Low Fantasy Gaming Deluxe Edition (Colour Final v51.5.19)
Low Fantasy Gaming Deluxe Edition (Colour Final v51.5.19)
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1
CONTENTS
What is Low Fantasy Gaming 4 Degrees of Success, Contests,
Core Features 5 Group Checks, Retries 64
How to Play 6 Party Challenges, Percentile Checks 65
2
Flight Events 136 Treasure 251
Random Encounters 139 Carry Loot 251
Lair Treasure 254
Hirelings 157 Trinkets & Curios 255
Names 158 Valuables 261
Hireling Backgrounds, Quirks 159 One Shot Items, Potions 264
Hireling Traits, Gear 160 Scrolls, Permanent Magic Items 266
Hireling Catchphrase 161 Appearance 267
Pets, Hireling Advancement, Payback 162 Attunement, Obvious Properties 268
Discreet Properties 271
Madness 163
Madness Traits 163 Midlands 273
Severity & Penalties 164 Other Settings 274
Healing, Progression & Remission 165
Appendix A: Spell Name Converter 275
Mass Battle 167
Party Spotlight, Critical Events 167 Appendix B: NPC Generator 278
Event Points, Sudden Twists 172
Unit Combat, Turn Order 174 Appendix C: Unit Combat Cheat Sheet 281
Ranged Attacks, Movement 175
Melee Attacks, Victory Points, Misc 176 Appendix D: Character Sheets 282
Units 177
Unit Advancements, Final Confrontation 179 Index 284
Monsters 181
Special Traits 181
Boss Monsters, Custom/Improv Monsters 184
Monsters by HD & Page 185
Animals (ordinary) 186
Monsters 188
Morale 224
NPC Reactions 224
Reaction Table 224
Traps 230
Where & How, Search Events 230
Three Second Trigger, Simple Traps 231
Triggers & Counters, Attack Modes 232
Bypasses, Cost & Availability 237
Complex Traps 238
3
WHAT IS LOW FANTASY GAMING?
Low Fantasy Gaming is a tabletop RPG built for Treacherous Magic
gritty adventures in low or moderate magic Magic is not only rare, it is perilous and uncertain.
settings. Be it arcane sorcery or divine blessing, magic is a
power not meant for mortals, and adventurers
Simple Rules engage with it at their own risk.
LFG has simple rules, flexible PC customisation,
and an emphasis on Games Master (GM) rulings. Bold Adventurers
It’s a heady mix of the best old school, modern, LFG is about exploring the unknown, delving into
and new game design, wrapped around a familiar the lost places of the world to unearth new
d20 based core. mysteries. Player characters are not epic heroes
charged with saving existence; they are bold
Fast & Engaging Combat adventurers seeking fortune and glory.
Combat is designed to be fast and engaging, with
minimal waiting between turns. Creativity is Open Sandbox
encouraged via unique abilities, martial exploits LFG is made for short, episodic adventures in an
and magic. open world. Mechanics and random tables
support GM improvisation, empowering the
Dangerous & Gritty referee to handle any situation or side trek.
LFG is genuinely dangerous; every skirmish takes
a toll and the threat of persistent injury or death is Generic Ruleset
never far away. LFG is a generic ruleset, easily adapted to most
low or moderate magic worlds. Some roleplaying
Quasi-Realistic World aspects relating to the Midlands Low Magic
LFG settings tend to mimic our own classical or Sandbox Setting (p.273) are incorporated however
medieval periods, with humans as the default PC (eg: gods and spell names).
race. Magic and fantastic monsters exist, but are
relatively rare.
CORE FEATURES
LFG is d20 based, with the following features: • 5 minute Short Rests allow PCs to attempt
Willpower checks to recover hit points and
• 9 Classes: Artificer, Barbarian, Bard, Cultist, class abilities, encouraging the party to push
Fighter, Monk, Ranger, Rogue & Magic User; on rather than camp.
only two of which involve magic.
• Long Rests take 1d6 days (or 1d4 in a safe,
• 12th Level Max eliminates the most powerful comfortable environment), mitigating the
spells, and keeps the mightiest monsters scary. nova, rest, repeat problem for adventures with
long periods between battles (eg: wilderness
• Unique Features: every 3rd level design your treks).
own PC ability in conjunction with your GM,
or choose from 36 examples. • Dark & Dangerous Magic tests and Divine
Rebuke tests make all spell casting inherently
• Roll Equal or Under for attribute checks (inc uncertain. No at-will, teleport, mind reading
degrees of success), making every stat point or resurrection magic. Magic Users are less
matter. reliant on spells, proficient in one handed
weapons and light armour.
• Skills provide access to a level based Reroll
Pool, smoothing the fickleness of d20 • Evocative Spells: Spells have been tweaked
probability distribution. and renamed, eg: Silent Image, Invisibility,
Magic Missile and Hold Monster are instead
• Willpower & Perception attributes replace Shadows & Dust, A Wisp Unseen, Lash of
Wisdom. Unerring Pain and Crush of the Warp.
• Diminishing Luck attribute replaces saving • Rare Magic Items, with obvious and discreet
throws and powers some Martial Exploits. attunements, that unlock as users level up.
• Minor, Major & Rescue Exploits on top of • A host of GM Tables (weather, traps, treasure,
damage, not in lieu, promote improvised exploration, random encounters, madness,
stunts and moments of greatness. hirelings, disease, ship combat, mass battle,
NPC quirks, etc) for easy improvisation.
• Dangerous Combat: Dropping to zero hp
requires a roll on the Injuries & Setbacks table • Online Play Support: an LFG character sheet
and healing is delayed by 1d3 minutes is available for online play via Roll20 (we are
(magical or otherwise). Players don't roll to exploring options with Fantasy Grounds).
find out if their PC is All Dead or Mostly Dead
until the battle ends, and someone checks the • Open Game Content: 99% of LFG text is
body. "Open Game Content" under the Open Game
Licence.
• Party Retreat & Chase rules allow the GM to
throw whatever makes sense at the party, • Rules as Guidelines. The GM is the final
unshackling them from balanced encounters authority on all LFG rules, which are expected
and quarantined zones. to be tweaked to fit table preferences.
5
How to Play
The basics of playing a tabletop RPG are very Tom: Hold up - as soon as I see the humanoids
simple. One player is known as the Games Master on the roof, I throw my spear at one.
(or “GM”); this player runs the overall game and
plays all the characters the other players don’t (the GM: OK, so Kruncor is throwing his spear. Tom,
Non Player Characters or “NPCs”). For example, make a Dex check to see if Kruncor reacts fast
the GM plays the world’s monsters, merchants, enough before the figures disappear. Jessica, to
inn keepers and evil sorcerers. answer your questions; the body is a man, in
wealthy merchant robes of red silk. Definitely
The other players control a single adventurer each, dead. <The GM rolls a secret Perception check for
also known as a Player Character or “PC”; a Tylithius, Jessica’s adventurer, which succeeds>.
Fighter, Barbarian, Rogue, Bard, Ranger, Monk, You notice he’s missing three fingers on his left
Artificer, Cultist or Magic User. The player hand.
characters are the central protagonists in the game,
like the main characters in a novel, TV show or Mia: I crouch next to the body and search it.
movie. The players might also control NPC Anything good?
hirelings and pets (if any).
Jessica: Hey I was about to do that - we split
The game generally unfolds with the GM whatever she finds!
describing the situation at hand, including where
the adventurers are and what they can see and Tom: OK I made my Dex check with a 12, so I
hear. The players then tell the GM what they want react quick enough. I throw my spear, yelling out
their PCs to do. The GM decides whether the “What the hell, berk!” … let’s see <Tom rolls his
attempted action succeeds, fails, or if some dice attack and damage> … I hit AC 18, and damage is
need to be rolled to determine the outcome. 8, assuming that’s a hit?
An example of play appears below. GM: Yep you easily hit, even with cover <the GM
knows the target’s AC is 12>. Your spear strikes
GM (Steve): Okay, as you stroll down the alley one of the figures, who yells out in pain… <the GM
way, you hear a sudden squeal, then a body falls rolls a Dex check, which fails> .., and he topples
from the sky above you, landing on the off the roof, hitting the ground with a horrible
cobblestones with a bloody thud! splat!
Tom: What? A body? Where the hell did it come Tom: LOL! Classic Kruncor!
from?
Jessica: Yeah that’s the Kruncor we all know and
Jessica: Is the guy dead? Is it a man or woman? love. Right, I loot the new dead guy!
What are they wearing?
GM: OK then; Mia - you don’t find anything of
GM: The inn beside you is two storeys high. Your much value on the dead merchant. Interestingly
torchlight just reaches the rooftop; you can make his money pouch has been cut from his belt.
out two humanoid shapes withdrawing from the Jessica - the latest dead body is a man wearing
roof’s edge. street rags, there’s a bloody knife, 3 gp in loose
coins and a money pouch with another 82 gp.
6
Jessica: Haha oh yeah! Game Dice
LFG uses several kinds of dice, identified by how
Mia: We’re splitting that!
many sides they have. For example, a single six
sided die is referred to as “1d6”, while 4d6 means
GM: Tom - what does Kruncor do while Damasus
roll four six sided dice and total the result. The
and Tylithius are looting?
four sided die is “1d4”, eight sided die is “1d8”,
ten-sided die is “1d10”, twelve sided die is “1d12”,
Tom: Can I climb up the side of the inn?
and the twenty sided die is “1d20”.
GM: What?
7
CREATING A
CHARACTER
If you’re not the GM, you’ll need to create an
adventurer (a player character or “PC”) that you
control during the game. This generally involves
the following steps (not necessarily in this order):
9
ATTRIBUTES
Alternative Methods
The seven core attributes of a character are Some tables dislike random attribute generation
Strength (“Str”; physical power), Dexterity (“Dex”; because certain players might roll very high and
quickness and coordination), Constitution (“Con”; others very low. If you prefer a more even starting
endurance and physical grit), Intelligence (“Int”; point, you might consider:
smarts, knowledge, problem solving), Perception
(“Perc”; alertness and observation), Willpower I. Using a pre-set array of your own devising
(“Will”; self-identity and mental toughness) and (eg: 16, 14, 13, 11, 10, 8, 7), or
Charisma (“Cha”; influence and leadership).
II. Allowing any player to use the array rolled
A character’s attributes are determined as follows: by any other player, but with a small
penalty (1d3 points at the GM’s
1. Each character starts with one automatic discretion), assigned as the player wishes.
score of 15.
Example
2. Roll 4d6, totalling the highest three dice
(or simply 3d6, GM’s call). Make this roll Default method: The first player starts with one
six times and note the results. automatic 15, then rolls 4d6 (drop the lowest) six
times, resulting in final numbers of 15, 12, 10, 13,
3. Allocate the six rolls, and the automatic 13, 10 and 8. A second player scores 15, 12, 10, 9,
15, to attributes as you see fit. 11, 12, 9. A third player scores 15, 16, 12, 6, 7, 9,
10. A fourth player scores 15, 11, 13, 10, 8, 7, 11.
The humanoid maximum for any attribute is 18. Each player keeps their own rolls and allocates
Magical or other effects might allow you to exceed them to the seven attributes for their adventurer.
this maximum on occasion.
Pre-set Array: The table decides to use a set array
of 16, 14, 13, 11, 10, 8, 7. All players allocate these
numbers to their attributes.
10
Attribute Modifiers Intelligence (Int)
If an attribute (except Luck, see later) applies a High Int means your adventurer is quick witted,
modifier, use the bonus or penalty below: knowledgeable and has excellent problem solving
skills. A high Int adventurer gains additional
languages, has a broad depth of knowledge with
SCORE MODIFIER good recall, and is adept at separating truth from
3-4 -3 untruth.
5-6 -2
7–8 -1
9–12 +0
13–14 +1
15-16 +2
17-18 +3
19+ +4 or more
Strength (Str)
High Str means your adventurer is physically Perception (Perc)
strong, making it easier to perform acts of physical High Perc means your adventurer is naturally alert
power, and granting bonuses to attack and damage and observant, with excellent night vision
rolls with melee weapons. (compared to most humans) and acute hearing.
Perc affects an adventurer’s capacity to avoid
Dexterity (Dex) ambushes, detect traps and notice clues others
High Dex means your adventurer is well might miss, including body language cues.
coordinated and has good reflexes, making it
easier to perform agility related actions, and
Willpower (Will)
granting bonuses to attack and damage rolls with
High Will represents robust self-confidence,
ranged weapons, including thrown weapons. Dex
mental fortitude and drive, granting bonuses to
also affects your Armour Class (how hard you are
resist fear, charm, madness and other mind based
to hit), your general capacity to avoid physical
spells and effects. Importantly, Will also governs
danger, and your turn order in combat.
the capacity to rally between battles, allowing an
adventurer to fight harder for longer.
Constitution (Con)
High Con means your adventurer is hardy,
Charisma (Cha)
physically resilient and difficult to kill, granting
High Cha represents an inspiring persona with
bonus hit points and making it easier to resist
strong natural charm and persuasiveness. A
poison, disease and fatigue.
charismatic adventurer finds it easier to influence
others, and gains bonuses to hireling morale. Cha
may also reflect physical beauty.
11
LUCK
Other Uses
Every adventurer has a special eighth attribute Luck is a flexible and ephemeral quality however,
called Luck . Primarily representing fate and good with some additional uses (eg: Party Retreat p.68).
fortune, Luck also reflects a character’s Your table might allow further applications.
accumulated experience dealing with perilous
hazards and dangers. There are two kinds of Luck For example, a GM might compare Luck scores
rolls: Luck saves and Luck checks. to decide which PC is initially targeted by a trap or
monster, call for a check to see whether a guard
Luck Saves patrol turns the corner at a critical moment, or to
Luck saves are for resisting serious adverse effects determine whether an old lantern has any oil left
such as spells, traps, special monster attacks or in it. Such “oracle” like uses of Luck to determine
major environmental hazards (particularly those independent parts of the game world do not
with an area of effect). Luck saves are made in reduce a PC’s Luck score.
response to an attack or active danger, as opposed
to an action you instigate, which are generally Similarly, PCs might find other uses for Luck,
covered by attribute checks. subject to GM agreement. In playtesting for
example, one player made a Luck check to choose
their summoned monster instead of rolling for it
Luck Checks
(via Call Forth Simulacra). In this example, the
Luck checks are primarily for Major Exploits,
PC’s Luck score was reduced as normal.
Rescues (see Combat ) and Party Retreats, which
rely on the Luck resource to pull off.
Regaining Luck
Generally speaking, Luck returns at a rate of 1
Starting Luck
point per long rest (see page 81).
At the start of an adventure, a character’s Luck
attribute is equal to 10 + half their level (round up).
Designer’s Thoughts
To make a Luck roll, roll 1d20 and apply any
Although hit points, spells and other abilities tend
modifiers. If the result is equal to or less than the
to replenish regularly, relying on Luck gets riskier
current Luck attribute, the test is successful. Note
the longer an adventure goes on.
that a character’s Reroll Pool (p.49) is available for
all Luck rolls. A successful Luck roll means the
Diminishing Luck is intended to serve several
character avoids the threat (or lessens its effect), or
purposes. Firstly, players must make choices about
performs the intended martial exploit.
when to use their Luck. Secondly, it ratchets up
the danger as the adventure progresses. Thirdly, in
A Luck check or save may be modified by an
conjunction with short rests (p.81) and random
attribute bonus or penalty, depending on the
encounters, it incentivizes pressing on with an
nature of the attack or hazard. For example, an
adventure rather than looking for a place to camp.
adventurer’s Dex modifier applies to dodging out
of the way of a Lightning Bolt spell. In such a case
For longer adventures, or for tables who like to
the notation would be a Luck (Dex) save.
engage in frequent side treks, you might consider
allowing Luck to replenish more quickly. Perhaps
Every time a character succeeds in a Luck roll,
1 point is restored at certain adventure milestones,
their Luck attribute is reduced by 1 point, to a
at the start of each play session, as a further short
minimum of half their level (round up). Luck is
rest recovery option, etc.
not reduced on a failed check.
12
RACES
In a low magic world, humans are often the only
race available as adventurers. If demihumans exist
at all, they tend to be NPCs, living in relatively
small populations located in isolated corners of the
realm. The GM determines which non-human
races, if any, are available to choose from as PCs.
Five example races are provided below.
Humans
Humans are the default race, with a flair for
problem solving and adaptability. They exhibit
wide variability and often enjoy the largest
population centres. If the GM allows other races, In addition, dwarves have a 50% chance of sniffing
humans gain +1 die to their Reroll Pool. out a handful of gold coins, or a single gemstone,
within 60 ft (this chance may increase for large
quantities at the GM’s discretion). All dwarves
suffer from gold lust and take great pride in their
honour and ancestry. The GM may require a Will
check to resist new opportunities for riches, or to
keep from retaliating against a perceived slight.
Half-Skorn
Half-Skorn (see Skorn p.214) are taller than most
humans, invariably heavy set, with pinkish skin,
wide jaws and small, misshapen ears. Naturally
strong and bug resistant, they gain advantage on
strength related tests (excluding melee attack and
damage rolls) and to avoid disease. Half-Skorn
have poor memory and analytical ability however,
suffering disadvantage on intelligence related
checks.
13
Elves
Elves possess a natural grace and agility that puts
humans to shame. An elf has advantage when
making all Dex checks and Luck (Dex) saves.
Elves have fragile constitutions however, and
suffer disadvantage on Luck (Con) saves and Con
checks, excluding All Dead or Mostly Dead tests.
Halflings
Halflings are 3 ft tall, nimble and light footed,
sometimes mistaken for human children at a
distance. They have a natural gift for hiding,
Halflings gain advantage when making stealth
dodging, and moving silently, and are seemingly
related checks, and increase their starting Luck
blessed with good fortune.
and AC by 1 point. PC allies within sight or hearing
also increase their Luck by 1 point (not cumulative
if multiple halflings).
14
CLASSES
After determining Attributes and Luck, the next Unique Features
step is to choose a class. There are nine classes in Every 3rd level, devise one new ability, trait or
LFG: Artificer, Barbarian, Bard, Cultist, Fighter, theme for your adventurer. Feel free to borrow
Monk, Magic User, Ranger and Rogue. Not all feats, class abilities, perks and so on from other
classes will suit all games (particularly the artificer, RPGs, modified to suit LFG. The advancement
cultist and monk), so check with your GM which need not be limited to traditional class themes,
classes are available. Alternatively, if you have allowing for a degree of multi-classing.
something else in mind, work with your GM to
create a new class, using the defaults as a guide. The open nature of these Unique Features
requires some table discussion to keep things
balanced and consistent with the genre of your
game. Consider these advancements under
constant playtesting and subject to tweaking. For
those uncomfortable with creating their own
Unique Features, some examples appear on p.43.
Hit Points Conversely, for more experienced players, GMs
Hit points represent a mix of physical injuries and might allow a bonus Unique Feature at 1st level to
more intangible qualities such as fighting spirit, allow for greater PC customisation.
combat experience, stamina and luck. Most
damage is scrapes and bruises, but if reduced to Players favouring simplicity might ignore this
half maximum hit points (known as Staggered), the advancement altogether, or increase a single
character shows significant signs of trauma. If attribute by 1 point instead (maximum 18).
reduced to zero hit points, the character is
unconscious or incapacitated, and may die or Languages
suffer a longer term injury (see p.79). Each adventurer begins the game knowing how to
read, write and speak their native language (plus
All 1st level adventurers start with max hit points for “common”) and a number of bonus languages
their class. When advancing from 1st to 9th level, hp equal to their Int modifier. If your adventurer has
increases by their class hit die roll, plus the bonus a negative Int modifier, that character never learnt
indicated on the class tables (plus Con bonus, if to read or write, and speaks only their native
any). From 10th to 12th level, hp increases only by language (and a smattering of “common”).
the fixed amount shown on the class tables. GMs
that prefer lower average hp might substitute larger Starting Gear & Gold
dice rolls and remove the class bonus (eg a Rogue Each character starts the game with 3d6 x 10 gold
rolls 1d8 instead of 1d4+4 hp, a Fighter 1d10, etc). pieces (“gp”), except for fighters who start with 5d6
x 10. This gold may be spent on items from the
Example Equipment chapter, or similar items with the
A 1st level Barbarian with Con 16 (+2 modifier) GM’s approval. Any unspent gold is retained to
starts with 14 hit points (6+6+2). At 2nd level, the spend during the game.
player rolls a d6, scoring a 3, gaining a total of 11
(3+6+2) hit points, for a grand total of 25 hit points Alternatively, for speedier equipment selection,
at 2nd level. At 10th level, the Barbarian’s hit points the GM might allow you to choose a Gear Pack
increase by 4 (fixed amount by class). instead (see p.56).
15
Artificer
You are an artificer, an expert alchemist and forge
master, gear priest and black powder savant. You
might be a reclusive tinker, a burly gadgeteer, a
fume addled apothecary or an arrogant
steamsmith.
16
1d6 and consult the Injuries & Setbacks mace): Two handed, 2d4+1 damage,
table). The weapon is loud, preventing damage dice that roll 4 are rolled again
stealth. On a fumbled attack, the weapon and accumulate. On a natural 19 attack
malfunctions, rendering it a club until roll, a random body part is injured (roll
repaired (per shield rules p.62). Once 1d6 and consult the Injuries & Setbacks
created, you may wield the weapon like table). The weapon is loud, preventing
any other (does not require expending stealth. On a fumbled attack, the weapon
uses of Alchemy & Mechanica). If the malfunctions, rendering it a club until
weapon is lost or destroyed, you may repaired (per shield rules). Once created,
create a replacement during downtime. you may wield the weapon like any other
(does not require expending uses of
• Breathing Mask: You may activate an Alchemy & Mechanica). If the weapon is
independent air supply as part of your lost or destroyed, you may create a
action or in response to a gas attack. You replacement during downtime.
are immune to gas attacks and may
breathe underwater for 1d6 x 10 mins. In • Corroding Spray: As part of your action
certain situations you might be able to you may cause a single metallic object
share your air supply with others, dividing within 5 ft (eg: weapon, armour) to rust,
the duration by the number of users (GM crack or otherwise be destroyed. If the
discretion). target object is carried, a Luck (Dex) save
resists. Enchanted objects or special
metals (eg silvered) are immune.
17
similar. If multiple devices are combined 8. Restore 1d10 hp each round on
into a single trap, each additional glass your turn (ends if reduced to zero
alternates between adding 1d4 damage or hp).
increasing the blast radius by 5 ft
(maximum 20 ft). • Truth Serum: If injected or ingested, this
serum causes the target to blurt out honest
• Ironward: When hit by a metal based answers to questions posed for 2d6
attack (sword, arrow, trap blade), you may rounds (Luck (Will) save resists).
make an Int check to activate a magnetic
pulse, deflecting the attack at the last • Xray Goggles: For one round, you gain
moment. xray like vision in a 30 ft cone with a 10 ft
base, able to penetrate 1 ft of metal, stone,
• Thunder Gauntlet: You may spend an earth or wood. A thin sheet of lead blocks
action to channel a shockwave at a single the effect.
target within 5 ft, hurling it 2d4 x 5 ft. A
creature gains a Luck (Con) save to resist. Generally speaking, other classes do not have the
Larger than man sized targets, or fixed expertise (including making on the fly calibrations
objects, are generally immune (GM and dosing adjustments) or acquired tolerances to
discretion). You may launch yourself make effective use of your inventions.
using this ability.
Troubleshooter (2nd level)
• Mutagen: You may use one of these highly Once per point of Int modifier per adventure, you
unstable and taxing concoctions as part of may attempt to improvise a jury rigged device or
your action, granting a random benefit for ad hoc mixture to bypass a current obstacle, or
2d6 rounds. Only one mutagen may be assist the party in some other way. A successful Int
active at a time. When a mutagen expires, check is required (Reroll Pool available), modified
there is a 50% chance the artificer suffers at the GM’s discretion. The device is fashioned
1 point of attribute loss (determine from spare parts and chemicals, scavenged or
randomly, excluding Int). Roll 1d8 to adapted from nearby materials, or borrowed from
determine the effect: companions. The GM determines whether a
proposed item is possible in the circumstances,
1. Str increases to 17. and how long it takes to create. Some examples
2. Dex increases to 17. might include:
3. Str & Dex increase to 17.
4. Spend an action to spit poison at • A primitive but serviceable parachute.
a single target up to 15 ft (Luck • Tailored acid that melts through a lock in
(Con) save or paralysed for 1d4 a few moments before turning inert.
hours). Unused spit turns inert • One shot flare gun or magnetic grapple.
when the mutagen expires. • Fusing agent to bind two inanimate
5. You exude eye watering fumes, objects together.
causing all creatures within 5 ft to • Sticky gloves to climb a sheer surface.
make a Luck (Con) save on their
turn or suffer blindness until the The devices and mixtures are temporary and
start of their next turn. makeshift, lasting up to 1d4 hours at best. At the
6. As Hunger for Blood (self only). GM’s option, highly improbable or complex items
7. As Demonic Convergence. might also cost 1 point of Luck.
18
Unique Feature (3rd, 6th, 9th and 12th • Replacement Limb: During downtime, at
level) a cost of at least 1,000 gp (GM
See pages 15, 43. determines), you may permanently
replace a lost limb with a clockwork,
New Skill (4th and 8th level) steam and/or canned lightning powered
facsimile, eliminating injury penalties.
At 4th and 8th level, you gain one new skill (the skill
The subject permanently loses 1 Con but
need not be on your class list).
gains +1 AC. Secret compartments, tool
and/or weapon attachments might also be
Major Breakthrough (5th level) possible at the GM’s option. Maximum
At 5th level, you make a major breakthrough or new
one limb per subject.
discovery, enabling the following benefits:
Supercharged (7th level)
• New Alchemy & Mechanica: During
At 7th level, you may reroll any or all Alchemy &
downtime, you create a new Alchemy &
Mechanica related damage dice, or your initial
Mechanica invention, adding it to your
Mutagen roll. Each individual die to be rerolled
known abilities. Work with your GM to
costs one Reroll die.
determine the details, subject to
playtesting, etc, like a Unique Feature.
House of Gears (10th level)
• Field Repair: Once per adventure, you At 10th level, you may establish an artificing facility,
may spend 1d6 x 10 mins to repair a complete with a mine, forge, workshop, laboratory
broken or damaged item (eg shield, and apprentices. As Master Mechanica, you set the
weapon) in the field, using your carry facility’s goals and objectives, and direct the
tools, spare parts, etc. activities of your crews.
Barbarian
You are a barbarian, a savage warrior from the
tundra, mountains, deep forests or sandy wastes.
You might be a Viking raider, a Conan like
behemoth or an Amazonian warrior woman.
Weapons: Any except crossbows. Ferocious Rage (1st & 7th level)
Skills: Animal Lore, As a barbarian you may harness a primal and
Wilderness Lore, plus 4 ferocious rage. You begin an adventure with one
use of this ability per level. You may regain
of the following:
expended uses by taking short or long rests (p.81).
Acrobatics, Athletics,
Apothecary, Deception,
To enter or end a rage, you must declare such
Detection, Divine Lore,
during your turn, or you may trigger it in response
Gather Information,
to suffering damage or being subjected to a charm,
Insight, Leadership,
fear or madness effect during someone else’s turn.
Persuasion, Sailing,
Stealth.
Your rage lasts a number of rounds equal to your
Con modifier (if triggered after your turn, that
BARBARIAN ATTACK BONUS round doesn’t count). Your rage is loud and
Level 1 2 3 4 5 6
guttural, ruining any chance of stealth. You may
speak, but most words are incomprehensible, and
Bonus 1 2 3 4 5 6 you cannot cast spells.
Level 7 8 9 10 11 12
Whilst raging, you gain a +2 bonus on Str and Con
Bonus 7 8 9 10 11 12 checks, as well as attack rolls, damage rolls and
Luck saves. In addition you become immune to,
or suspend, charm, fear and madness effects, and
20
all damage you suffer is halved (including damage New Skill (4th & 8th level)
that triggers a rage). At 4th and 8th level, you gain one new skill (the skill
need not be on your class list).
At 7th level, while raging, if you are reduced to zero
hit points, you may choose to make a Luck (Con) Killer Instinct (5th level)
save to be reduced to 1 hit point instead. At 5th level, you perfect your primal fighting
instincts, causing critical hits with weapons on a
Born to the Wilds (1st level) natural 1d20 roll of 19-20. Additionally, any
The constant trials of the wilderness have weapon attack that reduces a target to single digit
sharpened your survival skills. You have advantage hit points (9 or less) reduces the target to zero hit
whenever you make a check related to Wilderness points instead.
Lore (see Skills).
Second Attack (7th level)
Sixth Sense (2nd Level) At 7th level, you may spend a Reroll die to make a
nd
At 2 level, you have survived long enough to second attack that turn (if two weapon fighting, you
cultivate a sixth sense for hidden danger. You have do not gain a second extra attack).
advantage when making checks to resist ambush
or surprise. Chieftain (10th level)
At 10th level, you attract or take control of a tribe
Unique Feature (3rd, 6th, 9th & 12th of barbarians who swear fealty to you. As tribal
level) head, you may direct the tribe’s activities. Some
See pages 15, 43. tribes mark out territories while others follow
shifting migration patterns. In either case, your
tribe develops an unmatched knowledge of the
relevant area.
Bard
You are a bard, a charismatic wanderer; part artist,
diplomat and warrior, as skilled with blades as you
are with ballads. You might be a fearsome skald, a
celebrated performer or a master of whispers. In
your travels you draw knowledge from all corners,
forging alliances and extracting secrets from those
who should know better.
22
Bardic Knowledge (2nd level) Additionally, provided an ally is within 120 ft and
nd
By 2 level, your studies have earned you an ear can see or hear you, they may reroll any fumbled
attack rolls (no Reroll die cost). You may use this
for languages and a wide knowledge of different
ability to reroll your own fumbled weapon attacks,
cultures. You may make a Cha check to provided you can see or hear an ally within 120 ft.
understand or communicate in a language you
don’t formally know (speaking in short sentences
Rallying Shout (7th level)
and comprehending the gist of what is said or
At 7th level, once per round, you may spend a
written). Additionally, you have advantage when
Reroll die to permit an ally within 120 ft who can
recalling lore relating to history, culture (including
see or hear you to reroll a failed weapon attack.
myths and legends) and etiquette.
You may use this ability to reroll your own failed
weapon attack, provided you can see or hear an
Unique Feature (3rd, 6th, 9th & 12th ally within 120 ft.
level)
See pages 15, 43. Network of Informants (10th level)
At 10th level, you establish a network of contacts
New Skill (4th & 8th level) with yourself at the centre. Your network spans
At 4th and 8th level, you gain one new skill. multiple cities and covers a broad spectrum of
society. The members tend to be an eclectic bunch
Rare Fighting Techniques (5th level) with skills and talents in most fields. As principal,
At 5th level, you employ a mix of rare and you set the network’s overall objectives and direct
unconventional fighting techniques, acquired its activities (as much as that is possible).
through study or travel. Your weapon attacks
cause critical hits on a natural 1d20 roll of 19-20.
Cultist
You are a cultist, the devoted servant of a god,
daemon or other cosmic entity distant and
inscrutable. You might be a pious priestess, an
unflinching inquisitor, or a haunted warlock
struggling to avert a terrible doom.
Skills: Apothecary, Divine At 1st level, the cultist knows a number of blessings
Lore, plus 4 of: Arcane equal to his Will modifier. Each level thereafter
Lore, Athletics, the cultist learns one additional blessing, and if
Deception, Detection, desired, may substitute one known blessing for
Gather Information, another. You begin an adventure with one use of
General Lore, Insight, this ability per level. Each time you use this ability,
Persuasion, Sailing, choose one of your known blessings to apply. You
Stealth, Wilderness may regain expended uses by taking short or long
Lore. rests (p.81).
CULTIST ATTACK BONUS
All cultists may choose to learn the following
Level 1 2 3 4 5 6 blessings:
24
• Holy Smite: As part of a melee attack, • Watched Over: The cultist and all PC
instead of rolling damage, you cause allies within 20 ft gain +1 AC as long as the
maximum weapon damage plus your cultist is above zero hp. Once known, this
level. The attack counts as magical. This blessing is always active, and does not
ability may not be used more than once require expending a blessing use.
per round.
Sacred Lore (1st level)
• Lay on Hands: The cultist may spend an Cultists gain advantage on all checks relating to
action to heal a touched target 1d4 hp per Divine Lore, holy or unholy, including deities,
cultist level, plus the cultist’s Will undead and demons.
modifier. If the target has zero hp, the
wounds mend slowly over 1d3 minutes Child of the Gods (2nd level)
(the target does not regain hit points or The cultist is blessed by their patron, increasing
consciousness until the 1d3 minutes their maximum Luck by 1 point.
passes).
Unique Feature (3rd, 6th, 9th and 12th
• Mend Injury: as Solace of Argona. This level)
ability may not be used more times than
See pages 15, 43.
half the cultist’s level (round up) per
adventure.
New Skill (4th and 8th level)
At 4th and 8th level, you gain one new skill (the skill
• Purge Affliction: As Purge the Accursed.
This ability may not be used more times need not be on your class list).
than half the cultist’s level (round up) per
adventure.
25
Tenets & Favour Example
Included with each god’s description are example At dawn a Priestess of Argona obtains Favour by
duties and strictures consistent with the cult’s bolstering her allies’ spirits with an inspiring hymn
ethos. Tenets are intended as roleplaying (Foster hope). An hour later she regains Favour by
differences between faiths, reasons to adventure, healing the wounds of an ally mid combat (Aid the
and ways for cultists to earn Favour. sick and injured). As dusk falls, the priestess again
tries to Foster hope, but this time the GM requires
In order to gain Favour, the cultist must take action
promoting, enacting or adhering to one or more a one hour ceremony instead of a short prayer.
tenets. The GM determines whether a tenet is met
and Favour bestowed. A cultist either has Favour
or not. Acting contrary to a tenet generally strips Example Gods
the cultist of Favour if they have it (GM discretion, Five deities from the Midlands setting are
or a Luck (Cha) save might be called for). provided below as examples. Each comes with
Consistently breaking one or more tenets not only suggested Tenets and Patron Benefits. GMs are
strips favour, but may impose penalties on encouraged to tweak or substitute as desired.
invoking blessings, or prevent any blessings until/if
the cultist atones (GM’s call).
Argona (the Starmaiden)
Argona is the goddess of health, wealth, happiness
and hope. In addition, she is venerated as a fierce
protector of families, especially children, elderly
and other vulnerable. She is usually depicted as a
beautiful, raven haired woman with a trail of stars
in lieu of legs.
Tenets:
If labouring under a Divine Rebuke that requires • Foster hope.
Atonement to absolve, the cultist cannot gain • Aid the sick and injured.
Favour until their atonement is complete. • Fight for those who cannot fight for
themselves.
Because cultists rely on Favour to invoke blessings • Embrace toil and prosper.
reliably and without fear of Divine Rebuke (see • Celebrate good works.
p.87), it is recommended that GMs give PCs the
benefit of the doubt when deciding whether a tenet
Patron Benefits:
is satisfied. At the GM’s option however,
repeatedly using the same tenet to garner Favour i. The cultist gains advantage on Apothecary
may become increasingly difficult over the course related checks.
of an adventure.
26
ii. Add the following to Spell like Blessing: • Purge the undead and the demon,
Deny the Nine Furies, None Shall Pass, wherever they roam.
Ward of Lost Souls. • Stifle disease.
• It is blessed to repurpose that which is in
Baal (Lord of Crows) decay.
Baal is the god of decay, suffering, disease and
death. His name is commonly uttered to ward off Patron Benefits:
his unwanted attention. Baal is usually portrayed i. Shadow of Death: when the cultist rolls a
as a floating skull, a murder of crows or an animate natural 20 on a melee attack roll, a living
ooze. target with less HD than the cultist dies
(no save). This is a magical effect and
Designer’s Thoughts requires a DDM check. The cultist may
In original LFG, the Magic User class choose not to invoke this effect.
encompassed all forms of magic, removing the ii. Add the following to Spell like Blessing:
need for a traditional “cleric” class. Riddle of Bones.
The Cultist changes this unified magic paradigm Graxus (the Iron God)
by creating an implicit divide between arcane and Graxus is the god of war, courage, struggle and
divine power (even though a combined spell list glory. He is called upon in times of conflict and
remains). Like all LFG rules, GMs should ignore strife, either to rally strength or deflect his wrath.
or change anything they don’t like, including He is frequently depicted as a juggernaut of
(especially) classes. Some GMs might permit both destruction; a towering half man, half iron fusing
Cultists and Magic Users in their game, others just of steel and flesh.
one, or neither.
Related Activities: Warfare, combat, fisticuffs, arm
Note that some Unique Features (eg Divine wrestling, exhortations of grit, bestowing of
Blessings, Spell Casting and Faustian Pact) provide accolades. His feast day is Ironvow.
further options for (limited) themed magic.
Common Phrases: By blood or blade! Victory and
death! The Iron God cometh!
Related Activities: Funerals, executions, palliative
care, ancestor worship, spreading or resisting Common Icons: Anvil and skull. Iron fist. Crossed
disease, torture, managing or ending suffering. swords with a central eye.
Baal’s feast day is the Day of Dust.
Tenets:
Common Phrases: No life without death. Bones • Test your mettle.
and dust, blood and rust. All are equal before • Live boldly or not at all.
Baal. Baal’s Balls! • Finish your foe without hesitation.
• Iron and steel are hallowed metals; treat
Common Icons: Skull chalice. Crow(s). Ooze. them so.
• Bring glory to yourself and the Iron God.
Tenets:
• Pray for the departed. Patron Benefits:
• Heed the suffering of others. i. Trained for War: The cultist may use all
• End those that deserve death. melee weapons or heavy armour (choose
one).
27
ii. Offering of Blood: The cultist may access Related Activities: Planting, harvesting, breeding,
their Reroll Pool for melee attack and weather ceremonies, hunting, camping, raising
damage rolls. bonfires. Her feast day is Long Harvest.
Patron Benefits:
i. The cultist gains advantage on Stealth or
Deception related checks (choose one).
ii. Add the following to Spell like Blessing:
Mantle of Many Faces, Place of Perfect
Night, Shennog’s Blessing.
28
Wodon Tenets:
Wodon is the god of knowledge, art, wisdom and • Your word is your bond.
justice, beseeched when seeking insight, • See justice done.
inspiration or truth. He or she (sex uncertain and • Learning is blessed; expand and
used interchangeably) is portrayed as a giant owl, strengthen your ken.
or a wizened human with two heads, one male and • Preserve the old lore and relics.
one female, leaning on a runed staff or stack of • Muse upon the wonderment of art.
tomes.
Patron Benefits:
i. The cultist gains advantage on General
Related Activities: Seeking or giving advice, study,
Lore related checks.
investigation, meditation, artistic endeavours,
ii. Hammer of Judgment: On a successful
justice. Wodon’s feast day is Reverie.
melee hit, the cultist may spend a Reroll
die to knock the target prone, and blind
Common Phrases: Wodon guide you. Knowledge
them until the end of their next turn (no
is power. One cannot hide from one’s self.
save, once per target only). This effect
Vengeance is a pit, justice a door.
does not trigger a DDM check.
iii. Add the following spells to Spell like
Common Icons: Stack of tomes. Dual headed
Blessing: Inescapable Unmasking,
bust. Giant owl with a set of scales and/or hammer.
Whispers of the Watchers.
Fighter
You are a fighter, a veteran warrior expertly
trained in weapons and armour. Perhaps you are
a mail clad knight, an agile spearman, or a sharp
eyed bowman. Fighters are versatile masters of all
weapons, switching between armaments and
fighting styles to best meet the foe at hand.
Weapons: Any.
FIGHTER ATTACK BONUS At 1st level, choose one of your styles to be your
default style. When you gain a level, you may
Level 1 2 3 4 5 6
substitute your default style for another if you wish.
Bonus 1 2 3 4 5 6 You begin an adventure with one use of this ability
per level. You may regain expended uses by taking
Level 7 8 9 10 11 12
short or long rests (p.81).
Bonus 7 8 9 10 11 12
You gain the benefits of your default style at all
times, except as noted below. When you use
30
Adaptable, choose one of your known styles and You may declare the use of this ability
substitute it for your default style until the end of after reducing a target to zero hit points
the combat. You may use Adaptable multiple (provided it is your turn).
times during the same combat if you wish. You
may revert to your original default style at any time • Protector: You automatically succeed on
during your turn (no action, does not expend a use Dex checks to trigger Rescue Exploits,
of Adaptable). and shields grant you +2 AC instead of +1.
Example
Kruncor has Two Hander default style, and also
knows Protector and Ranged. He automatically
begins a battle with Two Hander (advantage on
damage rolls with his Great Axe), but part way
through expends one use of Adaptable to switch to
Protector (gaining shield and Rescue benefits
instead of advantage on damage rolls). A few
rounds later Kruncor reverts back to Two Hander
style (no action, no Adaptable use) to finish off the
final enemy.
31
• Rearguard: You may declare use of this Supplies (2nd level)
style at the start of a round, prior to your By 2nd level, you naturally anticipate and prepare
turn. You adopt defensive manoeuvres, for dangers and obstacles that lie ahead. At any
directing a tactical retreat as you guide time during an adventure, you may automatically
your allies to safety. All party members add 1d4 mundane items to your equipment list
gain advantage on any Party Retreat tests (the items must have a common theme). For
(see page 68). example, you might gain additional coils of rope,
a grappling hook and climbing boots, a cache of
• Unarmed: Your unarmed attacks cause fire pots, and so on. Particularly expensive or
1d6 damage instead of 1d2. On a Nat 19, bulky items may not be permitted at the GM’s
you may grab or disarm your foe. discretion. After using this ability, you may not use
it again until you resupply at a village, town or city
Deadly Strikes (1st level) (the GM might impose additional limits).
Your weapons expertise helps you land crippling
blows; your weapon attacks cause critical hits on a Unique Feature (3rd, 6th, 9th and 12th
natural 1d20 roll of 19-20. In addition, if your
level)
weapon causes a special effect on a natural 19, the
See pages 15, 43.
effect also occurs on a natural 20.
32
Magic User
You are a magic user, a student of strange and
supernatural powers that are not well understood.
You might be a mysterious conjuror, a dread
witchdoctor, or an eccentric sorcerer with a six
demon bag.
Skills: Arcane Lore, Insight If a magic user finds any scrolls or spell books
plus 4 of: Animal Lore, while adventuring, she may learn one extra spell
Athletics, Apothecary, (from the scroll or book) when advancing a level.
Deception, Detection, Once per level a caster may also substitute one
Divine Lore, Gather known spell for another spell.
Information, General
Lore, Persuasion, When learning spells that unleash or affect specific
Sailing, Stealth, elements, for example Gift of the Fiery Furnace,
Wilderness Lore. the magic user may learn an elemental variant
instead (eg Gift of the Frozen Vortex).
Spell Casting (1st level) At the start of an adventure, you may use a number
A 1st level magic user knows one spell, plus a bonus
of spells, of each spell level, as shown on the
number of spells equal to her Int modifier, which
advancement table. You may regain expended
the player choses from the 1st level spell list (see
spell uses by taking short or long rests (p.81). You
the Magic chapter). Each level thereafter the magic
choose which of your known spells to cast at the
user learns a number of spells equal to her Int
time of casting. Casting a spell requires
modifier as chosen by the player (up to the highest
concentration; if the magic user suffers any
level the caster knows, per the advancement table).
damage before her turn, she may not cast a spell
that round.
33
Example Attuned Mind (2nd level)
At the start of an adventure, a 5th level magic user Every magic user develops a strong sense of arcana
may cast four 1st level spells, two 2nd level spells, and and resistance to attacks on her mental state,
one 3rd level spell. When advancing from 5th level including charm, fear, madness, and so on.
to 6th level, with Int 16 (+2), the caster learns two Practitioners have advantage when resisting mind
new spells, chosen from the 1st, 2nd or 3rd level lists. related attacks and when sensing magic.
If the magic user found a scroll of 1st to 3rd level,
she may also learn one spell from the scroll. Unique Feature (3rd, 6th, 9th and 12th
level)
On a particular day, the magic user might cast
See pages 15, 43.
Insidious Slumber four times, Wings of the
Starless Abyss twice and Gift of the Fiery Furnace,
or she might cast Lash of Unerring Pain, Arcane
New Skill (4th and 8th level)
At 4th and 8th level, you gain one new skill (the skill
Aegis twice, Insidious Slumber, Wings of the
need not be on your class list).
Starless Abyss, Bound by the Black Spiral and Gift
of the Fiery Furnace. Remember that if the magic
user suffers any damage before her turn, she may
not cast a spell that round.
Level
Bonus
1 0 2 – – – – –
2 1 3 – – – – –
3 2 3 2 – – – –
4 2 4 2 – – – –
5 3 4 2 1 – – –
6 4 4 3 2 – – –
Battle Magic (7th level)
7 5 4 3 2 1 – – At 7th level, you may reroll any or all spell damage
dice, or reroll the number of targets affected by a
8 5 4 3 3 2 – – spell. Each die to be rerolled costs one Reroll Pool
die.
9 6 4 3 3 2 1 –
Tower (10th level)
10 7 4 4 3 2 2 – At 10th level, a magic user may build a tower for
herself to house her library, laboratory and so on.
11 8 4 4 3 3 2 1 She will attract a mixed bag of mercenaries, strange
servants, an apprentice, and perhaps even a few
12 8 4 4 4 3 2 2 monsters. This motley crew will follow her orders
for as long as they dare.
34
Monk
You are a monk, a pilgrim adventurer and martial
artist, travelling the wilds in search of
enlightenment. You might be a peacekeeping
vagabond, a reclusive mystic or a vigilante drifter.
Raised by your order, you lack family attachment
and eschew material things, focusing instead on
the perfect alignment of mind, body and spirit.
35
apply. You may use this ability as part of your • Deflect Projectile (Moon shields Sun):
normal action. If a technique requires a Will When damaged by a non-magical ranged
check, you may use your Reroll Pool. attack (dagger, arrow, boulder, etc), this
ability may be triggered to negate it.
• Acrobatics (Formless Water): Until the
start of his next turn, the monk gains a • Strength of One:
bonus equal to twice his Will modifier to The monk increases her Str to 19 for one
AC, Luck (Dex) saves and defensive Dex action.
checks. This ability may be triggered after
being hit or otherwise targeted by an • Impossible Leap (Heaven’s Leap): The
opponent (potentially turning a hit into a monk may jump up to 30 ft in any
miss, etc). direction. Some GM’s might require a
staff, creature or terrain to launch from.
36
Open Hand Versatility (2nd level) spend a Reroll die to gain a useful insight.
Monks are experts in controlling and subduing Bearing in mind your party goals, the GM
their opponents. On a natural 19 unarmed attack will remind you of an important piece of
roll, the monk may grab, trip, disarm or push the information, spotlight an overlooked clue
target up to 10 ft. or connection, or provide some other
inspiration, and
Unique Feature (3rd, 6th, 9th and 12th
level) • Once per adventure, during your turn you
may spend a Reroll die to end a magical
See pages 15, 43.
effect you are subject to (if others are
subject to the same effect, it does not end
New Skill (4th and 8th level) for them).
At 4th and 8th level, you gain one new skill (the skill
need not be on your class list).
Counter Attack (7th level)
At 7th level, after being damaged by an enemy, you
Enlightened Warrior (5th level) may spend a Reroll die to make a single unarmed
At 5th level, you unlock glimmers of enlightenment,
attack against that foe. This ability may not be used
invigorating your physical, mental and spiritual
more than once per round.
being. You gain the following benefits:
Monastery (10th level)
• Open Hand Versatility applies on a
At 10th level, a monk may establish a monastery,
natural 19-20 attack roll,
complete with dedicated novices and a handful of
older monks to guide them. As Grandmaster, you
• Once per adventure, after a period of
set your order’s philosophy and objectives (which
meditation and contemplation, you may
need not align with your original order).
Ranger
You are a ranger, a hunter of monsters and men;
scout of the borderlands and sentinel of
civilization. You might be a faultless tracker, a
brave woodsmen, a grizzled beastmaster or a
veteran explorer.
38
• Luck attribute equal to the ranger’s Rangercraft (1st level)
current Luck. The ranger’s Luck is not Travelling the outlands is dangerous for large, well
reduced on a successful Luck save by the armed caravans, let alone solitary hunters,
companion. requiring rangers to hone a variety of survival
talents. At 1st level, the ranger knows a number of
• Treated as a PC for the purposes of (i) talents equal to his Perc modifier. Each level
morale, (ii) death, (iii) injuries, and (iv) thereafter the ranger learns one additional talent,
healing. and if desired, may substitute one known talent for
another.
• Shares the ranger’s Reroll Pool.
You begin an adventure with one use of this ability
Beast companions are the epitome of their per level. You may regain expended uses by taking
species. Their natural aptitude, combined with the short or long rests (p.81). Each time you use this
ranger’s guidance, produces an animal uniquely ability, choose one of your known talents to apply.
suited to the rigours of adventuring. You may use this ability as part of your normal
action. If a talent requires a Perc check, you may
Wolf, AC 11 + ranger’s Perc modifier, HD 1+2, use your Reroll Pool.
Bite 1d6+1, 19: target is knocked prone or
grabbed, S15 D13 C16 I5 P14 W13 Ch7, L • Animal Ken: The ranger and his beast
special, Mv 60 ft. The wolf gains advantage when companion may briefly exchange detailed
tracking and on attack rolls when flanking an information, including matters which
opponent. might not normally be imparted by an
animal (GM discretion). The GM might
Viper, AC 12 + ranger’s Perc modifier, HD 1, Bite require a Perc check for especially
1d3 + poison, 19: extra strong venom dose causing complex information.
2d6 damage, S10 D17 C14 I5 P13 W14 Ch6, L
special, Mv 30 ft. • Anti-toxin Draught: One target within
reach may apply the effects of Anti-toxin
The viper is approximately 6 - 8 ft long, able to (p.54). In addition, 1d4 attribute points
climb trees and squeeze into locations other beast lost due to poison are restored over 1d6
companions cannot. It also detects body heat up hours.
to 10 ft distant (ignores visibility penalties against
living targets). The viper’s poison causes 1d6 • Instinctive Rescue: The beast companion
damage (Luck (Con) save negates). may perform a Rescue that targets the
ranger (LFG p.75). If the GM agrees a
Owl, AC 12 + ranger’s Perc modifier, HD 1d6 hp, Rescue is possible, the companion must
Rake 1d4+1, 19: eyes bloodied; target blind until make a Dex check and the ranger a Perc
end of their next turn, S7 D16 C12 I5 P16 W15 check. If successful the Rescue occurs. No
Ch8, L special, Mv 90 ft. The owl can fly, and sees Luck check is required. This ability is not
as well in darkness as in light (provided there is available if the beast companion is
some light to amplify, for example moonlight). It incapacitated.
gains the usual aerial combatant advantages (p.78).
• Nature’s Venom: After you hit with a
weapon attack, you may impose a 75%
chance that the target’s next turn occurs
39
last in the initiative order. This is a poison Steady Shot (2nd level)
effect. From 2nd level, when making ranged attacks,
targets lose up to 2 points of AC bonus due to
• Off Hand Adept: If two weapon fighting cover. Additionally, if you miss your target, you
(p.76), before rolling to hit with an extra never reroll the attack against an ally in the same
attack this turn, you may choose to negate melee (LFG p.73).
the usual disadvantage penalty for that
attack roll. Unique Feature (3rd, 6th, 9th and 12th
level)
• Cover Fire: If the ranger or an ally is hit
See pages 15, 43.
by a ranged attack, you may force the
attacker to reroll that attack and use the
lowest result. The ranger must be armed
New Skill (4th and 8th level)
At 4th and 8th level, you gain one new skill (the skill
with a ranged or throwing weapon and be
need not be on your class list).
within range of the attacker to activate this
ability.
Master Hunter (5th level)
• Ranger’s Ointment: For 1d6+6 hours, one At 5th level, your ranged attacks cause critical hits
target within reach gains advantage on on a natural 1d20 roll of 19-20.
rolls to resist adverse effects inflicted by
cold, heat/fire and lightning (magical or In addition, your beast companion gains the
otherwise). following benefits:
• Seasoned Explorer: The ranger gains • Hit points increase by 3 hp per ranger
advantage on all checks related to level (instead of 2),
Wilderness Lore. Once known, this talent
is always active, and does not require • Gains the Rogue Skirmisher ability (using
expending a rangercraft use. ranger level). If your companion already
has the Skirmisher ability, it gains +1 AC
• Sharpshooter: Before rolling for damage instead.
with a ranged attack, the ranger may make
a Perc check. If successful, the attack Second Attack (7th level)
causes critical hit damage. This ability may At 7th level, you may spend a Reroll die to make a
not be used more than once per round. second attack that turn (if two weapon fighting, you
do not gain a second extra attack).
• Veteran Scout: For 1d6 x 10 minutes, the
ranger and beast companion leave no Outpost (10th level)
tracks, ignore armour penalties and move At 10th level, a ranger may secure an outpost as a
stealthily without slowing their normal base of operations in the wilds. Your outpost is
move rate (if the GM normally requires patrolled and maintained by a rotating band of
such). independent trackers, hunters and allied beasts.
As High Ranger, you guide your band’s activities,
• Slip Away: The ranger gains the Rogue’s and develop an intimate knowledge of the area
Skirmisher ability until the end of her (including enemy settlements, threats, secret trails,
next turn. etc).
40
Rogue
You are a rogue, a lurker in the shadows, gifted in
acrobatics, stealth and sleight of hand. You might
be a brave scout, a sly thief, a deadly assassin or a
haughty pirate. In any guise, agility and cunning are
the rogue’s hallmarks.
41
You begin an adventure with one use of this ability Int check to fool, mislead or negate the
per level. You may regain expended uses by taking effect. This ability lasts 1d6 x 10 minutes.
short or long rests (p.81). Each time you use this
ability, choose one of your known tricks to apply. • Smoke Bomb: A smoke bomb may be
You may use this ability as part of your normal thrown up to 40 ft. Thick smoke fills a 15
action. ft diameter, blinding those within and
blocking line of sight. The smoke
• Cat’s Grace: Subject to GM discretion, the disperses in 1d4 rounds.
rogue may turn a failed save or check
relating to climbing, acrobatics or falling, • Unseen Whip: On a failed Luck (Dex)
into a success. save, one target within 10 ft is tripped,
pulled up to 10 ft, or disarmed.
• Choking Dust: Up to 1d4 targets within 5
ft of the rogue must make a Luck (Con) Generally speaking, other classes do not have the
save or be rendered mute for 1d4 rounds. expertise required to make effective use of these
specialised tools and techniques.
• Blind Sense: By applying the proper
techniques, the rogue temporarily Skirmisher (2nd level and 7th level)
heightens her senses, halving the usual By 2nd level you are a natural skirmisher, attacking
penalties for poor visibility. The effect swiftly then disengaging before your target can
lasts 1d6 x 10 minutes. properly retaliate. When you are subject to a free
attack due to your movement, the enemy suffers
• Flash Powder: Up to 1d4 targets within 5 disadvantage on the attack roll. At 7th level, if you
ft of the rogue must make a Luck (Dex) are hit by such an attack, you may spend a Reroll
save or be blinded until the end of their die to turn the hit into a miss.
next turn.
Unique Feature (3rd, 6th, 9th and 12th
• Glue Pot: On a failed Luck (Str) save, one level)
target within 30 ft cannot move from their
See pages 15, 43.
current position until they use their action
to break free with a successful Str check.
Targets with Str 19+ are immune. New Skill (4th and 8th level)
At 4th and 8th level, you gain one new skill (the skill
• Hidden Blade: The rogue may reroll a need not be on your class list).
failed melee attack.
Lethal Precision (7th level)
• Quick Reflexes: The rogue may reroll her At 7th level, you may reroll any or all of your
initiative check and choose the best result. backstab damage dice and use the best result. Each
damage die rerolled costs one Reroll die.
• Rapid Dose: The rogue may apply a single
dose of poison, or drink a potion (or Thieves’ Guild (10th level)
similar). At 10th level, a rogue may establish a guild formed
of local thieves, cutpurses and scoundrels. These
• Slippery Mind: When the rogue is subject shadowy figures are surprisingly loyal and willing
to magical forces that detect her thoughts to take great risks for their Guildmaster, just so
or locate her, she may choose to make an long as she keeps the opportunities flowing.
42
UNIQUE FEATURES
ARMOUR TRAINING
Some example Unique Features (class Gain proficiency in the next level of heavier
advancements at 3rd, 6th, etc) appear below. Each 1
armour or shields.
may be selected once only, unless the GM Gain proficiency in the next level of heavier
determines otherwise. “Crossclass” feats are only 2
armour and shields.
available to PCs of a different class.
3 Gain proficiency in all armour and shields.
Most UFs include three tiers, representing low,
moderate and high power versions. Each tier AWAKENED HOST
accumulates upon the last. The GM decides which
power level UFs operate at in their campaign You unlock mental powers by tapping into
(either globally or on a per ability basis, bearing in your corrupted bloodline (these are magical
1
mind the specific PCs involved), or might allow effects). Once per adventure, you may cast
players to cherry pick benefits from the list. Strange Joining.
Once per adventure, you may cast Gaze of
2 Beguilement.
Once per adventure, you may cast Soothing
3 Edict.
BORDERLANDS SCOUT
Tables should in no way feel constrained by these
examples. GMs and players are encouraged to Gain a +2 bonus on Wilderness Lore
1 checks.
customise what follows to suit their game, and/or
use them as guides for their own creations. 2 Gain a +2 bonus on Detection checks.
3 Gain a +2 bonus on Stealth checks.
ADAPTABLE (Crossclass)
You gain a limited version of the Fighter COMBAT MEDIC
Adaptable ability. Learn two fighting styles (you do
not gain a default style). You begin an adventure During a short rest, you may automatically
with two uses of this ability. restore half of a touched target’s lost hit
points (or your own). The target may not
1 benefit from other short rest healing during
ALCHEMY & MECHANICA (Crossclass) the same rest. This ability requires access to
You gain a limited version of the Artificer a healer’s kit. You begin an adventure with
Alchemy & Mechanica ability. Gain one invention. one use of this ability.
You begin an adventure with two uses of this ability Once per adventure, you may spend an
(if applicable). action to grant a touched target (or yourself)
2 another Luck save vs ongoing poison or
disease.
ARMOUR MASTER Once per adventure, after combat, you may
While wearing armour, you reduce all grant a touched target (or yourself)
1 3 advantage on a check or save to avoid
damage suffered by 2 points.
You may spend a Reroll die to reduce the permanently losing a limb/organ.
2 damage of an attack by your level.
The PC may make a Luck save to negate a DANCE OF DRAGONS
single physical attack that reduces them to
3 zero hp (once only, then the armour If you are unarmoured (and not grabbed or
requires repair, similar to a shield p.62). 1 overly encumbered) add your Will bonus to
your AC.
43
In response to being hit by a ranged attack, deeds (choose at least one deed). The GM
spend a Reroll die to immediately gain up has right of veto for remote locations.
2 to three quarters cover, possibly turning the When you enter a town, you may make a
hit into a miss (no action, but there must be Charisma check. On a great success, a
significant number of the residents
sufficient cover within 10 ft). 2 recognise you, and have heard of your past
If you make a successful Luck (Dex) save, deeds (choose at least one deed). The GM
and would normally take half damage, you has right of veto for remote locations.
3
may spend a Reroll die to take no damage When you enter a city quarter, you may
instead. make a Charisma check. On a great success,
at least some of the residents recognise you,
3 and have heard of your past deeds (along
DAUNTLESS
with those of close allies; choose at least one
1 You are immune to fear effects. deed). The GM has a general right of veto
for cities.
2 Gain advantage on Luck (Will) saves.
3 You are immune to madness effects.
FAUSTIAN PACT
You have a magical pact with an immortal
DIVINE BLESSINGS (Crossclass) being (non-deity) beyond the Veil. Once
You gain a limited version of the Cultist Blessings per adventure, in exchange for a price or
ability. Choose a god, gain its tenets (not Patron 1 debt brokered with the GM, you may spend
Benefits) and learn two blessings. You begin an an action to invoke a spell of 2nd level or
adventure with two uses of this ability. lower (cast at your level). If no agreement
can be reached, your action is wasted.
You may invoke a spell of 3rd level, at the
ELEMENTALIST 2 additional cost of 1 Luck point.
Once per adventure, you may spend an When you use this ability, instead of a spell,
action to magically control an element you may invoke a supernatural effect that
within 30 ft, generating one of the below operates like a Rescue Exploit (no action,
spell effects: 3
negotiate a price/debt as normal). The usual
Air: Thunderous Invocation (wave form).
Earth/Stone: Arcane Aegis. Dex and Luck checks (p.75) are required.
1 Fire: Fire Lash (as Lash of Unerring Pain, The Rescue may target yourself if you wish.
but made of fire and may also target objects,
in which case a ranged attack roll is required FEROCIOUS RAGE (Crossclass)
to hit a moving object).
Water: Bloodbound (as Bound by the You gain a limited version of the Barbarian
Black Spiral, but single target only). Ferocious Rage ability. You may rage only when
You may use this ability twice per Staggered, and do not gain +2 to Str/Con checks,
2 to hit, damage or Luck saves. You begin an
adventure.
adventure with two uses of this ability.
You may use this ability three times per
3
adventure.
INSPIRE GREATNESS (Crossclass)
FAME or INFAMY You gain a limited version of the Bard Inspire
Greatness ability. You begin an adventure with two
When you enter an outpost or village, you uses of this ability.
may make a Charisma check. On a great
1 success, at least some of the residents
recognise you, and have heard of your past
44
Once per adventure, you may attempt to
IRON GRIT
dispel a magical effect (treat as Sever
Increase your hit point maximum by 2 per 3 Arcarnum, but cannot be interrupted like
1 level. normal spell casting).
Whenever you suffer a critical hit, you may
2 make a Will check to turn it into a normal
hit instead. PACK TACTICS
Gain advantage on All Dead or Mostly On your turn, you may spend a Reroll die
3 Dead checks. (no action, max once/turn) to grant an ally
1 an immediate move or attack. The ally must
be able to see or hear you. You begin an
KAROK ENVOY adventure with one use of this ability.
1 Gain a +2 bonus on Persuasion checks. When you roll a critical hit, you may make
a Cha check. If successful, you may spend a
2 Gain a +2 bonus on Deception checks. 2 Reroll die per (1) above (does not count as
You own a servitor (dwarf slave from Dol- expending a use of this ability).
Karok in the Midlands), who accompanies When you are reduced to zero hp, you may
you on your journeys, acting as a porter, immediately grant a move or attack per (1)
3 3
guard, etc. Treat as a PC for death, injuries above, without spending a Reroll die (does
and healing. Roll twice on the Hireling not count as expending a use of this ability).
Advancement table (p.162).
PILFER POUCH
MARKSMAN
Your hands have a mind of their own,
When using ranged weapons, you do not regularly pocketing random objects and
suffer disadvantage when shooting further stowing them. You may spend an action to
1 than standard range, and never roll to see if 1 dig through your pouches to discover a
you inadvertently hit an ally in melee with forgotten item (roll d100). You begin an
your target. adventure with one use of this ability.
You reroll fumbled attacks with ranged You may use your Reroll Pool when using
2 weapons. 2 this ability.
Before the first round of a new combat Instead of rolling d100, you may make a
3 (assuming you are not surprised), you may
3 Luck check to select an entry from the
make a free ranged attack against one target.
d100 table (GM veto applies).
Roll on the Roll d66 on the
MONK TECHNIQUES (Crossclass) 1-2 Trinkets & 51-52 Carry Loot
You gain a limited version of the Monk Curios table table.
Techniques ability. Learn two techniques. You 3-4 Ball of string 53-54 10 ft silk rope
begin an adventure with two uses of this ability.
These abilities do not function if you are wearing 5-6 Fishing hook 55-56 Trip wires
medium or heavy armour. 7-8 Small mirror 57-58 Skorn tooth
9-10 Oil flask 59-60 Candle
ORDO MALEFACTOS Gemstone Pipe &
11-12 61-62
You automatically sense magic within 30 ft (1d6x20 gp) pipeweed
1 (per p.83), and gain a +2 bonus on all 13-14 Random poison 63-64 Lockpicks
attribute checks and Luck saves vs magic.
15-16 Iron spike 65-66 Spyglass
On a natural 1 Luck save vs magic, you may
2 reflect the attack back at the source. 17-18 Ink bottle 67-68 Signal whistle
45
19-20 Manacles 69-70 Bag of flour SEA DOG
21-22 Firepot 71-72 Flask of grease Gain the Sailing skill, and advantage when
23-24 Magnifying glass 73-74 Silvered dagger climbing ropes and rigging, to keep your
1 balance amid slippery or tilting surfaces,
25-26 Box of snuff 75-76 Bag of caltrops
and in social interactions with boat folk.
27-28 Chalk 77-78 Holy water Gain a loyal and highly intelligent bird, cat,
29-30 GM special 79-80 Roll twice monkey or similar pet, with Luck 10, +1 hp
2 per PC level, treated as a PC for morale,
31-32 Iron tongs 81-82 Tin of wax death, injuries and healing. If your pet dies,
33-34 Deck of cards 83-84 Flint & steel you may acquire another during downtime.
Gain a secret treasure map. If you manage
35-36 Bag of marbles 85-86 Wolfsbane
to acquire the hidden booty, it comprises 1
Signet ring Roll 1d20 on the 3 x Lair Treasure equal to your HD, plus 1
37-38 87-88
(2d6+15 gp) Valuables table permanent magical item.
