roll’s position determines how bad the consequences are on a mixed or failure.
Consequences complicate the situation as NPCs and the world move against you.
30 Wicked Ones
The Basics
Action rolls are assumed to have a chance at achieving what we’d expect as “normal”
results for the chosen action, but also carry the risk of something that complicates
the situation. This is the default position and effect for rolls and is not explicitly
stated. However, when circumstances are outside the norm, the GM can modify the
position and effect (detailed later) of a roll. Depending on the situation, you might
end up in a dominant or dire position, or with strong or weak effect.
GM: “I think this is going to be dire. You're on a roof and this guy is a
competent swordsman. Let's see that roll.
It’s the player’s responsibility to narrate their character’s success. Since your
intention is clear and the stakes and possible effectiveness for the roll are laid out
prior to rolling dice, you have a good idea of how far your action can carry. Once
the roll is made, you describe what your character does.
It’s the GM’s responsibility to narrate for NPCs, judge the results, and hand out
consequences. They can step in and modify the player’s narration when needed,
either reining it in when the player goes too far, describing NPC actions during it,
or encouraging the player to expand on what they’ve described.
In this way, players and GMs narrate the results of action rolls together. The
GM should try to give the players room to narrate, then cut in with NPC actions or
adjusting the scope of the action the PC is describing. Each GM handles this a little
differently, but the goal here is to get players to describe as much of their PC’s
actions as they can on their own. The fiction flows best when players are descriptive.
The scope of what you can accomplish is determined by your intention, the chosen
actions, and the difficulty of anything in your way. How far actions extend is
up to the GM, but it’s like a short sequence of shots in a movie. Leaping across a
courtyard, over a wall, and plunging your spear into someone's heart will probably
only be one action roll unless each of those things presents a unique challenge
with interesting consequences. More complex intentions can be cut up into several
actions or represented with a progress clock. The more difficult something is to
accomplish, the more likely it is to be broken up in this way.
On a critical, you steal the show. You have total control of the camera and your
action goes better than you could have hoped for. This might manifest in increased
effect or the action on-screen causing a secondary effect. A critical feels perfect.
The GM is the final judge of the results of the critical, but you have a lot of freedom
in describing what you think happens as a result of it, with the GM prompting you
to expand on it or coming up with other ideas when you're not sure.
NARRATING A MIXED
On a mixed, the camera is much more dynamic. The focus might start on the PC as
you describe your action and, in the end, you do manage to accomplish it. However,
things don’t go as well as you hoped and it’s the GM’s job to steal the limelight, pull
the camera away from your PC, and hand out consequences. A mixed feels messy.
Narrating it is a bit like improv - you need to open the door for the GM with your
narration. You know consequences are coming, so give the GM hints about what you
think might make sense by mentioning some weakness, like how you leave your
guard down or forget an important detail. The GM might also begin by telling you
what the consequence is going to be, so it matches up with your narration.
NARRATING A FAILURE
On a failure, things go poorly. The focus might start on the PC, with you narrating
how your action starts or where it goes wrong, but the GM soon takes control and
describes how the world makes you suffer some consequences. A failure feels tense.
It’s the GM’s job to ramp up the tension and drama, creating more interesting scenes.
32 Wicked Ones
The Basics
Moving the Spotlight
Scenes are where the action happens and times passes in them sequentially, with
actions or GM narration pushing it forward. Often though, multiple PCs are acting at
the same time and the timeline gets a bit messy, requiring you to rewind it a little bit
and resolve what happened while another PC was acting. That’s completely normal.
Thinking about this like a movie makes it easy to imagine. When a PC jumps into
action, the camera stays on them. Time goes by as they perform an action or a
sequence of actions. You’re not limited to only one action - in fact, you’re encouraged
to follow through or take the next step if it feels right and creates a cool moment.
If enough time has passed or there’s a dramatic cliffhanger or lull in the action,
it’s probably time to pass the torch and allow other PCs to step into the spotlight.
This is each player's responsibility. If you feel like you've "done enough for now" or
want to "come back to this after action elsewhere," it's a good sign that someone
else deserves a turn. The GM can help here, too, by panning over to a nearby PC or
cut away to a PC in another location. Then when the timing is right, they can bring
the spotlight back to the first PC.
There is no set turn order. Scenes play out with the spotlight jumping back and
forth to the PC who is doing something at that moment. You can act when:
➤ You take the initiative, grabbing the spotlight and declaring an action.
· “Okay, I have something I want to do.”
· "Mind if I cut in here with an action?”
· "I’ll go next. I think I have an idea.”
➤ Another player passes the spotlight, giving you the chance to shine.
· “We need someone to bust down this door. Drak?”
· “I’m gonna go now, which should open the way for Melik after.”
· "Yo Joran, why don’t you stick an arrow in that guy real fast?”
➤ The GM points the camera at you and asks what you’re doing.
· “Hey Messa, you haven’t acted in a while. What are you doing?”
· "Okay, we cut to Grimmy who’s just now getting in place.”
· "We then see the tiny goblin hiding behind the orc. Marv?"
➤ The GM keeps the camera on you and prompts you to follow through.
· “You managed to jump on the griffon’s back - now what?”
· "The shed crumbles into a pile of rubble - what’s next?”
· "Let’s keep the camera on you for a bit, I like where this is going.”
And when there just seems to be a lull and the table gets quiet, the GM has a few
other options to get movement happening.
However, this freeform system creates a pretty big problem. There are many types
of people out there and some aren’t as likely to take initiative on their own. It could
be that they enjoy listening to what other players are doing, they don’t have any
good ideas, they can’t find a spot to jump in, they're used to systems with set turn
orders, or they’re a quiet person in general. No matter the reason, just knowing that
this can be a problem usually goes a long way towards solving it. Keep your fellow
players in mind as you're taking the spotlight. Hold onto it while you have good ideas
or want to see a short sequence of events through, but help the GM redirect when
nobody else seems to be jumping in.
Mechanical limits like stress, shock, or being bloodied tend to push the spotlight
away from more active players. This is intentional. So while those PCs may dominate
a scene early declaring action after action, that can only last so long. Eventually,
they’ll run out of resources and other PCs who are still pretty fresh can step up and
carry the scene forward.
As a player, if you’re setting up a cool scene, open the door for other players to
walk through it. Ask them directly, “When I’m doing this, what’s Gorlak doing?” or
even call out their name in-character, “Hey Gorlak, get in here and check this out!”
Just letting everyone else at the table know that you're interested in having their
characters in your scenes makes it easier for them to jump in.
The important thing to keep in mind is that you’re all sitting down at the table to
tell cool stories together and have a good time doing so. Participation in the story
is an important part of that, so work together as a group to make sure that every
player gets their fair share of the spotlight.
GM: "You knock him off the wall but lose sight as he falls backwards.
You hear a thud and an "oof" as he lands hard on the other side."
Ulrot: "Okay, I want to climb up the wall and then jump on him."
GM: "There's not a lot standing in your way, so I think you can get
up the wall without a roll. Once there, you see him lying on the
ground. You still planning to jump on him?"
GM: "Great, but hold that thought. The focus has kinda been on you
for a while here, so let's just say we cut away right as you leap."
GM: (turns to the other players) "You all see him disappear over
the wall. Crag, you've been quiet for a while - what are you up to?"
34 Wicked Ones
Position & Effect
Position is a measure of how severe the consequences will be if you fail an action roll
and effect is the measure of how much impact you will have if you succeed. It’s the
GM’s job to fully establish action rolls within the context of the fiction. They consider
all the circumstances surrounding the action and determine whether position and
effect need to be modified to better match what’s happening on-screen. Only action
rolls have position and effect.
Most action rolls are made with the PCs on equal footing with the challenge at
hand as you choose an appropriate action and have the right tools for the job. This
is the “default” position and effect and it is assumed, not needing to be stated in
play. Your group sets this baseline tone through play and it might vary a bit from
table to table, but you can expect a “normal” level of success when you roll well and
consequences that complicate the situation when you roll poorly.
When circumstances are working for or against the PCs in some way, the GM can
modify the position and effect of a roll. Circumstances that might make the PC do
the task better or worse modify effect, while those that make the task riskier or
safer modify position. It must be clear that the PCs have the upper hand or are in
a tight spot for position or effect to change. The default has quite a broad range, so
make sure that you’re only modifying them when the factors have a large impact.
Before each action roll, the GM considers the circumstances surrounding the
situation. The easiest way to frame this is trying to figure out if a PC is on equal
footing, has the upper hand, or is in a tight spot given the situation. This advantage
or disadvantage must be clear, a judgement call made by the GM. A light rain is not
likely to affect the action enough, though a thunderstorm certainly would.
Rules modifying position and effect are notated as such: +/-position or +/-effect.
If you have such a modifier, it counts as a circumstance towards position or effect,
not as an automatic increase or decrease. If you have two or more such modifiers,
they combine to count as an overwhelming circumstance.
36 Wicked Ones
The Basics
The GM can assign these positions to better represent the risk of an action:
➤ Dominant position is when you're clearly in control of the situation and don’t
expect much immediate backlash. Should you fail, you might lose that control
or suffer a minor annoyance.
· You stand over the knight, their sword and shield kicked to the side.
· They can barely even see you, much less expect to be shot at.
· The water is still and all are asleep as you swim towards the boat.
➤ Dire position is when you're clearly out of control of the situation. Should you
fail, you can expect the worst, a serious complication that drastically changes
the dynamic of the scene.
· You don't know it yet, but there's a huge dog behind that door.
· There's three of them, one of you, and nowhere to run.
· The chief levels his gaze at you and waits for your reply.
➤ Deadly position is assigned when death is on the line, like doing something
incredibly dangerous such as jumping over lava or risking bodily harm while
already bloodied. This is used to clearly communicate a dire situation where a
mixed or failure will result in death.
The GM can assign these effects to better represent the impact of an action:
➤ Strong effect means you clearly have a lot going in your favor and expect
things to go very well. You can achieve much more than you normally would.
· You have the perfect plan.
· Your target is weaker than you.
· There’s something helping you out.
➤ Weak effect means you clearly have things working against you and doubt
you’ll have much impact, probably not fully accomplishing it even on success.
· You’ve chosen the wrong tool for the job.
· Your target is stronger than you.
· You’re working on bad information.
➤ Zero effect is assigned when even if you roll a success, nothing productive
will happen such as trying to Smash a dragon by throwing a rock at it or trying
to Banter a farmer who just saw you kill his wife. This is used by the GM to
communicate clearly that the roll you want to attempt is futile.
➤ The action being used, whether it’s an effective or dangerous way to go about
the task or not.
Trying to Smash a potion against the side of a moving carriage is going
to be easier than trying to Finesse it through a window slit.
➤ The scale of each side, whether one side is substantially larger in size or has
greater numbers.
A lone orc will struggle against a mob of townsfolk but a couple of orcs
might be able to compete on equal footing against the mob.
➤ The quality of the equipment being used, with higher tier factions generally
using higher quality items than lower tiers.
Fighting unarmored townsfolk with pitchforks is one thing, but fighting
a well-equipped squad of the baron’s soldiers is quite another.
➤ The skill of the opponent, with an extreme gap in skill placing a character
into a better or worse position, such as using low action ratings against highly
skilled opponents or high action ratings against completely untrained ones.
A kobold with a handaxe and no experience with it is going to struggle
against a seasoned guard, but will have no problem killing townsfolk.
➤ Defenses and resistances, with armor and shields being obvious, but also
other things like keen ears, an acute mind, or being fearless factoring in.
An anti-magic field is going to severely dampen or negate the effect of
magic.
➤ The strength of the magic in use, as more powerful magical effects have an
advantage over weaker ones.
Dispelling a minor illusion someone just created is much easier than
dispelling one concealing a hidden entrance for hundreds of years.
➤ More specific situations like having the exact perfect tool for the job or
knowing a secret that comes into play. Having wrong information puts you
at a disadvantage, though.
Your troll buddy told you that the orc queen loves to be flattered - a
fact that couldn’t be further from the truth. She does, however, love war
stories and gambling.
At first, the relationship between all of these factors can be a bit much, but with
practice, it becomes second nature. When the situation is unclear and you don’t
have a clear picture of the fiction, you can make use of a quick engagement roll to
help set the initial details of a scene.
38 Wicked Ones
The Basics
REFLECTING THE FICTION
You pull your axe and face off against a guard. Both of you have
appropriate weapons and armor for a fight. Nothing is modifying
position or effect yet. However, things might be different if:
Dominant position:
They haven't noticed you yet.
They don't have a weapon.
You have the high ground.
Dire position:
They've tripped you and now stand over you.
They have another guard flanking you.
You're fighting on a precarious ledge.
Strong effect:
They're not wearing any armor at all.
One of your allies is flanking them.
You're jumping down at them from a ledge above.
Weak effect:
They're carrying a shield.
You were poisoned earlier in the day and haven't recovered.
You realize that you dropped your axe in the courtyard.
You try to negotiate with a goblin chief to have him bolster a pillaging
raid you're planning. The goblin chief is indifferent towards you. You
start off on equal footing, but things might be different if:
Dominant position:
Your dungeon is much higher tier than their faction.
You come bearing gifts that appeal to their desires.
You arrange the meeting within your dungeon sanctum.
Dire position:
Their faction is higher tier than your dungeon.
The goblins worship Labisha, the flesh eater, and are starving.
You meet inside the chief's hut inside the goblin village.
Strong effect:
A vile friend introduces and vouches for you.
The goblins have long warred with your raid target.
Your reputation for holding up your end of bargains precedes you.
Weak effect:
You have taken many of their warriors as minions in the past.
Another faction has warned the goblins of your treachery.
The goblins have no good reason to raid alongside you.
Engagement tells you how well-prepared you are for what’s to come, setting up the
initial circumstances towards position and effect. Do you begin in a strong position
with a lot of opportunities or is your back against the wall from the get-go?
Engagement Rolls
The GM rolls 1d, 2d, or 3d depending on the likelihood of
things starting in the PCs’ favor.
The amount of dice is determined by how likely things are to start off well. The more
dice the GM rolls, the better the PCs' chances are. Before the roll, the players can talk
through all of the positive and negative factors that might influence it or the GM
can make a judgement call using their gut feeling.
Negative factors might include outside forces other than your opponent acting
against you, bad information, being lower tier, environmental factors that hinder
you, or coming up with a plan the opponent is well-defended against.
Engagement rolls are usually a toss-up, with 1d and 3d rolls being made to represent
very clear advantages or disadvantages, usually requiring a very strong factor or
a couple of lesser ones.
40 Wicked Ones
The Basics
SKIPPING TO THE GOOD STUFF
Beyond setting up the initial details, the engagement roll lets us skip past several
less-than-exciting elements of gameplay. It sets up a scene already in action with
the build-up or approach to it being covered by the roll. Don’t describe how you got
somewhere - roll engagement to see what is happening when you get there.
Later in the raiding section, you’ll see clear methods for skipping any but the most
basics of planning and then filling in the details with flashbacks as you go along.
This style of play is intentional, letting you jump straight into action-packed scenes
and avoiding a lot of deliberation and sometimes pointless discussion prior to a raid.
It’s the GM’s job to push players towards action by grabbing the dice and rolling
engagement.
The PCs are walking down a forest path when they’re about to be
ambushed by two adventurers. They’re higher tier than you, but
a vile friend told you they were coming so the GM rolls 2d. On a
failure, you don’t notice the rogue hiding to your left as a paladin
steps into the road. On a mixed, you manage to pull your weapons
in time, spotting both. On a success, you hear the paladin coming
and can get the drop on her! On a critical, the paladin removes
her helmet, revealing the face of a grinning orc - your vile friend!
She levels her sword at the hidden rogue.
Your dungeon failed its calamity roll and something has gone awry
while you were brewing a potion, suddenly engulfing the dungeon
laboratory in flames. Potions are highly dangerous, so the GM
rolls 1d to see how this starts. On a failure, you’ve been engulfed
in flames and are bloodied. On a mixed, the fire has enveloped the
room and you’re standing in the center of it. On a success, you see
the potion start to billow smoke, about to blow! Unfortunately, 1d
rolls can't result in criticals!
Consequences fall into the categories to the upper-right. Most commonly, they stem
from action rolls and their severity is based on that roll’s position, as follows:
A well-chosen consequence is one that really makes you weigh taking stress to resist
it versus just accepting it. That’s why, by default, consequences are frustrating.
They’re meant to stand in your way and make the story more interesting.
REDUCED EFFECT
This consequence represents impaired performance. Your action isn’t as effective
as you anticipated. A mixed result on an action roll can sometimes lead to the action
not achieving as much as you expected, essentially giving it -effect after the roll. If
it was strong before, it's now normal. If it was normal, it's now weak.
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WORSE POSITION
This consequence represents losing control of the situation - the action carries
you into a more dangerous position. You lose your dominant position as risk is
introduced into the scene, or a risky situation becomes dire with your back against
the wall. A dire situation could even possibly devolve into a deadly one.
SHOCK
This consequence represents temporary physical or mental
conditions. It's quickly shaken off, only hindering you for a short
time. Shock covers things like light wounds, but also psychological
effects such as being scared, nervous, confused, or frustrated as well as physical
ailments like feeling sick, seeing stars, or having dirt thrown in your eyes.
When you take shock, the GM determines which attribute it affects, flowing from
the fiction. Shock might even affect a couple of attributes if the consequence is
severe enough. The GM might also give the choice to the player, who then chooses
what type of shock their PC was most likely to be affected by, given the situation.
Once the attribute is determined, the GM or player narrate what happened.
Shock: You take -1d on the next action or resistance roll with any action
belonging to the attribute affected by shock. The shock clears after the roll.
If you take shock to an already affected attribute, you instead have to pay cost. Any
remaining shock clears completely during recovery.
Bloodied: You immediately take shock to all attributes and remain bloodied
until all shock has been cleared. During this time, if you receive another
significant wound, you die.
If you manage to push through and clear shock from each attribute, you recover and
are no longer bloodied. Monsters can shake off heavy wounds quickly, not seeming
to mind too much if they’ve had a sword stuck through them or ignoring a wound
until it stops bleeding. However, while you're bloodied, you’re vulnerable. Taking
another equivalent wound kills you immediately - though death can also be resisted.
When an action could result in death, the position of the roll is deadly. This
clearly communicates that death or an equally terrible fate is on the line. The choice
to go through with the action is a big one and the player needs to understand clearly
what might happen should they fail. It also quickly ramps up the tension!
Death Knell: When you die and have dark hearts remaining, you can perform
an immediate final action before you kick the bucket. You take +1d on the roll
for each dark heart you have. Any ally that sees it gains a dark heart.
There are other ways to bypass being bloodied and go straight to death. Progress
clocks, like a clock for drowning, might inflict death when it is full. Death could also
be offered as a dark bargain, given the right circumstances.
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COMPLICATIONS
This consequence represents trouble, mounting danger, or a new threat. The GM
might introduce an immediate problem - the target gets away, your axe breaks, it
starts raining heavily, or you get lost in the woods. They might also choose to telegraph
incoming danger, starting a clock or giving advanced warning of something about to
strike. Complications should push PCs towards action, re-evaluating their approach
or pivoting to deal with the developing situation.
Sometimes, the GM ticks a progress clock or makes a new one and ticks it to represent
the complication building over time. When they do so, the amount of ticks generally
depends on the severity of the consequence. Annoying consequences might tick it
once, frustrating twice, and devastating ones usually finish the clock.
Complications are the most common consequence handed out. They can be
almost anything arising from the fiction, such as some of the ideas below:
➤ Something bad arrives on the scene, and it’s likely hostile towards you.
· You hear dogs barking as they close in on your position.
· Several riders join the caravan before you can launch the ambush.
· The bear breaks the lock on its cage.
When possible, match consequences to the player’s narration. You decide the
consequences after the roll because they may change depending on how the player
narrates their action. This helps the consequences flow better from the fiction. You
might also announce the consequences first, so the player can match their narration
to what is going to occur to them.
The flexibility in assigning consequences also allows you to adjust to the tone of your
campaign or scene. These are rough guidelines and not all possible combinations
are listed on the diagram. The flexibility also builds in room for surprise, allowing
for harsher or lighter consequences than might be expected.
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Best Practices
Handing out well-chosen consequences relies on a good gut feeling. It’s not
mechanical, so don’t try to calculate exactly what should go wrong in a given
situation. Take a broad view of what’s happening when you give position, then try
to internalize the principles below and the diagram to the left so you can trust your
gut to hand out consequences that feel right in the situation.
1 the action moving, ramp up the drama, and make the world feel real and
dangerous. When a PC fails, their circumstances change. Consequences
should deter them from their goals or light a fire under them to move faster.
3 They usually flow naturally from whatever caused them, but they can also
represent things happening off-screen, foreshadowing, outside interference,
or bad luck. This makes for a great fallback when nothing comes to mind.
Consequences might affect PCs other than the one that triggered them.
4 A PC’s actions can harm their allies or open up opportunities for enemies to
move against them. A Hunter missing as they shoot into melee might stick
their friend with an arrow or a Brute might ruin a Conniver’s negotiation.
Consequences can be split up into a few lighter ones. Multiple things can
5 happen at the same time as the world moves. Generally, these should be split
up into less severe consequences than the original. Several PCs might also be
affected by the same consequence.
6 the players what consequences they think would work well. As players, if
a consequence doesn’t feel right, pause the game and talk it out with the table.
The GM makes the final call, but everyone’s voice should be heard.
Powerful enemies or magic items inflicting their will, putting the PCs into a
defensive position.
Environmental hazards that are out of the PCs’ control, setting the stage for a
chaotic situation.
Clever NPCs lying to or manipulating you, keeping you from what you want.
These are just a few examples. Inflicted consequences are best used to allow the
world to act when it’s clear that something should happen without needing to wait
for the PCs to act. Adventurers, powerful NPCs that are the bane of a monster’s
existence, each have 3 moves they can spend to inflict consequences or resist PC
actions. Their very nature makes them dangerous wildcards, so keep this in mind
when one appears.
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Paying Cost
There are times when you have a large amount of control over what you're willing
to give up if things go poorly. Perhaps you end up bloodied, lose some gold, anger a
faction, or owe someone a favor. If the GM is unclear how the world responds, they
can allow you to pay cost instead of determining the consequence themself.
Pay Cost: The GM allows you to choose the consequence most favorable for your
PC in that situation. This consequence can't be resisted by you.
The GM has final say over whether you have paid an appropriate amount.
· The concoction you’re crafting blows up. You could decide your PC
ends up bloodied here, or maybe your minions were holding it and
are splattered all over the wall instead.
· You got fleeced by a kobold merchant. You could decide it cost you your
terrifying battleaxe, or maybe you owe him a huge favor.
· You're hanging off the edge of a cliff and might need to drop
something. You could decide you drop your wand, or maybe you
dangle precariously by one hand and take shock to MUSCLES instead.
This is a tool best used for those indecisive moments when it’s not really clear what
the consequence is. It flows well with consequences that arise from a mixed result.
It’s also used to determine consequences that arise from crafting.
When the GM asks around the table for ideas for consequences when they draw a
blank, this is asking the players what they think makes the most sense within the
story or would make for an interesting consequence. When you pay cost, it's a little
different. You're allowed to choose what's best for your PC.
GM: "The greater demon claws its way out of the pit and gazes
at the summoning circle. Its eyes come to rest on a certain part
and you look down to see the circle has a flaw. The demon is not
contained. It looks at you and growls, 'Tell me, mortal, what price
will you pay for your life?'"
GM: "Yeah, this thing is summoned and still going to wreck the
town as you hoped, but you're going to need to pay devastating
cost here for your mixed. It's gotta be something valuable."
Zanzou: "I take the bloodseeker amulet from around my neck and
hold it up. 'Will this cover it?'"
➤ It makes sense as a viable way to reduce the impact or avoid the consequence.
➤ It’s not the same action that triggered the consequence, but only when the PC
resisting it is the one that performed the action.
When you resist, it automatically works, at least to some extent. You roll to see
how well you resist it and how costly it is. This gives players a lot of control over
the story. You can resist any consequence that you have a viable way of resisting,
whether it was caused by your own rolls, those of your allies or minions, or inflicted.
Resistance Rolls
Choose an action and roll its rating to resist a consequence.
You either reduce the impact of the consequence or avoid it
entirely, but take stress to do so.
Smooth Narration
After you roll, the GM judges how the resistance affects what's happening on-screen.
If you fully resist a consequence, something is still happening, but the negative
effects are completely negated. With a partial resist, the GM must decide how the
consequence was reduced. The GM then informs you of the end result and it’s up
to you to describe how the scene played out. These follow the same basic narrative
flow as action rolls: a critical feels perfect, a success feels clean, a mixed feels messy,
and a failure feels tense.
Sometimes narrating resistances requires some mental gymnastics and even a bit
of time travel. The consequence has already been stated - it’s what could happen if
you do nothing and quickly becomes fact if nobody steps in to resist it. What you’re
doing when resisting is rewinding the story just a bit and describing what actually
happened. However, your action still failed or whatever caused the consequence still
happened. Resistance rolls are not action rolls. They don’t further your goals -
they keep them from slipping away. It doesn’t erase failure and, at most, puts you
back to the same basic situation you were in before the consequence.
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When you partially resist a consequence, it still happens but it’s not as bad for
you as it could have been. On a mixed, you struggle against the consequences. On a
failure, you just barely manage to avoid the worst of it. A mixed and a failure have
the same result on the impact of the consequence - the only difference is the amount
of stress you take and how it looks within the story.
When you fully resist a consequence, it either still happens but there’s no negative
impact on you or you prevent it from even happening. This gives flexibility to make
sure that the chosen action and way of resisting matches up with the fiction that’s
happening on-screen. On a success, you do it with some exertion but appear in
control. On a critical, you make it look easy. Both a success and a critical avoid the
consequence - the difference is how it looks when you do so.
➤ You scan your minions and pick up on them lying about the gold
they stole, managing to get half of it back. On a success, you see
through their lies and recover it all.
➤ You tinker a chair against a door, just barely keeping the door shut
but the burly innkeeper still manages to get his arm through and
his hand around your neck. On a success, he’s locked out.
➤ You trick a farmer that notices you sneaking through their field
by making some animal noises. They seem confused, but keep an
eye on the field. On a success, they buy it fully and go back inside.
➤ You finesse yourself from falling off a rooftop, grabbing the edge
and dangling there. On a success, you never fell at all.
➤ You skulk away from a griffon diving at you from above, which
snatches your bow instead of you in its talons. On a success, it
momentarily loses sight of you completely and swoops back up.
➤ You smash your shield up in time to keep the lance from plunging
into your chest, getting knocked onto the ground and stunned. On
a success, the lance rolls off your shield harmlessly
➤ You banter the troll to let you pass through its caves instead of
eating you, which they agree to for a gold. On a success, they put
you down and send you on your way.
➤ You invoke force mastery to keep your staff from falling in the river,
deflecting it onto the bank. On a success, it returns to your hand.
Partially resisting drops the severity of the consequence by one. What happened
still happens, but you’re less affected by it. The GM thinks of another consequence,
flowing from the fiction, to represent a lesser version the previous one. This tends to
be easier with complications as they flow from the story and can usually be toned
down but can get a little bit muddy when it comes to game mechanics. In these
cases, you can switch the consequence to a less severe, related complication. You
can also use some of the ideas below, keeping in mind that they’re just suggestions:
➤ Shock might be reduced to a different shock that the PC isn’t as hindered by.
➤ Bloodied might be reduced to still being bloodied, but only one or two attributes
take shock. It could also be reduced to just shock to all attributes, but not
bloodied.
When in doubt, you can have the player pay cost at a lighter severity than the
original consequence. If nothing makes sense, you can allow them to fully resist
it instead, but there’s probably always some offscreen clock you can start or tick.
RESISTING DEATH
Resisting death has slightly different, harsher rules.
➤ On a failure, you still die. If you have dark hearts, perform your death knell!
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Defenses
A defense represents a character’s ability to dependably avoid a specific type of
consequence. They’re gained through the gear you wear or calling abilities, showing
how your equipment and skill allow you to prepare for bad situations.
· You miss with your attack but catch the counterattack on your shield.
· Experience lying helps you cover one up quickly when found out.
· You stumble in the shadows, but your cloak keeps you well-hidden.
Defense: You completely avoid the consequence as if you had rolled a success
on a resistance roll. This does not cost stress.
When you use a defense, mark it off on your sheet. You can’t use it again until it
refreshes during the next recovery. Defenses count as a success on a resist roll for
any abilities that require one. When you use a defense, describe what happens and
how it applies to the situation. Defenses are quite specific, so it’s usually clear when
they apply but the GM can step in and judge any gray zones.
Every PC has one defense derived from their gear. Other defenses can be gained
through calling abilities, magic items, potions, or concoctions. They offer protection
against a specific type of consequence determined when you gain the defense. You
might have a defense against things like minion mistakes, detection, magic, being
caught lying, wounds, enemy movement, or containment.
GM: "One of the farmers looks up from what he's doing and spots you."
➤ Cruel: You enjoy the pain and misery of others, going out of your way to make
sure they experience it. Simply killing isn’t enough - that tends to be an end to
the cruelty. But the face of someone watching those they care about die? That’s
perfect. The pain of others helps you justify your own wretched existence.
· You cut off the farmer’s fingers and feed them to his pigs.
· You let the eyeless prince live, knowing they'll never become king.
· You twist the knife just to hear your victim scream.
➤ Deranged: You find joy in the most bizarre, disturbing things. You either don’t
care or don’t realize how your derangement effects those around you. You're
almost completely unpredictable, with a tendency to try unusual things just to
see what happens. You might hear voices that push you towards these actions
or maybe it’s just extreme curiosity.
· You find a potion without a label and take a swig.
· You kick your minions down the hole to see what’s down there.
· You grab a dog by its tail and toss it at the farmers.
➤ Fickle: You’re easily distracted and can’t manage to stay on task. Once
something grabs your attention, you can’t help but check it out. You might
change your mind halfway through a plan or even before taking the first step.
Your attitudes towards others are just as tentative as your actions.
· You should be watching the road as you go check out a bee hive.
· Bored of listening, you let the wolf devour the prisoner.
· You decide you’d rather not pay the goblins you hired.
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➤ Obsessed: You're prone to fixation. Once you have an idea in your mind, you
can’t let it go. You might have some object or concept which has had your
attention for quite some time, or this might manifest as a predilection towards
obsession. Either way, once it’s on your mind, you can’t ignore it.
· You're overwhelmed with the desire to procure shiny things.
· You're determined to feast with Lavisha in the afterlife.
· You will do anything to make sure the valley elves suffer.
➤ Paranoid: You always feel like your life, belongings, or goals are under threat.
You never feel safe and find the slightest reason to fear for the worst. You
believe that something or someone is out to get you. Your paranoia might
be a general attitude, or towards something specific. You might have an
irrational fear of something seemingly mundane or an incredibly averse fear
of something somewhat dangerous.
· You refuse to cross the river, terrified of water sprites.
· You're sure the vampire will double-cross you.
· You always think your minions are holding back some loot.
➤ Reckless: The last thing you think about is the consequences. You’re impatient,
rash, and short-sighted. You take the quickest possible route to your goals, no
matter what’s in the way. You care little for not only your own safety, but that
of those around you as well.
· You jump straight into the pike wall, swinging your scythe wildly.
· You grow tired of listening and snatch the potion from the witch.
· You never miss an opportunity to test out your contraptions.
➤ Vengeful: You never forget someone who has wronged you and don’t let any
slight go unpunished. Whether the injury was real or just perceived matters
little - you know they’re responsible and they will pay. The severity of your
vengefulness might range from petty to extreme.
· You flip the fisherman’s boat because they almost hit you.
· You send the goblins who badmouthed you right into a trap.
· You run off into the forest to kill the horse that trampled you.
Dark Hearts
Dark hearts are bankable dice earned when you play into
your dark impulse, spend loot on revelry, or from some
calling abilities. You can have a maximum of two dark hearts
at a time, losing any extra you earn.
You can spend a dark heart and take +1d to an action or resistance roll. You can
only spend one dark heart per roll.
➤ Suppress the impulse by taking stress, describing how you suppressed it.
These compels always put your goals at risk in some way, either by pulling you away
from them or acting in mechanically inefficient ways.
While it’s not required, getting a dark heart usually requires an action roll to put
things at risk or a sacrifice of some sort, like sending minions to their deaths or
giving up some loot you’re carrying. That risk may actually come from inaction,
though, with the GM compelling you to not follow through on a declared action
because of your impulse. The key is that you earn a dark heart when you step away
from what you’re supposed to be doing and really get back to the basics of being a
monster, the things that fill your dark heart with glee.
If you feel like the compel doesn’t really reflect the way that the impulse
manifests for your character, you can work with the GM and other players at
the table to come up with an equally disruptive and interesting compulsion.
As a player, you can compel your own PC into disruptive action, pushing you
away from your goals at inopportune moments that increase drama and tension.
If you do so, you can earn a dark heart just as if the GM had introduced the compel.
While it often makes sense to weave your impulses into your roleplaying, you only
earn dark hearts when it puts the current goals of that scene or your dungeon at
risk. The GM has the final say in where this line is and what does and doesn’t result
in a dark heart.
You can suggest compels to the GM for other PCs as well. If you enjoy this a lot, the
Dark Mind Shadow ability even awards a dark heart for doing so!
➤ The GM offers a compel and puts your PC’s back against the wall.
“You could go help your ally, but you’re cruel, right? I think you’d rather
spend time twisting the knife on this guy you just downed instead?”
➤ A player compels their own PC bringing their impulse into the story.
“I’m way too impatient for this. Can I have a dark heart here if I push
past the guard and enter the chief’s hut?”
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Your choice of revelry can also be compelled just as an impulse can. Each monster
has a way they like to live it up after each raid. Thoughts of these good times linger
and when the opportunity presents itself, even when there are more important
matters on the line, you sometimes can't help but enjoy yourself. These types of
compels work well when coupled with the opportunity for good loot, such as a
monster that loves drinking being compelled to secure a cart full of ale barrels.
GM: (grinning) "Hey Dromin, you see that sleeping guard there and
notice the dagger at his side. It really reminds you a lot of the dagger
that was stuck in your buddy Gornack’s back. Must be a common issue
for soldiers in this area. Your fur immediately stands on end. You sure
you want to let this guy keep sleeping? That's a compel.”
Dromin: “Yeah, that guy’s gonna get that dagger buried into his chest.
I’m going to Skulk over there and take care of him,” Dromin says,
grabbing dice and marking down a dark heart.
Skitch: "Hey, I'm deranged right? Can I get a dark heart if I just empty
this bag of rats I'm carrying right into the middle of this square?"
GM: "I don't know, that seems like it'd probably just help you guys sneak
out of here better. Remember, it has to put your current goals at risk."
Skitch: "Okay, sure. What if I douse them in lamp oil first and light it?"
GM: "There you go. Rats can easily be explained away, but flaming rats?
They'll know something is up for sure."
1. Play stops and a discussion begins. “Okay, what’s the most impulsive thing
I can do right now?” Replace impulsive with your dark impulse. This is a
brainstorming session where everyone throws out one idea.
2. Make a decision. Take in all the ideas and choose one or go with your own.
The player always makes the final call on the action they take.
3. Act immediately. You take the spotlight and act on your impulse. You can
use abilities without spending stress on this action.
4. Take a dark heart. It feels good to give in, even when you fail.
You remain in a feral state until your next recovery, though you're not forced to play
into your dark impulse anymore. Without stress, you lose access to your abilities and
resistance rolls. Furthermore, if you're compelled, you must accept it. GMs should
use this powerful compel only when an opportune moment presents itself, though.
When you follow through on a compel after going feral, whether it’s from the
GM or yourself, you can use any abilities on that action without spending stress.
Scratch: Yeah, but starting a fight doesn't really make a lot of sense
since they resisted being spotted. I think since we want to avoid a fight,
what if instead of sneaking, you just bolt for that stained glass window
and jump straight out it?
Mungus: Yeah, I don't really want to see a fight here. The window
option sounds like way more fun anyway. Okay, I'm going to just Smash
my way straight out that window. I wanna get out fast.
GM: Sounds pretty feral to me! Oh yeah, jumping through the glass and
out of a third story window is definitely dire, but you know, jumping out
a window sounds like the fastest way to get out. Let's say strong effect.
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Dark Bargains
You’re a selfish monster without morals who would gladly sacrifice bystanders,
your friends, your goals, or even your own body for short-term gains. To reflect this,
anytime you roll, you can ask the GM for a dark bargain.
The consequence of the dark bargain will happen no matter what, regardless
of the results of the roll. The bargain can’t be contingent on the roll and can’t
be resisted by anyone. The nature and severity of this bargain is up to the GM. A
good bargain is one that you have to really think about whether it’s worth it before
accepting. It works best when the bargain is related to what’s currently happening
on-screen, but they don’t necessarily have to be. They flow well when they’re framed
as monster PCs not caring about collateral damage, but they’re also a useful tool for
GMs and players to create more drama within the game.
As usual, the GM can ask the table or players can offer up interesting bargains. The
GM makes the final call on what the bargain is. Usually the GM just offers one up
and the player can take it or modify it a bit. You can also throw around ideas, but
don't let coming up with an idea stop the game for too long. Here are some forms
a dark bargain might take:
Players can ask for dark bargains on any roll. They can also offer up an idea they
have for a dark bargain to see if the GM is okay with it. Bargains players come up
with have a tendency to be a bit too in the player's favor, so the GM might modify
it to make it a harder choice.
Dark bargains aren't always easy to come up with, but don't force it! If nothing
comes to mind after a few seconds of thought, make it something really abstract
like -1d to blowback or ticking a clock. And of course, the GM can always say that
there's not a dark bargain on the table.
GM: How about your axe goes over the side as well?
Mogdor: Ahhh, but I just got the terrifying edge added to it. I love that
axe. Can it be my horn instead?
GM: Nah, I think the stakes are so high here that it has to be a pretty
big price. It's kind of life or death.
Mogdor: Yeah, true. Dammit, fine... I'll take it. I can always try to get
my axe back later. I think Drak fell down there earlier anyway.
GM: Great! Yeah, as you drop your axe, it goes sliding away. You have
a second where you could jump to grab it, but you know you've gotta
focus on the cart. It slips over the cliff edge.
Karrack: I want to Invoke here and bring this gnarled, ancient tree
to life with wildheart magic. I kind of imagine it's just old, angry, and
stubborn, so I want to send it into that village to cause some chaos.
Karrack: So -2d for tier 3 and -1d because I have shock to GUTS. Yeah,
0d isn't going to get this done. I'll dump a dark heart into it so I can
roll 1d. Still pretty unlikely. Hey, I have an idea for a dark bargain. Can
I take +1d if the tree is hostile towards us as well? And maybe if I fail,
it still comes alive anyway but is only hostile towards us?
GM: Yeah, this is deadly. Failure here means you'll fall into the lava.
Drak: Then I'd better not fail. Can I get a dark bargain?
GM: The first thing that comes to mind is the ledge crumbling so your
allies lose effect if they try the same jump.
Drak: Nah, I don't want to split us up like that. Can't take that one.
Slenn: What if you drop your holy symbol into the lava instead?
60 Wicked Ones
example dark bargains
11 A piece of your gear or supply is lost or broken, like your shield breaking or dropping your whip.
12 An ally loses something important to them, such as their magic focus or a vile friend.
13 You make a ridiculous amount of noise, like jumping and landing on a metal roof.
14 You see something that makes you question reality, like the ghost of a dead PC.
15 One of your enemies gets away, likely to move against you later.
16 Your imps unearth something within the dungeon. Make a 1d discovery roll.
21 The ground gives way under you or you lose your footing, putting you in a terrible spot.
22 Your body changes temporarily or permanently, like losing a finger or growing a tail.
23 You miscommunicate with your allies, like sending them in the wrong direction.
24 The real threat isn't what you think it is, like a goblin tribe also raiding your target.
25 An adventurer or two enters the scene, like a drunk barbarian and bard stumbling out of a tavern.
26 The ground you're standing on becomes unstable, collapsing and bringing everyone with it.
31 One of your wounds begins festering. You won't heal your bloodied condition during recovery.
32 A group arrives to help your target, like a patrol on the roads galloping in to help.
33 Whatever you're about to try won't work again, like a null-magic field being activated just after it.
34 Your action will affect one of your allies as well, like blasting them with a fireball.
35 A natural disaster is about to occur, like a lightning storm or earthquake. Start a 4-segment clock.
36 You make a fool of yourself, losing status with allies, your minions, or even the enemy.
41 Your vile friend gets really angry at you, cutting you off until you make amends.
42 You get separated from your allies, like getting led into the woods by a bunch of pixies.
43 You're completely exhausted, taking shock to all three attributes after your roll.
44 You become the center of attention and whoever is watching will expect an immediate follow-up action.
45 You're exposed to danger from the environment, like a fire or rocks falling.
46 Your biggest secret is revealed, like dropping a document showing the steps to your master plan.
51 You're forced to choose between two terrible options, like saving only your minions or your warg.
52 An ally springs an unseen trap, like stepping on a rope and getting hauled up into a tree.
53 An NPC near you takes a hit, like the priest you were hauling back to torture getting killed.
54 Nature helps your enemies, like a wolf pack coming to the aid of a farmer you're chasing.
55 The situation changes as magic is put into play, like drawing a god's attention.
56 You must choose between two things you want to keep, like the loot or the prisoner.
61 A clock is filled, like hunting dogs running you down in the fields or a boat sinking.
62 You're blinded, deafened, or otherwise impaired, like your thunder spell also deafening you.
63 An unknown entity witnesses the situation, like the orc chief watching you raid their hunting grounds.
64 An old enemy shows up, like an adventurer that you thought you'd killed before.
65 Targets in this area dry up, like the baron calling for a cease in road traffic.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
Go Hard
Even in risky conditions, it's assumed that PCs want to minimize the damage to
themselves. This leaves some room for extra effort. Going hard at a task means that
you're giving up on the idea of self-preservation.
