Strange Prehistoric Roleplaying

Rules, Setting and Layout
by Emmy Allen

System Inspiration includes
First and foremost, Dungeons and Dragons, by Dave Arneson and Gary Gygax
and similarly, various games in the old school revival, particularly
Lamentations of the Flame Princess, by James Raggi
Beyond the Wall, by John Cocking and Peter S Williams
Adventurer, Conqueror, King by Alexander Macris
And the rules published online by Logan Knight at

All images used are in the public domain.
Thanks go to, who has a wonderful collection of them.

This work is licensed under the Creative Commons Attribution - Non-Commercial 4.0 International Li-
cense. To view a copy of this license, visit

You are free to share (including copying and distributing) and adapt (by altering, adapting or building
on) this material as you wish, so long as the author is given appropriate credit and any reuse is on a non
-commercial basis.

Dying Stylishly Games



Index - 3
Introduction - 4 Spells –54
The Basics – 5 Spells by Level –54
Spells (A-C) -56
Spells (D-G) -61
Character Creation - 6
Spells (H-L) -66
Classes - 8 Spells (M-Q) -70
The Expert - 8 Spells (R-S) -75
The Hunter - 9 Spells (T-U) -81
The Magician - 10 Spells (V-Z) -83
The Neanderthal- 12
Equipment – 13 Running the Game–85
Randomness –85
The Rules -15
Running Scenes -86
Attributes - 15 Running Campaigns –87
Flesh and Grit -15 Death and New Characters - 88
Healing, Time – 16
Doing Things - 16 Exploring Caves–90
When to require rolls - 16
Skill Rolls - 17 Terrain, Poisonous Gasses and Spores – 90
Saving Throws, Attribute Rolls, Attack Slimes - 92
Rolls, - 19 Water –93
Encumbrance , Gaining Experience- 20 Traps -94
The Inhabitants -95
Creating Random Caves -96
Dangers – 22
The Wilderness–99
Ability Score Loss, Breaking Equipment,
Cannibalism - 22 Travel Over Hazardous Terrain – 99
Cave-Ins, Climbing, Digging, Falling, Fire , Random Encounters, Adding Detail – 100
Getting Left in the Dark- 23 Exploring in More Depth- 101
Injury to Locations - 24 Creating Randomized Maps – 106
Poison, Sickness, Swimming - 25
Sleep Deprivation, Starvation - 26 Normal Animals–107
Weather - 27 Fantastic Monsters–113
Altitude Sickness, Cold Weather –27 Fog,
Hot Weather, Lightning Strikes, Snow
Blindness, Wet Weather, Wind – 28
The Undead–127
Encounters - 29 Feral Undead – 127
Resurrected Undead - 129
Tribes – 31 Spiritual Activity - 131
Attracting a Tribe - 31 Other Worlds, Haunted Locations –131
Managing a Tribe - 32 Dealing with Hauntings, Creating Hauntings - 132
Assign Followers Roles - 32 Fabricated Beings - 133
Putting it all together, Structures - 34 Statistics for Fabricated Beings - 133
Neanderthal Tribes, Bringing them With You - 35 Crafting Fabricated Beings - 133
Going to War, Taming Animals – 36 Sample Fabricated Beings - 135
Getting Supplies – 43
Day to Day Life – 37 Encounter Tables - 136
Herbalism – 38
Alternate Classes - 140
Magic – 41 The Aberrant - 141
The Morlock - 143
A magician and their Sanctum, Casting Spells - The Mystic - 146
41 The Orphan - 149
Binding Spells - 42 The Wendigo - 151
Researching New Spells, Magical Reagents, Magical
Backlash - 43
Other OSR games - 153
Non-magicians –44
Random Tables for Magic – 45 List of Tables - 154