39-40 Anti-toxin 89-90 Salt pouch
3 ft cold iron Hardtack SECRET HISTORY
41-42 91-92
chain 1d6 meals Reveal a secret background that no-one
Random holy Ferret or suspected. Gain a related skill, and your
43-44 93-94 1
symbol similar animal extra background might also prove useful
45-46 Jar of bees 95-96 Spices for skill related checks (p.49).
Gain a useful related contact who is a past
47-48 Acid flask 97-98 Ale flask
2 ally, owes you a favour, or has goals aligned
Healing herbs with yours.
99- Random potion
49-50 (as potion, once Gain a powerful related benefactor whose
100 (once per year)
per adventure) goals are consistent with your own, for now.
3 Your benefactor is willing to assist you with
significant resources, but will expect a
favour in return.
SHIELDMAIDEN
If you are proficient in and using a shield,
1 gain +2 AC (instead of +1).
After performing a shield punch attack, you
2 may spend a Reroll die to avoid losing your
shield benefits.
You may use your shield to negate two
RANGERCRAFT (Crossclass) 3 attacks instead of one before repair (p.62).
You gain a limited version of the Rangercraft
ability. Learn two talents. You begin an adventure SIGN OF THE SILVER WOLF
with two uses of this ability.
When making Luck rolls, on a natural roll
1 of 1-3, your Luck is not reduced.
ROGUE TRICKS (Crossclass) Once every 24 hours, you may reroll a
2 fumbled attack.
You gain a limited version of the Rogue Tricks &
Techniques ability. Learn two tricks. You begin an If your allies are within sight or hearing of
adventure with two uses of this ability. 3 you when making Luck rolls, on a natural
roll of 1-3, their Luck is not reduced.
46
SIGNATURE WEAPON SPELL CASTING (Crossclass)
Choose one weapon type. While using such You gain a limited version of the Magic User Spell
treat your damage dice as exploding (ie if Casting ability. Learn two 1st level spells. You begin
1 you roll the highest value, roll again and an adventure with two 1st level spell uses of this
accumulate). ability, and a DDM tally of 4.
Once per adventure, while using your
2 signature weapon, you may perform a
Major Exploit without reducing your Luck.
Once per adventure, while using your
3 signature weapon, you may spend a Reroll
die to turn a missed attack into a hit instead.
SKILL PRODIGY
Gain a new skill or choose one you already
THIEVES’ GRACE
1 know. Gain advantage whenever making
checks related to that skill. 1 Gain a +2 bonus on Sleight of Hand checks.
Your great success range when using the
2 Gain a +2 bonus on Traps & Locks checks.
2 skill increases by 2 (halve the attribute, then
add 2). If damaged by a trap, the damage you suffer
If you do fail a relevant skill check, the GM 3 is reduced to 1d100 percent (eg: on a roll of
3 may choose to award a partial success, or 43, you suffer 43% of the damage rolled).
success at a cost, instead.
THUEL ROUGHRIDER
SLIPPERY BASTARD Normal animals under your care (max Cha
Gain a +3 bonus when attempting to escape bonus, +1 per odd level) gain advantage on
1 bonds, manacles, webs, nets, being grabbed, morale checks, and are treated as PCs for
1 injuries, healing and death. If you direct
etc, and Luck saves for Party Retreats.
When you are hit by a free attack due to your animals to return home or to camp,
your movement, you may spend a Reroll etc, they automatically find their way.
2 die to force the attacker to reroll. You must When riding a horse or other large mount,
accept the result of the new roll. the creature’s speed increases by 20 ft, and
2
Subject to GM veto, you may attempt you gain advantage on any animal related
escape even in situations where escape checks (riding, jumps, coaxing action, etc).
would normally be impossible (eg: by Your mount gains +2 to AC and attack rolls,
3 spitting up a tiny piece of lockpicking wire +2 hp per level, and uses your current Luck
concealed in a false tooth, extreme body 3
score (your Luck is not reduced if the
contortion, manipulating double jointed
shoulders/elbows/wrists/knees, etc). mount makes a save).
47
SKILLS
Each adventurer begins the game with a number permit a reroll if the adventurer is skilled in
of skills as outlined in the class descriptions. Leadership (usually associated with Cha).
Adventurers also gain an additional skill at 4th and
8th level. Skills grant a +1 bonus on any related GMs are encouraged to modify the list to better
attribute check (modified attributes are capped at suit their gaming preferences. For example, if your
a maximum of 18), and grant access to the table prefers not to roll for social skills and instead
adventurer’s Reroll Pool on a failed check. The rely on player skill, you might remove Leadership,
various skills and typical related attribute(s) are Persuasion, Insight and Deception.
outlined in the table on page 50.
Similarly, if the single Detection skill is too broad,
Skilled vs Unskilled you might replace it with Spot, Hearing and Search
At the GM’s discretion, some actions might skills, and so on.
require a specific skill or background to attempt at
all, to qualify for a great success or avoid a terrible Reroll Pool
failure, or result in other modifiers reflective of If an adventurer fails an attribute check, but has a
experience. For example, the Apothecary skill relevant skill (or possibly background, see below),
might be required to concoct an emergency the player may choose to reroll. Each adventurer
antitoxin mid-dungeon, or an adventurer with begins an adventure with one Reroll Pool die per
Wilderness Lore might automatically avoid getting level. You may regain expended dice by taking
bogged in a swamp. short or long rests (p.81). The Reroll Pool may
only be accessed once per attempted action. If
advantage or disadvantage applies to the check, the
Reroll Pool allows only one die to be rerolled.
Backgrounds
In addition to skills, players may choose or create
a themed background or profession for their
adventurer (eg: soldier, pirate, hermit, criminal,
disciple, merchant, farmer, etc).
49
SKILLS
USUAL
SKILL WHEN RELEVANT
ATTR
Jumping, tumbling, parkour, escapology, tests of agility and reaction (inc
Acrobatics Dex
Interceptions and triggering Rescue Exploits, but not initiative).
Animal Animal behaviour, animal handling, mounted combat, driving carts &
Int
Lore carriages, animal training, veterinary lore, bestial monster lore.
Apothecary Int First aid, injury recovery, poisons, biology, disease.
Arcane Sensing nearby magic, recalling magical lore, fantastic monster lore,
Int
Lore alchemy.
Running, climbing, swimming, jumping, tests of physical power
Str or
Athletics including grappling, breaking down a door, knocking an enemy prone,
Con
pushing a foe backwards, and so on.
Telling convincing lies, impersonations, making and using disguises and
Deception Cha
forgeries. Often opposed by Int (Insight).
General state of alertness as well as purposeful searching. Detecting
Detection Perc
traps, ambushes, clues, secret doors and so on.
Divine Specialized, obscure or forbidden religious lore, rites, and creatures
Int
Lore (holy and unholy).
Rumour hunting, rumour mongering, canvassing for witnesses or a
Gather Int or
missing person or item, extended researching (eg: monster weaknesses
Information Cha
or other specifics, the location of a lost ruin, etc).
The general catch all lore skill, recalling a broad range of historical,
General
Int scientific, religious and political information (but not Arcane, Animal,
Lore
Divine or Wilderness Lore).
Discerning cues and subtleties suggestive of lies, exaggeration, honesty,
Int or
Insight and so on, with a view to gauging a person’s true intentions. Often
Perc
opposed by Cha (Deception).
Leadership Cha Inspiration, morale, intimidation, teaching, having orders obeyed.
50
PARTY BONDS
For quick and easy party cohesion, it is Indentured gladiators of the dreaded
10
recommended that each player generate one or Ogorien Fighting Pits.
more bonds with their fellow adventurers. Roll Conmen, muscle or other agents
twice on the table below and choose the most working closely with Arbus Twolicks,
11
appropriate and/or fun connection. the best thief in all of Sump Town (even
if he does say so himself).
The examples provided are for inspiration, and Siblings or cousins (adopted or
otherwise). Possibly with an evil,
should be modified to suit your campaign. They 12
bankrupt, sick, missing or filthy rich
are primarily in the vein of prior professions, or parent or other close relative.
significant past events, but could easily be rejigged Drinking buddies from way back,
as ongoing concerns. frequenting the dubious Five Rats
13 Tavern, and well known by Mr Boddic,
the proprietor and former soldier of
1d20 BOND WITH PARTY MEMBER fortune.
Pirates or sailors on the notorious galley Chain gang prisoners who built the
1 Green Devil, under the command of 14 Northern Highroad between
Captain Scasali. Thussleton and Port Redbank.
Lone survivors of the Blackbrand Caravan guards on the months long
Mercenary Company, destroyed in a expedition out from Westbrook,
2 15
recent engagement with bitter rivals, the through the Suuvea Jungle, finally
Shenzu Raiders. arriving in remote Innoqueb City.
Students under the tutelage of the very Explorers, herbalists or surveyors of the
3 famous (and highly respected, or 16 northern reaches of the sprawling
feared) Master Macau. Sunhorn Mountains.
Bounty Hunters that worked together Defenders (or captive residents) in the
17
to take down Madame Iossa and her Siege of Ironhall.
4
sidekick, the infamous Ufreg the Indebted to the same crime boss,
Hammer. 18
Guildmaster Marakett.
Guards or Militia patrolling the Monster hunters who dispatched the
5 merchant quarter of Neferai City, when 19 much maligned Ogre twins, Sorg &
the violent Silk Riots erupted. Grunkor.
Devotees of a similar philosophy, Soldiers at the infamous Battle of
6 religion or other teachings, under the 20
Lowcrag.
direction of Mistress Aria.
Partners in Ficklebender’s Delicate
Draperies; a failed (or otherwise
disappointing) rare clothing and textiles
7
business. Smuggling unrelated
contraband may or may not have been
part of the business model.
Bodyguards to Lady Horruck, Duchess
8 of the Vander Lowlands, and day to day
director of Horruck’s Arms & Armour.
Inquisitors that investigated and
9 expunged the dark Witches of
Whitefern.
51
EQUIPMENT
The equipment lists below provide the usual price
range for each type of item, with variance for
availability, quality and decoration. Class based
Gear Packs are also provided on p.56 to help
speed PC creation, if desired. Note 1 gold piece
(gp) equals 10 silver pieces (sp).
Gear Availability
At the GM’s option, buying uncommon or rare
equipment might call for a Charisma or other
check by the interested PC, requiring a great
success for rare items. Modifiers may apply
depending on the circumstances, for example the
particular city, supplier, legality, etc. Items from
small outposts and villages are generally one rarity
category higher than normal.
53
Uncommon Equipment (2d10+10 gp) Acid
Examples of uncommon equipment that A vial of acid is useful for (slowly) melting through
adventurers often find useful are included below. locks, hinges, chains and other items. It can also
The GM determines any benefits provided, in be thrown (range 40 ft) at an enemy, causing 1d6
consultation with the player. acid damage.
Fire Pot
A favourite among alchemists everywhere, the fire
pot is a thrown missile weapon (range 40 ft) which
explodes in a 5 ft radius, causing 1d6 fire damage
and creating a thick cloud of smoke
(33% miss chance, disperses after 1 round).
Unattended combustibles in the area tend to catch
fire.
Forged Papers
Rare Equipment From time to time, adventurers might find a use
(5d10+50 gp, or more) for forged party invitations, identity documents,
maps, merchant charters and other written works.
Examples of rare equipment are provided below.
These items tend to require unusual components,
Healer’s Kit (10 uses)
long and difficult manufacturing processes, or rare
If a party member has the Apothecary skill and a
specialized skills. They are typically found in cities
healer’s kit, each character recovers a bonus 1d4
or well stocked towns, as opposed to villages or
hit points after a long rest. Additionally, tending
small outposts.
with the Apothecary skill allows a character to roll
54
with advantage for injury recovery times. Finally, (Dex) saves. Advanced mechanical leg
an apothecary might be able to delay the onset or replacements are not unknown, with life like
reduce the severity of poison and disease, at the shapes and colours, hidden compartments, more
GM’s discretion. Each use of the Apothecary skill complex movement range, etc.
in this manner consumes one use of the kit’s
supplies (bandages, healing herbs, poultices and Poison (1 dose)
salves, etc). Poisons come in a wide variety of effects, but the
most common types cause hit point loss and/or
Hook Hand attribute loss. More potent poisons may cause
For those adventurers, thieves, pirates or other paralysis, sleep, and even death. Some poisons
unfortunates absent a hand or forearm, the take hold immediately whilst others require a
practicalities of a hook hand or similar prosthesis number of rounds or hours before applying their
cannot be understated. Hook hands cause 1d4 effect. Different poisons are administered in
damage if used as a weapon and may be attached different ways, by skin contact, blood injury,
to customised shields. Advanced mechanical hand inhalation and/or ingestion. Applying poison to a
replacements are not unknown, with life like weapon takes an action, and remains on the
shapes and colours, hidden compartments, weapon until a strike is delivered or 1 minute
swappable tools or weapon grafts, more complex passes (at which time the poison has either run off
movement range, etc. the blade or become inert after exposure to air).
55
Poisoner’s Ring
GEAR PACKS
This special ring includes a small secret
compartment to store one dose of poison or some Backpack, coin pouch, bedroll,
other tiny object. Some variants include a pop out rations (1 week), waterskin, tinderbox,
needle. lantern & 1d4 oil flasks, 1d2 fire pots,
(1) Artificer
10 ft chain, 10 ft pole (in three
sections, slots together), spare tinker
Thieves Tools
parts.
A mix of skeleton keys, picks, files, saws, clamps
Backpack, coin pouch, bedroll,
and pliers, this tool kit allows a character to pick rations (1d6 days), waterskin,
locks or disarm traps. Without such a kit, (2)
tinderbox, 1d6 torches, totem object,
improvised tools will generally be required. Barbarian
anti-toxin herbs (1d2 doses), spear or
short bow & 10 arrows.
Sextant and Nautical Almanac Backpack, coin pouch, bedroll,
Armed with a sextant and nautical almanac, an rations (1 week), waterskin, 1d6
explorer might be able to determine the correct torches, tinderbox, instrument (if
(3) Bard
desired), a few pages of parchment,
course using celestial navigation. The process is
quill & ink, jewellery (50gp),
not easy and requires accurate measurement of the Ghoulsheen poison (1 dose).
angle between the moon and sun, and a series of Backpack, coin pouch, bedroll,
difficult computations. The process takes about rations (1 week), waterskin, 1d6
half an hour, at which point an Int check is (4) Cultist
torches, holy symbol, sacred book,
required. If successful, the explorer deduces her healer’s kit, 1d4 vials of holy water.
current longitude and latitude. Backpack, coin pouch, bedroll,
rations (1 week), waterskin, 1d6
Spyglass (5) Fighter torches, tinderbox, climbing gear, 1d6
A portable telescope allows the user to see up iron spikes, 50 ft hemp rope,
whetstone, secondary weapon.
three times as far as normal. Also a fashion item
Backpack, coin pouch, bedroll,
among pirates. (6) Magic rations (1 week), waterskin, lantern
User with 1d4 oil flasks, tinderbox, scrolls of
Tripwires secret lore, acid (1 dose), 1d2 fire pots.
Commonly a spool of thin fishing line, strung Backpack, coin pouch, bedroll,
between ankle height weights topped with bells or rations (1d6 days), waterskin, 1d6
connected to a trap of some kind (such as a brace torches, tinderbox, healer’s kit, 100 ft
(7) Monk
of rigged crossbows on a wooden frame). silk rope, book of teachings (or other
record, eg carved sticks, tattoos, etc),
sacred icon (if desired).
Gear Packs Backpack, coin pouch, bedroll,
For convenience, class based Gear Packs are rations (1 week), waterskin, 1d6
provided below to speed starting equipment torches, tinderbox, small tent, fishing
(8) Ranger
choice. Each PC also receives (i) one melee gear, 50 ft hemp rope, 1d2 hunting
weapon, (ii) one armour, (iii) one shield (if traps, 1d2 trip wires, long/short bow
available to that class), and (iv) 1d6 gp left over. and 20 arrows.
Backpack, coin pouch, bedroll,
Note that Gear Packs are more generous than rations (1 week), waterskin, shuttered
lantern & 1d3 oil flasks, tinderbox,
standard starting gold. Gear packs might also be (9) Rogue
Fireblood poison (1 dose), bag of
useful for improvised NPC adventurers or loot caltrops, 100 ft silk rope, grappling
(choose the appropriate class pack, or roll 1d10, if hook, thieves’ tools.
10 GM’s choice or Carry Loot instead).
56
ANIMALS LIFESTYLE EXPENSES
ANIMAL PRICE LIFESTYLE PRICE/DAY
Wagon 2d10+20 gp
57
BUILDINGS & CONSTRUCTION
59
MELEE WEAPONS
WEAPON DAMAGE COST PROPERTIES
+1 damage if used two handed. On a natural 19 to hit
roll, the target must roll on the Injuries & Setbacks table
Battle Axe 1d8 5 gp (players may choose to make a Luck save to negate).
Also good for chopping through trees, doors, chains and
chests.
Club 1d6 Free Often masquerades as a tree branch, fire log or table leg.
May be thrown up to 40 ft. Easily concealed. +2 on
Dagger or Knife 1d4 1 gp initiative checks (not cumulative with another dagger or
shortsword).
Two handed. Suffers disadvantage in cramped quarters.
Great Sword,
1d12 30 gp On a natural 19 to hit roll, you daze, rattle or unbalance
Axe, Hammer
your foe; they automatically act last next round.
Light Hammer May be thrown up to 25 ft. On a natural 19 to hit roll,
1d6 3 gp
or Mace you knock your target prone, or backwards up to 10 ft.
May be thrown up to 25 ft. On a natural 19 to hit roll,
the target must roll on the Injuries & Setbacks table
Light Axe 1d6 2 gp (players may choose to make a Luck save to negate).
Also good for chopping through trees, doors, chains and
chests.
Flail 1d6+1 8 gp On a natural 19 to hit roll, you trip or disarm your foe.
+1 damage if used two handed. On a natural 19 to hit
Heavy Mace or
1d8 10 gp roll, you knock your target prone, or backwards up to 10
Hammer
ft.
Lance 2d4+1 8 gp Double damage via mounted charge.
Longsword, +1 damage if used two handed (excluding rapier). On a
Bastard Sword 1d8 15 gp natural 19 to hit roll, you disarm your foe. Rapier gains
or Rapier +2 bonus on Interception checks.
Two handed. Suffers disadvantage in cramped quarters.
Polearm 1d10 20gp
May make melee attacks up to 10 ft distant.
On a natural 19 to hit roll, you disarm your foe. +2 on
Shortsword 1d6 6 gp initiative checks (not cumulative with another
shortsword or dagger).
+1 damage if used two handed. May be thrown up to 50
Spear 1d6+1 3 gp
ft. May make melee attacks up to 10 ft distant.
+1 damage if used two handed. May make melee attacks
Staff 1d6 1 gp up to 10 ft distant. Great for hiking, monks and the
elderly.
On a natural 19 to hit roll, you trip or disarm your foe.
Whip 1d4 6 gp
May make melee attacks up to 10 ft distant.
60
Ranged Weapons
Ranged weapons allow the user to attack from a
safe distance. Ranged weapons and ammunition
may be forged of special metals, just like melee
weapons.
RANGED WEAPONS
RANGE
WEAPON DAMAGE COST PROPERTIES
(FT)
Two handed. On a natural 19 to hit
roll, the target is knocked prone.
Heavy Crossbow 2d8 100 gp 200 Costs an action to reload, but if the
user suffers damage during a
reloading round, the action is lost.
May be used in melee without
Javelin 1d6 3 gp 70
disadvantage.
May be fired with one hand. Two
hands to reload. Costs an action to
Light Crossbow 2d4+1 35 gp 150 reload, but if the user suffers damage
during a reloading round, the action
is lost.
Long Bow 1d8 50 gp 250 Two handed.
Two handed. More concealable and
Short Bow 1d6 25 gp 150 less bulky than the Long Bow. May
be used while mounted.
May be fired with one hand.
Sling 1d4 1 gp 100 Requires two hands to reload. Stones
are free.
61
Heavier armours impose penalties on certain
actions, as indicated in the table below. Armour
may be made of special metals, similar to weapons.
Prices and availability are left to GM discretion.
Shields
In addition to providing +1 AC, a shield may be
used to negate a single directional attack, be it a
sword strike, lightning bolt or dragon bite.
62
DOING THINGS
During a game session, players generally interact wall, swim across a lake, or sneak up on a foe.
with the game world by asking the GM questions Attribute checks are sometimes also used to
and describing the actions their adventurers carry represent struggling with another character to
out. Straight forward actions happen achieve a contested purpose (see Contests below).
automatically, like opening most doors or talking Resisting minor external forces might also call for
to NPCs, and impossible actions are generally an attribute check (eg: avoiding a falling tree
vetoed by the GM on the spot. branch). More serious external threats (most
magic, poison, disease, special monster attacks,
In between these are actions that are reasonably and so on) require a Luck save to resist (see Luck).
possible but have significant uncertainty attached
to them. In such a case, the GM makes a ruling Skills grant an adventurer a +1 bonus on relevant
about how the uncertainty will be resolved (using attribute checks, and also allow access to the
the existing rules as a guide), and dice are rolled to adventurer’s Reroll Pool after a failed roll.
determine the outcome.
Example
Common uncertain actions include making An adventurer with Str 13 wants to break down a
attacks, resisting hazardous effects such as poison, sturdy door. The GM rules that a Str 16 character
or negotiating with a merchant. would automatically open the door, but requires a
Str check from this character.
Kinds of Checks
The player throws 1d20 and rolls a 14, more than
Most uncertain actions are resolved through one
Str 13, which would normally mean failure.
of the following rolls:
However the adventurer is skilled in Athletics,
boosting his Str to 14, turning the check into a
1. Attribute check (eg: a Strength check).
success.
2. Attack roll (see Combat).
3. Luck save or Luck check (see Luck).
If the roll had been 15 or higher (a fail), the player
4. Party Challenge (a series of actions over
would have had the option of using a Reroll Pool
time in montage style), or
die to reroll (due to training in Athletics, p.49).
5. Percentile check (outlined below).
63
advantage or disadvantage. GMs are encouraged Example
to use as many or as few modifiers as they like. A character with Dex 9 and a +2 situational bonus,
for a total Dex 11, attempts to disarm a trap. On a
Degrees of Success or Failure result of 5 or less, the outcome is a great success,
From time to time it may be useful to know how such that the PC might be able to harvest a dose of
greatly an adventurer succeeds or fails at an action. poison from the needle trap after disarming it.
In such a case, rolling equal to or less than half the Conversely, a result of 17 or more represents a
attribute (round down), represents a great success terrible failure, and the adventurer might
as opposed to an ordinary success. The GM may inadvertently spring the trap!
rule that in certain situations, having the right skill
or background is required to qualify for a great
success. Contests
If two characters are in direct contest, both
Similarly, rolling more than 1.5 times the attribute characters roll and whoever succeeds by the
(round down) is a terrible failure instead of an greatest margin wins. Ties mean the status quo
ordinary failure. A natural 20 is usually a terrible remains, or might require a reroll at the GM’s
failure, regardless of the character’s attribute. The discretion. Contests might involve the same kind
GM might rule that having the right skill or of attribute roll (eg: opposed Str checks when arm
background automatically negates a terrible wrestling), or different attribute rolls (eg: a Dex vs
failure. Perc check when a beastman tries to hide from an
adventurer).
If there are any situational modifiers, these are
added to the attribute before halving/multiplying. Representative & Group Checks
Sometimes GMs prefer to make a single check to
represent a group of monsters (to save time), or
allow the whole party to succeed in a task as long
as more than half the group succeeds. If half
succeed and half fail, the GM might require one of
the failing characters to make a Luck save for the
group to succeed. Representative and Group
checks are commonly used for stealth and
observation.
Retries
Sometimes a player fails an attribute check and
wants to know if they can try again. The GM
decides this on a case by case basis. Generally
speaking, a retry is permitted only if the situation
changes in a favourable way. For example, if an
adventurer fails to remember some obscure lore,
she might need to access a library to earn a retry.
On the other hand, a GM might allow retries to
break down a door, reasoning that the door grows
weaker with each attempt.
64
Designer’s Thoughts variety in approach, rather than repeating
The problem with frequent retries is they take risk the same high percentage tactic over and
out of the equation, making succeeding at a task over (which whilst statistically prudent,
less satisfying. Sometimes adventurers simply fail tends to make for a dull session).
at what they attempt to do. When that happens,
it’s time for the player to think outside the square • If checks are required, Great Successes
and find another way forward (or sideways). count as two successes, and Terrible
Failures count as two fails.
Initiative Variants
For those GMs interested in trying some variant
initiative rules, three further options are provided
below.
67
MOVE Intercepting
If a character is (i) not surprised, (ii) not in melee,
A character may take one move each turn, (iii) hasn’t moved this turn, and an enemy wishes
generally up to 30 ft on foot, but a character might to move within 30 ft, the PC may attempt an
be able to jump or leap in addition to this base intercept. A Dex check is required (modified by
movement. A move incorporates minor necessary armour), in which case the intercepting character
conduct such as opening doors, climbing ladders, moves herself into melee with the enemy (at some
swinging from a rope, etc. Moving silently, or point before the enemy completes its intended
hiding, is also part of your movement, assuming
movement). If a character attempts to intercept
suitable terrain is available (the GM decides
whether hiding is possible). Being stealthy usually before her first turn in a new combat, the Dex
requires a Dex (Stealth) vs Perc (Det) contest. check is made at disadvantage.
Charging
A charging character moves up to twice as far as
normal (minimum 10 ft), and makes a melee
attack (including any extra attack or second attack)
with a +2 bonus. Until his next action however, all
attack rolls against the character have advantage.
Charging uses up the character’s move and action.
Blocking an Area
A man sized character effectively blocks an area
about 5 feet in diameter, and enemies cannot Party Retreat
move through this space without first removing the At the start of a round, if the whole party wishes to
defender in some way. Very large or small flee from a battle, they must first explain to the GM
creatures might ignore blocking (GM’s call). how escape might be possible. If the GM agrees, a
68
group Luck check is required, possibly with Str or • The chase is broken down into 3d6 legs
Con checks to carry away unconscious allies. (rolled secretly). The timescale for each
leg is flexible, from thirty seconds to a few
If successful, the whole party reduces their Luck hours.
by 1, and the adventurers manage to break away
from the battle with incapacitated allies over their • If the chasers reduce the gap to zero
shoulders (or otherwise in tow, as explained by the before the end of the last leg, the quarry
players). Depending on the circumstances, fleeing are caught and the chase ends. Otherwise
may lead to a Chase. the quarry escape. The GM might also
rule that the quarry escape if they open a
If unsuccessful, the GM might permit any wide enough gap (eg: 200 ft).
individually successful adventurers to flee, but the Resolving the Chase
remaining PCs remain behind. The party, or any
remaining PCs, may attempt to flee again next (1) At the start of each leg, both sides choose
round if desired. one character to lead them. No character
may lead a second leg until all allies have
Chases lead a first leg, and so on.
Characters sometimes get themselves into chase
situations that aren’t much fun using the (2) The two leaders make opposed Con
(predictable) standard movement rules. Presented (Athletics) checks. The winning side
below is an abstract chase system that attempts to widens or closes the gap by 1d10 ft per 10
recreate the frenetic pace of an exciting pursuit. As ft movement rate of the leader (rounding
always, what follows is just a guide, and GMs are up). Eg: a 25 ft movement rate = 3d10 ft.
encouraged to tweak chases as they see fit.
(3) The player controlling the leader rolls on
Setup the Chase Event Table. There is a 50%
• The chase has two sides: the chasers and chance the result applies to the leader
the quarry. and/or party, otherwise it affects the
opposing side.
• The GM determines the starting gap
between the two sides (alternatively (4) Repeat until the chase ends.
6d10+60 ft).
69
Obstruction
The GM improvises a physical obstruction of some kind (eg: a horse & cart, thick scrub, crumbling
3
passage, powerful winds). If the characters cannot bypass or resolve the obstruction, the opposing side
rolls to widen or close the gap.
Snap Opportunity
Randomly nominate 1d4 characters from both sides. Those participants may take an action to assist
4 themselves or act against the opposing side, provided they declare their action within a 5 second count
down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include
making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Random Setback
Roll 1d6:
• 1 – Drop something: The character accidentally drops something valuable. Depending on the
item, the GM might require a check to notice the loss.
• 2 – Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con loss. If an NPC,
the character drops out of the chase.
• 3 – Head Strike: The character is struck on the head by an object. The character must make a
5
Con check or be stunned and drop out of the chase.
• 4 – Fall: The character trips and falls, suffering a setback improvised by the GM (eg: falls down
stairs, injured knee, damaged object, etc).
• 5 – Hostile Third Party: The character is beset upon by a hostile random encounter. The
character must make a Dex check or drop out of the chase and deal with the random encounter.
• 6 – Lost: The character is somehow separated from any others. The character must make an Int
check or become lost (momentarily or otherwise) and drop out of the chase.
Third Party
A single or small number of creatures impede the characters’ progress in a non-violent manner (eg: 1d4
6 beggars, a drunk woodsman, 1d6 underground xornlings, 1d4 lost sprites). One or more characters may
(amongst other things) attempt to persuade or intimidate the creatures to assist them (GM discretion). If
the creature(s) is not managed or bypassed, the opposing side rolls to widen or close the gap.
Dangerous Hazard
The GM improvises a physical threat of some kind (eg: falling debris from an upper storey window,
7 hunting trap, dungeon deadfall, hostile giant bird). 1d4 characters must make a Luck (Dex) save or suffer
1d6 + level damage. There is a 50% chance that a random piece of equipment is lost, damaged or
destroyed (not including permanent magical items).
Obstruction
The GM improvises a physical obstruction of some kind (eg: barrels and crates, fast running stream,
8
jammed dungeon door, smoke). If the characters cannot bypass or resolve the obstruction, the opposing
side rolls to widen or close the gap.
Snap Opportunity
Randomly nominate 1d4 characters. Those participants may take an action to assist their side or act
9 against the opposing side, provided they declare their action within a 5 second count down! The GM
adjudicates what kinds of actions are possible in the circumstances, but might include making ranged
attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Cross Paths
A random chaser gets lucky with a shortcut and catches up to a random quarry lagging behind. Each
10
character may make a single melee attack against the other, or take some other action, before being
separated again.
Hidey Hole
11 The quarry locate a viable hiding place and may make a group Dex (Stealth) check opposed by the
chasers’ group Perc (Detection) check. The GM might impose modifiers on the checks depending on
70
distances and other circumstances. If the quarry succeed they escape. If they fail they are caught. Either
way the chase ends.
Snap Opportunity
Randomly nominate 1d4 characters. Those participants may take an action to assist their side or act
12 against the opposing side, provided they declare their action within a 5 second count down! The GM
adjudicates what kinds of actions are possible in the circumstances, but might include making ranged
attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Major Obstruction
The GM improvises a major physical obstruction of some kind (eg: busy marketplace, slippery mud,
13
spider webs, hail storm). If the characters cannot bypass or resolve the major obstruction, the opposing
side rolls to widen or close the gap.
Dangerous Hazard
14 The GM improvises a physical threat of some kind (eg: startled horse kick, snake nest, archway blade
trap, hunter’s arrow). 1d4 characters must make a Luck (Dex) save or suffer 3d4+level damage.
Burst of Speed
15 The characters are inspired to dig deep and put on a final burst of speed. The characters roll to widen or
close the gap.
Random Setback
Roll 1d6:
• 1 – Drop something: The character accidentally drops something valuable. Depending on the
item, the GM might require a check to notice the loss.
• 2 – Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con loss. If an NPC,
the character drops out of the chase.
• 3 – Head Strike: The character is struck on the head by an object. The character must make a
16
Con check or be stunned and drop out of the chase.
• 4 – Fall: The character trips and falls, suffering a setback improvised by the GM (eg: falls down
stairs, injured knee, damaged object, etc).
• 5 – Hostile Third Party: The character is beset upon by a hostile random encounter. The
character must make a Dex check or drop out of the chase and deal with the random encounter.
• 6 – Lost: The character is somehow separated from any others. The character must make an Int
check or become lost (momentarily or otherwise) and drop out of the chase.
Snap Opportunity
Randomly nominate 1d4 characters from both sides. Those participants may take an action to assist
17 themselves or act against the opposing side, provided they declare their action within a 5 second count
down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include
making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Major Obstruction
The GM improvises a physical obstruction of some kind (eg: fenced off side alley, tree rope noose traps,
18
water logged dungeon passage, out of control airship). If the characters cannot bypass or resolve the
obstruction, the opposing side rolls to widen or close the gap.
Major Dangerous Hazard
The GM improvises a physical threat of some kind (eg: alchemist explosion, carnivorous plant, hallway
19
dart trap, toxic airborne spores). All characters must make a Luck save or suffer 2d6+level damage and
1d2 Dex or Str loss.
All in!
The whole party and up to the same number of characters from the opposing side, may take an action to
20 assist themselves or act against their opponents, provided each player declares their action within a 5
second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but
might include making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
71
ACTION Dropping an item does not require an action (“no
action”). For example, if a barbarian armed with a
greataxe suddenly needs to fire his bow, instead of
Common Actions spending an action to stow his greataxe, and then
A character may take one action each turn. An
ready and shoot his bow the next round, he could
action includes anything that can be done in a few
simply drop his axe and immediately ready and
seconds, for example:
shoot his bow. In this example however, the
barbarian’s axe is now on the ground, which
• Making a melee, ranged or thrown attack
requires an action to retrieve (should he need it
• Casting a spell
later).
• Dodging
• Sheathing or stowing one or more items
Some abilities allow adventurers to take special
• Retrieving an item from a backpack
actions or cause effects during other character’s
• Picking up or retrieving an item from the
turns, for example Rescue Exploits and the Bard’s
ground
Inspire Greatness ability.
• Drinking a potion snatched from your
belt or other easily reached location
Attacks
• Activating a magic item
When you use your action to attack, you may draw
or otherwise prepare your weapon (or two
Drawing or otherwise readying a weapon (or two
weapons if dual wielding, or weapon and shield) as
weapons, or a weapon & shield) that is on your
part of the action to attack. If you are already
person is a special exception and may occur as part
holding other items, you may drop them (no
of an attack. Note that picking a lock or disarming
action). Otherwise it costs an action to sheath,
a trap are not on the above list because that usually
stow, sling or pack away held items.
takes more than a few seconds.
Melee Attacks Suffering Damage
To attack in melee, a character must usually be Damage is deducted from the target’s hit points.
within 5 ft of their opponent (some weapons and When a monster is reduced to zero hit points, it
monsters allow melee attacks up to 10 or 15 ft dies. When an adventurer is reduced to zero hit
distant). To attack with a melee weapon, roll 1d20 points, they are unconscious or dead. See the
+ your class level attack bonus (see class table) + Injuries & Healing section for more details.
Str modifier. If the result is equal to or higher than
the target’s Armour Class (AC), you hit. Roll Example
damage per the weapon table + Str modifier. A 3rd level Fighter with 14 Str has a class to hit
bonus of 3, and a Str modifier of 1, for a total of
Ranged Attacks +4. He attacks a skeleton with AC 11. On a 1d20
To attack with a ranged or thrown weapon, roll roll of 7 or more (+4, total 11), the skeleton is hit
1d20 + your class level attack bonus + Dex and damage is rolled. If the Fighter was using a
modifier. If the result is equal to or higher than the longsword, the damage would be 1d8+1 hit points
target’s AC, you hit. Roll damage according to the (longsword weapon damage being 1d8, plus 1 for
weapon table + Dex modifier. Str).
Minor Exploits
Characters may attempt various Minor Exploits
during combat, often but not always improvised to
fit the situation at hand.
73
For a Minor Exploit to occur, the character must then calls for an opposed Dex check to see if the
first hit and cause damage as normal. The GM wound is in the right location to cause a brow
then makes a ruling to resolve the exploit. For bleed. The check succeeds, and the slash opens a
example: messy wound above the beastman’s eyes,
temporarily blinding him until the end of his next
• An opposed Str check to knock on turn.
opponent off his feet, grab hold of him
with one hand, drive him backwards 10
feet, or throw him through a window. Major Exploits
• An opposed Dex check to throw sand in All adventurers may attempt Major Exploits;
an opponent’s eyes, temporarily blinding impressive feats of power and skill that inspire
them for one round. allies and turn the tide of battle. Major Exploits are
• An opposed Dex check (perhaps exclusive to PCs.
modified by level) to disarm.
An adventurer might shatter a foe’s weapon,
Different GMs will make different rulings to suit impale a wolf on a fence spike, grab an enemy in
their table. The above are a guide only. each hand and crack their skulls together (stunning
both of them), decapitate an ogre (subject to the
If the exploit is successful, the intended outcome
hit dice rule below) or cut off a wyvern’s wing.
occurs; the target is tripped, or thrown through the
window, etc. The GM makes a ruling to determine
the effect. If the exploit fails, see p.75. In prior LFG campaigns, some successful Major
Exploits included:
74
target’s hit dice are less than the If the GM agrees a Rescue is possible, the
adventurer’s level. adventurer must first make a successful Dex check
to move into position, react fast enough to
• Special exceptions apply to Boss intervene, etc. If the adventurer moves out of
Monsters (p.184). melee, enemies within reach get a free attack as
normal.
• The GM has the final say on whether a
proposed exploit is possible. Finally, the rescuer must make a successful Luck
check, modified at the GM’s discretion. If the
For a Major Exploit to occur, the adventurer Luck check is successful, the Rescue occurs, and
usually needs to first hit and cause damage as the rescuer’s Luck attribute is reduced by 1 as
normal. The adventurer then makes a Luck check, usual.
modified at the GM’s discretion. If the check is
successful the exploit occurs and the character’s Example
Luck attribute is reduced by 1, as usual. The GM An enemy sorcerer unleashes a blast of lightning
makes a ruling to determine the effect. at the party’s Magic User, who fails her Luck save
and is reduced to zero hit points. The party Rogue
Example declares a Rescue, attempting to push his comrade
Whilst fighting some giant scorpions, an out of harm’s way. The GM agrees and calls for a
adventurer attempts to sever one monster’s Dex check, which the Rogue successfully makes.
poisonous stinger. The GM decides the action is The Rogue then makes a Luck check, rolling 1d20
standard for a Major Exploit in his campaign, and and scoring a 4, well under his Luck attribute of
does not impose any modifiers. The player rolls 12. With a warning shout, the Rogue barrels into
an 18 to hit, and causes 7 hit points damage. She the Magic User, sending both sprawling out of the
then makes a Luck check… and succeeds! With a path of the sizzling blast!
bloody spray, the scorpion’s venomous barb spins
off into the sand!
Failed Exploits
If a Minor, Major or Rescue Exploit fails, a
Rescues character may not attempt another exploit against
In certain situations, an adventurer may attempt a the same target until the circumstances
Rescue Exploit, which may only be used to protect significantly change in their favour (eg the target
another person or thing. Rescue Exploits are only becomes Staggered, or an ally comes to assist, etc).
available when it is not the adventurer’s turn, in The GM determines what qualifies as a significant
response to something happening within change.
approximately 30 ft. A Rescue allows one player to
negate or reverse an adverse event for another At the GM’s discretion, a natural 20 on an exploit
player or NPC. Rescues are exclusive to PCs. based attribute or Luck check may result in a
special setback. For instance, in the Rescue
The player must explain to the table how his example above, both the rogue and magic user
adventurer intends to achieve the Rescue. A might be caught in the lightning blast. In the
Rescue might include such things as pushing beastman example, the adventurer might lose his
another adventurer out of harm’s way, using a grip on his weapon, slip over on some blood, or
shield to deflect arrows targeting an ally, or cry out during an attempt to be stealthy, etc.
grabbing hold of a henchmen as they plummet
into a pit trap.
75
FIGHTING STYLES Unarmed Combat
Brawling with fists, feet, head butts, etc generally
Rules for common fighting styles are provided causes 1d2 damage (plus Str mod). Attempting to
below for GMs and players that wish to use them. knock out an opponent with an unarmed attack
does not suffer any penalty to hit (see p.78).
Mounted
A warrior riding a mount trained for battle may
make attacks part way through their movement (in
a single direction) and gains the Rogue Skirmish
ability. Their mount may also be able to make
attacks at the GM’s discretion.
76
MISCELLANEOUS FACTORS Surprise
An attacker who gets the drop on an unaware
opponent gains a bonus round (see Initiative).
The following rules address common battle
complications. Furthermore, the ambusher’s first attack is made
at advantage, or first spell imposes disadvantage on
Cover any Luck save (if the spell creates an elemental or
A character half covered by terrain gains a +2 other physical effect).
bonus to AC and Luck (Dex) saves. A character
three quarters covered by terrain gains a +4 bonus. Positioning
A character fully covered by terrain cannot be Attackers gain a +1 bonus to hit when flanking an
directly attacked unless the cover is somehow enemy (ie with an ally on the opposite side).
bypassed. Attacking a prone target grants a +2 bonus to hit.
Attacking from a prone position (on the ground or
Visibility on one’s knees) incurs a -2 penalty to hit.
A character who is very hard to see, glimpsed in
near darkness or moving in and out of heavy fog Other Modifiers
or similar, is protected by a 33% miss chance (1 in A +1 or -1 modifier will cover most nebulous
3) against any direct attack. A character who combat factors. Examples might include high
cannot be seen at all due to total darkness,
ground, cramped conditions or slippery surfaces.
impenetrable fog, invisibility or similar, is
protected by a 66% miss chance (2 in 3) on all Tables are encouraged to use as many or as few
direct attacks, assuming an attacker can narrow modifiers as they like. The GM determines
down his location by scent, sound, muddy whether modifiers stack.
footprints, etc. If the attacker cannot narrow down
the location, no effective direct attack may be Critical Hits and Fumbles
attempted. Area effect attacks may not be subject A critical hit occurs when the 1d20 to hit roll is a
to this miss chance in certain situations, at the
natural 20. Critical hits automatically cause
GM’s discretion.
maximum damage + half your level (round up).
An invisible attacker has advantage on attack rolls.
Example
A stealthy attacker (but not invisible) who sneaks A 5th level Fighter with 17 Str (+3) who scores a
up on or shoots an unaware enemy, for example critical hit with a greatsword in two hands (1d12)
by suddenly moving out from behind a tree to fire, automatically causes 18 damage. A 3rd level Magic
might surprise his foe. User who crits with Str 13 (+1) wielding a bastard
sword in two hands (1d8+1) automatically causes
Example
12 damage.
A sorcerer the party is fighting turns invisible
during a fight. The party’s Barbarian notices tell
tale footprints in the long grass, and hurls his axe!
The Barbarian makes an attack roll as normal, and On a natural 1, the attacker has fumbled. If the
succeeds. The GM then rolls for the 66% target of the attack is within melee range, the target
invisibility miss chance, scoring 77. It’s a hit! The makes an immediate free attack against the
axe lodges itself in the sorcerer’s skull with a wet fumbler (choose just one attack, if the target
thud, dropping his reappearing form to the ground normally has multiple attacks).
as the Barbarian roars victorious!
If the attacker is not in melee with anyone, the
fumbled ranged or thrown attack is automatically
77
rerolled against an ally in melee with the intended Drowning and Suffocation
target (assuming there is an ally). The GM might Adventurers laden with equipment can normally
allow players the option to make a Luck save to hold their breath and swim (or perform other
avoid a fumbled attack or effect. activity) for approximately 1 round per point of
Con, plus another 1d4 rounds. While fighting
Knock Outs however, the base duration is a number of rounds
A weapon may be used to knock out, rather than equal to one third Con score (round up). After this
kill, an opponent. A character may take a -2 period, the adventurer must make a Luck (Con)
penalty to hit, and if that attack reduces the target save at the end of the round or die.
to zero hit points, the target is rendered senseless
but remains alive. Such a prisoner generally Aerial Combat
regains consciousness with 1 hit point after 1d6 x An aerial combatant gains the following:
10 minutes.
• +1 bonus to attack rolls against ground
Underwater Combat based targets,
Adventurers have an unfortunate habit of getting
• May make attacks part way through their
into underwater struggles with monsters trying to
movement (in a single direction),
drown them. When fighting in an underwater
melee, piercing weapons operate normally, • Gains the Rogue Skirmish ability, and
slashing weapons attack at disadvantage, and
clubbing weapons are useless. Arrows moving • May make a special charge attack causing
through water only inflict damage up to about 10 double damage if the target is surprised.
ft deep.
INJURIES & HEALING
Staggered
When a PC or monster is hit, the target’s hit points adventurer stops dying, and eventually returns to
are reduced. When a character’s hit points drop to consciousness. In the absence of healing magic,
half or below, they gains the Staggered status, and the target regains their senses and is restored to 1
displays obvious signs of physical trauma. Some hit point after 1d3 minutes.
players find the Staggered condition useful as an
indicator that their opponent is seriously injured
(and similarly, the GM can quickly inquire which
PCs are Staggered to gauge how a combat is going).
Additionally, certain class and monster abilities
trigger when a creature is Staggered.
All Dead
After the fight, if the adventurer’s body is able to
be recovered and examined, the PC makes a Con
check. The Reroll Pool may be used for this test.
On a success, the character is only Mostly Dead
(see below). On a failure, or if the body cannot be The near death experience however often leaves a
recovered, the adventurer really is dead and gone. mark, requiring a roll on the Injuries & Setbacks
Shed a tear, frown as your allies loot the still warm Table below.
corpse, then join the GM on the other side of the
screen (or take over a hireling, if you have one). 1d20 INJURIES & SETBACKS
79
Solace of Argona or two months of rest. repaired, the item cannot be used,
Otherwise the limb is lost (1d6: 1-3 imposes disadvantage or suffers some
hand, 4-5: below elbow, 6: arm). other penalty the GM determines.
Starmaiden’s Miracle restores a lost Magical items have a 50% chance to
limb. negate this effect.
Leg or Foot Injury. Your move speed is Damaged Armour. Armour you are
halved and you require a crutch or peg wearing is damaged. Until repaired,
leg to walk. You have disadvantage on your armour provides only half the
10
movement based Dex checks. Make a normal AC bonus (round down).
Luck (Con) save; on a success the limb Magical items have a 50% chance to
3
is damaged and can be mended with negate this effect.
Solace of Argona or two months of rest. Damaged Magical Item. A randomly
Otherwise the limb is lost (1d6: 1-3 determined magical item (not a weapon
foot, 4-6: below knee). Starmaiden’s or amour) is damaged. Until repaired,
Miracle restores a lost limb. any attempt to use the item requires an
Ear Injury. You have disadvantage on Int check. On a failure the GM
11
Perc checks that rely on hearing and on improvises a setback, rolls on the Dark
balance checks. Make a Luck (Con) & Dangerous Magic table, or consults
save; on a success the ear is damaged the internet for an appropriate random
4
and can be mended with Solace of effects table (eg: the OGL Rod of
Argona or two months of rest. Wonder).
Otherwise the ear is lost. Starmaiden’s Muscle Tear. Lose 1d4 Str, Dex or
Miracle restores a lost ear. 12 Con. Solace of Argona or 1d8 days of
Internal Bleeding. Whenever you rest mends the injury.
attempt an action in combat, you must Head Injury. Lose 1d4 Int, Perc, Will
make a Con or Will check (your 13 or Cha. Solace of Argona or 1d8 days
5
choice). If unsuccessful, you lose your of rest mends the injury.
action. Solace of Argona or 3d6 days of Pestilent Wound. Your hit point
rest cures the injury. maximum is immediately reduced by
Broken Ribs. Whenever you suffer 1d10, and again every 24 hours the
physical damage, you must make a Con wound persists. You die if your hit
14
or Will check (your choice). On a failed point maximum reaches zero. Solace of
6
check, you lose your next action. Solace Argona mends the wound. Tending
of Argona or 3d6 days of rest mends with the Apothecary skill cures the
the injury. wound after 1d3 days.
Nasty Scar. You gain a nasty looking Sprained Ankle. You must make a Dex
scar on your head, neck, hands or other check to charge, jump or move twice in
location not easily concealed. You have 15 one round. If you fail the check, you fall
7
disadvantage on most Cha checks. prone. Solace of Argona or 1d6 days
Starmaiden’s Miracle will remove the rest mends the injury.
scar. System Shock. You have disadvantage
Swelling on the Brain. You suffer a 16 on initiative checks. Solace of Argona
madness trait (1d6: 1-3 minor, 4-5 or 1d3 days rest mends the injury.
moderate; 6 serious). Purge the Minor Scar. A minor scar has no
8
Accursed or Solace of Argona removes significant adverse effect, in fact after a
the injury. Otherwise the madness few ales some folks might even be
naturally subsides after 1d10 days. 17+
impressed by it. Some scars fade over
Damaged Weapon. A weapon or item time, others require Starmaiden’s
9
you are holding is damaged. Until Miracle to erase completely.
80
Short Rest Will check. The player decides the order in which
After at least one meaningful combat (the GM these rests are taken.
determines what constitutes a meaningful combat),
an adventurer may spend a few minutes recovering Additionally, an adventurer gains a bonus number
and tending injuries before pressing on. Walking of Will checks equal to his Con modifier (if any,
and light duties may be performed during this ignore negatives), which may be distributed
period. amongst the three short rests as the player wishes.
81
picture
MAGIC
Dark & Dangerous
In an LFG world, magic is rare and mysterious. Magic is not only rare, it is dark and inherently
Spell casters are extremely uncommon, most dangerous. Sorcery was not meant for mortals, and
villages don’t have one at all, and even the largest this fundamental mismatch taints every casting
with uncertainty. From beyond the Veil, magic
cities conceal but a few. A commoner might go
draws the attention of dark and inscrutable forces,
their whole lives without ever witnessing magic some of whom find ways to impose their will upon
directly, but all folk have heard tales of sorcery, the material world.
and most accept mystic forces exist in one form or
another.
Sensing Magic
Any character may spend a few minutes
attempting to sense magic in a 30 feet radius by
making an Int or Perc check. If successful the
character senses there is magic either present or
absent, perhaps as a tingling through their spine, a
barely perceivable hum in the air, or some other
fleeting quality that vanishes after only a moment.
Arcane Sorcery
In order to cast a spell, the character generally
needs to speak loudly and clearly, and have a free
hand to gesticulate with. At the GM’s discretion, a
spell might be able to be cast stealthily, with
whispers and muted gestures (often requiring a Whatever facet of magic a spell caster invokes, the
Dex (Sleight of Hand) vs Perc (Detection) danger remains the same. Every time a spell is cast,
contest). the caster rolls 1d20 to test for a Dark &
Dangerous Magic (“DDM”) effect. Note magic
Spell Interruption items also trigger checks, but a Cultist’s divine
Casting a spell requires steady concentration. If the blessings do not (p.24, 87, 268).
caster suffers any damage prior to his turn, he may
If the roll is a natural 1, the spell is cast as usual,
not cast a spell that round. The character may take
but with an additional magical effect from the
other actions, including making a melee or ranged DDM table. If a DDM effect does not occur, the
attack. Unless the spell description states chance increases by 1 for each spell cast until a
otherwise, a spell takes effect in the caster’s turn. DDM effect triggers or the adventure ends (at
which time the chance resets to 1 in 20).
83
When a Dark & Dangerous Magic effect occurs: close range (1d4 x 5 ft). It vanishes
after 1d4 minutes.
(i) The caster’s Luck attribute is reduced
All plant life within 60 ft withers and
by 1 point, 13-14
dies.
(ii) Reset the Dark & Dangerous Magic You gain a random minor madness
chance back to 1 in 20, and trait. If you are already suffering
15-16
madness, it increases in severity
(iii) Roll on the Dark & Dangerous Magic instead.
table below: Spirit Rend: You have advantage on
your spell damage roll (if this spell
17
does not cause damage, then your
1d100 DARK & DANGEROUS MAGIC next damaging spell within 24 hours).
Nothing happens (50%) or you are Tentacled: A random arm transforms
secretly possessed by a cunning alien into a branching, flesh coloured
01-02 tentacle (Str 15). The tentacle can
entity for 1d10 hours (50%). The GM 18
will tell you which covertly. Have fun. hold items but is incapable of spell
casting. It returns to normal after 1d6
Foul Beard: You grow a beard of
days.
short rubbery tentacles that you can’t
03-04 Dazed: You have disadvantage on
control. They shrivel up and drop off
after 1d3 days. your spell damage roll (if this spell
19
does not cause damage, then your
Your fingers turn into tentacles,
next damaging spell within 24 hours).
serpents, leeches or something
similarly creepy for 1d6 minutes. You Breathless: You do not breathe and
05-06 cannot cast spells during this time. cannot mimic breathing. If subject to
You count as fighting with two 20 drowning or asphyxiation, you enter a
weapons and cause 2d6 acid or poison dormant state rather than die. The
based damage on a hit. effect lasts 1d12 months.
Strange potency: Your next single An enraged, random1 Aberrant
07 target spell affects two targets instead Terror, Demon or Undead monster
of one (within 24 hours). 21-22 controlled by the GM appears within
close range (1d4 x 5 ft). It vanishes
Tusks: You sprout 2 inch, blackened
after 1d4 minutes.
tusks from your jaw, making eating
08 Mucus: Your skin oozes a foul
and speech awkward. They recede 23-24
after 1d6 days. smelling mucus for 1d3 days.
Tenuous Connection: Your spell lasts You cast a random2 spell. There is a
half as long as usual (or your next spell 50% chance the spell targets you or is
09 25-26
with a duration other than instant centred on you. If the spell affects you
within 24 hours). it lasts a minimum of 1 minute.
Heartless: You have no discernible Time is Mutable: You automatically
27
10 heartbeat, and do not bleed. The go first in initiative next round.
effect lasts 1d12 months. Whisperer: You speak only in a
An enraged, random1 Aberrant 28
sibilant whisper for 1d12 months.
11-12 Terror, Demon or Undead monster
controlled by the GM appears within
1
Roll 1d12; (1) Maelheim; (2) Shade; (3) Lemure; (4) 2
Roll 1d8; (1) Place of Perfect Night; (2) Behold the
Doppelganger; (5) Infernal Minotaur; (6) Gibbering Secret Truth; (3) Beseech the Ancient Ones; (4)
Terror; (7) Chuul; (8) Grey Ooze; (9) Invisible Malediction of Lunacy; (5) Affliction of the Eyeless
Stalker; (10) Tentacle Spawn; (11) Manipede; (12) Host; (6) Shennog’s Blessing; (7) Feeblemind; (8)
Spectre. Flesh to Stone.
84
Time Slip: Your spell takes 2 actions Shedding: Over the next hour, all of
29 48 your head and body hair falls out. It
to cast instead of 1.
Called from Below: Whenever you grows back as normal.
linger on earthen soil, worms, beetles Forgotten: You unlearn a random
30 49
or other insects squirm to the surface. spell for 1d6 days.
The effect lasts for 1d12 months. Devil Eyes: Your eyes turn white,
An enraged, random1 Aberrant 50 black or another colour for 1d12
Terror, Demon or Undead monster months.
31-32 controlled by the GM appears within An enraged, random1 Aberrant
close range (1d4 x 5 ft). It vanishes Terror, Demon or Undead monster
after 1d4 minutes. 51-52 controlled by the GM appears within
All liquids within 30 ft turn to salt, ash, close range (1d4 x 5 ft). It vanishes
dust or slime (GM discretion). A large after 1d4 minutes.
33-34
body of liquid such as a pool or lake The Claw: One of your hands
is only affected up to a depth of 2 feet. transforms into a chitinous claw. You
A random creature within sight or may use an action to make a melee
53-54
hearing gains a random minor attack (1d10+2 damage). The claw
35-36 madness trait. If the target is already flakes away and returns to normal
suffering madness, it increases in after 2d12 hours.
severity instead. You gain a random moderate
Inscrutable Boon: Your spell does not madness trait. If you are already
37 55-56
expend a spell use. suffering madness, it increases in
Mute: Your mouth fuses shut, severity instead.
38 preventing speech and spellcasting. It Favour of the Ancients: Your spells
57
returns to normal in 2d12 hours. ignore magic resistance for 24 hours.
Eldritch Interference: Your spell Soulless: You feel no emotions for
39 58 1d4 months; no fear, no love.
expends two spell uses instead of one.
Shadowless: You cast no shadow. The Nothing.
40 Life Aegis: Living targets are immune
effect lasts 1d12 months. 59
An enraged, random1 Aberrant to your magic for 24 hours.
Terror, Demon or Undead monster Darkening: Small open flames such as
41-42 controlled by the GM appears within candles and torches are automatically
60
close range (1d4 x 5 ft). It vanishes extinguished within 30 feet of you.
after 1d4 minutes. The effect lasts 1d12 months.
Third Eye: You grow a fishlike eye in An enraged, random1 Aberrant
one palm, in the centre of your Terror, Demon or Undead monster
forehead or at the end of your tongue 61-62 controlled by the GM appears within
(GM discretion). If the eye is close range (1d4 x 5 ft). It vanishes
43-44 after 1d4 minutes.
uncovered, you can see perfectly in
non-magical darkness up to 60 ft. The Speaker of the Void: You speak only
eye rots away after 1d10 days leaving in a disturbing alien chittering that no-
63-64
behind a runic scar. one understands. You may still cast
You cast a random2 spell. There is a spells. The effect ends in 1d4 months.
50% chance the spell targets you or is You cast a random2 spell. There is a
45-46 50% chance the spell targets you or is
centred on you. If the spell affects you 65-66
it lasts a minimum of 1 minute. centred on you. If the spell affects you
Forbidden Lore: You regain one it lasts a minimum of 1 minute.
47 Bend Reality: You may change the
expended spell use.
67 damage type of any spell you cast to
any other damage type for 24 hours.
85
Rotting: Your surface flesh begins to close range (1d4 x 5 ft). It vanishes
rot, starting with your extremities and after 1d4 minutes.
68 spreading inwards. The effect is Jaws: You grow to 8 feet tall, your jaws
painful but otherwise cosmetic. It and limbs distending to grotesque
fades away after 1d6 months. proportions. You gain a powerful urge
Void Pulse: A wave of dissonance to devour your enemies. If possible
resonates outwards from you. All you must use your move action to
69 creatures in a 20 foot radius (inc you) 83-84 close with an enemy. If in melee you
must make a Luck (Con) save or be must use your action to make a bite
knocked prone. attack causing 2d6+3 damage. On a
Bestial Fear: For 1d12 months, small natural 19-20 attack roll you sever a
and medium sized animals (eg cats target’s limb or head (GM discretion).
70
and dogs) within 30 feet instinctively After 1 minute, you return to normal.
fear you, entering fight or flight mode. You cast a random2 spell. There is a
An enraged, random1 Aberrant 50% chance the spell targets you or is
Terror, Demon or Undead monster 85-86
centred on you. If the spell affects you
71-72 controlled by the GM appears within it lasts a minimum of 1 minute.
close range (1d4 x 5 ft). It vanishes Insidious Call: Your next spell with a
after 1d4 minutes. 87 Luck save (within 24 hours) causes the
Winged: You sprout large target to roll with disadvantage.
membranous wings from your back, Regurgitator: You develop a wet,
elbows, neck or ears (GM discretion). hacking cough, imposing disadvantage
73-74
You can fly at your normal speed. on Athletics related checks. From
The wings wither and slough off after 88
time to time you cough up grubs,
2d12 hours. worms, etc. The cough subsides after
A random creature within sight or 1d6 days.
hearing gains a random moderate Wyrd Fading: For 24 hours, targets
75-76 madness trait. If the target is already 89 making Luck saves against your spells
suffering madness, it increases in roll with advantage.
severity instead. A random limb turns black, rots and
Harness the Void: Your spell causes drops off over the next 1d20 hours
50% extra damage (if this spell does (roll 1d4: (i) foot, (ii) lower leg, (iii)
77
not cause damage, then your next 90 hand, (iv) forearm). The rot cannot be
damaging spell within 24 hours). stopped once it starts, but
Gender Shift: You slowly change sex Starmaiden’s Miracle restores the lost
over the next 24 hours, including appendage.
78
build, voice, facial features, etc. The An enraged, random1 Aberrant
effect lasts 1d12 months. Terror, Demon or Undead monster
Weakened: Your spell causes 50% 91-92 controlled by the GM appears within
less damage (if this spell does not close range (1d4 x 5 ft). It vanishes
79
cause damage, then your next after 1d4 minutes.
damaging spell within 24 hours). You transform into a Gibbering
Hollow: You are never hungry or Terror for 1d4 minutes. Your
thirsty, and cannot abide food or personality is suppressed and
80 drink. Even the smell makes you 93-94
substituted with the sentience of a
nauseous. The effect lasts 1d12 Gibbering Terror until the effect
months. ends.
An enraged, random1 Aberrant You and all creatures within 60 ft gain
81-82 Terror, Demon or Undead monster 95-96
a random serious madness trait. If a
controlled by the GM appears within
86
target is already suffering madness, it Spell Duration
increases in severity instead. Most spells have instant durations, causing an
The Stars Align: Your next spell immediate effect. Other spells last a number of
(within 24 hours) causes maximum rounds, minutes or hours as noted in the
97-98 description. A caster may end a spell early by
damage and/or affects the maximum
number of targets. spending an action to dismiss it. This also applies
Marked: Gain the following table to users of magical items. Unless a spell
effect permanently; Roll 1d10: (i) description states otherwise, if the caster dies or is
Heartless, (ii) Breathless (iii) Called rendered unconscious, the spell ends
From Below (iv) Shadowless (v) immediately.
99 Regurgitator, (vi) Darkening (vii)
Bestial Fear, (viii) Hollow (ix) Illusions
Whisperer, (x) Devil Eyes. No magic A number of spells and other magical effects
known to mankind can remove this create illusions or make one thing appear as
effect. another. Some illusions are more powerful than
Claimed: Gain the following table others, with stronger illusions fooling more senses
effect permanently; Roll 1d8: (i) Foul over a wider area. No illusion can mimic the sense
Beard, (ii) Mucus (iii) Third Eye (iv) of tactile sensation however, and interacting with
100 The Claw (v) Winged, (vi) Jaws, (vii) an illusion may reveal the ruse, for example by
Tentacled, (viii) Rotting. No magic passing a hand or object through it.
known to mankind can remove this
effect. At any time, a character may attempt to disbelieve
a suspected illusion, which may require an Int
The above are merely examples. GMs are check at the GM’s discretion. If successful, the
encouraged to modify and expand the table. character pierces the illusion and observes it only
as a transparent overlay covering the real creature,
object or terrain.
87
ii. If the cultist does not spend Favour, a Trappings of Wealth: Any coins,
Will check is required. The cultist’s gems and trinkets in the immediate
11-12
Reroll Pool is available for this check. possession of the cultist turn to
worthless rust, stone or sand.
Dark Interference: Roll on the Dark
iii. If successful, the blessing works as
13-14 & Dangerous Magic table. Ignore
intended. If failed, the cultist’s action is beneficial results.
wasted and they suffer a Divine Rebuke The Flesh is Weak: The cultist is
(see below). 15-16 overcome with exhaustion, causing
1d4 Str loss.
iv. Blessings add to a character’s Dark & And The Lord Taketh Away: The
Dangerous Magic tally, but do not trigger 17-18 cultists unlearns a random blessing.
DDM checks. A Divine Rebuke resets Atonement ends the rebuke.
the cultist’s DDM tally to 1. Soul Cleansing: The cultist loses 1
19-20
level until the end of the adventure.
A Divine Rebuke might reflect faltering faith, Confess: The cultist immediately falls
punishment for a past or future sin (of the cultist, to their knees, dropping whatever they
21-22 are holding, clasping their hands
their ancestor or progeny), misinterpretation of a
together in obeisance. Their next
lesser tenet, interference from the Veil, dark forces action is spent praying for forgiveness.
striking at the agent of an opposing power, and so Speak In Tongues: The cultist speaks
on. only in meaningless babble for 1d6
23-24
months (may still invoke blessings).
To determine the nature of the rebuke, roll 1d100 Atonement ends the rebuke.
on the table below. As noted in the descriptions, Dark Interference: Roll on the Dark
some effects require a Rite of Atonement to 25-26 & Dangerous Magic table. Ignore
absolve. Such rebukes are unaffected by mortal beneficial results.
magic short of Forbidden Wish. Frail of Spirit: The cultist’s divine
27-28 connection frays, causing 1d4 Will
loss.
1d100 DIVINE REBUKE Shameful Pride: The cultist’s skin
manifests ugly boils, causing 1d4
Dark Interference: Roll on the Dark 29-30
Charisma loss. The condition heals in
01-02 & Dangerous Magic table. Ignore 1d4 months.
beneficial results. Plague of Flies: Lingering in the open
Broken Icon: The cultist’s holy attracts an abundance of flies, gnats,
symbol no longer functions and 31-32
03-04 mosquitoes, locusts, etc to the cultist.
appears tarnished, cracked or faded. Atonement ends the rebuke.
Atonement ends the rebuke. No Respite: The cultist gains no
Mark of Shame: A holy brand burns 33-34 benefit from short rests until the next
itself onto the cultist’s face, hand or dawn.
05-06 chest, clearly indicating their religious Unbidden Heresies: Dark
disfavour. Atonement heals the brand 35-36 interference clouds the cultist’s
overnight. thoughts, causing 1d4 Int loss.
Bear Witness: The cultist glimpses his Dark Interference: Roll on the Dark
patron’s true form and gains a serious 37-38 & Dangerous Magic table. Ignore
07-08
madness. Atonement ends the rebuke beneficial results.
after 1d4 months.
Test of Devotion: The cultist cannot
Divine Warning: The cultist has a 39-40
invoke blessings until they enact five
09-10 momentary heart attack, causing 1d4
Con loss.
88
different tenets. Atonement ends the Condign Affliction: The cultist gains a
rebuke. 67-68 random disease. Atonement ends the
Ancestral Reckoning: The cultist rebuke.
suffers a 2 point penalty when Soul Tithe: The cultist cannot invoke
41-42 invoking blessings until they perform blessings until an enemy is reduced to
the Consecrated Ground rite at a 69-70 zero hp by their hand. Reroll if
place special to their ancestors. contrary to the patron’s ethos.