Go Hard: You gain +effect on an action roll but take -position. How do you
disregard your own safety and give it your all?
Trading position for effect is already possible with the correct narration, but going
hard makes this a simple process. You announce to the table and the GM that you're
very clearly putting yourself at risk to achieve a better result. If you go hard on a
dire roll, the roll becomes deadly. If you can't explain how disregarding your own
well-being can help you achieve greater effect, you can't go hard.
· Axe held high, you step right into the lancer’s path.
· You grab far more arcane energy than you can likely handle.
· You toss your axe and offer a hand in friendship to the angry fiend.
Assist
You assist another PC or minion pack by lending a hand, creating an opening,
causing a diversion, or commanding them. This puts yourself in harm's way, though.
Assist: You give someone +effect on an action roll, but you also suffer any
consequences from that roll. What do you do to give them an advantage?
Assisting creates momentary, fleeting advantages that disappear once that action
is resolved. You can assist an ally by knocking a paladin's shield aside, but it would
take an action roll to knock it out of their hands. There's no need for a roll, though
you can only assist someone if your approach wouldn't have weak effect as an action
roll. Each roll can only benefit from one assist.
When you assist an ally, you describe how you help, then work together after the
roll to narrate what happens, keeping in mind the PC rolling is in the spotlight.
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The Basics
Team Up
Wicked Ones can put aside the petty squabbling that lesser monsters get caught up
in and cooperate on tasks, though you risk stress and greater consequences in the
process. You can team up with your fellow monsters when you need to join forces
to maximize your chances at accomplishing one singular goal, make up for clumsy
or unskilled allies, or use cooperation to have greater effect.
Team Up: Each PC who’s involved makes an action roll using the same action.
The team counts the single best result as the overall team effort. This also gives
the action scale, possibly affecting position and effect. However, any PC that
rolls a mixed or a failure takes stress.
➤ ...cover for weaker allies, letting stronger members pick up the slack.
· You and the Hunter help the Brute and the Zealot sneak in.
· The Marauder extends a hand, helping you over the wall.
· You and the Conniver talk circles around the giant.
➤ ...make sure you get the job done when you might not have a second shot.
· You and the Warlock grab the line and pull the drowning Shaman up.
· Bloodied and surrounded, you and the Shadow make a final attack.
· The Zealot begins chanting and everyone joins in to finish the ritual.
NARRATING SMOOTHLY
When you team up, everyone involved takes a role in narrating the results. First,
you describe your action and intention as part of the team's roll, remembering that
you're all trying to accomplish one singular goal together using the same action. The
GM sets position and effect for the overall roll, accounting for scale, then everyone
makes their roll.
Once you know the results, work backwards. If it was a success, maybe those who
rolled failures can explain what went wrong and those with successes can narrate
how they covered for their allies. If it was a mixed, maybe nobody really accounted
for the failures, but you still managed to pull it off. Then once the actions of the
PCs are clear, the GM steps in and starts handing out any consequences suffered.
Tix: "I'm going to assist, pulling out my dagger and distracting him."
GM: "Okay, looks like it's strong effect as he gives you an opening."
GM: "You're gonna kill this guy, but he strikes first. He jumps forward,
slicing Tix across the chest then swings wildly and hits you, Kanzun.
That's MUSCLES shock. Now tell me what it looks like as you kill him."
GM: "Things aren't looking great. They have a line of archers, all aiming
at you. There's six or seven of them."
GM: (laughing) "Yeah, that's dire for sure and weak effect."
Remmy: "Yeah, but it's not a problem if I roll a success. I'm throwing
a dark heart into this roll and I'm gonna need to hear a dark bargain."
Yorg: "I want to use force mastery to pelt this giant with rocks to scare
it away. I don't think we can kill this thing, but maybe we don't have to."
GM: "Yeah, they're just so huge and the rocks aren't going to hurt them
enough as a tier 1 spell. I think you're going to have weak effect here."
Slisgar: "What if we team up and blend our magic together? I'll use
wildheart to make the trees thrash the giant with their branches, too."
GM: "Okay, having scale puts you on equal footing. Let's see some rolls.
It's still going to be dire, though. It's a giant."
Yorg: "Okay, so I think I'm pelting it with these rocks and just when I
think it's working and the giant is going to run, I realize that it's about
to run in MY direction! Looks like I'm getting trampled."
Slisgar: "As the giant takes a step forward, a big tree branch whips it
right across the face. It staggers back a bit, looks at us both, then turns
tail and runs off."
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Flashbacks
Just as engagement rolls let us cut ahead to the action already in progress, flashbacks
let us cut back to when something important happened. Making detailed plans that
might never come to fruition isn't all that fun, so flashbacks allow you to have done
something in the past that your character would have thought to do.
You can flashback to any scene that a PC of your calling would have likely
thought to do. Each calling has some examples of the types of scenes they can
flashback to. So while the player might not have thought to have looked into some
arcane secrets, their kobold Warlock definitely would have.
Flashback: Spend stress to flashback to a scene between the last recovery and
the present. You can flashback to perform an extra downtime action, but you
must also pay cost as you overwork yourself.
When you call for a flashback, first describe the basics of what you want to
accomplish. The GM judges whether it was possible and likely for a PC with your
calling to think to do it. A flashback then works just like a normal scene. You make
action rolls, suffer consequences, and spend stress as usual. Keep in mind that
flashbacks can’t undo or remove things that have already happened.
The scope of a flashback is limited to a single scene and a couple of action rolls.
Sometimes, a roll isn't even required within a flashback. You can flashback to
spending gold, which includes paying minions to perform downtime actions.
It's fully possible that a flashback results in failure, accomplishing nothing. The
flashback just allows you to make those rolls, then have them affect your current
situation.
➤ The Shadow Scanned a dead guard for the key to open the gate.
They now make their way out of the compound easily.
➤ The Brute Tricked the captured soldier into telling him where his
friends are patrolling. They now spring an ambush.
➤ The Conniver Bantered with the bugbear warband over drinks and
dice and Tricked their leader into attacking the town first. They
watch now as the bugbears die softening up the town’s defenses.
Generally, the more complex the situation, the more segments in the progress clock.
A complicated obstacle is a 4-segment clock, a more complex obstacle is a 6-segment
clock, and a daunting obstacle is an 8-segment clock. For clocks that represent
danger or impending events, the shorter the clock, the more pressing the situation
is. When the clock is full, something happens: an obstacle is overcome, a situation
comes to fruition, consequences are inflicted, or a goal is reached. This can't be
resisted. The clock ticking can be resisted, but once the clock is full, whatever it
represented happens and now must be dealt with. Here are some examples:
It’s the GM’s job to tick a clock so it reflects what’s happening in the story.
Clocks can also be unticked as PCs make efforts towards stopping some situation
from coming to fruition. The chart below provides some guidelines on how to do so.
❖ Strong effect gives +1 tick and weak gives -1 tick (except on a failure).
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When you make a clock, make it about the objective, danger, or situation. Don't make
it about how to handle those things. A clock called "fences & dogs" represents what
stands between the PCs and getting into the farm. Don't call it something like "climb
fences & sneak past dogs." Let players figure out how they approach it.
Remember that the clocks themselves aren't the goal, they're just a representation
of how much progress has been made. Players shouldn't be thinking, "How can we
finish this clock?" Use them to help establish a shared sense of progression.
Types of Clocks
Clocks are meant to be flexible and ticking them well as the GM comes with practice.
Ticks on a clock are based on the type of clock and what it represents. They’re a
representation of the fictional situation developing and sometimes the rolls and
fiction don’t quite match up. Don’t be afraid to give an extra tick, hold one back, or
end a clock early. Clocks tend to work best when all can see them, even if they’re
not labelled yet, though the choice of whether to show a clock or not is up to the GM.
There are three basic types of clocks:
➤ Objective clocks are used to represent complex goals the PCs want to
achieve, like casting a ritual, slipping through town, taking down a griffon, or
negotiating peace with a tribe of orcs. You tick the clock when PCs take steps
towards completing the goal, usually by making action rolls. These clocks might
even be unticked when the PCs suffer consequences or the fiction changes in
some way.
· You carefully sneak past the sleeping dogs in the barn.
· You break the prisoner’s spirit, forcing them to help you.
· You manage to corner the escaped noble in a small glen.
➤ Danger clocks are used to represent impending threats, like guards being
alerted, some local humans being pushed far enough to hire adventurers, or
angering a dragon. You tick the clock when PCs suffer consequences or allow
time to pass without dealing with the danger. The clock might even be unticked
when the PCs actively work towards dealing with it.
· The guards have you cornered at last.
· The dogs chase you for hours, finally running you down.
· The riders on the horizon arrive in time to help their friends.
➤ Situation clocks are used to represent the world moving around the PCs, like a
war between two factions, a huge storm passing through, or a town building a
new wall. You generally tick the clock with the passing of time or when events
that affect it occur.
· The stormclouds grow until they let loose in a torrential downpour.
· The baron’s troops finally quell the rebellion.
· The town finishes building their walls.
➤ Racing clocks are used to represent competing goals, like building a battering
ram before reinforcements arrive, racing bandits to a juicy merchant caravan
you both just heard about, or escaping from the guard while they’re trying to
corner you. The GM draws two clocks, and when one is full, that clock’s goal
is realized first.
· You just barely manage to gather the loot before you drown.
· The deep gnomes win the giant spider's favor before you can.
· You get out of town before the guard dogs close in on you.
When you make a danger clock, make it about the consequence of it being filled. A
clock about being detected might be “Guards Respond” instead of “Detected.” When
you fill the clock, the consequence can immediately happen, or the GM can pocket it
and bring it in when it’s more relevant or impactful. The consequences from a clock
being ticked are almost always devastating, generally manifesting as complications.
Complex enemy threats can be broken into several “layers,” each with its own
progress clock. For example, a fortified castle might have clocks for “Outer Walls,”
“Guard Patrols,” and “Inner Halls” representing movement through each part of
that castle.
Clocks like these, representing obstacles, are great for theater of the mind style play,
where you don’t make use of maps. They help paint the picture of how far you’ve
come and how much further you have to go. However, if your group makes heavy
use of maps, it’s sometimes better to go lighter on clocks to represent these obstacles
within the fiction and rely more on the physical map in front of you.
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Fortune Rolls
There are times where the GM needs to make a judgement call about the world and
either isn’t sure what the answer might be or doesn’t want to make that call on
their own. In these cases, they can make a fortune roll to see how things turn out.
The amount of dice rolled is determined by the likelihood of events turning out well
for the one you’re rolling for. Fortune rolls also fill in the gaps when there isn’t a
specific rule or some information within the story is unclear.
Fortune Rolls
Roll 1d, 2d, or 3d depending on the likelihood of something
good happening, with the results determining how good it is.
When the GM makes a fortune roll, they choose the party that they’re rolling for -
the PCs as a whole, a certain PC, a faction, and NPC, and so on. The results are from
that party’s perspective. You can also make opposed fortune rolls and compare to
see how two sides fared. The amount of dice rolled can be determined by a relevant
trait, such as a PC’s action rating or a faction’s tier. Without a reference for it, it
can be determined solely based on the GM’s gut feeling of how likely it is to go well:
Slyte: Hey, does this farm have some hay laying around? I want to
start a big fire.
GM: Yeah, that's pretty likely. I want to just say yes, but let's roll 3d to
see how good the situation is for you.
➤ On a failure, there's a pile of hay, but there's some dogs playing in it.
➤ On a critical, there's a big pile of hay nearby and a lantern next to it!
Gear covers the items that you always have on you and make regular use of. They
help define your character’s look and provide you with a defense based on their
utility. You can carry 4 items as gear.
Supply covers the things that you own or have access to but might not always be
carrying on you. They’re things stowed on your belt, across your back, or in a bag.
Instead of completely gearing up and declaring exactly what you’re carrying before
raiding, supply allows you to flexibly pull items out of your inventory when you
need them. You get 2 supply boxes and when you pull something out of supply, you
mark one of the boxes. When you’re out of boxes, it means you aren’t carrying any
other items. The supply boxes reset on your next recovery.
Any item in your supply must be able to be carried in one hand or fit nicely
in a backpack. Items such as concoctions, potions, or anything else that is
limited-use must always be placed in supply.
➤ A valuable item is something a little rare and you’d be a bit surprised to find.
It might be a tier 1 item, such as a magic item, contraption, or a few doses of a
concoction or potion. It could also be an item with an edge, a map with valuable
information on it, or a rare musical instrument.
When you buy, steal, make, or acquire an item, you add it to your gear or supply.
Items are sometimes considered as a circumstance towards effect. The right tool
makes a job easier or even possible to attempt at all.
If several items serve the same purpose, you can combine them into just one gear
or supply, such as writing down “armor” to represent a helmet and shield or “tool
pouch” to cover a variety of minor tools. The bigger the impact a single item has,
the more likely it should be listed on its own.
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Gear Defense
Monsters tend to love their possessions, clearly favoring evil style over substance,
but that doesn’t mean that things chosen mostly for appearance are useless. You
have a single defense based on the items you've chosen. It can be derived from
a single item or multiple items working together, though gear only ever gives one
defense total. Below are some example problems that might arise and gear that
could give you a defense against those problems:
You work with the GM to decide what defense your gear provides you. The above are
just examples and the defense could be anything you can connect with your gear.
When selecting a defense, make sure that it’s not too narrow or too broad. It should
probably come up about once a session, but not always.
GM: "The prisoner breaks free and runs down the hallway. They're
probably gonna make it out of your dungeon."
GM: "The rogue jumps out of hiding, sliding a dagger directly into your
ribs. You're bloodied."
Vatch: "I don't think so. I use my defense against wounds. The rogue
thinks they got me, but the dagger just digs into my chainmail.
Surprised, I turn and laugh as I get ready to bash their head in."
GM: "Shards of ice fly from the mage's hands, peltering you. You take
shock to MUSCLES and are knocked to the floor."
Daz: "I see the ice shards coming at me and quickly bring my bracers
up in front of my face. I'm using my defense against magic here. The
runes start glowing and absorb the spell. They're now ice cold against
my skin."
The most common weapons strike a good balance - a sword can be held in one hand
and easily stowed away or carried while moving, but is also deadly enough to deal
significant damage to most enemies. A dagger might struggle against armored
opponents, but can be hidden and doesn’t hinder movement. A huge warhammer
crushes through enemy armor, but could make swimming a challenge.
How ammunition is handled is up to each group, but what usually works best is to
assume you always have enough until you don't. This makes for a great consequence
as the GM tells the players, “You just realize that was your last arrow.”
Steady Supply
A steady supply represents constant access to a consumable resource, such as a
potion or concoction. Some abilities and dungeon rooms give steady supplies, but
they might also be gained through in-game play or a discovery.
Shared Supply
A shared supply is when the dungeon has gained a resource of something and all
members can access it as supply. These supplies are often represented by a clock,
usually 4-segments, that you tick each time it’s used.
· You make a deal with some dwarves to allow them passage for ale
(4-clock supply of ale).
· You rob a royal caravan of fantastic silks (4-clock supply of fancy silk).
· You find a crate full of jewelry buried underground (4-clock supply
of jewelry).
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Gold
When you’re leading a dungeon, all the treasure you gather
goes to the hoard. Gold is a measure of how much of that hoard
each PC controls individually. You can spend each chunk of
the hoard (1 gold) to accomplish things without going through the effort yourself.
Gold can be spent at any point during downtime or within scenes, even using your
calling flashbacks to spend it in the past.
Gold is gained during revelry as you sift through the loot from your last raid. Most
of the loot goes into the hoard and keeps the denizens of your dungeon in line. Gold
is what’s left after that. Each PC can control a max of 3 gold’s worth of the hoard
before the denizens of the dungeon and other PCs get suspicious of your intentions.
It’s called gold for simplicity, but it represents whatever your dungeon hoards.
It could be a bag of gems, a pile of stolen fabrics, old tomes, a box full of weapons,
a barrel of bones, or a bunch of goats. In the end, gold represents the ability to get
others to do things for you. Small, mostly meaningless amounts of wealth aren’t
tracked. Players can use these small amounts in narration without spending gold.
➤ Recruit a minion pack or attract a creature, but only if you have an open
minion slot or creature lair.
· You pay some local goblins to come work for you.
· You lure a basilisk into the lair with goats.
2. Choose an action and roll it. When you need to know who won to move
forward, roll an action that fits your description as a fortune roll.
3. Compare results. If there is a clear winner, move on. If it’s a tie, return to
step 1 and narrate further, choosing a different action.
4. The winner narrates their win. Describe how you got your way.
5. The loser narrates their reaction. Keeping in mind that you lost, you get
the final word on what your character does in response.
· You want to assault the homestead, but the Shadow suggests stealth.
· You want a reliquary, but the Zealot thinks a scriptorium is needed.
· You want to torture the dwarf, but the Brute thinks she should do it.
Power struggles never have mechanical impact. PCs never take shock, become
bloodied, lose gold, and so on. No matter what happens, whether that means losing
a bet or getting stabbed, nothing on your character sheet changes. Power struggles
allow you to have fun with fights and solve impasses where players or their PCs don’t
agree on choices happening within the story.
Power struggles can get a bit messy when multiple PCs are in play, but it’s up to the
GM to lean into fortune rolls to adjudicate this. Maybe some of the PCs are working
together or maybe there’s a few rounds of arguing and fighting. The “narrate, make
a fortune roll, narrate the results” structure will lead you towards some conclusion.
Why We Fight
Running a dungeon requires many decisions to be made by the players. Discussing
these out a bit can be fun, but most of the time you’re going to want to land on a
decision quickly. This could be deciding what creature to attract, what the next raid
target and plan is, what room to build, or what to do with all those elven prisoners.
Amongst the Wicked Ones, these indecisions have a way of getting sorted out
quickly. Anytime the PCs hit this kind of deadlock, the GM can call for a power
struggle to get things moving again.
74 Wicked Ones
The Basics
An argument breaks out about how to raid a ferry crossing. The PCs
are in deadlock, standing around a table yelling at each other. A Brute
and a Shadow start up a power struggle.
Dukthur: “Yeah, I’m going to Smash things angrily until you all start
listening to me.”
Slegra: “I’m definitely going to Skulk into the shadows here and wait
for an opening. I’ll just let him get all worked up first.”
Dukthur: “I slam my fist down hard on the table and demand a full
scale attack on the ferry crossing, eyeballing each of you.”
GM: “Hah, that’s great. Dukthur, you get the last word here.”
Nozrik: "Can't let you do it. Let's power struggle. I just stand right in
front of you and stare you down."
Shriek: "I've an idea. I want to Trick you into thinking that works."
Shriek: "I smirk as you stand in front of me and pretend like I'm going
to lower my bow. Then just as you move, I quickly raise it again to fire."
GM: "Yeah, that's just too fast for you. Nozrik, how do you respond?"
Nozrik: "After the shot, I stare Shriek down. 'Okay, I'll remember that.'"
Faction tiers represent how powerful organized groups in the region are, such as
a town, a tribe, or a garrison of soldiers. You use faction tiers to set how difficult
raiding a target controlled by that faction will be. Factions higher in tier than your
dungeon affect your engagement rolls for any raids against them. The tier also
determines what kind of blowback you might face from raiding that faction.
Faction tier and dungeon tier don’t compare directly with each other. Your
dungeon is much smaller than factions are. The sheer scope of factions on the
overworld is why you need the dungeon to protect yourself in the first place.
Facing Enemies
As you raid the overworld, you will come across a variety of enemies. How these
enemies are modelled within scenes is up to the GM. Enemies are just like any other
obstacle - something in your way that you take action to overcome. You might
be able to overcome a single enemy with an action roll or two. That enemy’s relative
skill and equipment level can impact position and effect. Enemies from higher tier
factions have a tendency to be more skilled, though this isn’t always the case. Very
skilled enemies may even inflict consequences against you.
The GM might also model larger groups of enemies as a single unit, giving them an
advantage of scale versus you, negatively impacting position and effect. Clocks can
be used to represent this scale as well or be used to model stronger defenses. You
can read more about dangerous foes in the Gamemaster chapter.
You Skulk up behind the guard and try to stick your blade in his back.
On a success, you take him down quietly. On a mixed, you might take
him down, but his screams alert the other guards, or maybe you stick
him in the back but he hobbles away, sword drawn.
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The Basics
Adventurers
Adventurers are tenacious, greedy,
powerful, and relentless. They’re
unlike other enemies. Adventures
have a passive, hearts, and
moves, which guarantee that
when they appear in a scene, they
have an impact. They’re the bane
of every monster’s existence.
Their passive is something that is always true about them, giving them an
advantage, and helping define their niche within an adventuring party.
Adventurers can each make three moves. Moves are determined on the fly by the
GM, though each example adventurer in the GM section has some suggested moves.
They flow from the fiction, being things that type of adventurer is likely to be able
to do.
Defensive moves attempt to resist something you've done to them, though a critical
result can never be resisted.
You gain xp for roleplaying as a monster, being an active co-author of the game as
a player at the table, and matching the game’s mechanics to the fiction even when
the odds aren’t on your side. Each xp trigger is a carrot meant to pull you along
towards a more satisfying and interesting gaming experience. They’re not really
about your character’s accomplishments, but more about encouraging you to be a
better roleplayer and tell cooler, more monstery stories. XP is tallied up at the end
of each session no matter where in the cycle of play the session ended.
Wicked XP
At the bottom of your character sheet is your wicked xp
track and its triggers. This track has 9 boxes and when you
fill in the 9th box, you can select another calling ability.
The player decides whether they get xp for hitting the trigger or not. A good
rule of thumb is that you shouldn’t have to struggle to find how you hit the trigger.
It shouldn’t feel like a reach. Give each one a few seconds and if nothing comes to
mind for you or the others at the table, move on to next trigger. Don’t be a weasel
here. The xp triggers work best and feel most satisfying when everyone is honest
about them. You shouldn’t expect to hit all the triggers every session.
Mark 1 wicked xp for each trigger met within the session. Detail how it happened.
➤ You made progress on your master plan. How did this session help you
towards accomplishing the next step in your master plan?
➤ You jumped into someone else’s dungeon scene. How did you help fill the
time between raids and invasions with interesting cuts of monster life?
➤ You acted like a monster. How did your actions reflect the fact that you're a
monster, not a human?
➤ You used your gear or supply in creative ways. How did your most prized
possessions come into play?
78 Wicked Ones
The Basics
XP TRIGGERS EXPLAINED
You made progress on your master plan. This trigger lets you set a goal as a group
and be rewarded for working towards it. You meet this trigger together, so if it’s
hit, all players get xp from it even if they didn’t really help out with the goal much.
“Well, the next step in our plan is ‘Terrify the townsfolk’ and I’d think
that hanging their priest along the roadside would be pretty terrifying.”
You jumped into someone else’s dungeon scene. This trigger helps encourage
roleplaying, knowing that when you set up a neat scene, others are rewarded for
joining in. Think of it like improv - one player sets up a scene, opening the door for
other players to join in and keep it going. You get xp for walking through that door.
“When Kilgore was roasting that guard on a spit, I stepped in and tried
insulting the poor guy with the few Light Tongue words I know.”
You acted like a monster. This trigger rewards thinking in monstrous ways, getting
rid of human hang-ups, and seeing the world through a monster’s eyes. You hit it
by doing things that humans wouldn’t really even think of doing.
“Well, like Brack just said, I did cook and eat a guard.” Everyone nods
approvingly. That’s an easy one.
You used your gear or supply in creative ways. This trigger rewards thinking
outside of the box and using the things you’re carrying in ways they’re not typically
meant to be used. Monsters can be surprisingly clever.
“After we got inside the barn, I jammed my spear in the door handles
to keep the farmhands from opening it.”
If something you did hits two triggers, you must choose one of them to take
xp for. You can still hit the other trigger by doing something else. Also, once
you take xp for a specific act, you can’t keep hitting the same trigger in future
sessions by repeating the act. Variety is the spice of monster life!
Reckless XP
Monsters learn best when their backs are against the wall. As you
scrape by, barely living through a situation or giving in to your
dark impulse, you learn how to better apply your actions. When
you go feral or become bloodied and go out of your way to roleplay
through those situations, you can mark 1 reckless xp. You gain this xp by playing
up how injured you are or going the extra mile to make your feral moments fun.
You can only gain a max of 1 reckless xp per session, though. When the 3-xp track
is full, you clear it and place another action dot, remembering that three dots is the
maximum for any action.
New Characters
When you lose or get tired of playing a character, the nature of a dungeon makes it
easy to bring in a new one. Dungeons are always open to new monsters moving in
and a Wicked One would quickly prove to be useful. Power recognizes power quickly.
For each tier of your dungeon, you can either gain a calling ability or place an
action dot. Your minions and dungeon duties carry over to the new PC.
Make it easy for new PCs to work themselves in. Figuring out a plausible reason
for a new PC to show up can be tough, so other players should make efforts to open
the door, such as setting up a scene that the new PC can join up with quickly. It’s up
to everyone to open up the story for a new character to join in.
When a character dies, you can create a new one quickly and work them in during
the current session somewhere or have them join up during the next recovery. In
the meantime, watching everyone else play is no fun, so you have a few options:
➤ You can play as a monster wandering by, with actions equivalent to a minion
pack. Just make it up on the fly!
➤ You can play as your new PC if you can work them into the story, filling in the
important details as you go and revising it between sessions.
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GM: "Alright, let's call the session there. It's xp time... Kirrz, you're first."
Kirrz: "Progress on the master plan? Well, the next step is weakening
the abbey so we can pillage it and we hit one of their caravans."
Harf: "What about when you kicked that imp at the adventurer?"
GM: "Yeah, but did you play it up? You've gotta bring it into the story.
Maybe mark it this time, but make sure to narrate more next time?"
Harf: "Okay, I'll go next. Marking my master plan xp. Did I jump into
anyone else's scene? I can't really remember anything."
GM: "If nothing comes to mind pretty quick, probably best to skip it."
Harf: "Yeah, true. Okay, I acted like a monster when I bit off one of the
caravan guards' fingers. It was a deranged compel, but still."
Harf: "And I used gear creatively when I shackled those two sleeping
guards' legs together with my manacles. Or is that the intended use?"
GM: "Kind of, but it seems pretty creative to me. Not what you'd expect
them to be used for. I say go ahead and take it."
Harf: "For reckless xp, I went feral and bit that guy's finger off but I
already marked that. I did keep constantly cackling while feral though."
GM: "I think that's good enough. You kept it going, played it up."
GM: "I'm not so sure about that one. I mean, humans cut heads off
in battle. It's not really going out of your way to be 'monstery' there."
Wretch: "Hmm, I guess so. Okay, not marking it... I'll be sure to get more
monstery next time. I did use my tooth necklace pretty creatively when
I took it off and used it to draw that map in the dirt."
Kirrz: "You also threw your helmet at that guy on the cart."
Wretch: "Ahhh, yeah that was good. And for reckless xp, I got bloodied
and described my entrails hanging out."
GM The cart comes rumbling down the road. At the helm is a teamster and,
beside him, a guard with a crossbow. In the back of the cart, you all
see what you came for - crates full of books. Just as you start knocking
down the tree to block the road, the sound of another cart catches
your attention. It's a gilded carriage, obviously with someone pretty
important inside, and an armed guard driving it. You didn't expect to
see anyone else! Just then, the tree cracks and breaks, smashing down
onto the road in front of the cart with a loud BOOM.
Ulrot While the horses are kinda rearing up from being scared by the tree,
orc brute
I'm gonna run in there and chop them free from the cart. I'll Smash
it with my axe.
GM You're gonna get the horses free of the cart, but one's gonna turn
towards you and pummel you with its front hooves. You take shock
to BRAINS.
Ulrot Nah, I'm gonna resist that. I can't use Smash since I just rolled that,
orc brute
right? I guess I'll go with Finesse and dodge out of the way.
GM Alright, partially resisted. You take 2 stress for the mixed, and let's say
that instead of shock, you end up with that guard having you in their
sights. Tell us what that all looks like.
Ulrot Okay, so I bust out of the bushes and run full speed into the road. I take
orc brute
a huge leap and bring the axe crashing down onto the wood connecting
the horses to the cart. It just shatters into splinters, sending the horses
into a panic. That's when they lash out at me, but I guess I'm able to
duck and weave just enough to avoid getting brained.
82 82
The Basics
GM The horses take off into the woods. That guard's on the verge of sticking
a crossbow bolt in you. You can also hear the other cart's driver yelling
now as it speeds towards you.
Slem No worries, I got your back here Ulrot. I'm gonna stick that crossbow
Slissik Shadow
guy with my dagger. It's a pretty precise throw, so it's Finesse.
GM It's dire, but Ulrot's probably gonna take the consequence here.
Slem Alright, I'll take it. We're just gonna load up on books and hightail it
Slissik Shadow
outta here anyway, right?
Crag Woah, woah, woah. Whoever's in that cart is high profile and we're
Kobold Shaman
gonna need some good prisoners because I've got some ideas.
Slem Uhhh, alright. We'll fight it out, but I'm still taking the dark bargain
Slissik Shadow
and I'm gonna dump a dark heart into this, too.
Slem Nice! The dagger slices through the air and gets stuck in that guy's
Slissik Shadow
eye socket. Blood comes gushing out. How about for the critical, the
teamster takes one look at their dying buddy and runs off?
GM Sounds good to me. He starts screaming and jumps off the cart, running
past the carriage behind them. The adventurer isn't phased. He hops
down from the carriage and brings his bow up to fire in one smooth
motion. He's using a move here, sending an arrow flying straight at
you, Ulrot, smashing into your chest. You're gonna be bloodied.
Crag I resist for him! I see what he's about to do and hold my staff up high.
Kobold Shaman
I Invoke wildheart magic and give a shrill whistle. Our view shifts to a
raven high up in a tree. It gives a loud CAW and takes flight.
GM Oof, three stress and you wind up with shock to GUTS here.
Crag The raven dives down from above, intent on catching the arrow - but
Kobold Shaman
overshoots and instead gets hit by it. I growl at the adventurer, my
anger manifesting in shock. "Okay, let's see if that raven had any
friends," I say as I start thumping my staff on the ground.
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Characters
“Why huddle in our caves as the humans across the wall feast
on meat? We have the strength to take what we want.
Today, we pillage! And tonight, we feast!
Let's show them the meaning of pain!"
- Grimmy, Goblin Conniver
Becoming a Wicked One
The world is littered with “normal” monsters - goblin farmers and orc fisherman,
weaklings that huddle in their tiny villages far from civilization, hoping humans
don’t cast an eye on them. But that’s not you - you crave power and riches. You spit
on those fools, hiding in their straw huts. No, you’re a Wicked One and you're looking
to carve out your own place in this world.
Characters work best when they fit in nicely with the overall dungeon style. It’s
highly recommended to make characters after some group decisions have been
made during a session zero such as what sandbox you’ll be playing in, what your
dungeon style is, and what monster races are allowed as PCs.
Monster Races
Dungeons can make for strange bedfellows, pushing even unlikely combinations
of evil creatures together. However, the term “monster” is very broad in definition
and requires the players and GM to refine it a bit for purposes of selecting races
that the PCs can be from. Work together with your group to choose from one of
these three themes:
➤ Keep It Simple: All PCs must be humanoid with two arms and two legs, nothing
bigger than a bugbear or smaller than a kobold. (Recommended for new players)
➤ We’re All Family: All PCs must be members of a specific monster race, perfect
for a highly themed dungeon.
➤ Anything Goes: PCs are free to play as anything, from oozes to mushroom
people to magically awakened evil squirrels. Almost anything goes, with the
GM having final say.
The choice of race should have as little mechanical effect as possible. While
race can be considered as a circumstance towards position and effect, it’s best to
use this only in the most obvious or extreme cases. Allowing players a wide range of
choice, such as a hulking kobold or a small, sneaky orc, makes for more interesting
characters and satisfied players. If a race has a unique ability, something beyond
being a simple bipedal creature that functions similarly to a human, it's represented
in the following two ways.
➤ For monsters that have some unique ability that other monsters can’t do but
don’t require extensive mechanical changes, you can take Primal Ability to
bring them into play. It’s detailed later in this chapter.
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A BLANK SLATE
When setting up the dungeon, it’s recommended that all of the PCs be new to the
area. This means that any backstory the character has is light on details and mostly
irrelevant - we’re more concerned with the dungeon and its story moving forward.
The monster races covered in this book reflect this. They give a few broad concepts
of what members of that race might be like, but players are free to take them in
any direction they like. You can define that race's traits through your own play. So
make them whatever seems fun!
TYPICAL PC RACES
There’s a plethora of fantasy monster races that work just fine as PCs, but the six
presented on the next few pages are solid choices for new players and are all present
in the art throughout this book. Each of these races has a short description to give a
few ideas to latch onto for a character concept, though the exact details of monster
attitudes and societies are up to you to decide. The GM makes the final call on what
races are allowed as PCs.
LANGUAGES
All monster factions speak a common language called the Dark Tongue, while
civilized factions speak the Light Tongue. Neutral factions might know one, both,
or neither of these. It's rare for a member of a civilized faction to know the Dark
Tongue or a monster to know the Light Tongue. PCs can learn the Light Tongue with
the Conniver calling ability Tongues or give their minions the Fluent upgrade.
However, many monsters know a few Light Tongue words, such as those listed below.
These are a rough guide as to how much Light Tongue a PC knows.
Chapter 2: Characters 87
Character Creation
Making a character is quick, usually done in ten to fifteen minutes. You can get the
character sheets here: http://www.banditcamp.io/wickedones
Choose a monster race following the theme your group agreed upon. The choice
has little mechanical effect, only modifying position and effect in extreme cases,
so choose something you think sounds fun to play!
Choose a calling, one of several paths that Wicked Ones follow. Your calling defines
how you go about your monstrous work.
➤ Core ability: Lets you spend stress to do something no other calling can do. You
get your core ability at character creation.
➤ Flashbacks: Let you flashback and perform actions in the past that a member
of your calling would have likely thought to do.
➤ Calling abilities: Let you customize what type of member of your calling you
are. You take one at character creation and another each time you max out
wicked xp.
➤ Flexibility slot: Lets you take a single calling ability from another calling’s list.
You can't take a core ability with this.
Some abilities allow you to spend stress to perform incredible feats. If a normal
monster can do something with an action roll, spending stress allows you to either
automatically accomplish it or put you on equal footing. If a normal monster can’t
perform it at all, spending stress allows you to make an action roll to attempt it.
You spend stress to use your Brute core ability, Rage, to pick up a huge
boulder. However, if you want to throw that boulder at a cart, need to
make an action roll.
Core abilities can be used on resistance rolls when you're not able to use an action
to resist due to the action having weak effect. Spending stress and using the ability
puts you on equal footing, allowing you to roll the action to resist. This never results
in an automatic resist.
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3. CHOOSE A CALLING ABILITY
You begin play with your calling’s core ability and one calling ability from your
calling's list. When an ability requires you to choose a benefit, you decide when you
take it if it's a passive ability. If it's an ability that costs stress or works on a success,
you make the choice each time you use it.
Look through the list of actions and choose the ones that best match what your
character is good at doing.
➤ Put 3 dots in a single action. This is what you’re best at, your bread and butter.
➤ Put 2 dots in two other actions. These are dependable and used often.
➤ Put 1 dot in two other actions. You’ve had a little practice with these.
Look through the list of dark impulses and choose the one that best describes what
pulls at your character’s attention. Gain a dark heart when you make your choice.
Look through the list of revelries and choose how your character likes to blow off
steam. Your choice of revelry will determine what happens when you overdo it.
Choose 4 items as your gear, the things you always carry on you, and decide your
gear defense. Then, choose another 2 items that you begin with in your supply.
Each calling has a list of example items to give you some ideas. One of the items you
choose can be a valuable item, an item with an edge or a tier 1 contraption, magic
item, or three doses of a potion or concoction. You can also take 1 gold instead of this.
Chapter 2: Characters 89
Bugbears are huge, bullish creatures, prone to rage and not
exactly known for their intellect. They tend to see themselves
as natural leaders and think they should be in charge. They like
to follow others into a dangerous fight. They’re unlikely to stick
their neck out for anyone. A bugbear might say:
COMMON NAMES
Dukthur - Kremmik - Malog - Mogdor - Portoc
Raddit - Skryv - Ulrot - Vatch - Zoktoc - Zurzog
COMMON NAMES
Cerus - Chort - Gilgaroth - Kanzun - Jex
Ozrik - Nozak - Taku - Tereth - Velum - Xog
“Sounds like a fair fight. Let's get the hell out of here.”
“What’s mine is mine and what’s ours is mine.”
“Hey, don't look a- I SAID DON'T LOOK AT ME!!”
COMMON NAMES
Flint - Griz - Kosk - Remmy - Riggz - Scratch
Shriek - Skezzy - Snark - Snully - Tix - Zazzo
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Kobolds are small, raucous creatures. They look like a mix
between a rodent, a dog, and a lizard. They’re hyperactive and
aggressive, with short attention spans. They usually prefer
working together on something. They rarely have a sense of
self preservation. A kobold might say:
COMMON NAMES
Bitey - Blek - Dimm - Drell - Frum - Gromp - Harf
Mungus - Muts - Retch - Skelk - Stitch - Snarl
COMMON NAMES
Brig - Dradd - Forn - Gorr - Kirrz - Kros - Krugz
Rok - Strak - Thig - Throm - Tork - Yorg - Zil - Zug
COMMON NAMES
Slale - Slank - Slark - Slassy - Slegra - Slezetra
Slimmik - Slinn - Slisgar - Slix - Sloan - Sloon - Slyte
Chapter 2: Characters 91
Primal Ability
Some races have their own natural abilities that allow them to do something that
other monsters can’t. To represent these natural abilities, you can take Primal
Ability when you make a character in place of your calling’s core ability or first
chosen calling ability. Work together with those at the table to determine the scope
of the power. It should be around the power of a normal calling ability.
Primal Ability: You have natural abilities that represent the things your race
can do that others can’t. The total impact of these abilities should be similar to
a normal calling ability. If an ability is something you activate, you spend stress
to do so. If it's a passive effect, you must spend stress to use it in dire situations.
If the abilities feel too strong, they can be coupled with one or two weaknesses
to balance them out. These weaknesses represent unique challenges your race
faces. Keep in mind that adventurers always know your weaknesses.
A harpy can fly, albeit rather clumsily. They can also spend stress to sing
a harpy song, allowing them to Trick unwitting victims into coming to
find them over great distances.
A duergar, a dark dwarf, can spend stress to grow up to three times their
size. They can also see in darkness as if it were daylight.
Primal Ability is a balancing act. It can easily overshadow other calling abilities,
so the GM should maintain a tight purview over it. Keep its capabilities limited. If
an ability from Primal Ability does a bit more than a calling ability or it feels too
powerful, adding on weaknesses can help restore that balance. In some cases, you
may be able to just reskin an existing ability, such as a Brute's Rage being used to
represent the above duergar's ability to grow.
Some abilities are simply too powerful to allow for normal PCs to have. Monsters
might also have several abilities which are beyond the scope of taking Primal
Ability. These monsters are better modelled as primal monsters, powerful monsters
that have their own unique mechanics and abilities such as Goldmongers (dragons)
or Facestealers (doppelgangers).
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Bradley: “I’m gonna make a frogperson with Primal Ability. So maybe
I can do a big frog jump, have a long tongue, and be a great swimmer.”
Bradley: “I think it can just reach out and grab stuff, maybe like a
couple of meters away. Do I need to spend stress for that?”