and in temporary before the people moved on to their wake leave the environment in turmoil. They The end of the ice age is. rivers change their course as gla. comforts of civilization. stranger creatures. and strange creatures survive as they wander across the landscape. Most people at this time lived in Neanderthals living just south of the northern small groups. are not most people. exist other. The winter is cold. and vast unexplored tracts of wil. Of course. in many ways. daring. In the depths of the earth. will be just another group of people trying to ciers shift positions. calcu- natural. not a might equally find themselves bleeding to bad time to be alive. There is acters are small. it is also not an easy time to be 4 . In short. Some of these lowers or work on creating grand works of are naturally occurring. Similarly. and society fluid and egalitarian. and the unprepared man pre-history. there duces heroes. and have the strength and ferocity to kill them ness is harsh. learning to shape the wild forces of lated risk taking and reckless bravery. somewhere else. They might become mighty in beneath the icecaps. Player rines . deep caves and northern ice-caps are bad mans enter the Neanderthal‘s ancestral lands. and even rare magical arte. it is a time period that naturally pro- In dark forests and the depths of caves. emerge from the ice sheets or travel further What sets player characters apart. and could begin to attract tribes of fol- facts that no human has seen. and every year new tribes of hu. can freeze to death over night. with settlements and camp-sites only unseen for millennia with each spring. Many of the money. there are places of magi. and so avoid them. however. take them. mad beasts that are the products of magic. During the time period where the maybe four individuals to larger tribes of sev- game takes place. In this way. ests. magic.that will fascinate later historians. Player characters Player characters form a small band of hunter- take on the roles of cave dwelling humans and gatherers. Introduction This is a game about a fantasy version of hu. death in a howling blizzard as wolves circle plies to be had for anybody clever enough to them. The ice-age wilder. and die alone and unceremoniously. cial conformity. player the world into controllable spells and items of characters can quickly become experienced power. fragile mortals in a huge. whilst others are rem. Things are simple. news. Most people know that the inner for- mans follow. no nations with their wars. taxes and oppressive laws. cave paintings and figu. magic begins to ple know that dangerous predators and super- emerge as a force in the world. however. humans begin experimenting with the super. and player char- derness for the ambitious to settle in. aren‘t. and hidden and powerful. alive. Through a combination of skilful play. As the snow withdraws. Retreating ice-sheets reveal tracts of land point. player characters Each year. Life was largely nomadic at this end. no drudge work. most peo- Against this backdrop. they are. is north. ranging from a single family of icecaps. walled settlements and the many other wild creatures will take a dislike to people. the largest and most well known of enough to avoid them. nants of ancient pre-human civilizations. which are the herds of migratory Mammoths. ways that those content to merely survive cal significance. hostile pre-historic landscape. this is if they get lucky. some characters. and will avoid confrontations. There are food and sup. and filled with dangerous easily unless the people they hunt are cunning beasts. The world is not a nice place. no crushing pressure of so. Driving the natural monsters are far more dangerous than rise in art – jewellery. This is a time before writing. modern hu. However. the ice age is coming to an eral dozen.

in places. pernatural abilities and the world is. a . relatively weak. philosophical ram. Players. and best weather and terrain features. which you seem to al- mental hazards. enough cover and warmth to protect from cold sonably lethal environment for the players to weather? How much damage does an impro- explore. whilst ments out the game can be played perfectly using the core of those first rules. Finally Nean.A few friends (three to eight players is ideal) hunting expedition into dangerous territory or -and some time. random chance to select details. There are a number of rules that rely on much better. there should be plenty of non. ‗dungeon crawl‘ through unexplored caves. rea. As a final note. Relying on luck or good stats to get by to the GM to make a ruling for these situa- will take matters out of player control.The game is based around the framework enough training. for their part. this game is about gritty. You‘ll need: lenges outside of combat such as environ. number of changes both to streamline play and to fit the structure into a Palaeolithic The Basics setting. the setting for the game is as- sumed to include certain weird fantasy ele- ments: humans can perform magic with 5 . It‘s worth noting that the rules are left deliber- ments. notepad document if you‘re playing online is The intended purpose of this game is as a plenty). ten. some other action-packed adventure. six. It‘s up ceed. Deep The GM is advised to put some planning into characterization. and tions Rather than bogging the game down try- likely result in disaster. various animals possess su- laid down by the first roleplaying game. such as violent survival. Instead. just make up friends. plotting out the adven- blings and shiny cosmic meta-plot are all very ture‘s layout and what might be encountered well. though. able below. Experts excel at dealing with chal. makes a well as a purely historical game. Each other player takes on the role of one brave pre- The game gives each class a niche that they historic adventurer. on. such as written spell-books. ryteller. Magicians are fragile and ready have. use these random details as starting points for Likewise. derthals occupy a middle ground. need to be vised weapon deal? smart and inventive if they‘re going to suc. and narrator for the game. the game before hand. who is the referee. is in and a pencil if you‘re playing in person.A record of their character that they can fighting ability and a few useful skills outside make notes and alterations to (a sheet of paper of combat. and the GM should not pull their something that works on the spot and carry punches if things go wrong. Hunters are the best in combat. further elaboration. but with time to prepare have . magical curses and so on. intrigue. eight. dice). dangerous environ. the GM should avoided if you want your character to live. combat perils as well. The ately open-ended in several places. This makes a number of assumptions based on a book states where a given rule or option deals fantasy setting. the dice are not your ing to play the ‗correct‘ rules. This game (and many others based on it) warped and altered by strange forces. where they excel. Fighting is lethal. or a sheer ability to survive. traps. sto- games. to strike more surely and survive fights more easily. twelve and twenty sided or elegantly bypass a challenge. with fantasy elements. This game. with some . Many of the rules in this game are One person acts as the Game Master inspired by those in other popular old-school (abbreviated to GM).A set of dice for each player (at least one spells that can potentially solve an encounter four. What is GM is expected to create a challenging. but there are other games that do that there. created using the rules excel in. by leaving these ele- and access to coinage. The rules don‘t answer these questions. -A copy of this book.