Holy Edict: The cultist is subject to Atonement ends the rebuke.
43-44 Soothing Edict (p.105, no save; GM Silent Torment: The cultist may not
determines the details). invoke blessings until the next dawn,
71-72
Tears of Blood: The cultist weeps and may never explain why (or the
45-46 blood for 2d6 rounds, and suffers rebuke becomes permanent).
disad on their next blessing test. On Your Belly. The cultist is
Mission from God: The cultist is compelled to prostrate themselves on
47-48 subject to Chains of Fate (p.95, no the ground, dropping whatever they
73-74
save; GM determines the details). are holding. On subsequent turns, a
Empty Vessel: The cultist loses all Luck (Will) save is required to end
49-50 memory of the last 48 hours. No the effect.
mortal magic can reverse this effect. Stigmatic Flagellation: The cultist
No Light But Mine: Torches, lanterns 75-76 immediately manifests 1d8 + level
and other mundane light sources are damage.
51-52 extinguished within 20 ft of the cultist Dark Interference: Roll on the Dark
for 1d6 months. Atonement ends the 77-78 & Dangerous Magic table. Reroll
rebuke. beneficial effects.
Gift of Truth. The cultist cannot Timely Offering: The cultist’s
53-54 weapon, shield or armour breaks
intentionally lie for 1d6 months. 79-80
(even chance. If magical damaged
Trial By Combat: In an impending instead, not usable until repaired).
55-56 battle, enemies target the cultist above Cast Out: The cultist suffers disad on
all others (where possible). social checks as others instinctively
Unwelcome Avatar: An agent of the 81-82
shun them. Atonement ends the
patron possesses the cultist’s body for rebuke.
57-58 2d6 minutes. It pursues the patron’s Toll of Mortals: The cultist ages 3d6
ends, heedless of any consequences to 83-84 years. No mortal magic can restore
the cultist. the lost years.
Sacred Visions: Holy hallucinations Redeeming Agony: The cultist is
59-60 impede the cultist’s real world vision, 85-86 wracked with cleansing pain, causing
causing 1d4 Perc loss. 1d4 Dex loss.
Forbidden Truth: The cultist learns a Struck Deaf: The cultist is deaf for
61-62 disturbing truth, affecting them like 87-88 1d4 months. Atonement ends the
Feeblemind (p.97, save as normal). rebuke.
Dark Interference: Roll on the Dark Dark Interference: Roll on the Dark
63-64 & Dangerous Magic table. Reroll 89-90 & Dangerous Magic table. Reroll
beneficial effects.
beneficial effects.
Second Chance: The cultist may I Summon Thee: the cultist vanishes
plead their case as to why their patron from existence for 1d6 rounds, then
should intervene. If the GM agrees, a 91-92 reappears 1d4 x 5 ft from their
65-66
Cha check causes the intended original location (with no memory of
blessing to occur. If failed, roll again where they went).
with disadvantage.
89
Struck Blind: The cultist is blind for Sanctum Sanctorum: Spend 1d6
93-94 1d4 weeks. Atonement ends the hours purifying a defiled shrine or
8
rebuke. temple (dedicated to your god or one
Struck Mute: The cultist cannot speak of similar ethos).
95-96 or invoke blessings for 1d4 weeks. Bitter Flagellation: Spend 1 hour a
Atonement ends the rebuke. day painfully drawing your own blood.
9
Repent or Perish: The cultist loses The ritual causes 1 Con loss per day
1d2 Con every dawn (not recoverable for 1d8 days.
97-98
by any means), until dead at zero Con. Restored Relic: Retrieve, reinstate or
Atonement ends the rebuke. cleanse a lost relic, holy symbol or
10
Final Judgment: The cultist dies other religious object of your god or
immediately in spectacular fashion (in one of similar ethos.
99
a manner befitting their god, or End the Accursed: Personally slay a
perhaps an interfering alien force). sentient creature faithful to an
11
Wrath of the Gods: As Unchain the opposed god or other supernatural
World Eater (p.107), but the cultist force.
100
automatically perishes at the centre. Cloistered Contemplation: The cultist
Others make Luck saves as normal. 12 sequesters themselves for 1d4
months, studying holy scripture.
Rites of Atonement Transcendence: Attain greater power
within your order (rise in station,
In some instances, removing a Divine Rebuke 13
conferral of greater authority, a special
requires the cultist to complete a Rite of award, etc).
Atonement. Example rites are provided below, Render Their Idols Dust: Destroy a
roll 1d20 or choose from the table. Reroll or
14 relic, holy symbol or other sanctified
substitute rites inconsistent with the patron’s ethos.
paraphernalia of an opposing god.
Pilgrimage: Visit a distant shrine or
1d20 RITES OF ATONEMENT 15 temple to your god or one of similar
ethos.
Healing Host: Spend 1d4 days Tithe of Absolution: Donate your
1 tending to strangers’ physical injuries share of treasure from the current
or illnesses. 16
adventure to your order or an
Add to the Flock: Convert a pagan or unrelated charity.
2 non-believer to the faith (GM Oppose the Misguided: Take public
determines details). action to discredit or disrupt the
Liturgy of the Word: Preach to a 17
activities of a competing god’s agent or
3 congregation or crowd of strangers for believer.
1d6 x 10 minutes. Glorious Adornment: Commission a
Ministry of Compassion: Spend 1d4 statue, symbol or other religious
4 days counselling strangers, including 18 paraphernalia worth 1 x Valuables,
treating or managing madness. which is gifted to your order or a
Blood Redemption. Slay a dangerous stranger.
5 foe single handed, then perform a 1d4 Holy Quest: Complete a special task
hour offering ritual. 19 for another of your order, or in
Seat of Worship. Spend 1d8 days accordance with a vision.
6 consecrating a new shrine or temple to Tear Down Their Temples: Destroy
honour your god. 20 or defile an altar, shrine or temple to
Catechism: Spend 1d4 days an opposing god.
7 instructing novices in your hallowed
ways.
90
SPELL LIST
Level 1 Level 2
1. Arcane Aegis 1. A Wisp Unseen
2. Feywalker’s Drifting 2. Affliction of the Eyeless Host
3. Fusing of Flesh 3. Bestial Communion
4. Gaze of Beguilement 4. Bound by the Black Spiral
5. Glimpse the True Gods 5. Curse of Searing Steel
6. Hand of the Void 6. Enduring Radiance
7. Insidious Slumber 7. Fetid Fog of the Rotting Horde
8. Lash of Unerring Pain 8. Globe of Silent Contemplation
9. Lucent Emanation 9. Inescapable Unmasking
10. Mantle of Many Faces 10. Place of Perfect Night
11. None Shall Pass 11. Solace of Argona
12. Pierce the Veil 12. Sorcerous Misdirection
13. Shadows & Dust 13. Strands of Ensnarement
14. Shennog’s Blessing 14. Sundering Sign
15. Speaker of All Tongues 15. Tainted Vigour
16. Strange Joining 16. Thaumaturgical Vesting
17. Thunderous Invocation 17. Waking Dream
18. Timeless Envoy 18. Whispers of the Watchers
19. Ward of Lost Souls 19. Wings of the Starless Abyss
20. Writhing Fog 20. Witchblade
Level 3
1. Abjure the Unnatural
2. Call Forth Simulacra I
3. Circle of the Unseen
4. Channel Lightning
5. Cradle of Formlessness
6. Deny the Nine Furies
7. Gift of the Fiery Furnace
8. Hunger for Blood
9. Incantation of Exhaustion
10. Nightcrawler’s Boon
11. One with the Deep
12. Purge the Accursed
13. Riddle of Bones
14. Rightful Ascension
15. Runic Rite of Wonderment
16. Sever Arcarnum
17. Sight Beyond Sight
18. Soothing Edict
19. Spectral Transfixion
20. Turn Back the Buzzing Flies
91
SPELL LIST
Level 4
1. Behold the Secret Truth
2. Bending the Stone
3. Call Forth Simulacra II
4. Cleansing Charm
5. Demonic Convergence
6. Dimension Door
7. Echo of Days
8. Heed the Silent Forest
9. Malediction of Lunacy
10. Mask of the Wilderlands
11. Monstrous Subjugation
12. Murderer’s Cloak
13. Nostrum of the Dying
14. Rain of Stone
15. Starmaiden’s Miracle
16. Sudden Transmogrification
17. Unchecked Growth of Soliri
18. Unshackled Celerity
19. Veil of the Balor
20. Wall of the White Wastes
Level 5 Level 6
1. Bane of Mortals 1. Betwixt Time & Space
2. Beseech the Ancient Ones 2. Beyond the Stars
3. Blast of Frozen Ruin 3. Bloody Blades of Graxus
4. Call Forth Simulacra III 4. Call Forth Simulacra IV
5. Cloud of Choking Torment 5. Chains of Fate
6. Creeping Doom 6. Conclave of Wind & Sky
7. Crush of the Warp 7. Eldritch Mirror
8. Delusions of Dark Recall 8. Fell Cavorting of Menethorii
9. Feeblemind 9. Flesh to Stone
10. Finger of Death 10. Forbidden Wish
11. Hedge of Twisting Thorns 11. Infuse Animus
12. Imperious Soul of the Magus 12. Master of Earth & Stone
13. Ineffable Force 13. Reaper of Hidden Shadow
14. Infernal Calling of Baal 14. Rite of Revelation
15. Melt Crag & Ridge 15. Stormlord’s Vengeance
16. Mystic Ward 16. Unchain the World Eater
17. Phasement to Nowhere 17. Viridian Ray of Unmaking
18. Rejuvenating Succor 18. Wave of Obedience
19. Summon Primordial Guardian 19. Wodon’s Eye
20. Tide of Iron 20. Word of Ending
92
SPELL DESCRIPTIONS
A Wisp Unseen The caster is protected by a Bending the Stone
2th Level hovering disc of force that 4th Level
Range: 60 ft phases in and out of existence Range: Touch
Duration: 1d6 x 10 minutes as needed. The disc protects Duration: Shaping up to 2d4
the caster like a normal shield minutes, but the effects are
This illusion spell turns a but does not require any permanent
person or a thing invisible. If hands. If the caster uses the
the invisible creature makes an shield ability to negate a You permanently shape stone
attack or casts a spell, the physical attack (p.62), the spell up to a 10 ft cube into another
invisibility ends. ends. If the caster is subject to form. The transformation
Lash of Unerring Pain, the process might take a few
Abjure the Unnatural Arcane Aegis automatically seconds to a few minutes,
3rd Level negates it, then ends. depending on the degree of
Range: Self detail involved. A rock might
Duration: 1d6 x 10 minutes Bane of Mortals be shaped into a sword, box,
5th Level door, passage or room up to
This spell functions like Ward Range: Self 10 ft deep. Rudimentary
of Lost Souls, but at a 10 ft Duration: 1d6 x 10 minutes moving parts may be
radius. The circle can be used constructed, such as hinges
to pin a supernatural creature An invisible force surrounds and a latch. The
against another surface but and moves with the caster in a
cannot crush or otherwise transformation process is
5 ft radius that repels other generally not fast enough to be
injure it (attempting to do so living creatures. Living
ends the spell). used as an attack (for example,
creatures cannot pass through
the globe. The globe can be it would not normally be
Affliction of the Eyeless used to pin a creature against possible to seal an enemy in a
Host another surface but cannot stone wall).
2nd Level crush or otherwise injure it
Range: 60 ft (attempting to do so ends the Beseech the Ancient Ones
Duration: 4d6 hours spell). 5th Level
Range: None
The target is magically blinded Behold the Secret Truth Duration: 1d10 minutes
for 4d6 hours or until 4th Level
dispelled. A Luck (Will) save Range: 120 ft cone with a 30 ft The caster makes contact with
resists. A reversal of this spell base a supernatural entity mankind
cures natural and magical Duration: 1d4 hours was not meant to know, and
blindness (but cannot restore a may force a yes or no answer
missing eye). This spell causes creatures to to questions posed. The caster
flee in pure terror. Creatures may ask up to 5 questions, but
Arcane Aegis that succeed on a Luck (Will) each has a 20% chance
1st Level save are unaffected. There is a (cumulative) of inflicting a
Range: Self 50% chance fleeing creatures serious madness. The entity
Duration: 2d6 hours or until drop whatever they are communed with answers the
holding. questions truthfully, but may
expended
answer cryptically or in riddles
(GM discretion).
93
Bestial Communion harmless pocket dimension Bound by the Black Spiral
2nd Level for 1d6 x 10 minutes. If the 2nd Level
Range: Self target is a non-native to the Range: 180 ft
plane (eg: most elementals and
Duration: 1d6 x 10 minutes Duration: 2d6 rounds
demons), it is permanently
returned to its home plane. An
This enchantment causes unwilling target may make a This magical compulsion
normal animals and insects Luck (Will) save to resist. targets 1d4 humanoids within
(not Giant or Dire versions) a 15 ft radius who are instantly
within 60 ft to regard the caster Blast of Frozen Ruin held rigid and unable to move.
as friendly unless her actions 5th Level A Luck (Str) save resists.
suggest otherwise. The caster Range: 60 ft cone with a 20 ft
may engage in two way base Call Forth Simulacra I
conversations with any animal Duration: instant 3rd Level
and/or insect within range, Range: 60 ft
during which time the caster This spell blasts foes with Duration: 1d6 x 10 minutes
makes chittering, barking, freezing hoarfrost, hammering
squawking, and similar noises. them with ice and numbing This spell conjures
The spell imbues the caster’s cold. Targets suffer 1d8 simulacrums of whisper and
damage per caster level, with a shadow, appearing in a 30 ft
communications with
Luck (Dex) save reducing diameter. They obey
persuasive influence, granting directions from the caster
damage by half. Targets that
advantage on any Cha checks fail their Luck save are also regardless of language (no
with animals and insects. semi-frozen, unable to move action). Summoned monsters
from their location. A spend their action manifesting
Betwixt Time & Space character may attempt a Str on the turn the spell is cast.
6th Level check (as part of their move They act at the same time as
Range: Self action) to shake off this the caster in future turns.
Duration: 1d6 x 10 minutes secondary effect each turn.
MONSTER
Bloody Blades of Graxus 1d6
You turn invisible and SUMMONED
incorporeal (p.182). You are 6th Level
able to phase in and out of Range: Self 1 3d4 Giant Rats
your normal physical form and Duration: 2d6 rounds
your incorporeal form. It costs 2 3d4 Goblins
an action to switch between the Flying magical blades encircle 3 2d4 Skeletons
two forms. You cannot cast and move with the caster in a
spells while incorporeal. 15 ft radius. Creatures caught 4 2d4 Beastmen
in the area when the spell is
Beyond the Stars first cast suffer 6d12 damage 5 2d4 Urgot
6th Level (Luck (Dex) save for half). In
Range: 120 ft subsequent rounds, creatures 6 2d4 Stirges
Duration: Instant that enter the area or end their
turn there, suffer the same
Call Forth Simulacra II
damage. The caster’s
This spell banishes a single 4th Level
movement rate is reduced to
creature from the current Range: 120 ft
10 ft while the spell persists.
plane of existence. If the target Duration: 1d6 x 10 minutes
is a native of the current plane,
it is temporarily shunted to a
94
As Call Forth Simulacra I, but MONSTER Channel Lightning
more powerful creatures. 1d6
SUMMONED 3rd Level
1 2d4 Ogres Range: 120 ft
MONSTER Duration: Instantaneous
1d6
SUMMONED 2 2d4 Cockatrice
1 3d4 Wolves A 10 ft wide bolt of lightning
3 2d4 Griffons blasts outward 120 ft from the
2d4 Serpentmen caster. Targets in the path
2
(Hraarsk) 4 2d4 Shades suffers 1d6 damage per caster
2d4 Giant level (Luck (Dex) save for
3 5 2d4 Chuul
Centipedes half). Flammable objects in the
4 2d4 Will o’ Wisps 6 2d4 Minotaurs area may catch fire. If
outdoors under clouds, the
2d4 Giant Ants bolt may descend from the sky
5
(Worker) instead, causing 1d8 damage
6 2d4 Giant Spiders per caster level.
95
The caster conjures a 15 ft Cradle of Formlessness Curse of Searing Steel
radius cloud of poisonous and rd
3 Level 2nd Level
corrosive vapour. The cloud Range: Self Range: 60 ft
rolls forward at a move rate of
Duration: 2d6 rounds Duration: 2d6 rounds
10 ft per round. The cloud is
heavier than air and will flow
down hills or stairs. Any The caster is transformed into One metal object within range
creature caught in the cloud a natural looking mist that (such as a weapon, piece of
must make a Luck (Con) save floats at 60 ft per round. In armour, or door knob) turns
or be incapacitated, unable to mist form, the caster is red hot (no Luck save is
take actions or move out of the immune to weapons without permitted). Any creature
cloud. Each subsequent round magical, silver or cold iron touching the object suffers 2d8
in the cloud requires a Luck properties, and may squeeze damage each round. The
(Con) save to avoid a horrible,
through cracks, as long as the object sheds dim light and may
gurgling death.
surface is not airtight or set fire to flammable objects.
Conclave of Wind & Sky magically sealed.
6th Level Delusions of Dark Recall
Range: 1d10 mile diameter Creeping Doom 5th Level
Duration: 1d4 days 5th Level Range: 30 ft
Range: 5 ft Duration: Permanent until
The caster summons light, Duration: 1d6 x 10 minutes dispelled
moderate or heavy weather of
her choosing, ranging from The caster conjures a dense 10 This spell allows the caster to
pleasant sunshine, oppressive foot diameter cloud of modify the target’s memory.
heat, torrential rain, thunder supernatural biting, stinging The spell cannot be cast
storms and/or dangerous and flying insects. The Doom during combat and a Luck
winds. Catastrophic weather
moves up to 10 ft each round (Will) save resists. If the spell
such as a cyclone or tsunami is
only possible if similar as the caster directs and causes takes effect, the target enters a
foundational weather is 50 damage in the first 10 feet dazed state for 1d4 minutes,
already present. of travel, 40 damage in the during which the caster may
second 10 ft, 30 damage in the remove, add or change a block
The unnatural weather lasts third 10 ft, and so on until the of up to 10 minutes of
for 1d4 days and spreads over Doom disperses. Each target memory. If the target saves, is
a 1d10 mile diameter region. caught in the area also suffers a injured or roused during this
In order to summon the minor madness. A Luck save time, the spell fails and the
weather, the caster must
halves the damage and negates target regains normal alertness,
complete a 1d4 hour ritual.
Using this spell automatically any madness effect. fully aware that some form of
results in a Dark & Dangerous mind affecting magic was just
Magic effect. If catastrophic Crush of the Warp attempted. A modified
weather is summoned, the 5th Level memory can be restored to
caster suffers 1 Con drain for Range: 120 ft normal with Purge the
each day the weather persists Duration: 2d6 rounds Accursed.
which cannot be restored until
the spell subsides. Unlike most As Bound by the Black Spiral, Demonic Convergence
spells, Conclave of Wind &
but may target any 1d4 4th Level
Sky cannot be ended early
once the ritual is complete. creatures. Targets with 15 or Range: Self
more HD are immune. Duration: 2d6 rounds
96
Whenever the caster is subject The caster may perceive past whole magical effect is
to physical damage of any kind events connected with an reflected, even if the subject is
(including magical damage), object as if she had been only one of many targets
present. The caster gains only
his skin becomes unnaturally caught in an area of effect.
a quick glimpse of the event
hard, resisting part of the blow. (up to 2d6 rounds worth), but Once a magical effect is
Each time damage is suffered, may go back in time up to one reflected, the spell ends.
the amount is reduced to day per level. The caster may
1d100 percent (eg: on a roll of indicate the nature of the Enduring Radiance
43, the caster suffers 43% of event, or particular day and 2nd Level
the damage rolled). time, she wishes to observe Range: Touch
(eg: the last person to hold the Duration: 1d4 days
Deny the Nine Furies object, or a meeting known to
have occurred in the location, One touched object produces
3rd Level
or four days ago at high noon, bright sunlight, to a radius of
Range: Touch etc). If no specific information
Duration: 1d6 x 10 minutes 30 ft.
is sought, the GM chooses the
event. This spell cannot be cast
Feeblemind
The target is immune to one on the same object twice.
5th Level
kind of damaging energy or
Range: 120 ft
other hazardous force,
Duration: 2d6 days
commonly fire, lightning or
cold, but also more unusual
This spell causes the target to
hazards such as acid, steam or
enter a largely unresponsive
undead life drain (eg: a shade’s
state, unable to meaningfully
Str drain or spectre’s level
interact with the outside world
drain).
without assistance. A Luck
Dimension Door (Will) save resists. If the Luck
save fails, the target’s Int, Perc,
4th Level
Will and Cha are reduced to 2.
Range: Touch (transported up
to 480 ft)
Fell Cavorting of
Duration: Instant
Menethorii
6th Level
Dimension door is a limited
Range: 120 ft
form of teleportation. The
Duration: 2d6 rounds
caster can teleport himself, a Eldritch Mirror
touched object, or a touched 6th Level
This spell causes a single target
person up to 480 ft, provided Range: Self
of up to 15 HD to
the destination is within line of Duration: 2d6 hours
compulsively and energetically
sight. If the target is unwilling,
dance on the spot (no Luck
a Luck (Will) save resists. Whilst this spell is active, the
save is permitted). The target is
subject may reflect a single
Echo of Days helpless while dancing and
magical effect back on an
unable to move normally or
4th Level attacker. The subject may
take other actions. When the
Range: Touch choose to use this ability after
spell ends the target collapses,
Duration: 2d6 rounds any Luck, damage, or other
utterly exhausted, and is
rolls have been made. The
97
befuddled with no memory of statute is in stasis and does not reduced to zero Con, the
the prior 1d6 x 10 minutes. age until the enchantment caster dies).
Creatures immune to charm ends (by way of Sever
effects are immune to this Arcarnum, Purge the Fusing of Flesh
spell. Purge the Accursed ends Accursed or similar). If the 1st Level
the effect and restores any lost spell is reversed, any damage Range: Touch
memory. suffered by the statue is Duration: Immediate
reflected in the creature.
Fetid Fog of the Rotting If the target has 1 or more hit
Horde Finger of Death points, this spell instantly
2nd Level 5th Level restores hit points equal to 2d4
Range: 120 ft Range: 60 ft + the caster’s Int modifier. If
Duration: 1d4 hours Duration: Immediate the target is unconscious on
zero hit points, the wounds
As Writhing Fog, but any This spell slays a single living mend slowly over 1d3
creature in the cloud must creature, instantly snuffing out minutes. The target does not
make a Luck (Con) save or its life force. The target is regain hit points or
become incapacitated with allowed a Luck save to resist. If consciousness until the 1d3
nausea and retching for 1d4 the check is successful, the minutes passes. A reversal of
rounds, after which time the target suffers 5d6 necromantic this spell causes the same
target may spend an action to damage. damage with a touch (make a
make a Con check to stagger melee attack roll with
out of the cloud. Forbidden Wish advantage).
6th Level
Feywalker’s Drifting Range: 240 ft Gaze of Beguilement
st
1 Level Duration: Instant 1st Level
Range: 10 ft radius Range: 120 ft
Duration: 2d6 hours This spell may mimic any Duration: 4d6 hours
other spell of 5th level or less,
This abjuration protects all or bring into being another This spell beguiles a single
humanoid creatures in range at magical effect of approx 5th humanoid to regard the caster
the time of casting. If a subject level power, subject to GM as a trusted friend. A Luck
falls within the spell’s duration, discretion. Alternatively, the (Will) save resists. This spell
they safely sink down to the caster may choose to boost the cannot be cast in combat.
ground instead of falling. power of the spell beyond the When the spell ends, the
usual 6th level limits by target has no memory of being
Flesh to Stone invoking a mysterious entity charmed.
from another dimension. The
6th Level GM decides what is possible Gift of the Fiery Furnace
Range: 120 ft and may require a bargain to 3rd Level
Duration: Permanent until be struck between the caster Range: 240 ft
dispelled and entity. In such a case, once
Duration: Instantaneous
the spell is complete, the caster
This spell transforms flesh into automatically triggers a Dark &
Dangerous Magic effect, gains The caster hurls a ball of fire
stone or stone into flesh, as
a pervasive madness, and which explodes at the target
desired by the caster. A Luck
suffers 5d4 Con loss (if location with a furnace like
(Con) save resists. A living
blast. If the ball strikes
creature transformed into a
98
something before reaching the normal hand is capable of. Heed the Silent Forest
intended destination, it Using the hand requires an 4th Level
detonates early. The blast action. The unseen hand can Range: Self
radius is 20 ft, and causes 1d6 phase into and out of existence Duration: 1d6 x 10 minutes
damage per caster level (Luck at will (it cannot materialize
(Dex) save for half). The blast part way through another The caster may engage in two
shapes itself to the available object). way telepathic communication
volume (33,000 cubic feet), with plants (including plant
filling 33 ten-by-ten-by-ten The hand cannot lift more monsters) within 60 ft. The
cubical areas. Flammable than 20 pounds or perform spell imbues the caster’s
objects in the area catch fire. precise actions such as picking communications with
locks, but it can turn door persuasive influence, granting
Glimpse the True Gods knobs, untie simple knots, etc. advantage on any Cha checks
1st Level The caster may cause the hand with plants. The caster may
Range: Self to attack with a weapon as temporarily imbue any non-
Duration: 2d6 rounds normal. The hand may only intelligent plant within 60 ft
materialise within line of sight, with a degree of magical
1d4 humanoid targets within a and cannot stray more than 60 flexibility. For example, a tree
30 ft radius flee from the caster ft from the caster. might move its branches to
until they are out of sight. A form a bridge, or vines
Luck (Will) save resists. Hedge of Twisting Thorns untangle and wriggle aside.
Creatures of 7 HD or more 5th Level
are immune. Range: 240 ft Hunger for Blood
Duration: 1d6 x 10 minutes 3rd Level
Globe of Silent Range: 120 ft
Contemplation This spell instantly grows a wall Duration: 2d6 rounds
2nd Level of writhing, iron like, razor
Range: 180 ft sharp thorns. The wall is up to This spell affects up to 1d4+1
Duration: 1d6 x 10 minutes 10 ft thick, 90 ft long and 15 ft creatures in a 30 ft radius.
tall, or a 20 ft radius half dome. Each target gains a 50% chance
Magical silence covers a 15 Entering the wall causes 1d8 of one extra move or action
radius around the targeted damage per two caster levels each round (target’s choice).
creature or object and moves (Luck (Str) save for half), and The extra action cannot be
with it. No sounds can be requires a Str check at used to cast a spell.
heard within or from outside disadvantage to avoid being
the area. An unwilling target entangled in the wall. An Imperious Soul of the
may make a Luck (Will) save entangled creature cannot Magus
to resist. move away from the wall until 5th Level
it spends an action to make a Range: Special
Hand of the Void successful Str check (at Duration: Special
1st Level disadvantage). If the wall is
Range: 60 ft conjured so that it covers a This ritual spell takes 1d4
Duration: 1d6 x 10 minutes creature, it may make a Luck hours, binds the caster’s life
(Dex) save to avoid any force into an object (the
phylactery) within 30 ft, and
You coalesce an invisible force damage and choose which side
automatically triggers a Dark &
that can do most things a of the wall it ends up on.
99
Dangerous Magic effect. Once Incantation of Exhaustion Inescapable Unmasking
within the phylactery, the 3rd Level 2nd Level
caster may spend an action to Range: 240 ft Range: Self
project his life force and
Duration: 2d6 rounds Duration: 1d6 x 10 minutes
possess the bodies of other
creatures, provided they
remain within 60 ft of the This spell affects a 20 ft radius. The caster detects hidden,
phylactery and fail a Luck Creatures inside the area invisible, ethereal, and
(Will) save. (friend or foe) must make a intangible creatures and their
Luck (Con) save to resist. An direction up to 120 ft.
affected target is “slowed”;
overcome with extreme Infernal Calling of Baal
lethargy and has a 50% chance 5th Level
of losing their action each Range: 240 ft
round. Duration: Permanent
100
but larger objects tend to cause Malediction of Lunacy mirrors your body or gear.
more damage and smaller 4th Level Depending on the
objects better AC. Range: 120 ft circumstances, the GM might
allow an Int check to recognize
Duration: 1d4 hours
the illusion for what it is.
Insidious Slumber
1st Level This spell affects up to 2d6 Mask of the Wilderlands
Range: 240 ft creatures within a 30 ft radius, 4th Level
Duration: 1d4 hours causing them to stand dazed or Range: 180 ft
manically attack others nearby. Duration: 4d6 hours
This spell affects a 15 ft radius A Luck (Will) save resists. If
and puts 4d4 HD worth of the spell takes hold, roll for the This spell creates a 100 ft
creatures (friend or foe) into a effect every 10 minutes until diameter of illusory terrain. An
magical slumber (no Luck save the duration has run its course. empty plain might appear as a
is permitted). Targets with the forest, for example. Structures,
lowest amount of hit dice are 1d12 EFFECT equipment and immobile
affected first. Targets with 5 or creatures may also be
more HD are immune. Attack caster & his
allies with concealed as a kind of terrain.
1–3
Lash of Unerring Pain berserker like fury
(if aware of them, The illusion affects sight,
1st Level hearing, smell, taste and
Range: 60 ft otherwise reroll).
Yell, scream, pull temperature. The illusion can
Duration: Immediate be programmed to perform a
at their hair and
4-6 series of acts or to react and
This spell conjures one tendril clothes, gnash
their teeth, etc. change as the caster desires by
of life leeching energy for spending an action round to
every odd caster level. The Stand baffled and
7–9 inactive, round. Anything that touches
tendril(s) stretch from the the illusion passes through it to
caster’s hands and murmuring
contently. the underlying terrain.
automatically strike one or Depending on the
more visible creatures (not Silently attack each
10–12 circumstances, the GM might
objects). Each lash causes other with wide
allow a creature an Int check to
1d4+1 damage. Lash of and vacant eyes.
recognize the illusion for what
Unerring Pain is negated by a it is.
target protected by the Arcane Mantle of Many Faces
Aegis spell. 1st Level
Master of Earth & Stone
Range: Self
6th Level
Lucent Emanation Duration: 1d6 x 10 minutes
Range: 240 ft
1st Level Duration: 2d6 minutes
Range: 60 ft You appear as another
Duration: 3d6 hours humanoid creature of similar
size and shape, although you This spell allows the caster to
may be another sex, fatter, spend an action to shift, move
One target object produces thinner, taller or shorter. Your and shape earth and/or stone
light up to as bright as a torch. clothing and gear appears as in a 10 ft diameter. The caster
The caster may spend an anything you wish. An object must be able to see the
action to change the that touches the illusion passes material affected. If the caster
through it unless the illusion attempts to bury a humanoid
brightness, or turn it on/off.
101
opponent, the target must Mystic Ward the caster cannot open the
make a Luck (Dex) save or be th
5 Level object. Creatures of equal or
trapped and suffocating. A Range: Touch higher level may make an
suffocating target may spend
Duration: 2d6 rounds opposed Str check (vs Str 20)
their action to gain a 33%
chance to break free. to force the object open.
The subject gains 50% Magic
Melt Crag & Ridge Resistance. Nostrum of the Dying
5th Level 4th Level
Range: 120 ft Nightcrawler’s Boon Range: Touch
Duration: 2d6 days 3rd Level Duration: Immediate
Range: Touch
This spell transmutes rock Duration: 2d6 hours This spell is identical to Fusing
(and any other form of earth, of Flesh but restores hit points
including sand) into mud. An The recipient of the spell can equal to 4d8 + four times the
area up to 300 x 300 ft see perfectly in non-magical caster’s Int modifier.
becomes a deep mire, darkness.
reducing movement to one One with the Deep
third normal. The spell may 3rd Level
be reversed, turning mud to Range: 30 ft
rock. Any creatures caught in Duration: 2d6 hours
the area must succeed on a
Luck (Dex) save or be rooted Up to two creatures per level
in place until broken free (a may breathe underwater (as
process taking a few rounds to well as air).
a few hours, depending on the
tools at hand). Phasement to Nowhere
5th Level
Monstrous Subjugation Range: 30 ft
4th Level Duration: 1d6 x 10 minutes
Range: 60 ft
Duration: 1d6 x 10 minutes This spell creates a magic
tunnel through wood, earth,
As Gaze of Beguilement, but stone or ice, up to 10 ft high,
10 ft wide, and 20 ft deep. The
this spell affects any living None Shall Pass
creature. A target with more tunnel closes when the spell
1st Level ends.
HD than the caster is immune. Range: 120 ft
Duration: Permanent until Pierce the Veil
Murderer’s Cloak dispelled.
4th Level 1st Level
Range: Touch Range: Self
You enchant a doorway, Duration: 2d6 hours
Duration: 2d6 rounds window, box, compartment or
similar object, magically The caster may spend an
This spell operates like A sealing it closed. You and any
Wisp Unseen, but is not action to pinpoint and identify
creature you designate may magic within a 30 ft radius,
broken by making an attack or open the object. Other
casting a spell. including magical items,
creatures of lower level than trapped runes and personal
102
charms. The broad nature of inflicting 1d6 damage per suffered due to undead and
any magic is revealed, for caster level (Luck (Con) save other supernatural attacks.
example, a lightning trap might for half). The area becomes One level, one Luck point and
radiate as elemental magic, slippery with scree for 1d4 1d10 years return
while an urn of healing water rounds. Anyone moving more immediately, and the same
would radiate as healing. than half their normal again each day thereafter, until
Illusions are not detected, part movement rate must make a all drained levels, years and
of their magic includes fooling Dex check or fall prone. Luck are reinstated. This spell
basic detection spells of this does not restore Luck lost due
kind. Pierce the Veil is Reaper of Hidden Shadow to ordinary adventuring, only
blocked by a thin sheet of lead, 6th Level supernatural Luck drain.
or stone, earth or wood more Range: 10 ft
than 1 ft thick. Duration: Until mission is Riddle of Bones
completed 3rd Level
Place of Perfect Night Range: Touch
2nd Level This spell summons an Duration: 3 questions within
Range: 120 ft Invisible Stalker (p.205), an 1d4 minutes.
Duration: 1d6 x 10 minutes unseen assassin from another
dimension. The Stalker This spell empowers a
Magical darkness fills a 15 ft attempts to perform one task humanoid corpse or bones to
radius, impenetrable to all as ordered by the caster, answer three questions from
vision except Wodon’s Eye. regardless of how long it may the caster, answering with
Any light spell negates the take or how far the Stalker knowledge the corpse had
darkness. must travel. The magic binding while alive. The caster
a Stalker is especially strong magically understands the
Purge the Accursed and imposes disadvantage on language the target uses. Magic
3rd Level any Sever Arcarnum test. users of 6th level or less may
Range: Touch speak with targets up to 1,000
Duration: Immediate The Stalker relentlessly years old. Magic Users of 7th
pursues its objective until level and higher may speak
This spell cures or removes completed, the mission with a target of any age. The
one curse or disease (including becomes impossible, or the target must have its skull to
magical diseases) over 1d3 Stalker is destroyed. If the converse (it need not have
days. Alternatively, over the mission is completed there is a more than this). Some answers
course of 1d6 days, the spell 50% chance the Stalker might be cryptic in nature at
removes one minor madness becomes uncontrolled and the GM’s discretion.
or reduces a more severe attempts to kill the caster.
madness by one level. Otherwise it vanishes forever. Rightful Ascension
3rd Level
Rain of Stone Rejuvenating Succor Range: 60 ft
4th Level 5th Level Duration: 1d6 x 10 mins
Range: 120 ft Range: Touch
Duration: Special Duration: Immediate This spell imbues the target
with the power of flight, with a
A swirling vortex of rocks This spell slowly restores lost move rate of 120 ft per round.
hammers a 15 ft radius, levels, years or Luck drain
103
Rite of Revelation creatures (a Luck (Will) save This spell conjures a visual
6th Level resists), a Channel Lightning illusion that fits within a 10 ft
Range: Self rune trap, a persistent illusion, cube. The illusion can be
Duration: See below and so on. Effects, duration programmed to perform a
and other conditions are series of acts or to react and
Over the course of a long ritual subject to GM approval. change as the caster desires by
(5d20 days), the caster gains spending an action round to
detailed knowledge of a round. This spell does not
person, place, or thing. There generate sound, smell, touch
is a 50% chance of gaining or temperature. Anything that
access to particularly touches the illusion passes
important secrets such as through it.
hidden lairs, concealed
crimes, true identities, true Depending on the
names or prophecies. At the circumstances, the GM might
GM’s discretion, some allow a creature an Int check to
information may be cryptic in recognize the illusion for what
nature. This spell cannot be it is.
repeated against the same
target. Over the course of Shennog’s Blessing
casting this spell, the magic 1st Level
user gains a serious madness. Range: 60 ft
Sever Arcarnum Duration: 2d6 rounds
Runic Rite of Wonderment 3rd Level
3rd Level Range: 120 ft A single target is consumed by
Range: Varies Duration: Instant or 2d6 an awful, manic laughter which
Duration: Varies rounds against a magical item. renders the target helpless for
the duration. A Luck (Will)
This spell allows the caster to This invocation is used to save resists. Creatures with 7+
impose a long term magical instantly end all spells and HD are immune.
effect on an object or area. other magical effects in a 15 ft
The duration is typically up to radius, including magical traps, Sight Beyond Sight
a month per level, but might locks and summoned 3rd Level
be years or even permanent at creatures (which vanish). Range: 120 ft
the GM’s discretion. Area Alternatively, the spell can also Duration: 1d6 x 10 minutes
effects are generally limited to be used to suspend the magical
a 10 ft radius per level. The properties of a single magical You conjure an invisible,
casting time is 1d4 days. The item for 2d6 rounds. The intangible sensor capable of
caster suffers 1 point of Con caster must make a successful seeing and hearing as if you
loss as long as the spell Luck (Int) check for the spell were standing at another
persists. Special material to work. location within range. Unless
components may be required distracted, those within 30 ft of
at the GM’s discretion. Shadows & Dust the sensor feel a faint and
1st Level inexplicable sense of dread or
Example effects might include Range: 180 ft foreboding.
warding an area against living Duration: 1d6 x 10 minutes
104
When you use the sensor, you This spell creates two images Stormlord’s Vengeance
cannot see or hear with your of the caster, acting in perfect 6th Level
real eyes and ears. You may synchronization with her like Range: 120 ft
mirror images. Attackers
switch between senses by Duration: Instant
cannot distinguish the images
spending an action. You may from the caster, and may
also move the sensor up to 30 attack one of the images The caster unleashes a bolt of
ft by spending an action. Both instead of the caster herself lightning at a single target
the spell and sensor are (determined randomly). causing 11d8 damage. The
When a hit is scored upon one spell then arcs to a second
blocked by a thin sheet of lead,
target within 20 ft of the first
or stone or wood more than 1 of the images, it disappears.
target for 10d8 damage, then
ft thick. to a third targe within 20 ft of
Speaker of All Tongues the second target for 9d8
Solace of Argona 1st Level damage, and so on, up to a
2nd Level Range: Self final arc causing 1d8 damage.
Range: Touch Duration: 1d6 x 10 minutes Each target is momentarily
Duration: Immediate stunned by the lightning, losing
This spell allows the caster to their next action. A Luck
speak, read and understand all (Dex) save halves the damage
Over the course of 1d6 hours,
languages. and negates any action loss.
this spell mends one No target may be struck more
temporary injury (p.79), or than once.
restores 1d4 lost attribute Spectral Transfixion
points. This spell cannot 3rd Level Strands of Ensnarement
restore Luck. Range: 120 ft 2nd Level
Duration: 2d6 minutes Range: 120 ft
Soothing Edict Duration: 1d6 x 10 minutes
3rd Level The caster conjures an array of
hypnotic lights in a 20 ft radius.
Range: 120 ft Fibrous, sticky webbing fills a
All creatures in the area (or
Duration: 2d6 hours that enter the area later) must 15 ft radius as long as there are
make a Luck (Will) save or fall at least two points for the
The caster speaks a hypnotic into a dazed state, unable to strands to anchor onto
suggestion to his intended take any actions or move, as (including the ground, trees,
victim. On a failed Luck (Will) long as the target remains in walls, ceiling). Any creature
save, the victim carries out the the area and can see the entering the area, or in the area
suggestion as long as it does spectral lights.
when the spell is cast, must
not involve direct harm to the make an opposed Str check (vs
victim and can be performed
Starmaiden’s Miracle
Str 16) to avoid becoming
within the duration. The 4th Level
stuck. A stuck creature cannot
suggestion need not call for the Range: Touch
move out until it uses an action
action to be carried out Duration: Immediate
to make a successful opposed
immediately. Str check to break free.
This spell regrows one lost
Sorcerous Misdirection eye, ear, limb or similar
An unstuck creature may cut
2nd Level appendage over 1d6 days.
through 10 ft of strands each
Range: Self round, or burn all of them with
Duration: 1d6 x 10 minutes a single action (anyone caught
in the webbing suffers 1d6 fire
105
damage). 10 feet of strands remain. If the form is not spend an action to end the
blocks vision and absorbs humanoid, the target cannot spell early, causing the
most normal missiles. cast spells. Unusable gear elemental to vanish.
melds into the form. If the
Strange Joining target is unwilling, a Luck Sundering Sign
st
(Con) save resists. There is a 2nd Level
1 Level 20% chance some part of the
Range: 120 ft Range: 60 ft
transformed is not fully
Duration: 2d6 hours Duration: Immediate
restored to normal when the
spell ends (GM discretion).
The caster may communicate The forbidden Sign unlocks
telepathically with any creature and unbars all locks, doors,
she is aware of within range, gates, portals manacles, bear
assuming they have a common traps and similar objects within
language. Creatures range, including those held or
communicated with may locked by magic. Invoking the
respond telepathically if they Sign somehow weakens the
wish. There is a 30% chance a Veil, increasing the caster’s
random alien entity beyond DDM tally by 2 instead of 1.
the Veil intrudes on the
Tainted Vigour
joining, asking questions,
2nd Level
sharing its thoughts or
Range: Touch
emotions (GM discretion).
Duration: 2d6 rounds
The spell is blocked by a thin
The target gains 2d4 points of
sheet of lead, or stone or wood
Str (max 19) and a savage bent,
more than 1 ft thick.
until the spell ends.
Summon Primordial
Sudden Transmogrification Guardian Thaumaturgical Vesting
4th Level 5th Level 2nd Level
Range: 240 ft Range: 240 ft Range: Touch
Duration: 1d6 x 10 minutes Duration: 1d6 x 10 minutes Duration: 1d6 x 10 minutes
This spell allows the caster to The caster summons a 10 HD The target’s Str, Dex, Con, Int,
turn herself or another elemental (caster’s choice) Perc, Will or Cha is increased
creature into a different type of which follows her orders (no by 1d4 (maximum 18) for the
creature. The new form action). The elemental obeys duration.
cannot have more hit dice than as long as the caster
half the caster’s level (round concentrates on controlling it.
up). The polymorphed Thunderous Invocation
If the caster’s concentration
creature gains the physical ends, the elemental becomes 1st Level
qualities (including AC, attacks free and goes on a rampage Range: 30 ft
including hit chance and until the spell ends, targeting Duration: Instant
damage rolls, movement the caster above all others.
modes and senses), but not The caster’s concentration You project a deafening blast
magical qualities or hit points, ends if she casts another spell, of thunderous force before
of the new form. or suffers damage and fails a you in a wave 10 ft high and 15
Con check. While the caster ft wide. The wave moves away
The target’s original maintains control, she may
personality and memories from the caster to a range of 30
106
ft. Creatures and unattended triggered, the object forms a Duration: Permanent
objects suffer 2d8 damage and magical mouth and conveys
are thrown backwards 1d6 x 5 the message once. The Over 1d6 minutes an area up
ft. A Luck (Con) save halves message may be up to thirty to 100 ft long, 100 ft wide and
the damage and negates the words long. The Timeless 10 ft tall grows into an
impassable forest of brush,
movement. Envoy will trigger once per
thorns and vines.
level before the enchantment
Alternatively, the caster may dissipates. The plants spring from any
channel the thunder into an surface, including earth, stone,
inanimate, non-magical object Turn Back the Buzzing ice or snow and do not require
the size of a door or smaller by Flies sunlight or water to persist. An
touching it. The caster may 3rd Level experienced woodsman
make a Luck (Int) check to Range: Touch armed with an axe takes
shatter the item. Particularly Duration: 1d6 x 10 minutes approximately 1 minute to
clear 5 ft of forest.
large and strong objects (eg: an
iron door) may impose The target is immune to non-
Unshackled Celerity
disadvantage or be immune, at magical missiles which simply
4th Level
the GM’s discretion. bounce off him. Very large
Range: Touch
Channelling the spell in this projectiles such as boulders
Duration: 1d6 x 10 mins
way still produces a deafening are not protected against.
noise.
The target is immune to
Unchain the World Eater
paralysis and cannot be
Tide of Iron 6th Level
restrained in any way, inc
5th Level Range: 240 ft
grappling, webs, ropes, vines,
Range: 240 ft Duration: Instant
hunting traps or manacles.
Duration: 2d6 hours
The target also ignores speed
An 80 ft radius area suffers a
ferocious and unnatural penalties due to hazardous
The caster raises an iron wall
earthquake. The quake terrain or when swimming.
up to 3 ft thick, 30 ft tall, and
topples structures, causes rock
90 ft long. One side of the wall
slides, and opens gaping Veil of the Balor
must be attached the ground. fissures in the earth. Any 4th Level
The wall may be vertical, humanoid caught in the area Range: 120 ft
horizontal, or in between. must make a Luck (Dex) save Duration: 1d6 x 10 minutes
or become hopelessly buried
Timeless Envoy in rubble (50% chance, taking
A wall of opaque fire flares
1st Level 1d4 hours to dig out), or fatally
crushed by falling material or into being, either a wall up to
Range: Touch
grinding fissures (50% chance). 60 ft long and 20 ft high, or a
Duration: Special
The earthquake’s tremors do 15 ft radius half dome. The
not extend in any way beyond flames are two feet thick.
This spell enchants one object the spell’s area of effect. Entering the wall causes 1d8
with a set message. When the
damage per two caster levels
spell is cast, the caster decides Unchecked Growth of (Luck (Con) save for half). If
the content of the message, the Soliri conjured so that the wall
tone of delivery, and the 4th Level touches a creature, a Luck
conditions which trigger the Range: 240 ft (Dex) save negates any damage
communication. When
107
and the target chooses which The caster conjures a wall of flies) toward an object or
side of the wall it ends up on. ice, three feet thick and person the caster specifies with
opaque, up to 60 ft long and 20 a description or mental image.
Viridian Ray of Unmaking ft high, or a half dome of up to
6th Level 15 ft radius. If the wall is If the caster has not seen the
Range: 60 ft conjured so that it touches a person or object, the spell
Duration: Instant creature, it must make a Luck might still detect the subject
(Dex) save or be trapped in the with a sufficiently detailed
The caster fires a beam of wall until it spends an action to description and identifying
green energy at a single target make an opposed Str check (vs markers (eg: female teenager
such as an object or creature, Str 18) to break free. A with blonde hair and
which is instantly turned to
creature may spend an action cheekbone scar). The spell
microscopic dust, leaving no
trace. If an object such as a wall to break through the wall by may also be used to detect a
is targeted, a maximum of a 10 making a Str check. Each general type of object such as
ft cube is affected. Creatures successful check makes a crawl stairs, gold coins, keys, etc.
may make a Luck (Dex) save way sized hole, up to 1 ft deep The spell is blocked by a thin
to resist. Magical items (or 2 ft deep with a great sheet of lead, or stone, earth or
generally have a 50% chance of success). wood more than 1 ft thick.
resisting.
Ward of Lost Souls Wings of the Starless Abyss
Waking Dream 1st Level 2nd Level
2nd Level Range: Self Range: 60 ft
Range: 240 ft Duration: 1d6 x 10 minutes Duration: 1d6 x 10 minutes
Duration: 1d6 x 10 minutes
The caster radiates a field of This spell allows the caster to
This spell creates an illusion protection out to 1 ft, which levitate himself or another
that fits within a 20 ft cube that supernatural monsters cannot creature (up to 10 ft tall), or
fools most of the senses: sight, penetrate (eg elementals, object (up to 10 kgs per level).
hearing, smell, taste and demons, undead). In addition The caster may spend their
temperature. The illusion can the caster gains +1 AC. action to direct the target’s
be programmed to perform a movement in any direction at a
series of acts or to react and Wave of Obedience rate of 10 ft per round, to a
change as the caster desires by 6th Level maximum height of 10 ft per
spending an action round to Range: 180 ft level. An unwilling target or an
round. Anything that touches Duration: 4d6 hours attended object may make a
the illusion passes through it. Luck (Str) save to resist.
Depending on the As Soothing Edict, but affects Unattended magical objects
circumstances, the GM might up to 2d4 targets within a 30 ft have a 50% chance of resisting.
allow a creature an Int check to radius.
recognize the illusion for what Witchblade
it is. Whispers of the Watchers 2nd Level
2nd Level Range: Touch
Wall of the White Wastes Range: 300 ft per level Duration: 2d6 rounds.
4th Level Duration: 1d6 x 10 minutes
Range: 120 ft This spell gives the caster the The caster touches a weapon
Duration: 1d6 x 10 minutes correct direction (as the crow no larger than a polearm,
108
instilling it with temporary Wodon’s Eye This spell affects a 30 ft radius
magic. The weapon counts as 6th Level of creatures with 6 HD or less.
magical for the duration, and Range: Touch The caster may choose to
grants a random effect as long Duration: 1d6 x 10 minutes exclude eligible targets if he is
as it is wielded (roll 1d6). aware of them. Targeted
The target gains supernatural creatures die instantly (no
1d6 EFFECT clarity of vision, seeing through Luck save is permitted).
all darkness and obscurement, Casting this spell automatically
Elemental: Wreathed detecting all forms of magic, invokes a Dark & Dangerous
in flame, ice, acid, etc. invisibility, and illusion. If the Magic effect.
1
Increase damage die subject is being magically
by one size category. observed, she becomes aware Writhing Fog
Lucky: Increase of such. Finally, the subject 1st Level
2
critical range by 1. senses the true nature of any Range: 120 ft
Swift: Gain advantage monster she observes (for Duration: 1d4 hours
3
on Initiative checks. example a dragon in human
Vampiric: Wielder form, etc). You conjure a thick fog that
4 restores 1d4 hp on completely obscures vision
each hit. Word of Ending and fills a 20 ft radius,
Strength: gain 1d4 Str 6th Level spreading around corners if
5
(max 19). Range: 240 ft required. The fog remains
Souleater: Auto Duration: Instant until the duration ends or a
6 trigger a DDM effect strong wind disperses it.
if a target is killed.
one extra 2nd or 3rd level spell use, (5) learn 3 new
ADVANCEMENT spells, (6) substitute one known spell for a new
one, or (7) gain a Unique Feature.
LFG provides two options to advance PCs as they
gain experience in the game world: Downtime
Level Up and Session Advance. The two methods Optionally, GMs might prefer a degree of
may be used together or separately. randomness to Session Advances. If so, players
roll at the end of each session (or other period or
Downtime Level Up milestone determined by the GM); 1d8 for all
Using this method, adventurers who meaningfully classes except Magic Users who roll 1d10. If the
participated in the last adventure advance one level result is not applicable (eg: rolling hit point
during downtime. Some GMs might require gold increase twice), use an adjacent result instead (if
and/or time to be spent on training before the level two possible advancements, determine randomly).
up occurs. For a slower advancement rate,
consider levelling up after two (or three) 1d8 or
adventures. SESSION ADVANCE
1d10
Each class has at least three advances each level; 5 New Skill
increased hit points, an additional Reroll die or
extra use of a class ability. In addition, other 6 One new Class Ability
advances are often also available: increased attack
bonus, a new skill, a new unique custom feature, a 7 New Unique Feature
new or improved class ability, a Luck increase, and
8 Next level’s Hit Points
so on.
9 Learn one new spell (MU only)
If an adventurer has gained all of her increases for
a single level, the character is officially “levelled 10 One extra spell use (MU only)
up” and no further session advances are possible
until the next adventure commences. In the
alternative, a fully levelled up PC who earns a Lower Level PCs
further Session Advance might be permitted to If a PC is lower level than most of the party
recover 1 point of Luck, at the GM’s discretion. (perhaps because a prior character died, and is
being replaced with a new 1st level PC), the GM
Example might allow that character to advance twice as
A 5th level Magic User with 16 Int gains a session quickly until they catch up to their fellows (ie: two
advance. Looking at the advancements available levels per Downtime Level Up, or two advances
for 6th level, the player could choose to gain one of per Session Advance, capped at two levels per
the following benefits: (1) attack bonus increase, adventure).
(2) more hit points, (3) an extra reroll die, (4) gain
110
Maximum Level Injury Recovery or Adaption
The default maximum level in LFG is 12th Level, Sometimes recovering from a serious injury takes
after which PCs are assumed to shortly retire. Like up all of an adventurer’s downtime. The injury and
all LFG rules, GM’s are free ignore this and healer’s kit rules provide some guidance to the
GM.
extrapolate higher levels if they wish.
GM’s might permit adventurers with permanent
Designer’s Thoughts injuries, such as lost eyes, ears or limbs, to modify
12th Level was chosen as the end point for a or negate some or all related penalties after a
number of reasons: (i) to keep certain powerful sufficient period of retraining and adaptation. For
monsters especially scary and dangerous to even example, a fighter with a missing eye might negate
the most powerful PCs, (ii) to keep lower level the 33% miss chance after acclimatizing to one eye,
monsters relevant for longer, and (iii) to remove or a rogue with a peg leg reduce her movement
the highest levels of magic from the game. penalties.
Madness Progression
Characters with a madness trait might find their
Downtime condition improving, deteriorating or staying the
Characters get up to things in between their same. Refer to the madness rules for guidance.
adventures. During periods of downtime, an
adventurer might choose to engage in one or more Training
extracurricular activities. The specifics of what may
An adventurer might spend time training with an
be achieved during a period of downtime is left to
expert teacher to learn new skills or abilities, at the
GM discretion. Some example activities are
GM’s discretion. Training is often associated with
outlined below.
3rd, 4th, 6th, 8th, 9th and 12th level advancements. This
activity might also encompass training animal
Crafting companions.
An adventurer with the right skills and tools might
be able to craft one or more objects, or hire an Sufficiently experienced adventurers might take
NPC to fashion them. on apprentices, train militia, or push the
boundaries of their chosen profession, earning
In addition to stock items, characters might obtain coin, fame and/or respect.
unique or customized gear such as specially
modified weapons, rare pets or unique alchemical
concoctions.
Domain Management
Some adventurers may choose to build keeps,
towers, guild halls, underground lairs and so on.
Nearby land might need to be patrolled, monsters
expunged, peasants taxed, neighbours appeased, Family or Other Involvement
and so on. Some adventurers have family, business, religious
or guild responsibilities or obligations to attend to.
Research or Rumour Hunting Examples might include turning a quick profit in a
With access to a library (for research) or taverns curio shop, dealing with a wayward sibling,
(for rumour hunting), your adventurer might attending to guild obligations, religious
unearth new secrets or valuable information worth observance, or investing in a field of personal
exploring. Magic users might discover (or create) a interest. Of course, some businesses and guilds are
new spell. less legal than others, risking the attention of
authorities, rivals or other stake holders.
111
GM TOOLS
If the party attempts to sneak up on a group of
Running a session of LFG is fairly easy, firstly sleeping goblins, is a Dex check required, or do
because there aren’t many rules, and secondly the players automatically succeed?
because the GM is encouraged to change the rules
however the GM pleases. Everything in this There is no right or wrong answer to this question,
document is just a guide, and GMs and players are and perfectly reasonable GMs will differ on their
expected to consult and discuss rules changes, approaches. Some GMs might allow the PCs to
tweaking the mechanics to better suit their table. automatically sneak up on their foes. Others will
Ultimately the GM is the final authority for his or call for a Dex check, perhaps with advantage. Still
her game. others might improvise a simple 10% chance one
of the goblins randomly wakes. All three
approaches are reasonable, and as long as the GM
tends to make consistent rulings for similar
situations, the players will know what to expect and
all will be well.
113
BLACKPOWDER & SHIPS
This section deals with optional rules for GMs Naval Combat
interested in pirates, pistols, ships and cannons. A naval combat turn covers approximately five to
fifteen minutes of game time, divided up into four
Blackpowder Weapons phases:
Personal blackpowder weapons are outlined
below. They exhibit the following properties: 1. PC actions
2. Positioning (including withdrawing)
• Damage dice that roll 4 are rolled again 3. Artillery
and accumulate (“exploding” dice). 4. Boarding (if applicable)
• On a natural 19 attack roll (or for
grenades, on a terrible failure Luck save),
a random body part is injured; roll 1d8
and consult the Injuries & Setbacks table.
• If the wielder suffers damage while
priming or reloading, their action is lost.
• The weapon is loud, preventing stealth.
• On a fumbled attack, the weapon
malfunctions, rendering it a club until (1) PC Actions
repaired (similar to shield rules). Before ship to ship combat begins, each player
• Powder grenades may be combined into a declares their PC’s action during the naval turn,
choosing from the list below. At the GM’s option,
single trap (with a fuse timer, etc). Each
the player may also need to declare their PC’s
additional grenade alternates between
rough location on the ship.
adding 1d4 dmg or increasing the blast
radius by 5 ft (max 20 ft). i. At the Helm involves the PC piloting or
assisting the helmsmen to pilot the ship. If
BLACKPOWDER WEAPONS assisting, the Positioning test is made at
advantage if the assisting PC makes an Int
RANGE
NAME DMG PROPERTIES (Sailing) check. If the check is a terrible
COST failure, the Positioning test is made at a -3
40 ft 1 action and two penalty instead.
Pistol 3d4
200 gp hands to reload.
100 ft Two handed. ii. Boarding involves hand to hand fighting
Musket 4d4
300 gp 3 actions to reload. with enemy crew (see p.117).
Two handed.
Blunder 20 ft Cone 20 ft long, 10 iii. Defensive Actions; the PC supports and
5d4
-buss 150 gp ft wide. 2 actions to directs crew in defensive actions, allowing
reload. the PC to spend a Reroll die to reroll an
1 action to prime, 1 Artillery Effect against their own ship
action to throw. 10 (max one reroll per Artillery attack).
Powder 70 ft
4d4 ft radius. Luck
Grenade 75 gp iv. Lookout grants the captain a +2 bonus on
(Dex) save negates
(no attack roll). Positioning tests provided the PC makes a
Perc (Detection) check (max one PC).
Additionally, if successful, the PC may
114
grant one character advantage to resist an
observable Artillery event that turn.
115
(2) Positioning (3) Artillery
During this phase, ships are manoeuvring for Each ship may make two Artillery attacks per naval
superior position, using speed, skill and local turn, choosing from their available weapons
conditions to leverage an advantage against their systems. Ships attack in order of initiative.
opponent.
Superior Range
The captains of both vessels (players might like to During the first naval turn only, if one ship has
roll for their ship) make an opposed Int (Sailing) longer range artillery than the other, it gains two
test. If one ship has faster speed than the other, it free attacks before any initiative based attacks.
gains a +2 bonus. Other modifiers apply at the
GM’s discretion (for example, Crew Artillery Effects
Advancements on p.122). The victor’s ship gains To make an attack, each ship declares which kind
favourable positioning. On a great success, the of artillery is fired. All targeted ships then make
victor’s ship gains very favourable positioning. If saves (roll 1d6 vs the ship’s Save attribute, p.119).
both parties fail, positioning is neutral. If successful the attack is negated, and the ship’s
Save attribute increases by 1 (once only per naval
Favourable Positioning turn, regardless of the number of successful saves).
A ship with favourable positioning (i) wins initiative
(including for allied ships, if any), and (ii) may: If failed, the target vessel suffers 1 hit, and rolls
1d20 on the Artillery Effects table.
(1) Make three Artillery attacks this turn
instead of two (see (3) Artillery), or
ARTILLERY EFFECTS
(2) If facing multiple enemy ships, force all Glancing shot! Negates Hit damage, and
1
ships but one (victor’s choice) to make no other effect.
only a single Artillery attack this turn 2 A solid hit, but no additional effect.
(instead of two). 2d6 crew lost overboard (knocked/blown
3 off, jump to avoid flames, etc). Rescue
Very Favourable Positioning possible at GM’s discretion.
A ship with very favourable positioning may Deserters; 2d6 crew lower one or more
alternatively:
4 lifeboats to flee or surrender, hoisting the
(1) Prepare to Board an enemy vessel. This white flag.
requires winning favourable positioning 5 3d6 crew killed.
again on the following naval turn, or Mast damaged (70%) or destroyed (30%).
6 Reduce speed by 1 category until repaired
(2) Prepare to Ram an enemy vessel. This or replaced.
requires a winning favourable positioning 2d6 crew killed, and 1 PC (if applicable)
again on the following naval turn, or must make a Luck (Dex) save or be lost
7
overboard. Rescue possible at GM’s
(3) Prepare to Withdraw from the discretion.
engagement. This requires winning very Rigging damaged (70%) or destroyed
favourable positioning again on the 8 (30%). Ship automatically loses initiative
following naval turn, plus a group Luck
until repaired or replaced.
check by the PCs (or NPC captain). The
3d6 crew killed, plus 1d2 PCs roll on the
Luck check is made at advantage if the 9
Injuries & Setbacks table.
withdrawing vessel is faster than its
pursuers. Main sails or oars damaged (70%) or
10
destroyed (30%). If the only means of
116
propulsion, the ship is stranded until PCs attempting to board an enemy ship must
repaired or replaced. make a Dex check or fall into the water (delaying
their boarding for 1d3 rounds as they climb up the
11 1d100% of cargo destroyed.
hull instead). PC combat is run as normal, except
Weak spot exposed; increase ship’s Save one PC rolls on the Skirmish table (1d20 above
12
by 1 until hull repaired (max 6). deck, or 1d10 below) at the start of their turn.
4d6 crew killed, and 1d2 hirelings Rotate which PC each round.
13 reduced to zero hp (if any). Check crew
morale, or a further 2d4 crew are broken. Once two crews are locked together in melee, the
final outcome of the naval battle hinges on hand to
4d6 crew killed, and 1 PC reduced to zero
hand combat. Ignore the standard naval turn rules,
hp (Luck (Dex) save to lose half current and determine the final victor via the melee.
14
hp instead). Check crew morale, or a
further 2d4 crew are broken. 1d10
Helm or rudder damaged or jammed. or SKIRMISH
15 Positioning checks made at disadvantage 1d20
until repaired. KO! Flying debris during an artillery salvo
6d6 crew killed (50%), blasted/jump 1 knocks the PC out for 2d6 rounds (Luck
16
overboard (20%) and/or surrender (30%). (Con) save resists).
One brace of artillery runs out of Rolling Deck. A big wave, artillery or other
ammunition (20%), is damaged (50%) or effect rocks the ship violently. All PCs must
17
destroyed (30%). No longer usable until 2 make a Dex check or fall prone (2 out of 3
repaired, resupplied or replaced. crew fall prone). On a critical fail, the PC is
Random deck on fire. Ship suffers 1 stunned (lose next action).
automatic hit at the start of each naval Explosion! A cannonball or other artillery
turn. A PC may use the Repairs action to causes an explosion of timber, cargo, etc in
18 organise crew to extinguish the fire with a 3 the PC’s area (2d6 damage and roll on the
Luck (Cha) check. If NPC ship, 50% Injuries & Setbacks table, Luck (Con) save
chance fire is extinguished at the end of resists).
each turn. Pile on! 2d4 enemy crew suddenly appear
Captain (40%), Quartermaster (60%) or through a door or hallway, and pile onto
other important leader killed. Check crew 4
19 the PC, pinning them down (Str contest vs
morale at disadvantage, or 5d6 crew Str 16 to resist being helpless).
abandon ship/surrender. Unexpected Aid. At an opportune
Severe hull damage. Causes 2 hits worth moment, an allied crew member, escaped
20
of damage instead of 1. prisoner, or stowaway appears from behind
5 cargo, drops from the rafters, etc, taking
(4) Boarding out 1d4 of the PC’s opponents with an
Boarding is enabled by (2) Positioning, requiring improvised weapon (heavy crate, skillet,
at least two naval turns (see p.116). When
broken oar, etc).
boarding occurs, both crews exchange small arms
fire, thinning enemy numbers as at least one ship A pistol shot rings out as a nearby enemy
secures itself to the other with grapple lines/chains. attempts to snipe the PC from a doorway,
6 popping out from behind cover, etc (make
Generally 3d6 crew are lost on each side, modified an attack roll at +2, as flintlock pistol
at the GM’s discretion (eg +1d6 for significantly damage p.114).
outnumbering the enemy, greatly superior Grenade! Sounds of nearby battle can be
firepower, etc). 7
heard as a fizzing powder grenade bounces
117
or skitters into the area the PC is fighting A sniper in the crow’s nest takes a pot shot
in. It will explode in 1d3 rounds! 19 at the PC (+2 to hit, crossbow or musket
Fire! During the fighting, a shattered damage).
lantern sets part of the ship on fire. Unless The hell is that!? A colossal tentacle (Str
8
doused by the end of the round, apply 20) rises from nearby water, snatching a
Artillery Effect 18. 20 random character (PC or NPC) off the
The closest hallway or stairs is suddenly deck, dragging them beneath the water
9 blocked by broken timber, smoke, fire, (PCs get a Luck (Dex) save to negate).
shifting cargo, etc.