GM: “It sounds like a passive ability, kind of like an extra limb. So, you
only have to spend stress if it’s a dire situation. Swimming too - that’ll
probably let you operate in water without losing effect. But the big
jump? Yeah, that’ll cost stress. How high can you jump?
GM: “Okay, this isn’t all that overpowered. I think you could
squeeze all of that in there even though it’s kind of a lot, but
you’re gonna have to take a weakness.”
Chapter 2: Characters 93
Brute
Powerful & Intimidating Brawlers
You’re called to battle and delight in facing down your enemies, chopping them to
pieces in brutal combat. For you, the bloodier, the better. Your confidence with a
weapon in hand manifests outside of combat when commanding others, bellowing
orders like you expect them to be obeyed and bashing heads on the off chance they
aren't. You begin play with the following core ability:
Rage: You can spend stress to perform an incredible feat of strength, like
throwing a large boulder, tackling a charging horse, or facing off against a much
larger foe on equal footing.
You can flashback to things a Brute would have thought to do, such as torturing a
prisoner, threatening violence, or acquiring just the right weapon.
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Brute Abilities
Assault
You’re a force to be reckoned with. On a success in close combat, you can also (choose
one): cleave into a nearby enemy - destroy their shield or armor - send them flying.
Fury
When you suffer injury or humiliation, you take +1d if you immediately lash out.
On a critical, you clear 1 stress.
Living Weapon
Your body is a deadly weapon and has edges (choose two): concealed - longreach -
grappling - ranged - pulverizing - terrifying. How did you end up this way?
Menace
You put the torment of others over your own safety. You take +1d when you go hard
to intimidate or humiliate someone. On a critical, you clear 1 stress.
Pack Mule
You can carry an immense amount. You gain two gear slots, a defense based on
them, and a supply slot. Where do you keep all of that extra stuff?
Rawhide
Your thick hide protects you from harm. You take +1d when resisting physical
attacks and spend 1 less stress when you do so. What makes your hide so tough?
Taskmaster
You gain a downtime action which you can only use to recruit
minions or sacrifice to have minions perform a downtime action
without paying them gold.
Chapter 2: Characters 95
Conniver
Manipulative & Controlling Masterminds
You lurk in the background pulling the strings, laying out intricate plans, and
having others do your bidding. For you, revenge is a dish best served cold. Methodical
is an understatement - you’re in complete control at all times. You begin play with
the following core ability:
Strings: You can spend stress to have an ally remember your voice in their
head, allowing them to reroll a failure. If they roll a success, you gain a dark
heart. What criticism or advice did you previously impart on them?
You can flashback to things a Conniver would have thought to do, such as
manipulating others, setting up contingency plans, or acquiring information.
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Conniver Abilities
Intuition
Others are an open book to you. You can spend stress to establish a target’s emotional
state, though it must be a reasonable emotion for them to be feeling. You take +1d
when you act on that knowledge.
Masterful Liar
You excel at lying when you go all in on a falsehood. You take +1d when you go hard
to tell a lie. On a success, you gain a dark heart.
Missed a Spot
Each downtime, you get two ticks which can be distributed to any project clocks
started by your allies. What errors do you point out in their work?
Opportunist
You take +1d on a roll when acting immediately after an ally fails a resistance roll.
How do you leverage their failure to your own advantage?
Tongues
You can speak the Light Tongue, albeit with a strong, monstrous accent. How does
a monster like you even learn to speak the language of civilization?
Wordplay
On a success when resisting with Banter, Threaten, or
Trick, you can also (choose one): deflect blame - plant
a false idea - have the GM reveal a secret.
Chapter 2: Characters 97
Crafter
Clever & Curious Tinkerers
You spend hours in your workshop mixing together alchemical reagents and
constructing dangerous devices with a gleeful disregard for your own safety. You
strap up before you leave the dungeon, well-prepared for any situation. You begin
play with the following core ability:
You can flashback to things a Crafter would have thought to do, such as sabotaging
structures, grabbing materials, or brewing a concoction.
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Crafter Abilities
Brewmaster
When you make a concoction, you always make 1 extra dose, even on a failure. You
gain a downtime action which you can only use to brew concoctions.
Creative Frenzy
On a success while working on a crafting downtime project, the downtime action
isn’t consumed. You also gain a downtime action which you can only use to craft.
Monster Science
You fully believe in your creations. You take +1d when you go hard with a concoction
or contraption, but you can't resist any consequences from the roll. On a critical,
you clear 1 stress.
Pride
You instill a deep sense of yourself into anything you create. When you or someone
else rolls a critical using something you crafted, you gain a dark heart.
Prototype
Start a single tier 2 or 3 contraption crafting clock. You can use this unfinished
contraption as normal. Any time you make a dire roll using it, it ticks the crafting
clock once. When the clock is full, the contraption is made and you start a new clock.
Scrutiny
You can spend stress to establish a flaw in a structure or some machinery you can
see. You take +1d when you act on that knowledge.
Signature Elixir
You have a steady supply of a single specific tier 2 concoction and you gain 2 supply
slots which you can only use for it.
Chapter 2: Characters 99
Hunter
Ruthless & Tenacious Trackers
You’re at home running with the beasts of the forest. Relentlessly chasing down
prey brings you closer to the animal inside of you. And yet, you're deliberate, never
missing a sign, always on the trail. And when you finally corner your target, there’s
no hesitation to finish it. You begin play with the following core ability:
Thrill of the Hunt: You can spend stress to establish a small, momentary
weakness in your prey. You gain +effect when you exploit this on your next
roll to stalk, catch, or bring them down. On a success, you gain a dark heart.
You can flashback to things a Hunter would have thought to do, such as setting a
trap, scouting out a location, or hunting up some food.
Grit
You don't go down easy. On a failure when resisting, you can immediately roll an
extra 1d that counts towards the roll. If the result is a success, it counts as a critical.
Hunting Pet
You have a hunting pet or pack instead of minions. It has the companion upgrade
and knows tricks (choose two): cause confusion - fetch - herd prey - locate prey -
surprise attack. Your pet takes +1d when performing known tricks.
Scavenger
On a success while surveying or traversing a risky area, you can (choose one): find
a piece of mundane gear - tick an edge crafting clock - harvest a tier 2 concoction.
Scout
You make a habit of roaming the surface and scouting out targets. While choosing
a raid plan, you can establish a weakness you know about in your target’s defenses.
During the raid, you can also spend stress to establish a second fact.
Trick Shots
You can pull off improbable (but not impossible) shots with a ranged weapon,
like ricocheting a projectile off a wall or shooting through one target and hitting
another. You ignore any circumstances towards effect from the difficulty, but you
must explain how you pulled off the shot.
Wild Knowledge
You can spend stress to establish a fact about plants, animals, or
the weather. You take +1d when you act on that knowledge.
You can flashback to things a Marauder would have thought to do, such as giving
orders to minions, surveying a target's strength, or disciplining subordinates.
Cohort
Your minions are always elite, with the mindset (loyal) and companion upgrades.
They also have an additional upgrade (choose one): equipped - mindset (fearless) -
trained - versatile.
Commander
You exert your will to bolster your minions. You can spend stress or a dark heart
to give a minion pack +1d on a roll. You also gain a defense against minion failure.
Control
You fluidly control a fight. On a success when resisting an attack in close combat,
you can also (choose one): disarm them - redirect the attack - reposition them nearby.
Joy of Battle
You love nothing more than your own excellence in battle. On a critical while
engaged in combat, you clear 1 stress and gain a dark heart.
Maniac
You think nothing of risking life and limb. You take +1d when you go hard and put
your own body on the line, but you can't resist any consequences from the roll. On
a critical, you clear 1 stress.
Tactician
Battle plans are the key to your success. You take +1d on your first action after an
engagement roll. You also gain a defense against raid plans going off track.
Prowler: You can spend stress to perform an incredible feat of agility, like
slipping unimpeded through a mob, leaping safely from a high tower, or hiding
in plain sight.
You can flashback to things a Shadow would have thought to do, such as snatching
something valuable, lying to create opportunity, or stashing some items.
Poisoner
Making or procuring poisons is second nature for you. You have a steady supply of
the following tier 1 concoction poisons: blinding - disorienting - slowing - nauseating.
You also gain two supply slots which you can only use for them.
Pounce
You recognize the perfect timing to strike. You take +1d when you catch someone
by surprise. On a critical, you clear 1 stress.
Slippery
You're tough to pin down. On a success when resisting an enemy attack, you can also
(choose one): disappear from their sight - pick their pocket - reposition behind them.
Stalker
Your lurking presence forces foolish action. On a success while moving stealthily,
NPCs near you (choose one): do something stupid due to paranoia - reveal a secret.
Sticky Fingers
You always manage to come away with something of value. You get 1 extra gold each
loot roll and can control up to 4 gold without raising suspicion. Also, once during
each raid, you can establish the location of some good loot nearby.
Unseen Hand
When you assist an ally, you only take consequences if they
roll a failure. If they roll a critical, you clear 1 stress. Why
do they not know you're helping them?
lockpick garrote
bag of rocks shrill whistle
polished mirror twin daggers
You can flashback to things a Shaman would have thought to do, such as interacting
with spirits or animals, brewing a wild concoction, or sowing terror.
Bonded Spirit
You have a magically bonded spirit or pack instead of minions. It has the companion
upgrade and powers (choose two): become invisible - manifest physically - possess
the weak-minded - reveal information about the past. It can use each once per cycle.
Spirit Whispers
Your control of chaotic situations pulls information from surrounding spirits. On
a success when resisting, you can ask the GM a question or to reveal a secret related
to the situation. You also gain a defense against lies, trickery, and stealth.
Terror
Others can't help but reveal their fears. You can spend stress to establish what
someone’s worst fear is. You take +1d when you act on that knowledge.
Weaving
You effortlessly blend witchcraft with the material or mundane. On a success when
casting a spell, you take +1d on any follow-up using a different action.
Wild Brews
You can brew potions of any tier from all witchcraft paths. You also gain a downtime
action which you can only use to brew potions.
Wrath
Your desire for payback fuels your
witchcraft. When you cast a spell
immediately after a resistance roll, you
take +1d and it costs no stress to cast.
You can flashback to things a Warlock would have thought to do, such as acquiring
arcane knowledge, striking occult deals, or creating magic items.
Counterspell
On a success when resisting magical effects, you also (choose one): absorb the spell
and clear 1 stress - establish a quirk about the caster’s power - reflect the spell at
the caster.
Familiar
You're magically bonded to a small critter, no bigger than a cat. You can speak
telepathically while it's close by. Choose two actions that it excels at, which you roll
your own Invoke for. You roll 0d on anything else. It's knocked out of a scene when
bloodied and magically returns during recovery. You can spend stress to cast a tier
1 spell through it.
Grand Sorcery
You can choose a second path for your Sorcery core ability and can cast from any
sorcery path with only a single magic focus.
Overload
You open yourself to a torrent of power. You take +1d when you go hard with a spell,
but you can't resist any consequences from the roll. On a critical, you clear 1 stress.
Reaper
When you deliver a killing blow with a weapon, you reap the soul of your victim.
You can expend this soul later to cast a spell without spending stress, also taking
+1d on the roll. You can only hold one reaped soul at a time.
Vile Form
You can spend stress to assume an amorphous form for a few moments, such as a
swarm or a fog. You gain any strengths and weaknesses the form possesses and
can roll Invoke to perform actions it would excel at. All of these are
chosen when you first take this ability.
Channeling: You can spend stress to Invoke tier 2 and tier 3 spells of your
chosen deity’s domains. Each god has two domains which act as magic paths.
You can flashback to things a Zealot would have thought to do, such as interrogating
nonbelievers, making sacrifices, or issuing commands to followers.
Defiler
Draw a 4-segment clock on your sheet. Tick it once each time you defile something
sacred or beautiful that is antithetical to your god’s domains. When the clock is
full, a tier 2 ritual immediately manifests in that location and you start a new clock.
Fervent Aura
When you would become bloodied or be killed, you can designate a nearby minion
to become bloodied or die instead. When a minion pack dies in this way, they can
perform a final action and you gain a dark heart.
Inquisitor
You feel deep satisfaction in breaking the will of others. On a success when torturing
prisoners, you gain a dark heart and learn twice as much information as normal.
You also gain a downtime action which you can only use for this purpose.
Rebuke
You teach those who challenge you a harsh lesson. On a success when resisting, you
take +1d if you immediately act against them. On a critical when resisting, you also
(choose one): strike fear in their heart - make them doubt their path.
Smite
Designate a weapon as your unholy weapon. It's now your magic focus. On a success
when attacking someone with it, you can spend stress to immediately affect the
target with a tier 1 spell without rolling.
Unholy Rituals
You gain a downtime action which you can
only use to incant rituals. On a success when
incanting a ritual, you gain a dark heart.
Slem I'm gonna climb up the wall with Finesse to get a better look.
Slissik Shadow
Slem I make it up easily. Perched up here, I'm going to Scan to see where the
Slissik Shadow
dogs the merchant's son told us about are sleeping.
GM It's night and you can't see everything from where you're at. It's going
to be weak effect.
GM You're kinda limited on the info you can gain right now. Let's say
that you don't spot the dogs, but you're sure they're not in the outer
courtyard. Most likely, they're sleeping in the house.
Crag I try to scramble up the wall, too. I have 0d in Smash and Finesse, but
Kobold Shaman
they're the only actions that make sense. At least I'll get practice xp.
Slem I'll assist, reaching a hand down to help out. That way we can at least
Slissik Shadow
be sure to get you up here on a mixed.
GM Makes sense. That'll be strong effect then. Remember that you're both
open to consequences here.
Crag rolls 0d Smash (2d, keep the lowest) and gets a mixed!
GM Looks like you both go tumbling off the wall. Crag, you'll also end up
with MUSCLES shock.
Crag I walk up to the wall, then take several steps backwards, measuring
Kobold Shaman
it out. It looks calculated, like I know what I'm doing. Then I take off,
running as fast as I can, and put a foot onto the wall and launch myself
up it - up it and away from the wall. I yell, "Uh oh!" as I reach out.
112 112
Characters
Slem Yeah, I see him about to throw himself away from the wall and,
Slissik Shadow
you know, I'm already committed, so I reach out and grab him. The
momentum pulls us both off and, I guess I land on top of him.
Ulrot I just stand there shaking my head watching all of this. "It's a strike.
orc brute
We get in fast, we get what we need, we get out. What the hell are you
two doing?" I run straight at the wall, put my shoulder down, and try
to bash through it. My minion pack's gonna be right behind me, too.
GM Hmm, I don't know. I mean it's a reinforced wall built to not be knocked
over. I just don't think it would work. It feels like zero effect.
Ulrot Yeah, obviously I'm gonna spend stress and Rage here.
orc brute
GM Well, that's a different story. A second ago, I was a bit torn between
whether it was zero or weak effect here, but with Rage, I think it'll
bump you up to normal effect. Make the roll.
GM Yeah, you break through the wall, but your greedy minions are going to
follow you through the hole, then run off to start looting on their own.
Ulrot So I Smash through the wall, sending rocks flying everywhere. As the
orc brute
dust settles, I see my orc raiders poke their heads through the hole,
look around, and get the bright idea to go looting. Suddenly, there's
a loud CRACK of my whip lashing. I'm using my gear defense against
minion mistakes here. I point at the house and they do as they're told.
GM The noise has woken up everyone in the house. You hear the dogs in
there barking. The door opens and the dogs come busting out.
Crag Hold up. I'm gonna spend stress and do a quick flashback to on the
Kobold Shaman
way to the estate. I want to have hunted down a boar. I know it's not
something a shaman is too likely to do, but I'm a wildheart shaman so
I think it makes sense. For the hunting, I just want to Tinker a trap.
GM Yeah, I could see Crag doing that. Let's see the roll.
Crag Awesome. It was a simple pit trap and I butchered the boar that I
Kobold Shaman
caught, knowing the meat would come in handy. So right now, I push
Slem off me, then stand up and pull out huge hunks of meat from my
bag. "Hey pups, who's hungry?"
113 113
Chapter 3
Dark Arts
“Yesss... rise and serve, foul creature. Pull yourself from the
depraved fires of hell. Lifetimes of torment you have suffered,
but now it's time to revisit that suffering tenfold on those that
have wronged us. Come pet, we have dark deeds to do."
- Slerrin, Slissik Warlock
Mastering the Dark Arts
Some Wicked Ones are drawn to the power found within magic and science. They
learn to cast spells tinged with darkness or craft insane contraptions. Others
spend their time mixing concoctions, noxious alchemicals with bizarre effects, or
engaging in complex rituals to taste the most powerful magic. These are the dark
arts, whose power only a monster would dare risk trying to harness.
This chapter lays out how magic and science work, providing a framework and
examples to show what's possible with them. The Dark Arts are governed by three
sets of laws:
The Laws of Monster Science cover the creation of mundane items, edges,
concoctions, and contraptions. They're rated from tier 1 to tier 3 based on how
dangerous and complex they are. You're limited in what you can create by the
boundaries of pseudoscience.
The Laws of Spell Magic cover the casting of spells and creation of potions. They're
rated from tier 1 to tier 3 based on how powerful the effects are compared to what
a normal action can accomplish. You're limited in what effects you can conjure by
the path of magic you wield.
The Laws of Ritual Magic cover the incantation of rituals and creation of magic
items. You're limited in what effects you can achieve by their impact on the fiction.
At this level of magic, the more impactful it is, the more likely forces are to move
against you to stop it.
Magic and science can often achieve similar effects, but the biggest difference is in
their limitations. Magic allows you to produce any effect unbounded by the laws of
reality, but within a narrowly focused path. Science is limited only by your ability
to explain it in a pseudoscientific fashion. Science focuses more on spending time
and resources crafting, whereas magic can create effects on the fly within scenes
by casting spells.
When something has the volatile property, it comes with some drawback when
using or even just carrying it. The exact nature of the volatility is decided by the GM
and the player that crafted it, with the GM having final say. It should be something
that still makes the item worth using, but is troublesome or annoying when you do.
Volatile tends to scale with tier, with the most powerful items having the greatest
level of volatility. Minor items might give some small annoyance, but powerful items
might be quite dangerous to wield. An item's volatily can come from crafting it or
when found in loot, at the GM's discretion.
In the following pages, items are listed with a possible volatile property after
the "but..." in the examples. If the item isn't volatile, it doesn't have that effect.
It's also important that the volatily is fun in play. Don't make an item volatile in such
a way that it will never be used. That defeats the entire purpose. Volatile is almost
like a dark bargain in this way - not quite bad enough to keep you from using the
item, but definitely evokes a tinge of regret. If an item proves to be not worth using
at all, perhaps revisit and change its volatility.
➤ Items and edges cover any simple, mundane, or non-magical items with useful
applications as well as any improvements to those items.
Science usually relies heavily on the Tinker action, though other actions are also
applicable. A Hunter might Scan for herbs that they mix into a poultice or a Crafter
might Finesse the fine details on the timing mechanism of a bomb.
To craft something with science, you must explain the monster science
behind what you're crafting or how you're crafting it. The only limitation on
what you can create with monster science is what can be reasonably explained
in a monster science fashion. As long as you can make the thing you're crafting
sound somewhat plausible, you're good to go. The GM is the final judge on this.
Science creations are rated from tier 1 to tier 3 according to how difficult or
dangerous to craft they are. The tier is set by the GM.
Brewing more potent concoctions carries more risk. You take -1d on the roll
when brewing tier 2 concoctions and -2d when brewing tier 3 concoctions.
Concoctions are made using alchemical reagents, purified and distilled elements of
the natural world. These tend to be things like minerals, herbs, or fungi. It's assumed
that you can collect any ingredients you need when brewing and you can weave the
collecting of them into your narration of the downtime action. Some examples are:
alchemical reagents
black powder mold spores quicksilver
brimstone moondew realgar
cold iron mugwort extract saltpeter
ginger extract myrrh sea salt
gold flakes nightshade silver
magnesium phosphorus thistle
1 12 Stink Bomb: Fills an area with a horrible smell and causes retching, but has a leaky container.
13 Sneezing Powder: Makes someone who inhales it have a sneezing fit, but is extremely tricky to apply.
14 Itching Dust: Causes extreme itchiness when contacting skin, but is easily spread by the wind.
15 Firedancer: Shoots a trail of sparks in a random line then pops, but sometimes flies like a boomerang.
16 Wide-Eye Tablets: Keeps you wide-awake for a night, but causes hallucinations.
21 Blistermaker: Causes blisters to erupt on contact with skin, but is extremely foul smelling.
22 Fire Oil: Catches fire when hit with a spark, but takes a few tries before it lights.
23 Darkwater: Fills a body of water with dark ink, but your hands get covered in the same ink.
24 Painkiller: Can ignore the effects of MUSCLES shock, but doesn't clear the shock when rolled.
25 Beastlure: Brings in a specific type of animal if it's in the area, but the scent sticks on you.
26 Shrieker: Emits a loud shriek when it comes into contact with light, but sometimes randomly shrieks.
tier 31 Stonemelt: Quickly dissolves large sections of stone, but fills the area with thick smoke.
2 32 Tarbomb: Covers anything it hits with sticky tar, but leaves a trail of tar when you throw it.
33 Nervewrecker: Paralyzes a victim temporarily, but they ignore all pain afterwards.
34 Thunderstone: Emits a blinding light when thrown against a hard surface, but is always hot to the touch.
35 Zoner: You don't take shock to BRAINS, but you take -2d from shock to other attributes.
36 Metalshards: Sends shards of metal in all directions, but has a loose trigger.
41 Firebomb: Bursts on contact and splashes into a ball of flame, but has a very short fuse.
42 Quicksleep: Instantly puts someone to sleep, but only for a few brief moments.
43 Suregrip: Allows you to climb on walls like a spider, but normal items stick tenaciously to your hands.
44 Friendmaker: Makes anyone sprayed in the face friendly to you, but hostile towards those you're with.
45 Dreadfood: Causes horrific hallucinations, but sometimes enrages the one that imbibed it.
46 Outburst Draught: Causes someone to act on their current strongest emotion, but is contagious.
tier 51 Bottled Fury: Stops you from dying until it wears off, but you can't resist death.
3 52 Lightbender: Makes someone appear completely invisible, but also nearly blind.
53 Quickfreeze: Covers the entire area in ice, but the bottle is incredibly fragile.
54 Zombiejuice: Reanimates a fresh corpse into a killing machine, but it quickly falls apart.
55 Heartstop: Makes you appear completely dead, but you wake up with shock to GUTS.
56 Essence of Night: Fills a large area with moonless darkness, but the area is freezing cold.
61 Quickrust: Can instantly rust away any piece of metal, but its container is hard to open.
62 Kaboom: Creates an explosion large enough to destroy a house, but the explosion is randomly delayed.
63 Anti-Gravity Torch: Reverses gravity while it burns, but you move very slowly within its zone.
64 Magnetizer: Causes any metal hit with it to become highly magnetic, but it might randomly activate.
65 Unarcana Stone: Causes magic within an area to cease working, but also causes monster science to fail.
66 Tremorbead: Seeps rapidly into the earth, causing it to tremble, but activates when shaken.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
On the next page is a list of example contraptions, what they do, and a possible
volatility that they might have. What the contraption can accomplish and its volatility
are determined by the player and GM when you start crafting it. Contraptions are
made by using the craft downtime action with the tier of the downtime project
determined by the tier of the contraption you want to make. When you want to craft
something, describe what it is to the GM and they set its tier.
Contraptions are creations that don't already commonly exist, and for good
reason. Every contraption is volatile in some way. Work with the GM when you
finish making a contraption to choose the nature of its volatility.
You can create your own edges by working with the GM to decide their effects. Edges
sometimes give +effect when using an item, though only within a limited scope.
Edges can never make you better at killing things - weapons have already been
honed over thousands of years into perfect killing tools.
1 12 Gas Mask: Ignores the effects of gases, but you can barely see while wearing it.
13 Monocle Spyglass: Sees objects far away as if they were up close, but disorients you.
15 Candlehelm: Lights the way in front of you, but drips wax onto your face.
16 Rope Launcher: Sends a rope flying a great distance, but requires time to wind it up.
22 Spring-loaded hidden dagger: Puts a dagger instantly into your hand, but can randomly activate.
23 Concoction Launcher: Shoots a concoction a great distance, but is really cumbersome to carry.
24 Bear Trap: Latches onto the foot of whoever steps in it, but is really dangerous to pick back up.
25 Corner Mirror: Lets you see around corners, but is easily broken.
26 High Pitch Whistle: Can only be heard by dogs and similar beasts, but gives you a headache.
tier 31 Parachute: Slows your fall, but you still hit the ground pretty hard.
2 32 Shockstick: Stuns the one you hit with it, but also stuns you.
33 Portable Trampoline: Lets you jump higher than you otherwise could, but is hard to put away.
34 Welding Torch: Welds metal together with a hot flame, but showers you in sparks.
35 Escape Balloon: Can pull you up into the air, but is almost impossible to control.
36 Spring Boots: Let you make one giant leap, but take a long time to reload after use.
41 Glider: Lets you control your descent, but it's absolutely terrifying.
42 Mining Drill: Bores through stone very quickly, but gives -1d on calamity rolls when used in the dungeon.
43 Sticky Gloves: Let you climb up a wall, but you can only reliably move up.
44 Two-Wheeler: Lets you rapidly move over flat terrain, but the brakes don't work.
45 Electromagnet: Strongly attracts metal, but shocks the hell out of you when you turn it off.
46 Retract-o-Claw: Clamps onto whatever it's shot at, but retracts very slowly.
tier 51 Rocket Pack: Allows you to soar through the sky at rapid speeds, but can go off at any time.
3 52 Night-Vision Goggles: Lets you see in the dark, but blinds you if you look directly at a light source.
53 Chainsaw: Can tear through wood and flesh like butter, but merely wielding it is highly dangerous.
54 Rocket Boots: Let you briefly move incredibly fast, but always launch you out of them at the end.
55 Flamethrower: Fires jets of white hot fire, but the fuel tank is very vulnerable and fuel is limited.
56 Waterbreather: Lets you breathe underwater, but your vision is highly limited.
61 Auto-Lockpick: Allows you to roll the item's tier against any lock, but is very noisy.
62 Backpack Catapult: Can launch fairly large stones, but takes up an extra gear or supply slot.
63 Clockwork Servant: Can do one specific task that it's programmed to do, but rusts easily.
64 Laser Eye: Fires a laser out of one of your eyes, but you have BRAINS shock while it recharges.
65 Robotic Limb: Replaces a hacked off limb, but seems to have a mind of its own.
66 Boomstick: Blows something within short range to smithereens, but also hits nearby allies.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
➤ Sorcery draws power from strange, arcane forces. Its paths are enchantment,
evocation, force mastery, illusion, necromancy, and pyromancy.
➤ Witchcraft draws power from spirits and nature. Its paths are bloodreading,
soothsaying, spiritcalling, stormstrike, and wildheart.
➤ Channeling draws power from the worship of evil deities. Its paths are
determined by the domains of the deity you serve.
As long as you have a magic focus, any Wicked One can Invoke magic. However,
you can only cast tier 1 spells without the appropriate calling core ability.
Magic Focus: Items like crystal balls, strange powders, crooked wands, spirit
masks, or ancient tomes scrawled in blood that you use to wield magic. Each
magic focus can only cast spells of a single magic path. They're usually related
in some way to their path, though the exact choice of item is up to you.
When you Invoke magic, you cast spells to create magical effects that fall within
the scope of the magical path you have chosen. The magical path acts as a limitation
on what you can accomplish. When you Invoke a spell, you:
➤ Accomplish something with magic that could have been accomplished with
another action. This allows you to use magic in place of other actions.
· You summon vines and tendrils to tear the lock apart (replacing
Finesse, Tinker, or Smash).
· You enchant the goblin and force him to give you the information
you desire (replacing Trick, Banter, or Threaten).
· You meld with the shadows and reappear elsewhere (replacing
Skulk or Trick).
2. The GM sets the spell tier, comparing what the player wants to
accomplish to what can be accomplished by a normal action roll.
Ulna: I'm going to use pyromancy here to engulf that house in flames.
GM: Sounds like tier 2 to me. The house is kinda big. It’d probably take
several actions or everyone working together normally.
Ulna: Yeah, I don’t really have the stress to spend though. Hmm, can I
get a smaller fire started now at tier 1 that can grow over time?
GM: Yeah, that could be done with a single action roll. Tier 1 it is.
The GM determines what tier a spell is by comparing the intended result with what
can be accomplished with a normal action. At its simplest, the system works as such:
Tier 1 spells set the baseline from which to judge the other tiers. When the effect
is one that can be accomplished with a different action, it's clearly tier 1. When the
result isn’t normally possible without magic, the GM must make a judgement call
and set its tier according to its relative impact. An impossible magical effect that
feels about as impactful as a normal action is a tier 1 spell.
The GM must also set the limit of what a tier 3 spell can accomplish. They’re
meant to be able to produce effects that can dominate a scene, accomplishing things
that might take a team of workers some time to finish. Beyond tier 3 spells are
rituals which cover the most powerful magical effects.
· You ensorcel the horse’s mind, making it buck off its rider.
· You beseech Shabaz for power and hurl a lightning bolt at the knight
in plate mail.
· You hear the blood coursing through the veins of the hidden rogue.
· You grow vines, snaking their way across the gap to form a bridge.
· You listen as your goddess, Melawa, tells you where the adventurers
are hiding in ambush.
· You enchant the dryad, causing her to think someone else burned
down her forest.
· You hit the town wall with a huge amount of force, blowing a hole in it.
· You enter the spirit realm and possess the caravan guard.
· You conjure an illusion of a huge wyvern flying overhead, which
chases away the cavalry pursuing you.
➤ You expand the area from a small area to a medium area, or a medium area to
a large area. What constitutes the size of these areas is up to the GM.
➤ You expand the duration from a short time to a medium time, or a medium
time to a long time. Permanent magical effects are only possible with rituals.
➤ You expand the scale allowing you to go from being in a tight spot to even
footing, or from even footing to having the upper hand. This might also change
the spell from a single target to a few targets, or a few targets to many targets.
Limitations
Magic is powerful and flexible, but each magic path has some limitations. The first
limitation is due to the nature of the magic and something you must deal with. You
then choose a second limitation on your own, which serves to balance magic against
normal actions. If your magic path is very broad and easy to apply to any situation,
the limitation should scale that back some. If your magic path is already narrow,
a minor fun limitation is more appropriate. When you choose a magic path, you
should jot down a few ideas on your character sheet about what types of limitations
you might have and discuss them with the GM.
Summoning
Many magic paths may allow you to summon a pack of minions to do your bidding,
usually lasting until the end of the current scene. If you summon a minion pack with
a tier 0 or tier 1 spell, you're essentially rolling Invoke to accomplish something but
describing it as a short-lived minion being summoned and performing the action
for you. You use your Invoke action roll to determine the results. When you cast
a tier 2 or 3 spell, you can summon a normal minion that will last for a scene. You
determine what actions and impulses they have when you summon them.
➤ A tier 3 spell provides you with a minion pack with an upgrade or a 3d action.
· You raise a zombie hoard that shambles into the town.
· You pull a greater demon from the depths of hell, forcing it to serve.
· You howl into the night and a wolf pack answers your call.
Detect Magic: You look for signs of magic. You don’t necessarily need to use Invoke
to understand when there is magic, though, as you can usually Scan for it as well.
Dispel Magic: When you dispel a magical effect, you must cast a spell of a tier equal
to the strength of the magic in effect. This is determined by the GM.
You sprinkle crushed pixie wings on the chest and the trap's magic fades.
Resistance: You can use Invoke to make a resistance roll. When you do, describe
the spell and how it resists the consequence. The GM then sets the tier of the spell,
usually tier 1. Remember that to use an action to resist, it can’t have weak effect.
Spells work the same way. If a tier 1 spell would have weak effect, it might take a tier
2 or even a tier 3 spell. A tier 2 or tier 3 spell used to resist still costs stress and you
take a penalty to the roll as usual. This allows you to resist things in a much larger
capacity than otherwise possible.
You cast a tier 3 force mastery spell to stop the tower from collapsing.
Conferring Action Ratings: When a spell confers a new action rating on a PC, such
as transmuting their body or boosting them with magic, the action rating is equal
to the tier of the spell cast.
You use wildheart to take on the aspects of a bear. Your Smash is 3d.
Conferring Abilities: Spells can mimic calling abilities, even core abilities This
requires a tier 3 spell to do so.
You cast a tier 3 pyromancy spell, turning into a flaming elemental. This
gives you the Warlock's Vile Form ability.
Xog: “I wanna get that charm necklace I saw the merchant ride into
town with. I need that to finish my ritual. So as the cart pulls into the
town square, I’m going to need a distraction.”
GM: “Yeah, that sounds like a tier 1 spell to me, kind of like a Trick.
You could push it and make the 3 or 4 people standing around the
merchant’s stall all throw up. That’d be tier 2.”
Xog: “Actually, I think I want to go big here instead. Let’s make everyone
in this square suddenly start retching. Then hopefully I can snatch the
charm and make my escape.”
GM: “Awesome, that’s a tier 3 spell, so you take -2d on your action roll
here. If you fail, your spell’s probably going to backfire on you in this
busy town square.”
GM: "You're watching the nomads bring their herd through the valley.
A few have their bows out, scanning the treelines and expecting trouble.
Rorgar, you said you were leading the way. What do you do?"
Mezz: "Hold up! I just had an idea. I want to flashback to last night and
call on Vahoona to fill the nomads' dreams with nightmares of Rorgar
here feasting on their flesh."
Mezz: "I want 'em to break and scatter as soon as they even see Rorgar."
GM: "Yeah, that's like a large scale Threaten, plus doing it from afar
through their dreams. I think this is going to need a tier 3 spell."
Torin: "Could you throw a rolling fog into those dreams, with Rorgar
charging out of it?"
GM: "Oh, that's good! It's a bit weird having the team up rolls
happening at two separate times, but it feels right for what you're
trying to accomplish. Let's roll with it. The fog is a tier 2 spell, affecting
a lot of people with it. You could do something similar with a team of
people lighting fires and creating smoke. Alright, let's see some rolls."
Brewing more potent potions carries more risk, just like casting spells. You take
-1d on the roll when brewing tier 2 potions and -2d when brewing tier 3 potions.
You don't spend stress as you would when casting higher tier spells, though.
You must state an ingredient or two when brewing a potion. The stress you would
normally spend to cast a spell is replaced within a potion by ingredients. Ingredients
tend to be related to the effect of the potion in some way, such as a cat eye for a
potion that allows you to see in the dark. It's assumed that you can collect most
ingredients you need when brewing and you can weave this collecting of them into
your downtime action narration. Here are some example ingredients:
potion ingredients
bat wings fool's gold rabbit foot
beetle guts frog spit rose thorns
bent ring four-leaf clover rusty key
broken mirror owl feather scorpion tail
crushed pine cone poison ivy seashells
curdled goat milk pumpkin seeds snake teeth
Especially rare ingredients give you +1d to the roll to brew a potion.
These ingredients are almost always procured within a scene under
risky conditions. They might be things like unicorn blood, fairy
dust, mermaid scales, prince tears, or a lion's tail. You might...
1 12 Sticky: Adheres any two things together, but is very difficult to apply.
14 Lies: Makes you unable to tell the truth, but you can't tell when others are lying.
15 Mixed Visions: Shows you two false and one true vision of the future, but gives you a massive headache.
16 Cowardice: Forces whoever it hits to run away, but they're emboldened when they return.
21 Illusory Form: Gives you the appearance of another member of your race, but only from the front.
22 Slipperiness: Makes an area incredibly slippery, but the bottle itself is also very slippery.
23 Blinding: Removes the target's sight, but is incredibly difficult to apply without affecting yourself.
24 Giantvoice: Allows you to project your voice over great distances, but you lose your voice after.
25 Strength: Makes you as strong as a bear, but you're completely exhausted afterwards.
26 Speed: Makes you as fast as a horse, but has a very short-term effect.
tier 31 Terror: Creates a nightmarish illusion where the potion is spilled, but it's your own nightmare.
2 32 Firebreath: Lets you breathe flames like a dragon, but torches your gear, too.
33 Spiderlegs: Gives you legs like a spider allowing you to climb walls, but makes you voraciously hungry.
34 Portable Doorway: Breaks against a wall to make an instant hole, but disappears very quickly.
35 Speedy: Doubles your speed, but it's very, very difficult to stop.
36 Blur: Gives a defense against arrows, but you randomly teleport nearby when you use the defense.
41 Dalgeth's Brew: Makes everything the drinker hears sound disingenuous, but they're aware afterwards.
42 Squallsight: Lets you establish a fact about the weather, but angers nearby wildlife.
43 Turnheart: Causes the drinker to rethink their current goal, but all distrust you while you carry it.
44 Wizardwick: Pulls magic towards its flames, containing it, but the bundled magic is highly unstable.
45 Mindwall: Gives you a defense against enchantment, but you're vulnerable after using the defense.
46 Snakejaw: Lets you swallow anything up to your own size without hindering you, but it tastes terrible.
tier 51 Invisibility: Makes you completely invisible, but you blink back into sight when you touch something.
3 52 Tongues: Lets you speak another language fluently for a while, but you can't understand it.
53 Ratsize: Shrinks you to the size of a rat, but you smell like prey.
54 Mimic: Turns you into a carnivorous version of an object, but you only vaguely know how long it lasts.
55 Earbug: Lets you understand another language for a while, but you can't speak it.
56 Freeshade: Releases your shadow as a temporary minion, but it doesn't want to rejoin you later.
61 Animal Form: Turns you into an animal, but you gain an appropriate dark impulse during it.
62 Quickmend: Removes both bloodied and MUSCLES shock, but gives BRAINS shock.
63 Mooncurse: Turns someone into a werewolf for one full moon, but wolves are hostile while you carry it.
64 Expertise: Gives a single action a 3d rating for a short time, but you take -1d to all other actions during it.
65 Intangible: Lets you float and move through walls, but doesn't wear off until recovery.
66 Ironskin: Makes your skin as tough as iron, but you move incredibly slowly.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
Rituals are incanted with downtime actions, using any action that makes sense
within the fiction. You must also meet a number of special requirements equal to the
ritual's tier before the ritual can be completed. The GM and player work together to
choose interesting requirements. Special requirements are something challenging
to accomplish, usually requiring a scene or perhaps even a raid to do so.
A ritual's tier is determined by how large of an impact it will have on the story.
Cursing a farmer is usually easier than cursing a noble, though if that farmer is
an important figure in the story, setting the curse on them becomes much more
difficult. The GM sets the tier as follows:
· You plant fear in the baron’s mind, causing him to betray the duke.
· You link the fate of two people together, so if one dies, they both die.
· You conjure a large wall of ice, blocking the mountain path.
Rituals often bring attention from outside forces seeking to stop it. The GM
can make a blowback roll just before it's completed to see if anyone intervenes.
➤ Fasting: You're not allowed to eat while preparing this ritual. You take shock
to an attribute each time you incant this ritual. Why must you go through
such suffering?
➤ Intimate Materials: You need an item that the target of the ritual greatly
values or cares about deeply. Why is it so important to them?
➤ Place of Power: You must perform the ritual at a specific place of power, such
as deep within a volcano or a long forgotten battlefield. How does the place
magnify the ritual's power?
➤ Rare Ingredients: You must collect rare ingredients before you can cast the
spell - often from high, inaccessible mountain peaks or at the bottom of deep,
dark lakes. What stands between you and the ingredient?
➤ Sacrifice: You must sacrifice some type of animal or even a specific person.
What's special about the required sacrifice?
➤ Special Focus: You require a special item or creature that the ritual’s power
is channeled through. If the item or creature is destroyed, the magic effect is
also destroyed. How is the magic channeled through this focus?
➤ Timing: You can only perform the ritual at a specific time, such as a certain
lunar phase or when the stars align. When your ritual starts, the GM starts an
additional 4, 6, or 8 segment clock and ticks it each lurking phase to represent
the time approaching. What is significant about the timing?
➤ Trial: You must undergo some trial to prove yourself worthy before the ritual
can be completed, such as swimming across a dangerous river, burning down
a temple, or finding and killing a wyvern without using any weapons. What
makes the task more dangerous than is immediately apparent?
Grem: "Okay, so it's a tier 3 ritual to turn the river into a river of blood.
What kind of special requirements work for this?"
Grem: "Those work. Also, sacrifice makes sense. Maybe I have to throw a
person off the top of the waterfall, too. How about the town's butcher?"
As these items have quite a broad range of power, you can balance their power by
giving them a drawback. The drawback is decided prior to crafting it. Remember
that a tier 1 magic item already becomes volatile when you get a mixed on the roll,
making it possible to be volatile twice.