When Animals Attack. A feline, monkey, Crew vs Crew
parrot, ferret or other ship mascot drops Opposing crews fight each other in a running
10 from the rafters, claws outstretched, skirmish, starting above deck and working
up/down. The outcome is abstracted by rolling
latching onto the PC’s head (blind, spend
2d6. The GM might apply a 1 or 2 point modifier
an action to make a Str check to remove). for substantial advantages/disadvantages (eg
Barrage! A volley of arrows, bolts or shots significantly outnumbered, superior armour,
rain down on the PC and any characters enemy spellcaster on board, etc).
11
within 5 ft of her (3d6 damage, Luck (Dex)
save for half). CREW vs CREW
The PC’s foot becomes entangled in coils
12 of spare rigging/rope, threatening to trip 60% friendly crew dead, incapacitated or
them over (Dex check avoids). broken. Similarly 25% enemy crew.
2-3
Remaining friendly crew require a morale
A bulky iron rigging hook swings down
check to avoid breaking.
from a broken line. The PC must make a
13 30% friendly crew dead, incapacitated or
Dex check or suffer 1d8 damage and lose 4-5
their next action (stunned). broken. Similarly 15% enemy crew.
Lost Gear. During the boarding or 20% of one side dead, 10% the other (even
6-8
skirmish, the PC accidentally lost a random chance).
14 30% enemy crew dead, incapacitated or
item (1d6: 1-3 weapon, 4-6 misc item. 50% 9-10
chance item lost in the water). broken. Similarly 15% friendly crew.
An artillery explosion on deck threatens to 60% enemy crew dead, incapacitated or
15 blast the PC (and anyone else within 5 ft) broken. Similarly 25% friendly crew.
11-12
overboard. A Luck (Dex) save negates. Remaining enemy crew require a morale
A veteran of the enemy crew (Fighter 3+) check to avoid breaking.
calmly skewers her current foe, then makes
16
eye contact with the PC, and drags her Magic
Spells similar to ship artillery (eg Gift of the Fiery
thumb across her tattooed neck.
Furnace) are treated as close range artillery attacks
Net. An enemy drops a weighed net from (including ship save, rolling on the Artillery Effects
the rigging above, entangling the PC (action table, etc). Any further effects are at the GM’s
17
and Str contest vs 16 to escape, otherwise discretion. A maximum of one magic attack may
helpless). be made per naval turn (does not count towards
Poison. The PC’s opponent is using a rare the standard two ship attacks per turn).
Sea Serpent poison. If already injured, the
18 poison kicks in now (otherwise next hit): Morale
4d6 damage and Luck (Con) save or Crew that fail a morale check reduce the ship’s
random limb paralysed for 1d4 days. available Crew (p.119; cowering behind cover,
jumping overboard to escape, signalling their
118
surrender, etc). Broken crew might recover if a PC Short Chain shot; may
takes the Rally Crew action. increase or decrease
the Artillery Effects roll
Sinking by 1 point, provided
A ship reduced to zero hits sinks in 1d4 naval the final result affects
turns, breaking up and/or taking on vast amounts
masts, sails or rigging.
of water. PCs require a Luck (Str) or (Will) save to
avoid drowning as the vessel goes down. Those
that survive end up on a piece of flotsam, in a Short Shrapnel shot; if a crew
lifeboat, in irons by the enemy, etc. effect occurs, increase
the result by 50%.
Ramming Never runs out of
A ramming ship causes 1d4 hits to its target, or ammunition.
1d6+1 if using a ram (no save). The ramming ship Heavy 7,000 Med Steel ball; grants +2
suffers the same number of hits -1, or half as many Cannon gp bonus on Artillery
if using a ram (round down). Crew from either ship Effects.
may immediately board if they wish. Smoke 500 Short Single use. 20 ft radius
Keg gp heavy smoke cloud
Withdrawing imposes 66% miss
Withdrawing is enabled by (2) Positioning,
chance until the end of
requiring at least two naval turns (see p.116).
next turn.
Flamer 4,000 Very Permits a one off blast
Ship Weapons
gp short of fire when attacking
Artillery are very large, slow loading weapons
made for attacking ships and fortifications. Ranges via ramming or
are relative and abstracted for quick play. Rules for boarding. 50% chance
targeting enemy ships appear at (3) Artillery of Artillery Effect 18.
(p.116). If attacking individual characters,
generally the target must make a Luck (Dex) save Ships
or be reduced to zero hp (GM’s call). Ship sizes, descriptions and costs are
approximated below. Ship attributes are simplified
ARTILLERY for speedy resolution.
119
is the minimum crew required to sail the
vessel. If reduced below this number, any
remaining crew surrender.
Skiff
Very small 4 man rowboat, primarily for fishing
and personal transport in lakes and bays. No mast.
Single deck. 100 gp.
Save 6+
Hits 1
Crew (1) 1d4
Speed Very slow
Artillery: None
Whaleboat
Small 12 man tender, a dinghy, most often used as
a lifeboat or shore transport for a mothership. No
mast. Single deck. 1,000 gp.
Save 6+
Hits 1
Crew (1) 2d6
Speed Very slow
Artillery: None
Sloop
Small, agile sailing ship. 50 ft long, 15 ft wide.
Single mast. Upper and lower deck. Emergency
oars. 5,000 gp.
Save 5+
Hits 3
Crew (3) 3d6
Speed Very Fast
Artillery: 1-2: none
3-4: ballistae (bow, stern)
5-6: light cannon (port, starboard)
120
Cog Save 3+
Small cargo ship. 70 ft long, 20 ft wide, single or Hits 12
double mast. Upper and lower deck. 7,000 gp. Crew (20) 6d6+75
Save 6+ Speed Fast
Hits 4 Artillery: 1: onagers (all)
Crew (4) 3d6+5 & ballistae (all)
Speed Moderate 2: light cannons (all)
Artillery: 1-4: none 3-6: heavy cannons (all)
5: ballistae (port, starboard)
6: light cannon (stern) Ship Customization
At the GM’s option it may be possible to
Longship customize ships as outlined below. Each
Narrow, agile troop transport and land raiding customization generally costs half the ship’s
vessel. 70 ft long, 10 ft wide, single mast, 40 oars. original price.
Single level, shields lining the sides. 4,000 gp.
Save 4+ • Sleek Design: increase Speed by one
Hits 4 category (max very fast).
Crew (6) 4d6+30
Speed Fast • Armour Plating: decrease Save attribute
Artillery: None by 1 point.
121
Captain, Boss Monster, AC 14, HD 4 (30 hp), Crew Advancements
Cutlass 1d8+2 and pistol 3d4, 19: Disarm, S15 At the GM’s option, Crew that survive one or
D15 C12 I14 P12 W16 Ch15 L10, Mv 30 ft. The more engagements might gain one of the following
Captain is a Boss Monster with the usual benefits. advancements (roll 1d10):
Advantage on crew morale checks within sight.
Backstab, Skirmisher and Finisher abilities like a
4th level Rogue, may choose from the following CREW ADVANCEMENT
tricks three times per combat: Flash Powder, Wily Riggers; once per naval battle, turn a
Hidden Blade, Quick Reflexes. 1
failed ship save into a success.
` Lucky Mascot; once per naval battle,
Parrot, AC 14, HD 1d4 hp, Rake 1d3, 19: eyes 2 provided the mascot still lives, turn one
bloodied, target blind until end of their next turn,
Artillery Effect roll into a 1.
S5 D16 C10 I4 P16 W13 Ch7, L5, Mv 120 ft. The
parrot gains the usual aerial combatant advantages Hardy; when suffering crew losses due to
3
(p.78). May be trained in basic voice mimicry. Artillery, roll d4s instead of d6s.
4 Rock Steady; +3 bonus on morale checks.
Cat, AC 13, HD 1d4 hp, Rake 1d3, 19: latches Howling Boarders; gain a +1 bonus on
onto target’s back, unable to be attacked by the 5
Crew vs Crew checks.
target next turn, S5 D18 C8 I5 P14 W10 Ch8, L6,
Fearsome Rep; impose a -2 penalty on
Mv 60 ft. The cat sees as well in darkness as light, 6
provided there is some light to amplify (eg enemy morale checks.
moonlight). Adv on stealth, climbing and balance Protective; once per naval battle, the party
related checks. Feeds itself. 7 may choose result 5 on the Skirmish table
instead of rolling.
Crew Killers; when causing crew losses
8
due to Artillery, roll d8s instead of d6s.
Veteran Gunners; make 3 Artillery attacks
9 per naval turn, even if the ship does not
win favourable positioning.
Gifted Helmsman: once per naval battle,
10 automatically win very favourable
positioning.
DISEASE
The medieval world is rife with fetid diseases, suffers a serious madness due to brain swelling.
some of which the PCs are bound to fall prey to These effects last 1d4 months. An apothecary
sooner or later. Generally speaking a Con check adept in skull bores might halve the duration.
or Luck (Con) save is required to resist infection.
Disease vectors are at the GM’s discretion, but
typically include touch, body fluid exchange,
(4) Slop Bowel
The deadly plague known as Slop Bowel is a
coughing or sneezing, and/or parasite bites.
horrid wasting disease that ends in digestive and
renal failure, eliminating half its afflicted in a
Most diseases may be recovered from with time,
herbalism, a skilled apothecary (possibly requiring matter of weeks. 1d4 days after infection, carriers
lose 1 Con each day until death at zero Con. A
one or more Int (Apothecary) checks), or Purge
single Luck (Con) save is permitted after 2d6 days
the Accursed spell. At the GM’s option
particularly horrid strains may cause death or to fight off the disease. There are no known herbal
or apothecary treatments.
permanent debilitation instead. If in need of a
random disease, roll 1d12 and see below.
(5) Foam Fever
(1) Pinkscab Palsy This rare brain disease causes flushed cheeks and
Pinkscab Palsy manifests as a red, irritating rash foaming at the mouth 4d6 hours after infection.
Carriers lose 1d4 Will, constantly grind their teeth,
that swiftly extends across the body in 24 hours.
and become implacably bloodthirsty. Sufferers
Scratching leads to oozing scabs, until the third day
attack others at the slightest provocation, spend
manifests as severe muscle weakness, dragging gait
1d3 rounds dismembering downed foes, and will
and involuntary tremors (1d6 Str and Dex loss,
half movement rate). attack allies when no foes are left (Will check to
resist, or to snap out of a blood frenzy). Foam fever
naturally subsides after 1d3 days. The right healing
Previously healthy adults generally recover in four
herbs grant advantage on Will checks but do not
to six weeks (Con check each week after the third),
speed recovery.
but children, the infirm, and the elderly often fail
to pull through, succumbing to critical organ
failure. There are no known herbal or apothecary (6) Filthenfurgers
treatments. Filthensfurgers is a curious nerve plegia, beginning
as a tingling sensation in one limb that progresses
(2) Lemon Rot to weakness and eventual paralysis (within 6d6
hours of infection). The paralysis persists for 1d4
Lemon Rot disease causes foul smelling, yellow
months on a successful Con check, or permanent
pustules to grow around the armpits, groin and
neck glands, infecting the blood after 1d3 days otherwise. An apothecary with the right healing
herbs and sinew surgery can restore movement
(1d4 Str loss each day until bedridden at zero Str).
(but not feeling) in the affected limb.
A Luck (Con) save is permitted after each day of
Str loss to throw off the disease. An apothecary (7) Oozy Eye
might cure the patient with a course of blood Infection with Oozy Eye causes opaque weeping
draining and the correct healing herbs. from the tear ducts, followed by speckled vision.
Within 24 hours, the patient suffers 1d4 Perc loss,
(3) Bulging Bluevein and blindness in one (80%) or both eyes (20%)
The ferocious Bulging Bluevein causes blood after 48 hours. The vision loss lasts 1d4 months.
vessels to burst in the patient’s eyes, cheeks, and An apothecary expert in lens sculpting can cure the
tongue, spreading like purple tendrils. After 1d6 disease (very difficult surgery, imposing
hours, the patient loses 1 point of Cha and Int, and disadvantage on the Int (Apothecary) check.
123
(8) Skorn Wheeze (12) Weeping Earholes
The beastman wheeze causes a violent, hacking Weeping Earholes is a brain disease that impairs
cough that spits up blood and bile. Victims suffer speed of thought, clarity and judgment, similar in
disadvantage on endurance and charisma related some ways to being drowsy or intoxicated. Clear
tests, and find stealth impossible (irrepressible fluid leaking from the ear canal is the first sign,
cough). The wheeze subsides after 2d6 weeks. A followed by persistent fever and headaches.
specialist daily draught completely cures the Within 2d6 hours, victims suffer 1d4 Int loss,
sickness in 1d6 days. disadvantage on initiative checks, and forget one
random spell (if applicable, spell returns when the
(9) Slough Pox disease ends). The malady clears up of its own
Bacterial Slough Pox causes the victims skin to rub accord after 1d3 months. There are no known
off in red raw abrasions, with symptoms appearing herbal or apothecary treatments.
within 1d6 hours. Victims lose 1d3 Str each day
for 1d4 days, then make a Luck (Con) save. If Parasites
successful, the disease subsides with no further Whilst not strictly diseases, these detestable
deterioration over 1d6 months. If failed, the victim parasites might as well be, threatening adventurers
loses another 1d3 Str, and repeat. A character who with debilitation or death.
survives the pox has a 50% chance of losing 1 point
of Cha permanently due to severe scarring. A rare Treasure Ticks
jungle plant ointment kills the disease in 4d6 Treasure ticks are 1 inch parasites drawn to the
hours. smell of valuable metals and gems. The bugs have
an uncanny chameleonic ability, able to change
(10) Black Retch shape and colour to mimic surrounding coins,
This deep belly illness causes disorientation and gemstones, etc, where they hibernate until a
nausea within 1d6 hours, inflicting 2d4 Dex loss suitably warm blooded victim becomes available.
and disadvantage on balance related checks.
Carriers cannot abide food or drink, and vomit up
a foul, black coloured fluid every few hours. The
sickness passes in 1d4 days. An apothecary with
the right healing herbs halves the duration.
124
disadvantage. If undetected, the parasite causes grubs, but requires an Int (Apothecary) check to
blood poisoning (1 Str and Dex loss after 1d4 apply correctly (2d4 damage, halved if the check is
hours, and a minor madness). The effects do not successful).
subside until the bugs are removed. Eradicating
the ticks requires deep flesh surgery (Int Throat Leeches
(Apothecary) check, causing 1d4 damage). If Throat leeches are fast swimming, 4 inch marine
performed improperly, the victim also suffers an parasites that lurk in water holes, rivers and
Injury (roll 1d6, 1: Arm, 2: Leg, 3: Internal oceans. An adventurer swimming in an infested
Bleeding, 4: Pestilent Wound 5: Muscle Tear, 6: area requires a Luck (Dex) save to avoid
System Shock). swallowing the horrible wrigglers.
Infested corpses tend to bloat as the fumes build, Removing the leeches requires surgery and/or
rendering them liable to explode (an Int special alchemical tinctures that are highly
(Apothecary) check might notice the tell tale “flesh poisonous if not properly administered. An Int
grubs” odour). (Apothecary) check kills the parasites in 1d3 days.
If failed, the victim also suffers 2d4 damage. A
If disturbed, the corpse ruptures, showering the desperate victim might drink and regurgitate a
PC with the accursed bugs, which burrow straight flask of acid to kill the worms in minutes (the
for the heart. A Luck (Con) save is required to drinker suffers 3d6 damage, and cannot use their
avoid death in 1d4 rounds. Fire or acid can kill the vocal chords for 1d4 months).
DUNGEON ROOM GENERATOR
For those times when the party wanders into a side cannot see anyone, but you detect the
trek dungeon, it can be handy for the GM to have faint sound of slow breathing.
a random table of dungeon descriptions. The table The entry way to this chamber radiates
below is for just such an occasion. Roll twice and waves of heat. Inside you see a glowing
improvise the best result. brick furnace with a chimney set into
the ceiling. Ingots of iron, steel and
6 other metals line a side table to the
1d30 DUNGEON ROOM east. Weapons of various makes are
set into a rack lining the west wall. A
This chamber is lit by a sconced torch burly humanoid figure is stoking the
beside the door. From here, you can crackling coals, muttering to itself.
see three unoccupied wooden bunks This dark stone chamber is cluttered
1 laid with straw and dirty blankets. with wooden tables, chairs and
Small chests sit at the foot of each hammocks. The air here is unpleasant
bunk. The far wall is not visible 7
and reeks of stale sweat. As you take in
beyond the torchlight. the room, something rustles in one of
As the door swings open, you are the far hammocks.
immediately hit with the awful stench The door opens to reveal a chamber
of rotting flesh. Inside, human corpses with a tiled floor and walls. In the
in yellow robes are littered about the centre of the room is a square, box like
room, sprawled in positions suggesting contraption, covered in dials and
the horrors of self-sacrifice. Ornate 8 turning cranks. A number of pipes
2
knives with hooked blades are still protrude from the machine, running
lodged in chests, throats and other vital across the floor, ceiling and out
areas, or clutched in the pallid grip of through the walls. Hissing steam issues
rigor mortis. In the centre of the from one of the pipes.
chamber stands an obsidian altar Within this stone chamber are four
decorated with golden runes. alabaster pedestals, one near each of
A natural cavern unfolds before you, the walls. The northern pedestal is
the stone shaped by underground decorated with a candle motif, the east
currents long since passed. The floor 9
with waves, the south with clouds and
is littered with human sized stalagmites the west with cobblestones. Affixed to
3
encrusted with glittering salts and the top of each pedestal is a translucent
minerals. Stalactites of similar size and orb.
appearance hang from the ceiling 30 ft Beyond the door is a large cavern
above. covered in cave moss, damp and cool.
This chamber appears to be empty. 10 The is cavern divided by a slow moving
The walls are made of natural stone underground river. An arched stone
4 chiselled flat and straight. Curiously, bridge spans the river’s banks.
both the floor and ceiling are set with This man made chamber has no floor.
alternating black, red and white tiles. Instead there is a 20 ft drop with a
The door opens to reveal a rusty, six ft greenish liquid at the bottom that
iron portcullis. Beyond the portcullis 11 smells strongly of vinegar. Small tubes
you can see part of a large chamber, can be seen protruding from the
5 walled with large blocks of uneven ceiling and some of the walls. Adjacent
masonry. Scattered about are broken to the doorway are three metal levers.
pieces of furniture – tables, chairs and
bookshelves. From your location, you
126
The floor here is set with uneven This large chamber has murals of
flagstones, one of which catches the exquisite beauty covering the walls,
door as it grates open. Inside 1d4+1 depicting landscapes, animals and half
half woman, half serpent creatures coil human gods. A number of life like
12
around a central raised dais, intent on 19 statutes stand about the room, in poses
an unfurled scroll. At the sight of you of surprise, terror or grim
they rise up, hissing and bearing their determination. A heavy blue curtain
fangs. with yellow stars hangs upon the far
This chamber opens into a large wall.
underground arena, with stone Natural sunlight filters into this room
benches carved into the sloping walls. from an overhead shaft about 5 ft in
13 The arena floor is stained with dried diameter. Ceremonial cloaks of
blood and littered with humanoid 20 various sizes hang on wooden pegs
corpses. Weapons are still clenched in about the walls. The centre of the
their dead hands. room is dominated by a stepped
This tiled chamber is laid out with platform of rust coloured stone.
three large hot baths decorated with This small chamber is filled with
squid like motifs. The air is cloudy and rotting waste. The smell is ghastly and
thick with warm steam. From the potent enough to induce a gagging
14 21
doorway, the water in the baths sensation. Amongst the rubbish you
appears reasonably clear. In the far spot old bones and decomposing
bath, you think you spy something stir humanoid corpses.
beneath the water. This large room contains two long
The walls of this room are covered tables littered with half empty bowls
with six foot mirrors, repeatedly and broken drinking mugs. A number
reflecting your image over and over. of benches are askew and one is
15 22
The effect is somewhat disorientating. snapped completely in half, marred
In the centre of the chamber is an iron with dried blood. As you take in the
cage that casts no reflection. scene, something snores quietly
Low growls greet you as the door beneath a distant bench.
opens, revealing two large wooden This wooden panelled chamber is
16 kennels and 2d6 dark brown war dogs. dominated by an 8 ft iron drinking
The dogs are dressed in leather fountain, decorated with gargoyle like
barding studded with bronze. 23 creatures with wicked spines. The
The walls of this room are lined with liquid in the fountain appears to be
bookshelves. In the centre is a large water. On the bottom of the pool you
desk covered in bubbling glassware can see a scattering of tarnished coins.
and foul smelling flasks. A diminutive Chained manacles hang from the walls
17 imp with red skin and bat like wings of this dismal chamber, and
crouches on the edge of the desk, implements of torture are laid out on a
eyeing you curiously; “Hi los ni fin blood caked slab of stone. In one
drog” (you are not the master) it says 24 corner is a 7 ft iron maiden, heavily
in a sibilant voice. tarnished and decorated with a leering
Salted meats hang from the ceiling of devil face. A low moan issues from the
this room and the walls are lined with half open doors of the sarcophagus
shelves of pungent spices. A large, like device.
heavy set humanoid with a wicked The walls of this chamber are roughly
18
cleaver stands behind a stone table, a hewn. In the centre of the room is a
half butchered carcass before him. At 25 wide pool with creeper vines growing
the sight of you, he licks his lips with around the edges. The water in the
an audible slurp. pool is still and dark.
127
This area opens up into a natural chamber are a series of open cages
cavern wider than your torchlight lined with straw. One additional cage is
allows for. The floor here is slick with locked and holds a slumped
some kind of translucent slime, and humanoid figure dressed in rags.
26 the walls bear a number of tube like Beyond the doorway, the ceiling of this
tunnels about a foot in diameter. As natural cavern quickly drops to
you take in the details, a peculiar approximately three feet in height, and
chittering noise issues from the stretches out further than your
29
darkness. torchlight reveals. The ground here is
Beyond the door is a narrow corridor slick with course rubble, crunching
only 2 ft wide, extending beyond the underfoot. In the darkness you think
range of your torchlight. The ceiling you hear a quiet skittering.
27 here is adorned with bronze studs. In The contents of this room are
the walls you see small rectangular obscured by a dark grey mist that clings
holes about 4 inches tall and 1 inch to your skin with a cold embrace.
30
wide. Visibility is limited to approximately
This door opens to loud and ferocious five feet. A faint but regular dripping
barking. 2d6 pony sized wolves bear noise emanates from the room.
28
their fangs at you, growling
menacingly. Around the walls of this
EXPLORATION
Rules for exploration are provided below, between terrain (which will affect random
including overland, underground, water voyages encounters), travel speed, distances, and
and flight. Portable light sources are covered on likely dangers.
p.53.
(iv) Roll 1d20 for a Travel Event on the
For a well provisioned party on a short trip, the Overland, Underground, Voyage or
GM might periodically check for random Flight table. If an event occurs and the
encounters, and call for an Int (Wilderness Lore) particular time is important, randomise
check. If failed, the explorers become temporarily day or night, then roll 1d12 for the hour.
lost, losing a day backtracking.
Whilst travelling, the PCs might get up to a
For longer, more substantial expeditions however, number of things including scouting, navigating,
the following process is provided. Apply each day, sneaking, foraging, talking to NPCs, and so on. At
1d3 days, or other GM determined interval: the GM’s discretion, the party’s travel speed (slow
& careful, normal, fast & reckless, etc) might
(i) Roll on the Weather table to determine impose modifiers on such activities.
starting or changing weather, which may
impact on choice of objective, random Travel Speed
encounters, ease of navigation, etc, Simplified travel distances for an 8 hour trek are
provided below (assuming daytime travel on foot
(ii) PCs choose a specific site or area at large and carrying a moderate to heavy load, ie weapons,
that they wish to reach or investigate, armour, supplies and loot). Explorers can push
themselves to travel twice as far by using every
hour of daylight, but this leaves no time for
(iii) PCs pick a route, often requiring choices foraging, is noisy, and may draw attention. A Con
check is required at the end of a 16 hour forced
march to maintain such a pace the next day. 4 Warm and Cloudy
Weather 2 Warmer
For starting weather, roll 1d8 with a -1/-2 modifier
3 Similar but Drier
in especially hot climates, or a +1/+2 modifier in
very cold climate. GMs might also consider a 1 4 Similar but More Humid
point modifier to reflect the season.
5 Similar but Less Windy
STARTING WEATHER
6 Similar
1d8 Weather Similar or reroll on Starting
7
Weather Table (50%)
-1 Extreme Heat/Wildfire
8 Similar but Windier
0 Severe Heat/Humid
9 Similar but Less Humid
1 Hot and Sunny
10 Similar but Wetter
2 Clear and Sunny
11 Cooler
3 Warm, partly cloudy
12 Much Colder
130
Overland Events 2. 1d4 hirelings, henchmen or pets are
exposed to a random disease.
Roll 1d20 to determine overland events whilst
3. 1d4 PCs lose, damage (not usable until
travelling. What follows are merely examples,
repaired), or use up a random item or
GMs are encouraged to add/substitute their own
batch of related items.
custom entries.
4. The PCs have secretly been (or will be)
(1) Freak Weather betrayed by a hireling or other NPC, to be
revealed at an opportune moment. If
A freak weather change suddenly occurs. Roll for
irrelevant to the adventure at hand, ignore
Shifting Weather (reroll 6 or 7), and exaggerate
this result.
the effect (eg “less windy” might mean the air turns
5. One PC misplaces, loses or has (secretly)
completely still and stale, making spoor hunting
stolen from them a valuable of some kind
difficult, or “wetter” a sudden downpour washing
(coin pouch, gemstone, piece of jewellery,
away tracks). If the PCs press on through difficult
etc). A Luck (Perc) check resists.
weather, a Con (Athletics) check is required to
6. A Random Encounter occurs.
avoid 1 Str loss due to exhaustion.
(5) Ancient Ruins
(2) Off Course
Forgotten ruins beckon, tempting the adventurers
The party has strayed from their intended course
with the possibility of treasure. Exploring the
(if possible, otherwise ignore or reroll this result).
ancient site requires a Party Challenge (focusing
A Party Challenge is required to regain bearings
on Int, Perc, Detection, Wilderness Lore, General
(focusing on Int, Perc, Wilderness Lore, Gather
Lore). If successful, each PC finds some loot (roll
Information, General Lore).
1d6, 1-3: 1 x Carry Loot, 4-5: 1 x Trinkets &
Curios, 6: 1 x Valuables). If unsuccessful, the party
If successful, the adventurers retrace their steps
awakens the ruin’s guardian instead (Boss
but lose a day’s travel. If unsuccessful, they
Monster, roll on an appropriate random
become properly lost (GM secretly randomises
encounter table).
their location on the map, and/or requires
additional bearing checks).
(6) Overwhelming Forces
(3) Random Encounter Overwhelming numbers of enemies or other
rivals block the party’s present course (xenophobic
A Random Encounter occurs.
barbarians guard a bridge, enemy scouts fill the
valley, a man eating skorn tribe is camped along
(4) Vagaries of Adventure
the riverbank, etc). A Party Challenge focusing on
The party experiences an unexpected turn of weal
Dex, Int, Perc, Stealth and Wilderness Lore is
or woe (even chance). If good (the stars align,
required to slip past. If unsuccessful, run a Chase
blessed from afar, lucky charm/shibboleth, dumb
to determine whether the adventurers escape.
luck, etc) 1d4 PCs may reroll a single roll during
the adventure at a time of their choosing (separate
(7) Random Encounter
to their Reroll Pool).
A Random Encounter occurs.
If bad (wrong place wrong time, supernatural
(8) World Building
curse, ill fated prophesy, blind misfortune, lost
The explorers’ travel is relatively uneventful,
mascot, etc) roll 1d6:
providing ample time for study and
contemplation. One player may propose a new
1. 1d4 PCs are exposed to a random disease.
piece of world building (place, history, NPC,
131
legend, etc). If most of the table is entertained, and Detection, Wilderness Lore and Gather
GM agrees, the proposed material becomes part Information. If successful, the party doubles its
of the setting. travel speed for one day.
132
(18) Taxing Terrain (5) Ancient Ruins
Difficult and unexpected terrain impedes the As Overland Event.
explorers’ path (river crossing, forest fire, steep
valley, landslide, ruined bridge, etc). Progress is (6) Overwhelming Forces
slow and taxing, requiring a Party Challenge Overwhelming numbers of enemies or other
focusing on Str, Con, Will, Cha, Athletics, rivals block the party’s present course (dwarf clan
Leadership, Wilderness Lore. If failed, all PCs guards a chasm bridge, dark elf scouts are scouring
lose 1 point of Str, and a random PC uses up or the fungi cavern, hanging stalactite city of skorn,
loses a piece of relevant gear (rope, climbing gear, etc). A Party Challenge focusing on Dex, Int, Perc,
rations, torches, etc). Stealth and Wilderness Lore is required to slip by.
If unsuccessful, run a Chase to determine whether
(19) Random Encounter the adventurers escape.
A Random Encounter occurs.
(7) Random Encounter
(20) Perfect Campsite A Random Encounter occurs.
The party has a chance to locate the perfect
campsite, providing comfort and safety in equal (8) World Building
measure. A Perc (Wilderness Lore) check is As Overland Event.
required. On a success, all PCs restore 1 lost
attribute point, 1 Reroll die, or 1 point of Luck (9) Natural Wonder
(once per adventure only). As Overland Event.
133
(13) Short Cut
The opportunity to take a short cut arises if the
party can navigate it (underground river, recently
opened horizontal fissure that is more direct than
the winding tunnels, a narrow, slippery rock chute
cut by a water stream or giant worms, etc). Resolve
as a Party Challenge focusing on Perc, Int, Dex,
Wilderness Lore and Athletics. If successful, the
party doubles its travel speed for one day.
134
Voyage Events (2) Off Course
The ship has strayed from its intended course (if
(1) Weather Change possible, otherwise ignore or reroll this result). A
Party Challenge is required to regain bearings
A substantial weather change occurs. Roll 1d6:
(focusing on Int, Perc, Sailing, Wilderness Lore,
General Lore).
(i) Perfect weather: Favourable winds,
currents, clear passage and visibility;
If successful, the ship steers back on course but
double the ship’s travel speed for one
loses one day’s travel. If unsuccessful, the crew
day
become properly lost (GM secretly randomises
their location on the map, and/or requires
(ii) Ordinary Storm: Moderate to heavy
additional bearing checks).
rain and high winds reduces visibility
by a factor of 10. Ship travel speed is
(3) Random Encounter
increased or decreased by 50% (even
A Random Encounter occurs.
chance).
(4) Vagaries of Adventure
(iii) Rolling Fog: Visibility is reduced to
As Overland Event.
1d3 x 100 ft.
(5) Lost Ruins
(iv) Gale Force Winds: Powerful winds
Forgotten ruins beckon (half submerged during
double the ship’s travel speed for one
low tide, on a uncharted island, visible in the
day, or break one of the masts,
shallows of a river, etc), tempting the adventurers
reducing speed by 50% until repaired
with the possibility of treasure. Exploring the
at port (a Luck check determines
ancient site requires a Party Challenge (focusing
which).
on Int, Perc, Str, Detection, Wilderness Lore,
Athletics, Sailing). If successful, each PC finds
(v) Severe Storm: Powerful winds, high
some loot (roll 1d6, 1-3: 1 x Carry Loot, 4-5: 1 x
waves and lashing rain reduce
Trinkets & Curios, 6: 1 x Valuables). If
visibility to 1d4 x 100 ft, ship travel
unsuccessful, the party awakens the ruin’s
speed is halved, and there is a 50%
guardian instead (Boss Monster, roll on an
chance the ship is wrecked on a reef,
appropriate random encounter table).
island, or is otherwise severely
damaged (a group Luck check
(6) Chance Salvage
resists). At the GM’s discretion, cargo
Drifting cargo, a grounded vessel, shipwreck, or
might be damaged or crew lost
other potential for free booty presents itself, if the
overboard (Luck checks resist).
PCs are willing to investigate. A Group Luck save
garners some treasure (roll 1d6: 1-3: 1 x Valuables,
(vi) Becalmed: the ship covers no ground
4-6: 1 x 3 HD Lair Treasure). There is a 50%
if its only means of propulsion is
chance a random number of PCs are exposed to
wind. A ship with oars travels at
disease.
approximately 3 knots. A group Luck
check is made at the end of each day
(7) Random Encounter
to determine if the winds return.
A Random Encounter occurs.
135
(8) World Building without (or subsist on quarter rations), causing 1
As Overland Event. Con loss. Alternatively, the PCs may consume
tainted food/water, avoiding Con loss, but
(9) Natural Wonder requiring a Con check to avoid contracting a
As Overland Event. random disease.
136
Double the party’s travel speed for become properly lost (GM secretly randomises
one day. their location on the map, and/or requires
additional bearing checks).
(ii) Ordinary Storm: Moderate to heavy
rain and high winds reduce visibility (3) Random Encounter
by a factor of 10. Party travel speed is A Random Encounter occurs.
increased or decreased by 50% (even
chance). (4) Vagaries of Adventure
As Overland Event.
(iii) Thick Cloud: Visibility is reduced to
1d2 x 100 ft. (5) Lost Ruins
Forgotten ruins beckon (cloud fortress or flying
(iv) Gale Force Winds: Powerful winds earthmote, on a high peak, or just spotted
force the party to land if mounted. If somewhere on the ground below), tempting the
on an airship, double travel speed for adventurers with the possibility of treasure.
one day or the ship is damaged, Exploring the ancient site requires a Party
reducing speed by 50% until repaired Challenge focusing on Int, Perc, Str, Detection,
on the ground (a Luck check Wilderness Lore, Athletics, Sailing. If successful,
determines which). each PC finds some loot (roll 1d6, 1-3: 1 x Carry
Loot, 4-5: 1 x Trinkets & Curios, 6: 1 x Valuables).
(v) Severe Storm: Powerful winds, If unsuccessful, the party awakens the ruin’s
lightning and lashing rain reduce guardian instead (Boss Monster, roll on an
visibility to 1d4 x 100 ft. Mounts are appropriate random encounter table).
forced to land. Airship speed is
reduced by half, and there is a 50% (6) Un-natural Wonder
chance the ship is severely damaged The party observe or happen upon an alien
(a group Luck check resists). At the construct of primordial antiquity (high tech portal
GM’s discretion, cargo might be to the moon, low orbit space station, alien craft
damaged or untethered crew lost silently hovering in place, etc). Despite having
overboard (Luck checks resist). been abandoned for longer than humans have
walked, it still has power, albeit malfunctioning. If
(vi) Becalmed: if in a ship propelled by explored, what treasures and dangers await are for
air currents, it covers no real ground the GM to determine. Once only, reroll repeats.
today. A group Luck check is made at
the end of each day to determine if (7) Random Encounter
the winds return. A Random Encounter occurs.
137
rangers on flying mounts, (5) a rival adventurers’ (16) Inspiring Tale
ship, (6) raiders/pirate airship, (7) a sorceress As Overland Travel.
propelled by magic, (8) GM special.
(17) Unfortunate Injury
Roll 2d6 to determine the travellers’ initial As Overland Event.
reaction: (2) hostile, (3-6) suspicious, (7-8) neutral,
(9-11) cautiously curious, (12) friendly. The
travellers might have useful gear or information to
trade, provide an escort, blockade the area, draw
unwanted attention, board the PCs’ vessel, attack,
etc.
138
RANDOM ENCOUNTERS
Part of adventuring involves dealing with the Generally speaking, the earth’s curvature at sea
unexpected, from a lucky item at a street vendor level creates a sea horizon about 3 miles distant.
to an encampment of vicious beastmen blocking a The higher you are, the further you can see. From
mountain pass. The following series of tables are an 18 ft ship deck a person might see up to about
provided to assist and inspire the GM when 5 miles, or 7 miles from a 36 ft crow’s nest. From
improvising encounters. a 1,000 ft tower or mountain, the sea level horizon
is at about 40 miles. Obviously large objects higher
The GM might decide for example that exploring than sea level (such as hills, etc) can be seen at
a certain patch of wilderness is dangerous and longer distances. Note 1 yard (0.9 m) = 3 feet, and
impose a 30% chance of a random encounter 1 mile (1.6 km) = 1,760 yards = 5,280 ft.
every 8 hours. If a random encounter is triggered,
the GM rolls twice on the relevant table, and Random Encounter Tables
chooses the encounter which best fits the situation. The Cities, Towns & Villages table has 50 entries
that are almost all non-combat encounters. The
Travelling at night is generally more dangerous other tables have 20 encounters, divided up into
than in the day. Many monsters can see in the approximately 70% “monster” encounters, 15%
dark, while adventurers are limited to the radius of hazards and 15% side trek seeds. An encounter
their torch, lantern or light spell (which also acts with monsters need not necessarily lead to combat
like a beacon to some predators). however. GMs might make use of the Reaction
table (p.224) or otherwise introduce the NPCs in
a way that allows adventurers to run away, attempt
stealth, engage in parlay, and so on.
139
1d20 AERIAL
Hurricane strength winds force the party to remain on the ground for 4d6 hours. Check for random
1
encounters in the relevant area.
A once a millennia full solar or lunar eclipse occurs, turning the sky pitch black. PCs exposed to
2 the sky at the right time have their fates altered by otherworldly forces extending their influence
through the Veil (50% chance gain or lose 1 point of Luck).
Another flying ship, mounted adventurers/guard patrol, or a single flying sorcerer appear on the
3
horizon, taking up a heading to intercept the PCs.
A flock of bats flies through or over the party, chasing insects. A random PC is accidentally struck
4
by a bat or their droppings, requiring a Luck (Con) save to avoid a random disease.
A flock of 2d6 Griffons fly around the party’s ship, playing some kind of game, or attack them if
5
they are riding flying mounts (or are powered by personal flying magic).
2d4 Giant Wasps are conveying 1d6 paralysed humans back to their nest. At least one captive has
6
regained movement in her face, giving the party a desperate look as they buzz by.
The haunting song of 2d6 Harpies can be heard on the wind before they descend from the clouds,
7 appear from a mountain top, etc. They attempt to beguile at least one PC and lure them back to
their lair (to be their plaything, and eventual meal).
2d6 Dire Bats can be heard screeching in the night sky before they appear, swooping around the
8 PCs as they decide who to target. Their plan is to grab one or two of the adventurers, then escape
back to their colossal cave to devour them.
3d6 Giant Eagles with humanoid riders approach from across the skyline, signalling an intention
9
to parlay.
A large 10 HD Air Elemental takes up a course parallel to the PCs, curious about what they are,
10
and what they’re doing. It is not inherently hostile, but will attack if spooked.
A Manticore is hunting in the area, looking for a fresh meal. There is a 30% chance the beast is an
11 ancient 20 ft behemoth with 15 HD (Boss Monster). It has a limited vocabulary, but might spare
the party for one of their mounts, or some other valuable trinket that takes its fancy.
A stowaway is discovered aboard the PC’s ship, or 2d4 Xornlings (60%) or Treasure Ticks (40%)
12
in a random PC’s backpack or coin pouch.
Tainted air currents carry an unsavoury tang, spreading the spores of a rare windborne disease
13
strain. Each party member must make a Luck (Con) save or contract a random disease.
The party has unwittingly entered the hunting grounds of 1d4 Wyverns, whose lair is nearby. They
14
are highly territorial, and will attempt to destroy or drive off any intruders.
The PCs’ ship, mounts or flying magic falters, disrupted by poor maintenance, sabotage, sickness
15 or a tear in the Veil. The party are forced to land and lose 1 day’s travel. Checks might be required
to make repairs, cure illnesses, etc at the GM’s option.
A terrifying 40 ft Roc, with a 100 ft wingspan, blacks out the sun or moon before diving from high
16
altitude. It is determined to eat at least one of the PCs before moving on.
A solitary bat follows the party. It might simply be curious (30%), a trained pet that has lost its
17 owner looking for a new master (50%), or a vampire hoping to ambush one of the PCs during a
moment of isolation (20%).
A heavy dust storm blows in, turning the sky red grey with fine silt. Breathing becomes difficult
18 (even with a mask) for those above deck or riding mounts. A Luck (Con) save is required to avoid
losing 1 point of Con.
140
On a high mountain peak, an ancient spire juts toward the sky, its jade tip reflecting the sunlight.
19 A cold iron door marked with forgotten runes can be found at the base. There is a 50% chance of
a Genie guardian.
On the horizon, an unnatural cloud system is forming high above. Forked lightning flashes around
20 a swirling, central vortex, drawing in nearby cloud cover. Even at this distance, a slight tugging force
can already be felt.
1-2 Two farmers, Mort and Jeraal, brawling over livestock, foodstuffs or cotton.
A con woman by the name of Doska is inviting marks to gamble on a cups and balls game. She
3-4
is highly skilled in sleight of hand.
A gaggle of ducks, chickens or other fowl scatter across the street, causing havoc. There is a 50%
5-6
chance a pick pocket, Riva “Homeslice”, takes advantage of the diversion.
A noble, Lord Ibrenon, trots by on a white charger. He is terribly arrogant and jostles aside
7-8 anyone who doesn’t immediately get out of his way. He remarks that his horse eats better than
the adventurers before he departs.
A long haired bard with a handlebar moustache, Artur Excelsior, offers to make a ballad about
9-10
the party’s exploits (for a reasonable fee).
A merchant, Egbert “sell me own mother” Cruthers, is selling an assortment of weapons on a
gilded table in the street, watched over by his muscle, Juke (Fighter 4). For the discreet inquirer,
11-12
he might also have access to more specialized gear, such as hidden sheaths, spring-blade
pommels, caltrops, lockpicks and knife boots.
The Screaming Goat Tavern is well known for its exciting bar fights, and today is no exception.
13-14 5d6 drunken brawlers have spilled out onto the street, spreading fists, feet and headbutts like
wildfire.
Alchemist Gusterro the Improbable (“Gus”) is hawking fire pots stacked up by the half dozen.
Mid way through his sales pitch, a guard patrol appears at the end of the street. Gus quickly
15-16
scoops his pots into a sack and replaces them with undergarments instead, giving any potential
customers a knowing wink.
At a very inopportune moment, a chamber pot is emptied from the second story of a boarding
17-18
house. One traveller must make a Dex check or be doused in human excreta.
19-20 A herd of cows gets spooked by a terrific thunderclap and is about to stampede.
A young woman yells “Fire!”, pointing frantically at a nearby building. Billowing smoke is
21-22 beginning to issue from the ground floor and cries are heard from the upper window. The
nearest well is several blocks distant.
4d6 guards patrol the street, eyes wary for pickpockets. If it’s a slow day, they might accost any
strange or dangerous looking adventurers, inquiring as to their business, the duration of their
23-24
stay, boarding house and whether they have any information they wish to share with the
authorities. Impolite or cheeky responses are unlikely to be well received.
A trio of axemen are selling firewood and kindling. They haven’t noticed that one of the split
25-26
logs is hiding a tiny fey behind a hinged knot.
Oleg Arkoza, a potion maker of some renown and very rarely seen outside his laboratory, is
27-28 speaking with a noblewoman on the street. Arkoza is very choosey about his clients. Perhaps
this is an opportunity for an introduction.
141
29-30 A falconer, Ms Ellia, is selling an assortment of hunting birds.
A funeral procession winds slowly down the street, including pall bearers, priests, and sorrowful
31-32
relatives.
3d6 thugs of rival gangs clash over turf lines, stabbing at each other with knives and hatchets.
33-34 Lingering witnesses, or anyone who attempts to intervene, is also set upon. Whatever the
outcome, the surviving leader, Udan the Slip, does not forget.
3d6 starving rats skitter from a dark alley, attempting to bite chunks out of a busking street kid
35-36 by the name of Totha, just 20 ft distant from the travellers. Totha has a great knowledge of the
settlement’s back roads and safe houses.
2d6 officious clergymen and devout sisters accost the travellers, berating them for their wicked
37-38 ways of violence and greed. They threaten natural disasters and eternal hellfire if the party does
not recant.
A shrill scream issues from a nearby alley. Glancing inside, three thugs can be seen beating on
39-40 an overdressed merchant by the name of Shuba Sendarran. Shuba is in debt to a local gang, and
they want to make an example of him.
A 3d6 member performing troupe has gathered a small crowd here. The troupe has knowledge
41-42
of the local region. There is a 30% chance of pick pockets working the crowd.
43-44 A pigeon pie seller, Ghirk Galak, is on the corner. Ghirk is a little known street informant.
An elderly farrier, Ugalos, is mending horse shoes in a half barn. His wife has passed and he
has no children, and he wishes to pass on his lucky shoe to a deserving stranger. If the travellers
45-46
impress him, he gifts it to them. The shoe is indeed fortuitous, and restores 1 Luck at a time of
the owner’s choosing once per adventure.
A magistrate is presiding over an execution in the square. Three middle aged criminals are to
47-48 be hanged. A small crowd has gathered. 3d6 guards are in attendance, along with the burly,
hooded executioner. There is a 50% chance of a rescue attempt by related ne’er do wells.
A pile of dead, plague ridden bodies are stacked in a side alley, covered in sheets. One body
49-50
has rolled off the pile, an ornate bracer still clasped to its arm.
An old crone, Madame Eshorri, is reading the tarot on a rickety table. The woman is in fact a
51-52 genuine soothsayer and channels the fates. Any traveller having their fate read has an even
chance of either increasing or decreasing their current Luck by 1 point.
A blood moon (lunar eclipse) occurs, with many folks invoking strange, superstitious rites to
ward off evil, such as driving away any cats, lining their doorways with salt, marking the forehead
53-54
with blood, carrying obvious silver, and so on. There is a 50% chance of a Lycanthrope hunting
tonight in an especially ferocious manner.
An elderly street dog with a grey snout and one eye takes a liking to one of the travellers, and
55-56 begins following him or her around. The dog is actually a canny and ferocious fighter. If
befriended, the dog will fight to protect its bipedal pack mates.
57-58 A miserable, driving rain falls, making the road slippery and riddled with deep puddles.
A plague of mimes has descended on this street. Their mute performances range from poor to
59-60
painful.
A riot has broken out in this square and adjoining streets. 2d100 furious dock workers or other
61-62 labourers have taken up arms against their guild leaders and the town authority that supports
them. The riot is reaching a crescendo such that the 5d6 guards will shortly lose control.
A beautiful man (Aros) or woman (Odea) walks by, drawing the eye of local admirers. He or
63-64
she is a skilled actor and impersonator.
142
A middle aged merchant named Thelsa is selling books and maps from a covered stall. She is
65-66 also an excellent forger and produces false party invitations, letters of introduction, identity
documents and so on for discreet clientele.
6d10 members of three rival parties (barbarian clans, street gangs, religious orders, mercenary
67-68 companies) have broken into a massive fisticuff, turning the street to chaos. No-one has drawn
steel yet, but things are escalating quickly.
A whipcord teenager with red hair (Bjernvin) sprints towards the travellers clutching a pouch.
69-70
50 ft behind, a portly stall keeper (Yornic) struggles to keep up, yelling “Thief! Thief!”
A young man (Carrex, a noble) in fine clothing staggers in a cluttered ally and collapses. A pool
71-72
of blood quickly forms beneath him.
A skilled hypnotist, Alal the Mysterious, is performing a show for a small crowd. In addition to
73-74
his mundane skills, Alal has recently learnt to cast Gaze of Beguilement once per day.
A deafening explosion rocks the surrounding area, causing tables to shudder and clothes lines
75-76
to snap. A thick plume of smoke billows from a nearby tower.
A small monkey has escaped her enclosure and springs from behind a barrel, wriggling into a
77-78 traveller’s backpack to hide. A handsome but furious travelling performer appears moments
later at the end of the street with a small net, obviously searching for something.
Two elderly men (Sodan and Mitro) sit opposite each other playing chess outside an inn. Their
79-80
glasses are empty and they do not speak, but they smile as they study the board.
A fog (50% light, 50% heavy) rolls in off the docks or adjoining land. There is a 70% chance of
81-82
a lone Will o’ wisp following it at dusk.
Two horses, carriages or chariots are racing down the street, two young nobles from opposing
83-84
houses at the reins.
A body crashes to the ground in front of the travellers with a horrendous thud! Looking up, 1d3
85-86
humanoid shadows can be seen making a quick getaway across the rooftops.
The elderly merchant Castin has a single glass orb on his table stall. A number of potential
87-88 customers inquire about the item, but are quickly turned away. If the travellers inquire, Castin
says “The orb is not for sale, but it is time for me to part with it. The real question is, are you
the one the orb waits for?”
A religious zealot is preaching from atop a wooden stool, inviting passers-by to prepare for the
89-90
end of days, repent, welcome the Old Ones joyfully, etc.
91-92 A town crier is ringing his bell and declaring “The duke is dead!”
93-94 A procession of 3d6 priests and other religious officials makes its way down the road, offering
blessings and scripture to interested passers-by.
The diminutive tax collector Master Cruxus, bearing the mayor’s seal, makes a bee line for the
95-96
travellers and asks to see their weapons & armour licences.
A thin looking tabby cat meows at one of the travellers, moving close to brush against his or her
legs if given the chance. Both of the cat’s ears have been cropped. If befriended, the cat becomes
97-98
extremely loyal and has excellent hearing, eyesight and instincts for danger. He is happy to nap
during the day and stay up at night, keeping watch over his human.
A blustering wind is blowing today, knocking light objects off tables and sending leaves and dust
99-100
whirling across the ground.
1d20 DESERTS
A swarm of cursed scarab beetles burrows up from beneath the sands, seeking to infest the party’s
1 food, bedding and clothes. Each traveller must make a Will check or reduce their current and
maximum Luck by 1 point until the curse is lifted.
An oasis with a watering pool and shady palms. The water is bitter but non-poisonous. There is a
2
60% chance of lurking predators (2d4 Giant Crocodiles (70%) or 1d6 Giant Scorpions (30%)).
A powerful sandstorm sweeps through the region. All travellers must make a Luck (Con) save or
3
suffer 1d6 damage and 1 Con loss.
The unrelenting heat threatens to overcome even the most careful explorer. All travellers must
4
make a Con check or suffer 2d6 damage.
4d6 Skorn raiders (60%) or 2d6 Urgot with an Urgozer (40%) have camped nearby, their tracks
5 obvious. There is a 50% chance the humanoids are downwind of the party and have detected their
scent.
6 3d10 Human Berserkers (60%) or 3d6 Bandits (40%) are looking for an easy raid.
3d8 animal headed humanoids (Jackal, Lion, Hawk, etc) wait for the travellers on a high dune or
rise. They are guardians of a scared site and will seek an offering from the party as a tribute before
7
they permit passage (as Skorn, but 3 HD, Int 11 and speak common, with senses of the relevant
animal. They might also be Lycanthropes).
2d6 Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%) are exploring this region.
8
The odd clicking noises of their mandibles can be heard before they appear over the next dune.
9 2d4 Giant Scarab Beetles (as Fire Beetles but jet black) playing in the shadows of high dunes.
A 20 ft statue of a many headed serpent is half buried in the sand nearby. 1d6 Giant Serpents, and
10 1d4 Serpentmen Hybrids (Ssurlocs, 40%) have made a pilgrimage to the site, and are resting in
nearby ruins.
A Desert Bulette bursts from the sandy drifts, intent on swallowing a PC before burrowing beneath
11
the wastes.
12 1d6 Giant Scorpions crawl out of the sand, hoping to ambush their prey from behind.
3d6 Cyclops raiders are on patrol, ranging from a nearby oasis that they control. They might have
13
a pet Wyvern with them (30%).
An Air Genie or Fire Genie guards a sacred site, most likely an oasis, ancient battlefield or cursed
14 altar or rock formation. It demands a tribute (gold, gemstones, item of personal value) or a test
(riddle, moral quandary, entertaining ballad) from all who seek to pass.
A destructive Fire Elemental ranges here, seeking to set everything flammable on fire; 10 HD (70%)
15
or 15 HD (30%).
A desert Hydra prowls these wastes, digging a temporary burrow each day before it goes hunting at
16
night. It leaves enormous tracks in the dunes or other wastes.
A Purple Worm hunts in this area, erupting from below to engulf its next meal. Large collapsed
17
tunnels, circular and 15 ft wide, warn of its presence.
6 ft columns of salt rise from the sands, shedding wispy trails in the desert breeze. Despite the
18 winds, the columns do not shrink or deteriorate. Ancient weapons and shields can be found half
buried around the base of some of the columns.
144
A recent tremor or sandstorm has unearthed a humanoid statute with three beetle like heads
19 holding a whip aloft. Beside the statue, carved steps from a previous age descend into a dark tunnel
of worked stone.
A rocky outcropping rises from the sand, stretching 40 ft high to form a small plateau. Hand carved
20 steps circle up to reach the top. At the uppermost edge, stones have been placed in small piles at
irregular intervals.
1d20 JUNGLES
Poisonous vines or mind altering fungi spores, causing all travellers 1d6 damage and inflicting a
1
moderate madness for 2d4 days. A Luck (Con) save resists.
A cloud of biting insects carries a rare disease. The adventurers must make a Luck (Con) save or
2 suffer Weeping Limbs disease, causing nails to emit yellow puss and flake off (1d4 Dex loss over
1d3 days). An apothecary with the right healing herbs might be able to cure or delay the disease.
Pit traps with spikes, set by cannibals or territorial skorn, causing 1d8 damage or alternatively tree
3
snares suspending travellers 6 ft in the air. A Luck (Dex) save resists.
5d4 Projectile Leeches lurking in the trees waiting to pounce (50%), or 3d6 Urgot (50%) with an
4
Urgozer (30%) concealed behind a thicket of trees and vines.
5d6 Skorn are making a loud racket, crashing their way through the vegetation. There is a 50%
5
chance the skorn are upwind and have caught the party’s scent.
5d6 Man Eating Monkeys are in the trees, stalking the travellers and hoping to drop upon them
6
unawares (ideally when they sleep).
2d12 Giant Centipedes are crawling through the undergrowth, looking for a warm body to implant
7
their eggs into.
2d6 foraging Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%), suddenly emerge
8
from behind a cluster of 8 ft, broad leafed aroids.
A wild boar comes crashing through the undergrowth, thundering past the party at high speed. A
9 few moments later, 2d4 Tigers (50% chance of 1d3 cubs) suddenly emerge in full stride. There is
a 50% chance they abandon the boar and decide to eat the PCs instead.
5d6 Flesh Eating Vines (AC 12, 1 HD, 1d6+1 damage plus grabbed, Str 14) are growing here.
10 They keep perfectly still until the party are amongst them before surging to life, desperate to
strangle them and absorb their nutrients.
A nest of 1d6 Giant Serpents is located in the roots of some huge strangler fig trees. Their
11
Serpentman (Ssurloc) handler might also be nearby (30%).
A band of Serpentmen (3d4 Hraarsk and 2d4 Ssurlocs, 10% chance of a Noble (Razkarrt)) are
12
navigating through this area, on the way to a ley line junction.
One or more Sabretooth Tigers have been tracking the party for the last two hours, and are about
13
to spring their attack (70% solitary hunter or 2d4 pack, including some cubs).
2d6 Giant Apes (see Owlbear variant) are lounging beneath some towering kapok trees. They are
14
fiercely protective of their territory.
A ravenous 40 ft Tyrannosaurus Rex is rampaging through the area. It makes a lot of noise before
15
it arrives, and smaller creatures such as boar and monitor lizards flee before it.
A Hydra lairs here in a subterranean cave or pool with a clutch of recent hatchlings. They are very
16
hungry.
17 From the east comes the sound of hundreds of tribal drums (50% human cannibals, 50% skorn).
146
A 15 ft stone statute, carved in the likeness of a hybrid serpentman, stares imperiously, its fanged
18 jaws agape. The base of the statue is wrapped in vines, but the plants appear carefully tended rather
than overgrown.
A wooden hut is set into the branches of an enormous kapok tree high above. Vines twisted into
19
knotted ropes hang down to 9 ft above the jungle floor.
The crack and crash of great trees being broken and hitting the ground echoes from the west. From
20 here, distant treetops can be seen bending or buckling as something truly colossal makes its way
through the jungle. A humanoid scream begins and is quickly cut off.
Poisonous trees, vines, undergrowth or noxious spores, causing all travellers 1d6 damage and 1
1
Con loss (50%) or a serious madness for 1d6 days (50%). A Luck (Con) save resists.
A branch of deadwood falls from a diseased tree, causing 1d6 damage to a single traveller. A Dex
2
check resists.
A female barbarian (Iriti) is struggling against a tree snare that is suspending her 10 ft in the air,
3
setting off some wooden chimes. In 2d4 rounds the 2d6 Ogres that set the trap arrive to investigate.
5d4 Giant Rats (70%) or 3d4 Dire Rats (30%) are scavenging here, snuffling about. If the party are
4 being noisy, they hide in the shadows. The giant rats try to snatch any food in the party’s backpacks,
or take a bite out of an arm or leg, then flee. Dire rats try to drag one of the party away.
4d6 Skorn (60%) or 2d6 Urgot with an Urgozer (40%) are camped here at a small pond. They are
5
in a foul mood, having failed to catch any food today. Perhaps their luck is about to change.
A flock of 3d6 Vampire Bats are hanging high in the trees, making the occasional flutter with their
6 wings. They watch the party warily, but do not attack unless the travellers are sporting obvious,
bloody wounds.
Wolf howls fill the air an hour before a pack of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%)
appear through the trees, surrounding the party. The alphas know the weakest of the pack are near
7
starvation and won’t leave without something. They might be appeased by throwing food, or horses,
at them.
Thick, sticky webbing covers the ground and lower branches of this heavily wooded area. In the
8
shadows of the higher branches, 2d4 Giant Spiders are lurking.
A giant ant nest is beneath the earth nearby. 2d6 scouting Giant Worker Ants (70%), possibly with
9 1d4 Soldier escorts (30%) can be heard chittering beyond some nearby trees. Starting a battle here
will draw more ants from the colony.
2d4 Fire Beetles are laying eggs here in the undergrowth. They do not wish to be disturbed and
10
will drive off any curious interlopers.
1d6 Giant Serpents are slithering through the undergrowth or winding through branches in the
11 trees. There is a 50% chance they have spotted the party and try to ambush them. Otherwise, their
hissing can be heard before they are seen (Perc (Detection) check).
A curious creaking and scratching noise can be heard in the next swath of trees. A towering
12
Owlbear (50%) or mated pair (50%) are itching their backs on massive tree trunks.
Small black and white mushrooms foreshadow an enormous, two ft mushroom with red spots
13 growing in this darkened corner of the forest. There is a 50% chance the giant mushroom puffs
out a cloud of spores, requiring a Luck (Con) save to avoid a serious madness for 1d6 days.
During the night, 2d6 pitch black Shades silently emerge from between the trees, swiftly gliding
14
towards the party sentry, eager to drain their lifeforce.
147
A grove of 1d4 Bloodroot Treants are masquerading as trees. An astute observer might notice their
15
subtle leaf or branch signalling.
A very old, stone arch bridge stretches across a long, dry riverbed. In centuries past, druids used
16 the bridge to commune with distant spirits. Attempting to cross the bridge has a 50% chance of
summoning dark entities from across the Veil (as DDM check entry 11).
A lone tree, gnarled and white, spotted with age, stands in a clearing. Something is carved in the
tree, but it’s hard to tell what from afar. A fey might reside within or nearby, willing to swap
17
information for stories of the outside world. Or perhaps the tree is cursed, or good fortune,
imparting such to any who touch it.
A sinkhole has opened beside an arrangement of man sized stones. Scraping away some moss
18 reveals runes from a forgotten fey race. At the bottom of the hole, earth covered steps lead down
into ancient darkness.
A trio of dilapidated thatched huts sit in a small clearing beside a bubbling brook. Five burial
19
mounds can be seen beside the houses.
Wisps of light circle high out of reach in the tree branches above, following the party. They seem
20
to resonate an ethereal hum, a sorrowful dirge that rises and falls with the breeze.
Rockslide! All travellers must make a Luck (Dex) save or suffer 2d6 damage. If damage of 10+ is
1
rolled, a Con check is also required to avoid rolling on the Injuries & Setbacks Table.
Set into the mountain side is a dim, 10 ft tall tunnel. Guttering torchlight can be seen within. The
2 entryway is ringed with bronze verdigris capstones, warded against intruders. Any non-cyclops who
attempts to enter must make a Luck (Will) save or suffer 2d6 cold damage.
A steep slope or cliff like ridge must be climbed, requiring a Str (Athletics) check. If failed, the
3
traveller is exhausted by the time they reach the top, suffering 1 Str loss.
Flickering torchlight can be seen from a large cave mouth. 4d6 Skorn (60%) or 2d6 Urgot with an
4
Urgozer (40%) are inside, taking a brief respite. There is a 50% chance of a sentry keeping watch.
2d4 diminutive Xornlings are blending into the rock face here, hiding behind loose scree. They
5 can smell any precious metals or gems carried by the party, and will try to sneak into their packs
or pouches to eat them.
From around a long bend, quarrelling in broken, guttural common can be heard. 2d6 Ogres are
6 fighting over whether they should continue in the same direction or change heading. There is a
50% chance the ogres are upwind and smell the party coming, in which case they suddenly go quiet.
A flock of 2d6 Griffons (50%) or 2d6 Harpies (50%) begin circling high above the party, riding the
7
currents. They observe them for a time, gauging their prospects of a successful raid.
1d8 Minotaurs are hunting in the area, keenly sniffing the air for the scent of man flesh. They live
8
in a nearby ravine containing the bones and gear of prior meals.
9 1d3 Grey Ooze lurk in shallow depressions, mimicking small, polluted pools.
1d6 Giant Scorpions are feasting on a dead skorn, which they are pulling apart with their massive
10
pincers. Another meal of juicy humanoid flesh would not be unwelcome.
3d6 Cyclopes are roaming here, following orders to scout the area. Looks like their soothsayer was
11
right after all; there are humans present to feast upon.
1d4 Goblins come rushing around the bend in the trail, breathing hard, moving straight past the
12 PCs if permitted. 1d12 Hill Giants, also short on breath, come hurtling around the bend a few
moments later.
148
Snuffling, cracking and grinding sounds can be heard up ahead. On a high ledge further along are
13 1d4 Manticores, devouring the remains of an unlucky barbarian. Depending on the number of
manticores, they might welcome more food.
A hungry Bulette bursts from the earth, showering the adventurers with rocks as it tries to bite one
14
in half.
1d6 Hill Giants are waiting in ambush on this mountain path. There is a 50% chance of hearing
15
them complaining how hungry they are, tipping off any would be prey.
1d4 Wyverns use these mountain tops as their hunting grounds. They are particularly fond of
16 snatching up metallic humanoids and dropping them from a great height to crack open their hard
shells.
On a stony escarpment, a 100 ft latticework of small trees and boulders forms a gigantic nest. Dark
17 grey feathers, 12 ft long, litter the ground. If the centre of the nest is explored, three 4 ft eggs can
be found hidden beneath a bedding of leafy shrubs.
18 Dozens of campfire smoke columns can be seen wafting over a high ridge to the north.
A tall obelisk with ancient silver markings rises from the depths of a shallow crater. The floor of
19
the crater is mirrored, reflecting the stars and moon overhead.
A small, low lying cloud seems to be following the party, matching their speed and direction. As
20
each hour passes, it slowly descends, drawing nearer.
1d20 OCEANS, LAKES & RIVERS
A powerful storm with heavy rain and high winds blows in. Watercraft might become damaged,
1 and unsound craft threaten to break apart. Visibility is reduced and checks to retain steady footing
are made at disadvantage while the storm rages.
The region of water is becalmed, stranding sailing vessels without oars. The travellers must make
2
a group Luck save each day to determine whether the winds return.
Viking like raiders in a longship (3d20+40 crew, including rowers) appear on the horizon, changing
3
course to intercept the travellers.
2d6 dolphins, seals, otters or other inquisitive but harmless marine life takes an interest in the
4
travellers.
A damaged merchant caravel from a nearby port or village, or another water craft, bobs in the
5
current, half submerged. There is a 50% chance of 1d4 survivors with a ghastly tale to tell.
5d4 water Sprites take an interest in the travellers, swimming alongside or climbing aboard the PCs
6
craft to cause mischief.
A Kronosaurus (see Giant Crocodile variant) surfaces nearby, slowly turning to its gaze to fix upon
7 the party’s ship. If the PCs seek to flee, a successful Party Retreat check means the winds are with
them, or the behemoth is distracted by some other prey.
2d6 Sea Trolls (as Troll but hooked tentacle arms, and swim 40 ft) intercept the vessel and cling
8
to the hull beneath the water. In the dead of night, they scale the ship and attempt to eat everyone.
A thick fog rolls in, reducing visibility to 90 ft. There is a 50% chance 2d4 Will o’ Wisps emerge
9 from the fog, keen to torment the crew or distract them long enough to ground them on a nearby
reef.
A Pirate Ship (carrack, crew 2d10+40 pirates) appears on the horizon and gives chase. There is a
10
50% chance they are slavers, otherwise they leave no survivors.
A Blue Hag (as Hag, but amphibious and may spend an action to generate the following spell like
effects once per day: Gaze of Beguilement, Writhing Fog (but affects a 1 mile diameter), Strands
11 of Ensnarement (made of seaweed), Soothing Edict, Hedge of Twisting Thorns (Coral), Blast of
Frozen Ruin) follows the ship for a time, hoping for the opportunity to snatch one of the crew and
eat them.
An Ochre Jelly is swimming on top of the water, slowly undulating towards its next meal. It can
12
slurp its way up the side of the ship without difficulty.
Mutiny! If the PCs have other crew aboard, 80% of them seek to seize control of the ship and
13
change course for elsewhere. The losing side is killed or made to walk the plank!
1d6 Wyverns are hunting in the skies and decide the party are a potential meal worth investigating.
14
They begin to slowly circle down towards them.
A saboteur has planted a slow acting poison in the ship’s water supply or ration stores, spoiling
them (an enemy of the PCs, the captain or other crew member). Everyone who has partaken of
15
the ship’s stores must make a Luck (Con) save each day or lose 1d2 Con (on a save, the poison
subsides). An apothecary with the right healing herbs might be able to craft an antidote.
One of the crew has Lake Pox, a highly contagious skin disease that causes painful boils under the
armpits, crotch and jaw (causing 1d3 Dex loss). The infected are contagious (airborne and touch
16
vectors) for 1d4 days, and the boils disappear after 1d4 months. A Luck (Con) check resists. An
apothecary with the right healing herbs might halve the duration.
A huge merchant galley (up to 300 crew), apparently in good condition, sits idle and seemingly
17
abandoned. The flag displays the shackle icon of slavers.
150
The water surrounding the travellers turns jet black in all directions. Birds diving for fish do not
18
resurface from the inky depths.
On the horizon, two cogs (approx 20 crew) are in the midst of a pitched battle with 1d3 pirate
19
caravels (approx 30 crew).
A one of a kind hot air balloon ship flies overhead. The captain and his crew might be spying on
20
the travellers, coincidentally passing through, or harvesting lightning from the clouds.
151
A warband of 4d8 Ogres are clashing with 5d10 mounted barbarians (50%) or Skorn (50%). If
16
either side notices the party, they attack them too.
A wooden palisade 50 ft on a side has been erected here, protecting a large tent within. A solitary
17
Stone Golem stands outside the entry gates.
A clear pond is located here. Wet humanoid footprints can be found nearby, circling the area. If
18
the pond is explored, a dark underwater tunnel is discovered.
In the distance a single humanoid wearing an bird skull mask can be seen, raising her arms and
19
voice to the sky. Moments later, a peal of thunder echoes overhead.
A 50 ft crater blackens the earth, at the centre of which lies a man sized meteorite of blue veined
20
crystal. Serpent like tracks lead away from the mysterious rock.
A merchant caravan (1d8: cloth, wine, foodstuffs, oil, trinkets/art, tools, plants, other) with 3d6
5
guards.
6 3d6 pilgrims making their way to a near (or far) shrine or temple.
7 A carriage carrying a noble (Lord Verne), escorted by 3d4 knights or other heavily armed guards.
A robed woman with a shaved head on horse, escorted by three men with features reminiscent of
8
a monkey, a pig and a fish. They are on a quest to locate some holy scriptures.
3d6 Bandits block the road, extorting a “road tax” from travellers. If asked how much, the leader
9
Grent replies “How much ya got?”
A Hag, posing as an old crone, makes polite conversation with the party, hoping to gain their trust
and accompany them for a time. When the opportunity arises, she attempts to eat one of them
10
before escaping. She leaves behind an Evil Eye pendant, to spy on her pursuers should they track
her.
3d10 barbarians (60%) or 4d6 Skorn (40%) have decided to risk raids on road travellers, despite
11
the occasional guard patrols, in the hopes of earning more valuable booty.
1d6 Wererats (60%) or Werewolves (40%) in human form and posing as merchants, explorers,
12 farmers, labourers, miners or artisans, attempt to befriend the party and accompany them for a
time. If rebuffed, or when the opportunity arises (or at the next full moon) they attack.
2d4 beggars line the thoroughfare, asking for alms. One or more might belong to a network of
13
spies, keeping an eye on the to-ings and fro-ings along the road.
A wagon carrying an undertaker (Mr Tibers) and a number of coffins. He is armed with a well used
14
sword, but would like the party to act as his guards till the next town (his prior guards got into a
152
drunken brawl and were arrested). The undertaker might be Doppelganger, hoping to kill one of
the travellers and take his place, hiding the body in one of the coffins.
1d6 smugglers with a carriage or textiles wagons, secreting transporting (1d8: false papers, slaves,
15 gems, counterfeit currency, poison, floor plans, maps, other). Nosey travellers might get a sword in
the gut, or an invitation to help out for a cut, depending on the circumstances.
A saddled but rider less messenger horse thunders past, saddlebags intact. Half a mile up the trail
16 is the dead messenger’s body with a broken neck, as if thrown from his horse. A severed chain
dangles from a locked forearm clasp.
2d6 wealthy tourists visiting from the neighbouring towns and villages. They are accompanied by
17
4d6 guards. They are in good spirits and happy to share stories with other travellers.
A troupe of 3d6 performers, artisans and bards. Some might be opportunistic thieves or spies on
18
the side.
A detachment of 4d6 knights are urgently hunting a criminal, traitor, or other human enemy. They
19 interrogate everyone they encounter for any useful information. There is a 20% chance one of the
travellers resembles their quarry.
A Bloodroot Treant has taken up residence beside the road, masquerading as a normal tree. Tell-
20
tale signs of blood can be found around the base of the tree.
A terrible blizzard lasting many hours erupts. Unless the party can find or build adequate shelter,
1
each PC must make a Luck (Con) save or suffer 1d3 Con loss.
2 Avalanche! Each traveller suffers 4d6 damage (Luck (Dex) save for half).
A crevasse breaks open beneath the lead traveller, who must make a Luck (Dex) save or fall to the
3
bottom (1d10 x 10 feet deep).
3d10 Viking like raiders (as Guardsmen) are travelling across the horizon, pulling their gear on
4
sleds.
A pack of 3d4 Wolves (70%) or 2d4 Winter Wolves (30%; as Dire Wolves) are tracking the party
5
through the wastes, hoping the humans will suffer exhaustion before targeting the weakest member.
The smoke from a single campfire wafts into the air beyond the next rise. A mysterious explorer
6
sits by the flames, a thick fur cowl pulled over their head.
2d4 Ice Beetles (as Fire Beetles, but deep blue and without any luminescence) are hibernating in
7
frost covered shells. From a distance they look like 3 ft long snow mounds.
An encampment of 5d10 Urgot, led by an Urgozer, live nearby in a permanent hide skin
8 encampment. In the desolate wastes, they practice dark and dangerous rituals, hidden away from
the rest of the world.
2d4 Frost Worms (15 ft long, AC 15, 7 HD, 2d8 dmg) are burrowing their way through the surface
9
ice or snow, attracted to the party’s foot falls, hoping for a meal of warm flesh.
3d6 Cyclopes are scavenging here. They are outcasts from a large tribe in remote mountains, and
10
are looking to resettle. They are in a ferociously foul mood.
Lurking beneath the snow or ice is a Black Pudding that burrowed up from the earth before falling
11 into a dormant state. Travelers approaching within 20 ft have a 50% chance of awakening the
starving monstrosity.
153
An Ice Bulette (as Bulette, but amphibious and immune to cold damage) hunts in this region. If
12 burrowing up through ice, the travellers feel the tremors and cracks at least one round before it
arrives (if burrowing up through clear ice, they will see it).
A lumbering, shaggy, vicious 14 ft Yeti prowls here, hoping for warm flesh to feast upon (as
13
Owlbear, but double hit points, Off Turn Attacks and immune to cold damage).
A Roc flies far overhead, scouring the white wastes for a suitably sized meal (it usually hunts frost
14
giants, polar bears or mammoths). Humans however make for good entrees.
1d10 Frost Giants are traversing the snow or ice fields, on their way to an important meeting with
15
other giant kin. It’s been a long time since humans were on the menu.
A 15 HD Water Elemental (quasi ice) is gathering strength here. Unlike most of its kind, it has
16 developed a degree of intelligence (Int 4), and will attempt to communicate with the adventurers.
It is interested to learn about what lies beyond the white wastes.
A Purple Worm lies dormant beneath the ice, waiting for travellers of sufficient size or noise to
17
awaken it.
A serpent like cave mouth is set into a rise, ridge or escarpment. Flickering torchlight can be seen
18
within.
A ring of humanoid statues, seemingly made of ice, encircle a black, altar like rock. A yellowed,
19
bone drinking horn sits atop the altar, covered in frost.
A breaking glacier has unearthed a metallic, 40 ft cylindrical object, mostly (or entirely) encased in
20
a shelf of deep ice.
1d20 SUBTERRANEAN
Rockfall! The adventurers must make a group Luck (Dex) save or suffer 2d4 damage and roll on
1
the Injuries & Setbacks table.
Tremors have opened a large crevasse here, blocking the way. The crevasse is 1d4 x 10 ft wide and
2
1d10 x 10 ft deep. There is a 50% chance something awful climbs out of it.
A rare underdark wind rips through the passage, automatically extinguishing all non-magical lights.
3
There is a 30% chance a Green slime coincidentally drops from the ceiling to attack.
4d6 Skorn (40%) or 2d6 Urgot with an Urgozer (60%) are either exploring these tunnels, or their
4
skeletons lie dead on the floor, killed by some unknown beast (1 x Carry Loot).
Webs are strung across much of this area, on the walls, floor and ceiling. 2d4 Giant Spiders are
5 either lurking in webs (50%) or hidden behind trapdoors concealed in the wall or floor (50%, a
Perc (Detection) check notices the outlines of the burrow doors).
2d12 Giant Centipedes are crawling across the ceiling, antennae twitching for food. They might be
6
driven off if branded with open flames such as torches.
2d4 patches of Yellow Mould are growing in dark corners (or are in stasis like dormancy, if no
7
food sources are available).
A Grey Ooze is silently stalking the passages here. It uses its Emotion Burst ability to try and
8
confuse or isolate a member of the party before it attacks.
A tremor releases a pocket of flammable gas in the party’s vicinity. The gas is clear but may be
9 detected by scent with a Perc (Detection) test. If any flame based light sources are not extinguished
in 1d4 rounds, the gas explodes for 2d4 damage (the light source is destroyed).
2d4 Mushroom Men (sentient walking toadstools, AC 10, HD 4, 2d6, Mv 20 ft, stick to target on
10 Nat 19) are hibernating in this chamber, surrounded by many smaller varieties of fungus and
mould. If the party lingers here, they awaken within 1d4 rounds.
154
An Ochre Jelly (60%) or Black Pudding (40%) is searching for flesh to consume, undulating along
11
a corridor wall or rooftop.
1d6 Plague Worms are moving through these tunnels, tasting the air for the scent of succulent
12
flesh.
A Basilisk has made its home in the walls nearby, digging itself a large cavity to sleep in. Scattered
13
about the area are the remnants of old petrified meals.
A mould known as Miner’s Woe is growing nearby. Its airborne spores require a Luck (Con) save
to avoid suffering a wheezing, hacking cough developing over the next 1d6 x 10 mins. The
14
condition imposes disadvantage on endurance related tests and the sufferer speaks in whispers
only, lasting for 1d4 days. An apothecary with healing herbs might reduce the duration by half.
A Tentacle Spawn (70% single or 30% 1d4) is exploring this area, expanding its knowledge of near
15 surface tunnels. If it thinks it can prevail, it will gladly take the opportunity to devour some surface
dwellers’ brains.
1d6 Rock Eaters (as Ogre, but four clawed limbs causing 1d6 damage, burrow 20 ft), burst from
16
the walls, ceiling or floor, homing in on the resonance of the party’s precious metals.
A pile of earth and rock the size of a large wagon is lumped against a wall. The 10 HD Earth
17 Elemental is replenishing its strength from nearby stone, which slides across the walls and floor to
merge with it. It is in a quasi sleeping state and will be very surly if disturbed.
An empty well or narrow vertical chute sits in the middle of a small chamber. If travellers listen
18
carefully, they might hear clanking and grinding noises echoing from deep below.
A 6 ft ceramic red devil face, with a wide open mouth, is set into the wall. The mouth is large
19 enough to crawl into. The interior of the mouth is unnaturally black, as if somehow absorbing
nearby torchlight.
A naturally formed side tunnel opens up into a gigantic cavern filled with a still, dark lake, in the
20 centre of which is a small forest of giant fungi. Within the fungi rises a 40 ft, golden monolith with
a crenelated top.
1d20 SWAMPS
Quicksand pool. The leading traveller must make a Luck (Dex) save or be sucked underwater,
1
suffering 1 Con loss in the scramble to escape.
Stinging insect swarm. Each adventurer must make a Luck (Con) save or contract Febrile Rot, a
2 feverish wasting disease, suffering 1d4 Str loss each day (save each morning to end). An apothecary
might be able to cure the disease with the right healing herbs.
Poisonous bog fumes. Each traveller must make a Luck (Con) save or suffer 1d6 damage and a
3
mild madness (p.163) that persists for 1d4 months.
155
9 2d4 Giant Crocodiles lie in ambush, fully submerged in the filthy swamp water but for their nostrils.
A nest of 1d6 Giant Serpents can be found nearby, including 1d4 baby serpents and 1d4 unhatched
10 eggs the size of a man’s hand (worth 1d4 x 100 gp each to the right buyer). The serpents will defend
their brood at all costs.
Hags live nearby in a ramshackle hut made of mud bricks; either one (70%) or a coven of three
11 (30%). There is a 50% chance the hags foresaw the party’s arrival, and are waiting for them with a
prophetic message, threat or offer of mutual gain.
1d12 Moor Trolls wander these fens, searching for sentient flesh to feast upon. When pickings are
12 scarce, they go into a state of dormancy and sink beneath the watery mud, waiting for prey to rouse
them.
1d4 Hammer Snails come surging out of a wide thicket of bracken, crowberry or scattered birch
13
trees, gliding towards the party with a sickening slurping noise.
2d6 amphibious Giant Eels (as Giant Serpent but Swim 40 ft, and electric shock instead of poison)
14 emerge from dank, clouded pools, hoping to take a bite out of the adventurers before fleeing back
into the muck.
A grove of 1d4 Bloodroot Treants are masquerading as bald cypress trees. They attempt to drown
15
passers-by in shallow pools. Their red stained roots might tip off the wary.
1d8 Claw Toads are croaking loudly in the area, signalling to each other to gather for spawning, or
16
alternatively to feast on the adventurers (or both).
A gigantic, half submerged dragon skeleton lies in the water. Although ancient and highly
17 decomposed, a handful of scales remain intact, and could be worked into a shield, breastplate or
helmet (any special properties at the GM’s discretion).
A 10 ft wide pile of green brown refuse sits in the middle of a dark pool. Careful examination of
18 the pile reveals a number of shiny objects within. Anyone approaching might notice ripples in the
water, or tremors from the pile itself.
An ancient mangrove tree has carvings of capering, demonic frogmen lording over humans. A
number of roots have merged with an oaken chest (1 x Valuables p.261), sealing it shut more
19
securely than any lock. There is a 50% chance 2d4+1 Swamp Goblins are nearby the sacred
ground, preparing to enact loathsome rituals.
A wooden hut stands elevated on stilts within a bog cluttered moor. Smoke rises from a small
20
chimney, and light flickers behind a set of shutters. The insects here are eerily silent.
HIRELINGS
Hirelings come in two varieties: (i) mercenaries, disadvantage). Each hire has an even chance of
typically rash fodder with sharp steel and dull wits, being a mercenary or a non-combatant, subject to
and (ii) non-combatants; desperate souls willing to circumstances (eg: if a PC goes out of her way to
risk life and limb as torch bearers, porters, guides, hire bodyguards from a mercenary company, then
etc, for hard coin. all hirelings will be sellswords).
Roles
Generally speaking, hirelings are willing to
perform their specific role as agreed (and set their
fee to). Non-combatants might be willing to
perform other relatively safe roles if capable (eg a
torchbearer might act as a porter if he doesn’t have
a bad back, but not a guide, since he knows nought
about pathfinding), but will not fight unless
cornered, and then only to save their own skin.
How Many?
At the beginning of an adventure (or at suitable
How Much?
break points determined by the GM), up to 1d4 + Cost is for the GM to determine, taking into
Cha mod retainers are available for potential hire account the region’s usual price lists, how much
(and “trust” the PC enough to risk accompanying gold the PCs have, where they are, nature of the
job, etc. As a rule of thumb however, mercenaries
them). The process of buying drinks/making
inquiries/vetting potential hires usually takes 1d3 cost 10 times (or more) as much as a non-
combatant, and most hirelings require half up
days, and costs 2d10 gp. Urgent recruitment of
front. In the Midlands for example, mercenaries
hirelings might be possible at higher cost (GM’s
call). generally cost 5 gp/day, and non-combatants 5
sp/day.
A PC with the Leadership skill gains a +1 bonus
on the above roll, and the GM might apply other Name, Sex & Age
modifiers depending on circumstances (eg The average hireling is 3d10+16 years old. Three
recruiting at a small outpost might impose name tables are provided below, including male
and female (f). The table below presents names
157
for the humancentric Midlands, split between the 13 Erelith (e) 43 Strom (d)
five main cultures: Midlanders, Nydissians (n),
Varnori (v), Karoks (k) and Thuels (t). 14 Jasildyr (e) 44 Grilmek (d)
15 Yulthiel (e,f) 45 Frun (d,f)
NAME & SEX (Humans) 16 Norfindas (e) 46 Dunwul (d)
1-2 Erik 51-52 Falker 21 Varandil (e) 51 Ramble (h)
3-4 Brigley 53-54 Boris 22 Galawyn (e,f) 52 Wilt (h)
5-6 Gorath 55-56 Gorven 23 Miramor (e) 53 Frosco (h)
7-8 Numitor (n) 57-58 Sextus (n) 24 Sorbrindil (e) 54 Pira (h,f)
9-10 Maarika (v,f) 59-60 Lagertha (v,f) 25 Carae (e,f) 55 Filbert (h)
11-12 Costana (k,f) 61-62 Ettore (k) 26 Nivinie (e,f) 56 Tolf (h)
13-14 Krul (t) 63-64 Sula (t,f) 31 Melgur (d) 61 Gilly (h,f)
15-16 Robek 65-66 Crowe 32 Onek (d) 62 Welby (h)
17-18 Torin 67-68 Terrin 33 Dunkar (d) 63 Bargus (h)
19-20 Eloise (f) 69-70 Brogen 34 Borgrim (d) 64 Kepli (h,f)
21-22 Pax (n,f) 71-72 Iovis (n,f) 35 Balorn (d) 65 Crista (h,f)
23-24 Herotta (v,f) 73-74 Luta (v,f) 36 Haelia (d,f) 66 Gert (h)
Donoso
25-26 75-76 Mercado (k) The third names table (d66) produces a series of
(k,m)
nicknames in the “common” tongue.
27-28 Grubak (t) 77-78 Hothra (t,f)
29-30 Vance 79-80 Ayleth (f) NICKNAMES
31-32 Carter 81-82 Wick
11 Mad Dog 41 Highpants
33-34 Daria (f) 83-84 Carver
12 Lucky Top 42 Tweety
35-36 Ferox (n) 85-86 Avenius (n)
13 Ballsy 43 Foxy
37-38 Yorri (v) 87-88 Arnolf (v)
14 Crane 44 Duke
39-40 Marente (k) 89-90 Garcilo (k)
15 Twinkle 45 Gummy
41-42 Jugath (t) 91-92 Orok (t)
16 Brick 46 Noggin
43-44 Merek 93-94 Annas (f)
21 Princess 51 Ratsack
45-46 Thea (f) 95-96 Dain
22 Kiddo 52 Crusher
47-48 Corvex (n) 97-98 Tybalt
23 Butcherboy 53 Slick
99-
49-50 Sigfurd (v) Ruen 24 Mother 54 Ziggy
100
25 Lugnut 55 Flash
The second name table (d66) provides for Elves 26 Sparra 56 Old Head
(e), Dwarves (d) and Halflings (h).
31 Nugget 61 Slumsy
158
35 Beerslave 65 Boondog Hireling Quirks
36 Rube 66 Pixie The quirks below are skewed towards the kinds of
fortune hunters, outsiders and other desperados
willing to accompany unpredictable adventurers
Background into the dark places of the world.
Hirelings are commonly from the lowest rungs of
society, emboldened in their quest for coin.
Additionally, most mercenaries have some combat QUIRKS
experience (roll 1d8: (i) ex-city watch, (ii) ex- 1-2 Loose Canon 51-52 Dimwitted
militia, (iii) bodyguard, (iv) pit fighter, (v) ex-
soldier, (vi) thug (vii) ex-pirate (viii) green recruit). Joker,
3-4 Short Fuse 53-54
Prankster
5-6 Cruel 55-56 Blackmailer
BACKGROUND
7-8 Deceptive 57-58 Sneaky Git
11 Pickpocket 41 Beekeeper
Lotus
Leech 9-10 Cynical 59-60
12 Rat Catcher 42 Addict
Collector
11-12 Brutish 61-62 Pagan
13 Grave Digger 43 Stable Hand
13-14 Greedy 63-64 Sly
Bone
14 Beggar 44 15-16 Callous 65-66 Reckless
Grubber
15 Busker 45 Deserter 17-18 Hears Voices 67-68 Grieving
16 Street Walker 46 Thatcher 19-20 Shameless 69-70 Haggler
21 Fishmonger 51 Cobbler 21-22 Overconfident 71-72 Indebted
22 Skinner 52 Wagoneer 23-24 Argumentative 73-74 Babbler
23 Slave 53 Limeburner 25-26 Pilferer 75-76 Schemer
24 Alley Thug 54 Organlegger 27-28 Death Wish 77-78 Godless
25 Lay Preacher 55 Ploughman 29-30 Bloodthirsty 79-80 Sassy
26 Woodsplitter 56 Scullion 31-32 Outspoken 81-82 Blamer
31 Ditch Digger 61 Mudlark Woefully
33-34 83-84 Ruthless
Naïve
Street
32 62 Swineherd 35-36 Snarky 85-86 Selfish
Sweeper
33 Bar Wench 63 Fur Trapper 37-38 Mirthless 87-88 Lazy
Yellow Lotus Blissfully
34 64 Fuller 39-40 89-90 Rowdy
Addict Ignorant
Chimney 41-42 Withdrawn 91-92 Blunt
35 65 Gong Farmer
Sweep 43-44 Bawdy Singer 93-94 Jaded
36 Mutineer 66 Hangman Foul
45-46 Alcoholic 95-96
Mouthed
Religious
47-48 97-98 Daring
Zealot
Tireless
49-50 99-100 Iron Grit
Optimist
159
Hireling Traits Cat like
The traits table (d100) includes a mix of 41-42 Hunchback 91-92 Reflexes
humorous, curious and distinguishing oddities, (Dex 15)
some suited to the rigours of adventuring, and 43-44 Bad Breath 93-94 Broken Nose
others not.
Crude
45-46 Lazy Eye 95-96
Eyeglass(es)
TRAITS Twins
47-48 Massive Beard 97-98
Random Face/Neck (two for one)
1-2 51-52
Disease Tattoo 49-50 Hairy Palms 99-100 Mute
Stark white
3-4 Pockmarked 53-54
Hair
5-6 Ugly Mug 55-56 Elderly
7-8 Missing Ear 57-58 Bald/Hairless
9-10 Scruffy 59-60 Sumo Size
Thievery Young
11-12 61-62
Brand (12+1d4 yrs)
13-14 Missing Teeth 63-64 Wheezy
Limp or Half Skorn
15-16 65-66 (Str, Con 15)
Pegleg
Hacking
17-18 Whispers 67-68
Cough
Six Fingers on
19-20 69-70 Nose/Ear Ring
One Hand
Pox, Warts,
21-22 71-72 Androgynous
etc
Pet Bird,
Massive
23-24 Snake, 73-74
Eyebrows
Rat, Lizard, etc
Half Dwarf
25-26 75-76 Hook Hand Gear
(Con 15)
Drooping In addition to everyday items, non-combatant
7 ft Giant hirelings may use light armour, one handed melee
27-28 77-78 handlebar
(Str 17) weapons, and slings (roll 1d4 for starting gear).
moustache
Scar on neck, Mismatched Mercenaries may use any weapon, light or
29-30 79-80
arms, etc Irises medium armour, and shields. The table below
Huge Hands, provides starting gear (roll 1d12, plus dagger).
31-32 Foul Odor 81-82 Naturally, PCs may buy better gear for their
Feet, Nose, etc
Doesn’t wear hirelings. Pets do not come with barding (left to the
33-34 83-84 Lisp GM as to availability, cost, etc).
pants
Hard of
35-36 85-86 Lice Ridden STARTING GEAR
Hearing
37-38 Loud Talker 87-88 Body Tattoos Non-Combatant: no armour, knife.
1
39-40 Eye Patch 89-90 Bad Wig Merc: light armour, shortsword.
2 Non-Combatant: no armour, club.
160
Merc: light armour, flail. 29-30 Does this look swollen to you?
Non-Combatant: no armour, staff 31-32 Permission to speak, boss?
3
Merc: light armour, shield, spear. 33-34 We should never have come here.
Non-Combatant: no armour, sling.
4 35-36 I ain’t got time to die.
Merc: medium armour, heavy mace.
Medium armour, shield, 37-38 Son of a scob must pay.
5
shortsword, 1d3 light axes. 39-40 That’s some bad juju.
6 Medium armour, spear, 1d3+1 javelins. 41-42 Don’t mention it.
Medium armour, shield, It’s like we’re in some kind of sick
7 43-44
longsword/battle axe/mace/hammer game.
8 Medium armour, polearm. 45-46 I never liked him anyway.
Medium armour, great 47-48 Ruuun!
9
sword/axe/hammer.
49-50 Aw hell no.
Light armour, shortsword,
10 51-52 Baal’s balls!
short/long bow, 20 arrows.
Medium armour, heavy crossbow, 20 53-54 Get to the horses!
11
bolts. 55-56 Is it just me, or …
Heavy armour (proficient), shield, 57-58 You heard the lady.
12
longsword/battle axe/mace/hammer.
59-60 Where to from here?
161
Pets Hireling Advancement
Pets are available to PCs at the GM’s option, Hirelings (and perhaps pets) that survive an
including war dogs, falcons, cats, snakes, etc. The adventure gain an advancement on the following
following table provides some qualities (d66) to table at the GM’s option (roll 2d6).
assist in personalising them. It is assumed players
will name their own pets. Hirelings who evolve into henchmen become 1st
Level in an appropriate class, and are loyal to their
PC if accepted. If a PC declines a henchmen, or if
PET QUALITIES
the henchmen has any outstanding payback
11 Dumb 41 Hyper (below), they depart on adventures of their own.
12 Ferocious 42 Insane
Henchmen gain experience/levels at half the PC’s
13 Hard to Kill 43 Fat rate. Whether henchmen receive a share of party
14 Sharp Ears 44 Relentless treasure etc is left to GM determination.
15 Territorial 45 Sick
ADVANCEMENT
16 Affectionate 46 Clever
Permanently gains one 1st level ability
21 Protective 51 Climber 2
from an appropriate class.
22 Cowardly 52 Lazy Gains an appropriate skill and a Reroll
3
23 Reckless 53 One Eye Pool of 1.
24 Greedy 54 Playful 4 Gains advantage on morale checks.
25 Hates Water 55 Skinny 5 Treat as a PC for dying and injuries.
26 Impatient 56 Sociable 6 Gains a piece of useful gear.
31 Mangy 61 Shaggy Increase a random attribute by 2 (max 15,
7
32 Very Quick 62 Sharp Eyes subject to GM approval re pets).
8 Gains a piece of useful gear.
33 Sneaky 63 Albino
9 Learns to use a new weapon.
34 Great Nose 64 Loud
10 Learns to use a new armour (inc shields).
35 Fearless 65 Very Strong
Increase Max hp by 2 and treat
36 Digger 66 Loyal 11
as a PC for dying and injuries.
12 Transforms into a beautiful henchmen.
Payback
Hirelings treated poorly tend to react adversely
over time, particularly mercenaries. At the GM’s
option, poor treatment might call for a 2d6 roll on
the Payback table below.
PAYBACK
A powerful friend of the hireling gets wind
of their poor treatment (if not impossible),
2 and organises some manner of revenge
(blacklist, robbery, arson, arrest, possibly
even assassins, etc).
162
The hireling leaves the party’s employ,
then attempts to blackmail the PC over
MADNESS
3
some misdeed they witnessed or are
aware of. Some things are so shocking, such an affront to the
Word of the party’s poor treatment of natural order, that they threaten the minds of those
their hireling(s) makes its way to powerful who experience them. Depraved demons,
4 grotesque monstrosities, impossible aberrations,
people (if not impossible), marring the
PCs’ reputation in highborn circles. and forbidden lore are just a few of the unhinging
The hireling actively works to undermine horrors adventurers might suffer.
the PC behind her back. Within 4d6
5 hours, all of the party’s hirelings become
reluctant to assist the PC (might require
Cha checks, etc).
The hireling suffers disad on morale
checks until the end of the adventure or
6
matters significantly improve (GM
discretion).
Bites his lip and cops it, this time. Add +1
7
to the next Payback roll.
The hireling leaves the party’s employ
when back in civilization. He bad mouths
8 them in taverns, etc, marring their
reputation amongst commoners and
merchants.
The hireling tries to steal something
9 valuable from the PC (maybe some gold,
a trinket, a gem, etc).
The hireling leaves the party’s employ,
The following rules are meant to add fun to the
10 and betrays them to a known enemy (if
game. They are intended as an opportunity for
not impossible).
players to temporarily mix things up, tainting their
The hireling sabotages the PC’s gear in
character’s usual outlook with strange and possibly
11 some way (frays climbing rope, holes in
dangerous eccentricities. If your table is not
waterskin, greases sword hilt, etc).
interested in such things, feel free to ignore this
The hireling actively seeks to arrange the
section.
PC’s injury or death. Eg a non-combatant
might fail to pass on critical information,
12 or lead the PC into an ambush. A
Madness Traits
When a character’s sanity is threatened, a Luck
mercenary might slit the PC’s throat while
(Will) save is usually permitted to resist. On a
on sentry duty, switch sides during a
failure the adventurer develops a madness trait.
desperate melee, etc.
The table below provides some examples, but
GMs and players are encouraged to devise their
own, tailored to the character and scenario at
hand.
163
I am cursed, or mad. Perhaps I am.
1d20 MADNESS TRAIT
But there is a secret in the silence, and
“Do not be alarmed. The tremors and I will be the one to uncover it.”
flashbacks come upon me every
1 “If I draw my sword, one of us must
nightfall. They will subside by the
12 die. Such is the price that the Blood
morning.”
God demands. I dare not disobey.”
“Something sinister is following us.
“It is a curious thing, but the more I lie
2 Sometimes I catch a glimpse of it from
13 and exaggerate, the more others
the corner of my eye.”
respect me.”
“Have no fear, my friend. I am the
“The more people I meet, the more I
3 greatest warrior that ever lived. There 14 care only for myself.”
is no foe we cannot overcome.”
“I keep my dear friend’s ear with me
“I must close every door I walk
4 15 always. As long as I have it, I know he
through. It keeps the Old One at bay.”
can still hear me.”
“This is no ordinary spider web. It is an
“I don’t feel anything anymore. Not
ill omen. Five trapped insects struggling 16 since [insert event].”
5 to be free, just as we five are trapped
here in this forsaken ruin! We must “Can you not see her? The cloaked
turn back before it is too late.” woman in the shadow of the trees? Is
17 she saying something, I can’t make it
“My apologies, please forgive my
out?”
laughter. In recent times my sense of
6 levity has become skewed. I “Bloodshed unleashes the demon
understand this is a very serious within me. Keep well clear and loose
situation. Do continue.” 18 the nets if I cannot shake the bloodlust
once the last of our foes is dead.”
“I cannot abide the smell of beastmen
any longer! The stink makes me “Sometimes I black out and wake up
7 wretch. I must leave this place or cut off elsewhere, with no memory of how I
19
my nose.” got there.”
“I can’t put my finger on it, but ever “I am whispering because even here
since [insert event] there has been they are likely listening. You would be
8 20
something very wrong with [insert ally wise to do the same.”
name]. Keep a close eye, sister.”
“I grow weary of being exploited and
taken advantage of all the time. From
Madness Severity & Penalties
9 A madness usually begins at the minor severity
now on, I give the orders round here.”
level, presenting infrequently and at low intensity.
“Who is this burly dwarf with the broad Additional exposure to horror however, and failed
axe? I think I would remember her if Luck (Will) saves, may increase the severity of an
10 she were our ally as you claim. What existing madness or manifest as a new madness
sorcery is this? Who are you, wench!?” trait, at the GM’s discretion.
“On occasion I lose the power of From time to time, the GM may determine that a
11
speech. Sometimes for days. They say madness imposes a penalty on a current action.
164
For example, an adventurer distracted by An adventurer whose madness reaches
flashbacks or hallucinations at the wrong moment incapacitating level generally goes into compulsory
may have a penalty to spot enemies waiting in retirement.
ambush. The severity table is meant as a ballpark
guide, and GMs are encouraged to apply penalties FREQUENCY &
SEVERITY
in a restrained and organic manner. In many INTENSITY PENALTY
instances, particularly social encounters, players Rarely presents Once per
might instigate their own penalties. Minor and/or weak adventure
compulsion.
Magical Healing Occasional
The Purge the Accursed spell removes one minor Once/long
presentation and/or
madness or reduces a more severe madness by Moderate rest
moderate
one level.
compulsion.
Progression & Remission Commonly presents
Serious and/or strong Once/day
Between adventures, an adventurer makes a Will
check for each current madness. A success compulsion.
reduces the madness by one severity level or Near continuous Multiple
removes a minor madness entirely. An Pervasive presentation and/or times/day
unsuccessful check increases the severity by one extreme compulsion.
level. GM’s might rule that extended personal care Effective mental
from an apothecary grants advantage, or that a shutdown. The PC’s
Incapacitating adventuring career is Special
failed check does not increase the severity of the
madness, instead stabilising it at the current level. either on hold or at
an end.
MASS BATTLE
Mass battle is divided into two broad sets of rules: Two Critical Events occur each turn. By default
(i) Party Spotlight, and (ii) Unit Combat. the GM rolls 1d20 to determine which events arise
(alternatively the GM might choose, using a
Party Spotlight focuses on the adventurers, timeline, geographic sequence, etc).
zooming in on a series of Sudden Twists and
Critical Events that the PCs must deal with as the Most importantly, whatever situations arise, the
battle unfolds. The events are dealt with “in media PCs are the only characters available to deal with
res”, dropping the party straight into the action. them (NPC allies, if any, are too busy managing
other emergencies).
The spotlight rules are abstract and improvised,
obviating the need for maps, miniatures, etc. How The GM decides on a case by case basis whether
well PCs’ handle Critical Events affects how swiftly a Critical Event happens to a specific PC(s),
the battle proceeds to the Final Confrontation, and random PCs, or whether the players choose who
what state the PCs are in when they get there. is involved. Some turns might not involve the
whole party, if so, PCs who miss out this turn are
Unit Combat on the other hand “zooms out” to prioritized next turn.
manage the battlefield as a whole, concerned with
troop related movement, combat and morale. Critical Events are intended to cover a broad range
These rules are location based and work best with of combat and non-combat scenarios, but not
a map, miniatures, tokens, etc. every entry will be appropriate for all battles. GMs
are encouraged to swap out ill suited events with
The Unit Combat rules are essentially a simple custom scenarios.
mini game to quickly resolve regiment warfare.
Similar to Party Spotlight, the overall results of Each entry includes a suggested resolution
Unit Combat impact on how quickly the Final method, which the GM should tweak to taste.
Confrontation occurs, and how depleted the PCs’
resources become. Critical Events
The two rule sets may be used separately or (1) Assume Command
together. If using Party Spotlight only, the GM A high ranking official (infantry captain, militia
handwaves unit based results. If using Unit head, scout sergeant, knight commander, siege
Combat only, the GM handwaves PC efforts until crew boss, quartermaster, perhaps even the
the Final Confrontation. If using both rule sets, General?) is dead, incapacitated or otherwise
Critical Events are resolved first (the results of indisposed, their forces in disarray as the enemy
which may bear upon Unit Combat), followed by threatens to charge. Can the PCs step up and take
Unit vs Unit battle. control?
Regardless of mix of rules adopted, all mass battles Resolution: A mix of roleplaying and Party
end in the Final Confrontation: an epic showdown Challenge (difficult: 8 successes), focusing on Cha,
between the party and enemy leader(s) as they fight Will, Leadership and Persuasion.
for ultimate victory.
PC Impact: If the challenge is failed, PCs lose 1
Party Spotlight point of Will or Cha (determine randomly).
The following rules are intended to zero in on the
PCs, highlighting the adventurers’ exploits as the Unit Impact: If successful one PC may spend a
larger conflict surrounds them. Reroll die to reroll a single unit roll this turn.
167
(2) A Worthy Foe Unit Impact: If unsuccessful, units at the location
An enemy champion (witch hunter, veteran must make a Move check or be destroyed.
knight, skorn werebear, etc) or monstrous foe
(owlbear, giant, dire wolf, etc) appears from the (5) Innocents in Peril
chaos, driving back PC forces. Can the adventurer One or more unexpected non-combatants are in
defeat the champion and turn the tide? danger (eg 2d6 civilians being dragged away by the
enemy, stowaway children cowering beneath a
Resolution: Play out a duel between the PC and supply wagon about to be attacked, allied warrior’s
the champion. If the PC is reduced to zero hp, helm is knocked off revealing a highborn’s
they are automatically killed (the champion underage heir). Will the PCs intervene?
ensures they are dead, in a manner calculated to
devastate allied morale). Resolution: The PCs may choose not to intervene,
but gain some infamy among their allies, imposing
PC Impact: Per the duel. disadvantage on later Cha based checks.
Alternatively the PCs may attempt a Group
Unit Impact: If successful, one enemy unit at the Rescue Exploit (LFG p.75), then play out a
same location is destroyed (no Armour save). combat with 2d4 infantry (per PC).
168
(8) And My Axe PC Impact: If the challenge is failed, PCs lose 1
During a furious melee, one PC spots an point of Con or Luck (player’s choice)
exhausted soldier drop to both knees after felling
multiple foes. Behind him, another enemy readies Unit Impact: If unsuccessful, allied units at the
her spear to skewer him. Will the PC intervene? same location cannot move this turn.
PC Impact: If saved, the grateful soldier pledges to Resolution: Play out a melee with 1d4 enemies
repay his rescuer (PC gains a free random (heavy infantry), all of whom must be defeated. If
henchmen for 1 year). Once only, reroll repeats. at least one foe is slain in spectacular fashion
(player describes) using a Major Exploit, a Cha or
Unit Impact: No effect. Will (Leadership) test causes troop morale to soar.
170
battle location (attack roll vs AC 14, or a Luck (19) Suicide Mission
(Dex) check, player’s choice). A genuine suicide mission presents itself (hold the
tide of enemies on the bridge so allies can escape,
PC Impact: As above. light the warning beacon atop the tower
surrounded by foes, collapse the tunnel taking out
Unit Impact: If unsuccessful, one important allied the tide of giant rats as well as oneself, Hold the
NPC is killed. Door! etc, Will the PC sacrifice themselves for the
greater good?
(17) Medic!
Through the smoky haze, urgent cries for a medic Resolution: The player chooses whether to
ring out as a dying NPC (messenger with critical complete this task. If they don’t the event
orders, scout with information, highly respected automatically fails. If they do, a great success Luck
sergeant good for morale, etc) is dragged to relative (Will or Con) save is required to succeed. If
safety. The ally is critically injured and on the verge successful gain a +1 bonus on this turn’s Final
of death; can the PCs save him/her? Confrontation check, and the PC’s heroics
become legend.
Resolution: A mix of roleplaying and Party
Challenge (moderate: 5 successes), focusing on Either way, the player rolls 1d6 to determine the
Int, Perc, Will, Apothecary, Insight and Gather fate of their PC: (1) dies gloriously, (2-3) rolls 1d10
Information. A healing kit or similar might be on the Injuries & Setbacks table and is captured
required at the GM’s option. If successful, the for interrogation and torture, (4-6) rolls 1d6 on the
NPC lives but remains unconsciousness. The PCs Injuries & Setbacks table, is reduced to zero hp,
may choose to make a Luck (Int) check to stabilize and left for dead. The GM might improvise a
the NPC at 1 hp (ie conscious) for a short time. rescue mission/adventure if appropriate.
171
Event Points Sudden Twists
The party’s success or failure during Critical Combat in a mass battle is unlike normal small
Events reflects the overall flow of the battle, scale adventuring conflict. The PCs are in the thick
moving PCs closer to (or further away from) the of extreme danger; swept up in a gruesome throng
Final Confrontation (p.179). The PCs gain Event of panicked shouts, slashing blades and deadly
Points as outlined below, accumulating turn to arrows. Amidst the chaos, injury and death
turn. threaten from all corners.
172
reinvigorates the adventurer (restore just for a few moments, my mind
up to half of lost hit points). locked in old terrors.”
Corpse Hazard. The PC threatens to Fearsome Charge! A small force of
become entangled in the growing pile enemy cavalry or war beasts (pack of
of dead and dying underfoot (Dex Hounds, Boars, Dire Wolves, etc),
9
(Acrobatics) check or fall prone, plus a thunder through the area, leaving
16
further Str check to avoid dropping carnage in their wake! The PC must
held items). make a Luck (Con) save or roll on the
Tide of Battle. Sheer numbers Injuries & Setbacks table. NPCs in the
threaten to force the PC and their vicinity are killed or scattered.
opponent into dangerous terrain (eg Extreme Terrain. Terrain the PC is
toppled off a wall, thrown into a raging standing on or near becomes
10
river, knocked down a steep slope, dangerous (a wall falls down, forest
pinned against a rock, pushed down a wildfire, bridge collapse, rockslide,
17
sewer chute, etc). A Str (Athletics) or choking smoke bomb, etc). The PC
Dex (Acrobatics) check resists. suffers 6d6 damage (an appropriate
Crushing Intervention. A catapult Luck save reduces damage by half).
stone, heavy warhorse, hurtling wagon Nearby NPCs are similarly affected.
or other large moving object threatens Obscurement. A vision obscurement
11
to crush the PC. A Luck (Dex) save is floods the area (heavy smoke from
required to avoid being reduced to nearby fires, an alchemical smoke
zero hp. bomb, rolling fog, night time torches
Selfless Protector. If the PC is reduced 18 are extinguished by freak winds, etc),
to zero hp sometime during the mass limiting vision to 20 ft and imposing a
battle, a nameless solider automatically 33% miss chance on attacks. Checks
12
intervenes to negate the attack. The relating to hiding or escape gain
soldier dies in the process (player advantage.
describes). Once only, reroll repeats. Snap Opportunity. A distant enemy
World of Hurt. A spear, javelin or champion or other important NPC is
blackpowder weapon strikes the PC in 19 exposed for a moment through the
13 a vital location, causing serious injury melee. A Dex check allows the PC to
(roll 1d6 on the Injuries & Setbacks take a single action against the NPC.
table). Sorcery. An enemy spell caster or
Spoils of War. As the PC fells their warrior with a one shot magical item
latest foe, a valuable object is somehow unleashes it upon the PC and nearby
14 revealed on their person (spills from a allies. Roll 1d6 (as 7th level Magic
pouch, hangs about their neck, etc; 1 x User): (1) Channel Lighting, (ii)Veil of
Valuables, LFG p.261). 20 the Balor, (iii) Strands of
Shaken Soul. A series of dreadful Ensnarement, (iv) Curse of Searing
atrocities personally witnessed by the Steel, (v) Bound by the Black Spiral,
PC threatens to traumatize them. A (vi) Affliction of the Eyeless Host.
15 Luck (Will) save avoids a serious There is a 20% chance of a DDM
madness: “Fair warning sister, I fought effect.
well just now, but dare not rely on my
blade. Sometimes I freeze mid battle,
173
Unit Combat Map & Starting Locations
Before the mass battle commences, the GM The GM decides how many battle locations there
determines: are, bearing in mind the map, number of units and
Critical Events the GM has planned (if any). Unit
1. Which types of units each side has, and positions within a location may be as abstract or
how many of them, precise as the GM wants them to be, from basic
sketches to gridded play mats with miniatures, 3D
2. The Battle Map, and
terrain, counters, etc.
3. Unit starting locations.
By way of example, battle locations for a pitched
Number & Types of Units battle in an open field might include (i) the front,
For ease of play, standard units are broken down (ii) centre, (iii) rear, (iv) right flank, (v) left flank,
into five categories (see p.177): militia, infantry, and (vi) supply lines. Locations for a city siege
heavy infantry, archers, and cavalry. Five examples might include (i) the main gate, (ii) eastern walls,
of special units are also provided as a guide (scouts, (iii) streets, (iv) sewers, (v) Temple of Graxus, and
veteran company, siege weapon battery, ogre (vi) the Stargazer’s Citadel.
warband and dragon). GMs are encouraged to
create/customise their own special units that reflect Turn Order
their campaign world. A turn of Unit vs Unit combat is resolved in the
following order. Each side alternates activating
The GM decides the number and type of units individual units until each phase is complete.
each side has. For example, one side might have 4
archer units, 5 infantry units and 2 cavalry units. 1. Ranged Attacks.
The number of individuals within each unit is
abstracted, but GMs might like to describe approx 2. Movement.
numbers for roleplaying purposes (eg the above
force might consist of 2,000 soldiers - about 1,000 3. Melee Attacks.
men-at-arms, 700 archers, and 300 mounted
knights). 4. Victory Points.
MOVEMENT MODIFIERS
Favourable (roads, paths, game trail,
+1
shortcut through backstreets, secure
bonus
battlements with no enemies).
Average (relatively open plains, light
woods, low hills, skirmishing melee, -
occasional pot shots from enemies).
Difficult (trackless forest, river crossing,
rising hills littered with scree, winding
underground tunnels, “in the thick of it” -1
melee, pinned down by unrelenting penalty
arrow volleys, part of the building is on
fire).
Very Difficult (mountains, steep valley,
(2) Movement thick jungle like plant life, swamp,
Unit movement between battle locations is not bodies pilling up while surrounded by -2
always automatic. The following rules apply. foes, pushing through a fleeing crowd of penalty
civilians, burning rubble strewn streets
• Players (for allies) and the GM (for
with heavy smoke).
enemies) take turns moving units until all
Impassable without special gear or
units have had the opportunity to move.
removing the enemy first (river, lake,
GM’s
cliffs, chasm, blazing inferno, collapsed
• A engaged unit (in melee with an enemy call
bridge, courtyard under heavy catapult
unit) cannot move until the enemy unit is
destroyed or broken. fire, enemy fortifications).
175
(3) Melee Attacks (4) Victory Points
Players (for the allies) and the GM (for the enemy) Each turn, the overall result for unit combat
take turns making melee attacks until all units have generates Victory Points for the party’s side.
had the opportunity to do so. To make an attack, Winning and holding battle momentum moves
roll 2d6, apply modifiers, and consult the Melee the PCs closer to the Final Confrontation (p.179),
Attack table. whilst losing momentum stalls progress. The PCs’
side gains Victory Points as outlined below,
accumulating turn to turn.
MELEE ATTACK (2d6)
Crushing Defeat. The attacker is
2-3 VICTORY POINTS
destroyed.
Costly Mistake. The attacker must Twice as many enemy units as
4 Gain 2 Event
make a Morale check or break. allied units were destroyed this
Points.
Outmaneuvered. The target gains a turn.
terrain advantage or the attacker is At least as many enemy units as
5 Gain 1 Event
forced into less favourable terrain allied units were destroyed this
Point.
(target’s choice). turn.
Steady now. Casualties on both sides, More allied units than enemy Zero Event
6 units were destroyed this turn. Points.
but neither gives any real ground.
Drive them Back! The target is forced
into less favourable terrain, or the MISCELLANEOUS
7
attacker gains more favourable terrain
(attacker’s choice). Broken Units
A unit that becomes Broken immediately moves
Shaken. The target must make a to an adjacent location with the fewest enemies.
8
Morale check or break. For the remainder of the mass battle, the Broken
Drink from Their Skulls. The target is unit suffers disadvantage on all tests, and attacks
9+ destroyed (subject to Armour save, if against it gain advantage. A Broken unit that
any). destroys an enemy unit is restored to normal
status.
Melee Modifiers
Apart from unit traits, the following melee Destroyed Units
modifiers apply. The GM determines whether Destroyed units are removed from play. If a PC
modifiers stack. was directly involved in a unit that is destroyed (eg
if using Critical Events, etc), they automatically
escape to an adjacent battle location, but must
MELEE MODIFIERS make a Luck save or roll on the Injuries &
Attacker outnumbers target 2:1 or more +1 Setbacks table. If more information is required
about precise unit losses (perhaps for future mass
Attacker with terrain or positioning battles), roll 1d4 on the Survivors table below:
advantage (high ground, target trapped in +1
dead end street, etc)
SURVIVORS
Attacker with terrain disadvantage
(crossing river, mud, frozen lake, tangled No survivors. The entire unit was
-1 1
undergrowth, fighting upstairs, scaling mercilessly slaughtered.
castle walls, heavy smoke, etc) 30% Survive, but all have incapacitating
2 injuries (broken limbs, severe organ
damage, acute shock, etc).
176
50% Survive. Of these, half fled the Magic
battlefield with minor wounds, the Given the very large numbers of soldiers involved
remainder are incapacitated. If this unit is in mass battles, a small number of spell casters are
3 unlikely to alter the battle in any significant way.
replenished for a future mass battle, it has
Magic becomes more important when zooming in
a 50% chance of retaining prior
for PC combat. Alternatively, treat a “unit” of
advancements (p.179). spellcasters as a Siege Weapon Battery.
70% Survive. Of these, three quarters
successfully fled the battlefield with minor Siege Weapons vs PCs
wounds, the remainder are incapacitated. Siege weapons are generally too imprecise to aim
4
If this unit is replenished for a future mass at individual PCs during a mass battle. If they are
battle, it retains prior advancements somehow targeted however, a Luck (Dex) save is
(p.179). required to avoid being reduced to zero hp.
Heavy Infantry
Heavily armed and armoured, slow, good morale.
Armour 8+
Move 8+
Morale 7+
Trait +1 bonus on Melee Attacks and
reroll 1’s (once per attack).
Infantry
Moderately armed and armoured, decent morale.
The average soldier unit.
Armour 9+
Move 7+
Morale 8+
Trait +1 bonus on Melee Attacks.
Militia
Lightly armoured, poorly equipped and organised,
easily broken. At least they’re cheap.
Armour NA Scouts
Move 9+ A stealthy band of swift moving pathfinders.
Morale 10+ Armour Special
Trait -1 penalty on Melee Attacks. Move 4+
Morale 6+
Dragon Trait Once per turn, enable another
A flying juggernaut that rains fire on its hapless unit in the same or adjacent
foes. location to move twice.
Armour 5+ Unengaged Scouts have a 7+
Move 4+, Flying Armour save vs Ranged Attacks.
Morale 3+
178
Siege Weapon Battery Heroic Aura; allied units in the same
A battery of catapults, ballistae, trebuchets, 9 location (including this unit) gain
cannons, etc. advantage on Morale checks.
Armour 10+
Move 9+ 10 GM Special: create a new trait for the unit.
Morale 8+
Trait May attack any reasonable target Final Confrontation
on the battlefield (GM’s call). +2 At the end of each mass battle turn, the GM rolls
bonus on Ranged Attacks vs 3d6 plus either the party’s Event Points or Victory
humanoid or giant sized Points (whichever is higher) to determine if the
creatures, +1 vs colossal. Targets battle moves to the end phase.
suffer a 1 point Armour penalty.
If the result is 18 or more, the Final Confrontation
Veteran Company occurs. If 17 or less, continue with Critical Events
A rare contingent of elite warriors, well armed and and/or Unit Combat. At the GM’s option, if the
armoured. party has already faced six turns of mass battle (or
Armour 8+ some other number the GM determines), the
Move 7+ Final Confrontation automatically occurs.
Morale 4+
Trait +1 bonus on Melee Attacks. May Final Confrontation is the battle’s ultimate
attack twice per turn. climactic encounter; when the party goes head to
head with the enemy Boss (and perhaps
Unit Advancements bodyguards, etc). The GM determines the details
At the GM’s option, units that survive one or more of this set piece encounter. Unless the GM rules
mass battles might gain one of the following otherwise, whichever side wins the Final
advancements (roll 1d10): Confrontation also wins the mass battle.
179
MONSTERS
Luck
The following explains how to read the monster A monster’s Luck attribute functions like PC Luck
descriptions. (p.12), but is not reduced on successful save.
181
Terror reduced to zero hit points does not Incorporeal
regenerate. Monsters of this kind are visible but intangible and
insubstantial, able to fly and pass through objects
Cause Injuries and creatures like a human moves through water.
Some large, physically powerful monsters cause They are immune to non-magical weapons, except
the target to roll on the Injuries & Setbacks table if those of cold iron, which affect them normally.
the attack roll is in an especially high range (usually
19-20). Lycanthropes
Lycanthropes are half human, half beast monsters,
the classic example being the werewolf. In LFG,
were creatures are inherently evil, savage and
cruel, preying on human populations while hiding
in plain sight among them. Lycanthropes may
spend an action to shift between three forms:
human, beast, and hybrid. The human form tends
to have some resemblance to the beast form, for
example, werewolves posing as human are often
very hairy, with an acute sense of smell, etc.
182
Off Turn Attacks Swarms
Some fearsome enemies have Off Turn Attacks, Some monsters may be treated as a single “swarm”
allowing them to make a single physical attack in rather than tiny individual monsters (eg: the Rat
between adventurer turns. If such a monster has Swarm). Swarms make attacks against all targets
no adjacent enemies in between PC turns, the within reach each round. They suffer half damage
monster may also take a move action. from weapons, double damage from area effects,
and split into two when Staggered (once only, same
Example stats as the original Swarm, but halve the remaining
An Ogre with Off Turn Attacks is fighting three hp). On a Nat 19, the target is overwhelmed by
PCs. The initiative order is Fighter, Ogre, Ranger, sheer numbers (helpless for 1d3 rounds; a Luck
Monk. The Fighter attacks, then the Ogre goes,
(Str or Dex) save resists).
then the Ranger, then the Ogre gets an Off Turn
Attack, then the Monk goes. That round then
ends. Undead
Some monsters are sustained by a cursed half-life,
Next round’s Initiative is Ranger, Monk, Fighter, trapped in an unliving but animate state. Undead
Ogre. The Ranger goes, then the Ogre gets an Off do not sleep, eat, or breathe, and are immune to
Turn Attack, then the Monk goes, then the Ogre all mind affecting abilities, including sleep, charm,
gets an Off Turn Attack, then the Fighter goes, and fear, illusion and stun, but excluding madness.
finally the Ogre takes its normal turn. That round
then ends.
Undead see as well in darkness as in light. A vial
of holy water causes 1d8 damage to undead
(whether thrown, applied to a weapon, etc). Some
Undead are immune to non-magical weapons,
except those of cold iron.
Boss Monsters
A Boss Monster is a particularly powerful example Designer’s Thoughts
of a monster, strong enough to fight the party alone The Boss Monster template is meant to challenge
or with little back up. Classic Bosses include high the party with a single, very scary monster that
level monsters such as dragons, vampires, greater breaks the normal rules, capable of challenging the
demons and liches; foes that threaten the greatest party without backup.
adventurers. For less deadly foes, monsters such
as owlbears, ogres, skorn chiefs, dire wolves, and Off Turn Attacks allow a Boss to match the party’s
so on make excellent lower level Bosses. action economy, while more hit points, stronger
Luck and a small Reroll Pool make it difficult to
end the fight early (or at least before the Boss is
Bosses generally exhibit any or all of the following
Staggered). Note that if you choose to increase Hit
characteristics:
Dice, that also impacts on attack rolls and some
spells.
• More Hit Points and/or Hit Dice
A Boss usually doubles its hit points,
and/or may have a higher number of Hit
Dice. Custom & Improv Monsters
For GMs who wish to make their own monsters,
• Major Exploit Protection approximate AC, Luck and Damage attributes
A Boss is not susceptible to Major (based on hit dice) appear below. Particularly
Exploits until Staggered, and cannot be lucky or skilled monsters might have higher than
instantly killed or incapacitated via a usual Luck (or vice versa).
Major Exploit.
If adding extra attacks, compare with similar HD
• Off Turn Attacks monsters and extrapolate. Referees are
The Boss makes Off Turn Attacks. encouraged to be creatively devious with Nat 19
effects and other special abilities.
• Stronger Luck
A Boss gains a Luck save to resist adverse
effects that don’t normally allow Luck HD AC Luck Damage
saves, for example a Sleep spell. Stronger
Luck ceases to operate once the Boss 1 11 4 1d6
Monster is Staggered.
4 13 7 2d6
• Reroll Pool
A Boss gains a Reroll Pool with 1d4+1
dice available at the time combat 6 14 8 2d8
commences. The Reroll Pool is available
for any attribute check or Luck save. 9 15 10 2d10
184
MONSTERS BY HD & PAGE
< 1 HD 1 HD 2 HD 3 HD
Bat 186, Giant Rat 211, Dwarf 194, Elf 196, Centaur 190, Dire Rat Boar 186, Dire Bat 189,
Goblin 199, Kobold Human 202, Projectile 210, Giant Ant Dire Wolf 220,
205, Man Eating Leech 205, Skeleton (Worker) 189, Giant Gargoyle 196, Ghoul
Monkey 207, Sprite 213, Urgot 218, Wolf Centipede 191, Giant 197, Giant Ant (Soldier)
215, Stirge 215, 187. Spider 215, Green 189, Giant Eagle 194,
Xornling 221. Slime 200, Horse 186, Harpy 202, Lemure
Serpentman (Hraarsk) 193, Wererat 206,
212, Skorn 214, Will o’ Worm (Plague) 220,
Wisp 220, Zombie 223. Yellow Mould 223.
4 HD 5 HD 6 HD 7 HD
Cockatrice 191, Claw Barrow Wight 220, Giant Ant (Queen) 188, Banshee 189, Cyclops
Toad 217, Chuul 191, Giant Giant Crocodile 191, 192, Flesh Golem 199,
Doppelganger 193, Fire Serpent 211, Giant Giant Scorpion 211, Manticore 207,
Beetle 190, Gelatinous Shark 213, Giant Wasp Grey Ooze 200, Hag Mummy 209, Ogre
Cube 197, Giant Lizard 219, Hammer Snail 201, Imp 193, Owlbear Mage 209, Sabretooth
206, Griffon 201, Ogre 201, Hell Hound 193, 210, Serpentman Tiger 217, Spectre 214,
209, Ogre Skeleton 213, Sorcerer 204, Maelheim (Ssurlock) 212, Troll 217.
Shade 212, Tiger 187. Terror 188, Manipede Werewolf 206, Wraith
193, Merrow 208, 221.
Minor Elemental 195,
Minotaur 208.
8 HD 9 HD 10 HD 11 – 12 HD
Gibbering Terror 188, Black Pudding 190, Basilisk 189, Elemental Bloodroot Treant 217,
Ghost 197, Hill Giant Bulette 190, 195, Ettin 196, Genie Eye Terror 188, Frost
198, Invisible Stalker Serpentman (Razkarrt) 197, Tentacle Spawn Giant 198, Mammoth
205, Medusa 207, 212, Slop Gorger 214, 216. 207, Stone Golem 200.
Ochre Jelly 209, Veil Vampire 218.
Spider 215.
13 – 14 HD 15 HD 16 – 17 HD 18+ HD
Hydra 204, Roc 211, Iron Golem 200, Lich Giant Octopus 209, Balor 192, Dragon 194,
Wyvern 221. 205 Major Elemental Storm Giant 199. Purple Worm 210, T-
195. Rex 216.
185
Animals (Ordinary) S:15 D:10 C:17 I:2 P:10 W:14 Ch:4
Luck: 7
A selection of ordinary animals are provided as
Move: 40 ft
examples below.
Wild Boars go into a bestial fury when Staggered,
Bat
gaining advantage on attack rolls.
No. Appearing: 3d6
Armour Class: 11
Cat
Hit Dice: 1d4 hp
No. Appearing: 1 or 2d6
Attacks: Bite 1d3
Armour Class: 13
Nat 19: the target suffers a random disease (Luck
Hit Dice: 1d4 hp
(Con) save resists).
Attacks: Rake 1d3
S:1 D:15 C:8 I:2 P:15 W:10 Ch:4
Nat 19: latches onto target’s back, unable to be
Luck: 4
attacked by the target next turn.
Move: 70 ft flying
S:15 D:18 C:18 I:5 P:14 W:10 Ch:8
Luck: 6
These blood drinking bats have 4 ft wing spans and
Move: 60 ft
drain blood to survive. After landing a hit, the bat
clings on, causing 1 hp loss each round unless The cat sees as well in darkness as light, provided
removed (eg: action and Str check to pry it off). there is some light to amplify (eg moonlight).
Some bats also carry debilitating diseases which Advantage on stealth, climbing and balance related
the host might contract, at the GM’s discretion. checks.
Bear Dog
No. Appearing: 1 See Wolf.
Armour Class: 11
Hit Dice: 4+4 Falcon
Attacks: 2 x Claws 1d6+1 and Bite 2d4 No. Appearing: 1 or 2
Nat 19: bear hug Armour Class: 14
S:19 D:8 C:115 I:3 P:12 W:15 Ch:7 Hit Dice: 1d4 hp
Luck: 7 Attacks: Rake 1d3
Move: 40 ft Nat 19: eyes bloodied, target blind until end of
their next turn.
Large bears stand up to 9 ft tall and weigh more S:15 D:16 C:10 I:4 P:16 W:13 Ch:7
than a 1,500 pounds. If hit with both claws, targets Luck: 5
are caught in a crushing bear hug, requiring a roll Move: 120 ft
on the Injuries & Setbacks table (Luck (Con) save
resists). The above stats are for a trained falcon, owl, raven
or other medium to large sized bird. Advantage on
Boar sight based perception checks. Some birds see as
No. Appearing: 1d12 well in darkness as light, provided there is some
light to amplify (eg moonlight).
Armour Class: 12
Hit Dice: 3
Horse
Attacks: Gore 1d8+2
No. Appearing: Any
Nat 19: the target is severely gored, roll on the
Armour Class: 10
Injuries & Setbacks table.
Hit Dice: 2
186
Attacks: Hoof 1d6 Tiger
Nat 19: the target is trampled for double damage No. Appearing: 2d4
and is knocked prone. Armour Class: 13
S:19 D:13 C:16 I:2 P:10 W:13 Ch:6 Hit Dice: 4
Luck: 5 Attacks: 2 x Claws 1d4+2 and Bite 1d8+1
Move: 60 ft Nat 19: the target is knocked prone.
S:19 D:13 C:17 I:3 P:13 W:10 Ch:6
The above stats are for a riding horse. Warhorses Luck: 7
have AC 15, 3 HD and make a Hoof (1d8+1) Move: 50 ft
attack. A horse acts at the same time as the rider
but makes separate attacks. Riding horses will Tigers have advantage when tracking and on
generally attempt to flee combat rather than fight. stealth checks. A tiger that hits with both Claws
A war horse might require persuading to attack knocks the target prone, and automatically hits
certain monsters. with its bite.
Rat, Swarm
No. Appearing: 1
Armour Class: 11
Hit Dice: 2
Attacks: Bites 1d6
Nat 19: the target is overwhelmed (helpless for 1d3
rounds, Luck (Str or Dex) save resists).
S:3 D:15 C:4 I:3 P:10 W:7 Ch:4
Luck: 5
Move: 60 ft
187
Aberrant Terrors Aberrant Terror, Maelheim
No. Appearing: 1
Aberrant Terrors share certain characteristics
Armour Class: 13
(p.181), but many have unique traits determined
Hit Dice: 5
by the GM. Some examples are provided below.
Attacks: Tentacle (special) and Bite 2d4
Aberrant Terror, Eye Nat 19: special
S:18 D:12 C:16 I:4 P:15 W:15 Ch:3
No. Appearing: 1
Luck: 8
Armour Class: 17
Move: 30 ft flying
Hit Dice: 12
Attacks: Bite 3d6, plus 1d6 eye stalks.
Maelheim manifest as 8 ft, floating, fleshy sacks of
Nat 19: The aberration makes a free Bite attack
tentacles with a single bulging eye, enormous
against a single melee target. If it hits, the target
fanged maw, and a prehensile, three pronged
loses a limb (Luck (Dex) save resists).
tongue. On a natural 19, the terror plants its
S:14 D:12 C:14 I:18 P: 19 W:16 Ch:1
tongue on the target, draining 1 point of Con, and
Luck: 12
forcing a Will check to resist a minor madness.
Move: 30 ft
Their tentacle attack drains 1 level until the
adventure ends (Luck (Will) save resists).
Each turn an eye terror makes one Bite attack and
uses 1d6 eye stalks to project magical beams of
Maelheim are hunger incarnate, manifesting to
energy that mimic spells. Roll 1d8: (1) Viridian
gorge for a few hours before unravelling, dragged
Ray of Unmaking, (2) Lash of Unerring Pain, (3)
back through the Veil to their alien spawning
Flesh to Stone, (4) Glimpse the True Gods (5)
ground. They have only animal intelligence, but
Insidious Slumber, (6) Gaze of Beguilement, (7)
instinctively discern between friend and foe, and
Crush of the Warp, (8) Affliction of the Eyeless
will generally do their best to resist eating any allied
Host). Additionally, at no action cost, an eye
cultists.
terror’s central eye may use Sever Arcarnum in a
60 ft cone with a 30 ft base once per round.
Ant, Giant (Queen)
No. Appearing: 1
Aberrant Terror, Gibbering
Armour Class: 16
No. Appearing: 1
Hit Dice: 6
Armour Class: 14
Attacks: Bite 3d4 + special, and Stinger (poison)
Hit Dice: 8
Nat 19: special.
Attacks: Bite 2d8
S:19 D:8 C:19 I:1 P:15 W:15 Ch:16
Nat 19: the aberration unleashes a disturbing howl,
Luck: 8
causing all targets within 20 ft to make a Luck
Move: 30 ft and may climb walls, ceilings, etc
(Will) save or suffer a moderate madness.