➤ Activation: You must activate it in some way, such as by taking stress or paying
cost. After activation, it might only be usable once or for a short time.
· You turn over the hourglass, giving yourself one hour of protection.
· You take stress to launch a fireball from the wand.
· You put a gold coin in the tiny statue's mouth and it tells you a secret.
➤ Limited use: It only has a certain number of uses before it becomes completely
unusable or needs to be recharged in some way.
· You must throw one of the seeds to grow a tree at that spot.
· The flaming sword has a chance of burning out, needing to be
dipped in lava to regain its power.
· Every time you use the eaglewing cape, a few more feathers fall off.
➤ Volatile: It's volatile, having some negative effect on the user when used.
· The cinderstone burns you every time you use it.
· The jumping boots make you queasy every time you use them.
· The lightning wand arcs to an ally after it hits your enemies.
GM: "Hmm, seems like tier 2. Let's say the special requirements are a
staff that's survived being dipped in lava and a tiny captured flame
elemental. It kinda needs a drawback to balance it out, though."
Martok: "I don't want it to cost stress, so what if I can only use it once
before I need to dip it into lava to recharge the elemental inside it?"
GM: "That's cool, and since you have a lava flow within the dungeon,
it effectively becomes recharged at recovery."
1 12 Driftcloak: Lets you slowly descend from a high spot, but you can't control your descent at all.
13 Ember Ring: Emits embers, igniting anything flammable, but burns you when you use it.
14 Marionette : Can perform a simple command that you give it, but wanders off afterwards.
15 Waterstep Boots: Lets you walk across water, but you have to keep moving so you don't sink.
16 Spidersilk Lute: Draws in spiders in your area when played, but the spiders are hostile to you as well.
21 Bouncy Boots: Lets you always bounce safely when falling, but you bounce in a random direction.
22 Grasping Shield: Can reach out and entangle enemies, but is terrified of axes.
23 Vision Helm: Vastly enhances your sight, but you can't hear very well when wearing it.
24 Snake Lock: Can be placed on a door to instantly lock it, but bites you when you take it off.
25 Tracking Jewel: Always makes you aware of its location, but bloodies you if broken.
26 Soul Flask: Can hold a single soul for transport, but the soul will rattle the flask at the worst moment.
tier 31 Displacement Arrows: Teleport anyone hit with them to a nearby spot, but the spot is totally random.
2 32 Immovable Armor: Makes you nigh-immovable, but you can't run while wearing it.
33 Spiteskull: Tries to bite and latch onto anything you throw it at, but is always looking for a better owner.
34 Endless Bottle: Holds an immense amount of liquid, but all of it flows out when opened.
35 Bag of Devouring: Will completely destroy any non-living material put inside it, but is very hungry.
36 Lookout Cap: Lets you know if anyone can see you, but is extremely paranoid of getting spotted.
41 Thundering Mace: Knocks back anyone you hit with it, but is incredibly noisy.
42 Dancebox: Makes anyone around without a task start dancing, but only plays one song.
43 Eye of Melawa: Reveals lies and illusions, but makes a blinding flash when it does so.
44 Cursed Coin: Causes the one that finds it to grow greedier over time, but tries to be spent.
45 Blink Boots: Lets you teleport a short distance away, but you're disoriented after.
46 Bloodstone: Heals a wound, but must be bathed in increasingly potent blood after each use.
tier 51 Goldmonger's Tooth: Turns victims into golden statues, but they might randomly come back to life.
3 52 Rust Shield: Instantly rusts any metal weapon it blocks, but slowly falls apart.
53 Werepelt: Turns you into a werebeast while the full moon is out, but it's a mostly harmless beast.
54 Cursed Mirror: Sends the thoughts of anyone looking into it to its creator, but slowly drives you insane.
55 Stasis Ring: Puts you into a visible but incorporeal stasis for a few moments, but you can't see anything.
56 Covensworn Tome: Allows you to cast a predetermined tier 1, 2, and 3 spell, but costs more each time.
61 Mind Distillery: Drains memories from people's minds, but makes them go insane in the process.
62 Cloak of Invisibility: Turns you completely invisible, but no other gear besides the cloak.
63 Cube of Knowledge: Answers almost any yes or no question you ask, but can't be used again for a cycle.
64 Harvesting Axe: Gives you a huge burst of power when you hack off a limb, but always demands more.
65 Storm Orb: Can conjure up a major storm within the region, but you can't decide its path.
66 Withering Staff: Causes plant life within a large area to wither, but leaves you feeling drained.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
Over the following pages, the sorcery magic paths are laid out with example spell
failures, limitations, magic focuses, and spells. Remember that spell tiers fluctuate
depending not on the spell effect itself, but on what you're trying to accomplish
with it. All of these are merely examples to help show what might be possible within
that path. Magic is a creative endeavor and up to you to define the power you wield.
➤ Recognition: They think they met you before, grinning as you approach.
➤ Emotion Control: Anger replaces annoyance as the guard draws his sword
and threatens his friend.
➤ Hypnotism: They fall into a deep hypnotic state, ready for your suggestion. The
first thing they'll do when they get back to the fort is fire the captain.
➤ Memory Loss: With a wave of the hand, the guard forgets you were ever there.
➤ Implant Memory: The troll suddenly remembers you saved his life in the river
and offers to help you take down the town wall.
➤ Betray Oath: The knight plunges the sword into his lord's back.
➤ Annoyance: Quasits appear and grab the bag from the merchant.
➤ Whip: A demonic whip appears in your hand and you lash the sorcerer with it.
➤ Warrior: A barbed demon climbs out of a pit and tackles the knight.
➤ Winged Servant: A winged demon flies high into the sky to look for the caravan.
➤ Pits of Hell: Flaming pits erupt along the ground dragging some villagers into
them, then lava begins pouring out into the village.
➤ Devilish Transformation: Your form twists into that of a devil, with flaming
sword and spiked armor.
When force mastery spells fail, you might drop whatever you were
moving on an ally, break it apart instead of picking it up, or move it
way beyond where you intended.
Limitations: Force mastery can only move objects, not things that are alive
such as plants and animals. You might also only be able to move one type of
material, like stone, or lose one of your senses while casting.
➤ Slam: The house's support beam breaks and the whole structure comes down.
➤ Flying Disc: You stand on a small disc, then lift it into the air and fly away.
➤ Symphony: Every door and shutter in the town slam open and shut over and
over, terrifying the townsfolk and causing pandemonium.
When illusion spells fail, they might depict the wrong scene,
briefly manifest into reality, or confuse you into believing
they're working even though they're not.
➤ Simple Scene: The "guard" paces back and forth on the walls, hiding the fact
that the real guard is dead.
➤ Imaginary Foe: A "huge ogre" steps out of the cave and charges your enemies.
➤ Illusory Wall: The pursuers pull up, almost smacking into the "wall".
➤ Disguise: The "cook" slips into the back room of the tavern and grabs a knife.
Limitations: Necromancy requires flesh or bone and tends to work far better on
the already dead. You might also need to lay your hands on the target or place
your own soul within a vessel.
➤ Skeleton Surprise: The skeleton rips itself free of its mortal husk.
➤ Witness Death: You see a horse kicking them in the head, then bandits riding
off, leaving them bleeding to death in the road.
➤ Zombie Horde: A large horde of zombies burst forth from their graves.
➤ Life Siphon: The lancer's life energy is ripped from her, healing your wounds.
➤ Flameblade: Flames ripple along the edge of the blade, giving it potency.
➤ Scorch: A blast of flame leaps from your hand and singes the griffon.
➤ Flaming Path: Flames spring up along the ground behind you as you run,
making it difficult for your pursuers to keep up.
➤ Flamestep: You step into the fire and step out of a fire elsewhere.
Over the following pages, the witchcraft magic paths are laid out with example
spells, failures, limitations, and magical focuses. Remember that spell tiers fluctuate
depending not on the spell effect itself, but on what you're trying to accomplish
with it. All of these are merely examples to help show what might be possible within
that path. Magic is a creative endeavor and up to you to define the power you wield.
Bloodreading Soothsaying
the pulse of life The Timeless Eye
Limitations: Bloodreading requires a living target. You might also need to make
them bleed first or touch their flesh with your own before you can cast spells
on them.
➤ Heartbeats: You listen intently and hear the hiding priest's heartbeat from the
choir balcony above you.
➤ Spasm: The sailor inexplicably throws the crate into the water.
➤ Block Senses: Suddenly unable to see, the fleeing merchant rides into a tree.
➤ Puppet Master: The goblin loses control of her body and swings at her friend.
➤ Close Wounds: The Zealot loses the bloodied condition and MUSCLES shock.
➤ Bloodbond: Any wounds taken by the Marauder are taken by you instead.
Limitations: Soothsaying only sees a possible version of the future and a likely
version of the past, being prone to error and misinterpretation. You might also
only be able to see through a certain element or require a related item.
➤ Recent Past: As the chieftess shakes your hand, you flash to her perspective
moments ago, inside her hut, and see her ordering her warriors to stand ready.
➤ Predict Weather: The pool ripples, then shows you storm clouds brewing.
➤ Glimpses: Visions of the future flood your mind: melting snow, birds chirping,
a carriage, horns sounding, people marching. The duchess is coming in spring.
➤ Signs: In the fire, you see a rope and suddenly know what to do.
➤ Traces: Time rewinds around you, rushing through major events in the area.
➤ Shared Sight: You view the world through the guard's eyes as they go on patrol.
➤ Tattle Tale: A dead imp spirit points at the lying minion that killed her.
➤ Bolster: The spirits follow your minions, aiding them in their work.
➤ Possess: You slip into the spirit realm and possess your victim.
➤ Spirit Travel: You leave your mortal husk behind and guide your spirit to
investigate the border fort.
Limitations: Stormstrike requires access to the open sky or flowing winds. You
might also have your magic affected by the current weather conditions or need
to recharge yourself occasionally by being struck by lightning.
➤ Bolt: Lightning crashes across the room, smashing into the warrior's shield.
➤ Ominous Skies: The skies grow dark, making the barbarian tribe waver.
When wildheart spells fail, you might lose nature's trust for a
while, slip into a temporary feral state, or nature might cause
unintended trouble.
➤ Flying Helper: A falcon descends from above and snatches the talisman.
➤ Gnarled Pal: The tree grabs the goblin and launches them across the river.
➤ Bee Invasion: Bees swarm the town square, stinging all those within it.
You can choose one of the following evil gods to follow or make up your own.
Each god has a title followed by two domains, which combine to form your magic
path. The descriptions of the gods are intentionally vague. They're meant more as
creative prompts than lore of the world, giving hooks that you can use to define
your character's religion. When you decide to worship a god, take some time and
discuss it with the GM but don't worry about detailing everything. You'll flesh it out
over time through play. Choose one of the follow dark deities or make up your own:
Channeling does not have the same limitations as sorcery and witchcraft. Instead,
you must strive to please your god, else they will forsake you. Minor infractions
may be overlooked, but when you have displeased them enough, the punishment
is quite severe.
Forsaken: When forsaken, you lose access to tier 2 and tier 3 spells until you
have atoned in some way. The GM can also compel you towards actions that
would please your god, essentially the opposite of the things that you can be
forsaken for. If you suppress the compel, your god immediately forsakes you.
Gorlag may forsake you if you displease him, such as by running like a coward from
battle, giving up an opportunity to seize power, or taking orders from your lessers.
➤ Booming Voice: Across the field of battle, all can hear you give your demands.
tier
➤ Bestow Fear: The archer on the wall throws their bow and runs for their life.
1
➤ Command: The troll bends their knee, ready to serve.
➤ Hammer: You punch a soldier's shield, sending several of them over the wall.
tier
➤ Warsteed: A mighty black steed gallops from the forest, ready to be ridden.
2
➤ Judgement: The envoy buckles in pain as the lie escapes their lips.
➤ Battering Ram: The gate splinters as you slam your mace into it.
tier
➤ Rally: Dead minions stand on their feet again, ready to fight.
3
➤ Enthrall: All fighting ceases as they turn to listen to you speak.
Iziza may forsake you if you displease her, such as by missing a chance to exploit
someone, being used for others' purpose, or telling the truth with nothing to gain.
➤ Harmless: The lumberjack puts down his axe and comes over to help you.
tier
➤ Hypnotic Gaze: The young nobleman can't break eye contact with you.
1
➤ Dull Mind: The warrior's mind grows foggy as they listen to you.
➤ Puppy Eyes: The ranger levels his bow at the knight about to slay you.
tier
➤ New Face: The baroness can't take her eyes off the new servant.
2
➤ Illusory Desire: The glimmer of gold catches the rogue's eye.
Melkahar may forsake you if you displease him, such as by bringing order where
decay reigns, maintaining long relationships, or missing a chance to defile beauty.
➤ Wither: The vines shrivel and fall away, making a path for you.
tier
➤ Fester: The cut burns hot, blood and pus pulsing from it.
1
➤ Rust: The lock and handle rust, turning brittle and breaking as you grasp them.
➤ Corruption: The ground around you turns black, twisted, and poisonous.
tier
➤ Sickness: The innkeeper falls under a mysterious malady and is bedridden.
2
➤ Corpse Servant: The dead farmer lurches at his wife's throat.
Gimosha may forsake you if you displease her, such as by being overshadowed,
passing up a chance to gain more wealth, or giving up more than you need to.
➤ Cheat: Time after time, the cards just happen to go your way.
tier
➤ Know Desire: The merchant loves nothing more than a fine perfume.
2
➤ Attract: The jeweled knife flies across the room and into your hand.
Dalgeth may forsake you if you displease her, such as by revealing your own plots,
being used for another's advantage, or relying on those with power over you.
➤ Sow Discord: The farmers in this community begin grumbling about taxes.
tier
➤ Deflect: The scout follows your gaze and narrows their eyes at your companion.
1
➤ Mislead: The orc chief hears sarcasm in his warrior's voice.
Nezame may forsake you if you displease him, such as by passing up the chance at
pleasure, ruining another's good time, or not sharing with others.
➤ Promises: The mercenary hears exactly what she wants to and rides away.
tier
➤ Delights: Images of the most delightful things dance in the spider's mind.
1
➤ Regale: None of those listening to your story can tear themselves away.
➤ Spark Desire: The troll stops chasing you and checks out the campfire pot.
tier
➤ Feast: An amazing feast appears, helping the negotiations go smoothly.
2
➤ Relax: The riders sheathe their swords and dismount, ready to listen.
➤ Grant Wish: The fisherman desires a boat, and he shall have it!
tier
➤ Compulsion: The dryad now wants nothing more than to drink blood.
3
➤ Splendor: All in sight are completely captivated by your dance.
Melawa may forsake you if you displease her, such as by giving away knowledge
without a price, letting your lies be discovered, or missing the chance for information.
➤ Bend Words: The priest says one thing, but all attending hear another.
tier
➤ See the Past: The lumberjack once saved the baron's life.
2
➤ Reveal Owner: The staff belonged to the princess of the wild.
➤ Speak with Dead: The dead merchant tells you where his stash is.
tier
➤ Deep Secret: The baron plans on waging war against the count.
3
➤ Implant Belief: The merchant thinks his guards will murder him.
Shabaz may forsake you if you displease him, such as by stemming the forces of
nature, aiding growth in the world, or allowing civilization to thrive.
➤ Wilt: The flower garden wilts under your gaze, angering the sprites.
tier
➤ Lightning: A bolt crashes down from the sky, setting the hay on fire.
1
➤ Howling Winds: The pursuers lose your trail as the heavy winds pick up.
➤ Ominous Fog: As the fog rolls in, the sailors begin to question the captain.
tier
➤ Parch: Wetness is sucked from the air and the goblins grasp their throats.
2
➤ Waves: Large waves batter the ship, rocking it from side to side.
➤ Lightning Storm: Rain and lightning pelt the defenders on the walls.
tier
➤ Insect Plague: Locusts descend on the farmlands, wrecking crops.
3
➤ Tornado: A twister tears through the small hamlet.
Labisha may forsake you if you displease her, such as by running from a fight,
passing on the chance for a good meal, or partaking in civilized endeavors.
➤ Provoke Combat: The traveler stands up and kicks his friend's mug over.
tier
➤ Instincts: You smell the rogue's fear and follow the trail.
1
➤ Scavengers: Vultures above circle the mercenaries, unsettling them.
➤ Absorb: You feel empowered as the corpse's energy pumps through your veins.
tier
➤ Horrify: The villagers flee as they hear the mad cackling.
2
➤ Blades: Blades erupt from your arms, busting the shackles.
➤ Gut Maw: You grow an enormous gut maw that can gobble things up.
tier
➤ Pack: A pack of jackals answer your call to hunt together.
3
➤ Challenge: You and the monk are surrounded by a wall of spikes.
Talazar may forsake you if you displease him, such as by giving up on your quarry,
being hunted down yourself, or passing on the chance at vengeance.
➤ Haunting Voice: The scout hears your voice on the wind and gets distracted.
tier
➤ Grasping Vines: Vines grab and hold the running farmer.
1
➤ Waterwalk: You skip across the pond surface after the swimming tribesman.
➤ Stalking Eyes: Several eyes scour the forest and find the runaway.
tier
➤ Trap: A pitfall trap suddenly appears, cleverly disguised with leaves.
2
➤ Barbs: Every plant grows poisonous barbs in front of your quarry.
Crevis may forsake you if you displease him, such as by facing an enemy head on,
putting yourself on the line, or getting caught in a terrible situation.
➤ Retreat: You slide under the doorway and away from the fight.
tier
➤ Debilitating Pain: The traveler clutches their belly, unable to stand.
1
➤ Waver: The horseman wavers, raising his lance and galloping away.
Vahoona may forsake you if you displease her, such as by failing to bring terror into
the world, ending someone's fear too quickly, or fearing something more than her.
➤ Paranoia: The dwarf leaves the campfire to check on the echoing sounds.
tier
➤ Terror: The cleric sees the angered face of their god when they look upon you.
1
➤ Lullaby: The sounds of night lull the guard into a restful slumber.
➤ Darkness: Torches and flames go out, plunging the room into darkness.
tier
➤ Hallucinations: Tentacles swing at the edge of the captain's vision.
2
➤ Horrific Dreams: The foresters wake up ragged from restless sleep.
➤ Dreamwatch: You peek in on the knight gallivanting with his liege's wife.
tier
➤ Come True: The cows stampede, just as the farmer dreamed last night.
3
➤ Dreamwhisper: A scene of betrayal plays out in the mayor's dreams.
Zaheen may forsake you if you displease him, such as by passing up introducing
chaos into order, being too meticulous, or having too many plans come to fruition.
➤ Happenstance: Just as the dogs were about to find you, they spot a cat.
tier
➤ Break: The bottle shatters, dousing the merchant in dark red wine.
1
➤ Misfortune: The next time that bow is shot, the string will break.
➤ Rift: The chaotic fabric of the world rends, opening a portal home.
tier
➤ Odd Visions: Chaotic imagery fills your vision, revealing secrets.
3
➤ Chain Reaction: A long series of increasingly bad accidents occur.
GM Crag, this is kind of your deal. Go ahead and set the scene for us here.
Crag Cool, so we're in a small glade, deep in the northern woods, illuminated
Kobold Shaman
by the full moon. We've dragged the prisoner out here and draped the
wolf pelt over them. I look at the moon and howl as loud as I can. I want
to Banter here, I guess. I'm calling a dire wolf.
GM Let's just make that the engagement roll. Your Banter is 1d, right?
GM Well, you certainly got its attention. You hear a howl in return pierce
the night. It's answering your call. You all look at each other, thinking
this might go well. Then, you hear another howl, and another, and a few
more. They're all around you. It might not be as easy as you thought.
Crag I motion for the others to just relax and say, "Let 'em come." We wait a
Kobold Shaman
few tense moments until the wolves appear at the tree line.
GM You just barely spot a wolf at the glade's edge, waiting. Then you spot
another. From behind you, you hear a low, deep growl. You turn to see
the dire wolf inching out of the forest towards you. It's noticed the wolf
pelt and is moving towards the prisoner, sniffing the air.
Crag I'm going to Invoke wildheart here and speak directly to the dire wolf.
Kobold Shaman
Crag Yeah, this is going to be tier 3. I'll take the -2d on the roll, but I'm putting
Kobold Shaman
a dark heart into it. I'll tell you what I say after the roll.
164 164
Dark Arts
GM Okay, gotcha. It's dire. This is an ancient forest spirit and you're all
surrounded. On a failure, I think the wolves attack you for trespassing.
On a mixed, the dire wolf accepts your friendship, but eats the human.
As an aside, Slem, what's your Scan?
Slem Ummm, it's 3d now. I put my dot from reckless xp into it last session.
Slissik Shadow
Hey, can Crag get a dark bargain here? Maybe I'm transfixed on the dire
wolf and whatever you need to know my Scan for is instead a 2d roll?
Crag Yes! Alright, I stand in front of the prisoner, between it and the wolf,
Kobold Shaman
and begin uttering in wolf-speech. It's mostly barks and growls. "Great
one, we brought a gift, a gesture of friendship. Or if it pleases you, I
have a better idea. Help us give it the lycan curse to wreak havoc on
the human villagers and in return, we'll guarantee the northern woods
remain yours."
GM The dire wolf's on board. You can complete the ritual. But just a sec...
GM Looks like help is gonna show up a bit too late! The critical means you'll
be able to finish the ritual before they arrive. Slem, you look up from
the dire wolf to see riders on giant eagles highlighted against the moon.
Slem I exchange glances with Ulrot, gesture with my head at the adventurers
Slissik Shadow
incoming, then put a finger to my mouth, telling him to wait.
Crag The dire wolf lunges forward, snarling maw directly over the kneeling
Kobold Shaman
prisoner. Saliva drips down, covering his head. I howl to the moon and
the wolves join me, completing the ritual. The wolf pelt embeds itself
into the man's back, a painful process. Then the howling stops and the
wolves leave. The prisoner is shaking as I cut the cords holding him. He
looks down at his hands, already beginning to turn, then bolts for the
trees. I say, "Let him go. This'll all be just a bad dream when he wakes."
Ulrot "Good deal. Now that that's all finished up," I pull my axe, "we've got
orc brute
some adventurers to kill." I Rage and chuck my axe at an eagle.
165 165
Chapter 4
Dungeons
“A crown for me, gold coins for you, and a bit of ale to go
around. I told you that templar abbey was the perfect target.
But umm... you guys don't think they know we took this, right?
Ah well, we can worry about that later. Let's party!"
- Brazz, Goblin Shadow
Dungeon Overview
Your dungeon is at the heart of your group. It’s your
refuge, a place to plan your dastardly deeds, a strong DUNGEONS
defense against invaders, and a secure location to store enclave
your hoard. This section is an overview of how the
forge
dungeon works to keep in mind and refer back to while
you read through the rules in this chapter. hideout
Your group first chooses a dungeon theme together. stronghold
This gives you a theme around which to base your temple
characters and the campaign. Each theme also comes
with a core feature, a strong ability related to the
theme, and a list of tier 3 rooms that you can build within your dungeon to gain
strong bonuses, though you have to acquire materials for them by raiding. The
available tier 1 and tier 2 rooms are the same for each dungeon theme. They give
more general bonuses and don't require materials.
You start by finding a location for the dungeon, usually a place that needs its current
inhabitants cleared out. After you have a location, you get out the dungeon sheet, a
grid used for mapping out the dungeon together. You decide on some basic details for
your dungeon such as what the floors are made of and what the lighting is like. The
GM then draws the outside of the dungeon and any small caves or tunnels already
existing in the location. They then roll for a discovery, something you happen across
during your initial excavation. The players then draw the dungeon, taking turns
picking from a list of dungeon features and drawing them out. Sometime during
this process, the GM adds the discovery they rolled earlier to the map. In this way,
both the GM and each player have some influence on the dungeon's layout.
You work together to choose a master plan, or at least detail the first steps of a
plan that develops over time through play. Each plan always starts out the same,
though - gathering a hoard. You gain wicked xp when you work towards each step.
Over time, the final plan emerges from these steps and gives your group a goal to
strive towards.
To grow in power, you increase your hoard by raiding the overworld. Your dungeon
tier is based on the size of your hoard, ranging from tier 0 to tier 4. The hoard grows
when you launch a successful pillaging raid against a target higher tier than your
dungeon. This is a major looting raid, large enough to increase your dungeon in
power. As your hoard grows, it attracts imps, creatures, and minions, as well as
paying for their servitude and sustainance.
Imps are tiny, weak beings attracted to your dungeon looking for protection in
return for basic services. They have a few descriptive traits that help you describe
their presence in scenes, but they're mostly background elements that exist to
handwave a lot of the minutae of running the dungeon. Your imps also make one
downtime action roll per lurking phase, chosen and rolled by the GM.
Minions are your direct servants, hired or recruited to do your bidding. They have
enough intelligence to follow orders. Each player controls one pack of minions
which acts as a secondary PC. They're detailed on your character sheet, and have
their own actions. You can pay gold to upgrade them, have them perform downtime
actions, or join you on raids.
The dungeon is split into two levels. The first level connects directly to the overworld
through the dungeon entrance and houses the majority of the dungeon, including
all of your minions, creatures, rooms, and defenses. At the end of the first level is
a staircase leading down to the second level. As your dungeon grows, you move
the staircase to the new "end" of the first level, allowing it to grow over time. The
staircase leads to the sanctum, where the Wicked Ones spend their time and where
the hoard resides. The sanctum sets the stage for the final boss battle at the end of
a dungeon invasion.
When adventurers enter your dungeon, your minions are scattered throughout
the dungeon. You make a starting location roll to determine where they are.
They might start out in just the right spot or be completely unaware an invasion is
happening. As the adventurers move through your dungeon, you narrate how all
of the traps, tricks, and locks try to repel the adventurers, how the creatures fair in
defending their lairs, and how your minions stand between the adventurers and
your sanctum. During this first level of dungeon defense, you take on the roll of your
minions running around the dungeon trying to stop the adventurers.
The Wicked Ones, like any good dungeon boss, are unaware of what's going on
upstairs. That's why they built all those traps in the first place. If the adventurers
manage to make it through the first level, the GM rolls engagement to determine
how the final climactic battle starts off as the adventurers descend into the sanctum.
The dungeon creation process below gives the essentials of what needs covered to
begin play. To make this process easier, the Starting a Campaign section integrates
dungeon creation smoothly into the first few sessions of the campaign.
Choose a dungeon theme, making sure everyone agrees about what type of dungeon
you want to build together and what its master plan might be. The dungeon theme
also provides you with a list of rooms that you can build and you start off play
with its core feature, a special benefit that the nature of your dungeon provides
you with.
➤ ENTRANCE: What does the dungeon’s entrance look like from the outside?
It might be something like a natural cave with a stream flowing through
it, a small hole in a sewer tunnel, the ruins of an abandoned church, or
the trunk of an old, rotten tree.
Soon after you clear out your dungeon location and set its atmosphere, imps begin
to show up. The exact nature and personalities of your imps is up to you. Choose
two of the traits below or make up your own to describe them:
2. The GM rolls a discovery, but can draw it at any point during this process.
3. The players take turns drawing. A new dungeon has one of each of
the features below. Players go around the table clockwise choosing and
drawing a feature from the list until everything has been drawn. Some
features are best discussed as a group before deciding.
tier 1 creature lair - tier 1 lock - tier 1 trap - tier 1 trick - sanctum
4. Draw the stairway leading down from the first floor to the sanctum.
Then draw the stairway leading up to the first floor from the sanctum.
5. Name your dungeon. Each player writes down an idea for a dungeon
name. When finished, show the names and discuss. If you can't decide
on a good one, the GM can initiate a power struggle to make the decision.
Every dungeon has two levels. The first level houses all of your minions, rooms,
traps, locks, and so on. This is the buffer layer between you and the surface and its
primary purposes is to take the brunt of any adventurer assault on your dungeon.
At the end of this layer is a stairway leading down to the second level where your
sanctum lies. This is where the Wicked Ones wait to face off against any adventurers
who make it through the dungeon's defenses.
As you lay out the dungeon's defenses, the element of surprise is key. If adventurers
come up against similar defenses, such as multiple traps in a row, they're going to
be on high alert which reduces the effectiveness of that defense type.
Repeated Defenses: Dungeon defenses take -1d on any rolls if a similar defense
was the last thing the invaders encountered. Minions, creatures, traps, tricks,
and locks are all affected by this.
The dungeon's tier represents training and equipment. The GM compares the
dungeon's tier to an adventurer's or other enemy's tier when judging if they're more
powerful than the Wicked Ones or the dungeon's denizens. This is a circumstance
that counts towards position and effect.
The dungeon's tier represents raiding power. The GM compares the dungeon's
tier to a faction's tier to determine if the target you're raiding has an advantage
against you. These advantages might be things like better equipment or training,
larger numbers, or more powerful magic. As your dungeon grows more powerful,
you can raid targets belonging to more powerful factions.
When facing tougher enemies, you might start an encounter with a lower
engagement roll or even with consequences already inflicted. You might have
difficulty overcoming challenges as your effect is limited or face greater risks as
you find yourself in over your head. The opposite is also true, though. When facing
weaker enemies, you enjoy a decisive advantage over them.
➤ New Discovery: Imps dig deep into the earth, leading to a discovery.
➤ New Creature Lair: Add a creature lair equal to your dungeon tier and detail
the creature that inhabits it.
➤ More Imps: Imps roll the dungeon tier for their downtime action.
➤ Power Growth: The power of PCs and the dungeon denizens grow, used to
compare against raid targets and adventurers.
Dungeon Duties
The dungeon is a complex beast and
each player has to take an active
role in running it. On each character
sheet is a place to list your dungeon
duties, those parts of the dungeon that
you alone are responsible for. When
something is added to the dungeon
that must be taken care of, narrated,
or rolled for in some way, it's added to a player's sheet and they're responsible for
bringing it into the game. If one player ends up with too many dungeon duties,
you can spread these out to other players, even if they didn't work on that part of
the dungeon.
Locks, creatures, traps, and tricks are always added to this list. Dungeon rooms
or discoveries might need to be as well. Even certain types of decision making or
drawing can be added to the list if your group decides to delegate those tasks instead
of working on them together.
You earn 1 wicked xp in each session that you work towards the steps in your
master plan. This is a group trigger, so either all PCs get it or nobody does.
Your first step is simple - grow the hoard. Setting up initial rooms, hiring minions,
and eventually pillaging a higher tier target all work towards this first fundamental
step. Once that step is completed and you're tier 1, you establish the next step in your
plan. You don't need to decide on what the final step is until it becomes clearer later
through play. Your PCs might have known the plan all along, but the players can
figure it out as you go along. You only need to know what the next step is.
Step 4: Wage war on the fae and bring down the dryad queen.
Final Step: Introduce the now chaotic region to Melkahar, the god of
pestilence and decay.
The theme keeps players all on the same page thematically, allowing you to design
characters that fit in well with the theme or fill a unique niche, as well as choosing
steps in your master plan that go along with the theme. The choice of dungeon
theme is a statement about what kind of things the players want to do in the game.
You can choose from the following themes and their tier 3 rooms:
➤ Enclave: Tapping Into the Arcane. Choose this dungeon theme if you want
your dungeon to be mystical from top to bottom. Its core function is twisted
landscape, corrupting the area surrounding your dungeon. An Enclave has
the following tier 3 rooms: academy, crucible, greenery, library, potion
lab, scrying pool, and spawning chamber.
➤ Forge: The Power of Industry. Choose this dungeon theme if you want a
dungeon full of monstrous inventions and steampunk tech. Its core function
is power source, boosting the productivity and defenses of your dungeon.
A Forge has the following tier 3 rooms: alchemist lab, guild hall, factory,
mineshaft, testing chamber, vehicle bay, and workshop.
➤ Hideout: Keeping Your Head Low. Choose this dungeon theme if you want
to work as a cohesive unit and manipulate the factions of the region. Its core
function is agents of chaos, allowing you to strongly influence faction clocks.
A Hideout has the following tier 3 rooms: dojo, gambling den, gear locker,
obstacle course, planning room, roost, and tavern.
➤ Temple: Serving a Greater Power. Choose this if you want to focus on a certain
god and its domains. Its core function is divine intervention, which you can
use to cast a tier 3 spell from your god. A temple has the following tier 3 rooms:
altar, antechamber, augury circle, dormitory, reliquary, penance
chamber, scriptorium.
The room descriptions on the following pages refer to you or the dungeon.
Twisted Landscape: Arcane energy corrupts the area around the dungeon.
Establish its range, increasing with tier, and how it manifests (choose 3):
corrupted wildlife - dark whispers - illusions - inclement weather - living plants -
wisps. These act as a trap and a trick equal to the dungeon tier against invaders.
Crucible
The mystical power of this room enchants items. Each downtime, it can either
produce a single tier 1 magic item or tick a magic item creation clock twice. You
must still provide the special requirements for tier 2 and 3 magic items.
“We drag the scout into the room and toss him onto the floor. The plants
wake up and turn to look at him, baring their teeth. Later in the day, I
return to pick some of the fruit they've grown.”
Library
Books are the key to knowledge of the world. Once per cycle, the dungeon can
establish a fact about the history, cultures, or arcana of the world. You can also
flashback to use this again while outside the dungeon.
“I leaf through some old dusty tomes, looking up the duke's lineage and
find out that his succession was illegitimate. The true heir is still alive."
Potion Lab
Your imps have learned how to make potions. The dungeon chooses a single magic
path of which you have a steady supply of all tier 1 potions and a single tier 2 potion.
A potion lab might need brewing equipment, special ingredients, or a giant cauldron.
“The slissiks knock over a shelf full of Spiderlegs potions, dumping them
on the adventurers. Let's see how they react to growing spider legs!"
Scrying Pool
The pool reveals far away scenes. Once per cycle, the dungeon can establish a fact
about an NPC’s recent activity. You can also flashback to use this again while outside
the dungeon. What question or object do you present to the pool to guide its gaze?
A scrying pool might need cursed water, mosaic tiles, or a center figurine.
“I toss the insignia into the pool and ask, 'Where's the captain now?' As
the ripples settle, it shows me a clear image of the captain riding with a
few men. I recognize the area instantly. 'He's on the south road. Let's go.'”
Spawning Chamber
Minions are grown or summoned here, easily replacing your losses. Once per
dungeon defense, a copy of a slain minion pack can burst forth from this spawning
chamber. You can also add the expendable upgrade to minions for free.
A spawning chamber might need mystical goo, glass containers, or magic seeds.
“My orc grunts rip themselves out of the ooze sacks they were growing
in. They follow their instincts, grabbing an axe off the wall and heading
down the tunnel towards the adventurers.”
An alchemist lab might need alchemy equipment, chests full of reagents, or recipes.
Guild Hall
You let your minions organize to better their working and living conditions. In
truth, you ignore their demands, but the illusion of having some control reduces
grumbling. The dungeon takes +1d on calamity rolls.
“Your minions are sitting in the guild hall having a guild meeting. You
see one of the kobold alchemists pounding a gavel, calling the meeting
to order. Then suddenly, BAM - the door is kicked in by adventurers.”
A factory might need metal casing for a boiler, piles of coal, or raw iron.
Mineshaft
You dig out a mine, gaining a steady supply of a single non-precious material and
make an immediate discovery leading away from the mine. You take +1d on this
and all future discovery rolls.
“The brakes on the minecart give out and it goes careening back down
into the mineshaft. It slams into the wall at the end of the track, knocking
it down and revealing an enormous crystal cavern.”
Testing Chamber
You can empower your monster science, for a price. You can pay cost related to your
testing to (choose one): remove an item's volatility - increase a concoction in size,
scope, or duration - take +1d on your next use with a specific item.
A testing chamber might need a huge steel door, a pulley system, or gears.
“I haul my chainsaw into the testing chamber and start mixing together
fuels, seeing if I can get a superpowered mix. I manage to do it, but the
chainsaw gets away from me at one point and cuts my helmet in half.”
Vehicle Bay
The dungeon has an incredible vehicle, such as a submarine, dirigible, or steamcar.
Detail the vehicle and give it edges (choose two): armored - camouflaged - dependable
- fast - nimble. Give it a flaw (choose one): clumsy - distinct - noisy - rickety - slow.
The vehicle is fully repaired or rebuilt by imps each recovery.
A vehicle bay might need parts for the vehicle, barrels of fuel, or awesome paint.
“The bay doors open above us and we float up into the sky, the Wicked
Ones on deck and a few minion packs dangling from the ropes below us.
I guess someone should've told them how fast this thing is.”
Workshop
You have a well-furnished workshop where your imps and minions can toil away.
They take +1d when working on crafting or building projects.
“A portal opens and the chaos mage steps out. 'Hmm, wrong room... but
this'll do,' he says as he holds open his cloak. Tentacles reach out of it,
lifting the goblin workers into the air.”
A dojo only needs a master to train you, which you must either defeat or impress.
“Complete silence greets the monk and she steps lightly into the room.
Her keen eyes catch two imps at the far end scurrying over and sliding
the doors open. The master steps out and says, 'Finally, a real fight.'”
Gambling Den
You set up a small gambling establishment, attracting monsters from outside your
dungeon. You can recruit minions from this room. They always have Trick as their
2d action and start with the strapped upgrade for free. This room also acts as a
creature with a tier equal to the dungeon tier.
“Those two slissiks came in here and fleeced us. I'm pretty sure they're
working together. I definitely want them on our side.”
A gear locker might need a trove of concoctions, crates of gear, or matching outfits.
“I give the signal to pull out thunderstones, then I kick the door in and
get out of the way to let them toss the stones in. Back to the wall as I hear
loud bangs, I point at the waiting Brute and give the thumbs up to go."
Obstacle Course
Minions train hard here, honing their skills. When recruited, you can add an extra
2d action to minions, but only to Finesse, Scan, or Skulk. This room also acts as a
trick equal to the dungeon tier, detailed when the room is built.
An obstacle course might need rolls of wire, large spikes, or barrels of tar.
“The adventurers swing over the tar pit, crawl under the barbed wire, and
run across the balancing board inches above the lava. They don't even
realize that each of them dropped a piece of equipment along the way."
Planning Room
You plot out your raids in great detail. You take +1d on engagement rolls for
negotiation, stealth, or trickery plans. On a success, you gain a dark heart.
“Going too deep into my craving, I run out of my stash of unicorn blood.
I spend hours and hours meticulously planning out how to get more. I'm
at the drawing board so long that my fingers start bleeding."
Roost
You have bats, ravens, or other small winged beasts at your service. Each time you
plan a raid, the dungeon can establish a fact about the target that your beasts saw
from the sky. You can also flashback to use this again while outside the dungeon.
“Our ravens return from the woods, reporting back that the count is
back from his hunting trip. One of the horses is injured, so they're slowly
leading it back to the village.”
Tavern
You have a raucous tavern complete with a bar, shelves of alcohol, a roaring fire,
and usually a scuffle. Your minions gain morale during recovery and take +1d when
fighting invaders here. Wandering monsters also show up from time to time.
“As you enter the tavern, you see imps singing tunes and dancing on
tables. It's getting pretty crazy in here, but at the bar sits a lone dark
dwarf quietly downing flagons of ale.”
Warband: The dungeon has a raiding party, a shared minion pack with
greater scale than usual and the companion and expendable upgrades. It can
be sent on its own raids. At the beginning of the raiding phase, each player
allocates 1d towards a target, chooses a raid plan, then selects a goal (choose
one): gather room materials - grab good loot - influence a faction - kidnap
someone - setup for a pillaging raid. You can also choose the same plan and goal
to combine rolls to determine effectiveness. Make a fortune roll for each target,
rolling the number of dice allocated and narrate accordingly. If you forego
these independent raids, the warband can accompany you on a raid instead.
“I Smash the biggest one in the face. 'Follow me. There's work to do.'”
Bestiary
You have mounts and a secure area to keep them in. Detail them and give them edges
(choose two): aquatic - armored - fast - flying - magical - terrifying. This room also
acts as a creature with a tier equal to the dungeon tier.
A bestiary might need the mounts, something to feed them, or riding equipment.
“I yell to mount up and we head off into the night on our giant bats.”
“The two dwarves face off against one another, the promise of living
another day overriding old friendships. The imps and minions howl at
them, making wagers and tossing around gold.”
Funeral Pyre
Your warrior culture honors the dead, burning their bodies as a sendoff to the
afterlife. When minions die in combat, any minions that witness it gain morale and
will perform a downtime action during the next downtime without asking for gold.
A funeral pyre might need incense, special wood, or the tabards of conquered enemies.
“I toss the bear head onto the pyre. 'When that dwarf ranger fell, you
all saw how enraged that bear got. But these two crazy bastards? They
stood in the way, and somehow brought her down with 'em! For glory!'”