S:16 D:7 C:16 I:3 P:10 W:14 Ch:1
The Queen is approximately 8 ft long and directs
Luck: 9
the hive colony. On an 18+ attack roll, the victim
Move: 30 ft
is crushed in her mandibles and suffers 3d6
damage each turn until freed (the victim may
Any intelligent being within 60 ft of a gibbering
spend their action to make an opposed Str check
terror must make a Luck (Will) save. On a fail, the
to escape). The Queen’s stinger carries a potent
target either gains a random moderate madness
poison causing 1d4 Con loss (Luck (Con) save for
(60%) or loses 1 point Will (40%).
half).
188
Ant, Giant (Soldier) sorrow and hate. They are quite mad and seek
No. Appearing: 2d3 only to impart their pain on all intelligent creatures
Armour Class: 15 they encounter. Some but not all banshees are able
Hit Dice: 3+3 to shift between physical and Incorporeal form.
Attacks: Bite 2d4 + poison
Nat 19: the soldier spits acid on the target, causing A banshee’s wail is terrifying and utterly
2d4 damage. unforgettable; a supernatural scream of pure
S:19 D:12 C:16 I:1 P:12 W:12 Ch:8 agony. All listeners within 60 ft must make a Luck
Luck: 6 (Will) save or be reduced to zero hit points
Move: 40 ft and may climb walls, ceilings, etc instantly. Those who succeed on the check must
make a Will check at disadvantage or suffer a
Soldier ants are approximately 4 ft long with a moderate madness trait. The wail has a 30%
venomous bite that requires a Luck (Con) save or chance of recharging at the start the banshee’s
the target loses 1d4 Con. Soldiers may swarm a turn.
target, gaining +1 to hit for each additional ant
beyond the first (maximum +4). Basilisk
No. Appearing: 1
Ant, Giant (Worker) Armour Class: 16
No. Appearing: 2d6 Hit Dice: 10
Armour Class: 13 Attacks: Bite 2d8 and Gaze
Hit Dice: 2 Nat 19: the target’s weapon or armour (50%
Attacks: Bite 1d6 chance) is petrified (Luck save resists).
Nat 19: The worker knocks the target prone. S:20 D:10 C:16 I:2 P:10 W:14 Ch:3
S:16 D:10 C:16 I:1 P: 10 W:10 Ch:4 Luck: 10
Luck: 5 Move: 50 ft
Move 40 ft and may climb walls, ceilings etc
Basilisks are great 14 ft lizards with eight legs, able
These 3 ft worker ants live in hives and venture to to turn material to stone by channelling a
the surface for food. Workers may swarm a target, supernatural gaze attack. Their lairs are often
gaining +1 to hit for each additional ant beyond the surrounded by pieces of incredibly life like statues,
first (maximum +4). which the monster consumes. The basilisk’s gaze
attack requires one organic target within 120 ft to
Banshee make a Luck (Con) save or be turned to stone.
No. Appearing: 1 Such petrification can be reversed with tears from
Armour Class: 15 a unicorn or sprite, or a Flesh to Stone spell.
Hit Dice: 7
Attacks: Touch 2d8 Bat, Dire
Nat 19: the target ages 2d8 years (Luck (Will) save No. Appearing: 1d4
resists). Armour Class: 13
S:- D:- C:- I:14 P: 13 W:16 Ch:6 Hit Dice: 3
Luck: 9 Attacks: Bite 2d4 and 2 x Claws 1d6.
Move: 30 ft and 60 ft flying Nat 19: special
S:15 D:14 C:14 I:2 P:15 W:14 Ch:4
Banshees are beautiful fey who can transform into Luck: 6
hideous, gaunt looking humanoids. They are often Move: 60 ft flying
corrupted by dark forces, consumed by loss,
189
These enormous, corrupted bats have 18 ft wing magical weapons or armour making contact with a
spans and attack with claws as well as a bite. On a black pudding must make a Luck save or be
19+ attack roll, the dire bat may grab the target and destroyed, eaten away by the fast acting acid. Black
fly away with it at a rate of 40 ft per round. The puddings are immune to cold damage and split in
target may use their action to break free with an half if struck by lightning (halve hit points). Black
opposed Str check. Once per day, some dire bats puddings make Off Turn Attacks.
may spend an action to issue a supernatural
screech, causing all humanoids within 30 ft to lose Bulette
their next action (Luck (Will) save resists). No. Appearing: 1
Armour Class: 18
Beetle, Fire Hit Dice: 9+4
No. Appearing: 2d4 Attacks: Bite 3d6.
Armour Class: 16 Nat 19: the target is dragged underground and
Hit Dice: 4 begins suffocating. A Str check at disadvantage is
Attacks: Acid Spray 2d4+2 required to dig free.
Nat 19: the target is caught in the Beetle’s S:22 D:13 C:19 I:2 P:13 W:14 Ch:3
mandibles, automatically suffering 2d4 acid Luck: 10
damage each turn. A Str contest is required to Move: 30 ft including when burrowing
break free.
S:16 D:10 C:14 I:2 P:10 W:12 Ch:8 Bulettes are 12 ft burrowing quadrupeds covered
Luck: 7 in slick chitin. Their armoured head is beak
Move: 30 ft or 15 ft burrowing shaped to assist in tunnelling, and their jaws filled
with a ridiculous number of teeth. They burst up
Fire beetles are 4 ft carnivores with thick, from the earth, taking their prey by surprise before
luminescent shells. They burrow through soft dragging them underground to devour. Bulettes
earth at half their usual movement rate and often are sometimes referred to as earth sharks. When
ambush their prey from below. Fire beetles attacking with surprise, bulettes gain +4 to hit and
automatically sense the movement of ground cause double damage. Bulettes detect tremors in
based creatures within 60 ft. They attack with a jet the earth and automatically sense land moving
of acid that targets one creature up to 50 ft. creatures within 120 ft. They Cause Injuries on
critical hits.
Black Pudding
No. Appearing: 1 Centaur
Armour Class: 13 No. Appearing: 2d4
Hit Dice: 9 Armour Class: 12
Attacks: Pseudopod 2d8 or Fling Corrosive Glob Hit Dice: 2
2d8 (up to 60 ft). Attacks: Kick 1d6 and Spear/Bow 1d6+1
Nat 19: the target’s weapon is corroded, imposing Nat 19: the target suffers an extra 1d6 damage and
a -2 penalty to hit until repaired. is knocked prone by a ferocious kick.
S:19 D:8 C:16 I:2 P:14 W:16 Ch:1 S:18 D:14 C:15 I:8 P: 13 W:13 Ch:10
Luck: 10 Luck: 5
Move: 30 ft and may climb walls, ceilings, etc Move: 60 ft
Black puddings are amorphous blobs composed These half man, half horse hybrids are
of a very sticky and corrosive sludge. They are xenophobic and highly hostile to strangers
subterranean predators and scavengers. Non- encroaching on their territory (typically deep
190
forests, low hills or expansive plains). Corrupted tentacle infects the target with a minor madness (a
centaur tribes are a terror to behold, fast and Luck (Will) save resists).
deadly raiders that descend on remote homesteads
and outposts to snatch away victims for eating or Cockatrice
worse. A charging centaur causes double damage. No. Appearing:1d6
Armour Class: 13
Centipede, Giant Hit Dice: 4
No. Appearing: 2d12 Attacks: Bite 1d3 + turn to stone
Armour Class: 13 Nat 19: the target’s weapon or armour (50%) is
Hit Dice: 2 petrified (Luck save resists).
Attacks: Bite 1d3 and Stinger (poison) S:6 D:17 C:11 I:2 P:13 W:10 Ch:5
Nat 19: the target suffers an extra strong dose of Luck: 7
poison requiring two Luck saves instead of one. Move: 30 ft
S:14 D:14 C:10 I:1 P:10 W:10 Ch:2
Luck: 5 The cockatrice is a 6 ft, black feathered wyvern
Move: 30 ft shaped beast with bird legs and a spine crested
rooster head. Its bite turns enemies to stone after
This 4 foot centipede hunts in swarms and has a 1d4 rounds unless the victim succeeds on a Luck
stinger with a debilitating poison. Failing a Luck (Con) save. Such petrification can be reversed with
(Con) save causes 1 Dex loss. A dose of anti-toxin cockatrice blood, or a Flesh to Stone spell.
neutralizes the poison and restores half of any lost
Dex. An adventurer has a 25% chance of
harvesting one dose of poison from a dead
centipede.
Chuul
No. Appearing: 1d4
Armour Class: 16
Hit Dice: 5+2
Attacks: Claw 2d6 and Tentacle (poison, see
below)
Nat 19: the target is caught in the chuul’s pincer,
automatically suffering one Claw hit on the
monster’s turn. A Str contest is required to break
free.
S:19 D:12 C:15 I:10 P: 12 W:14 Ch:5
Luck: 8
Move: 30 ft
191
Nat 19: the target loses a limb (Luck (Dex) save Cyclopes Cause Injuries on a natural 19-20 attack
resists). roll and have a 10 ft reach. They retain vestiges of
S:20 D:10 C:19 I:3 P:10 W:12 Ch:5 augural ability and gain a free attack on a natural
Luck : 8 19 or 20 attack roll. Some records refer to a
Move: 30 ft or 50 ft swimming larger 17 ft Cyclops, shaggy and more bestial,
with a single horn protruding from its forehead.
These 20 ft crocodiles have muscular frames and These monstrosities have 14 HD and Cause
powerful bites. On a natural hit roll of 19-20, a Injuries on 18+ attack rolls.
giant crocodile goes into a death roll, dragging the
target into the water and rolling over repeatedly to Demons and Devils
disorient and drown the prey. Each turn, the target
Demons and Devils share certain characteristics
must make a Luck (Dex) save or lose its action. A
(p.182) but come in many shapes and sizes. Some
successful check means the character has broken
examples appear below.
free and may act normally. Giant crocodiles often
wait beside the edges of waterways, fully
Demon, Balor
submerged but for their nostrils, before
No. Appearing: 1
ambushing their prey.
Armour Class: 21
Hit Dice: 20+4
A Kronosaurus is essentially a colossal 40 ft
Attacks: Sword 3d12+1 and Whip (special).
dinosaur crocodile with fins instead of legs. They
Nat 19: special
have 16 HD, Bite 3d12 and Off Turn Attacks .
S:22 D:14 C:20 I:16 P: 20 W:18 Ch:16
Luck : 16
Cyclops
Move: 50 ft and can fly
No. Appearing: 3d6 (raiding party)
Armour Class: 12
Balors resemble 20 ft, infernal minotaurs with vast
Hit Dice: 7+2
dragon wings, wreathed in smoke and flame,
Attacks: Oversized Club 2d8+1
armed with a wicked blade and white hot lash.
Nat 19: special
Balors are among the most powerful and cunning
S:19 D:12 C:16 I:6 P: 8 W:10 Ch:9
of all demon kind, second only to the Demon
Luck : 9
Princes themselves. Balors are often Boss
Move: 40 ft
Monsters . They have 75% magic resistance.
Primordial Cyclopes were known by another
In combat, a balor’s whip reaches up to 30 ft. On
name, beautiful giants that ruled their
a successful lash the victim is pulled beside the
kingdom with prophecy and wisdom. Civil war
demon, burned for 3d6 damage each turn, and
led to dark pacts with eldritch forces however,
unable to move away without spending an action
and the race fell into ruin, slowly degenerating
to make a Str or Dex check to escape. A Balor may
into the monsters of today. Cyclopes are one-
make a sword or whip attack as an Off Turn
eyed, 10 ft giant kin with bald heads. They
Attack . Balors Cause Injuries on any 18+ attack
have flat faces allowing their central eye good
roll and have a 10 ft reach. Once per week, after a
peripheral vision, but lack depth perception and
1d4 hour ritual, a balor may summon and
have disadvantage on ranged attacks.
command 2d10 lesser demons (usually a mix of
Cyclopes are not unintelligent, but are
imps and lemures). Ancient records suggest some
primitive, nomadic tribesmen, more preoccupied
balors are capable of spell casting.
with finding their next meal than any
learning. They are callous, fearsome beings with
a taste for flesh, be it human or herd.
192
Demon, Hell Hound Hit Dice: 3
No. Appearing: 2d4 Attacks: Claw 1d4+1 and special
Armour Class: 13 Nat 19: the demon’s touch imparts dark sorcery;
Hit Dice: 5 the target rolls on the Dark & Dangerous Magic
Attacks: Bite 2d4 table.
Nat 19: the target’s clothes catch on fire, causing S:10 D:10 C:16 I:7 P: 8 W:12 Ch:7
1d4 damage each round until extinguished. Luck: 6
S:13 D:13 C:13 I:2 P:15 W:14 Ch:5 Move: 20 ft
Luck: 8
Move: 50 ft Lemures are vaguely humanoid, but their flesh is
clay like, shifting and malleable upon their
Hell Hounds are infernal, fire breathing dogs grotesque bodies. They are lower forms of
spawned from evil dimensions. They may breathe demons and feed on lost souls. A lemure’s touch
fire in a 40 ft cone with a 15 ft base for 5d6 damage drains 1 Cha (a Luck (Will) save resists). An
(Luck (Dex) save for half). A hellhound’s fire adventurer reduced to zero Cha dies and is
breath has a 40% chance of recharging at the start transformed into a Lemure in 1d4 hours. Lemures
of its turn. They have 25% magic resistance. have 25% Magic Resistance.
Imps are 1 ft to 4 ft tall, horned, smooth skinned Manipedes are 7 ft, gaunt and gangly humanoid
humanoids with bat like wings and cloudy white demons with eight arms. Like all demons, they are
eyes. Like all demons, imps are evil manifest and corruption incarnate, despising all that lives, eager
seek only to beguile and corrupt any intelligent to slay and devour souls to prolong their
beings they encounter. An imp’s bite causes 1 manifestation in the physical world. On a hit, the
Luck drain and amnesia re the prior 1d4 hours (a target must make a Luck (Con) save or be
Luck (Will) save resists). Imps are often spell paralysed for 2d6 rounds. Manipedes are
casters, able to cast three of the following spells per protected by 50% Magic Resistance.
day: Lash of Unerring Pain, Gaze of Beguilement,
Shennog’s Blessing, A Wisp Unseen, Curse of Doppelganger
Searing Steel, Waking Dream. Imps are protected No. Appearing: 1
by 50% Magic Resistance. Armour Class: 13
Hit Dice: 4
Demon, Lemure Attacks: 2 x Claws 1d6
No. Appearing: 4d10 Nat 19: the doppelganger steals a deep secret from
Armour Class: 12 the target.
193
S:16 D:16 C:12 I:16 P: 15 W:16 Ch:16 ft reach. Every dragon in LFG is a unique creature
Luck: 7 and may have other special abilities at the GM’s
Move: 30 ft discretion. For example, a dragon might be able to
cast spells, assume human shape, or foretell the
A Doppelganger may spend an action to magically future.
mimic the physical appearance (including clothing
and gear) of any person. They are immune to Dwarf
Pierce the Veil, Insidious Slumber and charm No. Appearing: 4d6 (mining party) or 2d100 + 300
effects, and have 50% Magic Resistance. (merchant clan)
Doppelgangers have limited mind reading Armour Class: 15 (plate)
capabilities, able to subtlety skim the surface Hit Dice: 1
thoughts of any intelligent being they are aware of Attacks: Warhammer 1d4+2
within 60 ft. This often allows them to correctly Nat 19: by weapon.
answer questions the asker already knows the S:11 D:10 C:14 I:10 P: 10 W:10 Ch:8
answer to, assisting in impersonations. Luck: 4
Move: 30 ft
Dragon
No. Appearing: 1 Dwarves have the special qualities noted under the
Armour Class: 22 Races description. Culturally speaking, dwarves
Hit Dice: 20+8 place a high value on honour, loyalty, and expert
Attacks: 2 x Claws 2d10 and Bite 3d10+2 craftsmanship, and are renowned builders and
Nat 19: special miners. A dwarf puts his clan name before his
S:23 D:14 C:23 I:14 P: 22 W:20 Ch:16 own. Dwarves have a racial lust for gold and gems
Luck: 16 that most cannot resist.
Special: See below
Move: 60 ft or 120 ft when flying Eagle, Giant
No. Appearing: 1d4
A dragon is the terrifying, fire-breathing reptile of Armour Class: 13
legend, an airborne behemoth with claws like steel Hit Dice: 3+3
and scales like iron. An adult dragon is Attacks: Bite 2d4 and 2 x Claws 1d6
approximately 80 ft long. Dragons have advantage Nat 19: the target is grabbed and may be carried
on all Detection tests and automatically smell the away.
presence of living creatures within 60 ft (although S:16 D:14 C:14 I:2 P:15 W:14 Ch:7
they cannot necessarily pin point location). Luck: 6
Creatures of 7 HD or less must make a Will check Move: 90 ft flying
or flee in terror for 2d6 rounds or until out of sight.
Giant eagles have 20 ft wingspans and hunt in
Dragons breathe fire, lightning or poisonous gas in mountains, forests and plains, generally preferring
a cone up to 240 ft long and 60 ft wide at the base, animal prey. In times of scarcity, or when feeding
causing 20d8 damage (Luck (Dex) save for half). chicks, they are not above hunting humans,
The breath weapon has a 30% chance of making opportunistic dives against lone explorers
recharging at the start of the dragon’s turn, up to a or small groups. If the target is surprised, giant
maximum of three uses per hour. Dragons are eagles attack with advantage and may carry away
often Boss Monsters. They may use their Claw or their victim.
Bite as Off Turn Attacks. Dragons Cause Injuries
and critical hits on 19-20 attack rolls. They have 15
194
Elementals Luck: 8, 10 or 15
Move: 40 ft including when burrowing
Elementals are 6 ft to 20 ft animate manifestations
of earth, fire, air and water. Earth and fire
Earth elementals hammer or crush opponents
elementals tend to adopt a humanoid form, air
with their mighty fists. They may merge with the
elementals appear as miniature cyclones, and
earth, passing through it like water or burrowing
water elementals as churning waves. They are
through to leave a tunnel. 15 HD elementals
sometimes encountered as a result of being
Cause Injuries on a natural 19-20 attack roll.
summoned by others, but also independently
coalesce. Elementals have an animalistic
Elemental, Fire
intelligence but will follow the orders of their
No. Appearing: 1
summoner to the best of their understanding. All
Armour Class: 16
elementals are immune to mundane weapons,
Hit Dice: 5, 10, or 15
except those of cold iron, which affect them
Attacks: Claw 2d6, 2d8 or 3d8
normally. Elementals with 15 HD have a 10 ft
Nat 19: the target’s clothes catch fire, causing 1d6
reach.
hp damage each round until extinguished.
S:17/18/19 D:20 C:13 I:3 P:10 W:16 Ch:3
Elemental, Air
Luck: 8, 10, or 15
No. Appearing: 1
Move: 120 ft flying
Armour Class: 16
Hit Dice: 5, 10, or 15
Fire Elementals rake their opponents with searing
Attacks: Batter 2d4, 2d8 or 3d8
claws or blast them with 60 ft cones of flame 20 ft
Nat 19: the target is knocked backwards 1d6 x 5 ft.
wide at the base causing 5d6, 10d6 or 15d6
S:17/18/19 D:23 C:10 I:3 P:14 W:16 Ch:3
damage (Luck (Dex) save for half). The Fire Blast
Luck: 8, 10, or 15
attack has a 30% chance of recharging at the start
Move: 240 ft flying
of the elemental’s turn. Creatures within 5 ft of a
fire elemental have a 50% chance of suffering 1d6
Air Elementals batter their opponents with
fire damage on its turn. Fire elementals shed light
powerful winds or small objects or hurl them into
according to their size, and cause flammable
nearby terrain. Even the smallest air elemental can
materials to ignite.
lift a humanoid and carry them at half flying speed.
15 HD elementals may spend an action to suck the
Elemental, Water
air from a 30 ft diameter room, forcing breathing
No. Appearing: 1
creatures to make a Luck (Con) save or fall
Armour Class: 17
unconscious for 1d4 rounds (or suffocate, if the
Hit Dice: 5, 10, or 15
power is maintained)
Attacks: Batter 2d6, 2d10 or 3d6 + special
Nat 19: All creatures in a 5 ft radius are knocked
Elemental, Earth
prone.
No. Appearing: 1
S:18/19/20 D:14 C:20 I:3 P:13 W:16 Ch:3
Armour Class: 19
Luck: 8, 10, or 15
Hit Dice: 5, 10, or 15
Move: 240 ft swimming or 30 ft on land.
Attacks: Fist 2d6, 2d10 or 3d10
Nat 19: the target is knocked prone and
Water Elementals batter and drown their
momentarily stunned, losing its next action (Luck
opponents with their wave like form, trapping
(Con) save resists).
enemies inside them. On a hit, the target must
S:19/21/23 D:10 C:22 I:3 P:10 W:16 Ch:3
make a Luck (Str) save or be engulfed,
195
automatically suffering Batter damage each round Ettin
on the elemental’s turn, and begins drowning. A No. Appearing: 1d6
trapped creature cannot make effective attacks but Armour Class: 13
may spend their action to make an opposed Str Hit Dice: 10+3
check to break free. A 5, 10 and 15 HD elemental Attacks: 2 x Big Clubs 2d10
may simultaneously trap up to two, four and eight Nat 19: the target is knocked prone and mocked
creatures respectively. mercilessly by both heads.
S:19 D:10 C:15 I:7 P:9 W:12 Ch:8
Luck: 10
Move: 40 ft
Gargoyle
No. Appearing: Often 1, a matching pair, or
otherwise 2d8
Armour Class: 15
Hit Dice: 3+3
Attacks: 2 x Claws 1d3+1, Bite 1d4+1 and Gore
1d4+1
Nat 19: the target’s weapon shatters against the
Elf Gargoyle’s hide (Luck save resists).
No. Appearing: 3d4 (scouting party) S:16 D:14 C:20 I:10 P: 14 W:13 Ch:3
Armour Class: 13 (leather) Luck: 6
Hit Dice: 1 Move: 30 ft or 60 ft when flying
Attacks: Sword 1d8 or Bow 1d6+1
Nat 19: as weapon Gargoyles are supernatural, winged beings, stony
S:10 D:15 C:8 I:10 P: 13 W:10 Ch:13 skinned with vacant eyes, resembling the rooftop
Luck: 4 statues of medieval cathedrals. A gargoyle can
Move: 30 ft masquerade as a statue for years, patiently waiting
for a passing victim, sustained by forbidden magic.
Elves have the special qualities noted under the They are inherently evil and malevolent creatures,
Race description. Culturally speaking, elves value existing primarily as conjured guardians and are
freedom, beauty and the natural world, which immune to age and poison. A natural 1-2 attack
sometimes brings them into conflict with roll against a Gargoyle requires the attacker to
expansionist humans and gold hungry dwarves. make a Luck save or their weapon shatters against
Elves can live for many human generations, giving the monster’s rock hard hide.
them an aloofness and arrogance that promotes an
isolationist view.
196
Gelatinous Cube the slightest provocation. Each genie’s terms of
No. Appearing: 1 bondage are unique and determined by the GM.
Armour Class: 11
Hit Dice: 4+4 Most commonly they serve as guardians, assassins
Attacks: Pseudopod 2d4 or advisors. When a genie’s service is complete, it
Nat 19: the target is sucked into the Cube (Luck becomes uncontrolled, and inexorably seeks
(Dex) save resists). horrible and excessive vengeance before vanishing
S:18 D:10 C:16 I:2 P:14 W:16 Ch:1 forever. Genies have 50% magic resistance and are
Luck: 7 immune to damage from their respective element.
Move: 30 ft and may climb walls, ceilings, etc They may cast the standard version of Forbidden
Wish three times per day. Genies arm themselves
Gelatinous cubes are highly translucent, jelly like with conjured fire swords, ice hammers and so on,
monsters that expand to fill a 10 ft cube, which with a 10 ft reach, and may make Off Turn
happens to fit most dungeon corridors. They Attacks.
automatically sense movement within 120 ft and
are voracious predators, absorbing and dissolving Ghost
all forms of organic matter. They are sometimes No. Appearing: 1
employed by lazy dungeon lords as inexpensive Armour Class: 12
cleaners. A creature that touches the cube must Hit Dice: 8
make a Luck (Con) save or be paralysed for 1d6 Attacks: Touch 1d4 + special
hours, during which time the victim is completely Nat 19: the target ages twice as much as usual.
dissolved. A creature caught inside a cube S:- D:15 C:- I:10 P: 13 W:17 Ch:3
automatically suffers 2d4 damage every round, but Luck: 9
may spend an action to make an opposed Str Move: 30 ft
check to escape (if not paralysed).
Ghosts are the tortured souls of those unable to
Genie cross over from one life to the next, trapped or
No. Appearing: 1 stranded between worlds. They are committed to
Armour Class: 18 a single unrelenting objective or emotion such as
Hit Dice: 10+4 revenge, justice, hopelessness or rage. Most ghosts
Attacks: Weapon 2d10 are quite insane as a result. They are Incorporeal
Nat 19: the target is subject to a Sever Arcarnum Undead, able to pass through objects, and are
effect, at the Genie’s discretion. harmed only by magic or cold iron weapons. A
S:19 D:14 C:16 I:17 P: 18 W:17 Ch:14 ghost’s awful caress instantly ages the target 3d10
Luck: 10 years (no Luck save permitted) and requires a
Move: 60 ft flying, swimming or burrowing Luck (Will) save to resist gaining a serious
madness trait. If a target is aged more than its
Genies are 10 ft daemons with a defining expected lifespan, it dies a desiccated husk.
connection to air, fire, water or earth. They often
appear bare chested in flowing pants or robes, eyes Ghoul
reflecting their elemental power. While not No. Appearing: 2d12
inherently evil like their demon and devil cousins, Armour Class: 13
genies are astoundingly arrogant, smug, callous Hit Dice: 3
and domineering towards mortals. No genie enters Attacks: Claw 1d6+1 and Bite 1d4
the human realm by choice, but is instead tricked
or forced into service, a fact that inflames them at
197
Nat 19: the target is subject to the equivalent of breathe a cone of freezing cold once per day; 60 ft
Incantation of Exhaustion for 1d6 rounds (Luck long and 20 ft wide at the base causing 6d8 damage
(Con) save resists). (Luck (Dex) save for half).
S:16 D:13 C:12 I:10 P:13 W:14 Ch:8
Luck: 6
Move: 40 ft
Giants
Giants are at least 12 ft tall, massive and frightening
humanoids filled with arrogance, avarice and ire.
Giants are strict carnivores and consider humans a
preferred delicacy compared to cows or sheep.
Creatures of less than 2 HD must make a Luck
(Will) save or flee for 2d6 rounds upon sighting a
giant. All giants Cause Injuries on a natural 19-20
attack roll and have a 10 ft reach.
Giant, Frost
No. Appearing: 1d10
Armour Class: 15 (armoured)
Giant, Hill
Hit Dice: 12+4 hit points
No. Appearing: 1d12
Attacks: Giant Axe 3d8+2
Armour Class: 12
Nat 19: special
Hit Dice: 8+2
S:21 D:10 C:16 I:8 P: 11 W:14 Ch:11
Attacks: Oversized Club 2d8+2
Luck: 12
Nat 19: special
Move: 50 ft
S:20 D:8 C:15 I:6 P: 9 W:12 Ch:8
Luck: 9
Frost giants are approximately 15 ft tall and live in
Move: 40 ft
keeps or caverns of snow and ice in frozen regions.
They are of low intelligence, most have never been
Hill giants are approximately 12 ft tall, the lowest
taught to read or write, and keep sophisticated oral
caste of the true giants. Most are primitive cave
histories. They hurl boulders, carts, barrels or
dwellers or nomads with only rudimentary
humanoid creatures up to 120 ft for 4d6 damage.
language, carrying clubs and crude tools. They
Some elder frost giants, of ancient bloodlines, may
hurl boulders, carts, barrels or humanoid
198
creatures up to 120 ft for 3d6 damage. Hill giants S:7 D:14 C:10 I:10 P: 11 W:10 Ch:8
have an acute sense of smell, gaining advantage on Luck: 3
related checks. Move: 30 ft
Golem, Flesh
No. Appearing: 1
Armour Class: 14
Hit Dice: 7+3
Attacks: 2 x Fists 2d6
Nat 19: the target is knocked prone, and the golem
gains a free attack (Luck (Will) save resists).
S:18 D:10 C:18 I:- P: 10 W:- Ch:-
Luck: 9
Move: 30 ft
199
Incantation of Exhaustion. A flesh golem enters an Injuries & Setbacks table. Stone golems have a 10
uncontrolled rage when Staggered, gaining Off ft reach.
Turn Attacks, but automatically losing 1d6 hit
points each round until its exertions tear itself Green Slime
apart. No. Appearing: 2d6
Armour Class: 10
Golem, Iron Hit Dice: 2
No. Appearing: 1 Attacks: Pseudopod or Fling Slime 1d6 + special
Armour Class: 20 Nat 19: the target is struck in the head by green
Hit Dice: 15+7 slime and must make a Luck (Con) save or die
Attacks: 2 x Weapon or 2 x Fists 2d10 (with advantage if wearing a helm).
Nat 19: special S:13 D:13 C:13 I:2 P:12 W:16 Ch:1
S:22 D:12 C:24 I:- P:15 W:- Ch:- Luck: 5
Luck: 15 Move: Immobile
Move: 40 ft
Green slime is an immobile, predatory amoeba. It
Iron golems are the greatest of the automatons; 16 attacks by dropping onto moving targets from
ft animated statues of hardened metal. They attack above or flinging blobs of goop up to 30 ft. Green
with hammer like fists or gigantic weapons. Iron slime detects living creatures by sensing heat within
golems may breathe noxious gas in a 30 ft cone, 10 120 ft. Any metal or organic substance green slime
ft wide at the base, causing 10d6 damage (Luck touches transforms into green slime within 1
(Con) save for half). The Breath Weapon has a round (a Luck (Con) save resists). If a limb or
30% chance of recharging at the start of the object becomes slime, it attaches to the host and
golem’s turn. They have 90% Magic Resistance, spreads each round, transforming more of the
except against lightning which “slows” them victim.
(p.100), and fire which heals them. Iron golems
have a 10 ft reach, make Off Turn Attacks, and For example, green slime might first transform a
Cause Injuries on natural attack rolls of 19-20. hand, then an arm, then the torso which would kill
a human. Green slime dropping from above has a
Golem, Stone 50% chance of landing on the victim’s helmet,
No. Appearing: 1 head or shoulders, as opposed to a limb. Green
Armour Class: 16 slime is destroyed by sunlight, fire or extreme cold,
Hit Dice: 11+3 rendering it an inert tar like substance. Purge the
Attacks: 2 x Fists 2d8 Accursed also destroys it.
Nat 19: bear hug (see below).
S:21 D:11 C:23 I:- P:13 W:- Ch:- Grey Ooze
Luck: 11 No. Appearing: 1d3
Move: 30 ft Armour Class: 12
Hit Dice: 6
Stone golems are 12 ft statues that move in a Attacks: Tunnelling Pseudopod 2d4 + special, or
robotic, grinding fashion. They have 60% Magic Emotion Burst
Resistance, except against Stone to Flesh, Melt Nat 19: a psychic lash drains the target 1d4 Int
Crag & Ridge, Bending the Stone, or Master of (Luck (Will) save resists).
Earth & Stone which cause 6d8 damage (once S:18 D:16 C:16 I:4 P:14 W:16 Ch:1
only). A golem that hits a single target with both Luck: 8
Fist attacks draws it into a crushing bear hug,
Move: 40 ft and may climb walls, ceilings, etc
forcing a Luck (Con) save to avoid rolling on the
200
Grey ooze, also known as grey matter ooze, is flown away with. The target may use their action to
more liquid than ooze, a fast flowing and terrifying initiate an opposed Str check to break free.
amoeba that feeds on the thoughts of living
creatures. It attacks by surging into the target’s Hag
mouth, nose and ears, tunnelling its way to the No. Appearing: 1 or 3
victim’s brain which it absorbs. Victims suffer 2d4 Armour Class: 13
damage and lose 1d4 Int (Luck (Will) save for Hit Dice: 6
half) on each successful attack. Attacks: 2 x Claws 1d6+1
Nat 19: the target is cursed and loses 1 point of
Grey ooze have rudimentary intelligence and Luck.
possess limited telepathic abilities. They learn to S:19 D:15 C:10 I:14 P: 14 W:15 Ch:4
absorb and mimic basic emotions such love, Luck: 8
happiness, sadness, awe and wonder, which they Move: 30 ft
can project out to distance of 120 ft. They use
these telepathic projections to lure or herd prey. Hags are monsters that appear as elderly, hideous
Grey ooze may also target a single creature with an crones. They roam or lair on the outskirts of
intense burst of alien emotion, requiring a Luck human settlements, often posing as isolated
(Will) save to resist a moderate madness. This hermits. Hags are highly intelligent and often
Emotion Burst ability has a 40% chance of adopt the language and culture of the region. Hags
recharging every hour. A grey ooze will often stalk feed on humans, preferably children and babes,
its prey for a period, attempting Emotion Bursts to but can subsist on animals if required. Hags
soften, destabilize or isolate a target before possess unnatural strength and their fingernails
attacking. lengthen to wolf like claws when fighting. A hag
may enchant the eye of a victim into an Evil Eye,
An adventurer reduced to zero Int is killed by the transforming it into a precious stone the hag can
ooze, which takes up residence in the host’s skull. see through as if under the effect of Sight Beyond
The parasite then controls the host in an appalling, Sight. Hags sometimes gift the Eyes as pendants,
puppet like fashion, until it desires another meal, turning the wearer into an unwitting spy. Hags are
at which point the ooze pours out of the host’s protected by 30% Magic Resistance.
orifices.
A trio of Hags is known as a Coven and multiply
Griffon their powers. If all three hags are within the same
No. Appearing: 2d6 geographic region (forest, mountains, plains, etc),
Armour Class: 14 each gains the ability to cast spells as a 6th level
Hit Dice: 4 magic user. If two hags are in the region, they are
Attacks: 2 x Claws 1d4+1 and Bite 2d4 3rd level magic users. A single hag in a region has
Nat 19: special no spell casting ability. Once per lunar cycle, a
S:19 D:15 C:16 I:2 P:14 W:13 Ch:8 coven may perform a 1d4 hour ritual to gain
Luck: 7 limited powers of prophecy.
Move: 60 ft or 120 ft when flying
Hammer Snail
Griffons have the body of a lion or horse, with the No. Appearing: 1d4
wings, head, and talons of an eagle. They usually Armour Class: 16
nest in high mountain aeries, where they lay their Hit Dice: 5
eggs and hunt their prey. On a natural attack roll Attacks: 5 x Hammerstalks 1d4+2
of 19-20, a humanoid target is grabbed and may be Nat 19: special
201
S:12 D:7 C:15 I:3 P:8 W:17 Ch:1 Humans
Luck: 6
Humans make up a great variety of opponents.
Move: 30 ft and may climb walls, ceiling, etc
Some examples are provided below.
Hammer snails are 5 ft, carnivorous gastropods
Human (Adventurer)
with hard shells and resilient, rubbery hides. They
No. Appearing: 1d6+2
attack foes by hammering them with their five flail
Armour Class: Varies
like stalks, or crushing them against the floor or
Hit Dice: Varies
walls with their body. On a natural 19, the target is
Attacks: Varies
crushed by the creature’s bulk, losing their next
Nat 19: as weapon
action (Luck (Con) save resists).
Attributes: Varies
Luck: Varies
Hammer snails attack the same target with all five
Move: 30 ft
hammer stalks until unconscious or dead before
selecting another target (or tenderising the victim
The purpose of this entry is to remind GMs that
into a pulpy mass which the snail consumes). If
sometimes the perfect opposition for your PCs is
struck by three or more hammer stalks in one
another adventuring company. An experienced,
round, the target must roll on the Injuries &
coordinated party with opposing goals can create
Setbacks table. Truly monstrous variants up to 16
time pressures and a unique rivalry that makes the
ft in length are not unknown (HD 14, damage
inevitable showdown especially memorable.
1d8+2).
Quick creation rival tables appear on p.225.
Harpy Human (Archer)
No. Appearing: 2d6
No. Appearing: 4d6
Armour Class: 12
Armour Class: 11 (leather)
Hit Dice: 3
Hit Dice: 1
Attacks: 2 x Talons 1d4
Attacks: Long bow 1d8
Nat 19: the target must make a Luck (Will) save or
Nat 19: as weapon
suffer a minor madness.
S:10 D:11 C:10 I:10 P: 10 W:10 Ch:10
S:9 D:15 C:10 I:10 P: 12 W:13 Ch:15
Luck: 4
Luck: 6 Move: 30 ft
Move: 30 ft and 60 ft when flying
Archers generally have one or two quivers of
Harpies have the upper body of a human female arrows and a backup shortsword.
and the lower body and wings of a vulture. Their
song is a charm that draws victims to the harpy (a Human (Bandit/Cultist)
Luck (Will) save resists). A harpy’s touch enchants No. Appearing: 3d6 (bandit raiding party) or
the victim like a Gaze of Beguilement spell (even 2d100 (bandit hideout) or 3d10 (cultist lair)
if injured and in combat) and drains 1d4 Str each Armour Class: 11 (leather)
day until death at zero Str (when the Harpy finally Hit Dice: 1
devours her meal). Attacks: Weapon
Nat 19: as weapon
S:12 D:11 C:11 I:10 P: 10 W:10 Ch:10
Luck: 4
Move: 30 ft
202
Bandits roam caravan routes and under patrolled Luck: 4
city blocks, looking for wealthy marks. Bandits are Move: 60 ft mounted.
commonly skilled in Sleight of Hand (especially
pick pockets). Cultists operate covertly in villages, Cavalry may sacrifice their shield to negate one
towns and cities, kidnapping victims for sacrificial attack, and ride warhorses or similar.
rituals. Some rare cultists, with access to forbidden
lore or a dark patron, learn to cast a handful of Human (Champion)
spells. No. Appearing: 1
Armour Class: 14 (scale)
Hit Dice: 4
Attacks: Greatsword 1d12+3
Nat 19: as weapon
S:16 D:10 C:14 I:10 P:12 W:13 Ch:10
Luck: 7
Move: 30 ft
203
Desperate souls willing to risk life and limb as Human (Scout)
torch bearers, porters, guides, etc, for hard coin. No. Appearing: 1d6
Armour Class: 12 leather)
Human (Hireling: Mercenary) Hit Dice: 1
No. Appearing: 1d6 Attacks: Short bow 1d6+1 or Sword 1d8
Armour Class: 14 (Chain shirt & shield) Nat 19: as weapon
Hit Dice: 1d4+4 hp S:11 D:13 C:12 I:10 P:13 W:10 Ch:10
Attacks: Sword, Axe, etc 1d8+1 Luck: 4
Nat 19: as weapon Move: 30 ft
S:13 D:10 C:12 I:9 P:11 W:13 Ch:10
Luck: 4 Scouts and rangers carry a quiver of arrows, rope,
Move: 30 ft and 1d6 days’ worth of iron rations. Advantage on
stealth and perception related checks.
Typically young warriors with sharp steel and rash
inclinations. If armed with a shield, may negate a Human (Sorcerer)
single directional attack (per shield rules). No. Appearing: 1
Armour Class: 12
Human (Mob) Hit Dice: 5
No. Appearing: 1 Attacks: Sword 1d8
Armour Class: 10 Nat 19: as weapon
Hit Dice: 4 S:9 D:14 C:10 I:15 P: 14 W:15 Ch:10
Attacks: Flaming torch, pitchforks, etc 1d6 Luck: 8
Nat 19: an opposed Str check vs Str 14 is required Move: 30 ft
to avoid being pinned down (helpless next turn).
S:15 D:6 C:10 I:7 P:10 W:10 Ch:7 Sorcerers, wizards, druids, evil priests… whatever
Luck: 5 label is applied, all spell casters rely on the
Move: 30 ft unpredictable forces of magic for power. This
example sorcerer may choose from the following
Mobs generally consist of scores of angry armed spells five times per combat (5th level): Arcane
commoners. Apply the Swarm rules (p.183). A Aegis, Insidious Slumber, Gaze of Beguilement,
rousing speech or display of overwhelming force Fusing of Flesh, Bound by the Black Spiral, A
might disperse or delay a mob (GM’s call). Wisp Unseen, Riddle of Bones, Rightful
Ascension, Channel Lightning and Sever
Human (Militia) Arcarnum. The sorcerer has advantage when
No. Appearing: 3d6 resisting adverse mind effects such as sleep, charm,
fear and madness.
Armour Class: 10
Hit Dice: 1d6 hp
Hydra
Attacks: Club 1d6 or Spear 1d6+1
No. Appearing: 1
Nat 19: as weapon
Armour Class: 15
S:10 D:10 C:10 I:10 P:10 W:10 Ch:10
Hit Dice: 13
Luck: 4
Attacks: 9 x Bites 1d6+1
Move: 30 ft
Nat 19: special
S:22 D:8 C:20 I:3 P: 14 W:15 Ch:3
Militia are generally poorly equipped, badly
organised, and prone to retreat. Sufficient Luck: 13
numbers of militia may be treated as a mob. Move: 50 ft
204
The hydra is a 30 ft reptilian quadruped with nine Rare records suggest ancient kobolds
serpentine heads. Severed heads by virtue of experimented with strange magics invoking
Major Exploits or similar grow back in one round powers of steam, magnetism, and canned lightning
unless the stump is sealed with fire, lightning or
(translated as the Rites Mechanis). A Rites
acid. Hydra Cause Injuries on a 19-20 attack roll
and have a 10 ft reach. Occultist has 3 HD, Int 16, and wields artificer like
“magical” items such as the Piston Hammer,
Invisible Stalker Fume Flask and Ironward.
No. Appearing: 1
Armour Class: 16 Leech, Projectile
Hit Dice: 8 No. Appearing: 5d4
Attacks: “Bite” 2d8 Armour Class: 10
Nat 19: the target and stalker vanish to the void to Hit Dice: 1
finish their duel. If the stalker is destroyed, the Attacks: Bite 1d3 + blood drain
target reappears. Nat 19: the leech latches on to the target’s face,
S:18 D:19 C:15 I:15 P: 19 W:15 Ch:7 causing an eye injury, per the Injuries & Setbacks
Luck: 9 table (Luck (Con) save resists, with advantage if
Move: 40 ft flying wearing a helm).
S:10 D:10 C:16 I:2 P: 14 W:8 Ch:3
Invisible stalkers are 7 ft supernatural assassins Luck: 3
from the void, and are most commonly Move: 20 ft and may climb walls, ceilings, etc
encountered as a result of the Reaper of Hidden
Shadow spell or wayward DDM check. They are Projectile Leeches are 1 ft rubbery blood suckers
invisible, winged monsters compelled to obey a that launch themselves up to 10 feet through the
single command from their conjurer until they air to attack. Their rubbery hides are impervious
succeed or are destroyed. Invisible stalkers have to bludgeoning damage. On a hit, a projectile leech
50% Magic Resistance. latches onto the target and automatically causes
blood drain: 1d4 damage and 1 Con loss at the
Kobold start of their next turn. A Str contest (Str 16) at
No. Appearing: 5d4 disadvantage removes the parasite. Alternatively,
Armour Class: 10 the application of a handful of salt, fire or acid
Hit Dice: 1d4 hp automatically causes the leech to curl up and die.
Attacks: Dagger 1d4 or Bow 1d6
Nat 19: as weapon Lich
S:7 D:14 C:9 I:13 P: 14 W:8 Ch:8 No. Appearing: 1
Luck: 3 Armour Class: 18
Move: 30 ft Hit Dice: 15
Attacks: Touch 1d10 + special
Kobolds are clever, diminutive, reptilian Nat 19: the Lich’s touch imparts dark sorcery, the
humanoids, sometimes found in league with target rolls on the Dark & Dangerous Magic table.
serpentmen, wyverns or dragons. They are S:14 D:14 C:12 I:20 P: 20 W:20 Ch:14
devious, cruel, and prefer to rely on traps and Luck: 15
guerrilla warfare rather than engage in direct Move: 30 ft
conflict. Many use slings or short bows, and they
fight with short swords or spiked clubs in melee. Liches are Undead wizards, transformed by dark
All kobolds have the Rogue Skirmish ability. rites or as the result of dangerous forces gone
wrong. Whatever the cause, the transformation
205
inevitably turns the magic user mad, and the longer Lycanthropes
the lich persists, the greater its derangement. See the Lycanthropes traits entry (p.182) for
general werebeast properties. Two example
Liches are 10th to 12th level magic users and are lycanthropes are provided below.
often Boss Monsters. They typically build up a
collection of magic items over their long years of Lycanthrope, Wererat
magical research. A lich’s touch causes paralysis No. Appearing: 4d6
for 2d6 rounds (a Luck (Will) save at disadvantage Armour Class: 12
resists). They have 50% magic resistance. Hit Dice: 3
Attacks: Bite 2d4
Lizard, Giant Nat 19: if appropriate, a giant rat comes to the
No. Appearing: 1 or 2d6 if nesting lycanthrope’s aid.
Armour Class: 15 S:14 D:18 C:10 I:13 P: 14 W:10 Ch:8 (Hybrid)
Hit Dice: 3+4 Luck: 6
Attacks: Bite 2d6 Move: 30 ft
Nat 19: the giant lizard spits acid on the target,
causing 1d4 damage for 1d6 rounds (action to Wererats are often found in cities, lurking in
automatically clean off). sewers or abandoned alleyways. By spending an
S:17 D:10 C:14 I:2 P:8 W:10 Ch:3 action, they may exert control and issue orders to
Luck: 6 ordinary rats, giant rats and dire rats, which are
compelled to obey. Wererats are extremely
Move: 60 ft
sneaky and gain advantage on Stealth checks.
Giant Lizards are 12 ft carnivorous reptiles. They Lycanthrope, Werewolf
are highly territorial when nesting in broods. If No. Appearing: 1, or a mated pair, or 3d6.
raised from a young age, giant lizards can be Armour Class: 13
ridden like mounts, making their eggs valuable in Hit Dice: 6+4
certain quarters. Attacks: Bite 2d6
206
Nat 19: if appropriate, a wolf (60%) or dire wolf They are clever pack hunters and will seek to stalk
(40%) comes to the lycanthrope’s aid. and ambush their opponents, usually dropping
S:18 D:14 C:14 I:10 P: 15 W:13 Ch:8 from the trees while their prey sleeps. Man eating
Luck: 8 monkeys go into a feeding frenzy when a target
Move: 30 ft becomes Staggered, at which time all monkeys
within 30 ft will seek to attack the wounded target,
Werewolves are the classic wolf based ignoring other targets and risking free attacks to
lycanthrope. They may exert control and issue reposition. On a critical hit, a man eating monkey
orders to ordinary wolves, giant wolves and dire climbs up onto the back of the target and sinks its
wolves, which are compelled to obey. They have
fangs into the prey’s neck, forcing the target to
an excellent sense of smell in all forms (gaining
advantage on related tests). make a Str check or fall prone.
Mammoth Manticore
No. Appearing: 1d4 No. Appearing: 1d4
Armour Class: 13 Armour Class: 13
Hit Dice: 11+3 Hit Dice: 7
Attacks: Gore 3d6+2 Attacks: 2 x Claws 1d6, Bite 1d8 and 1d6 Tail
Nat 19: the target is trampled and must roll on the Spikes 1d6+1
Injuries & Setbacks table. Nat 19: special
S:21 D:9 C:20 I:3 P:12 W:13 Ch:8 S:19 D:14 C:18 I:8 P: 10 W:12 Ch:8
Luck: 11 Luck: 9
Move: 60 ft Move: 60 ft or 120 ft flying
A mammoth is a gigantic 12 ft tall woolly elephant The manticore has the body of a great cat, dragon
with oversized tusks. They are generally foul like wings, a tusked humanoid head, and a tail
tempered, destructive brutes, who will trample or armed with projectile spines. They often lair on
gore unwelcome intruders in their territory. A high cliff tops, riding the mountain winds hunting
mammoth may make a special Trample charge suitable prey. In addition to its Claw and Bite
attack by moving at least 30 ft, causing double attacks, a Manticore may fire 1d6 tail spikes up to
damage and the target must roll on the Injuries & a range of 180 ft. On a Claw attack roll of 19-20,
Setbacks table. Mammoths are immune to the manticore batters the target with its wings,
ordinary cold, and have advantage resisting cold knocking the target prone or moving it 1d4 x 5 ft
based magic. They have a 10 ft reach. in any direction (Luck (Str) save resists).
Manticores are of low intellect but some have the
Man Eating Monkey capacity to speak.
No. Appearing: 5d6
Medusa
Armour Class: 13
No. Appearing: 1
Hit Dice: 1d4 hp
Armour Class: 13
Attacks: Bite 1d6
Hit Dice: 8
Nat 19: the target is disarmed (Luck (Dex) save
Attacks: Bow 1d6+1 + Snake hair attack (special)
resists).
Nat 19: the target’s weapon or armour (50%) is
S:10 D:17 C:10 I:4 P:13 W:8 Ch:8
petrified (Luck save resists).
Luck: 3
S:10 D:15 C:12 I:15 P: 13 W:15 Ch:8
Move: 30 ft including climbing
Luck: 9
Move: 30 ft
Man eating monkeys are 3 ft agile primates with
elongated teeth, extended jaws and feral tempers.
207
A Medusa is a cursed humanoid with a female Minotaur
upper body and face, but with hair consisting of No. Appearing: 1 or 1d8
writhing snakes. They have no legs, conjoined Armour Class: 15 (armoured)
instead to the lower half of a scaled serpent. The Hit Dice: 5+4
gaze of a medusa turns anyone looking upon it to Attacks: Big Axe 2d8
stone (a Luck (Con) save resists, reversible with a Nat 19: the target must roll on the Injuries &
rare salve of razkarrt bile, or Flesh to Stone spell). Setbacks table (Luck (Dex) save resists).
Adventurers may choose to avert their gaze if not S:19 D:14 C:19 I:6 P:14 W:15 Ch:7
surprised, effectively fighting the monster blind. Luck: 8
Move: 30 ft
In addition to the medusa’s weapon attack, the
snake-hair makes one attack per round, causing
1d3 damage + poison (2d6 damage plus 1d4 Dex
loss, Luck (Con) save for half). An adventurer
reduced to zero Dex turns to stone. A medusa may
make a bow or snake-hair attack as an Off Turn
Attack.
Merrow
No. Appearing: 2d4
Armour Class: 12
Hit Dice: 5
Attacks: Trident 2d8
Nat 19: If appropriate, a giant shark comes to the
Merrow’s aid.
S:16 D:16 C:12 I:8 P:10 W:13 Ch:10
Luck: 8
Move: 30 ft or 40 ft swimming
208
Mummy A giant octopus is approximately 80 ft long,
No. Appearing: 1 or 1d8 dwarfing small sailing vessels which are inevitably
Armour Class: 13 splintered by the beast’s devastating tentacles.
They are reluctant to crawl on land but can do so
Hit Dice: 7
for short periods if sufficiently enraged or hungry.
Attacks: Fist 1d12 + Mummy Rot Their Tentacle attacks have a 15 ft reach and
Nat 19: the target is cursed and loses 1 point of Cause Injuries on a natural 19-20 attack roll. They
Luck. swallow their target whole on a natural 19-20 Bite
S:19 D:8 C:16 I:3 P:10 W:14 Ch:3 attack. A swallowed target may attack the
Luck: 9 monster’s guts with a small weapon such as a
Move: 30 ft dagger, suffering 3d10 crushing and acidic damage
on the monster’s turn. A severely injured giant
Mummies appear as the classic bandage wrapped octopus will flee, releasing a 200 ft radius cloud of
Undead of popular fiction. They are particularly black ink, and regurgitate any swallowed (but
susceptible to fire which causes double damage. fighting) opponents. Any attacks in the inked area
Mummies have no real intelligence and simply suffer a 33% miss chance.
follow the orders of their master, even if their
master has long since passed. Their touch inflicts Ogre
Mummy Rot, a magical curse that causes 1 Con No. Appearing: 1, a mated pair, or 2d4
loss and prevents healing of all kinds until the Armour Class: 12
adventure ends (a Luck (Will) save resists). Purge Hit Dice: 4+3
the Accursed will lift the mummy’s curse. Attacks: Spiked Club 2d8
Nat 19: special
Ochre Jelly S:19 D:8 C:15 I:6 P: 7 W:8 Ch:7
No. Appearing: 1d3 Luck: 7
Armour Class: 11 Move: 40 ft
Hit Dice: 8
Attacks: Pseudopod 2d8 Ogres are 9 ft, hairless, powerfully built
Nat 19: the ochre jelly splits in two. humanoids, with elongated canines and pointed
S:18 D:10 C:16 I:2 P:13 W:16 Ch:1 ears. They are of low intelligence, brutal and easy
Luck: 9 to anger. When Staggered, an ogre enters a
Move: 30 ft and may climb walls, ceilings, etc murderous rage, gaining a free attack against every
foe within reach. If an ogre rolls a natural 19-20
Ochre Jellies are mindless, amorphous oozes that
attack, the target must make a Luck (Con) save or
seek to dissolve opponents with acidic
pseudopods. They absorb any PC reduced to zero roll on the Injuries & Setbacks table. Ogres have
hit points in one round, making body recovery a 10 ft reach.
impossible. Jellies are immune to fire, and are
split in two by cold damage (halve hit points). Ogre Mage
No. Appearing: 1
Octopus, Giant Armour Class: 15
No. Appearing: 1 Hit Dice: 7+4
Armour Class: 15 Attacks: Big Sword 2d8
Hit Dice: 17+3 Nat 19: the Ogre Mage summons spirit warriors
Attacks: Bite 2d8 and 8 x Tentacles 1d10 equivalent to a Call Forth Simulacra II spell.
Nat 19: special S:19 D:10 C:15 I:15 P: 14 W:15 Ch:10
S:23 D:14 C:22 I:3 P:10 W:15 Ch:3 Luck: 9
Luck: 16 Move: 40 ft
Move: 30 ft or 120 ft swimming
209
The ogre mage is a highly intelligent ogre with spell The purple worm is a colossal, 100 ft column of
casting abilities. An ogre mage may cast Rightful rubbery flesh and a circular maw filled with row
Ascension, A Wisp Unseen, Place of Perfect upon row of man sized teeth. They hunt in seas
Night, Insidious Slumber, Gaze of Beguilement, and burrow beneath the earth, rarely surfacing
Waking Dream and Blast of Frozen Ruin once per except in times of extreme scarcity, or summoned
day. Ogre mages may spend an action to assume by apocalyptic cults. Purple worms detect their
human shape or shift back to their real form. If an prey through smell, ground vibrations and
ogre mage rolls a natural 19-20 attack, the target echolocation to a distance of 240 ft.
must make a Luck (Con) save or roll on the
Injuries & Setbacks table. Worms swallow their prey whole on a natural
attack roll of 18+, make Off Turn Attacks and
Owlbear have a 15 ft reach. A swallowed target may attack
No. Appearing: 1 or a mated pair the monster’s guts with a small weapon such as a
Armour Class: 13 dagger, suffering 3d10 crushing and acidic damage
Hit Dice: 6+3 on the monster’s turn.
Attacks: 2 x Claws 1d6+2 and Bite 2d4
Nat 19: bear hug (see below). In addition to the worm’s dreaded bite, it has a
S:19 D:12 C:16 I:3 P:10 W:15 Ch:4 poison tail stinger that instantly kills humanoid
Luck: 8 targets that fail a Luck (Con) save. An adventurer
Move: 40 ft has a 40% chance of harvesting 1d4 doses of
poison from a dead purple worm.
Owlbears have the body of a bulky 10 ft bear and
the head of an owl, including a powerful lacerated Rat, Dire
beak. Owlbears that hit with both claw attacks No. Appearing: 3d4
draw the victim into a crushing hug forcing the Armour Class: 12
victim to roll on the Injuries & Setbacks table (a Hit Dice: 2+3
Luck (Con) save resists). Owlbears are foul Attacks: Bite 2d4
tempered and explode into extreme violence; they Nat 19: the target must make a Luck (Con) save or
cause 20 hp damage on critical hits and have a 10 suffer a virulent disease, draining 1d4 Str over the
ft reach. next 1d10 minutes.
S:13 D:15 C:13 I:2 P:13 W:9 Ch:4
A Giant Ape might substitute for owlbears in Luck: 5
remote jungle areas, with Dex 14, a 40 ft climb Move: 60 ft
speed, and throw boulders/branches for 2d6
damage up to 50 ft. Winged Giant Apes also have Similar to giant rats, but about the size of a large
a 40 ft fly speed. wolf, dire rats are stealthy pack hunters with a
calculated malevolence. Once per day, some dire
Purple Worm rats may issue an awful squeal, summoning 3d6
obedient giant rats (or a swarm of ordinary rats)
No. Appearing: 1
from nearby sewers or wilderness.
Armour Class: 17
Hit Dice: 20 A dire rat bite has a 50% chance of carrying a death
Attacks: Bite 3d12+3 and Stinger (poison) plague (or other random disease), causing
Nat 19: special sufferers to lose 1d4 Con each day until they die at
S:24 D:8 C:24 I:3 P:14 W:15 Ch:2 zero Con. A Luck (Con) save resists. An
Luck: 16 apothecary may be able to cure the disease in 1d3
Move: 90 ft slithering, swimming or burrowing days with the correct healing herbs.
210
Rat, Giant S:19 D:13 C:15 I:1 P:10 W:14 Ch:3
No. Appearing: 5d4 Luck: 8
Armour Class: 11 Special: Poison
Hit Dice: 1d4 hp Move: 40 ft
Attacks: Bite 1d3
Nat 19: If appropriate, another Giant Rat (60%) or The giant scorpion is a 10 ft monstrosity with a
Dire Rat (40%) comes to aid this Giant Rat. plate like carapace and oversized claws. Its stinger
S:3 D:14 C:8 I:2 P:13 W:6 Ch:4 carries a deadly poison; the target must make a
Luck (Con) save or lose 1 Con each hour until
Luck: 3
death at zero Con. Tending by an apothecary
Move: 40 ft might slow the effect to 1 Con loss per 2d6 hours
(or neutralize it with a great success). A dose of
Giant rats are about the size of a large cat. They anti-toxin will neutralize the poison, preventing
are often found in sewers and lurking in forests further Con loss. 10 ft reach.
nearby civilization. A giant rat bite has a 50%
chance of carrying a wasting illness (or other Serpent, Giant
random disease) causing sufferers to lose 1d4 Str
No. Appearing: 1d6
each day until they are bedridden at zero Str. A
Luck (Con) save resists. An apothecary might cure Armour Class: 13
the disease in 1d3 days with the right healing herbs. Hit Dice: 5
Attacks: Bite 1d8 + poison
Roc Nat 19: special
No. Appearing: 1 S:19 D:16 C:13 I:3 P:10 W:12 Ch:5
Armour Class: 13 Luck: 8
Hit Dice: 14 Move: 30 ft
Attacks: 2 x Claws 2d6 and Bite 2d10+2
Nat 19: special Giant serpents vary in size and colour but are
generally 8 to 12 ft long and one or two feet thick
S:23 D:13 C:20 I:2 P:14 W:16 Ch:10
at their widest point. Their oversized heads often
Luck: 14 have dislocating jaws and fangs laced with venom.
Move: 240 ft flying Serpent poison varies from species to species, but
commonly causes 1d6 damage and 1d4 Con, Str
Rocs are dragon sized hawk like birds, large or Dex loss (a Luck (Con) save resists). On a
enough to prey upon elephants. On a Claw attack natural 19-20 attack roll, a giant serpent coils
roll of 19-20, the roc may grab the target in one around its target, constricting it and rendering it
claw and fly away with it (often to be dropped from helpless. A trapped victim may spend their action
a great height, then eaten, or fed to hatchlings). to make an opposed Str check to break free.
Larger specimens of up to 12 HD are not unheard
The target may use their action to make an
of, growing to more than 20 ft in length.
opposed Str or Dex check to slip free. 15 ft reach.
211
a third form, the noble caste Razkarrt, recorded as Armour Class: 18
beautiful, cold blooded, human like beings, able to Hit Dice: 9+4
conceal their forked tongues and reptilian eyes Attacks: Bite 1d6 + poison, or weapon
through shapeshifting. Nat 19: the razkarrt unleashes a potent charm
effect; the target makes a Luck (Will) save or is
subject to the equivalent of a Malediction of
Lunacy spell.
S:12 D:19 C:14 I:18 P: 16 W:18 Ch:14
Luck: 10
Move: 30 ft
212
Attacks: Touch 1d6+1 + Str drain Shark, Giant
Nat 19: the target’s weapon or armour (50%) is No. Appearing: 2d4
transformed into shadow (Luck save resists). Armour Class: 12
S:- D:16 C:- I:10 P: 13 W:10 Ch:7 Hit Dice: 5+3
Luck: 7 Attacks: Bite 3d6
Move: 40 ft Nat 19: the target must make a Luck (Con) save or
lose a limb.
S:18 D:13 C:- I:2 P:8 W:10 Ch:4
Luck: 8
Move: 60 ft swimming
The above statistics are for 15 ft, aggressive man
eating giant sharks. When a giant shark reduces a
target to Staggered, all giant sharks in a 20 ft radius
go into a feeding frenzy, gaining a free attack.
Skeleton
No. Appearing: 3d10
Armour Class: 11
Hit Dice: 1
Attacks: Spear 1d6+1
Nat 19: if appropriate, other nearby bones (or a
defeated skeleton) animate to aid this one.
S:13 D:13 C:10 I:- P: 13 (special) W:- Ch:-
Luck: 4
Move: 30 ft
213
Luck: 7 Beastmen possess primitive dark vision, able to
Move: 40 ft make out rough shapes and outlines in complete
darkness (disadvantage on vision checks, and 33%
As humanoid skeleton, but approximately 10 ft miss chance, instead of blind). Unless infiltrating
tall. Ogre skeletons do not possess the same however they employ fire for light, warmth and
physical strength as their living counterparts. On occasional cooking. Skorn have an excellent sense
the other hand they are just as hardy, obey orders, of smell and instincts for danger, gaining advantage
and do not stink or complain. Most necromancers on related Perc checks. Skorn chiefs, known as
consider them an improvement. Giant skeletons Kargs, are the strongest and most brutal of their
have a 10 ft reach. kind, with 5 HD. In tribes with lycanthropy, the
karg is always infected.
Skorn (Beastmen)
No. Appearing: 4d6 (raiding party) or 5d100 Orcs are easily substituted for skorn if that suits the
(tribe) setting better. In that case, Orgs are half-orc half-
Armour Class: 11 ogres, with 3 HD, and Orc War Chiefs have 5
HD.
Hit Dice: 2
Attacks: Club 1d6+1
Slop Gorger
Nat 19: the target is clubbed in the head, losing its
No. Appearing: 1
next action (Luck (Will) save resists).
Armour Class: 13
S:15 D:10 C:13 I:7 P: 12 W:8 Ch:8
Hit Dice: 9+2
Luck: 4
Attacks: 3 x Tentacles 1d8+1 and Bite 3d4
Move: 30 ft
Nat 19: a random limb is crushed, breaking bones
(per Injuries & Setbacks table entry 2 or 3).
Skorn, also known as halfmen or beastmen, are
S:19 D:8 C:17 I:3 P:10 W:9 Ch:3
heavy set, pink skinned proto-humans, often
scarred and heavily sunburnt. They would be 7 ft
Luck: 10
Move: 40 ft or 60 ft swimming.
tall but for their stooping stature, with small eyes,
flat faces and rudimentary ear holes. Skorn are
Slop gorgers are 8 ft, fleshy slug like monsters, with
dull witted cannibals, more beast than man, raiding
grinding maws and a tangle of 10 ft spiked tentacles
outposts and caravans from nearby wildlands.
(10 ft reach). They are amphibious in nature,
They live to eat, breed and fight, inevitably
strong swimmers and disturbingly quick overland.
bringing them into conflict with their neighbours.
Gorgers prefer feeding on refuse and carrion,
(which won’t fight back) but are also partial to
Skorn females typically birth twins or triplets, and
warm blooded creatures, especially when
their children grow swiftly, developing into
spawning. Gorgers are asexual and lay slimy egg
dangerous warriors by their twelfth or thirteenth
sacks that release multiple baby gorgers. There is
year. Devoid of empathy, the halfmen prefer to
a 50% chance a gorger carries infectious disease.
eat humans before their own elderly or young, but
Elder Gorgers, of up to 16 HD, are not unknown.
will hunt animals if they must.
Spectre
Skorn revere lycanthropes, and some tribes
No. Appearing: 1
cultivate infection as a special reward for favoured
Armour Class: 15
champions. Such lycanthropy is a unique strain
Hit Dice: 7
that infects their own kind only.
Attacks: Spectral weapon, or touch 1d8 + level
drain
214
Nat 19: the Spectre and target vanish to a Nat 19: the veil spider automatically phases out of
nightmare realm of dark sorcery to finish their existence after its turn is complete.
duel. If the Spectre is destroyed, the target S:15 D:19 C:12 I:2 P:14 W:14 Ch:5
reappears. Luck: 9
S:- D:15 C:- I:13 P: 15 W:15 Ch:9 Move: 40 ft and may climb walls, ceilings, etc
Luck: 9
Move: 30 ft in any direction Veil spiders are 8 ft long, natural ambushers who
surprise their prey by phasing into existence from
Spectres are Incorporeal Undead that pass beyond the veil (automatic surprise at the GM’s
through solid objects like water. A spectre’s icy discretion). A veil spider’s poisonous bite is lethal
touch drains one level until the end of the after 1d3 rounds on a failed Luck (Con) save. An
adventure (a Luck (Will) save resists). An apothecary may be able to delay the poison’s effect
adventurer reduced to zero levels dies, and rises as for 1d3 hours (1d3 days on a great success). A veil
a subservient wraith in 1d4 days. Spectres possess spider has a 50% chance of phasing out of
a malign intelligence and remember much of their existence after its turn, reappearing at the start of
former life, but those memories are tainted by its next turn anywhere within 40 ft.
feelings of hate, vengeance and torment.
Sprite
Spider, Giant No. Appearing: 5d4
No. Appearing: 2d4 Armour Class: 12
Armour Class: 13 Hit Dice: 1 hit point
Hit Dice: 2+2 Attacks: Tiny Bow, or Blade 1d2 + poison
Attacks: Bite 1d6+1 + poison Nat 19: the target is cursed and loses 1 point of
Nat 19: special Luck.
S:14 D:16 C:12 I:2 P:12 W:10 Ch:4 S:3 D:17 C:5 I:12 P: 13 W:15 Ch:15
Luck: 5 Luck: 3
Move: 40 ft and may climb walls, ceilings, etc Move: 30 ft including when flying or swimming
Giant Spiders are 6 ft long, aggressive hunters and Sprites are 6 inch fey humanoids often found in
web builders. On a natural 19-20 attack roll, a giant forests or near water. Land based sprites (aka
spider wraps its victim in webs, rendering them pixies) have gossamer wings, while water sprites
helpless (a Luck (Str) save resists). A trapped have gills and are amphibious. Sprites are intensely
victim may spend an action to attempt to break curious, jealous, vengeful and notoriously
free (an opposed Str check vs Str 17). A giant capricious. Sprite poison requires a Luck (Will)
spider’s poisonous bite causes 1d6 damage and 1 save or imposes a deep slumber for 1d4 hours.
Dex loss (a Luck (Con) save resists). An Upon awakening, the victim has no memory of the
adventurer has a 25% chance of harvesting 1d3 hour prior to the poison, and is often bereft of any
doses of poison from a dead spider (may require shiny or beautiful trinkets such as coins, gems and
an Int (Animal Lore) or Apothecary check). jewellery. An adventurer has a 50% chance of
looting 1d3 doses of poison from a band of sprites.
Spider, Veil
No. Appearing: 1d4 Stirge
Armour Class: 15 No. Appearing: 3d10
Hit Dice: 8+2 Armour Class: 12
Attacks: Bite 2d6 + poison Hit Dice: 1d4 hp
Attacks: Sting 1d3 + blood drain
215
Nat 19: the Stirge infects the target with a blood Nat 19: special
borne disease, causing 1d4 Str loss over 1d6 hours S:23 D:13 C:21 I:3 P: 12 W:15 Ch:4
(Luck (Con) save resists). Luck: 16
Luck: 3 Special: See below
S:4 D:16 C:6 I:2 P:10 W:5 Ch:4 Move: 60 ft
Move: 60 ft when flying
Tyrannosaurus Rex is the gigantic, 40 ft dinosaur
Stirges resemble grotesque, 1 ft hummingbirds king from the prehistoric era. Its oversized skull
with four hook like appendages. Stirges have a and jaws, in combination with its aggression and
needle proboscis they stab into their prey to drain speed, usually make it the top predator in the area.
blood. After landing a hit, the Stirge latches on Creatures of 4 HD or less must make a Will check
with its hooks, automatically causing 1d4 damage or flee in terror for 2d6 rounds or until out of sight.
at the start of their next turn. Attacking an attached T-Rex Cause Injuries and critical his on 19-20
Stirge is awkward if you wish to avoid injuring the attack rolls. They have a 15 ft reach.
host, imposing a -2 penalty to hit. Alternatively,
allies may swing away with abandon, but with a Tentacle Spawn
25% chance of accidentally injuring both the Stirge No. Appearing:1 or 1d4 (pod)
and the host. An attached Stirge will drain an Armour Class: 13
unconscious adventurer to death in 1d6 rounds if Hit Dice: 10+2
left unchecked. Attacks: 2 x Tentacles 1d8 + special
Nat 19: the tentacle spawn unleashes a psychic
blast, momentarily stunning the target which loses
its next action (Luck (Will) save resists).
S:13 D:16 C:14 I:19 P: 19 W:19 Ch:15
Luck: 10
Move: 30 ft
216
Tentacle spawn may spend an action to produce On a 19+ attack roll, a claw toad swallows a
each of the following spell effects once per day: humanoid target whole (against a larger opponent,
Gaze of Beguilement, Affliction of the Eyeless it might swallow a weapon or shield instead). A
swallowed target may attack the monster’s guts
Host, Monstrous Subjugation, Ineffable Force and
with a small weapon such as a dagger, but suffers
Strange Joining. 3d6 crushing and acidic damage on the monster’s
turn. Claw toads may spend their move action to
Tiger, Sabretooth jump up to 30 ft.
No. Appearing: 1 or 2d4
Armour Class: 13 Treant, Bloodroot
Hit Dice: 7+2 No. Appearing: 1d4
Attacks: Bite 2d6 and 2 x Claws 1d6+1 Armour Class: 17
Nat 19: the target is knocked prone and cannot Hit Dice: 11
stand back up without winning a Str contest. Attacks: 2 x Batter 3d6
S:20 D:13 C:19 I:3 P:14 W:15 Ch:7 Nat 19: special
Luck: 9 S:22 D:10 C:20 I:3 P:13 W:17 Ch:4
Move: 60 ft Luck: 11
Move: 30 ft
This enormous, prehistoric cat stands 5 ft at the
shoulder and weighs more than a grizzly bear. It is Bloodroot treants are sentient, 20 ft animated trees
renowned for its long teeth, powerful frame and corrupted by great evil. Unlike the peaceable tree
cunning stalking techniques, often hunting in shepherds, bloodroots have a hunger for blood
packs. If the sabretooth moves at least 20 ft and and flesh rather than soil and stream. Bloodroots
hits, the target must make a Luck (Str) save or be look like any normal tree until they attack,
battering their foes with powerful limbs before
knocked prone, and cannot stand back up without
digging them down into the earth and rooting
spending an action and succeeding on an opposed themselves atop the still warm corpse. Bloodroots
Str check. Sabretooths have advantage on tracking are unintelligent and incapable of speech, but do
and stealth checks. use leaf rustling to communicate very basic
concepts to each other. Bloodroots Cause Injuries
Toad, Claw on a natural 19-20 attack roll and have a 10 ft
No. Appearing: 1d8 reach. They are particularly susceptible to fire
Armour Class: 14 which causes double damage.
Hit Dice: 4+2
Attacks: Bite 1d12 and Claw 1d6 Troll
Nat 19: special No. Appearing: 1d12
S:19 D:12 C:17 I:3 P:10 W:14 Ch:2 Armour Class: 13
Luck: 7 Hit Dice: 7
Move: 30 ft including up walls, ceiling, etc Attacks: 2 x Claws 1d4+1 and Bite 1d8+1
Nat 19: if the target is accompanied by a pet or
Claw toads are 8 ft behemoths, fat and bulging
amphibians with lumpy skin, an enormous fanged henchmen, the pet/ally is eaten by the troll (or has
maw, and sharp claws. Their colouration runs the a limb torn off).
gamut and their croaking calls become deafening S:19 D:12 C:17 I:6 P: 7 W:8 Ch:7
in large numbers. Claw toads may make a special Luck: 9
tongue attack up to 15 ft, dragging the target into Move: 30 ft
melee range and preventing them from moving
away (Str contest resists). Trolls are 10 ft rubbery fleshed humanoids with
large ears and hard nodules patterning their skin.
217
They have oversized heads, with large teeth and
elongated arms and claws with a 10 ft reach. Trolls
are famous for their power to self regenerate; they
heal all damage at the start of their next turn, or in
1d6 rounds if reduced to zero hit points. Damage
from fire or acid is not regenerated. A troll
reduced to zero hit points and completely burnt or
buried does not regenerate. Trolls lair in swamps
and moors, sinking beneath the waters to
hibernate in times of scarcity, waiting for prey.
Urgot
No. Appearing: 2d6 (raiding party) or 10d10
(tribe)
Armour Class: 11
Hit Dice: 1+4
Attacks: Club or Tentacle or Claw or Bite, etc
1d6+1
Nat 19: the target is cursed and loses 1 point of
Luck.
S:13 D:13 C:16 I:7 P: 9 W:12 Ch:6
Luck: 5
Move: 30 ft
218
Vampires are immune to non-magical weapons, and are territorial with respect to feeding grounds.
except those of cold iron, which affect them They are just as likely to destroy a thrall as release
normally. They regenerate 1d12 damage at the it.
start of their turn. Fire or acid suspends this
regeneration for 1d6 rounds. If reduced to zero hit Vampires are often Boss Monsters, and ancient
points, a vampire turns to mist and seeks to escape vampire lords are known to cast spells. Vampires
back to its coffin, where it slowly regenerates over have some unique indicators and weaknesses.
They find the smell of garlic repugnant, do not cast
1d4 hours. The only way to permanently slay a
reflections in mirrors, and hiss and retreat for 2d6
vampire is to submerge it in running water, expose rounds when forcefully presented with the icon of
it to direct sunlight, or drive a wooden stake a good deity.
through its heart.
Wasp, Giant
Vampires may spend an action to summon a flock No. Appearing: 2d4
of bats, a swarm of rats or a pack of wolves from Armour Class: 14
nearby wilderness. A vampire’s bite drains one Hit Dice: 5
level from the victim (a Luck (Will) save resists) Attacks: Sting 2d6
until the end of the adventure. A victim drained to Nat 19: the target receives a strong dose of poison,
zero level rises as a thrall with 3 HD and similar imposing disadvantage on the save, and paralysing
weapon immunity and Bite effects. After a time, one random limb for 1d4 days if failed.
the vampire may choose to release the thrall, S:14 D:14 C:9 I:2 P:13 W:13 Ch:6
allowing it to mature into a full vampire. Vampires Luck: 8
are conscious of creating too many rivals however, Move: 60 ft flying
Giant Wasps have 18 ft wingspans and tough, Plague worms are slick, 8 ft chitinous worms that
carapace hides not dissimilar to heavy armour. burrow through rock and soil. Their diet primarily
Their buzzing can be heard from afar, warning of consists of smaller annelids and other creatures
their approach. Giant Wasps are aggressive they happen upon. In times of scarcity, the worms
hunters and seek to incapacitate their prey with fall into a dormant state, subsisting on small
poison before eating or implanting them with eggs. organisms in the earth. Plague worms are nomadic
A successful Sting attack requires a Luck (Con) but will sometimes linger near places of food, such
save or the target is paralysed with pain for 1d4 as underground cities.
rounds.
On a natural 19, the worm smears contaminated
Wight, Barrow mucus on the target, infecting it with Worm
No Appearing: 2d4 Fungus (skin hardens and cracks painfully, causing
Armour Class: 14 one random limb to become unusable for 1d4
Hit Dice: 5 weeks (per Injuries & Setbacks table, entry 2 or 3).
Attacks: Claw 1d6 hp + level drain An apothecary with the right healing herbs might
Nat 19: the wight’s touch imparts dark sorcery; the reduce this time by half.
target rolls on the Dark & Dangerous Magic table.
S:17 D:14 C:14 I:14 P: 16 W:15 Ch:8 Will o’ Wisp
Luck: 8 No. Appearing: 2d4
Move: 30 ft Armour Class: 16
Hit Dice: 2+2
Barrow wights are semi decayed humanoid Attacks: Shock 1d6
Undead that inhabit tombs, graveyards, and burial Nat 19: all natural light sources within 30 ft of the
mounds (barrows). They are immune to non- wisp are extinguished, and all wisps within 60 ft
magical weapons, except those of cold iron, which shed no light for one round (effectively invisible).
affect them normally. Barrow wights possess a S:3 D:19 C:6 I:13 P: 15 W:15 Ch:5
cursed insight into forbidden mysteries, reflected Luck: 5
in their unhinged and sadistic personalities All Move: 60 ft
barrow wights develop some degree of spell casting
ability, equal to 1d4+1 magic user levels. A barrow Will o’ wisps are malicious, translucent spheres of
wight’s claw attack drains one level from the victim eerie light that hunt in remote wilderness, luring
(a Luck (Will) save resists) until the end of the travellers to their deaths. They are Undead, some
adventure. An adventurer reduced to zero levels say the last vestiges of souls who died painful
deaths alone in the wilds. They often inhabit
rises as an obedient zombie in 1d4 hours.
swamps, high moors and dark forests. Will o’
wisps are quick to react, imposing disadvantage on
Worm, Plague PC initiative checks. Wisps can brighten or dim
No. Appearing: 1d6 their luminescence, and change shape to appear as
Armour Class: 17 a group of lights, a shimmering pool, or a glowing
Hit Dice: 3 humanoid. They automatically sense the living
Attacks: Batter 2d4+1 within 240 ft. Older variants learn to manifest
Nat 19: special illusions of shadow and light (as Shadows & Dust)
S:17 D:10 C:13 I:3 P:10 W:10 Ch:5 up to 240 ft.
Luck: 6
Wolf, Dire
Move: 30 ft or 5 ft burrowing
No. Appearing: 2d4
Armour Class: 13
220
Hit Dice: 3+4 Wraith
Attacks: Bite 2d4+1 No. Appearing: 1d6
Nat 19: if appropriate, a wolf (60%) or dire wolf Armour Class: 14
(40%) comes to aid the dire wolf. Hit Dice: 6
S:18 D:15 C:17 I:2 P:13 W:14 Ch:6 Attacks: Ghostly Sword 1d8 + special
Luck: 6 Nat 19: the target’s weapon or armour (50%) turn
Move: 60 ft insubstantial (Luck save resists).
S:- D:17 C:- I:10 P: 13 W:12 Ch:7
Dire wolves are horse sized, cruel and malevolent Luck: 8
wolves with a taste for human flesh. They have Move: 30 ft
advantage when tracking and are sometimes used
as steeds. If dire wolves flank their prey, they gain Wraiths are most commonly encountered as
advantage on attack rolls instead of +1. Some rare thralls to their spectre master. A wraith may shift
corrupted dire wolves may issue an eldritch howl between Incorporeal and physical form, but
once/day, raising any dead wolves or dire wolves physical manifestation causes them great pain and
within 120 ft as obedient zombies in one round. they do so only for short periods. Wraiths often
appear armed with ghostly weapons, which in
addition to causing normal damage, require a
Luck (Will) save to avoid losing 1d4 Will. An
adventurer reduced to zero Will dies instantly with
a pitiable shriek.
Wyvern
No. Appearing: 1d4
Armour Class: 17
Hit Dice: 13
Attacks: Bite 2d8 and Sting 1d6+2 + poison
Nat 19: the target is grabbed and may be carried
away.
S:22 D:16 C:20 I:3 P: 15 W:14 Ch:7
Luck: 13
Move: 30 ft or 90 ft when flying
Xornling
No. Appearing: 2d4
Armour Class: 15
221
222
Hit Dice: 1d4 hp for 3d6 hours (or negate it with a great success).
Attacks: Bite 1d2 + special Yellow mould is particularly susceptible to fire
Nat 19: the xornling bites a chunk out of the which causes double damage. When pickings are
target’s weapon, reducing the damage die by one slim, yellow mould falls into a stasis like dormancy.
category (eg 1d8 becomes 1d6) until repaired.
S:6 D:17 C:9 I:4 P:13 W:12 Ch:9
Luck: 3
Move: 20 ft and may climb walls, ceilings, etc
Yellow mould is a semi-sentient fungus; it is Zombies are walking corpses, mindlessly obeying
immobile but attacks by way of projectile spores orders, even if their creator has long passed.
up to 60 ft that burst in a 10 ft diameter. Failing a Standard zombies are simple animated corpses,
but some horrific variants spread zombification by
Luck (Con) save results in the adventurer dying a
biting or eating human brains. Zombies continue
horrible choking death in 1d6 rounds. Protecting to attack a target until it is destroyed,
the nose and mouth with a mask grants advantage dismembering humans, splintering doors, and so
on the check. The dead become incubators for the on. The body of an adventurer reduced to zero hit
spores, sprouting another mould in 1d4 days. An points must be recovered from a zombie in one
apothecary may be able to delay the spore poison round or it is irretrievably lost.
223
guards to let them in. With a great success, the
MORALE captain takes a liking to one of the adventurers,
Certain monsters, such as mindless enemies or welcomes them inside, directs them to the safest
fanatics, are fearless and always fight to the death. inn, and provides a warning about cut purses
The majority, however, will not continue to fight a frequenting certain streets. On an ordinary
hopeless battle, and seek to retreat, surrender or success, the captain invites them inside and directs
flee instead. The GM decides when monsters them to the closest inn. On a failure, the captain
abandon the battle and retreat, based on the grumbles about low pay and solicits a few gold as a
situation and the monster’s intelligence. “night tax” before allowing entry. On a terrible
Alternatively a Will check could determine failure, the captain takes a firm dislike to the
whether the monsters have the grit to fight on. wandering freebooters, suspicious of their
Morale checks are modified by the leader’s Cha motives, and doesn’t permit entry. He tells them
modifier, if any. The party’s own NPC allies are they can camp outside the walls, and if they’re still
subject to morale. Adventurers never test for there in the morning, they can make their case to
morale; the players decide when to fight and when the captain of the relieving shift.
to flee.
Example 2
NPC REACTIONS An adventurer is doing the rounds of some city
taverns, buying drinks for locals in a bid to gather
The GM is in charge of deciding how NPCs react
useful information. On a great success, the player
to adventurers in social interactions, depending on
learns all four pieces of intelligence the GM has
what makes sense in all of the circumstances.
about the item of interest. On an ordinary success,
Sometimes however the GM might decide the
the player learns two of the four things. On a
outcome is uncertain, or simply prefer to inject
failure, the player learns the one critical piece of
some randomness to the scenario, and let the dice
information required for the adventure to move
decide how an NPC responds. In such a case, the
forward, but word of his inquiries leak back to an
adventurer makes a Cha check (modified at the
opposed stakeholder, who sets plans in motion.
GM’s discretion).
On a terrible failure, agents of an opposed
stakeholder attempt to kidnap him!
The degree of co-operation or obstruction from
the NPC depends on the degree of success or
failure of the check. With a great success, the NPC
is co-operative and will go out of their way to assist.
Reaction Table
Alternatively, the GM might simply roll 2d6 and
On an ordinary success, the NPC will agree or
consult the Reaction Table to determine an NPC’s
help but is not willing to put themselves at any great
starting attitude. Depending on the circumstances,
risk or loss to do so. An ordinary failure means the
PCs might be able to sway this initial demeanour
NPC probably won’t co-operate, or only with an
(GM’s call).
adverse complication or setback. A terrible failure
means the NPC takes an opposing position to the
adventurer and actively obstructs the character, NPC REACTION
either directly or indirectly.
2-3 Hostile, opposed, confrontational.
Example 1 4-5 Unfriendly, suspicious, disinterested.
The party wishes to enter a city after nightfall and 6-8 Neutral, uncertain, careful, cautious.
is challenged by the city guards. After some small 9-10 Fairly friendly, curious, mildly helpful.
talk, the GM calls for a Cha check to convince the
11-12 Affable, attracted, very helpful.
224
RIVAL ADVENTURERS
Below are tables for making quick, simplified NPC adventurers. Each combat, a rival adventurer may use
their class abilities (from their level or lower) a number of times as indicated in the relevant column (choose
one ability to use each time). Attack bonus is equal to HD, like any monster. Naturally the GM is free to
tweak details or create NPC adventurers more consistent with the PC creation rules (note: NPC Luck usually
relates to HD; see p.184 for guidance).
225
CLASS & CLASS ABILITIES WEAPON &
STATS LEVEL AC HP LUCK
(USES) ARMOUR
Deadly Strikes Greathammer
1,2,3 15 7, 14, 21 4, 5, 6 Charger 1d12+2
FIGHTER Two Hander (2) Chainmail
Single Weapon Style Bastard sword 1d8+2
4,5,6 16 28, 35, 42 7, 8, 8
Str 15 Ranged (3) Splint, Shield
Con 13 Protector
Other 10 Heavy mace 1d8+2
7,8,9 16 49, 56, 63 9, 9, 10 Opportunist
Ringmail, Shield
Second Attack (4)
Dual Weapons Sword & axe 1d8+2
10,11,12 15 66, 69, 72 4, 5, 6
Rearguard (5) Platemail
Arcane Aegis, Mantle
of Many Faces, Spear 1d6+1
1,2,3 12 4, 8, 12 4, 5, 6
Bound by the Black Leather
Spiral (3)
Channel Lightning,
MAGIC Runic Rite of Longsword 1d8
4,5,6 12 16, 20, 24 7, 8, 8
USER Wonderment, Leather
Soothing Edict (4)
Int 15 Incantation of
Dex 13 Exhaustion, Blast of Shortsword 1d6
Other 10 7,8,9 12 28, 32, 36 9, 9, 10
Frozen Ruin, Chains Studded leather
of Fate (5)
Summon Primordial
Guardian, Infuse Dagger
10,11,12 11 37, 38, 39 10, 11, 12
Animus, Wodon’s No armour
Eye (6)
Acrobatics 2 x Unarmed 1d6+1
1,2,3 12 5, 10, 15 4, 5, 6
MONK Mind over Matter (2) No armour
Moment of Clarity 2 x Unarmed 1d6+1
4,5,6 12 20, 25, 30 7, 8, 8
Will 15 Redirect Attack (3) No armour
Dex 15 Deflect Projectile 2 x Unarmed 1d6+1
Str 13 7,8,9 12 35, 40, 45 9, 9, 10
Stunning Fist (4) No armour
Other 10 Perfection Of Will 2 x Unarmed 1d6+1
10,11,12 12 47, 49, 51 10, 11, 12
Channel Spirit (5) No armour
Seasoned Explorer Throwing axe 1d6+1
1,2,3 12 6, 12, 18 4, 5, 6
RANGER Nature’s Venom (2) Hide
Sharpshooter Short bow 1d6+1
4,5,6 14 24, 30, 36 7, 8, 8
Perc 15 Veteran Scout (3) Reinforced leather
Dex 13 Ranger’s Ointment Long bow 1d8+1
Str 13 7,8,9 14 42, 48, 54 9, 9, 10
Cover Fire (4) Chain shirt
Other 10 Off Hand Adept 2 x Axes 1d8+1
10,11,12 14 56, 58, 60 10, 11, 12
Slip Away (5) Chain shirt
226
CLASS & CLASS ABILITIES WEAPON &
STATS LEVEL AC HP LUCK
(USES) ARMOUR
Backstab, Finisher
2 x Daggers 1d4+1
1,2,3 13 5, 10, 15 4, 5, 6 Quick Reflexes
Leather
Hidden Blade (2)
ROGUE Cat’s Grace Short bow 1d6+2
4,5,6 13 20, 25, 30 7, 8, 8
Unseen Whip (3) Leather
Dex 15
Str 13 Rapier 1d8+1 &
Rapid Dose
Other 10 7,8,9 13 35, 40, 45 9, 9, 10 Dagger 1d4+1
Smoke Bomb (4)
Studded leather
2 x Shortswords
Blind Sense
10,11,12 13 47, 49, 51 10, 11, 12 1d6+1
Glue Pot (5)
Studded leather
1. Scrapper: Suffers half damage while 4. Eldritch Blood: Advantage on all tests to
Staggered. resist magic, and/or the character’s spells
impose disadvantage on targets’ saves.
2. Bloodletter: Rolls double the normal
number of melee damage dice (eg 2d8 for 5. Ruinous Corruption: Roll on the Dark &
longsword). Dangerous Magic table, entry 99 or 100
(even chance).
227
11. Infamous: Beheads or otherwise ensures
defeated foes are definitely dead. If a PC
is reduced to zero hp, the body must be
recovered in one round or the adventurer
dies.
228
Pile on! 2d4 brawlers pile onto the PC, current foe before pointing at the PC and
4 pinning them down (helpless, Str contest vs nodding enthusiastically.
Str 16 to resist). Bitey. An old woman with crazy eyes
Grunnit, a skinny thief skirting the edges of suddenly bites at the PC from under a
17
the brawl, yells out 3 to 1 odds on the PC nearby table, causing 1d4 damage and
5 being the last to be knocked out. 1d6 tripping them (Dex check resists).
brawlers take up the wager and converge Bar Slide! The PC is grabbed by three
on the PC. brawlers and thrown across the bar,
18
Bloody ruffians! One of the bar staff knocking off mugs and plates (1d6 damage
6 whacks a PC on the head with a skillet, and lose 1 Dex, Luck (Con) save resists).
stunning them (lose next action). Window exit! The PC is hurled out the
Where’d you come from? A small dark nearest window into the street (Str contest
19
haired child, Rani, suddenly scuttles out vs Str 15 resists). 50% chance of being
7 from under a table, about to be crushed by knocked out for 1d6 rounds.
a toppling brawler! (Dex check to Surprise Refreshment. In the rafters, a
intervene). mischievous child pours a pitcher of ale on
Fire! A shattered lantern flares in some the PC, along with a cheeky grin. The PC
20
8 spilt alcohol, setting part of the tavern on restores 1d6 hp (regains consciousness if at
fire! zero hp, or if otherwise knocked
Looters. The PC glimpses the tavern out/incapacitated).
9 owner unconscious on the floor, being
looted by an opportunistic brawler.
Cat Projectile! A flying feline rockets across
the tavern, claws outstretched, latching
10
onto the PC’s head (blind, spend an action
to make a Str check to remove).
Duck! A shower of mugs, bottles and plates
11 hurtle across the tavern. All PCs must
make a Dex check or suffer 1d8 damage.
Who is that? A mysterious patron in a
deep hood sits unperturbed in the midst of
12
the fight, eating stew as the brawl rages
around them.
A bard, Devin, begins beating his drum,
breaking into song as the brawl unfolds. All
13
brawlers gain advantage on their next
attack.
Cutpurse! An opportunistic pick pocket
14 tries to steal something from the PC (Perc
(Detection) contest vs Dex 15).
Hard Steel. One of the PC’s opponents
15
turns serious, pulling a knife.
The biggest, meanest looking warrior in the
16
tavern (Fighter 3+) cracks the head of his
229
TRAPS
Simple vs Complex Where & How?
For the purposes of LFG, traps come in two Spotting hazards before they go off, and figuring
varieties: simple and complex. Simple traps are out how to neutralise them, is an important part of
easily ad-libbed and quickly resolved; they are the trap experience. GMs are encouraged to ask
straightforward hazards such as tripwires that fire questions of the players about where and how they
darts, or a false door that opens a pit. Simple traps are searching (or disarming), before:
can appear any place that makes sense, and their
purpose is to deter or prevent passage or access. i. Deciding whether a check is required,
and/or
Complex traps on the other hand are fully fledged
encounters in their own right. They require ii. Whether any modifiers ought to apply
significant GM planning ahead of time in order to (similar to the approach often adopted for
fit their location and allow for meaningful social skills, if using them).
interaction. Complex traps are multi part affairs,
often with telegraphed warnings or clues, and
serious consequences if the PCs fail to find a way
to overcome them.
Mechanical vs Magical
What follows assumes a low magic world, with
tables and rules skewed towards mechanical or
alchemical triggers and effects. A handful of
magical traps are also included however.
Rarity
Generally speaking, it is recommended that traps
be used sparingly, and only in places and ways that
are rational. For example, many traps will need
methods to bypass them by friendly forces, and/or
require ongoing maintenance by residents.
Search Events
Performing searches and disarms generally takes
10 to 15 minutes per average wall, section of floor,
doorway, chest, etc. Each time the party spends a
230
search period investigating, the GM adds 1 to the Three Second Trigger
Search Tally. When a PC triggers a trap, instead of moving
straight to the Luck save, attack roll, or other
At any time, the GM may check for a Search Event effect: (i) Inform the player of the nature of the
by rolling 1d20. If the result is equal to or lower trigger (eg: a tripwire tugs at your boot), and (ii)
than the tally, a complication occurs (either Boldly demand “What do you do!?”
immediately or shortly thereafter - perhaps in the
next corridor or nearby room). The GM rolls 2d6 Do not be drawn into providing any extra
to determine the development or information about the trap at this stage. The player
chooses/improvises an appropriate result. has to the count of three to respond (perhaps
indicating the countdown on your fingers). If the
If nothing occurs, the tally continues to rise with proffered action makes it easier to avoid the trap,
each subsequent search period until a the PC gains a bonus on their Luck save or
complication triggers. Modifiers apply at the GM’s attribute check (perhaps a +2 bonus or advantage).
discretion (eg being very loud might increase the If the described action is neutral the save or check
tally by 3 instead of 1, or impose disadvantage). is rolled as normal. If the action makes the trap
Once triggered, the Search Tally resets to zero. significantly harder to avoid, the save or check is
rolled with a penalty.
SEARCH EVENT (2d6)
Designer’s Thoughts
2 Helpful clue or random gear. The intention of this rule is to throw a snap
GM or player introduces a piece of world decision to the player, building the suspense, with
the potential to skew the odds in their favour.
3 building lore via discovered book,
Whether there are ultimately squees of delight, or
artefact, markings, fresco, etc. curses and fist pounding, everyone at the table gets
Resource expended (torch exhausted, to linger on the precipice a little longer.
4
lantern runs out of oil, etc).
5-9 Random encounter.
Warning sign of nearby danger (signs of Simple Traps
10 passage, sound, scent, remains of recent A series of tables appear below to improvise
victim, etc). simple traps on the fly. Roll once for each of the
Terrain change (visibility, temperature, following:
11
elevation, odour, footing, etc).
Unexpected ally (prisoner, enemy (i) Threat level,
12 turncoat, third party with similar objective, (ii) Triggers & Countermeasures, and
fellow adventurer, etc). (iii) Attack mode.
Threat Level
Designer’s Thoughts Roll 2d6 to determine the trap’s threat level, or
The purpose of Search Events is to make choose as appropriate for the adventure/scenario
searching/disarming a more meaningful choice in at hand.
the absence of independent time pressures. The
rule is intended to work in conjunction with
standard Random Encounter checks. It does THREAT LEVEL (2d6)
however require extra book keeping and 2-7 Minor threat
improvisation however, so as always, tweak or
ignore as desired. 8 - 10 Moderate threat
11 -12 Major threat
231
Triggers & Counters Attack Mode
For portable containers, traps are activated by The following table indicates the mode of attack
opening, moving or otherwise interacting with the the trap uses to injure, incapacitate or hinder the
vessel. intruder, as well as possible countermeasures to
neutralize or disarm it. Roll 1d8 for portable
For larger objects or spaces (doors, rooms, containers (chests, boxes, jars, etc), or 1d20 for
hallways, etc) roll 2d6. If a particular trigger larger objects or spaces (doors, rooms, halls, etc).
doesn’t make sense for the situation, roll again or If an attack mode does not fit the situation at hand,
use an adjacent trigger (even chance). Some reroll (or use one of the adjacent entries, even
possible trigger countermeasures are also chance).
provided.
ATTACK MODE (1d8 or 1d20)
2d6 TRIGGER DISARM
1 Magic 11 Deadfall
Water level Disconnect or
2 2 Needle 12 Drowning
change manipulate the float.
Rolling
3-4 Tripwire Cut/dummy line. 3 Gas 13
Boulder
Jam, disassemble, Arrows or
5-7 Pressure plate 4 14 Relocation
weighted bag. Darts
Object is Crushing
opened, moved Scything
5 15 Walls or
or interacted Varies depending on Blades
8-9 Ceiling
with (eg door, the circumstances. Fire or Spears
drawer, handle, 6 16
Explosion or Spikes
curtain, etc)
7 Acid 17 Alarm
Cut, jam or disable
clockwork or other 8 Self Destruct 18 Monster
10 - 11 Timer
components. Reset or 9 Snare 19 Pit
extend timer. GM special or
10 Lockdown 20
Sever Arcarnum or Double Trap
similar. Deface magic
12 Magic sensor
runes, break the
ACID
enchanted circle.
Minor Luck (Dex) save or 1d8+3 damage.
10 ft area. 4d6 damage and non-
magical armour damaged, (half
Moderate bonus) until repaired. Luck (Dex)
save for half and negate item
damage.
20 ft area. 7d6 damage, and non-
magical armour destroyed (50%) or
Major permanently lose 1d2 Cha (50%)
due to scarring. Luck (Dex) save for
half and negate loss of item or Cha.
Counter Plug nozzle(s), concave bowl or
measure shield to redirect the spray.
232
Make your own exit through a wall,
ALARM Counter
floor or ceiling. Weapons as
Perc (Det) check to notice trigger. measure
wedges.
If activated, the alarm sounds in this
Minor room: 50% chance a sentry or
random monster investigates the DEADFALL
noise. Stone bricks drop from above. Dex
Minor
Luck (Perc) check to notice trigger. (Acro) check or 1d20 damage.
If activated, the alarm sounds in this A single 1 ft block drops from
Moderate
or a nearby room: a sentry or Moderate above. Luck (Dex) save or 3d20
random monster investigates. damage.
Luck (Perc) check at disad to notice A very heavy 4 ft block drops from
Major
trigger. If activated, the alarm above. Luck (Dex) save or zero hp.
sounds in multiple rooms. Various Counter
Major Seal the drop hatch with spikes.
sentries are alerted or a random measure
monster investigates (roll twice and
use the most dangerous result).
DROWNING
Destroy or mute any obvious sound
Counter
device(s). Globe of Silent Chamber seals, and fills with water
measure
Contemplation. in 2d6 minutes. Luck (Dex) save to
Minor wedge something in an opening
before room seals. Empties in 1d6
ARROWS/DARTS x 10 minutes.
Minor Single target, +4 to hit, 1d4+1. Chamber seals, and fills with water
(75%) or some other liquid (25%)
Moderate 1d4 targets, +8 to hit, 2d8+2.
in 4d6 rounds. Luck (Dex) save to
30 ft area, +12 to hit, 4d8+4 and Nat Moderate
Major wedge something in an opening
17+ Causes Injuries.
before room seals. Empties in 1d4
Counter Plug firing port. Shield or other hours.
measure improvised blocking object.
Chamber seals, and fills with water
(50%), some other liquid (25%), or
CRUSHING WALLS/CEILING sand (25%) in 2d6 rounds. Luck
Major
(Dex) save to wedge something in
Room seals and walls/ceiling crush an opening before room seals.
occupants to death in 4d6 rounds. Empties in 2d6 hours.
Minor
Luck (Dex) save at +3 bonus to Make holes in the walls and floor to
wedge a door open or dive outside.
allow liquid to escape. Make
Chamber seals and walls/ceiling Counter
breathing holes in walls or ceiling,
crush occupants to death in 3d6 measure
Moderate use breathing tubes. Breathing
rounds. Luck (Dex) save to wedge Mask or One with the Deep.
a door open or dive outside.
Chamber seals and walls/ceiling
crush occupants to death in 2d6
Major rounds. Luck (Dex) save at -3
penalty to wedge a door open or
dive outside.
233
MAGIC
FIRE/EXPLOSION
Various magical spells and effects are outlined
Minor Luck (Dex) save or 2d6 damage. below (spells allow their usual save). Like all of
LFG’s tables, the entries are merely suggestions;
10 ft area. 5d6 damage Luck (Dex)
GMs are encouraged to add, modify and substitute
Moderate save for half. Flammable objects effects to best suit their game.
may catch fire (50%).
30 ft area. 10d6 damage and roll For Minor magical threats, roll 1d8, for Moderate
1d8 on the Injuries & Setbacks 1d12, and for Major 1d12+8.
Major table. Luck (Dex) save for half and
negate injury. Flammable objects
MAGIC (1d8, 1d12 or 1d12+8)
catch fire.
Counter Plug nozzle(s), neutralize explosive 1 Thunderous Invocation.
measure chemicals, shielding object. Shennog’s Blessing and roll on the Dark
2
& Dangerous Magic Table.
GAS 3 Curse of Searing Steel.
Lash of Unerring Pain (Minor 3 Lvl, rd
234
or 10 ft underwater cage (25%,
MONSTER
drowning). 33% chance the
A secret door or ceiling hatch trapdoor locks itself shut after a PC
releases (roll 1d4): (i) A Gargoyle, falls through. Luck (Dex) save
Minor
(ii) 1d4 Skeletons (iii) 1d4 Green negates.
Slime, (iv) 1d4 Yellow Mould. Climb down one side then back up
A secret door or ceiling hatch Counter
the opposite wall. 10 ft pole. Seal
releases (roll 1d4): (i) A Gelatinous Measure
Moderate the drop hatch with spikes.
Cube, (ii) A Grey Ooze (iii) A Flesh
Golem, (iv) An Invisible Stalker.
A secret door or ceiling hatch
releases (roll 1d4): (i) An Iron
Major Golem, (ii) A Stone Golem, (iii) A
Black Pudding, (iv) 1d3 Ochre
Jellies.
NEEDLE
Luck (Con) save or 1d8 poison
Minor
dmg.
Luck (Con) save or 2d6 damage
Moderate plus roll 1d10+2 on the Poison
table.
Luck (Con) save or dead. If save,
Major roll 1d12+8 on the Poison table POISON
instead (reroll death poison). Various poisons are outlined below. For Minor
effects, roll 1d8, for Moderate 1d10+2, and for
Counter Heavy gauntlets (Adv on save).
Major 1d12+8. Most poisons take effect
measure Crowbar. Anti-toxin. immediately, but some have an onset time (2d6
rounds, minutes or hours).
PIT
Poisons generally allow a Luck (Con) save for half
5 ft diameter pit, 1d2 x 10 ft deep. damage or to negate. At the GM’s option, an
Minor
Luck (Dex) save negates. apothecary with the right healing herbs might be
10 ft diameter pit, 1d3 x 10 ft deep, able to concoct an antidote.
with Spikes (50%, extra 2d6 and
roll on the Injuries & Setbacks POISON (1d8, 1d10+2 or 1d12+8)
table), Acid (25%, 1d6/round), or
Moderate Quicksand (25%, Str check or 1 1d8 damage.
begin drowning in 1d2 rounds). 2 3d6 damage.
33% chance the pit trap locks itself 3 1d2 Str, Dex or Con loss (even chance).
shut after a PC falls in. Luck (Dex)
1d2 Int, Will, Perc or Cha loss (even
save negates. 4
chance)
1d4 pits, 10 ft diameter, 1d4 x 10 ft
5 Deaf for 1d4 days.
deep. With Poison Spikes (50%,
Major 6 Moderate Madness.
extra 2d6 + Poison), 6 ft deep Acid
(25%, 2d6 per round, swimming), 7 Blind for 1d6 hours.
235
8 Malediction of Lunacy for 4d6 minutes. Luck (Con) check to avoid a leg
9 Serious Madness. injury (entry 3 Injuries & Setbacks
table).
Choking (as suffocation p.78) for 3d6
10 A series of man sized rolling
rounds.
boulders must be dodged (Luck
11 6d8 damage. Moderate (Dex) save). Failure causes 2d20+5
12 8d10 damage. damage and a roll on the Injuries &
13 1d4 Str, Dex or Con loss (even chance). Setbacks table (p.79).
1d4 Int, Will, Perc or Cha loss (even A single hallway sized rolling
14 boulder must be outrun (Luck
chance) Major
15 Pervasive Madness. (Dex) save). Failure reduces the PC
to zero hp.
Unconscious for 1d4 minutes, plus loss
Counter Acrobatics. 10 ft pole. Seal the drop
16 of memory of the prior 1d6 x 10
measure hatch with spikes.
minutes.
17 Random limb paralysed for 1d6 days.
Random organ or limb suffers necrosis
and dies within 1d6 hours (requires
18 amputation). Roll 1d6: (i) below elbow,
(ii) hand, (iii) below knee, (iv) foot, (v)
ear, (vi) eye.
19 GM Special (or reroll).
20 Agonizing death.
RELOCATION
A wall turns on its axis, pushing the
nearest PC into an adjacent room
Minor
(50%) or into a Spike trap (50%).
Dex (Acro) check resists.
A floor chute shunts a random PC
Moderate into a distant room (75%), or Pit
trap (25%). Luck (Dex) save resists.
Entire floor gives way, funneling all SCYTHING BLADES
PCs into a distant room (50%), Pit Dex (Acro) check or 1d8+1
Major Minor
trap (25%) or Crushing Walls trap damage.
(25%). Luck (Dex) save resists. 30 ft line (floor, ceiling, wall). 4d8
Counter Roping together. 10 ft pole. Jam Moderate and roll on the Injuries & Setbacks
measure wall or hatch with spikes. table. Luck (Dex) save negates.
30 ft floor or ceiling. 8d8 damage
ROLLING BOULDER and roll 1d6 on the Injuries &
Major
Setbacks table. Luck (Dex) save
A series of small rolling boulders
negates.
Minor must be jumped (Dex check).
Counter Jam blade slot(s) with spikes. Shield
Failure causes 1d4 damage and a
measure or other blocking object.
236
20 ft area. 5d10 damage and
SELF DESTRUCT
random limb incapacitated per
Luck (Dex) save to salvage the Injuries & Setbacks table. Roll 1d4:
Minor container’s contents before they are Major
(i) below elbow, (ii) hand, (iii) below
destroyed by acid or chemical fire. knee, (iv) foot. Luck (Dex) save for
Luck (Dex) save at disad to salvage half and negate injury.
the container’s contents before they Counter Jam thrusting ports with spikes or
Moderate
are destroyed by acid or alchemical measure other materials. Shielding object.
fire.
If not disarmed, the contents of the Bypasses
container are destroyed by acid or Some traps will include a method to safely bypass
alchemical fire. PCs within 5 ft the hazard to allow passage/access by friendly
Major suffer 6d6 damage and roll 1d6 on forces.
the Injuries & Setbacks table (Luck
(Con) save for half and negate Finding the bypass generally requires searching in
injury). a specific location, and/or a Perc (Detection)
check (often modified). Prying the information
Open container under water. Make
Counter from a knowledgeable enemy also works.
a hole in the container rather than
measure
open it in the usual way. Choose or roll 2d6 to determine the bypass:
THREAT COST
SPEAR/SPIKES
Minor 5d10 + 50 gp
Dex (Acro) check or 1d6+2
Minor Moderate (1d6 x 100 gp) + 500 gp
damage.
2d10 damage and 1d2 Str, Dex or Major (2d6 x 100 gp) + 1,500 gp
Moderate Con loss (even chance). Luck (Dex)
save negates.
237
Complex Traps Variants
The threat level of this trap depends on how
A selection of eleven complex traps are detailed powerful the gargoyle and poison gas are. The
below, eight mechanical and three magical, ready encounter can be made more or less difficult by
to be dropped into an existing adventure. As with changing the pit depth, adding spikes or a grinding
all traps, the GM will need to consider (i) how and floor, adding hand holds to climb out, substituting
why the trap exists, (ii) bypasses for friendly forces, the gargoyle for a giant eagle or other creature
and (iii) maintenance issues (including evidence of susceptible to poison, and so on.
past victims, if any).
(2) Split & Stab
(1) Gargoyle Delight
Setup
Setup This hallway is at least 30 ft long and 10 ft wide,
This complex trap protects a room with a 20 ft running east to west (the party is heading west).
ceiling, laden with sacks, chests, etc of valuables Towards the middle of the hallway, on the
sitting on 3 ft tall pillars scattered about the northern wall only, a vertical line of scuff marks
chamber. In the centre is a 6 ft pillar upon which can be seen (rotating wall clue). At the far western
a winged statue is perched (gargoyle clue). The end of the hall is a lever behind a false stone block
room has a slight acrid smell to it (poison clue). If (bypass: resets the wall, rotating it back into the
a person other than the owner, or her trusted starting position).
servant, enter the room, the gargoyle swoops to
attack (possible bypass via disguise). The Trap
A few feet past the scuff marks on the wall is a floor
The Trap pressure plate. Stepping on the plate (50% chance)
When the Gargoyle leaves the podium, the central activates the trap, causing a 20 ft section of the
6 ft pillar begins to sink into the floor, dropping by southern wall (aligning east to west) to suddenly
1d4 feet each round. If the pillar reaches ground rotate 90 degrees on its axis, until it aligns north to
level the trap is sprung, dropping the entire floor south, then locks into place (the western part of the
(excluding the pillars) into a sheer pit 20 feet deep wall rotates into a hidden recess, the eastern part
and spraying poisonous gas from the walls swings into the corridor). When locked into place
(inhalation vector, 3d6 damage each round, Luck the rotating wall touches the scuff marks.
(Con) save for half). The gas is heavier than air and
does not rise out of the pit. Note the gargoyle is As the wall rotates, nearby PCs may make a Luck
immune to poison and can fly. (Dex) check to choose which side of the wall they
want to end up on; otherwise they are pushed
Countermeasures westward.
Players might disarm the first part of the trap by
placing weight similar to the gargoyle back onto the PCs on the west side of the wall are set upon by
pillar, jamming the pillar with spikes, or destroying sentries or other residents within 1d2 rounds, cut
the internal mechanical device (appropriate off from any allies on the eastern side of the wall.
weapon or tool, and 3 x Str (Ath) great successes The locking mechanism is located at the rotation
required). point hidden in the southern wall. PCs on the
eastern side of the dividing wall may be able to
Alternatively PCs might deal with the second part make a firing hole with an appropriate tool or
of the trap by scrambling onto one of the pillars as weapon (2 x Str (Ath) great successes required). A
the floor drops (Luck (Dex) save at disad), hole large enough for a person to squeeze through
covering their faces with wet scarves to assist requires 1d6 minutes.
against the fumes (save with +2 bonus vs poison),
lassoing and riding the gargoyle, scaling pillars to Countermeasures
get free of the pit, and so on. PCs that study the edges of the rotating wall (about
10 ft either side of the axis) might notice hairline
238
cracks (Perc (Detection) check at -2 penalty). After the oil has dropped, a grinding sound can be
Breaking through the middle of the 20 ft wall heard as the firing ports concealed in the dragon
(opposite the scuff marks) reveals the rotating heads rotate to take aim at the triggered area. If
mechanism, which may be jammed (very noisy, more than one PC is trapped, the heads divide up
will draw sentries). The PCs might also simply the targets.
choose to be swept westward, keeping the party
together, and foiling the primary purpose of the Part 3 of the trap is linked to a timer and activates
trap. the round after the oil dump. All four of the
dragon heads shoot flaming bolts at the victim: +8
Variants to hit, 2d8+1 each bolt, plus the victim is set on fire
The threat level of this trap depends on how for 2d6 damage every round for 2d4 rounds. A
powerful the sentries are, whether the PCs have character that suffers this ordeal rolls 1d6 on the
tools to break through the wall, whether attacks Injuries & Setbacks table and loses 1d2 Cha
come from both sides of the wall or just one, permanently due to disfiguring scars. Smothering
and/or whether damaging the wall will draw further the oil fire is very difficult, requiring 3 x Dex great
unwanted attention. successes. Throwing water on burning oil will not
extinguish it.
(3) Snare & Roast
Countermeasures
Setup Testing the trapped tiles with a 10 ft pole or other
This 15 ft high room conceals a three part death instrument will reveal the spikes. A PC willing to
trap. The floor is flagstoned, with just a hint of fine yank their foot out of the snare greatly reduces the
black dust (flame clue) in some of the joins, danger level.
particularly in the centre (a PC needs to be right in
the centre to see such). In the top corners of the An ensnared character may be protected from the
ceiling are dragon motif heads with open jaws flaming bolts by quick thinking allies shielding the
(firing port clue). An ornate fresco covers the victim or blocking the firing ports.
ceiling (concealing the oil hatch).
Variants
The Trap Spreading the trapped flagstones about the
Across the centre of the room is a 5 ft wide line of chamber, rather than in a line crossing the centre,
trapped flagstones (bar one, the bypass). Standing increases the chance of trapping more than one
on a trapped tile (80% chance) breaks the false top PC at the same time (in which case the bypass is a
and the character’s foot descends into a 1 ft hole. secret safe route, carried on a parchment by an
The hole is lined with metal spikes pointing enemy, or perhaps available as loot elsewhere).
diagonally downwards at 45 degree angles.
The danger level may be changed by adding or
Inserting a foot into the barbs causes no damage, subtracting dragon heads, substituting oil for
but pulling it out quickly inflicts 3d6 damage and a explosive area effect alchemists fire, adding an
likely foot injury (Luck (Con) save at disadvantage alarm, and/or attending sentries with flaming
to negate the injury; entry 3 on Injuries & Setbacks arrows.
table). Extracting the foot slowly over 2d4 rounds
causes 1d8 damage only. (4) Drowning Chute
239
The Trap hammers do full damage, other weapons do half
A 10 ft long trapdoor is triggered when two or or no damage, GM discretion).
more people stand upon it, dropping the victims
down a greased, spiral chute. A Luck (Dex) check If the trapdoor is opened, attempting to free climb
at disadvantage avoids the drop. the greased chute causes the PC to be whisked into
the drowning chamber (save as above). However a
The 15 ft long chute corkscrews diagonally PC may be safely lowered down with a rope. It
downwards, propelling the PCs through a hinged takes two rounds to descend to the bottom with a
hatch into a water filled chamber. The 3 ft light source intact. In the cramped tube, the hatch
diameter hatch is located in the northwest corner may be opened with a standard Dex (Traps &
of the ceiling, and locks behind the PCs, resealing Locks) check, or a Str (Ath) check at disadvantage.
the chamber and blocking any ambient light from If opened, light filters into the drowning chamber,
above. guiding any trapped PCs to safety.
240
The Trap 4. The victim believes she is a vampire, and
In the 10 ft deep pit is a colourless, odourless, is ravenously hungry; she must feed on
hallucinogenic gas (the gas is non-flammable, and one of her party mates immediately or
heavier than air). A Perc (Det) check identifies a perish!
slight visual distortion. Entering the pit exposes the
character to the poison, which takes effect the A character pushed or thrown onto a wooden
following round (Luck (Con) save to resist). stake suffers 3d6 damage and rolls 1d6 on the
Injuries & Setbacks table. A victim who self
impales, aiming for their own heart, must make a
Luck (Will) save or die. If successful they suffer
6d6 damage and broken ribs instead (Injuries
entry 6).
Countermeasures
Wet face masks grant a +2 bonus on the gas save.
Artificer Breathing Mask. Cleansing Charm. Purge
the Accursed. Anti-toxin. A party with spikes,
hammers and climbing gear might be able to scale
the walls, bypassing the arena altogether.
Variants
The damage of the spikes might be increased or
decreased. Stirge numbers might be changed, or
substituted with Shades. Particularly potent poison
might impose a -2 penalty or disadvantage on
saves, or last longer. Self impaling on a spike might
reduce the PC to zero hp instead of dead.
241
Characters on tiles targeted by harpoons must
make a Luck (Dex) save or suffer 2d6 damage, are
knocked prone (Dex check or drop held items),
and impaled by the barbed blade (Luck check, if
S A H T S A successful, armour is entangled in the harpoon, if
failed, PC’s body is impaled: shoulder or leg, even
chance, imposing arm or leg injury).
H T S A H T
The harpoons are connected by lengths of chain
that immediately begin retracting, yanking the
A S T H A S victim off the ground.
242
Countermeasures Moving through the gelatinous slush (swimming or
Thunderous Invocation (focused), Corroding walking along the floor) requires a Str or Will
Spray or acid will sever a harpoon or chain. Whilst check (player’s choice) every 5 ft, or to climb out.
a character (or other heavy decoy object, such as a A failed check means the PC is overcome with
chest) is being hoisted up by a harpoon, the tile pain and only travels half as far as intended, or fails
below is effectively safe. Characters might acquire to haul themselves out.
a safe route map from an enemy, journal or other
loot. PCs might lasso an ally and pull on them Hemp or silk ropes, or wooden poles thrown or
against the rising chain mechanism; a Str check at extended to assist trapped allies, immediately
disadvantage reduces the height risen by half (a dissolve or splinter in the victims’ grasp (eaten by
great success halts their ascent for one round). The the acid). Chains or other metal objects are
party can minimise their risk by crossing the tiles unaffected.
one at a time, rather than simultaneously, although
that may prove difficult if an ally requires help to Part 2 of the trap is triggered 1d4+1 rounds after
break free of a harpoon. PCs might also jump the first stage (mechanized timer, a great success
across to the safe border as they near it (10 ft jump Perc (Det) check notices a faint ticking noise
automatic, 15 ft jump Str (Ath) check at emanating from beneath the floor). At this time a
disadvantage, 20 ft jump requires a great success. further 5 ft of the floor surrounding the initial 30
ft tank also recedes, dropping any characters along
Variants the edge into the vat (Luck (Dex) save avoids).
Changing the speed of the rising chain will increase
or decrease difficulty (giving PCs more or less time Part 3 of the trap is activated 1d3 rounds after the
to get free). Allocating a particular tile as always second stage, at which time the entire floor closes
safe (eg Hammer), will allows PCs to hopscotch back up and locks itself, trapping those beneath
their way across the tiles, instead of resorting to (there is a 1 ft gap between the sludge and enclosed
(largely) random chance (but may not make sense, floor to breathe, albeit while being dissolved in
depending on the purpose of the subsequent acid). The sliding floor mechanism and lock may
room). 10 ft poles will not trigger a tile, they be broken or jammed with a Dex (Traps & Locks)
require substantial weight to activate. check at a -2 penalty (with disadvantage if in the
vat).
(7) Flesheater Tank
Countermeasures
Setup Metal chains or metal ends of long hafted weapons
This 80 ft diameter chamber has an ornate fresco (eg: halberds) or tools (eg Artificer’s collapsing 10
painted on the floor, domed walls, and ceiling (40 ft pole) may be safely used to pull allies out. Wings
ft high, divine beings combating evil denizens in of the Starless Abyss, Rightful Ascension. PCs with
hell, or other appropriate theme). The highest spikes, hammers and climbing gear might be able
points of the ceiling are obscured by darkness to scale the walls, bypassing the vat altogether.
(ordinary torchlight only extending 30 ft; overhead
danger clue). There is a subtle chemical smell to Variants
the chamber (acid clue). Instead of a tank of sludge, the vat might be filled
with four Gelatinous Cubes in which case the tank
Trap begins 15 ft wide, expanding to 20 ft during the
If two or more PCs enter the central 30 ft of the second stage, and in the third stage the exit doors
chamber, the floor slides away, dropping them seal instead of the floor; ie the cubes can emerge
into a 10 ft deep tank of viscous, flesh melting from the tank to attack others in the chamber.
ooze. The sludge affects flesh and organic material Changing the acid damage (or causing paralysis or
only (non-living organic matter is dissolved sleep instead), and how far a person moves with a
particularly fast, eg leather, wood, hemp), causing Str/Will check, will make things more or less
4d6 damage per round (Luck (Con) save for half dangerous.
and negates destruction of leather armour, etc).
243
(8) Pivoting Oil Pit to reach this level). The start of the round after the
oil is deployed, a chute opens in the ceiling
Setup (hidden by the etchings), and something can be
This hallway trap involves a 40 ft long, 10 ft wide heard tumbling down… by the end of that round,
corridor. The floor is completely smooth an unlit torch drops out (by luck or poor
(slipperiness clue), the ceiling 20 ft high and maintenance, the torch didn’t light).
covered in a etchings of geometric circle patterns
(or impressions of planets, coins, eyes, etc, Exiting the pit without pitons is difficult. Grappling
something round – overhead danger clue). hooks thrown over the lip have nothing to drag on
and fall back down. PCs can however stand on
Trap each other’s shoulder to form a human tower. The
The 40 ft corridor has a pivoting floor that is oil covered floor makes this a slippery affair, but
anchored to the PCs’ entry side. When a PC PCs may use the wall to steady themselves. A Dex
crosses the room’s halfway point, there is a 50% (Acro) check at a -2 penalty is required for the first
chance of triggering a pressure plate that unlocks person climbing up. The second person must also
the anchor, swinging the back half of the floor make a check but requires a great success.
downwards (assuming most of the party are in the
back half of the corridor), and the front half of the With a three person tower, the PC at the top is
floor upwards, dumping everyone into a 20 ft pit about 16 ft high, and can use an axe or other
(2d6 damage). hooked implement to pull themselves out of the
pit (Str check). The escapee can then throw a rope
If more than half of the party are on the far side of down to assist others to escape.
the corridor when the pressure plate is triggered, a
loud click will be heard near the entry (as the If the oil pool is somehow lit, it burns for 3d6
anchor unlocks), but the floor will not tilt (as most damage per round for 1d3 rounds (perhaps
of the weight will be on the safe side of the pivot). sentries arrive and throw torches down, or maybe
a torch falls out of the ceiling each round, with a
If the floor swings, a Luck (Dex) save allows a PC 50% chance of being lit).
to dig a dagger, axe spike or similar tool into the
floor to slow their descent into the pit, avoiding Countermeasures
falling damage. The floor swings through 90 In some ways countermeasures aren’t needed for
degrees before locking in place (in a vertical wall this trap as the torch fails to light, sparing the party
position). The walls of the pit are perfectly smooth, from roaring flames. Even if the torch did light
similar to the floor (now a wall), making free however, a Dex check would allow a PC to catch it
climbing impossible. before it reaches the oil.
PCs falling into the pit have a 50% chance of The floor will not unlock until the party exits the
dropping whatever they are holding, including pit and the oil is burnt away (the floor detects the
torches and lanterns. Torches have a 50% chance weight change); it then reorients itself horizontally
of extinguishing themselves and lanterns have a and relocks. PCs can use spikes or implements to
50% chance of shattering, causing a small fire (no jam the anchor, avoid the pressure plate, or ensure
damage, simply a hazard). The floor has a small there is more weight on the far (safe) side of the
amount of give to it (it is weighted, see below). pivot at any one time (eg by crossing one at a time).
244
(9) Whirlpool Of Reduction -2 penalty resists). From this point, anyone
entering the water while the trap is active must also
Setup save.
This 15 ft tall, 40 ft diameter chamber, has a floor
set 2 ft lower than the entry door. The entire recess Whether or not any PCs fail their save, the
is filled with approx 20 inches of relatively clear whirlpool increases to fearsome speed. Shrunk
water. In the centre of the room, a black, 1 ft rune victims are dragged around the chamber, fighting
circle can be made out (magical trap clue). Spaced to avoid drowning as they are drawn into the
evenly around the walls are six bronze centre. After 2d4 rounds the victim is sucked into
anthropomorphic statues depicting (i) rain, (ii) the black runes and teleported to a dimension of
wind, (iii) frost, (iv) thunder, (v) lightning, and (vi) the GM’s choosing (no save).
fog (weather trap clues).
Shrunk PCs are at the mercy of the whirlpool and
Pierce the Veil reveals strong transmutation magic cannot resist its pull. Normal size PCs may make
in the water, teleportation magic on the runes, and a Str (Acro) check to maintain their balance and
evocation magic on the idols. move up to 10 ft each round (on a great success,
up to 15 ft).
Trap
This entire chamber is protected by ancient and Part 3 of the trap involves the six weather idols,
unpredictable magic. Part 1 of the trap is activated which glow ice blue. At the beginning of each
when a PC enters the room, whereupon the water round after the whirlpool activates, roll 1d6 to
begins to flow in a gentle swirling action, rotating invoke a random magical effect:
around the central black runes.
1. Rain: heavy rain makes it hard to see and
Part 2 of the trap is triggered when a PC crosses hear (disad on related checks), and
the halfway point of the room. At that time any increases the speed of the whirlpool
adventurers in the water are shrunk to 12 inches (reduce times to reach the centre by 1
tall, including all equipment (Luck (Con) save at a round).
245
2. Wind: Gale force winds extinguish Countermeasures
torches or unshuttered lanterns (Luck If the PCs are roped together when the trap
save resists), and threatens to suck PCs springs, shrunken characters gain a Luck (Dex)
lingering in doorways into the room (Luck save to cling to the rope before they drop into the
(Str) save resists). whirlpool.
246
1. Bronze Goblet: the drinker rolls on the A transformed PC retains their personality and
transformation table below (no save). wits; only their physical form changes. The
polymorph lasts 2d6 hours, or until ended by a
2. Clay Goblet: the drinker is permanently Purge the Accursed spell. Sever Arcarnum
immune to the trap’s transformation suspends the effect for 2d6 rounds.
effect (by cup, bridge or otherwise). Does
Attempting to jump, fly, climb down the chasm or
not work if the drinker has already been
otherwise bypass the bridge to reach the other side
transformed. of the room invokes the same magical attack.
Damaging any of the falcon statues causes them to
3. Wooden Goblet: the drinker is drained immediately animate and attack.
1d2 levels until the end of the adventure
(Luck (Will) save resists). A transformed character crossing the bridge (only)
causes the four falcon statues to animate and attack
The goblets do not function if they are removed them (as Giant Eagles). On a Nat 19, the falcon
from the chamber. Inspection of the underside of drops the victim into the chasm. The original
the bridge reveals eldritch runes similar to the magic intended the falcon guardians to kill
goblets (Perc (Det) check or by player polymorphed rodents; they will face much tougher
description). opposition in the PCs.
Anyone crossing the bridge is subject to a magical Falling into the chasm, either by being pushed off
attack at about the half way point, transformed into or dropped, causes 5d6 damage. Climbing out is
something other than themselves (Luck (Con) save possible, there are many rough handholds, but
resists). The enchantment is unravelling however, requires a Dex (Athletics) check each 15 ft
roll 1d6 to determine each polymorph effect: (automatic with climbing gear).
3. Mind switches bodies with another Placing nets, ropes or chains around the falcon
statutes effectively renders them harmless.
random party member (including PCs,
Characters roped together might negate any
hirelings, etc; no save for the other party). chance of being knocked off the bridge (or at least
halting any fall).
4. Mind is infused into an object the PC has,
and it gains a semblance of movement (as Variants
Infuse Animus). The PC’s real body This trap may or may not be a serious threat to the
becomes mindless and non-responsive, party depending on their transformation rolls and
but may be physically guided by others to whether the falcons are dealt with prior to crossing
eat, sit down, move about, etc. the bridge (if they use the bridge at all). Being
transmuted into an object or rat however could
5. Transformed into a rat (1 hp, Dex 14, have serious repercussions mid dungeon.
advantage on stealth checks).
Adding more statutes, swapping the falcons for
gargoyles, adding lava or spikes at the bottom of
6. Transformed into hybrid rat-man (as
the chasm, etc, will make the trap deadlier.
Sudden Transmogrification and wererat). Reducing the number of falcons, the depth of the
247
pit, and removing the wooden goblet, will make reveals the truth: iron gauntlets worth 10
things easier. gp).
1. 1d6 turquoise stones worth 7d10 gp each. Handling the dagger causes it to glow, and
suspends the dragon sword’s teleport
2. An electrum urn with stars & serpent effect for 1d3 rounds (after which the glow
motif worth 120 gp. ends).
3. An intricate steel helm set with a small Whether the PC can return to alcove #8
sapphire worth 1d4 x 100 gp. is for the GM to determine (there might
be a small circle of purple stone, like the
4. A brass bracer with a hawk icon (5d10 gp). archway chamber floor, that if stood upon
The bracer is enchanted, allowing the teleports them back).
wearer to snatch arrows out of the air (Dex
check). The bracer’s magic is Handling the treasures from Areas 1 – 7 does not
malfunctioning however; any successful cause any issues until/if the PC carries them back
catch automatically generates a Dark & through the fog. At that point, a curse is triggered
Dangerous Magic check. (Luck (Will) save resists). The chronomancy curse
is meant to age the target 200 years, rendering flesh
5. A pair of (false) “cold iron” gauntlets, to dust, but the magic has destabilised over long
ostensibly worth 1d6 x 400 gp (if carefully centuries. Roll 1d4 to determine the curse effect:
scrutinized, a great success Int check
248
1. Reduced to 1d8+2 years of age, lasts 2d6 that might be extracted from a resident enemy,
hours. gleaned from a note, cryptic research clues, etc.
2. Increased to 2d10+80 years of age, lasts Pierce the Veil radiates transmutation magic from
2d6 hours. the fog, and abjuration magic from the items
(except the serpent sword, which radiates
teleportation magic). Sever Arcarnum on the
3. Permanently aged 3d10 years, and suffers
archways or blades suspends their effects for 2d6
a serious madness. rounds.
4. Target’s weapons (50%), armour (25%) or Variants
both (25%) age thousands of years, Variants include adding lesser guardians that
cracking, splitting or crumbling emerge from the archways the round after a PC
(effectively destroyed). Magical objects are returns with treasure. The archways might require
damaged and unfit for use until repaired adventurers to leave an item in place of the original
instead of destroyed. item in order to pass back through the fog. Leaving
an item of greater value than the original might
Countermeasures avoid the chronomancy curse altogether.
Knowing which archway is the true path is the
bypass that allows safe passage, information
249
TREASURE
Monster treasure is split into two categories: Carry
3 1d4 gp.
Loot and Lair Treasure.
1d6 gp and 50% chance of Flesh
GMs are free to modify the treasure baselines to 4 Grubs, Treasure Ticks or a random
suit their campaign and/or the scenario at hand. disease (p.123).
For example, a posse of travelling nobles might use Nothing of significance (besides
5
a Lair roll despite being on the road, or a trio of clothes and other obvious gear).
knights might generate one roll each on the Carry 1d6 gp plus a fire pot (50%) or
Loot table (normally one roll could cover all 6 manacles (50%) tucked into a
pocket, pouch or belt.
three). GMs that prefer higher wealth might make
more frequent rolls or double rewards. In more 7 1d8 gp.
frugal campaigns, the GM might make fewer rolls,
halve rewards, or treat gp as sp instead. As always, 8 1d10 gp.
the GM is free to improvise details to better suit
the situation at hand. 9 1d12 gp.
When a Permanent Magic Item is generated, there 2d4 gp and roll on the Trinkets &
10
is a 66% chance the item has a Discreet magic Curios table.
property, as opposed to an Obvious magic 1d8 gp plus Turquoise or Crystal
11
property. Similarly, a One Shot Magic Item has a stone(s) worth 5d10 gp.