Smithy
You have a steady supply of mundane weapons such as axes, bows, and hatchets.
Your minions take +1d when crafting items or adding edges.
“I head down to the smithy and throw my battleaxe on the table along
with a small pile of gold and say, 'Make it look scary as hell.' My minions
fight a bit over the gold, then get to work.”
War Drums
A steady beat emanates throughout your dungeon, keeping everyone focused on
the task at hand. Each player can tick a project clock once per downtime, but each
tick must go to a different clock. Your imps also take +1d on their downtime action.
War drums might need lots of leather, huge wooden drums, or massive horns.
“The adventurers steel themselves and head in. They hear the low, deep
pounding of drums from deep within the tunnel giving them a shiver
up their spine.”
War Room
Proper strategy is the key to warfare. You take +1d on engagement rolls for ambush,
assault, or strike raid plans. On a success, you gain a dark heart.
A war room might need maps, books on warfare, or intel on your enemies.
“As we gather around the table, I slam my fist down. 'Tonight, we take
the fort. A full-on assault. It's been a thorn in our side this whole time.
Let's just get it over with. Get the minions ready!'”
Unholy Intervention: Once per cycle, one member of the dungeon can
beseech the dungeon’s deity to cast a tier 3 spell from their domains. You roll
the dungeon tier as an action roll with no dice penalty and the GM determines
who is open to any consequences.
An altar might need incense, statues, or icons specific to your god's domains.
“I kneel before the altar and Vahoona answers my howl with her own.
Shaking with terror, I pay for the blessing with shock to GUTS.”
Antechamber
Between the stairway and sanctum on the final level is an impressive room glorifying
your deeds in the name of your dark god. Adventurers stop to take note of it, giving
you a dark heart and +1d on the engagement roll before a sanctum fight.
An augury circle might need mosaic tiles, a large mirror, or exotic incenses.
Dormitory
Fresh cultists flock to serve your god. You can recruit minions from this room. They
always have your god's favored action, chosen when this room is built, as their
primary action and start with the mindset (zealous) upgrade for free. This room
also acts as a creature with a tier equal to the dungeon tier.
“It seems like a new clan of scrawny kobolds has felt the pull of Gimosha.
I toss a gold’s worth of obsidian daggers on the floor and say, ‘Anyone
that comes away with a dagger is promoted."
Reliquary
This room corrupts and amplifies the magic of up to three items of unholy impact
placed within it. When an item is placed, it immediately incants a tier 2 ritual
causing a persistent effect within your dungeon related to the specific item.
A reliquary does not require special materials beyond the items placed within it.
“I put the holy ring, still on the priest's finger, on the pedestal. The
reliquary twists the domains of the fishing village's goddess, filling our
underground river with carnivorous fish. It's now an extreme hazard."
Penance Chamber
Your minions fear punishment more than death and will never betray you. When
they fight to the death, they ignore the dice penalty from being bloodied.
“Grabbing the dagger off of her dead friend with the only hand she
has left, the cultist staggers to her feet and mutters, 'Death in service.'”
Scriptorium
Your deeds are recorded in unholy scripture, immediately giving you wicked xp
equal to your dungeon tier. You also gain a new wicked xp trigger: Were your actions
worthy of your god’s notice? Each PC must prove their own worth to gain this xp.
“I finally broke that elven druid, getting some nice hints as to the
location of the Mother Tree. I'm sure Melawa is pleased."
➤ Imps are weak, pathetic creatures that serve your dungeon in exchange for
protection. They allow the players to handwave a lot of the drudgery of tasks
in the dungeon as the imps are always working in the background. They have
two traits which help inform how they behave and what they look like within
scenes. You rarely, if ever, roll to see what the imps are doing, though the GM
does roll for them once per downtime.
➤ Minions are your servants, doing your bidding. Each PC has control of a pack of
minions that serves as their secondary PC. You control them during dungeon
defense and can bring them along on raids. They come with actions of their
own and act like weaker versions of the Wicked Ones.
Each downtime, the GM rolls one downtime action representing the imps effort
within the dungeon. They roll the dungeon tier for this.
These traits give you some easy hooks for portraying your imps within scenes.
Making the imps a part of the story in the dungeon helps bring it to life and gives
you something to play off of. Here are some example imps:
Imps only speak in grunts, squeeks, and gestures, though they can
understand the Dark Tongue. They're generally useless, completely
refusing to venture outside of your dungeon. They can only have
very low impact on any situation, merely adding flavor to scenes
like flipping a trap's lever or being thrown at an adventurer. If
you ever need to determine an imp’s effectiveness, they roll
0d and take -effect.
Creatures are rated from tier 1 to tier 4, representing how deadly they are. A creature
might be a single monster or it could be a group of smaller monsters. When an
invader passes by the entrance to their lair or moves through it, the creature engages
them and defends its home.
When adventurers pass near a lair's entrance, they're drawn inside. It doesn't matter
if they were just moving by the entrance or were going straight through the lair.
When adventurers are in the vicinity of a creature, it will seek to defend its lair.
You roll a creature's tier to determine how a fight goes. Before making the roll,
narrate how the creatures move to engage the adventurers.
Creature Rolls
Roll the creature's tier to determine how it fairs against the
adventurers threatening its lair. Creatures slash the hearts of
adventurers, seeking to kill them.
❖ You can't damage the same adventurer twice in a row unless they're alone.
When you roll for a creature, you narrate what it looks like as the creature struggles
with the adventurers, incorporating their traits and their lair into your description.
On a critical or success, the creature attacks them without repercussion and prepares
to go in for more. On a mixed, they put up a decent fight but are defeated. They're
merely dealt with for now, but still alive within your dungeon and ready again after
dungeon defense. On a failure, however, the adventurers slay the creature or drive
it off permanently.
"Okay, the python is sneaky and powerful so I think it's gonna come
at them from above. And... yes! A success! Okay, so it drops right down
onto that rogue, digging into her neck and coiling its body around her.
As everyone comes running to help, I'll roll again to see what happens."
When your dungeon tier increases, you add a new creature lair somewhere to
your dungeon, choosing its location and drawing it on the map. The new lair
only attracts creatures equal to the dungeon tier at which the lair was added,
which should be noted on the map when it's drawn.
When you have a vacant lair, one new creature can be attracted to your dungeon
each recovery. This always fills the lowest tier lair first. However, the very first
time you build a lair, it immediately attracts a new creature. You decide what kind of
creature is attracted, but it tends to be a good practice to just replace fallen creatures
with the same type to reduce bookkeeping. You can also spend gold or take downtime
actions to attempt to fill vacant lairs faster if you want.
When a creature is attracted to your dungeon, one player sets up a short scene
detailing it. This scene could be as simple as noticing the empty lair has been
filled again or it could be more complex with other PCs joining in as you all watch
a new monster make its way through your tunnels. Remember that creatures are
independent, often more like beasts than intelligent monsters, though they're
not hostile towards you. Taking the time to recognize that the lair has been filled
provides a chance to further flesh out your dungeon and give creatures their space
within the story.
"I think I'm just wandering down one of these tunnels when I hear
something rustling around in that lair. I look in and see a huge basilisk
in there settling down for a nap. Looking down the hallway, I see some
of our goblin minions dragging a goat to feed it. I kinda think to myself,
'Well, better it eats our goats than our goblins, I guess.'"
Each dungeon begins with a single tier 1 creature lair. They might also be added to
your dungeon by discoveries, with the GM deciding the tier, location, and nature of
the lair and the first creature inhabitant. The initial lair, the dungeon tier increasing,
and discoveries are the only ways creature lairs can be added. If you manage to come
into control of a creature besides those gained in the above ways, you can place
them within your dungeon but once they're dead, you lose them forever. Additional
creature lairs can't be built as your hoard can only support creatures determined by
the dungeon tier or specific, self-sufficient lairs that already existed underground
that you discovered.
Creatures are generally quite unwilling to venture outside of their lairs. If you do
manage to coax a creature out, its effectiveness in whatever you're doing with it is
determined by rolling its tier as a fortune roll.
A single creature might represent a swarm of insects, a pack of beasts, or some other
group. Their total impact is equal to their tier, so the higher the creature's tier, the
larger the group or more powerful the individual creature is.
Creatures are unintelligent - natural or magical beasts, undead, fungi, oozes, and
the like. After you have chosen the creature, you give it two traits from the following
list or make up your own that better describe it:
Traits give you a hook to pull into the fiction when describing how they face off
versus adventurers or cause problems during calamity. Here are some examples:
Minions always come in packs. They're generally nameless monsters that operate
in small groups which you treat as a single entity. They take -effect when separated.
Your minion pack acts as a secondary PC. You play as them during dungeon
defense, scenes inside your dungeon, and when you bring them on raids.
Minions are like weaker versions of Wicked Ones. You make action rolls to determine
how effective they are. Here are some key differences:
➤ Minions have a primary action (2d) and two secondary actions (1d) chosen
when you recruit them. They roll 0d on other actions.
➤ They don't gain xp, though you can upgrade them with gold.
➤ They can be paid 1 gold to perform a downtime action or go with you on a raid.
➤ They don't take shock, instead getting knocked out of scenes or bloodied when
they would otherwise take shock.
➤ They take -1d to all rolls while bloodied and clear bloodied only on recovery.
➤ They can almost always avoid being destroyed by exiting a scene without a roll,
running away, getting knocked out, or so on.
➤ They can gain morale which you can spend to take +1d on an action or fortune
roll. Morale is gained from calamity rolls, but the GM can also award minions
with morale when there is an outstanding moment in the story or the PCs
take specific action to improve it. Minions can only have one morale at a time.
RECRUITING MINIONS
You can recruit minions by spending 1 gold or performing a downtime action. Either
way, you need a plausible way to get minions to come into your dungeon. Look at the
factions around you or talk with the GM to see what other monsters might be on the
map to find a good source of minions. When re-recruiting minions, it's sometimes
easiest to keep all of the details the same and narrate how you replenish their ranks.
· Your vile friend knows a slaver that sells you a pair of ogres.
· You head to a nearby orc tribe and call in a favor the chief owes you.
· You raid a kobold village, pressing everyone you can grab into service.
Minions come in packs and are always members of the same race. Establish the
number of minions in the pack. It might be as few as two powerful monsters, like
a pair of ogres, or it might be as many as five smaller creatures. Then, choose a job
which gives them a strong core concept and identity plus any basic gear they need
for that job. Here are some example jobs:
Next, assign one primary action (2d) and two secondary actions (1d) to the minions.
Their job title is likely to influence this, such as builders having Smash or Tinker
or scouts having Scan or Skulk. If you give them Invoke, you must also choose a
path of magic that they can cast from. They can only cast tier 1 spells of that path.
Then, give your minions a dark impulse likely to pull them away from the tasks
you've given them. Minion impulses tend to be substantially more disruptive,
troublesome, or petty than Wicked Ones impulses. The GM can look to these impulses
when deciding the consequences of action rolls or what trouble your minions might
cause during a bad calamity in the dungeon. Here are some examples impulses:
You can then add upgrades from the list on the next page by spending gold. Finally,
minions always gain morale when recruited.
➤ Adept: Your minions can cast a single tier 2 spell once per cycle. They take -1d
on this as normal, but don't have to pay stress.
➤ Equipped: Your minions gain a defense of your choice from their gear.
➤ Fluent: Your minions can speak the Light Tongue, but with a strong accent.
➤ Strapped: Your minions have 1 supply slot which can be used to access anything
from your supply.
➤ Trained: Your minions take +1d on a specific type of downtime project (choose
one): brew - build - contact - craft - incant - recruit - torture.
➤ Versatile: Your minions have another primary (2d) and two more secondary
(1d) actions.
Hidden or smaller passages are fine as auxiliary pathways, but they're certainly not
fit for day to day traffic. Any regularly used hidden tunnels are sure to have plenty of
tracks that give them away and smaller passages might fit a tiny kobold, but they’ll
prove a hindrance to any minions that have to carry something.
Building rooms and crafting traps, tricks, and locks are done as downtime projects
during the lurking phase. When building, don't sweat the small stuff. There are no
exact rules for measurements. Just draw what feels right, looking at the drawing
guide to get a sense for what feels best.
Long Tunnel: A simple, long passage used to connect areas of the dungeon.
Minor Room: A simple room built only to please your minions and give your
dungeon atmosphere, such as a mess hall, latrines, a skull filled corridor, or a
garden. When you build one, all minions gain morale and you take +1d on your next
calamity roll. Give it two atmospheric traits (choose two): bright - cold - cluttered -
crumbling - dim - echoing - hot - noisy - silent - smelly - spooky.
Secret Tunnel: A hidden passage that will likely go unnoticed unless recently used.
Traverse: A bridge, ladder, rope, swing, pulley lift, or other similar structure that
allows safe passage over tough terrain.
Minion Lair: Assign a single pack of minions to this room. These minions get morale
each recovery and take +1d when defending the room against invaders. Give it two
atmospheric traits from the minor room list.
Prison: A room with 4 cells that can contain prisoners, who can't escape without
opportunity. If invaders enter the prison, make a fortune roll equal to the dungeon
tier to determine whether prisoners can be freed and if they join the invaders.
Stairway: Add another level to your dungeon, with the sanctum remaining at the
bottom. This stairway connects them.
Torture Chamber: You gain +position or +effect (your choice) when torturing.
TIER 3 ROOMS
Each dungeon theme has a set of tier 3 rooms that you can build, but you can also
build a single tier 3 room from another dungeon theme's list with your dungeon's
flexibility slot. Building a tier 3 room is an 8-segment downtime project, though you
also have to gain some relevant materials to finish off the room. Materials are some
supplies that are relevant to that specific room. They almost always require going
on a raid to acquire them. The exact nature of what materials a room requires is
up to the players and the GM, though each tier 3 room lists a few examples after it.
Trap Rolls
Roll the trap's tier to determine how effective it is against the
invaders that triggered it.
❖ You can't damage the same adventurer twice in a row unless they're alone.
The mechanism details how the trap is effective against invaders. Choose from the
mechanisms below or make up your own:
The trigger is how the trap is activated. Depending on the nature of the trigger, some
adventurers might not even activate it such as a levitating mage not setting off a
pressure plate. Choose from the triggers below or make up your own:
Traps are rated from tier 1 to tier 3, based on how deadly they are and chosen by the
player when it's crafted. A tier 1 trap is somewhat easy to avoid, such as a doorknob
trapped with a poison needle. Tier 2 traps are deadly, like a giant swinging blade
attached to a pressure plate. Tier 3 traps are the deadliest, likely to affect multiple
adventurers, like a tripwire that releases an enormous rolling stone ball.
When adventurers encounter a trick, the player in charge of it rolls its tier as a
fortune roll and narrates what happens based on the results. The GM can step
in to scale the effectiveness up or down to better match the result if needed.
Tricks are rated from tier 1 to tier 3 based on how likely they are to work. The more
likely it is to work, the higher its tier is. This is decided by the player when crafting
the trick. A trick might be something like the following, with the method and intent
listed after each example in parenthesis:
A string with metal pieces tied across it that jingles when kicked.
(warning string - move past it - alert all minions to presence)
A pool of water that fools adventurers into leaving heavy armor behind.
(pool of water - move through it - remove armor)
A tied up prisoner that screams for help, drawing adventurers towards them.
(tied up prisoner - prisoner hears noise - recklessly follow the sound)
Moving lights from around a corner that make them snuff torches.
(lights - enter the hallway - proceed in darkness)
A trick can never lead an adventurer into a situation they can't escape from. Once
some time has passed, they finally overcome it somehow and move on. These types of
tricks buy you time or an advantageous situation, but they’re temporary. Remember
that adventurers are incredibly crafty and even if they’re stuck down a pit trap or
chained to a wall, given a bit of time, they’re likely to find a way out. You can also
never trick an adventurer into leaving your dungeon completely.
Locks are rated from tier 1 to tier 3 depending on how difficult it is to get through
it, with players deciding the tier of the lock when building it. Tier 1 locks are the
simplest locks with limited reliability, such as a wooden bar holding a door shut. Tier
2 locks are straightforward and effective at keeping people out, such as a chained
door with a padlock. Tier 3 locks are complex and formidable, such as a large steel
portcullis with a pulley and password system.
When you build a lock, you first choose what kind of door material it is made of.
You can choose from those below or make up your own:
bars - bone - crystal - ice - iron - magical field - roots - stone - wood
Next, you select what the lock mechanism is. Make sure to note these down under
dungeon duties and the player who builds them should narrate what happens after
the lock roll is made. Below are some examples, or you can think of your own:
At the end of your dungeon's first floor, there are stairs leading downwards towards
your sanctum. As your dungeon grows, you can reposition these stairs to the new
"end" of your dungeon. You can do so during downtime and it does not require a
downtime action.
PRIVATE LAIRS
The PCs need a place to lay their head, but lairing near the other denizens of the
dungeon would make you appear weak. Each PC has their own private lair extending
off of the sanctum. This does not need to be drawn on the map. PCs can set scenes
within their lairs to flesh them out as important parts of the story or handwave
them as just background details.
When you make a discovery, the GM makes a fortune roll (usually 2d) to see
how beneficial or harmful it is for your dungeon, then decides on something
appropriate that you found underground. A critical counts as two successes!
A success should clearly improve the dungeon or make the PCs lives better. They're
usually placed in the perfect area to best help out the dungeon.
A mixed should be light in impact, perhaps a little good or bad for the PCs depending
on how they respond to it. They're usually placed in areas of slight inconvenience.
This might be a neutral creature that only attacks if you approach it, an
underground river, some abandoned tunnels, or a shared supply of coal.
A failure should clearly hurt your dungeon, causing immediate problems for you or
making dungeon defense more difficult. They're almost always placed in positions
that make it easier for invaders to bypass defenses or interfere with your layout.
➤ Earth Formations: Naturally occuring formations of stone and dirt that are
typically found in underground cave systems.
These are things like crystal caverns, winding tunnels, deep holes, and
new entrances to your dungeon.
➤ Creatures / NPCs: Wild animals, monstrous beings, and new factions that
might be either friendly or hostile towards your dungeon.
These are things like burrowing beasts, a hive of giant bugs, lost
adventurers, imprisoned beings, or an underground colony.
HAZARDS
A hazard is a discovery, such as those above, that is dangerous to both the
dungeon denizens and any invaders. They're marked with the symbol to the
right on the map. Hazards might be modelled as a trap, a trick, or simply a fortune
roll to see what happens when you or the invaders interact with it in some way.
12 A room that belonged to a desecrated temple to the god of stoneworking. (random tier 3 Temple room)
13 A perfectly spherical room, in the center of which floats a rapidly spinning anti-gravity contraption.
14 A long tunnel leading off the map to a neighboring dungeon, which seems willing to work together.
15 A large bat colony, a creature that also gives you a steady supply of guano. (creature)
16 An enormous cache of old weapony that gives you a shared supply of weapons, plus one large ballista.
21 The remnants of a centipede rodeo, with several giant centipedes still living here. (creature)
22 A room that belonged to an old gnomish inventor. (random tier 3 Forge room)
23 A long tunnel leading off the map, the entrance to a dark elf conclave. They deal in magic secrets.
24 A pool of pitch black water, home to dark faeries, which heals the bloodied condition once per cycle.
25 A plain room with an entrance and three exits. Each exit teleports you to a different spot in the dungeon.
26 A natural cave perfectly suitable as a minion lair, which also has a steady supply of food. (tier 2 room)
31 A lava river flowing through your dungeon, perfectly protecting a previously vulnerable area.
32 A room that belonged to an old revolutionary base. (random tier 3 Hideout room)
33 An old river port with a few boats. The river connects to several dark underground factions far away.
34 Anyone of good heart that drowns in this pool returns as a ghoul, a tier 2 creature under your control.
35 A slime pit, spewing extra slime imps. Your imps take +1d on their downtime action.
36 A cell containing an ancient, imprisoned vampire who is willing to remain friendly if you let them go.
41 A small mining colony of dwarves lie beyond a thin wall at the end of this tunnel, completely unaware.
42 A room that belonged to an old dwarf fortress. (random tier 3 Stronghold room)
43 A large, incredibly cold ice cavern, with sharp icicles hanging from high above.
44 A series of old crypts, filled with the dead. You can recruit expendable zombie minions here for free.
45 A statue of a forgotten god. Any PC who takes up worshipping it gains an extra dark heart slot.
46 A buried trove of potions which gives you three shared supplies, each of a random potion.
51 A one-way portal from the dungeon to a hidden, very valuable location within the sandbox.
52 A perfectly placed tunnel leading to a small pool full of polished skulls. (tier 1 minor room)
53 An old torture chamber with an immortal celestial being strapped into the rack. (tier 2 room)
54 A two-way portal from the dungeon to a hidden neutral location within the sandbox.
55 A magical chamber which prevents any injuries suffered here from persisting when you exit.
56 A room that belonged to a long-dead witch's coven. (random tier 3 Enclave room)
61 The Orb of Storms, a tier 3 magic item, rests on a pedestal in the center.
63 A large treasure chest sits in the center of the room. However, when you approach, the mimic smiles.
65 A cave that looks like it was once a workshop but was blown up, and a random tier 3 contraption.
66 A room with a trove of books that allow you to establish three secret facts about the history of the region.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
12 A lake of bubbling acid fills the air in this cavern with noxious fumes.
13 A swift river crashes into large, jagged rocks that form a less-than-reliable bridge.
14 A buried cache left by bandits, giving you a shared supply of liquor and tobacco.
15 A small creek of pure blood winding its way out of a wall, down a tunnel, and into another wall.
16 This cavern is full of sentient fungi which devour magic, causing it to be severely weakened here.
22 A cavern with a very high ceiling that creates enormous echoing effects, shaking your dungeon.
23 A lake with a large, moving whirlpool which teleports anyone sucked in to a random spot in the dungeon.
24 The ruins of an ancient shipwreck with zombie pirates inside. They can't leave the wreck.
26 An old prison with two of its locks rusted away and the skeletons of giants in the cells.
31 A perfectly square room within which hang dozens of glowing magical spheres.
32 An old gnome farm, complete with artificial lighting that gives you a steady supply of carrots.
33 A round room with magnetic walls, making it incredibly difficult to move around inside it with metal.
34 Throughout this long, winding tunnel, you can hear the mad whispers of the one that built it.
35 A small system of tunnels that produce incredibly confusing echoes while within them.
36 Ancient crypt tunnels with many tombs, some of which that have been broken into and looted.
41 A slow-flowing river with a perfect fishing spot that gives you a steady supply of cavefish.
42 An old storage room that's mostly underwater. Old crates and barrels float around within it.
43 A small cavern with a very high ceiling that has been worn away by the geyser in the center of the room.
44 A lava flow which extends from one side of the map to the other, along which travel magmin traders.
46 A hole lies in the center of this large cavern, from which freezing cold air flows in and creates snow.
51 A series of tunnels filled with cracked mirrors lining the walls, confusing anyone who enters.
52 Bags of opals litter the floor along this twisting tunnel, giving you a shared supply.
53 A small cavern that is filled with a natural garden created with the sunlight shining in from above.
54 A waterfall of mud cascading down the side of a large cavern, then flowing off to the edge of the map.
55 A large waterfall emptying into a lake, creating rainbow patterns in the air when light hits it.
56 A simple square room with a magical darkness in it so thick that no light can penetrate it.
61 A cavern full of stalactices from which drip a glowing ooze that puddles below them.
62 A zigzagging cavern full of holes in the walls from which smoke billows.
63 A deep, dark hole that has a small shining light at the bottom of it.
65 A two-way portal to a hidden, but mostly useless location within the region.
66 A pit that seeps gases from the deep, ever-burning with a bright blue flame.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
12 A small, circular cavern with a hole in the top that leads straight to the surface.
13 Small tunnels with cave pixies in holes scattered along their walls, who will steal from evil beings.
14 A wide river with a current too strong to swim across limits your dungeon's expansion.
15 The storage room of an ancient gnomish inventor which houses a large, hostile automoton.
16 An ancient sanctuary, once belonging to a cathedral, which nobody of evil heart can enter.
21 In the center of this room is a large block of rapidly melting ice which imprisons a heroic sorceress.
22 A bubbling tar pit that spews awful smells inconveniently situationed within your dungeon.
23 A large hole in the wall, from which spews huge amounts of smoke that drift through your dungeon.
24 A natural tunnel that connects two or three vulnerable areas to each other.
25 A river with a massive cave gator in it that randomly snatches anyone that wanders too close.
26 A tunnel leading to the entrance to a giant ant colony preparing to invade your dungeon.
31 A buried cell with an imprisoned devil inside that demands you surrender control of your dungeon.
32 A tunnel with a hole in the center of the end wall which carnivorous worms occasionally emerge from.
33 A hallway full of heroic statues which, if disturbed, might come alive and attack you or join an invasion.
34 This chamber houses a sentient holy relic which alerts members of the faith nearby of its discovery.
35 A barrel of explosive reagents in this old storeroom detonates, destroying tunnels and dungeon walls.
36 A lava river that occasionally spits out magma elementals who run through your dungeon starting fires.
41 A tunnel leading to an underground rebel base, led by the local lord's illegitimate daughter.
42 A magical statue of a forgotten god which bloodies anyone of evil heart when they enter this room.
43 A one-way portal leading into your dungeon from a well-protected area outside it.
44 A shrine of vigor which replenishes a single adventurer move per cycle. It's very volatile if destroyed.
45 A dark dwarf encampment set up as the forward advance of a much larger settlement below.
46 A rift with the two sides slowly grinding against each other. Any additional movement causes quakes.
51 A brackish lake filled with cavesharks that blocks the expansion of your dungeon.
52 A complex web of crawlways that connect to several vulnerable points within your dungeon.
53 A gnomish inventory's hidden laboratory and copper mine, filled with working constructs.
54 A health shrine which replenishes a single adventurer heart per cycle. It's very volatile if destroyed.
55 A windy cavern full of mushrooms whose poisonous spores occasionally waft through your dungeon.
56 A large ooze pit that feasts on bodies, becoming highly unstable when left hungry for too long.
61 A giant hole with strong winds flowing out of it and through your dungeon.
65 An enormous slime pit that throws slime balls at anyone traveling over it.
66 The nest of a huge spider which will feed on your minions if not placated.
Drawing the dungeon works best if everyone gets involved and takes turns drawing.
You don’t have to be an artist. Just drawing out simple squares and circles is enough.
Having everyone get involved makes the dungeon feel like it belongs to everyone
and makes for a more interesting, chaotic dungeon as you’ll have multiple minds
at work in the planning. If there’s no quick volunteer to draw a new addition, the
GM should just point to someone to draw it.
This drawing guide is broken up into two drawing styles: basic and detailed. The
actual drawing guides can be found over the next few pages, but the styles and their
merits are discussed below. You're not required to follow either of these guides, of
course! They're just there to help give you some ideas.
➤ Dungeon rooms tend to be geometric shapes, looking like someone built them.
Most discoveries drawn by the GM and many creature lairs have a natural look
to them, such as the walls of a cavern or an old structure that has partially
collapsed.
➤ Most dungeon rooms are between 3x3 and 5x5 squares in size. There's no strict
rule on this, but this size tends to make for a balanced dungeon with plenty of
space on the paper. The tunnels connecting them are generally 1 to 3 squares in
length. Discoveries can be any size that the GM feels is appropriate. All rooms
must be connected to the dungeon by tunnels.
➤ The sanctum is larger, usually 5x5 or more squares in size. Don't forget to
draw a stairway connecting it to the first level as well. Adding details to your
sanctum makes boss fights more interesting.
➤ Minions are not drawn on the map, since they move around the entire dungeon
a lot. Imps are not generally drawn either, though sketching out some of them
can be a nice reminder of their existence.
➤ Creatures should be drawn on the map. When drawing in the basic style, you
should fill in the circle with the first letter of the creature to help remember
what it is.
➤ When you draw a trick, it's usually just best to draw a trigger or some symbol
representing it. Arrows that indicate intent also help you remember them.
➤ Keep in mind that your dungeon will grow over time away from the edge of
the dungeon sheet that it started on.
Invasions usually occur due to bad blowback or calamity rolls as your actions in the
overworld bring adventurers down upon you or problems within your dungeon alert
them to your presence. Sometimes, events in the story might dictate an invasion is
occuring, such as a faction clock filling or you giving away your dungeon's location
to known enemies. They're generally undertaken by groups of adventurers coming
to deal with the threat you pose to the region and plunder your hoard. At times, the
adventurers may instead bring along a few hirelings to fill their ranks or the group
invading your halls could be something else entirely, such as a hostile orc tribe, a
huge mob of angry townsfolk, a powerful ghost, or a garrison from the local lord.
Dungeons are in hidden, isolated, or wild areas. The exact location of your dungeon
is usually unknown to those on the surface. Most adventurers that wander into your
halls are just following some rumors of monster activity in the area and head out
in hopes of finding it and ridding the world of your evil.
Invasion
When invaders enter your dungeon, they're usually adventurers. Each adventurer
has hearts that represent their willingness or ability to push forward. Dungeon
defenses roll to damage these hearts, wearing away at the resolve or health of the
invaders. When a defense works, it slashes these hearts. One slash is equivalent to a
clock tick and two slashes takes out a heart. When adventurers have no more hearts,
they're killed, knocked out, or run away.
Adventurers are incredibly strong foes and, when grouped, the only way to stop
them is to send them through the gauntlet that is your dungeon’s defenses.
Adventurers might use their moves to disable or resist dungeon defenses. A move
might completely negate the dungeon defense, such as a scout spotting a trap or a
barbarian bashing down a locked door. At other times, it might merely reduce the
effectiveness of the defense, dropping its tier by one or two. These are judgement
calls by the GM. Adventurers' passives might also interact with dungeon defenses,
such as a rogue reducing all locks in a dungeon by -1d.
Sometimes, adventurers will bring along hirelings to pad their numbers. A hireling
has 1 heart and either has a passive or can make a single move. The GM may also
choose to have other groups invade your dungeon halls and represent them with
hearts, moves, and passives similar to adventurers or use clocks to show how
difficult they are to overcome.
Every major invasion is tougher than the last. Your dungeon tier sets the
minimum tier of adventurer that will step foot into your dungeon, but there is no
maximum tier. Each time there's a major invasion, a tougher group of adventurers
comes after you. This is all tracked on the GM sheet.
When an invasion occurs, the GM selects some adventurers from the Gamemaster
chapter to send at you or makes up their own. These adventurers might be connected
to previous factions that you've tangled with, but also might just be randomly
questing in your area and stumble upon your dungeon.
"The duke sends out a call for help, having been unable to handle
your raids on his own. The greatest adventurers in the land gather
and swear to the duke that they will rid the world of your foul
presence, also looking forward to the rich reward he offers."
Starting Locations: You make a 1d roll for your minion pack to determine its
starting location, narrating what you're doing when the invasion occurs.
Once you make the roll, it's up to you to decide where your minions start off based on
the roll's results. Remember that minions are also affected by the repeated defenses
rule, suffering -1d if the invaders face the same defense in a row, so it's a good idea
to spread them out throughout the dungeon.
➤ A success starts you off in a good position. You begin in the exact dungeon
room you want to be in with weapons nearby. You might be:
· In your lair, setting up an ambush for when they arrive.
· Hiding behind a statue, waiting for an adventurer to trigger a trap.
· Carrying one of your master's concoctions to them as you hear
footsteps coming from outside.
➤ A mixed starts you off in a less than ideal situation. You might not have
weapons or maybe just not begin in a great location. You're likely busy doing
some other task. You might be:
· Carrying boxes near your dungeon entrance where you spot the
adventurers, but you left your weapons in the factory.
· Working on digging out a room, pickaxes in hand, but unaware an
invasion is occuring.
· Patrolling the halls, perhaps even hearing something out of the
ordinary, but not in a very good location.
➤ A failure starts you off in a terrible position. You're far from the action, rather
distracted by something you're doing, likely without weapons, or maybe even
sleeping. The adventurers have a decisive advantage against you. You might be:
· Facing off against each other in the fighting pit as the imps cheer.
· Laying in a hallway, asleep after a huge meal.
· Carefully moving across the small bridge over the magma river.
Minions can't act on player knowledge until they become aware of invaders.
They only become aware when invaders enter rooms directly adjacent to them
or they are alerted by some other means. Once alerted, they can act.
Monsters tend to be a noisy bunch, filling the dungeons with the sounds of their
work, revelry, bickering, and fighting. Sudden, violent clashes between dungeon
denizens are commonplace. Digging sounds echo throughout the halls of the
dungeon. The sounds of an imp screaming while a creature gobbles them down
barely registers to minions. The clanging of metal as doors and traps are created
or used is heard regularly. Such sounds hardly stand out to minions as unusual.
On top of this, adventurers usually try to move quietly, knowing the danger of
alerting their enemies. Crafty adventurers might even use a move to set up traps,
luring nearby minions to their demise or sending them off in the wrong direction.
Once your minions are alerted, you're free to act with them as you wish. You can
now act on any information that you as a player have, even if the minions do not
know it themselves. Don't get too wrapped up in who knows what - focus on setting
up cool scenes and putting adventurer heads on spikes.
As the invaders move through the dungeon, the GM narrates their movements. The
invaders should feel skilled and their progress invasive. They're formidable foes
coming after your hoard and wrecking your home. When there are multiple paths
that the invaders can take, pathing is determined by a fortune roll.
Pathing: When there's a fork in the path, ask the players which way they want
the adventurers to go and make a 1d fortune roll. On a mixed or success, they
go the way the players want them to. On a failure, they go the other way.
When locks stand in the way of adventurers, you make a lock roll. This may repel
the adventurers, sending them down other paths. Inevitably, adventurers will scour
your dungeon, retreading paths and coming up against locked doors until they
eventually overcome them. Tricks, traps, and locks can slow them down but only
getting rid of all of their hearts can fully repel them. Otherwise, they keep pushing
and testing your locks, eventually breaking through even if they have no moves
remaining. They inevitably make their way towards your sanctum.
Lock Rolls
Roll the lock’s tier, which decides whether the adventurers get
past the door or sends them down another path.
❖ When there is no other way forward, roll again for the lock.
When the invaders come close to creatures, traps, or tricks, they activate. If they're
roughly in the same room as a defense and haven't made specific efforts to avoid
them, it activates the defense. Adventurers are also pulled into creature lairs.
When invaders first travel through a tier 3 room, they loot it, boosting their spirits.
Each adventurer recovers a heart slash when they leave the tier 3 room.
223
Dungeon Defense Narration
The players are responsible for rolling for and narrating the dungeon's defenses,
keeping in mind how the GM has narrated the adventurers moving through the
dungeon. In this way, the dungeon feels like it belongs to you, not the GM. It's your
home that you've put in the effort to build, so enjoy telling the story of how the
defense plays out. Below are some examples of the form that narration might take,
with examples for each roll result showing how the narrative bends to match the
dice roll.
➤ Failure: "The knight steps on the plate and the blade comes swinging
down. He pivots and catches it on their shield, deflecting it away."
➤ Mixed: "The knight tries to catch it on his shield and prevents most
of the damage, but the force smacks them in the face with the shield."
➤ Failure: "The adventurers stop and listen, then give each other a
solemn look. They know that man is already dead. They continue
on the other path."
➤ Mixed: "They catch the sound and run towards it, responding
more quickly than the minions planning an ambush. They actually
reach the prisoner and untie them. The prisoner becomes a hireling,
joining them. But now, the minotaur grunts charge from behind."
➤ Success: "They run towards the voice as fast as they can, completely
unaware of the minotaur grunts about to ram them from a hallway
they're about to pass."
➤ Critical: "The party argues, but the amazon thinks she knows that
voice! It's her uncle. She takes off running, leaving her friends
behind, and walks right into a minotaur axe swinging in from the
side tunnel."
➤ Critical: "As the smoke from the alchemist's bomb clears, the
barbarian runs and throws all their strength into it. The door doesn't
budge. The cleric convenes with their god, asking for a way through.
After several moments of prayer, they walk over and try pulling
the handle. It doesn't move. Finally, the chaos mage steps forward
and opens their cloak. They hear ominous rumblings and look at
each other confidently, thinking it's going to work. Just then, several
shimmering butterflies float out of the cloak. The chaos mage shrugs
sheepishly and moves down another tunnel."
➤ Failure: "The adventurers notice the statues lining the upper walls
as gargoyles immediately. The gargoyles spring to life, but the
archer peppers them with arrows."
➤ Mixed: "The archer manages to bring down most of them, but the
barbarian in front still gets slashed across their face by one as it
flies out of the room and runs away."
➤ Critical: "Two gargoyles are flying around with the archer, carrying
them by their arms. They divebomb the group and throw the archer
straight into the monk. The gargoyles fly back up into the shadowed
ceiling and disappear. The adventurers form a back-to-back circle
in the center of the room and wait for the second wave."
The GM rolls engagement as soon as the adventurers reach the stairway. The
engagement roll depends on how quickly the adventurers pushed through the
dungeon, with longer meaning a better engagement roll for you.
The engagement roll sets the stage for the battle in the sanctum, determining the
initial position the PCs find themselves in. After the roll, rewind a bit and the players
narrate what their PCs were doing while the first floor was being cleared. If the
engagement roll was a failure, the adventurers probably bust in on you while you're
distracted in the middle of a scene. If it was a critical, you knew they were coming
all along and the adventurers might walk right into your perfectly laid trap.
If an invasion occured as the result of blowback, you add the loot dice from the
invasion to your loot from the raiding phase. If it was the result of calamity, you
instead make a second loot roll.
You take +1d to the roll for each adventurer that invaded your dungeon. If the
invaders were not adventurers, the GM determines the size of the loot roll.
Destruction
Sometimes you don't make it through. Perhaps the adventurers busted in your
front door, smashed through your defenses, left your bodies littered around your
sanctum, and made off with your hoard. So how do you move on from this?
Maybe you don’t - that could be the end of the game. Dungeons have a way of finding
themselves cleaned out. That’s what adventurers do after all. Part of the fun of
building a dungeon is knowing the end is coming and seeing how long you can live
in spite of that.
GM Crag, your minions died on the last raid, so we don't need a roll from
you. Slem, Ulrot, make a starting location roll for your minions.
Ulrot I don't need to roll, either. My orc raiders start out in the guard post.
orc brute
Slem My goblin thieves were near the entrance and hear the adventurers
Slissik Shadow
coming, so they run back down the hallway past the "patrol" trick.
They'll wait in ambush and hope it goes off.
GM Sounds good. Okay, these three come creeping into your dungeon. The
monk's face is all scratched up from the thorns in the forest. They're hit
by the earthy, mossy smell of the floors and walls as the firefly lamps
cast dim yellow light through the halls. The templar accidentally steps
on a mushroom imp, squishing it, sending the other imps fleeing in
panic. Crag, let's see how the trap in this room goes.
Crag The dead, hollowed out tree on the far end of the room opens its eyes
Kobold Shaman
and spots the monk stumbling away as the mushroom imps run around
their feet. With a groan, the tree opens its maw and spews poisonous
fungal gases, catching the monk in the cloud. And I roll again...
GM The inquisitor sees the tree moving and jumps to push the monk out
of the way, getting caught by the fumes as well. That's 2 slashes for
the monk and 1 for the inquisitor. Its poisonous gases spent, the tree
just glares at the adventurers as they move on. Do you want them to
go down the hallway or through the cave tunnel?
228 228
Dungeons
The GM rolls 1d pathfinding and gets a mixed!
GM Cool, they enter the cave tunnel. The fetid water on the floor slowly gets
deeper as the tunnel expands into the gators' lair. Ulrot?
Ulrot The gators make their move, slowly sneaking up behind the inquisitor,
orc brute
but she knows they're coming and turns around quickly, confusing
them. The templar steps in from the side and crushes one of their skulls
with his mace, which sends the other one running away.
GM Alright, the adventurers make it to the other side of the cave. Sitting on
land, they dry off. Slem, this activates the "patrol" trick now. It's a tier
2 trick, but this inquisitor's passive is that she's really good at figuring
out tricks. Let's reduce that to a tier 1.
Slem Hah! Only needed 1d. So, the adventurers spot some light moving
Slissik Shadow
towards them from around the corner. The monk tosses his torch into
the water to keep from being seen. The adventurers can't see it, but
the "patrol" is just some mushroom imps carrying a big jar of fireflies.
Slem They're hiding behind some rocks just outside the cave. They toss the
Slissik Shadow
mushroom imps a thumbs up, then wait as the adventurers pass. They
Skulk and hit them from behind. I'm gonna spend their morale here,
too. Can I target that monk? He's hurting the most.
GM Yeah, I don't see why not... the goblins don't really know he's hurting,
but you can always act on knowledge the player has. These goblins are
perfectly set up for the first strike - dominant position.
Slem The monk was the last one into the hallway. He only has a heart and
Slissik Shadow
a half left and can't use a move to resist this because it's a crit, so he's
dead! One of the goblins climbs up and wraps some rope around his
throat while the other two pin cushion him with daggers. For the bonus
from the crit, can the other two adventurers not even notice he's gone?
229 229
Chapter 5
Cycle of Play
“Keep your head down. The Wicked Ones are always watching
and if you wanna stay here, you stay in their good graces.
Work hard, toil away, and do what they command.
But when they're not looking, it's us who're really in charge. "
- Imp
Cycle Overview
Gameplay focuses around a steady cycle of play that simulates life in a dungeon,
progressing through four linear phases - lurking, calamity, raiding, and blowback.
While these phases are set, there is also room to step outside of them and set up
interesting scenes that come up during play without it needing to be related to that
phase. The phases are there to help simulate dungeon life, but don't feel beholden
to them if there's some scene you want to roleplay through!
Lurking: You keep your head low, staying inside your dungeon
while the heat dies down. You count up loot from a recent raid, lose
yourself in revelry, and spend some downtime working on improving
the dungeon by building traps, incanting rituals, torturing prisoners,
and other nefarious activities typical of dungeon life.
Raiding: You head out of the dungeon to attack a target with the
intention of furthering your master plan, gathering materials
needed for loot, or pillaging to increase the size of your hoard. When
raiding, you skip straight to the action by choosing a goal, a target, a
plan, and some details. The GM then rolls engagement and tosses you
into the action with the first step already in progress.
Blowback: The surface is dangerous and your actions there are sure
to bring the ire of its inhabitants. You might face an ambush, juicy
hunting grounds may dry up, factions can move against you, and
adventurers may be dispatched to end your existence. At the end of
each raiding phase, the GM rolls blowback to see how smoothly things
went while on the surface.
Typical Sessions
Tabletop roleplaying game sessions can last anywhere from 2 to 8 hours. Wicked
Ones functions pretty well with 3-4 hours of gametime, which usually gets you
through three or four phases. Since calamity and blowback depend on how the roll
goes, it's impossible to know how long they might take.
Don't feel like you have to cram all of the phases into a single session. While it's
pretty satisfying to open up a session with lurking, do some downtime actions, deal
with a small calamity, go on a raid, then wrap it up by defending your dungeon,
that's a lot of stuff to pack into a session. The game usually runs better and everyone
has more fun when you have some room to breathe. Take your time and set up cool
scenes just for the fun of roleplaying through them.
The rule of description, mentioned earlier in the book, is worth restating here. The
lurking phase is a montage of things happening while you spend time within your
dungeon. Time passes quickly and if things get interesting, zoom in on them and
play out a scene. Remember that nothing happens in the game without description.
Recovery: At the beginning of the lurking phase, you clear all stress, shock, and
the bloodied condition. Any abilities, defenses, room, or gear that are usable
once per cycle reset at this time. Your dungeon also automatically attracts a
creature if you have an empty lair, filling lower tier lairs first.
Counting Loot
As you return to your dungeon from raiding, you haul back any loot you gathered
(pg. 256) and heft it onto the hoard. Each player then makes a loot roll to find out
what you do with it. This is a time to count your gold, find cool stuff in the loot, and
enjoy some revelry which fills your dark heart with glee.
Loot Rolls
You roll a number of dice equal to the amount of loot you
hauled in from your last raid. Each die rolled gives you
something based on its result.
Failure: You enjoy some revelry, gaining a dark heart. If you already
have two dark hearts, you instead overdo it!
Mixed: You gain 1 gold or spend it on revelry instead.
Success: You pull a mundane or valuable item from the loot. The player
chooses what it is.
❖ You can combine two successes into a critical to pull a powerful item
from the loot instead. The GM chooses what it is.
When you engage in revelry, describe how you go about spending the loot on
enjoying yourself. Monsters don't have much impulse control, so it's pretty easy to
get too caught up in the good times. When that happens, you overdo it and cause
some damage to yourself or the dungeon, suffering a frustrating or devastating
consequence based on your choice of revelry (on the next page).
➤ A valuable item is something a little rare and you’d be a bit surprised to find.
It might be a few doses of a tier 1 potion or concoction or a tier 1 contraption
or magic item. It could also be an item with an edge, a map with valuable
information on it, or a rare musical instrument.
REVELRY
You choose a type of revelry at character creation, your PC's favorite way to let off
some steam. The available types of revelry are listed below, though you can also
make up your own if none of these fit. Example consequences of overdoing it are
listed after each. The GM can also compel you to act on your revelry.
➤ Craving: You have strong desires that must be quelled - food, flesh, luxuries.
· You can't leave your lover's arms, losing your downtime action.
· You develop an addiction, gaining a second dark impulse.
· You dip into the hoard's gold, taking -1d on your next calamity roll.
➤ Occult: You can't help involving yourself with strange, supernatural forces.
· Your bizarre experiments result in your eyes changing color.
· You're cursed, imposing -1d on your next dire roll.
· A powerful magician becomes aware of your presence.
➤ Violence: You have a deep love for brawling, torture, and hurting others.
· You go nuts on a creature or pack of minions, killing them.
· You wreck one of the dungeon rooms making it unusable this cycle.
· You meet your match and wind up with shock to MUSCLES.
Prine rolls two dark hearts and a gold. However, he already has 1
dark heart, so he takes a second, then overdoes it.
GM: "Let's say you destroy a tier 1 locked door. What's that look like?"
Prine: "Obviously, I don't remember any of this, but you know that
crystal door near the workshop? Yeah, later when I'm stumbling back
towards my room, I take a running leap through that thing."
Skoggy: "I'm just gonna spend that gold I don't have space for gambling
with some minions. I lose a lot, but my minions are probably pretty
stoked about it. They did a good job on the raid, so they deserve it."
GM: "You know, they can go ahead and take morale there. They're in
really great spirits anyway and winning some extra gold sits well."
Mace: "You know, I think I'm gonna combine these 6s and take the
powerful item. Maybe they were transporting some holy magic item?"
GM: "Alright, let's say you find a red shawl adorned with the holy
symbol of the Wayfinder, god of travel. Once per cycle, you can use
it to create a sanctuary extending a short distance around yourself,
preventing any evil creature from entering it."
Smarm: "I'm going to have dinner, then head back to my room early.
My revelry is occult, so let's say that the item I found was actually a
holy book. Can I establish a fact about their religion with it?"
Smarm: "Cool, I'll save that for a bit then. For my revelry, I just spend
a long time pouring over this thing in the sanctum."
➤ You can gain additional downtime actions by taking certain calling abilities.
➤ You can also flashback to performing downtime actions that are immediately
relevant to a scene, paying cost to represent the strenuous effort.
When you perform a downtime action, you make an action roll that represents
your effort and then briefly narrate the results of the roll. Downtime actions
have dominant position, unless there is an overwhelming circumstance towards
position. You generally have enough time to safely work on a project.
Risk It: Any downtime action that has a dominant position can be rerolled with
normal position instead, recklessly pushing on to try to accomplish something
and risking worse consequences. You must take the second result.
PROJECT TIERS
Projects are rated from tier 1 to tier 3 according to how much effort they take to
finish. This generally corresponds to the tier of what you're trying to make or is
set by the GM according to the table below when it's unclear. Some projects are
accomplishable with a single roll while others require you to fill a clock.
❖ If you roll a mixed on a tier 1 project, you must also pay cost to complete it.
If you roll a critical, you get something extra out of your effort!
This downtime action gives the GM some ability to introduce a bit more randomness
into the dungeon or help out PCs who are having a rough time, failing a bunch of
rolls. Imps might do things like dig tunnels between rooms that weren’t connected
to make things easier for them to move around, start digging out a tier 3 room if the
dungeon hasn't grown in a while, or work on something they overheard the Wicked
Ones talking about (or their interpretation of what that meant). The GM can also
lean into their traits when deciding what to work on.
Brew a concoction or potion, making two doses. This is always a tier 1 project,
regardless of the tier of the concoction or potion. You take -1d on the roll if it's
tier 2 and -2d if it's tier 3. On a mixed, it becomes volatile instead of requiring
you to pay cost.
Build a lock, room, trap, or trick. The project tier equals the tier of what
you're building.
Contact a vile friend, faction, or other NPC to gain information, ask for help,
or make demands. The project tier depends on how much you ask for.
“I Banter with Arrak and see if he’ll come with us on the next raid.”
On a mixed, you might decide he requires a big share of the loot. If
Arrak makes it through alive, you take -1d on your own loot roll.
“I spend hours Finessing the fine script needed to cast this ritual.”
On a mixed, you might decide that it took far longer than expected
and you take shock to BRAINS from being tired.
Torture a prisoner to either force them to reveal a single secret or break their
spirit and make them do something for you. Getting information is always
a tier 1 project and each prisoner knows a number of secrets equal to their
tier. Getting them to do your bidding is a project equal to the prisoner's tier.
Torturing is risky business, often killing a prisoner or pushing them to do
something extreme. This is an overwhelming circumstance towards position.
GM: "Alright, what are you all up to during downtime? Let's start with
Blort and work our way around clockwise."
Blort: "I need to recruit another minion pack, so I'm going to send my
bird Gully off with a message. I want to Banter some scouts from that
tribe on the last island into coming and joining us."
Blort: "They're pumped to join up, but maybe losing some of their best
scouts angers the tribe, so they're now hostile towards us."
GM: "Yeah, that makes things in that area interesting, too. Remmy?"
Remmy: "I want to build a ballista for our ship, with a big crank winch
on it that we can shoot at other ships and pull us together."
GM: "Yeah, that's pretty complex and doesn't sound all that safe to work
on, plus a bit out there scientifically. Let's call it a tier 2 contraption."
Remmy: "I finish up the winch mechanism and spend a bunch of time
out on the beach testing it by hauling in big rocks."
Gilgaroth: "Awesome, this thing's ready to go! And all the special
requirements are filled, too. Should we discuss what happens?"
GM: "Let's have you describe the final prep and what the ritual looks
like just before the raiding phase. Since this is going to let you guys
skip the setup for your pillaging raid, it's probably better to just resolve
all of that at the same time. Velum?"
Velum: "I'm going to make a trap in the dungeon. I'm gonna put a
rolling barrels trap with a tripwire trigger in this hallway."
Velum: "I'm gonna risk it and re-roll. I can't quite get the barrels into
the ropes holding them up, so I'm just gonna try doing it as fast as
possible, tie it off, then walk away assuming it worked."
GM: "Okay, you manage to do it but the consequence is that this'll count
against your calamity roll. It's just way too haphazardly up there."
Calamity Rolls
The GM rolls 1d, 2d, or 3d depending on how much the
denizens of your dungeon are grumbling.
When you suffer a calamity, it often pulls you into a scene with the GM grabbing
some dice and rolling engagement. This might be a fire raging inside your dungeon
or a minion revolt. At other times, it might result in something that's over as soon
as it happens, like a tunnel collapsing or minions getting killed by a trap. Calamity
can also result in a dungeon invasion. The GM might instead choose to pocket the
calamity and bring it into a later scene, such as your minions suddenly betraying
you during a raid or one of your contraptions breaking when used.
Calamity can't be resisted but you can start a scene to deal with any fallout
from it. Whatever happens just happens, but if you're resourceful, you can attempt
to minimize collateral damage. A fire might start raging and destroy a room,
threatening to spread to others but you can organize an effort to fight the fire to
keep it from spreading. The initial calamity happens regardless, but the GM can
threaten to let things spin out of control to push the PCs towards action to create
challenging scenes within the dungeon.
➤ Atmosphere: Does the layout feel like a dungeon and do the minions enjoy
living there?
➤ Growth: Has the dungeon been steadily growing, increasing in tier and adding
rooms and discoveries?
➤ Loot and Revelry: Has there been a steady flow of loot into the dungeon and
has the dungeon survived your revelry intact?
➤ Worthy Masters: Have you formulated a solid master plan and garnered a
reputation of evil?
Atmosphere determines how content your denizens are on a day to day basis. They
want your dungeon to make sense, feel like a dungeon, and have at least some rooms
that they can enjoy. They desire a place that feels evil and dungeony. Make the
dungeon look awesome and evil and your minions are going to be happy. Minor
rooms have a positive effect on this, built mostly to make minions happy. Likewise,
placing traps and locks in places that don’t make sense, like several in a row or one
at each end of a hallway, frustrates or unnecessarily endangers them. If you have
a hallway with 5 locked doors in it, it’s going to drive your denizens nuts.
"Nowhere to get a drink, nowhere to have a good fight, and we just tossed
out those perfectly good adventurer skulls! Those would have looked
scary as hell on spikes!"
Growth is always on the minds of a dungeon's denizens. They yearn for power as
much as their masters do because belonging to a strong dungeon means greater
raids and more revelry. Adding to the hoard shuts minions up fast, as does building
more rooms. When the dungeon stops growing, the denizens begin to worry. One
cycle without growth might be fine, but longer periods of time without growth will
have the denizens wondering what’s going on.
"I saw that those orc scouts have been sleeping in the hallway. Getting
pretty cramped here. The bosses downstairs seem to be busy with
whatever they're cooking up, but don't seem to give a lick about us. And
when was the last time we got to do any pillaging anyway?"
"This is bullshit. We get stuck guarding here, right by the entrance. You
know who's gonna get a sword in their gut first? You and me, that's who.
Probably won't even see it coming. Nah, some of those kobold miners
should be here and us back there in the workshop."
Loot and revelry are an effective way of keeping your monsters in line. Making sure
you go out of your way to increase loot rolls helps keep grumbling down. They join
in on the good times and love it when their masters throw around gold freely. It's
a double-edged sword, however, because when you overdo it with your revelry, it
has a tendency to go poorly for your minions. And if you skip a raid or fail to bring
back good loot, you're likely to hear some complaints.
"Did you see what the Warlock did to Grubby? Poor guy had half
his face melted off with acid. That's just not right, using us in their
experiments like that. They brought us in to dig tunnels, not be part of
weird experiments!"
Worthy masters demand loyalty from their minions, whether it be out of respect
or fear. You have to present a strong front and any chinks in that armor quickly
become apparent to those below you. Give them a reason to serve you by following
through on your master plan and building a strong reputation as evil overlords
among those on the surface. Engaging in activities that they see as below their
masters, such as attacking weaker factions or backing down from a confrontation,
will surely weaken their loyalty towards you.
"And then they just backed down, ran away like a bunch of... wait, sshhh.
Okay, I thought they were coming. Anyway, like a bunch of cowards.
Sure, me and the boys were ready to crack some guard skulls, but they
just left us there as they saved their own hides while we got peppered
with arrows. I'm just sayin', maybe it's time for new management."
Below are just some of the categories of calamity that might befall your dungeon,
though the GM is free to come up with their own that might not fit into these. Just
keep in mind that minor calamity should sting and major calamity should hurt.
The GM shouldn't pull their punches here. Make calamity an ever-present worry.
➤ Dungeon Invasion: Your activities within the dungeon bring the attention of
adventurers, other dark factions, or local wildlife. Minor calamity invasions
are always much weaker or unprepared for your dungeon and can serve as a
good test of your defenses. When it's major calamity, they come in prepared
to take you down.
· An adventurer and a few hirelings follow your minions home.
· Adventurers spot smoke rising from your dungeon.
· A massive bear wanders into your dungeon looking for a home.
➤ Denizen Trouble: The denizens in your dungeon start infighting, betray you,
or make stupid mistakes. This could even lead to rebellion with major calamity.
· A basilisk devours a pack of minions.
· Imps steal or just lose a random item from a random PC.
· Your minions head into the sanctum, weapons ready.
➤ Structural Problem: Your dungeon's rooms, walls, traps, and so on fail or fall
apart in some way.
· A cave-in fills a tunnel with rubble, making it impassable.
· You lose all progress on a tier 3 room clock as it collapses.
· A lava flow bursts through a wall, destroying a tier 3 trap.
➤ Outside Interference: Forces from outside of your dungeon move against you.
This could be another faction discovered underground, something burrowing
into your dungeon, or heavy rains flooding your halls.
· A dire mole burrows into the dungeon, making a second entrance.
· A hostile underground faction appears near the dungeon.
· Rain floods your halls, drowning some creatures and minions.
13 A room or two gets flooded in waist deep water. You lose the bonus from these rooms for a cycle.
14 An aggressive wolf wanders into your dungeon looking for a place to sleep.
15 The imps break one of the most important items in the dungeon as they transport it.
16 An incredibly foul smell wafts through your dungeon, decreasing productivity until you find the source.
21 One of your dungeon rooms becomes volatile, requiring you to pay cost to use it.
22 The entrance has become overgrown with poison ivy, a fact you won't realize until you raid.
24 The noise of beetles mating keeps you from sleeping. Everyone takes shock to BRAINS.
25 Voracious plants sprout from the ceiling of a well-traveled hallway, looking for a meal.
31 Your imps randomly dig a tunnel between two sensitive areas, connecting them.
32 Brawling minions wreck a dungeon room, requiring repairs before it can be used (a tier 1 project).
33 A creature devours a lot of imps and you lose the imp downtime action the next lurking phase.
34 Imps constantly getting caught in a trap leads to it breaking. The trap loses a tier.
35 A dark faction that had been friendly or neutral towards you becomes hostile.
36 An imp writes the solution to one of your tricks on the wall so they don't forget. The trick loses a tier.
41 A small earthquake breaks a potion or concoction in a PC's supply, immediately affecting them.
42 A minion pack decides that it's had enough and deserts the dungeon.
43 A minion pack loses one of its upgrades from something like an accident or gambling.
44 A minion pack left the dungeon and raided a small farm. Roll minor blowback instead.
45 A PC falls into a liquid or is hanging deep in a hole off a ledge. Start a 4-segment clock: Die.
46 Two minion packs start feuding. If nothing is done soon, they'll kill each other.
51 Holes open up in the ground along one of your tunnels, turning it into a hazard.
53 An ambush awaits you as you head out of your dungeon entrance on your next raid.
54 One of your locks completely breaks, but you won't realize it until during the next invasion.
55 One of your creatures roams the halls until it finds a creature or minion and devours them.
56 A wall collapses burying one of the Wicked Ones under it. Start a 4-segment clock: Suffocate.
61 A lone dwarf thief tunnels directly into your sanctum while you're all sleeping.
62 One of the imps shows you that a couple of minion packs are planning a hoard heist.
64 A dark faction demands the return of some minions that belonged to them.
66 Tremors cause a creature lair to collapse. The lair and creature lose a tier.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
12 An enormous grizzly bear enters the dungeon looking for a new home.
13 A very powerful wizard and his golem protector teleport randomly into the first level of your dungeon.
14 Your imps and minions grab weapons and head for the sanctum. It's a revolt!
15 Flammable gas seeps into your dungeon, its smell giving it away. Start a 6-segment clock: KABOOM.
16 Imps inform you that a couple of minion packs just left the dungeon with 1 tier worth of your hoard.
21 Tremors open up a second entrance into your dungeon, bypassing many of your defenses.
22 Traitorous minions make away with a large part of your hoard, enough to drop you a tier.
23 A hungry creature lashes out at a PC, leaving them bloodied. Now they move to finish their meal.
24 Grub worms push through your dungeon walls as they begin their transformation into scarabs!
25 Sentient toxic mold seeps into your dungeon, causing severe hallucinations. It must be fed.
26 A portal opens up into your sanctum as arcane burglars slip in while you sleep.
32 All factions roll immediately against their clocks as you lurk in your dungeon far too long.
33 The most troublesome faction clock comes to fruition, motivated by your dungeon's presence.
34 A ghost possesses a PC, intent on revenge. Who must the player hunt?
35 Heavy rains temporarily fill your dungeon with a deluge of water. It can't be stopped, only outrun.
36 One of your tier 2 rooms is completely destroyed by minions partying. The party is on the move.
41 A dark faction comes to you seeking help with a problem much too big for you to handle.
43 An absolutely enormous rat king bursts into your dungeon, barreling through it at full speed.
44 A very skilled tier 4 thief with 6 moves, knowledge of your dungeon, and a scroll of teleport sneaks in.
45 An enchantress has found a couple of your minion packs outside, dominated them, and is now invading.
46 Gnomish engineers come through a wall with their tunnel boring machine, ready to fight.
51 A fire breaks out and destroys a tier 1 or 2 room and threatens to rapidly spread throughout the dungeon.
52 The biggest creature in the dungeon devours the second largest and is now on the hunt.
53 Another group of Wicked Ones launch a pillaging raid on your dungeon along with their minions.
54 A large dark faction tribe has surrounded your entrance and demands 1 tier of hoard in tribute.
55 A greater demon appears in your sanctum in a burst of fire and demands the reins of control.
56 A diviner with knowledge of the inner workings of your dungeon leads a strike team against you.
61 One of your tier 3 rooms gets wrecked, requiring you to acquire materials again.
63 Your denizens are starving. Either raid for food or face starvation.
64 A hole in a wall opens up and lava begins flowing into your dungeon.
65 A shared or steady supply that you have is spoiled, stolen, or runs out.
66 A large pack of jackals chase a minion pack back into your dungeon.
You work together to terrorize civilized lands, looting your way along as you work
towards your objective. You might burn down a farmer’s house, kidnap a priest
for sacrifice, steal a wizard’s magic staff, or hold tense negotiations with hostile
tribes. Regardless of the objective, you always make time to fill your pockets with
gold along the way.
Launching a Raid
Dungeon monsters are at a distinct disadvantage when it comes to knowledge of
the world around them. The overworld is too dangerous to scout so you’re going to
be striking out blind for the most part. Scouting targets is only done through a
few specific methods: calling abilities, dungeon rooms, torturing prisoners, and
flashbacks.
However, even if the PCs don’t know much about the world, the players do and
they can use that information to judge what would be a worthwhile or fun raid. As
covered in Flow of Information, it’s expected for the players to act on knowledge that
their PCs might not have and for the GM to freely share all but the most secretive of
information. This free flow of information will come in handy as you set up your
raid plan.
Raids let you skip directly into a high stakes, high reward scene. Sometimes that
scene covers the main part of the raid, hitting the target itself. Other times, the
challenge and fun might be in getting there or getting way. You cut away all the
boring stuff and jump directly to the mayhem.
To help set up the scene, you have to give the GM the following key pieces of info:
➤ You need some details. How does this thing get started?
Once the GM has all the info, they roll engagement and the action starts.
"Raid" is a catch-all term for any group foray onto the surface. It covers attacks
and looting, but also things like negotiations or sneaking through secure areas.
➤ Aid a faction that has asked you for help and receive something in return.
➤ Get revenge against those who slighted you because they deserve it.
➤ Pillage a higher tier faction to fill your hoard and increase the dungeon tier.
You loot automatically with every raid, so focus on accomplishing other things.
Once you know why you’re raiding, you can start searching the sandbox map for
targets. When you set up the sandbox, you fill it with factions you want to interact
with and each of these factions is likely to have juicy targets. However, if loot is
the only thing you want, then go on a pillaging raid to increase your dungeon tier!
Frum: "We need materials for our workshop. I guess some tools and
supplies like nails and metal scraps for it makes the most sense."
Zil: "What if we tried hitting a supply caravan along this road moving
towards the saw mill there? They probably need a lot of tools for their
work and the foresters are the same tier as our dungeon."
Cerus: "Okay, where can we get the scroll of rites to finish off the special
requirements for the ritual?."
Tix: "Maybe hit the wizard tower? It's pretty likely they have a library."
Portoc: "Um, they're two tiers above us. That's suicide, no way. Maybe
this small town here has a temple in it that we can raid?"
GM: "Sure, their archives will have the rites you need."
Cerus: "Okay, cool... let's go with that, then. Plus it'll be more fun
defiling a temple and angering one of their gods."
Higher tier than your dungeon means they have many circumstances towards
position and effect working in their favor, such as larger scale, better equipment,
greater skill, stronger magic, or specific defenses that are difficult to overcome.
Same tier as your dungeon means they only have circumstances working for them
that are strong points of the faction they belong to or the specific nature of the
target. It mostly feels like you’re on even footing when contending with them.
Lower tier than your dungeon means they usually don’t have much working in
their favor. You're likely to overwhelm them, even having circumstances favoring
you that you normally wouldn’t. Hitting lower tier targets can anger your minions.
➤ Tier 0 targets are isolated, without much chance of help coming and mostly
lacking in defenses.
· A hedge mage and their sprite buddies.
· A farmhouse with a few able-bodied farmers.
· A traveling merchant with a few workers.
➤ Tier 3 targets are expecting trouble. They're located in areas with permanent
defenses or have regular, well-trained guards. They respond quickly to attacks.
· The library at a warrior monk abbey.
· A dryad, deep in an ancient forest.
· A patrol from a border garrison.
➤ Tier 4 targets are incredibly tough. They're located in large settlements or have
groups of trained warriors at their disposal.
· A lord's manner in a walled town.
· A well-armed merchant ship.
· A wizard tower full of golems.
You want to hit a few of the outer farms of the nearby town. The action
might start with you jumping over a fence, only to realize the farm has
dogs sleeping in the field you’re in. If things don’t go well, hardy farmers
will rush out to repel you and protect their families.
You want to ambush and scare off some merchants and their mercenaries
on the road. The action might start off with you about to start whooping
and hollering. If things don’t go well, you will have fight them all.
You want to creep into the secluded temple to secure a chalice needed for
your ritual. The action might start with you hiding under a cart heading
into the walled compound. If things don’t go well, the clerics in their
dormitory are sure to wake up and come investigate.
You sneak between border guard posts and then zoom out as you finally
reach and easily burn down the minor noble’s estate. The ensuing chaos
covers your getaway.
You kidnap the princess as she stupidly rides through the royal forest
with only one of her servants. You zoom in as the action begins hours
later with a search party’s hounds cornering you in a gully.
As players discuss possible targets, it’s up to the GM to inform them of what type of
scene the raid will focus on. While the GM decides which scenario makes the most
sense, you should try to contribute ideas about what sounds fun to play through.
Once you have this information, you need to work together to come up with a plan.
Plans are basic outlines of how you’re going to deal with the scene you zoom into
in the raid. Following through with your plan reduces the likelihood of blowback,
while the plan going off the rails increases it. What it means to stick to the plan is
expanded upon further in the blowback section later in this chapter.
You choose from one of the plans below, then answer two or three questions posed by
the GM. Each plan has some example questions with it, but the GM knows the details
they need the most and can ask anything. The players can also add in information
they want to see in the scene. Once the GM has this info, they’ve got enough to roll
engagement and paint the scene, tossing you into the action.
AMBUSH ASSAULT
Hit them when they least expect Bring full force to bear, driving
it, making sure they don't take off or killing all those who stand
any of you down in the process. against you.
Why is their guard down? Where does the assault begin?
Where are you waiting? Who leads the way?
What’s the signal? Do you avoid specific targets?
NEGOTIATION STEALTH
Talk it out, tell lies, or offer Slip in, find what you're after,
something to get what you want, and slip out quietly, being noticed
spilling as little blood as possible. as little as possible.
Where’s the meeting spot? Where do you slip in?
What are you offering? What time of day is it?
Are you there in good faith? Do you split up or stick together?
STRIKE TRICKERY
Bust in, get what you want, Confuse, lure, or trick them into
and run out quickly, without doing what you want, without
deviating from your goal. letting on until it's too late.
How do you get in? What do you want them to do?
Who signals to get out? Why would they do that?
What guards your prize? Does it matter if they know after?
Embrace raiding and skip the boring stuff. Endless “what ifs” are easy to get
1 caught up in, but what you’re at the table to do is tear up some civilized lands.
Hone in on a goal, a target, and a plan quickly. Come to the table with ideas in
mind. A bit of discussion can be fun, but try not to let it devolve into deadlock.
The GM’s job is to nudge players towards quick decisions. Ask pointed
2 questions like “What does your dungeon need?” or “Where do you think you
can find that?” When discussion turns towards deadlock, choose two options
and push the PCs into a power struggle to reach a quick decision.
Worldbuild as a group, on the fly, when it’s most important to the story.
3 The finer details of the sandbox aren’t clear until you have a chance to interact
with them. Raid planning is just another chance to add more detail to the
world, doing it right when it matters most - just before jumping into a scene.
The GM’s job is to encourage players to establish facts about the world.
4 Players are co-authors of the game and while the GM has the final say, when
asked questions about the plan, players can just ask the GM if certain details
can be true. Their PCs can act on this information, even if they don’t know it.
Pick the raid that sounds the funnest, not the easiest or even the smartest.
5 Any raid you come out the other side of is going to do something for your
dungeon. When a cool idea gets thrown out there, don’t talk yourself out of
going after it just because it seems tough or problematic.
The GM’s job is to create challenging raids and represent the factions.
6 Think about the faction’s strong points and represent those within the raid,
putting obstacles in the PCs’ path. It’s tough being a monster and there’s
always something in their way. Make sure to make that something fun to kill.
Throughout a raid, you build a pool of dice that represents the loot you gather and
roll it later back at your dungeon and pull gold or items out of the loot, or maybe
spend it on enjoying yourself and earning some dark hearts.
Loot is tracked by the GM throughout a raid. You start at 0d and add dice as follows:
➤ Take +1d for a target belonging to a faction at least equal to the dungeon tier.
➤ Take +1d for each tier the target faction is above the dungeon tier.
Good loot requires going out of your way to acquire it. You’ve already snagged the
easy to grab loot just lying around - that’s all wrapped up in the base roll. Any extra
sources of loot are going to be guarded, hidden, or just plain difficult to haul away.
Keep in mind that just because you’re looking for something extra doesn’t mean it’s
there - sometimes there’s just nothing else around worth taking. Higher tier targets
are more likely to have sources of good loot.
Taking out an adventurer might mean killing them, but it could also mean
capturing them or making them run away. It’s assumed that you have time to loot
their body or snag something they dropped. However, outrunning or sneaking
away from an adventurer isn’t taking them down. This is why monsters are drawn
towards adventurers like flies to honey - they know the adventurer is carrying
something good.
13 Holy vestments and incense, but several priests stand in your way.
14 A beautiful stained glass window, but it seems impossible to dislodge without breaking.
16 Tapestries hanging from the ceiling, but how can you get up there?
21 A massive flag at the top of a flagpole, but it's in plain view of the archers.
22 Mage robes and a wand, but the mage's pseudodragon watches over the room.
23 Jewelry hanging off the neck of the prince as he walks through the streets, but he's with his guards.
24 A coin purse hanging heavily off the belt of a merchant, but the merchant is a retired adventurer.
25 Artworks lining the walls, but there's far too many and it's difficult to tell which are valuable.
31 Gilded seashells lining the high shelves of the temple to the sea goddess, but they're glued down.
32 An unattended bag with a glowing rune on it, but the bag is empty - except for the secret compartment.
33 A statue of a conquering, grandiose general, but how do you get it off that pedestal?
34 A large crystal, but it's incredibly fragile to both touch and sound.
41 A telescope and other astronomy equipment, but who knows which of these things is valuable?
42 A fancy sword hanging on the wall, but the sword is enchanted to come alive and fight.
44 Stacks and stacks of cheese wheels, but no way to carry all of them.
51 The finest silverware you've ever seen, but it's in a very busy kitchen.
52 A cart full of produce for market, but one of the wheels is broken.
54 Large amounts of dye, but it's just sitting in a large pile of dust right now.
55 A fine quilt, but the grandmother who made it is dangerous with a rolling pin.
61 A garden full of exotic flowers, but some of the plants have poisonous thorns.
63 A fantastic ceremonial headdress, but it's protected by the ghost of its former owner.
65 A large bell, but you have to get it down from its tower.
66 A stache of books, but the owner will defend them with their life.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
Sometimes, raid scenes end incredibly quickly. A great engagement roll followed by
a few successes or maybe a critical on well-chosen actions can wrap things up very
fast. GMs, don't cheat your players out of these easy wins! Raids have a strong
tendency to spin out of control with complications arising from failures and dark
impulses pulling PCs away from their goals. That’s just the nature of raids. So when
everything just lines up perfectly, the PCs should be able to savor in an easy victory.
AFTERMATH OF RAIDS
Apart from the benefits to your dungeon and the blowback you might suffer, raids
have whatever other effects on the fiction that seem logical. Blowback isn't the
only way for factions to move in response to raids. Often traveled roads may close
down or outposts abandoned, making your raid targets shrink up. Other factions
in the region might fortify as news travels, especially from nearby neighbors. The
aftermath might be immediate or it might start or tick faction clocks.
The GM should mark down where each raid happens and what session it happens
in on the faction sheet to give an idea of the shockwaves that raids can send and
help track them throughout the campaign. This makes it easier to see how different
factions should respond.
Lammo: "I think we cover ourselves in soot and hide along the walls."
GM: "Pretty creative, okay. Why do you think their guard is down?"
Max: "They're just heading back into the mines after a midwinter festival,
bellies fat and enjoying life."
GM: "Cool, so what's the signal? When does all of this start off?"
Max: "We wait until they pass by completely and hit them from behind.
If one of us is spotted, that one acts like they're alone to throw them off."
GM: "Okay, great. That's enough to roll engagement. I'm thinking this
is 1d, because, well, the dwarves are expert miners and more likely to
notice something strange against the walls."
On a failure, the action might start off with one of the PCs being spotted
and grabbed by a dwarf.
On a mixed, the action might start off with one of the dwarves asking,
"Did you just hear something?"
On a success, the action might start off with the dwarves moving past
you, failing to notice you clinging to the walls. They're easy pickings,
completely unaware of your presence.
On a critical, the dwarves come in arguing and jostling each other, which
then breaks out into a fight as one dwarf insults another's beard.
Chort: "I mean, we're actually coming to trade. No ill intentions. We can
go to them, I guess. Let's try to get spotted near the forest edge."
Merv: "Let's take one prisoner, but leave the others behind."
Chort: "Yeah. I'll keep ahold of them with a dagger to their throat."
GM: "I think I have enough to go on. Let's call this a 2d roll on engagement,
mostly because they're surprised at the sheer audacity of it."
When you pillage, you must hit a target belonging to a faction a tier higher than
your dungeon. Aiming high like this and bringing back a huge portion of their
wealth is the only way to grow the hoard enough to increase your dungeon tier.
Pillaging a target requires two raids. First, you must go on an initial setup raid
that creates an advantage or opening that you can leverage to follow through with
the pillaging raid against a faction’s center of power or a major source of wealth.
Normally, such an attack would be outside of possibility for a raid as factions are
quite larger than a dungeon in scope, but the setup raid creates an opportunity.
Once you decide to go pillaging, you need to search for a faction to hit and get an
idea in mind for what your pillaging raid might be. Figure out what faction makes
the most sense to attack, what your target will be, and what you’ll be looting from
them. You don’t have to settle on a plan for it at this time.
· You decide to rampage through the nearby town, whose outer walls
and guard patrols currently make it impossible.
· You want to loot the archmage’s tower and steal his ancient tomes,
though his golems and magic have kept you from it so far.
· You plan to head deep into the dwarven tunnels, hauling away their
gold. The sheer amount of dwarves has deterred you until now.
SETUP RAID
After you decide your primary target, you search for a smaller target and set a
goal that can help create an advantage on the pillaging raid. This target can be
from your primary target’s faction or even from another faction if it makes sense.
Once you have an idea in mind, choose a plan and launch the raid. If you manage
to accomplish your goal, make a loot roll with the spoils from the setup raid to
celebrate the victory.
· You start a full-scale attack on a hamlet, but quickly pull away as you
trick the faction's defenses into moving towards that point.
· You sneak into an outpost and loot their maps, finding a route through
the forest and past their defenses.
· You negotiate with a goblin chieftess, asking her to send your warriors
with you, but you end up having to bust heads until they agree.
Finishing this raid should require either gathering a substantial amount of good loot
or securing one very valuable item. Getting this amount of loot out of the immediate
area should be a challenge. Whereas loot tends to be background in normal raids,
it’s the primary objective in this one - and getting “enough” should prove quite
challenging. You must deal a major blow to the faction, dropping them a tier.
The riches of the river town have always been out of reach. You know
that its wealthy merchant mayor must have a lot of wealth on his
estate in the middle of town, so you decide to ransack it. Unfortunately,
high walls stand in your way so you lay out a plan. First, you decide
to stealth into a fishing village upriver, steal some ships, and float
downwards towards the river town’s port.
The baron has maintained a strong presence in the region with their
garrison for quite some time, always looming over you. A decisive
attack, seizing their stock of arms and armor will be enough to set
them back and help equip your raiders. The troops themselves are fierce
though, so you can't attack them head on. Instead, you set an ambush
on a grain caravan heading towards the fort. Once they're subdued,
your Warlock enchants them, forcing them to bring the caravans into
the garrison as you hide inside the carts.
You arrive at sunset and the enchanted crew tell the guards they'll
empty the wagons in the morning. Late that night, you set out and
begin your trickery. A few PCs and minion packs load weapons and
armor from the armory into the carts as fast as they can, while another
PC goes to open the garrison gates and run interference with the guards.
The last PC heads into the stable, killing any horses they don't need.
Once the carts are full, you lash some terrified horses to them and
barrel recklessly out of the garrison gates.
The elves have controlled the southern forest for too long, its treelines
protected by woodland creatures. Recently, a group of elven adventurers
invaded your halls so you feel like it's time for some revenge. First,
you set up a negotiation with the goblin tribe. You have kept your
distance from them until now, being the unstable Labisha-worshipping
cannibals that they are. But there's bloody work ahead and you're sure
they'll want in on it.
Once you've secured their help, you launch a full-on assault into the
elven woodlands. The goblins move in from the west while you and
your dungeon's minions come at them from the north. As you move
through the woods, you set fires sending smoke throughout the trees
to create confusion. You dispatch the outer sentries and butcher your
way to the home tree. The goblin chief and his warriors meet you there,
blood fresh on their lips. The elves flee as you torch the great, ancient
tree while your minions start gathering anything of value they can find.
You know the arcane college houses riches such as artifacts and ancient
scrolls, but the threat of their powerful magic is a strong deterrant. You
start off with some trickery, using firebombs to light the building next
door on fire. In the ensuing panic, you slip into the back door of the
arcane college, spread out in the common room, and wait.
As the wizards come back inside, they're greeted by the sight of you
standing confidently, waiting for them. They pull out magic tomes
and wands intent on dispatching you, but then notice the puny kobold
minions with tier 3 bombs strapped to their back. Now the negotiation
begins. By the end of it, you have them heaping piles of treasure onto
a cart and head out of town with a master wizard in tow just in case.
Pillaging is Hard
Pillaging is meant to be a major hurdle and strategic challenge for
players. Most raids are about just choosing the funnest or most
monstery thing you can do, but pillaging is all about getting
strategic and trying to survive two raids in a row against a higher
tier target. So when pillaging, be sure to bring all of your resources
to bear. Grab your minions, make up some concoctions and
potions, enlist vile friends for help, and buy off factions to assist
you because you’re going to need their help.
You're definitely not welcome on the surface and while a few monster tribes may
be friendly with your dungeon, the vast majority of surface dwellers would love
nothing more than to see you dead. After the roaming phase ends, usually just after
a raid wraps up, you make a blowback roll determining how the world immediately
responds to your actions during this phase. Depending on the roll, you might suffer
minor blowback or major blowback.
Blowback Rolls
The GM rolls 1d, 2d, or 3d depending on how well you stuck
to the raid plan.
Each raid plan has a guideline that you have to follow if you want to minimize
blowback. Some amount of failure is built into the plan, giving a little leeway in
following it. A failure or two, a dark impulse compelled, or a dark bargain aren't
usually enough to derail it. But more than just a few or completely abandoning the
plan will leave you vulnerable to blowback that you won't see coming.
The exact nature of blowback and where it comes from is up to the GM. It can
immediately follow the roll or can be pocketed by the GM and brought out later
at a more impactful or convenient time. The blowback often flows directly from
recent events, but it can also completely blindside the PCs as their interference in
the overworld has pushed factions into moving in ways they're not aware of.
Blowback often results in zooming into a scene in progress like being ambushed as
you return to your dungeon. At other times, it might result in something immediate
that doesn't require a scene, like each PC losing a gold. Blowback can't be resisted.
3d: You sprung the ambush on the riders perfectly. They fell into the
trench you dug, then you dropped rocks on them from the trees.
2d: One of the riders managed to jump the trench and stuck an arrow in
the Brute's chest. Your goblin minions also fell out of their tree and died.
1d: Even though the trench worked, the riders clawed their way out of it.
In the ensuing melee, they cut down the Shadow before dying.
During an assault, you drive off or kill all those who stand against you. An assault
is about proving you're mightier and crushing any challenge.