66% chance of being a Potion as opposed to a 12 2d4 gp.
Scroll.
13 2d6 gp.
Carry Loot
When the party starts looting the bodies of the 14 2d8 gp.
fallen, it’s time to roll on the Carry Loot table.
Some enemies might not carry any treasure Nothing of significance (besides
15
(animals, giant vermin, etc), but most intelligent clothes and other obvious gear).
humanoids will. A fine compass (50%) or sextant
16
(50%) in good working condition.
If Carry Loot is appropriate, the GM rolls 1d100 17 2d10 gp.
twice and chooses the most appropriate result.
GMs might make additional rolls depending on
18 2d12 gp.
the number of bodies. Generally speaking a Carry
Loot entry might cover as many as two dozen
19 5d4 gp.
individuals.
3d4 gp and roll on the Trinkets &
20
Curios table.
1d100 CARRY LOOT
2d6 gp plus Jasper or Onyx stone(s)
21
1d4 gp and roll on the Trinkets & worth 5d20 gp.
1
Curios table.
22 3d4 gp.
Quartz or Agate stone(s) worth
2
1d10 gp.
251
2d6 gp and roll on the Valuables 3d4 gp and roll on the Trinkets &
23 40
table. Curios table.
2d6 gp plus Jasper or Topaz
24 3d8 gp. 41
stone(s) worth 1d4 x 50 gp.
Nothing of significance (besides
25 42 5d4 gp.
clothes and other obvious gear).
1d10 gp plus a vial, bottle or dust 2d6 gp and roll on the Valuables
pouch of antitoxin (50%) or sleeping 43
table.
draught (50%; ingested, if resisted
26 44 5d8 gp.
make a Con check or fall asleep in
2d4 minutes, unless forcefully
roused). Nothing of significance (besides
45
clothes and other obvious gear).
27 4d6 gp. 2d4 gp plus 50 ft of silk rope (50%)
46
or set of six iron spikes (50%).
28 3d10 gp.
47 6d8 gp.
29 5d6 gp.
48 5d10 gp.
3d4 gp and roll on the Trinkets &
30
Curios table. 49 8d6 gp.
2d6 gp plus Amber or Amethyst
31 3d4 gp and roll on the Trinkets &
stone(s) worth 2d100 gp. 50
Curios table.
32 4d4 gp. 2d6 gp plus Jade or Pearl
51
gemstone(s) worth 1d4 x 100 gp.
2d6 gp and roll on the Valuables
33
table. 52 6d4 gp.
34 4d8 gp. 2d6 gp and roll on the Valuables
53
Nothing of significance (besides table.
35
clothes and other obvious gear). 54 6d8 gp.
2d4 gp plus a sturdy leather case
holding a worn but functional set of Nothing of significance (besides
36 55
lockpicks (50%) or a miniature clothes and other obvious gear).
telescope (50%). 2d4 gp plus a silver mirror (80 gp)
56
37 5d6 gp. or signal whistle (50%).
252
3d4 gp and roll on the Trinkets &
62 7d4 gp. 80
Curios table.
7d6 gp and 50% chance an ethereal 2d8 gp plus Sapphire or Ruby
force takes an interest in the 81
gemstone(s) worth 1d4 x 400 gp.
adventurer, following him around
for 1d4 days. During this time, 82 9d4 gp.
63
spooky but harmless happenings
occur (eg: creaky footsteps, items 9d6 gp and 50% chance this corpse
rolling off tables, muted whispering isn’t completely dead! The dying (or
in the wind, and so on). undead, or animated?) creature
might seek to take action one last
83
64 7d8 gp. time, or simply expire in an
alarming manner. Magical or
Nothing of significance (besides apothecary intervention might save
65
clothes and other obvious gear). the creature at the GM’s discretion.
2d6 gp plus an ivory poisoner’s ring
66 (worth 50gp), with a single dose of 84 9d8 gp.
poison (50% chance). Nothing of significance (besides
85
67 6d12 gp. clothes and other obvious gear).
2d10 gp plus 1d3 healing salves
68 7d10 gp. (50%) or collapsible grappling hook
86
(50%) tucked into a pouch, sack or
9d8 gp and 5% chance of a Magic backpack.
69 Item (85% One Shot, 15%
Permanent). 87 7d12 gp.
3d4 gp and roll on the Trinkets &
70 88 8d12 gp.
Curios table.
2d8 gp plus Emerald, Amethyst or 9d10 gp and 10% chance of a Magic
71 Peridot gemstone(s) worth 1d4 x 89 Item (75% One Shot, 25%
300 gp. Permanent).
72 8d4 gp. 3d4 gp and roll on the Trinkets &
90
Curios table.
2d6 gp and roll on the Valuables 2d10 gp plus Diamond(s) worth 1d4
73 91
table. x 500gp.
74 8d8 gp. 92 10d4 gp.
Nothing of significance (besides 2d6 gp and roll on the Valuables
75 93
clothes and other obvious gear). table.
2d8 gp plus 1d4 vials of acid (50%)
76 94 10d8 gp.
or tripwires (50%).
253
98 9d12 gp. LAIR TREASURE
10d10 gp and 15% chance of a MAGIC
HD GOLD VALUABLES
99 Magic Item (70% One Shot, 30% ITEM
Permanent). 5% (One
1 5d100 gp 30%
3d4 gp and roll on the Trinkets & Shot 90%)
100
Curios Table. 10% (One
2 7d100 gp 35%
shot 90%)
15% (One
3 9d100 gp 40%
shot 90%)
20% (One 12 x
4 45% (1d4)
shot 80%) 1d100 gp
25% (One 15 x
5 50% (1d4)
shot 80%) 1d100 gp
30% (One 20 x
6 55% (1d4)
shot 80%) 1d100 gp
35% (One 30 x
7 60% (1d6)
shot 70%) 1d100 gp
40% (One 50 x
8 1d100 gp 65% (1d6)
shot 70%)
50% (One 75 x
9 70% (1d6)
Lair Treasure shot 70%) 1d100 gp
Lair treasure is generally allocated according to the 60% (One 100 x
10 80% (2d4)
predominant or highest Hit Dice of the recently shot 60%) 1d100 gp
vanquished. An entry generally covers up to 70% (One 125 x
11 1d100 gp 90% (2d4)
several hundred monsters (consolidated in a base shot 60%)
of operations such as a castle, cave complex, 80% (One 150 x
12+ 2d4+2
temple, etc). shot 60%) 1d100 gp
254
Trinkets & Curios
The Trinkets & Curios table is for those oddball marked with druidic signs for son,
items adventurers sometimes stumble across. beastman and bird.
About 90% of the items are non-magical. Many A varnished case containing a string of
have a touch of mystery about them, or the seed of 10 garlic, two wooden stakes and a silver
a side trek. About 10% of the items have a minor holy symbol (star & shield icon).
enchantment. A fragile black paper fan. When
unfolded, the fan depicts two
If a Trinket or Curio is appropriate, the GM rolls mesmerising snake eyes. Once per
1d100 twice and chooses the most appropriate week one target who observes the
result. snake eyes must make a Luck (Will)
11
save or be subject to Gaze of
Beguilement. Using the fan in this way
1d100 TRINKETS & CURIOS drains the user of 1 Luck point and
A 1 ft, deep red and grey feather. If requires a roll on the Dark &
inspected closely, tiny black writing Dangerous Magic table.
can see be seen along the shaft. The A folded piece of parchment reveals a
1 charcoal sketch of a stunning young
writing is in a lost language. If
translated, it reads “The Seeking of the 12 woman. A wide lake and a large tree
Sky God is ended.” split by lightning are depicted behind
A stained scroll case containing an old her.
2 chart revealing directions to the Lost A dog whistle fashioned of bone.
Ruins of Ashabat. When used at night, there is a 50%
A jet black music horn, made of a shell chance of a wild dog with a patch eye
like material, that appears to be in appearing from the wilderness. The
working order. When blown it 13 dog is smart, brave, and friendly to the
3 produces a deep and strangely owner, happy to keep watch or
disturbing sound. If by the water, crabs perform other minor tasks if well
crawl up onto the shore, drawn to the treated. The dog disappears back into
music. the wilderness every dawn.
A single bloodstained tarot card: The A six inch clockwork knight, made up
4 Seven of Swords (signifying betrayal of patchwork metal parts. If wound,
and deception). 14 the knight shuffles forward up to 20 ft,
whirring and clicking, before making a
The broken horn of an Ogre Mage or
5 single strike with his miniature sword.
Minotaur, hung on a leather thong.
A purple silk scarf, bearing the insignia
Tied up with string are the title deeds 15
6 of House Lorca.
to The Hunting Harlot, Port Brax.
A wide leather belt with a studded
A decrepit, and slightly malodourous, bronze buckle. One of the studs opens
preserved rabbit’s foot on a metal 16 a secret compartment in the buckle
chain. Anyone who keeps the foot for (50%) or releases a two inch buckle
7 a day increases their maximum Luck blade (50%).
by 1 point. The Luck point is lost if
An iron wrought rose of spectacular
the owner is separated from the lucky 17
foot. craftsmanship.
An intricate eyeglass shaped in the An envelope, wax sealed with the
8 18 mark of Dominus Cruxus, the
likeness of a yellow cat’s eye.
infamous Tax Collector of Melek.
Three small crystal vials of what Folded parchment containing the
9
appear to be red blood. The vials are 19 notes to a whimsical tune. If hummed,
sung or played on a wind instrument,
255
there is a 50% chance a handful of The serrated tooth of a Bulette (or
butterflies surrounds the musician. 28 similar creature), fashioned into a
The butterflies depart when the tune scary looking knife.
ends. A counterfeit coin of the local
A painted toy boat, in excellent currency, weighted to favour one side
condition. A single child figurine steers (70% chance of coming up heads).
20
the ship. There is space for a second 29 The replica is a perfect copy, apart
figurine, but it appears to be missing. from the weight, which can be detected
Tucked away in a water proof satchel by handling the coin and making a
21 is a sea blue masquerade mask, with a Perc or Int check.
slim wooden handle. A tiny gilded cage with a spotted moth
A small, nickel edged book with a inside, and a medicine dropper filled
hummingbird motif lock. If with nectar. If the moth is released
successfully unlocked, the book underground, it unerringly flies
contains hand written essays on avian 30 towards the nearest surface exit. If
22
husbandry and training by the offered nectar, the moth will happily
reputable (and deceased) Falconer follow the adventurer, returning to the
Kothmai, of considerable worth to the cage to rest or for protection against
right collector. predators.
Fossilized tree sap encasing a six inch A copper ring with a flat shield motif,
23 dragonfly with elongated tentacles 31
polished to a mirror like state.
instead of mandibles. A fine hide throat collar with bone
A hemp sack contains a two ft length studs. Once every 1d4 days, the user
24 of reinforced, silvered chain, attached may press one of the studs to magnify
to silvered manacles. their voice up to 10 times as loud for a
32
A completely sealed, six inch oak few seconds. The enchanted voice
25
barrel, with sloshing liquid inside. may be modified in pitch, and/or
An impeccable leather carry case accompanied by the sound of distant
marked with the twin moons sigil of thunder, lightning or high winds.
the Duskers. Inside are the pieces of A strange yellow candle of foul
an exquisitely crafted miniature smelling wax. Inscribed on the bottom
33
26 crossbow. Assembling the crossbow of the candle is a single word: the
takes 1 minute. Three needle like adventurer’s name.
bolts with tiny poison compartments An apparently empty glass jar with a
are set into the lid (60 ft range, silent, whitewood lid. Any attempt to twist the
1d2 damage + poison). lid loose is immediately met with a
An incredibly heavy, bronze like cube, 34 loud hissing noise, as if the jar is under
with alien hieroglyphs marking each extreme pressure. If thrown, the bottle
side. Once per week, if the hieroglyphs explodes in a 10 ft radius for 3d6
are pressed in a particular order damage.
(requiring a successful Int check), the This corpse has a map tattooed on its
cube resonates a low frequency back. The map is in an ancient
27 thrumming, causing all creatures 35 serpentman tongue. If translated, the
within 20 ft (excluding the user) to map reveals the secret location of the
make a Luck (Will) save or suffer a Spire of Abartu.
moderate madness. Each time the A secure, enamelled box, bound with
cube is used, the order of hieroglyphs silver cord. Inside is a purple seedling
changes, requiring an Int check to 36 growing a single golden leaf. An Int
decipher. (Wilderness Lore) check reveals the
plant is Goldenward, long thought to
256
be extinct. Some records suggest it can A false eye (either in a pocket or the
be made into a special tonic with corpse’s replacement eye). The iris
46
protective properties. snaps open to reveal a small secret
A multi-coloured gemstone of curious compartment.
37 origin. No stone dealer alive is able to A gold coloured pill box depicting a
identify it. single cat on the lid. Inside are the
In a small pouch is a tuft of thick, dark shadows of eight cats. If the owner fails
brown hair, bound with string. Over an All Dead or Mostly Dead check,
47
the next few days, hair towards the the failure is automatically turned into
38 centre of the tuft seems to grow slightly a success. The next time the owner
longer. The hair is from a lycanthrope, attempts to locate the box, it cannot be
and might be a valuable potion or found.
medical ingredient. Wrapped in a clean linen cloth is a
A sturdy hide pouch sewn shut with single, ordinary looking acorn. Sewn
48
39 strong fishing line. Something small into the corner of the cloth are the
wriggles inside. words High Aldwin.
A spare boot stuffed with straw. If the A wine case containing a bottle
boot is emptied, a dark green, scaled labelled Rowfred’s Finest Red,
40 egg is found. The egg is about the size 49 depicting a cheery bald fellow, raising
of a child’s fist, and is warm to the his glass with a sly wink. There is a 50%
touch. chance the wine has been poisoned.
A promissory note to Ms Lorthe The left side of a white gold, two halves
Toureme, entitling her to “three of the 50 heart necklace. Inscribed on the back
41
finest racing steeds of the Rinwolde are the words Till next we meet.
Family Stables.” A pair of fine, leather gloves, black in
A very ancient and ornate bronze oil 51
colour. The right glove has six fingers.
lamp, badly tarnished and in need of a A cold iron cage lantern, with no oil
42 thorough clean up. From time to time, reservoir or candle spike. The
the lamp seems to creak of its own oversized handle ring has a broken
accord. 52
chain link attached to it. The lantern is
A crimson envelope bearing a blue inscribed with runes of holy
star sigil. Inside is a fine piece of folded abjuration.
parchment in a rare language. If A small book entitled Path to
translated, it reads: Forgiveness, edged in gold filigree.
43
Alive as thee but absent breath Inside, some pages have been cut away
Cold in life as we’art in death 53 to insert a small gold ingot and a
Always a thirst we ever drink handwritten note, stating “As agreed,
Clad in mail but never clink3 three more once Father Moon is crow
Wrapped in a gold handkerchief is a pickings.”
red bamboo Shenzu finger puzzle An antique crystal perfume dispenser
44 patterned with white stars. Suspended with a hose and squeeze pump. The
in the middle of the puzzle is a small, 54 top of the dispenser is decorated with
fluffy feather. a pewter octopus. A green liquid can
A small velvet bag with a tiny be seen inside.
padlocked draw chain. If opened, the A small cane box with the words “Eat
45
bag contains the varnished skull of a Me” imprinted on small nickel plate
human baby. 55
set into the top. Inside is a small iced
cake.
3
The riddle’s answer is Fish.
257
A polished jet black orb that reflects distant north, and is surely encased in
nothing, wrapped in cloth. If the orb is snow and ice. The island does not
revealed within 2 ft of a small open appear on contemporary maps, but is
flame, such as a torch or candle, the referenced in some rare texts as a
flame is extinguished and the orb burial ground for ancient giant kin.
56 grows warm for 1d4 hours. Larger fires A crystal bracelet fashioned in a fog
such as a campfire have a 50% chance motif, with three animal charms
of being extinguished. Magical fire, or 65 attached: a bird, a wolf and an octopus.
fires of humanoid size or greater are There are links for two other charms,
unaffected. The orb may absorb up to but they are missing.
1d4 fires each day. A brass bicep bracer engraved with a
A cold iron amulet stamped with Genie like figure. Anyone that wears
geometric designs not attributable to 66 the bracer for 24 hours becomes
57
any current day culture. Anyone who immune to fire, including magical fire,
wears the amulet does not dream. as long as the bracer is worn.
A small drawstring pouch containing a A lightweight wooden case containing
4 inch statuette of pure gold, shaped to a luxurious feather quill. Two small
58 resemble a field mouse standing on its bottles of ink are also set into the case.
67
hind legs, pawing at the sky (400 gp, The first ink is a faint brownish yellow,
but possibly cursed). and smells like bile. The second is
An ebony ring carved like entwined congealed blood.
59 vines. If exposed to water, the ring A hand sized ball of parchment tied up
sprouts tiny green leaves. with string. If the string is removed,
Wrapped in colourful braided cord, 68 and the many parchment layers
are legal papers entitling the bearer to unwrapped, at the centre is a pinch of
60
a one half share in Delecarte’s Circus odourless and tasteless white powder.
Les Wonderment (a forgery). A fine ring case festooned with silver
A 100 ft coil of giant spider silk rope. filigree, but with no ring inside. A false
The rope is extraordinarily light and 69 bottom reveals a coin sized, obsidian
strong, with incredible tensile strength disk, depicting a black raven with three
61
and resistance to severing. On the eyes.
other hand, the rope is highly A pair of plain leather gloves. Across
flammable and burns quickly. the back of the left glove is concealed
70
The blackened, clawed finger of the a very flat skeleton key/lockpick of
ancient hag Menethorii of the incredible workmanship.
62 Unseelie Court. Some say the spiteful A tarnished gold anklet chain with
hag comes for her missing digit every three tarnished charms: a windmill, a
blood moon. 71 boot and a torch. A fourth, gleaming
A bronze tablet bound in human skin. and untarnished charm, is also
The tablet is inscribed in an ancient attached: a sailing ship.
tongue on both sides. If translated, a A brass bas-relief, depicting a life like
rambling account is revealed, seeming image of the finder’s parent, sibling, or
63 72
to expound the means of childhood imaginary friend, trapped
communicating with (or perhaps within a gilded cage.
binding?) the demon Uln-Rgaoon, A heavy eight inch gate key, fashioned
Child of Whispers. of cold iron, inscribed with
In a cracked, old map case, is a 73 hieroglyphs from an earlier age. If
nautical map with co-ordinates to a translated, the hieroglyphs translate to
64 mysterious isle recorded as Varn Star Door.
Karagoss (translation Place of Ending).
The island is many leagues to the
258
A seal stamp made of dark yellow out at night to eat leaves, fruit or meat.
74 stone that is always cool to the touch. If treated well, the crab keeps watch
The seal is a leafless tree. for the wearer, scaring off vermin or
A kraken like statuette, carved from pinching the wearer awake if danger
75 threatens.
blue and white coral.
In a padded pouch is a small, brass A drawstring pouch containing three
hourglass, filled with a very dense, sticks of green incense, stamped with a
76 two headed monkey. Anyone who
dark red mist, instead of sand. It is
surprisingly heavy. 84 breathes the smoke of the incense for
A tiny opal jar containing two pinches more than 5 minutes must make a
of extremely fine, bright blue dust. If Luck (Will) check or suffer a minor
77 the dust is sprinkled on a non-magical madness for 1d10 days.
object, it forms into an exact, A stout smoking pipe apparently made
permanent copy. of lacquered wood. In fact the pipe is
A thick journal bound in grubby fur, made from hardened iron, expertly
filled with awful, highly disturbing 85 painted to pass for wood, and makes
sorcerous ramblings. Anyone who for an excellent bludgeon. The pipe
studies the journal intently (taking a can be used to smoke, but is very
78 heavy, requiring at least one hand.
number of days, if not weeks) may
learn to cast one 1st level spell per long A glass jar with air holes in the lid,
rest, but also develops an incurable containing a dozen small beetles and
moderate madness. 86 some lettuce leaves. If the jar is tapped,
A white veil with a slim adamantine the beetles glow brightly, softly
79 chain. The chain is incredibly strong, illuminating a 5 ft radius.
and could be used as a garrotte. A brick. Looks harmless enough, but
An ebony canister sealed with wax. then, most bricks do. Might be
87
The canister is filled with ash, in the inscribed with the words Mr Brick in
80 middle of which are a pair of pulsating, small writing on one side (50%).
purple pods, connected together by A two inch lead figurine, depicting a
slick, black tendrils. striking young priestess, holding aloft a
A hemp sack filled with coal. If the tentacled orb. From time to time, very
coal is examined, small bite marks can faint muttering can be heard coming
be seen on some pieces. Concealed in from the figurine. If placed next to a
the sack are 1d2 Xornlings, diminutive person’s ear, the tentacled orb
81 fey that eat rocks and metals. The animates, caressing the holder’s ear
xornlings have been eating coal for 88 and enabling the muttering to be
quite a while, and are ready to move understood. There is a 50% chance
onto something more appetising, like the figurine imparts useful information
steel. Or gold. betwixt disturbing truths mankind
A padded tube holds a small, ought never know. After learning any
adjustable convex mirror, connected useful information, the user must
to an extendable rod (enabling the make a Will check or suffer a minor
user to peek around corners without madness.
82 A drawstring pouch of fifty cold iron
exposing himself). The base of the rod 89
includes a small hidden compartment, caltrops.
big enough to fit a small gem, coin or A scroll of complex formulae and
similar object. 90 charcoal sketches, depicting some
A colourful seashell amulet on a string manner of winged flying contraption.
83 of dark beads. A friendly, amphibious Two old, stained jars, containing an
hermit crab lives in the shell, venturing 91
awful smelling, yellowed viscous
259
sludge. The mix inside is a unique small glass bottle inside the box holds
chemical of rare concoction, what appears to be powdered horn. A
producing a fast acting glue effect when person knowledgeable in Arcane Lore
exposed to air. If thrown at a creature, might identify the material as unicorn
a Str contest vs Str 16 is required. On horn, legendary for its healing
a failure, the target is glued to the spot, properties.
has his arms glued, his face glued, or A wooden witchdoctor mask, trimmed
some other similar setback. The Str with bright feathers and two horns
contest may be repeated each round made from the teeth of a large cat or
98
(as an action) to break free. other predator. The mask has three
A steel flask with a safety latch painted eyes and a beak instead of a
attached. A sloshing liquid can be mouth.
heard inside. The flask contains a A seven inch, primitive cutting blade
black, putrid smelling brine (diseased; made of basalt stone. Wide groves are
anyone exposed to the smell must carved into the blade and handle to
99
make a Luck (Con) save or contract a channel blood down to the pommel.
92
wasting disease, losing 1d4 Con each The pommel has been crudely
day until cured (50%), or a delicious worked to resemble a human heart.
fey honey that increases the user’s Perc
and Dex by 1d4 points for 24 hours 100 Roll on the Valuables table.
(50%, max 18). Either way, the flask
contains two doses.
A thick cotton pouch containing a
handful of powerful lodestones
93 (magnets). A single lodestone within
two feet of a compass produces false
readings.
A sheet of tin rolled up into a scroll
bound with platinum cord. The scroll
must be unwound to be read, and
reveals a chronological star chart,
94
annotated in an alien language. If
translated, the chart suggests a once in
433 year planetary alignment, the Ark
of Phobos, is imminent.
Mixed in with some coins is a two inch
disk of ebony. One side of the disk is
inscribed with three intertwined
serpents. Those in the know
95
understand the ebony tri-serpent is a
symbol of the Six Eyes, a network of
informants with links to House
Vorrox.
A steel hipflask filled with a fiery
whiskey. The brew is particularly
96 potent, requiring a Con check to avoid
becoming intoxicated earlier than the
imbiber expects.
A small wooden box containing three
97
inches of a pearl coloured horn. A
260
Valuables
The Valuables table represents treasure that is not
coins, including for example jewellery, ingots,
gemstones and art objects.
6 An ornate nickel bell (20 gp). 21 Roll on the Trinkets & Curios table.
A tin ring with geometric designs (30 1d8 jasper stones worth 5d20 gp
7 22
gp). each.
8 An intricate bronze necklace (40 gp). 23 1d8 onyx stones worth 6d20 gp each.
An immaculate, water proof cloak of
9 A pure nickel ingot (50 gp). 24 luxurious wool from the fashion
A gold gilded lantern of the houses of Crow’s Keep (120 gp).
10 An obsidian circlet of dwarven
Priestesses of Argona (60 gp). 25
design (130 gp).
11 Roll on the Trinkets & Curios table. A five inch ivory statuette of a
26 handsome bard playing a lute (140
1d10 crystal stones worth 5d10 gp gp).
12
each.
A silver ring with an ivy motif (150
1d10 turquoise stones worth 7d10 gp 27
13 gp).
each. A finely detailed brass amulet,
A fine painting of the lost temple of 28 depicting a primordial sun goddess
14 Ortu Menon, nestled at the base of a (160 gp).
mountain valley (70 gp).
261
A bundle of promissory notes from A copper bell decorated with small
29 the Hargraves Mercantile Collective 50
topaz gemstones (360 gp).
(170 gp).
51 Roll on the Potions table.
30 A silvered hook hand (180 gp).
1d6 pearl gemstones worth 1d4 x
52
31 Roll on the Trinkets & Curios table. 100 gp each.
1d6 jade gemstones worth 1d4 x 150
1d8 amber stones worth 2d100 gp 53
32 gp each.
each.
A trio of ebony dice with pips inlaid
1d6 amethyst stones worth 2d100 gp 54
33 with pearl (400 gp).
each. A teak masquerade mask, with
A mahogany harp with silver edging 55 ornamental jade and a deep purple
34
(200 gp). feather (420 gp).
An intricate silver candelabra (210 A one ft bronze sceptre with a claw
35 56 on the end, encrusted with small
gp)
A three inch brass orb decorated bloodstones (450 gp).
36 with a platinum rope pattern (220 An intricate silver double finger ring,
57
gp). depicting a pair of swallows (460 gp).
A silver anklet with a dragon motif A pair of ivory earrings studded with
37 58
(230 gp). tiny diamonds (470 gp).
A leather forearm bracer studded
38 59 A small silver ingot (480 gp).
with small turquoise stones (240 gp).
An oak telescope inlaid with a jasper
39 A pure copper ingot (250 gp). 60
wave motif (490 gp).
A silver orb set with holy icons,
40 61 Roll on the Scrolls table.
inscribed with gold (280 gp).
1d4 opal gemstones worth 1d4 x 200
41 Roll on the Potions table. 62
gp each.
1d6 jasper stones worth 1d4 x 50 gp 1d4 moonstone gemstones worth
42 63
each. 1d4 x 250 gp each.
1d6 topaz stones worth 1d4 x 75 gp A one ft jade statue of a coiled
43 64
each. serpent (540 gp).
A bronze chalice studded with small An ornate silver bowl with a sun
44 65
onyx gemstones (300 gp). motif, rimmed in gold (550 gp).
A finely crafted silver brooch with a A six inch articulating hound,
45 fashioned of burnished steel, with a
lion motif (310 gp). 66
A six foot tapestry depicting a gold key and tiny emerald eyes (560
46 ferocious battle between armour gp).
clad giants in the clouds (320 gp). A bronze circlet decorated with
67
A bronze bracelet with gold charms moonstones (570 gp).
47
depicting the four elements (330 gp). A gold signet ring with a human eye
68
A silver necklace with an amethyst motif (580 gp).
48
pendant (340 gp). A trio of silver bangles with a corded
69
A four ft chest containing colourful rope motif (590 gp)
49
bolts of fine silk (350 gp). A magnifying glass with a silver
70
crescent moon motif (600 gp).
262
A small gold ingot, stamped with the
71 Roll on the Scrolls table. 89
boar sigil of Jarl Osgerd (1,100).
1d3 amethyst or peridot gemstones A platinum compass with gold
72 90
worth 1d4 x 300 gp each. markings (1,200 gp).
1d3 emerald gemstones worth 1d4 x Roll on the Magic Items (Obvious)
73 91
350 gp each. table.
An antique wooden shield plaque, 1d2 diamonds worth 1d4 x 500gp
depicting a two headed human, 92
74 each.
decorated with dark opals and A small unmarked platinum ingot
amethyst stones (620 gp). 93
(1,300 gp).
A lifelike, five ft sandalwood statue A blacksteel breastplate decorated
75
of an attractive man (630 gp). with a gold and platinum griffon
A two ft mahogany chest edged with 94
motif, highlighted with small rubies
gold and studded with amber (1,400 gp).
gemstones. The chest’s lock is A silver incense brazier and chain,
76
inordinately difficult to pick 95 studded with amethyst gemstones
(imposing disadvantage with a -3 (1,500 gp).
penalty. 640 gp).
A gold quill studded with small
A silver necklace with a gold pendant 96
diamonds (1,700 gp).
77 in the shape of a dancing flame (660
gp). A fine platinum necklace decorated
97 with ruby encrusted teardrops (1,800
An ebony ring studded with small gp).
78
peridot gemstones (670 gp).
A gold crown decorated with small
A four inch alabaster skull, 98
emeralds (2,000 gp).
79 decorated with platinum lines and
tracings (680 gp). A single perfect diamond worth
99
An ivory signal horn with intricate 2,500 gp.
80 bronze capping, encrusted with Title deeds to Eventide Isle, located
amber gemstones (680 gp). 100 in one of the larger inlets of Lake
Roll on the Magic Items (Discreet) Argos.
81
table.
1d2 sapphire gemstones worth 1d4 x
82
400 gp each.
1d2 ruby gemstones worth 1d4 x 450
83
gp each.
An ancient pair of cold iron
84 gauntlets, decorated with holy
symbols and moonstones (720 gp).
An ebony walking cane with a
85 hardened platinum tip and opal
octopus handle (740 gp).
An exquisite ten inch silver tree
86 sculpture, leaves studded with tiny
diamonds (850 gp).
A silver crown with platinum tracery
87
in a cloud motif (900 gp).
A platinum ring with a lion motif
88
(1,000 gp).
263
One Shot Magic Items 26-27 Flame Aegis
In a low fantasy setting, all magic items are rare,
but one shot items such as potions and scrolls are 28-30 Giant Strength
more common than permanent items.
31–32 Glad Fortune
41–42 Poison
264
A Wisp Unseen: As the spell. Sever Arcarnum: You may cast Sever Arcarnum
Abrupt Diminution: You instantly shrink to a once during the time the potion lasts.
minimum height of six inches. Alternatively, if you fail a Luck save to resist magic,
Betwixt Time & Space: As the spell. you may use the potion effect to negate the spell
Borrowed Talent: You steal one ability from the (for yourself only) instead.
next creature you touch, including the ability to Sharpened Senses: You can see in normal
cast a specific spell, if desired (a Luck (Will) save darkness, gain echolocation like a bat and the
resists). olfactory sensitivity of a bloodhound.
Cradle of Formlessness: As the spell. Sight Beyond Sight: As the spell.
Deny Fate: You may cause any one roll that affects Solace of Argona: As the spell.
you to be rerolled. Soothing Edict: As the spell.
Dragon’s Breath: You breathe fire, lightning, acid Spider Essence: You may walk up walls and on
or poisonous gas in a cone 60 ft long and 20 ft wide ceilings etc like a spider.
at the base, causing 10d6 damage (Luck (Dex) save Starmaiden’s Miracle: As the spell.
for half). Strange Shifting: You may change shape into
Draught of Courage: Gain immunity to fear, another single humanoid or natural animal form.
madness and a +2 bonus to attacks and damage. You gain the physical capabilities of the creature
Dwarven Snout: You sniff out large quantities (at you mimic, but retain your intelligence and
least 500 gp worth) of treasure (coins, art objects, personality. You may change back and forth
gems, etc) within 500 ft. between your real form and the other form using
Earth Asunder: You can burrow through earth, an action.
stone, metal and wood at a rate of 5 ft per minute. Towering Growth: You grow up to 20 ft in height.
Magical material or warded areas have a 50% Your Str increases to a minimum of 16. Your
chance to resist the effect. weapon die increases by two categories (dice
Flame Aegis: You are immune to normal fire and categories are: d2, d3, d4, d6, d8, d10, d12, 2d8,
suffer only half damage from magical fire. 2d10, etc).
Fusing of Flesh: As the spell.
Giant Strength: You gain Str 22 (modifier +5) for
melee attacks, damage and acts of strength.
Glad Fortune: Restores 2d4 Luck points.
Life Leeching: Your touch drains 2d6 hit points
from a living target, and you heal the same amount.
Each time you drain hit points in this way, make a
Dark & Dangerous Magic check.
Nostrum of the Dying: As the spell.
Perfect Timing: You gain advantage on Luck rolls,
and enemies suffer disadvantage on attacks against
you.
Phasing Form: You move at twice normal speed
and physical attacks against you have a 50% miss Uncanny Communion: You can speak, read and
chance.
understand all languages. There is a 10% chance
Poison: 1d4 doses of poison.
this effect becomes permanent.
Rejuvenating Succor: As the spell.
Unshackled Celerity: As the spell.
Rightful Ascension: As the spell.
Water Mastery: You can breathe water, swim as
fast as a shark, and walk on water if you wish.
Wings of the Starless Abyss: As the spell.
265
Scrolls
Magical scrolls contain spells that anyone may
attempt to cast (including the illiterate). Part of
their enchantment includes the ability to read and
comprehend the arcane runes contained within.
26-40 1d4 x 1st level spells In order to permanently enchant an object, the
creator must sacrifice a portion of their personal
power, binding it to the item for as long as it
41-50 2nd level spell
persists, a price many spell casters are not
prepared to pay. In addition, it is sometimes
51-60 1d4 x 2nd level spells necessary to bargain with otherworldly forces to
complete the creation process (a prospect most
61-70 3rd level spell magicians prefer to avoid).
71-75 1d4 x 3rd level spells On the one hand, whilst permanent magic items
are infrequently made, once created, they are
incredibly hard to destroy, and often endure for
76-80 4th level spell hundreds (if not thousands) of years. An
adventurer stumbling across a magical sword is
81-85 1d3 x 4th level spells likely to find one fashioned in the style of a past
age rather than the present. Similarly, an amulet of
86-90 5th level spell mystical power is more likely a druidic token from
a lost tribe rather than recent invention. A
permanent magical item cannot be destroyed by
91-95 1d2 x 5th level spells ordinary means (although they can be damaged,
albeit often not easily). The GM determines how
96-100 6th level spell a particular item might be destroyed or
disenchanted.
266
Appearance and History
Each magic item has its own special appearance or
feel, and a unique history. An enchanted object
need not be flashy or made of expensive materials,
but anyone who wields it understands there is
something different about it. Perhaps a sword
never dulls, a gnarled staff is warm to the touch, or
a breastplate moulds itself to fit the wearer
perfectly. Items such as these endure over
generations, developing histories of their own as
they pass from one keeper to the next.
267
Attunement
All permanent items require the user to bind
themselves to the object before being able to
access its properties. This process might take
minutes, hours or days, varying from item to item.
Once bound however, the adventurer and object
establish an intangible but undeniable sorcerous
connection; a mysterious joining that matures over
time.
268
physical assaults. Every physical attack Reflection: Once per week, the user
that targets the user (only) has a 20% may make a Luck save to reflect an
45-47
miss chance. Check for a Dark & attack or magical effect back on the
Dangerous effect each time a miss attacker (reroll any attack roll).
occurs. Thunderclap: Once every 1d4 days,
Sabretooth: Once per week, the user the user may invoke a thunderous
may spend an action to summon a force, generating a 60 ft cone with a 20
48-50
sabretooth cat. The monster follows ft base. Creatures and small objects in
22-24
the user’s directions and remains until the cone are flung backwards 1d6 x 10
slain or 1d4 hours, whichever occurs ft. A Luck (Con) save resists.
first. Swiftness: Once every 1d4 days, the
Vampiric: When the user is user gains +2 AC, +4 bonus on
51-53
Staggered, if the user injures a living initiative checks and doubles her
creature, the user may heal 2d4 hit movement speed for 2d6 rounds.
25-27
points. Check for a Dark & Forbidden Invocation: Twice per day,
Dangerous Magic effect each time the the user may invoke an effect on the
user heals. 54-56 Dark & Dangerous Magic table. Do
Frightful: Once every 1d4 days, the not test for a separate additional Dark
28-30 user may cast Behold the Secret & Dangerous Magic effect.
Truth. Leaping: Once every 1d4 days, the
Disintegration: Once per week, the user may add a 30 ft leap (in any
57-59
user may touch the item to another direction or trajectory) to his normal
object, instantly turning the target move distance.
31-33 object to dust. The target object must Intelligent: The item is infused with a
fit within a 10 ft cube. If the target personality, which is capable of
object is possessed by another communicating with the user
creature, a Luck save resists. telepathically when touched. Most
Chaos Boon: Once every 1d4 days, such entities have excellent memories
this item mimics the effect of one and are able to provide advice on a
random potion. The user understands range of topics. Unfortunately, such
34-35 the nature of the boon before deciding entities tend towards insanity over the
60-62
whether to spend an action to invoke longer term. Some are even capable of
it. The boon automatically changes generating spell like effects (often, but
every 1d4 days. not always, when the user wants them),
Giantblood: Once every 1d4 days, the or are capable of usurping control of
user may spend an action to grow to 9 their user for short periods. Test for a
36-38 ft and increase her Str score to 20, Dark & Dangerous Magic effect after
gaining +4 to hit and damage for 2d6 the provision of any significant advice,
rounds. spell or usurping effect.
Shifter: Once every 1d4 days, the user Spider Soul: Once every 1d4 days, the
may invoke the effect of a Strange user may (i) move up walls or across
39-41
Shifting potion, except the duration is the ceiling for 2d6 rounds (no action),
1d10 minutes. 63-65 or (ii) after hitting with a physical
Spell Shield: Once per week, the user attack, cause a poison effect in
may make a Luck save to capture a addition to normal damage (poison
spell that includes the user as a target, details at GM’s discretion).
42-44 storing the magic in the item (and Wonderment: Once per day, the user
negating the spell’s immediate effect). may spend an action to conjure a
66-68
The user may spend an action to cast random magical effect. Consult the
the stored spell at a later time. internet for a random effects table to
269
your liking (eg: the OGL Rod of Opening: Once every 1d4 days, the
Wonder). user may spend an action to open any
Hurling: After being thrown, this item 87-88 and all locks, manacles, knots, barred
flies back to the user’s hand before the doors or blocked entry ways within 30
end of her turn (if desired). When ft.
69-71 used to make a thrown attack, the item Transforming: This item has two
criticals on a natural 17-20 attack roll. forms: a weapon and a brooch, ring or
Test for a Dark & Dangerous Magic other piece of innocuous jewellery.
89-90
effect on a critical hit. The user may spend an action to
Fey Passage: Once every 1d4 days, the instantly transform the item from one
72-74 form to the other.
user may cast A Wisp Unseen.
Obscuring Fog: Once every 1d4 days,
Scrying: Once per week, the user may the user may spend an action to fill a
observe (like Sight Beyond Sight) a 60 ft diameter area with thick smoke,
named entity on the same plane of 91-92 fog or mist. All creatures in the area
existence for 1d6 minutes. The user are blinded. The smoke, fog or mist
75-77 must complete a ritual taking 1d4 naturally disperses within 1d6 x 10
hours before invoking this effect. minutes.
Scrying is blocked by a thin sheet of Searing Ruin: Once per week, the user
may spend an action to shoot a searing
lead, or stone or wood more than 1 ft
93-94 beam at one target within 120 ft. The
thick. beam causes 10d10 fire damage (Luck
Cloudrunner: Once per week, the (Dex) save for half).
user may spend an action to summon Soul Trap: Once every 1d4 days, the
a small flying cloud chariot. The cloud
user may spend an action to trap the
78-80 chariot has a move rate of 60 ft and soul of a recently deceased creature
can carry two sitting humanoids or (within 1d4 rounds) in the item by
four standing. The chariot lasts for touching the corpse. At a later time,
1d4 hours. 95-96
the user may cast Riddle of Bones,
Serpentine: The user may spend an which releases the soul, or Nostrum of
action to transform the item into a the Dying, which harvests it. Test for a
giant serpent (see monster entry for Dark & Dangerous Magic effect when
81-83 details). The serpent obeys the user’s a soul is trapped.
directions. The monster remains until
slain (reverting back to object form) or Unseen Force: Once every 1d4 days,
97-98
1d4 hours, whichever occurs first. the user may cast Hand of the Void.
Storm Caller: Once per week, the user Dark Blessing: The user does not age,
may summon light, moderate or heavy and gains a 50% chance to negate
weather of his choosing, ranging from undead based level drain or attribute
99-00
pleasant sunshine, oppressive heat, drain. Test for a Dark & Dangerous
torrential rain, thunderstorms and/or Magic effect each time an undead
dangerous winds. Catastrophic effect is negated.
weather such as cyclones or tsunamis
84-86 is generally not possible. The
unnatural weather lasts for 1d4 days
and spreads over a 1d10 mile
diameter region. In order to summon
the weather, the user must complete a
1d4 hour ritual. Test for a Dark &
Dangerous Magic effect each day the
weather persists.
270
effect after each telepathic
conversation.
Magic Resistance: The user gains
continual 50% magic resistance
(including against beneficial effects).
The user can turn this resistance on or
4
off with an action. Check for a Dark &
Dangerous Magic effect each time the
magic resistance negates a magical
effect.
Speaker of Tongues: The user
understands, speaks and reads all
languages. Test for a Dark &
5 Dangerous Magic effect after each
translation or conversation in a
language normally unknown to the
user.
Resilience: The user reduces all
damage suffered by 2 hit points, and
6
critical hits against the user are treated
as normal hits instead.
Fortune: The user gains a 33% chance
to ignore any reduction of her Luck
7 attribute. Test for a Dark & Dangerous
Magic effect each time the effect
occurs.
1d20 DISCREET PROPERTIES Deflection: Once per round, after
being hit by a ranged attack, the user
Indestructible: The item cannot be 8
may choose to make a Dex check to
marked, damaged or destroyed by negate the attack.
anything less than a supernatural entity
Darksight: Once every 1d4 days, the
of demigod like status. When reduced 9
user may cast Nightcrawler’s Boon.
1 to zero hit points, the user has
advantage when determining (i) Mage Sight: Once every 1d4 days, the
whether he is All Dead or Mostly user may spend an action to detect
Dead, and (ii) when rolling on the 10 within 60 ft (i) magic, (ii) invisible
Injuries & Setbacks table. creatures or objects, and (iii) illusions.
Beheading Blade: This weapon is The effect lasts for 1d6 x 10 minutes.
impossibly sharp against flesh, bone Thiefly Arts: Once every 1d4 days, the
and sinew. On a natural 19 or 20 attack user may automatically succeed at
2 roll, the target loses a limb or is picking a lock, picking a pocket, hiding
11
beheaded. Check for a Dark & or moving silently. This ability may be
Dangerous Magic effect each time this invoked immediately after failing the
occurs. roll to attempt such an action.
Telepathic: the user may communicate Jack of All Trades: While the user
telepathically with one intelligent possesses this item, they count as
creature at a time within 120 ft. A trained in all skills, and gain one
12
3 recipient may respond in kind if it additional Reroll Pool die. Test for a
wishes, assuming it understands the Dark & Dangerous Magic effect when
user’s language. This ability is at will. applying a bonus skill or reroll die.
Check for a Dark & Dangerous Magic
271
True Grit: When Staggered, the user
gains a +2 bonus to AC, and rerolls any
13 failed Luck saves. Check for a Dark &
Dangerous Magic effect when a Luck
reroll succeeds.
Sure Striking: Once every 1d4 days, the
user may turn a missed attack roll, or
14
ordinary successful hit, into a critical hit
instead.
Uncanny Parry: Once every 1d4 days,
15 the user may negate a melee attack that
would otherwise hit or damage him.
Natural Prowess: Anyone may wield
this weapon or don this armour even if
it is not on their class list. Test for a
16
Dark & Dangerous Magic effect during
each combat in which the weapon or
armour is used.
Sixth Sense: The subject is never
surprised, automatically wakes from
sleep if in danger, and gains advantage
17 on initiative checks. Test for a Dark &
Dangerous Magic effect each time the
user may have been surprised, but for
this item.
Shroud of Secrets: The user has
advantage on all knowledge checks and
may sometimes make a check for
information she couldn’t possibly
18
know (GM discretion). Test for a Dark
& Dangerous Magic effect if both dice
roll 15 or higher, or the user recalls
information they could not know.
True Blood: The user is immune to
poisons and diseases of all kinds
19 (including magical). Check for a Dark
& Dangerous Magic effect each time
this protection triggers.
Fleet of Foot: The user gains a +15 ft
bonus to his speed, and has advantage
on Interception and Chase checks.
20
Check for a Dark & Dangerous Magic
effect each time the user exceeds his
normal speed.
MIDLANDS
Midlands Low Magic Sandbox Setting, published In the corridors of power, highborn, priests and
Nov 2017, is a low magic, points of light, medieval the wealthy squabble for control, heedless to the
fantasy setting written for Low Fantasy Gaming. An struggle of the common man. From this melting
outline of the main themes is set out below. pot of ambition, new contenders rise each day,
grasping for opportunity.
Medieval Fantasy
Also known as Argosa, the Midlands is a medieval Ancient Mysteries
fantasy realm with a mix of cultures and In the Third Age, the prevailing cultures are
technology similar to the Dark Ages, Middle Ages, merely the latest survivors of the region. In past
Renaissance, and Antiquity. eras, darker societies ruled, including the skorn,
cyclopes, serpentmen, urgot and others long
Humans of five cultures contest the region; the forgotten. Elder human civilizations too rose to
Midlanders of Lake Argos (officially Argosans, prominence, including the mummy entombing
most akin to medieval westerners), Nydissians of Ramorans and blood sacrificing Suun. From the
the southern Empire, northern raiders known as fetid bogs of the Trackless Moors to the frozen
Varnori, the albino Karoks holed up in their peaks of the Ironhull Mountains, the ruins of lost
mountain fortress, and the Thuels, barbarian kingdoms linger, waiting to be rediscovered.
nomads of the Great Plains and Argos Plateau.
Silent Gods
Deadly Outlands The inhabitants of the Midlands are religious folk,
The setting is intended as a “points of light” worshiping gods and deities, strengthening their
environment; beyond the fortified walls of spirits with litany and prayer. Sacred customs and
civilization, the wilds are dominated by man eating ceremonies are well established, and the clergy
skorn, ferocious beasts and xenophobic accorded due respect. If the immortals hear the
barbarians. The vast majority of the land is prayers of their faithful however, they deign no
uncharted; there are no roads to guide explorers response. The gods of Argosa are ineffably distant
and no villages to provide respite. and whisper silent; granting no miracles to their
followers, nor intervening in the world in any
Travel between the isolated cities is via armed obvious way.
watercraft or heavily guarded caravans only. No-
one travels the borderlands alone, and to venture Dangerous Magic
beyond the ranger patrols is to court disaster, even In Argosa, magic is not only rare, it is dark and
for the well prepared. inherently dangerous. Sorcery was not meant for
mortals, and this fundamental mismatch taints
Grim Cities every casting with uncertainty. From beyond the
Whilst it is true that the walled bastions of man are Veil, magic draws the attention of dark and
safer than the hinterlands, the cities are fraught inscrutable forces, some of which find ways to
with dangers of their own. On the streets, life is impose their will on the material world.
cheap, and corruption, brutality and exploitation
widespread. So called justice is harsh and In the present day, nine hundred years after
unforgiving, for sale to the highest bidder or Mount Rokan blackened the sky, true sorcerers
exacted through vengeful blades in back alleys. are almost unknown. At most, the walled cities
273
conceal but a few, and the majority of folk will be Other Settings
glad not to witness spellcasting during their
Some other settings well suited for use with Low
lifetime. Yet all have heard the tales, and accept
Fantasy Gaming might include:
that magic is real in one form or another.
• Conan’s Hyborian Age by Robert E.
Unnatural monsters exist, but tend to be unique
Howard.
individuals or geographically isolated tribes.
Enchanted objects are custom pieces and almost
• Westeros from Game of Thrones by
always herald from a past age; once forged they are
George R.R Martin.
remarkably difficult to destroy.
• Primeval Thule campaign setting by
Custom Made Sasquatch Game Studio LLC.
Most importantly, the Midlands is incomplete.
Some cities, cultures and threats have been • The Lands of Legend campaign setting
provided, but many details are for the GM to for Dragon Warriors by Corgi Books Inc.
determine, and in so doing make the setting their
own. • Birthright campaign setting by TSR Inc.
If the referee wants feral elves lurking in the • Lankhmar of the Fafhrd and the Gray
outlands instead of skorn, or Dol-Karok’s humans Mouser stories by Fritz Leiber.
enslaved by dwarves rather than the other way
around - by all means make it so. • Warhammer’s Old World campaign
setting by Games Workshop Ltd.
The primary purpose of Midlands is to provide a
low magic, customisable setting, and equip the GM • The Ice Kingdoms by Mad Martian
with the tools necessary for improvised, sandbox Games.
style play.
• Middle Earth from Lord of the Rings by
JRR Tolkien.
Appendix A: Spell Name Converter
275
Neutralize Poison – Cleansing Charm Deluxe To Original
Object Reading – Echo of Days
Passwall – Phasement to Nowhere
A Wisp Unseen - Invisibility
Phantasmal Force – Waking Dream
Abjure the Unnatural – Circle of Protection 10’ radius
Plant Growth – Unchecked Growth of Soliri
Affliction of the Eyeless Host - Blindness
Polymorph – Sudden Transmogrification
Arcane Aegis - Shield
Protection from Energy – Deny the Nine Furies
Bane of Mortals – Anti-Life Field
Protection from Normal Missiles – Turn Back the
Behold the Secret Truth - Fear
Buzzing Flies
Bending the Stone – Stone Shape
Reflection – Eldritch Mirror
Beseech the Ancient Ones – Contact Other Plane
Regenerate – Starmaiden’s Miracle
Bestial Communion – Speak with Animals
Restoration – Rejuvenating Succor
Betwixt Time & Space - Etherealness
Ritual Magic – Runic Rite of Wonderment
Beyond the Stars - Banishment
Rock Storm – Rain of Stone
Blast of Frozen Ruin – Cone of Cold
Shield – Arcane Aegis
Bloody Blades of Graxus – Blade Barrier
Silence, 15 ft Radius – Globe of Silent Contemplation
Bound by the Black Spiral – Hold Person
Silent Image – Shadows & Dust
Call Forth Simulacra I – Monster Summoning I
Sleep – Insidious Slumber
Call Forth Simulacra II – Monster Summoning II
Slow - Incantation of Exhaustion
Call Forth Simulacra III – Monster Summoning III
Speak with Animals – Bestial Communion
Call Forth Simulacra IV – Monster Summoning IV
Speak with Dead – Riddle of Bones
Chains of Fate - Geas
Speak with Plants – Heed the Silent Forest
Channel Lightning – Lightning Bolt
Stinking Cloud – Fetid Fog of the Rotting Horde
Circle of the Unseen – Invisibility 10’ radius
Stone Shape – Bending the Stone
Cleansing Charm – Neutralize Poison
Stoneskin – Demonic Convergence
Cloud of Choking Torment - Cloudkill
Strength – Tainted Vigour
Conclave of Wind & Sky – Control Weather
Suggestion – Soothing Edict
Cradle of Formlessness – Gaseous Form
Telekinesis – Ineffable Force
Creeping Doom – Creeping Doom
Telepathy – Strange Joining
Crush of the Warp – Hold Monster
Thunderwave – Thunderous Invocation
Curse of Searing Steel – Heat Metal
Transmute Rock to Mud – Melt Crag & Ridge
Delusions of Dark Recall – Modify Memory
True Seeing – Wodon’s Eye
Demonic Convergence - Stoneskin
Unseen Hand – Hand of the Void
Deny the Nine Furies – Protection from Energy
Wall of Fire – Veil of the Balor
Dimension Door – Dimension Door
Wall of Ice – Wall of the White Wastes
Echo of Days – Object Reading
Wall of Iron – Tide of Iron
Eldritch Mirror - Reflection
Wall of Thorns –Hedge of Twisting Thorns
Enduring Radiance – Continual Light
Water Breathing – One with the Deep
Feeblemind - Feeblemind
Web – Strands of Ensnarement
Fell Cavorting of Menethorii – Irresistible Dance
Wizard Lock – None Shall Pass
Fetid Fog of the Rotting Horde – Stinking Cloud
Feywalker’s Drifting - Featherfall
Finger of Death – Finger of Death
Flesh to Stone – Flesh to Stone
Forbidden Wish – Forbidden Wish
Fusing of Flesh – Cure Light Wounds
276
Gaze of Beguilement – Charm Person Sorcerous Misdirection – Mirror Image
Gift of the Fiery Furnace - Fireball Speaker of All Tongues – Comprehend Languages
Glimpse the True Gods - Frighten Spectral Transfixion – Hypnotic Pattern
Globe of Silent Contemplation – Silence 15’ radius Starmaiden’s Miracle - Regenerate
Hand of the Void – Unseen Hand Stormlord’s Vengeance – Chain Lightning
Hedge of Twisting Thorns – Wall of Thorns Strands of Ensnarement - Web
Heed the Silent Forest – Speak with Plants Strange Joining - Telepathy
Hunger for Blood - Haste Sudden Transmogrification - Polymorph
Imperious Soul of the Magus – Magic Jar Summon Primordial Guardian – Conjure Elemental
Incantation of Exhaustion - Slow Sundering Sign - Knock
Ineffable Force - Telekinesis Tainted Vigour - Strength
Inescapable Unmasking – Detect Hidden Thaumaturgical Vesting – Bolster Attribute
Infernal Calling of Baal – Animate Dead Thunderous Invocation - Thunderwave
Infuse Animus – Animate Object Tide of Iron – Wall of Iron
Insidious Slumber - Sleep Timeless Envoy – Magic Mouth
Lash of Unerring Pain – Magic Missile Turn Back the Buzzing Flies – Protection from
Lucent Emanation - Light Normal Missiles
Malediction of Lunacy - Confusion Unchain the World Eater - Earthquake
Mantle of Many Faces – Disguise Self Unchecked Growth of Soliri – Plant Growth
Mask of the Wilderlands – Hallucinatory Terrain Unshackled Celerity – Freedom of Movement
Master of Earth & Stone – Move Earth Veil of the Balor – Wall of Fire
Melt Crag & Ridge – Transmute Rock to Mud Viridian Ray of Unmaking - Disintegrate
Monstrous Subjugation – Charm Monster Waking Dream – Phantasmal Force
Murderer’s Cloak – Greater Invisibility Wall of the White Wastes – Wall of Ice
Mystic Ward – Magic Resistance Ward of Lost Souls – Circle of Protection
Nightcrawler’s Boon - Darkvision Wave of Obedience – Mass Suggestion
None Shall Pass – Wizard Lock Whispers of the Watchers - Locate
Nostrum of the Dying – Cure Serious Wounds Wings of the Starless Abyss - Levitate
One with the Deep – Water Breathing Witchblade - NA
Phasement to Nowhere - Passwall Wodon’s Eye – True Seeing
Pierce the Veil – Detect Magic Word of Ending – Death Spell
Place of Perfect Night – Darkness 15’ Radius Writhing Fog – Fog Cloud
Purge the Accursed – Cure Malady
Rain of Stone – Rock Storm
Reaper of Hidden Shadow – Invisible Stalker Designer’s Thoughts: Missing Magic?
Rejuvenating Succor - Restoration
Riddle of Bones – Speak with Dead Certain kinds of magic are absent from the default
LFG spell lists, namely: resurrection magic, long
Rightful Ascension - Fly
range teleportation, thought/lie detection, and
Rite of Revelation – Legend Lore
alignment detection (LFG does not use an
Runic Rite of Wonderment – Ritual Magic alignment system).
Sever Arcarnum – Dispel Magic
Shadows & Dust – Silent Image These kinds of spells tend to undermine some of
Shennog’s Blessing – Hideous Laughter the mystery of the setting, or bypass investigation
Sight Beyond Sight - Clairvoyance or exploration. “Death is permanent” is also an
Solace of Argona – Cure Minor Injury important low magic trope, consistent with a gritty
Soothing Edict - Suggestion
baseline world.
277
Appendix B: NPC Generator
MIDLANDER NAMES KAROK NAMES
d20 d20
MALE FEMALE MALE FEMALE
ROLL ROLL
1 Aldred Odessa 1 Mateo Cataline
278
NYDISSIAN NAMES VARNORI NAMES
d20 d20
MALE FEMALE MALE FEMALE
ROLL ROLL
1 Decimus Lucidia 1 Gunthar Freya
279
PERSONALITY QUIRKS SPEECH QUIRKS
280
Appendix C: Unit Combat Cheat Sheet
Combat Order
1. Ranged Attacks
RANGED ATTACK
2. Movement
3. Melee Attacks Ambush! The attacking force is
4. Final Confrontation Check ambushed by hidden enemies;
2–4
immediately place a (bonus) enemy
MOVEMENT MODIFIERS infantry unit at the same location.
Defiant. The target weathers the storm
Favourable (roads, paths, game trail, 5–7
+1 with few losses.
shortcut through the backstreets, secure
bonus Shaken. The target must make a
battlements with no enemies). 8
Morale check or break.
Average (relatively open plains, light
woods, low hills, skirmishing melee, - 9+ Rain of Doom. The target is destroyed.
occasional pot shots from enemies).
Difficult (trackless forest, rising hills MELEE ATTACK
littered with scree, winding underground
-1 2-3 Crushing Defeat. Attacker destroyed.
tunnels, “in the thick of it” melee, pinned
penalty Costly Mistake. The attacker must
down by unrelenting arrow volleys, part of 4
make a Morale check or break.
the building is on fire).
Very Difficult (mountains, steep valley, Outmaneuvered. The target gains a
terrain advantage or the attacker is
thick jungle like plant life, swamp, bodies 5
forced into less favourable terrain
pilling up while surrounded by foes, -2
(target’s choice).
pushing through a fleeing crowd of penalty
civilians, burning rubble strewn streets Steady now. Casualties on both sides,
6
with heavy smoke). but neither gives any real ground.
Impassable without special gear or Drive them Back! The target is forced
removing the enemy first (river, lake, into less favourable terrain, or the
GM 7
cliffs, chasm, blazing inferno, collapsed attacker gains more favourable terrain
decides (attacker’s choice).
bridge, courtyard under heavy catapult
fire, enemy fortifications). Shaken. The target must make a
8
Morale check or break.
Movement Drink from their Skulls. The target is
9+
A engaged unit cannot move until the enemy unit destroyed.
is destroyed or broken. Moving to engage a unit
other than the closest enemy requires a Move
MELEE MODIFIERS
check. If a unit intends to move into or pass
through difficult terrain, the GM may call for a Attacker outnumbers target 2:1 or more +1
Move check. Attacker with terrain or positioning
advantage (high ground, target trapped in +1
Broken Units
A unit that becomes Broken immediately moves dead end street, etc)
to an adjacent location with the fewest enemies. Attacker with terrain disadvantage
For the remainder of the mass battle, the Broken (crossing river, mud, frozen lake, tangled
-1
unit suffers disadvantage on all tests, and attacks undergrowth, fighting upstairs, scaling
against it gain advantage. A Broken unit that castle walls, heavy smoke, etc)
destroys an enemy unit is restored to normal
status.
281
Appendix D: Character
Sheet
INDEX
Aberrant Terrors, 181 Contents, 2 Gear Availability, 53
Action, 72 Contests, 64 Gear Packs, 56
Adaptable, 30 Counter Attack, 37 GM Tools, 113
Advancement, 110 Cover, 77 Gods, 26
Aerial Combat, 78 Crafting, 111 Group Checks, 64
Alchemy & Mechanica, 16 Creating A Character, 9
All Dead, 79 Credits, 1
Animals, 57 Critical Hits, 77
Halflings, 14
Animals (Ordinary), 186 Cultist, 24
Armour, 62 Custom Monsters, 184 Half-Skorn, 13
Armour Class, 61 Healing, 79
Hireling Advancement, 162
Artificer, 16
Hirelings, 157
Artillery, 116
Damage, 73 Hit Dice, 181
Atonement, 90
Dark & Dangerous Magic, 83 Hit Points, 15
Attribute Checks, 63
Attribute Modifiers, 11 Deadly Strikes, 32 House Of Gears, 19
Attributes, 10 Death, 79 Humans, 13
Degrees Of Success, 64
Attuned Mind, 34
Delay Turn, 67
Attunement, 268
Demons, 182
Illusions, 87
Dexterity, 11
Improvised Monsters, 184
Discreet Properties, 271
Backgrounds, 49 Disease, 123 Incorporeal, 182
Backstab, 41 Divine Rebukes, 87 Initiative, 66
Injuries, 79
Barbarian, 20 Dodging, 73
Inspire Greatness, 22
Bard, 22 Doing Things, 63
Intelligence, 11
Bardic Knowledge, 23 Domain Management, 111
Intercepting, 68
Battle Magic, 34 Downtime, 111
Beast Companion, 38 Downtime Level Up, 110
Blackpowder Weapons, 114 Drowning, 78
Blessings, 24, 87 Dungeon Rooms, 126 Killer Instinct, 21
Blocking An Area, 68 Dwarves, 13 Knock Outs, 78
Boarding, 117 Dying, 79
Born To The Wilds, 21
Boss Monsters, 184
Buildings, 58 Lair Treasure, 254
Elves, 14 Languages, 15
Bypasses, 237
Enlightened Warrior, 37 Lethal Precision, 42
Equipment, 53 Lifestyle, 57
Exploration, 129 Light Sources, 53
Carry Loot, 251 Long Rest, 81
Cause Injuries, 182 Lower Level Pcs, 110
Charging, 68 Luck, 12
Charisma, 11 Failed Exploits, 75
Falling, 68 Lycanthropes, 182
Chases, 69
Ferocious Rage, 20
Chieftain, 21
Fighter, 30
Child Of The Gods, 25
Church Militant, 25 Fighting Styles, 76 Madness, 163
Classes, 15 Final Confrontation, 179 Magic, 83
Finisher, 41 Magic Resistance, 182
Combat, 66
Flight Events, 136 Magic User, 33
Combat Misc Modifiers, 77
Food, 57 Major Breakthrough, 19
Common Equipment, 53
Fumbles, 77 Major Exploit Protection, 184
Complex Traps, 238
Constitution, 11 Major Exploits, 74
284
Martial Arts, 35 Ramming, 119 Stronger Luck, 184
Martial Exploits, 73 Random Encounters, 139 Stronghold, 32
Mass Battle, 167 Ranged Attacks, 73 Sudden Twists, 172
Master Hunter, 40 Ranged Weapons, 61 Suffocating, 78
Master Of Arms, 32 Ranger, 38 Supercharged, 19
Melee Attacks, 73 Rangercraft, 39 Supplies, 32
Melee Weapons, 60 Rare Equipment, 54 Surprise, 77
Midlands, 273 Rare Fighting Techniques, 23 Swarms, 183
Minor Exploits, 73 Reaction Table, 224
Miscellaneous Factors, 77 Ready Action, 67
Modifiers, 63 Rebukes, 87
Tavern Brawls, 228
Monastery, 37 Recharge, 181
Temple, 25
Monk, 35 Reroll Pool, 49
Tenets & Favour, 26
Monk Techniques, 35 Rescues, 75
Monsters, 181 Research, 111 Thieves’ Guild, 42
Monsters By Hd, 185 Rests, 81 Three Second Trigger Rule, 231
Tower, 34
Morale, 224 Retries, 64
Training, 111
Mostly Dead, 79 Rival Adventurers, 225
Traps, 230
Mounted, 76 Rogue, 41
Travel Speed, 129
Move, 68 Round Down, 7
Rumour Hunting, 111 Treasure, 251
Tricks & Techniques, 41
Triggers & Counters, 232
Names, 278 Trinkets & Curios, 255
Naval Combat, 114 Sacred Lore, 25 Troubleshooter, 18
Network Of Informants, 23 Saving Throws (see Luck), 12 Two Handed Style, 76
NPC Generator, 278 Scrolls, 266 Two Weapon Fighting, 76
NPC Reactions, 224 Search Events, 230
Sensing Magic, 83
Services, 57
Unarmed Combat, 76
Session Advance, 110
Obvious Properties, 268 Uncommon Equipment, 54
Shields, 62
Off Turn Attacks, 183 Undead, 183
Ships, 119
Open Hand Versatility, 37 Short Rest, 81 Underground Events, 133
Outpost, 40 Silver Tongued, 22 Underwater Combat, 78
Overland Events, 131 Unique Features, 43
Simple Traps, 231
Unit Combat, 174
Single Weapon Fighting, 76
Unit Combat Cheat Sheet, 281
Sixth Sense, 21
Using Magic Items, 268
Parasites, 124 Skills, 49
Party Bonds, 51 Skirmisher, 42
Party Challenges, 65 Sorcery, 83
Party Retreat, 68 Special Metals, 59 Valuables, 261
Party Spotlight, 167 Special Traits, 181 Vehicles, 57
Percentile Check, 65 Speech Quirks, 280 Visibility, 77
Perception, 11 Spell Casting, 33 Voyage Events, 135
Permanent Magic Items, 266 Spell Descriptions, 93
Personality Quirks, 280 Spell Duration, 87
Pets, 162 Spell Interruption, 83
Physical Features, 280 Spell List, 91 Weapon Properties, 59
Spell Name Converter, 275 Weapons, 60
Positioning, 77
Staggered, 79 Weather, 130
Potions, 264
Standing, 68 Willpower, 11
Starting Distances, 139
Starting Gear & Gold, 15
Races, 13 Steady Shot, 40
Rallying Shout, 23 Zero Level Ordeal, 9
Strength, 11
285
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