3d: You climbed over the side of the boat, cutting down the sailors as
they scrambled to form a defense. They were quickly broken.
2d: The sailors put up a good fight, the captain was tougher to put down
than expected, and several jumped overboard and swam to safety.
1d: The fight on the deck was brutally fought and hard won, but the
sailors fell back to a hold below deck and you left before finishing the job.
3d: You coaxed the dryad into coming out and talking. While negotiations
were tense, she agreed to swap a bag of seeds for the prince's golden hair.
2d: The dryad seemed willing to talk, but you realized it was a trap when
you heard a bear growling behind you. After you brought it down, you
threatened the dryad's life and she gave up the bag of seeds.
1d: The dryad wouldn't speak to you and your threats angered her. She
called the creatures of the woodlands into a bloody fight with you, with
both the dryad and the Marauder getting killed.
During stealth, you avoid being noticed. Stealth is about not letting anyone know
you're there and getting out without being spotted.
3d: You scaled halfway up the wizard's tower, snuck past the magical
wards, unlocked the door silently, grabbed the tome without alerting the
golems, glided off the roof into the harbor, and swam away unnoticed.
2d: You almost made it through all of that, but dropped the tome, waking
up the golem. Your quick reaction kept the noise to a minimum, though.
1d: The wizard's pet pseudodragon spotted you climbing up the side
of the tower just as you ducked into the window. This led to you being
careless and setting off the magical wards and the pseudodragon waking
the golem before you got there.
3d: You rushed deep into the forest, too fast for the elven rangers to
catch you. You evaded their traps, made your way to their town in the
trees, and kidnapped several elves you need for your ritual.
2d: Although you made it past the outer sentries, the Shadow got pulled
up into a tree by a trap and had to be cut down. This gave the elves time
to try fleeing, so it took you longer than expected to gather the prisoners.
1d: The Brute took an arrow to the thigh, so you had to fight your
way through the sentries. The running townsfolk made it difficult to
gather prisoners and the cruel Shaman ended up getting killed while
tormenting the fleeing elves.
During trickery, you don't let on to your intentions until it's too late. Trickery is
about making sure you get the target to do what you want and taking advantage of it.
3d: The farmers rushed to the hayfield to put out the fire raging there
as you slipped into the barn and made off with some livestock.
2d: A fire in these cold months didn't make sense, making the farmers
suspicious. They left a few people to watch the livestock
1d: The fire fails to spread quickly, instead serving as a warning sign.
The farmers hole up inside the barn, but break and flee when you light
it on fire.
GM: Alright, you guys manage to slip back into the treeline, bags of
grain slung over your back. That was a really messy ambush, though,
with everyone ending up with shock or bloodied. That's 1d blowback.
GM: "Okay, you're working your way through the woods, heading back
to the dungeon. Grell, what's your Scan?"
GM: "That's not good. You step on the trap and a rope tightens around
your leg, then hauls you up into the tree. You're hanging upside down
from a tree limb. From the bushes in front of you, several arrows fly
your way. Merlok, you're now bloodied, too."
Merlok: "Woah, what the hell's going on? We can't resist, right?"
GM: "You all remember those rangers you stole from a couple of
sessions ago? This is their payback. Now you're getting ambushed. The
blowback is the ambush, which can't be resisted, but the trap and these
arrows definitely can be."
Below are just some of the categories of blowback that might befall your dungeon,
though the GM is free to come up with their own that might not fit into these. Just
keep in mind that minor blowback should sting and major blowback should hurt.
The GM shouldn't pull their punches here. Make blowback an ever-present worry.
➤ Factions / Sandbox: Your raid spurs a faction, either the one you hit or another
affected by it in some way, into action. They might finish off a clock, start a
new one, or act immediately in their best interests.
· The two tribes decide to end their conflict and protect their lands.
· The town stops sending trading caravans along that route.
· Reinforcements from afar boost the garrison's tier by 1.
➤ Travel Trouble: The need to stay off well traveled paths makes moving across
the overworld quite treacherous.
· A heavy fog separates you in a forest, then you hear wolves growling.
· You get stuck in a storm with heavy waves crashing into your ship.
· You drop some equipment scaling a cliff.
➤ Ambush / Capture: Someone you have wronged in the past goes out of their
way to take you down. They either set up an ambush to take advantage of a
vulnerable position you're in or capture a Wicked One or dungeon denizen.
· The Brute is captured by a local patrol after you get split up.
· Everyone falls into a pit trap and you hear the sound of snakes.
· A volley of arrows suddenly pepper you and force you into cover.
GM: "Blowback can't be resisted - but the blowback is just the clock
starting. You can try to keep it from ticking, though the message has
already been sent so this is more of a timer. Maybe there's a raid you
could go on or a ritual that you can incant?"
You roll a failure making a Mooncurse Potion and the GM decides to use
pocketed calamity, immediately affecting you with the Mooncurse. The
next full moon, you're a hungry werewolf on the prowl in the dungeon.
12 You see a dead deer with an arrow in it. The wound is fresh and you hear the hunters coming.
13 You hear a rumbling, then suddenly you're all caught up in the middle of an animal stampede.
14 An adventurer silently stalks you, waiting for the right time to pounce.
15 The ground gives way and one or more PCs fall down into a cave.
16 You see a human prisoner being chased by several guards through the forest towards the dungeon.
21 While climbing up a rough embankment, one or two PCs lose a piece of gear.
22 You see the remnants of a battle with several corpses lying around. It's a clever necromancer's trap.
23 The roads in this area now have riders with dogs patrolling them.
24 An NPC from a dark faction leaves a note demanding gold or they will reveal your dungeon location.
25 You get stuck while moving through a marsh and see gators slowly moving towards you.
26 A storm delays your return to the dungeon. You take -1d on your next downtime action.
31 One of your minions steps on a bear trap on the way home, bloodying or killing them.
32 It takes you a very long time to get back home. All faction clocks tick once.
33 A faction near the one you hit starts a new 4-segment clock: Improved Defenses.
34 You spot a young dragon flying overhead. It circles as it thinks it saw something rustling the bushes.
35 A unicorn steps out in front of you and paws the ground. You've stumbled into its glade.
36 Halfway home, one of you realizes you've left an important piece of gear back at the raid.
41 A mudslide has blocked your path and you realize you have to travel through troll territory.
43 Light faction defenses in the area increase giving -1d on assault and strike raid plan engagement rolls.
44 You stumble upon two black bear cubs and notice the momma bear off to the left too late.
45 A random PC hits a trap coming back to the dungeon, bloodying or killing them if already bloodied.
46 You hear the sound of dogs barking as they catch your trail. Start a 4-segment clock: Cornered.
51 Your dungeon was spotted by a tracker, who is now running away. Capture them or face invasion.
52 Any further raids against factions in this area will take -1d to the loot roll.
54 Each PC has to pay cost as they struggle their way home through a storm.
55 You encounter a couple of satyrs inviting you off to party. You're compelled to follow.
56 One of you gets smacked with a swinging log trap, knocking you into a river.
61 A minion pack that you thought was dead actively disrupts your next raid plan to get revenge.
62 One of the PCs has become separated and a mountain lion is stalking them.
63 You all wake up entwined in thick vines. Several fae are pulling your loot away.
64 You meet a wretched crone offering you a secret way into the keep. It's not a trap, but you can't trust her.
65 A famous adventuring crew arrives in the region and leaves warning signs for you.
66 A minion pack doesn't make it out of the raid and gets captured.
❖ To get a random result, roll 2d6. Take the results and match them to the table. (Ex. 4 and 6 is 46 or 64)
12 A dark faction is sick of you in their hunting grounds and decides to attack you during your next raid.
13 A very charming bard and a large number of hirelings that he's convinced to join him invade you.
14 A priest leads an angry mob into your dungeon, intent on ridding the world of your evil.
15 The factions in a certain area of the sandbox stand together, giving you -1d on blowback rolls there.
16 A squad of soldiers, about ten to twenty hirelings, show up to clear out your dungeon.
21 One of you has been caught by local rangers on the way home and is about to be hanged.
22 A paladin steps into your path and draws their sword. Their rogue friend waits in the bushes.
23 A small army has set up an encampment around your dungeon entrance, but hasn't noticed it yet.
24 There are a large number of scouts around your dungeon. You take -1d on raid engagement rolls.
25 One or two of you are taken and imprisoned in a small border garrison. You're the bait.
26 A dark faction's emissary arrives with an ultimatum - swear fealty or face invasion.
31 Forest pixies and sprites confuse and separate you all, then try leading you to your demise.
32 The faction that you just attacked gets motivated and finishes any faction clocks they have.
33 Boats along the river defend themselves more heavily, carrying archers that watch the shorelines.
34 A friendly faction of yours is attacked, knocking them down a tier. They come pleading for help.
35 A friendship with a faction breaks as they feel somehow slighted due to your last raid.
36 The faction that you just hit can finish a faction clock as they feel spurred into action.
41 Adventurers arrive at your dungeon before you and are in your sanctum as you walk into the entrance.
42 You arrive at your dungeon entrance to see a squad of soldiers camped outside it.
43 An adventurer that you thought was dead confronts you on the road, more powerful than before.
44 You step foot into a dryad's grove and everyone is instantly entangled and poisoned.
45 You all fall into a pit trap and wake up tied to spits, ready to be roasted by cannibals.
46 The target and its neighbors have increased defenses, giving you -1d to engagement against them.
51 A light-aligned dragon roasts the copse of trees you were hiding in, then comes in for a snack.
52 Noticing your intent on raiding them, a faction calls in favors and increases their tier by 1.
53 An ancient druid and his panther companion don't appreciate you stepping through their glade.
54 Your next raid is incredibly easy as guards break and run and nothing is locked. Then it all changes.
55 You enter a forest clearing and see a mage duel in progress. They both see you and turn to attack.
56 A storm completely batters you, leaving everyone spent. You do not get recovery.
61 A diviner foretells your next raid. Its engagement roll will be 0d no matter what.
62 A griffon swoops down and snatches one of you, then carries you off to its nest.
63 You stop for a break to count up your loot under an enormous tree ent.
64 You hear growling in the woods around you as a wolf pack sees a meal.
GM Alright, downtime - what are you all up to? Ulrot, wanna get us started?
Ulrot I need new minions, so I head out to that orc tribe again and spend a
orc brute
gold there. I'm just re-recruiting the same kind of raiders as before.
When we get back to the dungeon, I pay them another gold to Smash
together the battering ram.
Ulrot Just barely enough to finish off that clock. They spend way, way too
orc brute
long putting the wheels on it. They put one on, then move to the next
while the first wheel falls off, sometimes rolling down the hill. This
just kinda repeats for a while.
Ulrot Ah right. I head into the prison to pay that monk a visit. I want to
orc brute
torture him into telling us what he knows about the werewolf. I guess
I'll Smash some fingers until he starts talking.
GM Yeah, just remember that without a torture chamber, you don't have
dominant position.
Ulrot Okay, I think this is pretty straightforward and won't go into detail
orc brute
here, but it involves broken bones, not as much information as I'd like,
and losing my temper. What does he tell me?
GM I'm using some pocketed minor blowback here. He tells you that they
have the dire wolf caged in town. An augurer identified it as the source
of the curse and believes it'll lure in the werewolf. Then suddenly,
fearing he might say too much, the monk then bites his own tongue off.
Crag Dammit! Well, that gives me an idea, though. I'm going to contact the
Kobold Shaman
dire wolf's pack and try to get them to run rampant through the town
with us. I want to Invoke wildheart to do this.
272 272
Cycle of Play
GM Getting the pack to do your bidding is a tier 3 spell again.
Crag Screw that, I'm gonna risk it and roll again without dominant position.
Kobold Shaman
I think as I approach them, they're obviously on edge, growling. I put
up my hands, non-threatening, and explain what's going on.
GM The wolves leap at you and you're sure you're about to get ripped to
shreds, but another wolf backs them off. It scares the hell out of you
and you take shock to GUTS, but you're alive and they're listening.
Crag "Strike the town on the next full moon, but wait until you see fire. That's
Kobold Shaman
the signal." I then back slowly away.
Slem "Well, we're not gonna be needing this tongueless monk anymore."
Slissik Shadow
I drag him out of his cell and haul him into the greenery. The plants
hungrily snap at him, but I have a certain plant in mind - fire blossoms.
I throw the monk in front of them and head off. They scorch him, then
start feasting. I come back a bit later to pick some firebombs.
GM He's a tier two adventurer, so tier 2 firebombs work. You can harvest
two, though one of them's volatile with a super short fuse.
Slem Sounds good. I give them to Ulrot. "Here, you'll be needing these."
Slissik Shadow
Ulrot Nah, screw that. I want to power struggle. I toss it back and Threaten
orc brute
you, "No, no, no. I think it's gotta be you riding that battering ram."
Slem I try to Trick you, "What are you talking about? You're heavier. It's
Slissik Shadow
gonna need the weight to get going fast enough down that hill."
Slem "Don't worry, you're gonna be fine. With that short fuse, remember to
Slissik Shadow
count to 2, not 3 before tossing it. That's the key." Now, my downtime...
273 273
Chapter 6
Sandboxes
“Blend in?! You're a 400 pound bugbear for fuck's sake. How
the hell do you plan on blending in? Just... try using your heads
for once instead of throwing yourself at the first idea that crops
up in those pea brains of yours.”
- Marlog, Demon Marauder
Choosing a Sandbox
A dungeon exists in a rather localized region. Its static nature means it can only
affect a limited area. You work together to create a sandbox, a small region full of
dominoes for you to knock over. First, you choose a map, whether from this book
or another source, then define a series of light, neutral, and dark factions that exist
within that sandbox. This gives each player input on the type of factions they want
to interact with.
It's important that the region is local. Keeping the travel distance from the dungeon
to the edge of the map to about two to four days is ideal. The Wicked Ones can't spend
long periods of time away from their dungeon. Giving minions such an opportunity
to turn against you is foolhardy and your hoard would surely be raided while you're
gone.
Once you have your map, you fill it with factions, the groups that inhabit and control
points on the map. This sandbox, filled with factions of varying size, power, and
motivation, creates a pressure cooker environment where any interaction is likely
to see a faction angered, setting events into motion.
Factions
Factions are the groups that inhabit the sandbox prior to the arrival of your dungeon.
Each sandbox has likely hit a balance, with factions pushing and pulling against
each other until their relations have hit some kind of equilibrium. Everything on
the map is under some faction's sway and if you want your dungeon to grow, you're
going to have to take that power from another faction. Factions are split up into the
following three basic categories:
➤ Neutral factions often consist of races that don't generally get placed within
the above two groups: gnomes, ratfolk, centaurs, lizardfolk, satyrs, dryads,
nymphs, merfolk, sprites, pixies, and giants. Neutral factions might speak
their own language or one of the other common tongues.
"Good" and "evil" aren't the best way to represent factions, as a tribe of evil humans
could certainly exist, though they speak the Light Tongue and never consider
cooperating with more "monstrous" races. "Civilized" is another loaded term that
mostly just correlates to having organized kingdoms. These lines and where
factions exist within them are up to each group. It's important, however, for a
hard language and cultural barrier to exist between the light and dark factions. The
lack of communication helps explain their animosity towards each other.
➤ Tier 4 factions: A large orc tribe, a walled town with a few hundred people,
and a garrison of the far-away duke's soldiers.
➤ Tier 3 factions: A reclusive wizard's tower, a gargoyle colony, and a river town.
➤ Tier 2 factions: Woods filled with various fae, hill trolls, and forest rangers
attached to the garrison.
➤ Tier 1 factions: A traveler's tavern, farmers around the walled town, and a
goblin cannibal tribe.
➤ Tier 0 factions: Displaced kobolds, river sylphs, and a tiny forest shrine.
A single large entity on the map, such as a large town, might have multiple factions
within it. For example, you might split it up into a tier 4 noble faction, a tier 2 clergy
faction, and a tier 1 farmers faction. Tier 0 factions are not detailed on the map.
FACTION CLOCKS
Each faction has a clock or two that represent goals the faction is working towards.
Between each session, no matter how the cycle of play is progressing, the GM should
roll the faction's tier as a fortune roll and tick away at their clocks, representing
progress towards their goals and simulates the world moving. The GM can also do
this narration together at the table from time to time, to get players involved.
When the clocks fill up, the goal is realized and the GM brings this new situation
into play. These goals generally focus on interactions with other factions or even
the dungeon. When a faction clock brings them up against another faction, opposed
fortune rolls to determine how the confrontation goes down work well. The clocks
are set and managed by the GM. Events within the game might also tick or even
finish them. The segments on the clock are determined by how hard the goal is to
accomplish. Check out the pre-made sandboxes for examples of faction goals.
Pre-Made Sandboxes
Over the following pages, there are four sandbox maps that you can use with lists of
example factions and faction clocks. The examples make for interesting campaigns,
though it's recommended that you actually make your own factions and clocks
together. This helps get players more invested in the world! Some sandboxes may
also need a special rule or two to represent what is unique about them, such as
Colonial Seas needing ships to play a big part of the campaign, or the importance
of moving unseen in the City Sewers sandbox.
Reinforcements (+tier)
1 Fangtooth Goblins
Hungry cannibals
Zealously worship Labisha
Pit traps in the woods 1 Wood Gnomes
Raid for knick knacks
Eat the wood gnomes
Incredibly greedy
Kidnap the town priest Horribly selfish
2 Town Clergy
Want to replace the mayor
Have the townsfolk' backing
Secretly ruled by a demon
4 Woodtown
Run by a powerful mayor
Witch hunt
Strong loyal guard 3 Garrison
Work with the garrison Wants to remain independent Troops of the far-off baron
Manufacture crisis
1 Farmfolk
Poor and downtrodden
Pressured by the clergy
Secretly thinking of revolting
4 Elven Conclave
Build harvest god shrine Never seen by other factions
Sees trouble brewing
Refuse to work
Wants to avoid a war
QUESTIONS: What haunts the eastern woods? What causes the ruined chapel's
red glow? Why is the castle in ruins? What danger lurks in the river?
Sandboxes
2 Mountain Ettins
Led by a powerful zealot
3 Rivertown Worship Nezame
Run by a merchant family Standoffish, but greedy
Old trade hub
Flash flood ritual
Hurt by the ferry crossing
Demand tribute
Pay tribute to ettins
3 Sorceress's Tower
Wants her castle back
Tower full of servants
2 Undertown Building an army
1 The Crossing
Run by a few ex-adventurers
Built to facilitate trade
Angered mayor of Woodtown
1 Harpies
Worship Iziza
Sing sweet songs
Despise trespassers
3 Pirate Crews
Cause shipwreck
Several pirate captains
3 Firebreathers
Shabaz-worshipping kobolds
Burn down settlements
Empowered by volcano
3 New Greylon
Raid New Greylon
Pious townsfolk
Eruption (increase tier) Loyal to the fort
Spreading religion
Armada arrives
2 Goblin Islanders
Heavily trapped forest 4 Fort Landing
Ride large apes
New presence in the region
Camouflaged skin
Highly expansionist
Move to a new island Commander is insane
QUESTIONS: What is the leviathan that lives in these waters? How long ago did
civilized factions arrive? Who originally built the skull mountain?
1 Seabird Manor Colonial Seas
Sandboxes
Original explorer of this area
example factions
Retired pirate captain
Has a flying machine
2 Port Bonanza
Feast on townsfolk
Wild, gambling town
Mayor is very corrupt
Disobey Port Windfall
Appease merfolk
Lure in a ship
2 Forest Folk
Mysterious fae creatures
Live in the treetops
Despise trespassers
Fae hunt
2 Dryad Woods
Healing waters in center
Only the pure may enter 1 Ghost Town
Highly distrusting
War-torn town
Stronger protections Haunted by dwarven ghosts
A necromancer hides here
Abandon the region
Terrorize Tradetown
2 Tradetown
Run by halfling merchants
Halfling kingdom to the west
Stay completely neutral
1 Clan Thunderfalls
About ten giants in the clan
Twice as tall as a human
Highly reclusive
3 Monster Pirates
Feed the minotaurs
Council of pirate captains
Trade pirated goods Throw stones at pirates
Too much hassle to oust
Festival of Gimosha
QUESTIONS: How did the war start? How long has it been running? Why is the
town in the center demolished? What lives in the cave in the bottom left?
2 Dwarven Aviary Warzone
Sandboxes
Raise and ride griffons example factions
Alchemy labs to make bombs
More concerned about trolls
3 Fort Point
Powerful mercenary captain
Contract with the Horse Lords
2 Wasteland Vermin Incredibly brutal
4 Horse Lords
Human horse riders
Strong cavalry
1 Shanty Town
3 Admiralty
Loyal Prosperity believers
Control the navy and docks Exploited by the temple
Recruit from Shanty Town Hardworking, honest folk
Admiral is from Mucktown
Tithe the temple
Round up shanty towners
Praise the Prince Day
Get wind of merfolk
2 Mentwick Manor
Ex-adventurer and family
Very wealthy
Blackmailing the Prince
QUESTIONS: Why doesn't the city clear out the ratfolk sewer barons? What else
stalks the city's sewer system? Who is the statue near the harbor of?
NOTE: An intricate sewer system runs under the entire city. The red circles are manhole covers
leading into the sewer. The drainage rivers also lead there.
City Sewers
Sandboxes
example factions
3 Royal Guard
Greatly diminished power
1 Merfolk Coven
2 City Guard
Accompany the Prince Thought of only as a myth
Loyal to Prosperity Temple Easily bribable Prince has a merfolk lover
Keep the muck out of the city Want to stop the dirty waters
Shakedown the college
Patrols within the walls
Convince Prince to help
Shakedown the Mentwicks
Bust Mucktown heads
Ritual of cleansing
Uncover blackmail
1 Baron Whiskers
Ratfolk tribe in the sewers
Practice strange magics
Extreminate Whiskers
2 Cult of Prosperity
Led by the Prophet
Preaches of true prosperity
Directly opposes the temple
1 Baron Longtail
Ratfolk tribe in the sewers Likely Dungeon Locations
Contacts with the Prophet · Under the prison (top right)
Swim through the sewers
· Bottom of a slum well (bottom left)
Convert to Prosperity
· Prosperity Church crypts (top center)
Join the Cult
· Arcane College warrens (center)
Sandbox Creation
The recommended way to play Wicked Ones is to choose a map, then each player
helps define the factions that exist within that map. Creating this sandbox together
really gets players involved with the setting and also helps let the GM know what
kind of monster shenanigans they intend to get up to. As you define the factions,
you're really choosing the types of raid targets you want to hit and factions you
want to interact with.
Players take turns establishing factions by finding interesting things on the map
and detailing what faction occupies that area. The GM can also take a turn in this, or
just leave it to the players. When you establish a faction, give a detail or two about
them and then the GM can ask a follow-up question or two to further flesh them
out. Don't go into too much detail - you're just painting in broad strokes here and
can hone in on the factions more through play.
It's highly recommended that PCs not be from the area. You're new arrivals,
unaware of all of these factions. The PCs don't have any connections to them, which
lets you find out in play how all of this weaves together.
2. Choose a dungeon location. Find a spot on the map to locate your dungeon
in. Centralized locations tend to work best!
3. Detail two or three tier 4 factions. This is best done as a group, as these
are major powers and will have a big impact. Two light factions and one
neutral faction works best.
4. Detail four tier 3 factions. Two light, one dark, and one neutral is best.
5. Detail four tier 2 factions. Two light, one dark, and one neutral is best.
6. Detail four tier 1 factions. Two light, one dark, and one neutral is best.
7. Establish distance. Choose two points on the map and establish how long it
takes to travel from one to the other. A day or two works best.
8. Answer some questions about the world. The GM poses a few questions
about the map that help give it more detail or clear things up.
The timing of the sandbox creation depends on the group, but the best way is
to choose the sandbox map and dungeon location before you do anything else,
including picking a dungeon theme or making characters.
The first session usually covers the initial establishment of your dungeon. The
beginning of the second session is great timing for detailing the factions as you
now have more information about your characters and dungeon so you can make
informed choices about what might be fun factions to go up against.
Finally, it's the GM's job to ask a few more questions about the sandbox itself.
You can ask about the relationships between factions, the environment or weather
in the area, or just try to add some detail to something interesting on the map. While
these are helpful during sandbox creation, the GM should also be asking these as
the campaign progresses whenever a certain area of the sandbox needs a bit more
fleshing out!
➤ Why do the halflings live by the river? What are their boats like?
➤ Why have these elves forbidden stepping foot outside of their forest?
➤ Which faction does this one hate more than any other? How did
that faction wrong them?
➤ These two factions have been at war for a while. What do you think
the original reason was? What do they fight for now?
After the session you create the sandbox in, the GM gives each faction a clock or
two. From then on, the GM controls the factions and judges how they respond to the
events in the game. If you're not sure what a faction would be doing, that's fine. Put
a pin in it until that faction is relevant, then think of what they would have been
doing up to that point and make a few rolls on the faction clock to simulate their
progress up to that point.
GM So what we've seen so far is the town mostly hysteric over what's
happening, with livestock getting slaughtered and people disappearing.
That merchant has somehow kept his son's condition secret so far. The
mayor's setting a trap with that dire wolf. It's caged in the town center,
under guard. Let's start with the farmfolk and see what they're doing.
GM The farmers have probably been getting the brunt of the werewolf
attacks, so are not so pleased that the mayor hasn't fixed the problem.
What do you think this angry mob does?
Ulrot Maybe they go straight for the mayor? Demand he steps down?
orc brute
Crag We're sorta pushing towards the next raid and finishing our master
Kobold Shaman
plan here during the next full moon. What if this all happens together?
Ulrot Like, the farmers get together, knowing the full moon is coming and
orc brute
more death along with it? Maybe one of their leaders whips them into
an angry mob and they're just busting into town, with demands for the
mayor to kill the dire wolf, when our next raid happens.
GM Ohhh, I like it. That'll make the town nice and chaotic. Let's see what
the town clergy are up to.
GM Looks like they're not doing much. What's their inaction mean?
Slem Maybe they look at this as some kind of divine punishment and have
Slissik Shadow
shut the church's doors to the townsfolk? They see this entire situation
as a trial the people must overcome on their own.
GM It also plays pretty well into how the farmfolk built the harvest god
shrine earlier. Now let's see what the mayor's doing.
296 296
Sandboxes
The GM rolls 4d fortune (mayor) and gets a critical! It fills their
"hold off the garrison" clock!
Slem The mayor wants the garrison gone. Maybe they leave?
Slissik Shadow
Ulrot I don't think the garrison captain would just abandon their post with
orc brute
all the craziness happening. She has orders and it's a perfect situation.
Crag Ohhh, I got it! Maybe the mayor blames them for the situation and the
Kobold Shaman
townsfolk drive them off?
GM Ah, that makes sense. Let's make it opposed fortune rolls. If the garrison
wins, they'll stay out of the mayor's way but remain in the region. If
the mayor wins, the garrison will be abandoned.
GM Huh... ummm, any ideas for the tie? We could narrate and roll again?
Crag What if the garrison drops a tier, sending some soldiers away? They
Kobold Shaman
still have a presence, but they're not the threat to the mayor they were.
GM That makes a lot of sense. Cool, let's go with that. What's it look like?
Ulrot She didn't expect the mayor to have the backbone for this. "Fine, fools.
orc brute
Die by yourselves. We'll be back to pick up the scraps."
GM Perfect. So I think just dropping the tier doesn't make sense. The
garrison relocates across the river instead. Finally, let's do the elves.
297 297
Chapter 7
Gamemaster
Outside of the story, a lot of the responsibility for keeping gameplay flowing and
preparing for the game between sessions will fall on you. Sharing as much of this
responsibility as you can with everyone at the table is best - you're all co-authors of
the game, after all. However, group activities tend to need someone to act as a leader
to keep things moving and more often than not, that will be your job.
The following pages outline several tenets to follow when gamemastering. Consider
them as advice or guidelines rather than rules, as each gamemaster will have a
different style. Choose the ones that work best for you. Before beginning this
section, though, you should review the GM's Best Practices to put yourself in the
right frame of mind. You should also internalize how the Flow of Information works
in Wicked Ones.
Don't set out with an agenda, pushing for certain events to come to pass. Let the
players knock over the dominoes in the sandbox and watch as they fall. This is their
story, so let them drive it and play to find out how the story unfolds.
Give out consequences that make sense. Make sure that consequences flow
from the fiction, feeling realistic given a situation. Nothing is worse from a player
perspective than a consequence not making sense given what just happened. When
you do need to make some action happen off-screen or with little connection to the
current action roll, explain what is going on.
Don't take away easy wins just because the players are rolling well or had a great
plan. Reward that! GMs have a tendency to want to introduce an "appropriate"
amount of challenge and when PCs breeze through a raid or dungeon defense, it
might feel a little hollow from the GM's perspective. As long as you're being honest
about the world and the challenges represented within it, these easy wins aren't
likely to happen all that often so when they do, let them enjoy it!
Push for scenes within the dungeon, zooming in and expanding on player action
there. Breeze by minor stuff outside of the dungeon, but try not to miss a moment
where you can add a bit more detail within it.
Set faction goals that matter for the dungeon. Each faction will have a myriad of
things they want to accomplish, but the majority of them likely have no relation to
the dungeon itself. Anything that doesn't change the dynamic in meaningful ways
can just be backgrounded. If it ever suddenly becomes important, you can always
simulate a few faction rolls to see their progress towards something.
Don't fall in love with the sandbox. Even though you're controlling it and
representing it honestly, the game is always about the dungeon. Don't outshine
what the PCs have going on with their dungeon by amazing events done by the
factions. The factions and their goals are backdrops to give the PCs' story depth.
Always be on the lookout for temptation. Offer dark bargains when they can't
easily afford one, the scene seems static, or a character seems especially vulnerable
to temptation. Let those temptations lurk in the back of their minds.
Give players space to make choices, but jump in when they seem at an impasse.
Choosing what room to build, what downtime action to perform, what raid to go
on, and so on can be quite difficult. Sometimes players just need a bit to think about
it. Give them space, but recognize when it's heading towards a dead end. Jump in
with suggestions or ask them leading questions. If there are a few options out there,
initiating a power struggle can help resolve it and makes for a great scene.
Fall back on player creativity. Gamemastering Wicked Ones can be quite taxing
creatively. You don't roll for enemies, but position and effect and consequences
mean that you're always processing things in your mind and needing to think on
your feet. When you hit a wall, ask your players for help!
Announce big consequences before the roll. Position and effect do a good job of
setting the stakes, but for the biggest consequences, let everyone know exactly how
it'll play out before the dice are rolled. The tension will go through the roof and it
also takes the burden of "hitting them too hard" off of you as they totally know
and have accepted the stakes. If you struggle with pulling your punches too often,
announcing your consequences more often can help with it.
Make sure the PCs know that everyone hates monsters. Dungeons exist for this
specific reason, to give these monsters a safe place to hide while doing nefarious
deeds. Even monstrous factions are unlikely to get along well with other monsters.
Make adventurers smart and terrifying. Think about adventurers as if they were
PCs in a hero-based fantasy game. Play them as smart as you'd play your own PC
in a game like that. They absolutely want to destroy the monsters, whether their
motivation is ridding the world of evil or filling their pockets with treasure.
Telegraph danger before it hits. Give the PCs clues as to what might happen if they
fail or try to raid a certain area. Let them know that danger lurks. And when they
falter after ignoring the clues or accepting the risks, hit them hard.
Blindside the PCs. If you have pocketed blowback or calamity, that's enough
warning for them. Hit them out of nowhere to reinforce how dangerous the world
is. Even without it, adventurers have a really pesky habit of showing up at the most
inopportune times. They're likely to appear anywhere in any scene without needing
much justification at all for it because that's just what adventurers do.
Stand in the PCs' way. Be honest about the world, but areas that have something
worth raiding are always difficult to raid. Any target that they would consider worth
hitting either has defenses protecting its approach, ways to make the loot hard to
get, or a strong responsive defense to run down raiders.
Choose blowback and calamity wisely to make the world feel smart, active, and
dangerous. Strike a nice balance between choosing when to invade to pressure
their dungeon defenses and act as an existential threat, changing the dynamic
with factions, or hitting the PCs themselves. And when in doubt, just pocket it and
blindside them with it later at the perfect moment.
Give seemingly minor details to make scenes come to life. Let them know an
acrid smoke hangs in the air, a lava flow gives off a deep rumbling and crackling, or
the sounds of festival and laughter drift across the fields as they launch their raid.
Consider what they see, hear, smell, and even taste. Think about the weather and the
time of day. Try to make time at the beginning of each scene to add a detail or two
because every detail you give to them, they can put to use in their own narration.
Keep the world moving. The world will begin to feel like it only responds to what the
PCs are doing if you only describe their actions and their consequences. Remember
that other things in the world are happening in the background as well and inform
the players about them. These could present new interesting opportunities or signal
upcoming danger, even when the PCs were successful. If anything, though, more
information helps paint a vivid scene and make the world feel alive and real.
Give NPCs a feature or two that makes them memorable. Reserve names for the
most important of characters. When in doubt, describe them as an adjective and
a noun - the fat elf, the surly human, the mysterious sylph. Expand a bit to add
importance to the character. Features help reinforce the existence of NPCs in the
players' minds. The long-nosed troll with a deep voice, the green hag that smells
of burnt wood, or the barrel-chested captain that can barely balance on his horse
create instantly memorable characters. And when they matter, give them a name.
Be curious about the PCs. Learn about their intentions or what they think is going
on. Ask them why they're doing certain things or what they plan on doing next.
You're all entertaining each other, but the GM is really the captivated audience for
each PC. It's your job to know all about them and what they have going on. This is
also a great way of drawing out some of the quieter players.
Give the players narrative control. Ask them what they think a faction might do,
or what a good consequence in a given situation might be. This is a nice break for
you as the GM, but it also keeps the story flowing in interesting ways that might even
surprise you and pull the players into the game further. This kind of open discussion
fosters a spirit of co-authorship to the story. Also, don't be afraid to say no, or to
change up what they want to have happen a little bit to fit better. Ultimately, the
responsibility to keep the sandbox making sense is up to you.
Describe the shifting narrative after every roll. Even when a PC rolls a success
and goes into great detail about what they're doing, take a second afterward to
describe what other things have shifted in the world during that time. Each action
a PC takes has an opportunity cost. The world is still real and should react to what
the PCs are doing. This might even create surprising unintended positive or negative
side effects which could create new openings or shut off certain doors.
Move the camera between PCs. When some action sparks up around a PC, focus
on them and give them lots of room to accomplish something. Sometimes they will
chain a few actions together creating their own mini-scene. Let it play out, but when
it starts to get too long, put a pin in it and pan the camera over to someone else in
the scene or cut away to a PC in another location.
Bring quieter players into focus. No matter what atmosphere you have at the
table, some players just aren't comfortable grabbing the spotlight. It's your job to
make room for them, creating empty space that's easy to fill or asking them directly
what their PC is doing.
Zoom in on what's interesting and zoom out on what's not. Time flows pretty
fluidly through the phases and not everything needs a scene. Mechanics can't be
accessed without some level of description by players, but it could just be a simple
line or two. When something seems interesting to see play out, though, zoom right
in on it. Bring the players into the moment, set the stage, and ask them what their
PCs are doing.
Ask for details about PC actions. It's the player's job to narrate what their PC is
doing so when they don't, ask some questions. "What does that look like?" is always
a good go-to in this case, but an even more detailed question like "So is he losing a
limb here or something?" can work well.
Don't steal a player's thunder. When their PC does something, make sure not
to offer up detailed suggestions about what it looks like. A question like "Do you
chop his arm off and it goes flying across the room?" is pretty hard for the player
to walk back if they had something else in mind. As soon as you give a detailed
suggestion, players begin to imagine it and it starts to feel real. Let the players have
their awesome moments.
Make sure the PCs are the stars of the show. There can be badass NPCs, both
friends and foes, but they're supporting cast. The entire reason this sandbox exists
is to let the monsters shine as they burn it down.
Initiate power struggles. When you see indecision amongst your players, power
struggles create great monstery scenes. They even work for quite minor things
and small disagreements. Arguing about nothing important at all is incredibly
monstery.
Consider how long invasions take. Sometimes, an invasion might not match up
well with the amount of time left in a session. If calamity or blowback are rolled
at the end, it's easy to pick it up in the next game with an invasion. But if major
blowback is rolled and you've got about 30 minutes left and were expecting to finish
downtime and call the game there, maybe hit them with some different blowback
or pocket the blowback and start off the next session with the invasion. Pocketed
invasions are especially powerful - place a visual reminder, a token or some such,
in front of you to let the players know that it's coming.
Mix up the goal of invasions. An adventuring party that enters to rescue a prisoner
or steal a specific item can be an interesting change of pace. The PCs are sure to be
surprised as some imps enter their sanctum to announce that the prisoners have
been freed and the adventurers are getting away. Ask them how they respond and
grab some dice, ready to jump into a scene.
Remember that the players play the dungeon. An invasion is the players' chance
to see all of the stuff they've been building in motion. Give them plenty of narrative
control over how this plays out, even as the dungeon defenses fail. Use invasions to
give the dungeon its spotlight through the players' descriptions.
Invade when it makes sense or seems fun. The world is moving in the background,
outside of calamity and blowback. An invasion can happen at any time, for any
reason. Random adventuring parties wander the world looking for tunnels to dive
into in search of treasure. You never need a reason to invade.
Create a fiction-first atmosphere. This goes along with the above, but the fiction
comes before the rules. The rules exist just to figure out exactly how something plays
out when a PC does something uncertain. Help get your players into this mindset as
well, encouraging them to describe what their PCs are doing, not what rules they're
using. Guide them towards making decisions that their PC would make, not what's
mechanically best in a certain situation.
Trust your gut. So many decisions in the game rest on your gut feeling. You can't
process everything going on all the time and don't have to. Most of the time, you'll
know things like position and effect or the right consequence because it feels right.
This gut feeling takes a while to develop, so don't worry too much if you struggle
over the first session or two.
Encourage discussion about rulings. Many decisions rely on that gut feeling, so you
might miss out on some details. Be open to players questioning your decisions. You
always make the final call, but having the players' trust that you're judging things
fairly is important for everyone having a good time. Try to keep these conversations
brief, though, as it's just stealing time away from what's really fun in the game.
Make up rules on the fly. You're going to find gaps in the rules, weird edge cases,
or something the designers never thought of. Don't be afraid to make up a rule or
apply other rules more broadly when this happens. When in doubt, everything in
the entire game can collapse back down to a fortune roll to see what happens.
Look rules up later. There are going to be times when you've forgotten a rule or
can't find it in the book. First, be honest about that. Say you don't remember and,
if it's fine with everyone, just make up a quick rule, move on, then look it up later.
Understand the math. It's a good idea to get a general sense of the probabilities of
dice rolls so you know how often things are likely to happen. Mixed rolls are very
common and criticals are relatively rare without stacking a lot of +1d bonus dice.
Knowing this can help you with pacing and developing your gut feeling.
0d 75% 22% 3% 0%
1d 50% 33% 17% 0%
2d 25% 44% 28% 3%
3d 13% 45% 35% 7%
4d 6% 42% 39% 13%
5d 3% 37% 40% 20%
6d 2% 32% 40% 26%
You pick a sandbox map of a local region and work together to set up a
bunch of factions within it. Then you play to find out what happens to
all of it. There's no storyline or anything. It's mostly just introducing the
chaos of a dungeon into the middle of some region to see what happens.
Now that you have some people on board and ready to get together to play, you
have some decisions to make. Getting a campaign of Wicked Ones up and running
requires some setup. The flow lined out in this section should help make that setup
go more smoothly. You can follow this guide or just use it as a guideline.
Session 0
It's best to get everyone together for a proper session zero where you can talk about
expectations for the game and make some major decisions together. Making sure
everyone has a say in these decisions will help all players buy into the premise of
the game. Before play can start, you need to do the following, probably in this order:
➤ Choose a sandbox. The region the dungeon interacts with has a huge impact
on the types of stories that will be told. It's best if the PCs are new to the region,
without pre-existing connections to it, so the region can be revealed over time
through play. This is also the time to choose where the dungeon will be.
➤ Choose a dungeon theme. The dungeon you build really sets the tone for
the entire campaign and can change the way you view the sandbox. It puts
everyone on the same page about what kind of story you want to tell.
➤ Choose callings. With the above choices made, players have a much stronger
idea about what the game will be about and can make characters that fit in
well with those choices.
➤ Choose safety tools. This is a game about being evil and it's likely you'll hit
some uncomfortable territory, so taking the time to talk about the themes
everyone is okay with exploring can head off problems down the road. This is a
nice opportunity to set up the x-card, lines and veils, or movie ratings discussed
in the intro chapter.
Start the game off. Gather your group around the table, character sheets filled in
and ready to go, then read or paraphrase the following aloud:
While you never really knew each other before, in the ensuing chaos and
escape from the doomed dungeon, you recognized that each of you had
the spark of a Wicked One, a monster that can suppress its dark impulses
long enough to work towards a master plan together. Seeing first hand
how precarious a dungeon run by just one master can be, you decided
to band together and set up a dungeon of your own.
But that was weeks ago. Since then, you've been on the run through
civilized territory, looking for the right spot for the dungeon. Now,
you're huddled around a dying campfire under a tree as rain pours
down around you. You're soaked, cold, tired, and pretty angry. You’ve
gone hungry the last several nights. There's one thing you’re certain of,
though. These lands around you are full of ripe targets. But first, you're
going to need refuge.”
Have the players describe their characters. Set a small scene, describing the cold
and the campfire, then go around and ask each player to describe their PC. Ask some
probing questions to get more information out of them.
"What's your name? What do you look like? What trappings and supply
do you have? How did you get the dark heart you start with?"
Set the dungeon atmosphere. Get some details about the type of dungeon they
want to create, which will start to make it feel more real. Read them the following:
“As you sit there together watching the fire slowly die as the wind
splashes it with rain, your thoughts turn towards what your future
dungeon will be like.
I’m going to ask you all some questions to set the atmosphere of
the dungeon you might all build someday. Let's try to answer them
in character. Feel free to disagree. Monsters are sure to have strong
opinions about where they want to live. We'll resolve any disputes with
a power struggle."
➤ What will your dungeon’s entrance look like from the outside?
➤ What smell will greet those who step foot into your dungeon?
Set up a raid. So now you have a lot of information about what kind of dungeon they
want to build. You know where it's at in the sandbox, it's entrance, and it's overall
atmosphere. Take a short break here to set up a raid using these ideas.
The players need to find a home and you're going to give it to them soon. They're
about to go on a raid to clear out the beginnings of their new dungeon home. Starting
from scratch like this builds a great sense that they've earned their home and gives
a strong desire to defend it.
A shallow cave with a short tunnel and an empty cavern works best. Think of some
good guys that might be hunkered down in that cave. Are they a group of farmers
escaping the rain? Maybe it's a few soldiers on patrol from a local guard post? One
of the easiest, though is making it a group of dwarven wanderers that have their
sights set on the cave as a new home for themselves. As you make plans, if some
details aren't quite clear about what they might want their dungeon to look like, ask
the players. Get their feedback.
“Suddenly, the wind picks up and your campfire goes out. You shiver
as the conversation dies off. Just then, you barely hear a voice in the
distance and the hair on your neck stands on end. It's the Light Tongue,
the language of the humans, elves, dwarves, and those of their kind.
You can't understand it, but you know it when you hear it and it grates
on your nerves.
The voice is a ways away, but you hear it again, followed by unmistakable
laughter. They sound at ease, comfortable. People out in the cold don't
talk like that. You all look at each other and grin, knowing you're about
to get out of the rain."
“We’re about to jump into a raid and bust some heads. This will be
the beginning of your dungeon. Don’t worry about knowing all the
details, scouting, or things like that - the system is designed to throw
you straight into the action and figure out details along the way."
Throw them into the action. This is your chance to reinforce that this game skips
the leadup and jumps straight into the action. Set the scene for them and use the
details they provided to figure out what the first thing they would do is. They'll
probably want to try to take care, scout ahead, make intricate plans - don't let them!
So let's say they planned an assault and chose the Brute to lead the way. They got
a 3d engagement roll since the rain gives them good cover and ended up rolling a
success. Maybe you should start them off with the Brute running straight at the
entrance to the cave. That might look like this, as soon as engagement is rolled:
"You guys take off at full speed, running towards the voices, weapons
in hand. As the cave comes into view, you spot three dwarves sitting
around a campfire just inside. They seem to be in pretty good spirits,
drinking ale and chatting. They have some large crossbows laying beside
them and mining tools around, but are pretty relaxed. Another dwarf is a
bit behind them, skinning a deer. Your stomachs growl at the sight of it.
You start with the upper hand here, so let's say they're not even watching
the entrance. Brute, you're running straight towards them, battleaxe
ready. What do you do?"
This scene is meant to be simple and straightforward to teach the basic mechanics
in Wicked Ones. It’s not really challenging unless they roll very badly. A dwarf might
take a success or a couple of mixed rolls to take care of (kill, chase away, etc.).
If you want to get a bit more advanced and make the scene more challenging, you
can even introduce a hireling or a tier 0 adventurer here. Maybe one of the dwarves
is actually a cleric or the one skinning the deer is a ranger? You can introduce some
good loot here, too, by maybe having a mule with packs on its back get loose and
try running away.
Take this scene slow. Talk through the mechanics. Explain how position and effect
work, but also err on the side of keeping it simple. Get everyone used to how the
camera pans around without any set turn order. Encourage them to clearly state
intention and approach, then narrate their own actions after they roll. When a
consequence is handed out, suggest they resist it. New players might forget they
can do this. As these basic mechanics settle into their minds, maybe get into more
advanced stuff like compelling a dark impulse or starting a clock.
“Comfortable in the cave, you look around and realize this is the perfect place for a
dungeon. You wake up early the next morning and get to work, starting to rearrange
the cave to your liking. Suddenly, you hear some noise coming from the entrance."
“Your dungeon attracts imps, tiny monsters that come to you for
protection. In return, they do the busy work around your dungeon.
They’re used to push simple tasks into the background and populate
the dungeon. You can bring them into scenes, use them to set up traps,
and so on. Let's decide what your imps are, what they look like, and
give them two traits from the list of imp traits on pg. 187. These help
determine what kind of presence they have during scenes."
Once you get a sense for what the imps are like, set up a scene. This breathes some
life into your dungeon early on and establishes your imps as a presence within it.
“As you all turn to look at the noise, two or three imps peek around the
corner. They see you all beginning to set up the cave. They walk over
and grab a rock and start hauling it away for you. Their intentions are
clear. How do you all respond?”
Draw the Dungeon. At this point, you zoom way out. You go through a montage
lasting a few months as your dungeon gets established as play goes best when you
jump from having no dungeon to having a small, but fully functional dungeon.
Tell the players that you're going to be drawing out the dungeon now. Explain how
the dungeon works best if everyone has a hand in it, but if anyone seems to balk at
the idea of drawing, they can ask someone to draw for them. Try to create an open
atmosphere that's non-critical of those without a lot of artistic ability. A dungeon
doesn't have to be a work of art.
This is a good time to flip back to the dungeon drawing guides, looking over the
different drawing styles. The simple style is just lines, letters, and geometric shapes.
It can be drawn by anyone. However, you should encourage them to add as much
detail as they can as they build their dungeon. The more visual detail there is, the
more it will come up within roleplaying scenes.
Turn back to pg. 170 and finish the dungeon creation steps before moving on. You've
already finished most of them through this session. As a word of warning, naming
the dungeon can be a challenge. Asking each player to offer up one name, then
whittling it down to two candidates and power struggling to decide works well!
You then move into downtime. Review the types of projects they can work on and
explain how they each have one downtime action. If there is a failure during these
downtime actions, be sure to point out that they can risk it and roll again with
-position. You should also explain how gold can be spent to accomplish things in
place of a downtime action.
During downtime, try to strongly encourage someone to recruit minions, either with
a downtime action or by spending gold. Understanding minion mechanics early is
a good idea. They haven't established any factions in the area, but you can always
suggest a band of wandering monsters they happened across.
Once the lurking phase is over, explain how calamity works and roll it.
Invade the Dungeon. Now that their dungeon is set up, testing its defenses and
showing players how it works will finish off the mechanics tutorial. The dungeon
will probably have some blowback or calamity coming at this point. If it has both, use
one of them to start either a major or minor invasion and then resolve the other one
as something a bit less direct. If it only has one, use it to start an invasion. If it has
neither, congratulate them on how well everything went, then launch an invasion
anyway. It's the perfect time to explain how the world is an incredibly dangerous
place that wants nothing more than to be rid of monsters.
“About two months have passed as you and your imps worked away
at getting your dungeon set up. Finally settled in and turning your
eye towards the outside world, you Wicked Ones are in your sanctum
hatching an evil plan. Unfortunately, invaders approach."
This first invasion should be relatively weak. If the previous raid was a bunch of
dwarves, perhaps this could be some of their kin arriving and expecting to see the
beginnings of a settlement. If you're launching a major invasion, maybe two tier 0
adventurers and one or two hirelings is a good idea. If it's a minor invasion, maybe
it's a tier 0 adventurer and two or three hirelings instead.
If they have minions, the dungeon invasion starts off with their starting location
roll. Explain the concept of the sanctum and why the Wicked Ones can't leave it
during dungeon defense. Some might balk at this idea, but be firm. Stress the
importance of having defenses to stand in-between the PCs and the adventurers as
any wounds or stress taken here will carry over into the raiding phase.
Finally, do xp together. Go around the table and run through the list of xp triggers.
It's very likely that they've missed a lot of them and not being able to mark it at this
time will be a big encouragement to bring those things into play next time.
There's not a lot of preparation that's needed between sessions of Wicked Ones. It
might be good to ask the players what they're thinking about doing for their next
raid so you can get some ideas in your head going into the next session, though.
Scenes can play out on maps with minis or using theater of the mind as your group
prefers. If they're played out on a map, try to not get too hung up on the preciseness
of what's happening. Just use the maps as a reference and way to build a common
image of the scene in everyone's mind. If you do prefer having maps, though,
knowing what kind of trouble your players want to cause the next session can help
you get some ready.
Encouraging your players to discuss raid plans or at the very least come to the game
with some ideas of what they want to do during the upcoming phase is a good idea.
When players come to the table prepared, the game gets going sooner and the first
hour of play flows way more smoothly.
Also, now that the players know more about the game, they might want to make
changes to their characters. Make it clear that they can swap out anything they've
chosen before session 2, even as far as choosing an entirely new calling or switching
up their dungeon theme. It's hard to make good choices without knowing more
about the game. Let them play the type of character they want to play.
Finally, you should try to run the faction simulation on your own between sessions.
Occasionally, it's nice to do it as a group and discuss what's happening, but this can
eat into valuable gametime if done too often. You can skip this for now, as your
players will be setting up factions at the beginning of the next session.
Session 2
Establish factions. Now that your players have seen an entire cycle of play, have
their dungeon set up, and know how their group dynamic feels, they're ready to
finalize the sandbox they're playing in. Get out the faction sheet and head over to
the section on establishing factions on pg. 276.
Play to find out. And now you're set. Everything is completely ready to go. Now
all there is to do is jump into the regular cycle of play and enjoy finding out what
happens to this sandbox your players are going to devastate.
The scope of an adventurer's power is known to all at the table. When adventurers
enter play, the game becomes less about telling a cool story and more about a life
and death struggle. When you play an adventurer, imagine that they're a heroic PC
in another fantasy roleplaying game. Think about how those PCs act, how clever
they are, and how they'll always get through any situation.
Each adventurer has five parts that determine their ability: class, tier, hearts,
moves, and a passive. When they show up, you should usually let your players know
what they're up against. The game is more fun when everyone is in the know and it
frees the GM up a bit to go all out with the adventurers to try to take the PCs down.
Their tier, rated from 0 to 4, compares directly to your dungeon tier to establish
how powerful or skilled they are compared to the PCs and their minions. When an
adventurer is of higher tier, it's considered an overwhelming circumstance towards
position and effect. It also informs how powerful their moves are, which is detailed
later in this section.
Losing all hearts doesn't always mean an adventurer dies! Losing all of their
hearts means their spirit is broken. This may mean they're dead, but it might
also make sense to have them be captured, run away, betray their friends, or
whatever else works in that situation and seems interesting.
Hearts are slashed when PCs take specific action to take out an adventurer.
This often means physically harming them, but could also be demoralizing
or confusing them. Not every action is going to slash an adventurer's hearts,
though. It's up to the GM to determine when a PC's actions present a significant
setback that makes them want to abandon their current cause. Not all challenges
with adventurers should be tackled by taking out their hearts, though. Generally,
hearts represent an adventurer's willingness to stick around. Things like running
away from or chasing them down are better modelled with an action roll or two
or a clock.
Passives
Every adventurer has one thing that they truly excel at called their passive ability,
which is usually based on their class. The GM decides what an adventurer's passive
is when they introduce them into a scene. The example adventurers later in this
chapter have some passives listed for convenience, but adventurers almost always
seem to have just the right skills for the job at hand. For example, if the PCs are
trying to get away through a forest, that sounds like a perfectly inopportune time
for a ranger to show up! That ranger's passive might be:
"The barbarian charges toward you, jumps high into the air and brings
his warhammer crashing down on your shield. It splinters into a dozen
pieces and you take shock to MUSCLES as it sends a shiver up your arm."
"The ranger sticks an arrow in the tree next to you, forcing you into
cover. You know he's trained on your position, pinning you down. You're
unable to move while he's covering you. If you try, you'll be dead."
"You managed to lose the cleric, but he's going to spend a defensive
move here to cast a divination spell. He got a success, negating your
roll. From the heavens, a ray of sunlight fully illuminates your position."
And finally, figure out why they're out there adventuring. This reason might even be
the same for an entire adventuring party. Choose one or two of these motivations:
HIRELINGS
Adventurers sometimes use hirelings to pad their numbers while out on a quest.
They pay some skilled locals to accompany them, cover their weaknesses, and, when
it really comes down to it, serve as fodder. A hireling is like a mini-adventurer,
considered a highly skilled member of their profession. They have 1 heart and can
either make 1 move or have a passive. Below are some example hirelings:
1 GM. You never need a reason for them to show up. That's just what they do.
But making sure to balance this against fun gameplay is also important. You
don't need one in every session. Trust your gut feeling on the timing.
Play them smart. They have been dungeon delving and monster hunting
2 for a long time. They know what to expect going in and have survived many
encounters with monsters. Make sure that they seem competent. Then again,
everyone does something stupid sometimes so have them slip up occasionally.
3 and go straight for it. If you notice a weakness in a dungeon or a raid plan,
using an adventurer to point it out is a great way to get your PCs more serious
about their dungeon layout, lack of using minions on raids, and so on.
Vary their moves. Just doing the same moves in rapid succession is pretty
4 boring. Try to use a few different types of moves, such as a bit of damage, a
bit of positioning, and another that changes the dynamic. And don't use all
of them at once. Intersperse them naturally throughout a scene.
Don't overdo it. One or two adventurers during a raid is a handful. Four in
5 an invasion is about right. Step into using them lightly. Get a good feeling for
how they feel in play and how powerful they are, then you can know better
when to throw them in the way of your PCs.
Run away sometimes. Don't let the PCs kill every adventurer they see. While a
6 lot of them will fight to the death, believing what they're doing is right, others
are likely to run and return later with better information and more allies. A
strong adventurer that's hard to pin down makes for a great recurring enemy.
The Alchemist
clever - impatient : thrills
The Amazon
honest - stubborn : challenge
The Assassin
persistent - dishonest : riches
The Barbarian
confident - dumb : justice
The Buccaneer
generous - cocky : riches
The Centurion
steady - stubborn : respect
The Cleric
generous - stubborn : justice
The Druid
honest - impatient : vengeance
The Inquisitor
persistent - stubborn : justice
The Knight
honest - cocky : respect
skewer bulwark
The Monk
steady - stubborn : challenge
The Ranger
clever - impatient : exploration
The Scout
helpful - stubborn : exploration
The Slinger
optimistic - indecisive : justice
staredown reposition
The Spellbow
clever - greedy : thrills
The Weaponsmith
honest - cocky : challenge
The Wildling
generous - dumb : thrills
Now that you have a baseline, you can compare other foes against this. Make changes
when an enemy is different than a typical soldier:
In the end, if you feel more comfortable using adventurer mechanics to model other
foes, by all means do that! It's easy enough to apply a tier system to enemies and
give them hearts, passives, and moves. Go with what you feel the most comfortable
with. However, the most powerful enemies eclipse the power of a tier 4 adventurer,
so you could do something like expand and give them multiple passives, a defense
clock that protects their hearts, or three each of offensive and defensive moves. Play
around with the mechanics and get a feel for what works best!
GM Ulrot, what's the plan again? I wanna make sure that I get this
engagement roll right.
Ulrot The minions push this big tree on wheels - I mean, battering ram - down
orc brute
the hill. I ride it straight towards the mayor's gate. Just before it hits,
I toss the firebombs over the top at the archers and bail off. Everyone
else will be runing in behind me.
GM That's just crazy enough to work. The mayor's expecting some trouble,
but I think the angry mob is giving you cover. Should be 3d, but let's go
with 2d because of that short-fused firebomb you're using.
GM Yeah, this is gonna be a mess. Your minions start pushing you down
the hill and you're just flying. You get the firebombs ready and say
to yourself, "Okay, on three. One, two, thr-" BOOM. That short-fused
one goes off too early and the ram turns into a rolling ball of flame
that slams into the gate - which somehow doesn't break! You start off
bloodied, with archers up above, and angry farmfolk all around.
Ulrot I'll resist that damage with... Smash? Nah, that doesn't really make
orc brute
sense. Ah, I got it. I'll Scan to notice the short fuse and jump off earlier.
I just took Rawhide, too, so that gives me +1d.
Slem From way back behind, I yell, "I tried to tell ya!" Then I duck behind
Slissik Shadow
some houses and Skulk to the mayor's estate to slip over the wall.
332 332
Gamemaster
Slem rolls 3d Skulk and gets a failure!
GM As your's sneaking behind the houses, you hear the wolf pack howling
as they enter town. They saw the fire. Then a different howl, a bit more
distant, sends chills down your spine. It's the werewolf. Distracted, you
don't notice the occult slayer standing in your path until it's too late.
GM I'm going to give you weak effect here because his passive is "a sixth
sense against danger." He feels it coming, his crossbow readied.
Slem Guess I'll have to go hard then. I don't even try to skirt around him - I
Slissik Shadow
just leap from the shadows straight into the path of the crossbow. I get
+1d from my Pounce ability, too.
Slem I jump out of the shadows, up and over the crossbow, and come down
Slissik Shadow
to wedge the knife into his collar.
GM As you leap, he drops the crossbow and uses your momentum to throw
you through a window. He loses sight of you again and the crossbow
is on the ground, but he avoids getting hit. Let's cut away there for a
bit - Crag, you hear the howling. What are you up to?
Crag After Slem disappears, I beeline for that cage to let the dire wolf out.
Kobold Shaman
GM As you enter the town square, you see the archers up on the walls about
to fill Ulrot with arrows, but then the howling starts.
GM The wolves dash into town and straight at the angry mob. The archers
let loose arrows, taking down some wolves. All hell is breaking loose!
333 333
Chapter 8
Delve Deeper
The most complex monsters, however, require larger changes to fully capture. They
can't be imagined with a combination of Primal Ability and a reskinning of other
calling abilities. These are primal monsters, and in place of a calling's core ability
and starting calling ability, they gain several fundamental mechanical changes
and unique abilities.
Every player must agree to allow a primal monster in play. They have a tendency
to become the center of the story or even consider themselves to be the dungeon
boss. It's important to talk about how a primal monster might see itself before
deciding whether to allow it into a campaign or not. A dungeon that's devoted to
hatching and raising, then being ruled by a Goldmonger could be fun, but it could
also be a chore that some players might not want to participate in. Making sure
everyone is on the same page is essential.
Primal monsters are recommended for experienced players. The rule changes
can be quite a lot for new players to grasp. Having a solid familiarity with the base
rules also helps highlight exactly how the rules changes are meant to feel in play,
making it easier to see why a change was made to represent that primal monster.
It's might also be a good idea to limit it to one primal monster in any dungeon.
As you can see, primal monsters can be a bit disruptive to the normal flow of
campaigns. Below is a brief overview of how the four primal monsters in the book
tend to alter campaigns in ways that normal callings don't.
➤ Braineaters require living meals. Capturing prisoners and saving them for
later becomes a priority. They're also very weak when they can't feast.
➤ Doomseekers tend to stay within the dungeon, sending out their proxy minions
in their place. They're also incredibly paranoid, which has a tendency to bring
them into conflict with other PCs.
➤ Goldmongers can't spend gold and don't work on downtime like other PCs.
They will strongly urge the dungeon tier to grow rapidly, but it's likely that
dungeon defenses will lag behind.
➤ Facestealers are often working on their own, having small scenes while other
players wait. Making sure everyone gets enough screen time can be difficult.
So, before beginning any campaign with a primal monster in it, talk it through with
everyone and make sure all players knows the effect it can have on gameplay. If
you get everyone on board, the unique mechanics can give a fresh, new dynamic
to the game.
Braineater Traits
Psionic Disciplines: You have four psionic disciplines,
detailed on the next page, which allow you to manifest
psionic powers. Each discipline functions like a magic path. At
character creation, you can assign 3, 2, 1, and 1 dots to these
disciplines and you roll them as an action when you manifest
powers within that discipline. You can spend stress to manifest
tier 2 and 3 powers, taking dice penalties like a spell.
Psionic Dependency: Your reliance on psionics has stunted growth elsewhere. You
only place 2, 1, 1, and 1 dots in normal actions at character creation.
Psionic Advancement: You do not have calling abilities like other callings. When
your wicked xp is full, you can add a dot in a discipline, take a second mastery in a
3-dot discipline, or use your flexibility slot to take a calling ability.
Feasting: You no longer clear all stress automatically each recovery. Instead, you
feast on brains to handle your stress and hunger. This is possible to do during any
scene. This requires a living victim that is subdued or restrained and you're very
vulnerable while you take the time to feast.
Weak brains barely satiate your hunger. This sets your stress clock to 3 ticks
regardless of whether you had more or less ticks before.
Delicious brains from a worthy foe or from a victim with particularly interesting
memories completely satiate your hunger. You clear all stress.
Your revelry is also feasting. This covers not only the eating of brains, but also the
satisfying of your curiosity as you flitter through the memories in the brains you've
consumed. When you overdo it, you might take shock from the flood of memories
or hunger for more brains, turning on your dungeon's denizens.
Deception : You deceive the minds of others into believing what you want.
Mind Blur: You can spend stress to make anyone not aware of your presence
simply unable to notice you until you give them cause to. This lasts for several
moments. Once noticed, it is much harder to use it against them again.
Devious Intent: On a critical with a deception power, you gain a dark heart. On
a failure, you can choose to spend stress to change the result to a mixed instead.
Null Field: You can spend stress to create a spherical null-field, within which
all magic ceases to function. Anyone who attempts to cast receives a sharp
mental rebuke. The sphere itself is crystalline and vulnerable to physical attack
or your concentration being broken.
Prescience: Delicious brains can't help but reveal their intentions to you. Any
adventurer using a defensive move against your psionic powers takes -1d.
When you resist adventurer offensive moves, you take +1d.
Doomseeker Traits
Eye Rays: You have nine eyes, each able to shoot a
different magical ray. At character creation, you
assign a ray to each eye. These are explained in
detail on the next page.
Guardian XP: You have guardian xp in place of reckless xp, marking 1 xp for each
session in which you were neither bloodied nor went feral. When you hit 3 xp, you
can either increase an eye ray's action rating (max of 3d) or add an action dot.
Meticulous: On a success during a flashback, you gain a dark heart and an ally
takes +1d on any follow-up roll.
Support: After an ally rolls, you can spend a dark heart to give them an additional
+1d on the roll. How did you prepare them for the challenges to come?
Overseer: Your minions can resist consequences using their actions, though you
take or clear stress instead of them when they do. Explain how you warned them
ahead of time to handle the consequence. You also get an extra downtime action
which you can only use to recruit minions.
Ultimate Flexibility: You have 5 flexibility slots to use when you gain an ability
from xp. The following abilities are recommended:
➤ Death Ray: Harms any living thing it hits, necrotizing flesh and plant matter.
➤ Bewitchment Ray: Makes the target act to help you in some way.
➤ Null-Magic Ray: Creates a small area inside which magic does not function.
➤ Vision Ray: Sees the unseeable, such as through walls or at great distances.
➤ Fear Ray: Strikes fear in their heart, pushing them towards irrational action.
You have nine eyes, each with an action rating. At character creation, you assign
each eye a specific eye ray that it casts. When you cast spells, you roll that eye's
rating in place of Invoke. Your large, main central eye is 3d, your outer eyestalks
are 2d, and the other body eyes are 1d.
Your eye rays can be used to make resistance rolls and are affected by shock to GUTS.
Facestealer Traits
Shapeshifting: You can spend stress to physically change
your appearance and voice for a few moments into the form
of a humanoid you can currently see. This includes the
clothes they're wearing, but not items they're carrying.
Voices: The faces speak to you, wrestling for control of your mind. You do not have a
dark impulse, instead being compelled by the faces. They might force you to hold off
on taking an action they strongly oppose, stop to enjoy one of their own impulses,
or do something out of character that might blow your cover.
Grafting: If you go feral while assuming the forms of one of your faces, that face
permanently grafts itself onto you. It can no longer be replaced, taking up one of
your three slots. It also costs you two stress to resist a compel from a grafted face.
Hunted: Your kind is hunted by civilization, which fears and despises you for your
ability to pass among them unnoticed. Any time your cover is completely blown and
you don't cover your tracks, the GM can pocket minor blowback.
Mindspeak: You can communicate telepathically with anyone you can see, though
this communication is one-way and they always know who is speaking to them.
Gearless: You do not wear gear like a normal monster, finding it inhibits your ability
to shift into a new shape. Since you have no gear, you also have no gear defense.
However, you still have supply and most Facestealers will carry an inconspicuous
bag of things they can use in a pinch. You can choose 6 items to put into your supply
at character creation.
Embodiment
You take on physical and personality traits of your faces. Each face has one action
that it is especially good at and you act as if your rating is always at least 2d with it.
On a critical while with that action while in that face, you gain 1 wicked xp.
Grotesque Mutations
When you shift into a form, you can instead shift into a grotesque version of the
form, such as having multiple heads or the limbs are backwards. You take +1d when
horrifying someone with your appearance and on a success, you gain a dark heart.
Meddling
You excel at manipulating factions from within. You gain a downtime action that
you can only use to try to tick faction clocks forwards or backwards. You're assumed
to be using forms during this time, though you don't need to pay stress.
Perfect Entrance
You can spend stress to appear in any scene already shifted into one of your faces as
long as you can reasonably explain how that face got there. When you do so, make
a separate engagement roll to determine how good your cover is.
Shifting Tricks
You push your shifting powers to the limit and have learned a few useful tricks. You
can spend stress to do one of the following for a few moments (choose one): climb
on walls like a spider - grow a weapon from your body - turn into a puddle of goo.
Thought Thief
You can skim the surface thoughts of those unaware of your
true nature. When you enter a scene shapeshifted, you can
establish a single fact that one of them has on their minds at
that moment. You take +1d when you act on that knowledge.
facestealer items
garrote listening cup
writing utensils tools
pipe & tobacco rope
dagger perfume
manacles blowgun
hourglass lockpick
Goldmonger Traits
Type: There is an element, part of nature, or
mystical source of energy that forms the core
of your being and manifests in various ways
within your abilities. This is your type. The
effects possible with it are judged similarly to
spell magic tiers, though you never take dice
penalties on the roll. When a roll is called for
using it, you roll Invoke. While your type gives
you strength, it also creates a weakness. This is your
anti-type, a similar source of power that directly opposes the core of your being.
You have a vile hatred of it as well as a vulnerability towards it. Choose each of these
at character creation from the list below or make up your own:
Primal Body: The nature of your form makes it impossible to use items. You do not
have gear or supply. However, your claws, teeth, and tail are as deadly as a weapon.
Growth: You grow alongside your hoard. When the dungeon tier increases, you add
an action dot and advance one step in two separate growth paths. You also grow in
size. At tier 0, you're just a tiny whelp and humanoids have scale against you. By tier
1, you can stand on equal footing with them. At tier 3, you now have scale against
them. You can also choose not to grow in size when you increase tier.
Pleased XP: You do not gain wicked or reckless xp. Instead, at the end of each
session, you can give 1 xp to the PC that pleased you the most this session. You can
still gain practice xp.
Slumber Rolls
You roll a number of dice equal to the amount of loot from
your last raid.
Failure: Your slumber is disturbed and you overdo it, wreaking havoc
on the dungeon or surrounding countryside in some way.
Mixed: You slumber, albeit restlessly, gaining a dark heart.
Success: You slumber deeply, filling all of your dark hearts as you
dream of (choose one): an interesting faction scene - the location of
great treasure - secrets of the past. Establish a fact you saw.
Critical: Also, you awaken invigorated and can increase a type
effect's tier by 1 once this cycle!
Growth Paths
Your growth is defined as you advance along six growth paths, each with a chain
of three abilities. When you advance a growth path, you always move from the top
down and gain the abilities in order. At each opportunity to advance a growth path,
you can only move along it one step.
You can spend stress to increase the power of your blast to a tier 2 effect.
When you go hard with a blast, you increase the tier by 1 instead of gaining
+effect. On a success when going hard, you gain a dark heart.
Ferocity : You rend your enemies to bits with tooth, claw, and tail.
Your natural weaponry (choose one): have an edge - become a tier 1 magic item
of your type. Appropriate edges may be corrosive, powerful, or terrifying.
You add another edge or the magic item increases to tier 2. On a critical when
using your natural weaponry, you gain a dark heart.
On a success in close combat, you can spend stress to (choose one): cleave into
a nearby enemy - manifest your type (tier 1) - swallow them - swat them away.
Your wings grow stronger and more dependable and you now have even fine
control over your flight. You also gain a defense against missile attacks.
You can spend stress to perform an incredible feat of flight, like dive bombing
at high speeds or generating huge gusts of wind. You can also use this to carry
a rider or haul large cargo.
On a success when resisting a physical attack, you can (choose one): break their
weapon - manifest your type (tier 1) - strike fear in their heart.
You can spend stress to manifest an aura of your type around you that lasts
for a few moments. When someone enters the aura, make a fortune roll using
Invoke to see if they're affected by a tier 1 effect of your type.
You can manifest your type a second time as a trap, trick, or lock anywhere in
the dungeon. On a success, you gain a dark heart.
You can now have a maximum of three dark hearts. After you successfully
defend your dungeon from invasion, you fill all of your dark hearts.
Your reputation brings in minions devoted to serve you. They have the
companion and expendable upgrades. They will also perform one downtime
action each downtime without asking for gold.
You roam the region around your dungeon, reigning terror. State a goal and
start a faction clock representing it. Once per downtime, you can awaken from
your slumber and take a downtime action to work towards the goal.
● Flight: Flitters around constantly, pestering both the PCs and their enemies.
● Tyranny: Outsmarts other PCs and imps into doing its bidding.
● Lair: Plants tricks throughout its lair to deter invaders.
●● Breath: Pelts enemies with ice shards and freezes any that survive in place.
● Flight: Comes down on enemies in a rain of ice shard blasts.
●● Hide: Has scales as cold as ice, freezing and shattering weapons that hit it.
●●● Ferocity: Slips through water and hits targets from below, swallowing them.
● Hide: Can breathe underwater due to its magical hide.
●●● Lair: Has great control over the watery dungeon it calls home.
●●● Breath: Blasts enemies with venomous gas that confuses their senses.
●●● Ferocity: Pounces on victims and paralyzes them with a venomous bite.
● Flight: Hunts on the ground, but flees tough fights through the air.
● Hide: Uses its camouflaged scales to stalk prey, offsetting its large size.
● Tyranny: Threatens the imps and other PCs into doing what it wants.
First, choose a dungeon or roll on the random table below, then follow the normal
dungeon creation process on pg. 170. Once that's finished, for each tier you want to
add to the dungeon, do the steps below in random order. You can roll on the tables
over the next few pages or decide for yourself. If you don't like the results, change
them or roll again! At the end, adjust things that don't make sense. These random
tables use 1d6, 2d6, 1d12, and 1d20, so get some dice ready.
➤ Roll a discovery, then use the random discovery tables on pg. 207.
➤ Add two of the following: tier 1 room - tier 2 room - tier 3 room.
➤ Add a lair and choose a creature at the current tier. Be sure to give it two traits.
➤ Add two of the following at the current tier: lock - trap - trick.
5 imps with lanterns 5 dry dirt and wood 5 grease and smoke
room traits
1 bright 6 dank 11 infested 16 silent
tier 3 rooms
11 1d discovery 31 funeral pyre 51 roost
minion jobs
1 acolytes 6 envoys 11 priests 16 trappers
There's no random table for tricks, so you must make your own!
GM The lancer, blood running down her face from the falling rock trap,
heads down the stairway. She gestures for the eldritch warrior and
weaponsmith to follow. In the sanctum, you're all still licking your
wounds from the raid on the town and pretty distracted.
GM Yeah, you have no idea the adventurers are here. What have you all
been doing during the fight on the first level?
Ulrot I'm totally asleep with my head on the table, snoring loudly. My hair
orc brute
and clothes are still singed from that firebomb.
Crag I'm in my room sewing up the holes in my side from that pitchfork.
Kobold Shaman
Slem I'm probably drowning myself in alcohol. I only got 1 stress left, so I'm
Slissik Shadow
pretty much on the edge.
GM The lancer enters the sanctum first and sees the orc snoring at the table.
Knowing there's more, she gestures for her comrades to fan out and get
ready. Slem, you drunkenly stumble into the room, shake your head,
and see the lancer with her weapon held high, standing over Ulrot.
Behind you on both sides of the door are the other two adventurers.
Slem "What the hell??" I yell, waking up Ulrot. Then I chuck this bottle of
Slissik Shadow
liquor I'm drinking at her. It's Smash. I want to knock her weapon away.
GM Hah, nice! This is dire and both you and Ulrot are open to consequences.
GM Okay, you knock her lance out of her hands, so Ulrot's fine, but you're
going to end up bloodied here, Slem.
Slem The bottle smacks it out of her hands and I smile smugly, then suddenly
Slissik Shadow
feel a sharp pain. Looking down, I see a glowing sword sticking out of
my belly. "Of course, there were more behind me." I fall to the floor.
354 354
Ulrot I jump awake, then roar as I see these trespassers in our sanctum. It's
orc brute
Threaten. I'm trying to make this lancer break and run.
GM Roll it. Also, don't forget that you have shock to GUTS from the raid.
GM That's her last heart! The rocks earlier almost took her out. She doesn't
have any moves left either. Tell us what happens.
Ulrot She takes a few steps back, looks at her friends, and says, "I'm... I'm so
orc brute
sorry," then runs back up the stairs. I turn to face the other two.
GM When you turn, you see that the weaponsmith is holding your axe,
admiring it. He says something in the Light Tongue, which you can't
understand, but the gist is, "It's going to be fun killing you with this."
Crag I hear all that roaring and come hobbling into the sanctum. The stitches
Kobold Shaman
rip out and blood starts leaking. I Invoke, telling the roots to entangle
these two. I have a couple of dark hearts, so I might as well use one.
GM Tier 2 to get both of them. This is deadly, and don't forget your shock.
Crag Ouch. The roots start moving, but the eldritch warrior is faster. The
Kobold Shaman
glowing daggers hovering around him turn and fly through the air at
me. I guess this is it for ol' Crag - my resistance roll here is going to suck.
Slem I'll resist for you! I still have a dark heart. From the ground, I use Finesse
Slissik Shadow
to leg sweep the eldritch warrior and break his concentration.
Slem Ahhh, dammit! Sorry! Aaaand, that stress makes me go feral. My dark
Slissik Shadow
impulse is vengeance, so start thinking on what I should do.
Crag Nah, it's cool. I have an awesome idea. The daggers strike true and I fall
Kobold Shaman
to my knees, blood pouring out of my mouth. I dig my hand into the
soil, the roots entwining around my fingers. I look at you two and grin,
then just say, "Run." I still have a dark heart. This is my death knell. I'm
going to cast a tier 3 spell here and bring the sanctum down.
355 355
Index
A bugbears, 90 cycle of play, 231
build, 240 cycle overview, 232
academic, 320
building the initial dungeon, 171
action dots, 89
action rolls, 30 D
actions, 28 C dalgeth, 155
adept, 195 calamity, 232, 244 danger clocks, 67
adjusting rolls, 62 calamity roll, 244 dangerous foes, 330
advancement, 78 calling ability, 89 dark arts, 116
adventurers, 77, 314 centurion, 322 dark bargains, 59
aftermath of raids, 258 channeling, 150 dark bargains table, 61
alchemical reagents, 120 chaos mage, 323 dark factions, 276
alchemist, 320 character creation, 88 dark hearts, 55
amazon, 320 circumstances, 38 dark impulses, 54
ambush / capture, 268 city sewers sandbox, 290 dark tongue, 87
ambush, 253 class & tier, 314 deadly, 37
annoying, 42 clear stress, 25 death, 44
approach, 253 cleric, 323 death knell, 44
aristocrat, 321 clock interactions, 68 death knight, 323
assassin, 321 clock ticks, 66 defender, 324
assault, 253 colonial seas sandbox, 282 defenses, 53
assist, 62 companion, 195 defensive move rolls, 317
atmosphere, dungeon logic, 245 compelling impulses, 56 defensive moves, 317
attracting creatures, 190 compelling revelry, 57 defensive moves, 77
attributes, 28 complications, 45 delve deeper, 335
concoctions, 120 demons, 90
Index 357
master plan, 174
P reduced effect, 42
materials, 197 repeated defenses, 172
paranoid, 55
mechanism, trap, 198 resistance, 50
partial resists, 52
mechanism, lock, 201 resistance rolls, 51
passive, 77, 316
melawa, 157 resisting death, 52
pathing, 222
melkahar, 153 resisting with invoke, 128
pathing roll, 222
method, trick, 200 resource/stockpile, 206
pay cost, 49
mindset, 195 revelry, 235
pay cost, mixed on downtime,
minion awareness, 221 risk it, 238
239
minion dark impulses, 194 ritual requirements, 133
phases, 20
minion downtime actions, 239 rituals, 132
pillaging, 260
minion jobs, 194 rolls, types of 27
plan, 253
minions, 192 rooms and structures, 197
play structure, 21
minor blowback, 268 rule of description, 21
pocketing blowback and
minor blowback table, 270
calamity, 269
minor calamity, 247
position, 36 S
minor calamity table, 248
potion ingredients, 130 safety tools, 14, 15
minor invasion, 219
potions, 130 sanctum, 202
mixed, 26
potions table, 131 sanctum battle, 226
mixed discoveries table, 208
power struggles, 74 sanctum engagement, 226
monk, 326
practice xp, 80 sandbox creation, 294
monster names, 90, 91
pre-made sandboxes, 277 sandboxes, 275
monster races, 86
primal ability, 92 scale, 38
morale, 192
primal monsters, 336 scan, 29
moves, 77, 316
private lairs, 202 scenes, 20
movie ratings, 14
process, scout, 327
muscles, 28
action roll, 30 session 0, 307
going feral, 58 session 1, 308
N power struggle, 74 session 2, 313
narrating, action rolls, 31 drawing the dungeon, 171 setup raid, 260
narrating, failure, 32 invoking spells, 125 shabaz, 158
narrating, mixed, 32 sandbox creation, 296 shadow, 104
narrating, success or progress clocks, 66 shadowdancer, 328
critical, 32 project tiers, 238 shaman, 106
necromancy, 141 pyromancy, 142 shared supply, 72
negotiation, 253 shock, 43
neutral factions, 276
Q situation clocks, 67
new characters, 80 skulk, 29
quiet valley sandbox, 278
nezame, 156 slinger, 328
slissiks, 91
R
O racing clocks, 68
slumber rolls, 346
smash, 29
objective clocks, 67
raid scenarios, 253 soothsaying, 146
obsessed, 55
raiding, 232, 250 sorcery, 136
occult, 235
random discovery table, 204 spell tiers, 125
occult slayer, 327
ranger, 327 spellbow, 328
offensive moves, 77, 317
rare ingredients, 130 spells, 124
orcs, 91
reckless, 55 spending stress, 25
other downtime projects, 240
reckless xp, 79 spiritcalling, 147
outside interference, 247
recover hearts, 222 spotlight, moving, 31
overdo it, 234
recovery, 234 spotlight, sharing, 32
overview, gameplay, 10
recruit, 240 starting a campaign, 307
V
the goal, 251 zealot, 110
You can get character sheets, game aids, character art commissions in the Wicked
Ones style, and information on the Undead Awakening supplement, the War for the
Overworld supplement, and future projects at banditcamp.io!
Index 359
We prowl in darkness.
We raid and pillage.
We worship dark gods.
We sow terror and discord.
We build our dungeons.
We slay those who trespass.
We are...
Ben Nielson
Victor Costa