Constitution rolls. Intelligence (which makes you better at making things and medicine. since they will deal with the brunt of If you wish to generate attributes without an combat. the prehistoric past merely surviving took a the values of any two attributes may be great deal of skill. Step 2: Choose a character class better at recruiting followers and better at dealing with animals). take 18 dice. The remaining this stage totals -1 or less. Hunters. 11 or 12 No modifier and more resilient). you may instead use this method: a tribe favour hunters as well. 14 or 15 +1 with more starting gear. being stealthy and avoiding dam. meaning that a Firstly. 10. Dexterity (which makes you better at 4 or 5 -2 shooting. athletics and breaking things). than humans. Constitution (which makes you tougher 9. and your GM allows and Constitution rolls. As a general rule. specialise in. 13. vivability. Wisdom and Charisma are useful to chance. 7 or 8 -1 age). Expert and Magician. Character Creation Step One: Attributes Table 1: Attribute Modifiers In order. Have three of them high charisma roll can be an asset for them as showing each value from ‗1‘ to ‗6‘. These are a number from -3 to +3 Neanderthals benefit from most from good that gives a rough alteration to another sta. benefit from good Strength. since they are results and roll a new set of attributes if you both less numerous and less culturally diverse wish. They are likely to be active in com- Record each attribute‘s modifier along with its bat. 6 . and the actual value. modifiers. Magicians benefit from good Intelligence At various points during character creation. all adults are at least If you wish to customise your attributes. Dexterity element of randomness. though. Three of the character classes are human. depending on which skills they chose to This method will on average give worse char. skills they advance in also benefit from good Wisdom rolls. and generally 16 or 17 +2 smarter). the If the sum total of your attribute modifiers at Hunter. In the ice-age world. determine your attributes by rolling Attribute Value Modifier 3d6. in portant to a character type you want to play. for level one characters. for their Saves against Magic. swapped. for their Art skill. Whilst in more civilised example because a particular attribute is im. The rules for gathering it. times many common people will be level 0. 6. control over attribute values. which is balanced out by the more them. Wisdom (which makes you more 18 +3 perceptive and better at resisting magic) and Charisma (which makes you more charming. Assign they gain levels. you‘ll need to know both. dice so that each attribute has three dice: the Experts can benefit from most good attribute sum of which gives its starting value. rolls. and good Wisdom you‘ll need to know a character‘s attribute rolls. so a high Strength roll is useful. rolls. you may discard the class covers all Neanderthals. The attributes are Strength (which makes 3 -3 you better at fighting. Intel- acters than those created using random ligence. since those boost their sur- tistic based on that attribute.

7 . Play the game to find out who your ter‘s appropriate Attribute modifier and re- character is. If your GM lets you generate characters non. Their Randomly determine the character‘s starting Dexterity applies to saves against Hazards. Expert 4 (d6) A magician starts with three spells in their Hunter 5 (d8) sanctum. It is. randomly select a Neanderthal 6 (d10) third spell from this rank (see tables 34-39). Magic.Step 3: Determine starting Flesh and cording the result. Roll 1d6+1 to give a Magician 3 (d4) number between 2 and 7. roll their and their Wisdom applies to saves against class‘s hit dice. and how their story will end. For each. your charac- Check each class‘s chart for their saves at ter‘s personality will naturally emerge over level one. Step 7: Final touches Record your character‘s Armour Class. a Magician may choose two first rank spells. The default amount is ten items. adjusted by their dexter- ity modifier and potentially improved by any armour they wear. Note down a hunter‘s bonus to attack Table 2: starting flesh and grit rolls. Often a character‘s attributes make a good starting point for this sort of Step 4: Note saves thing. Step 5: Note class features randomly. stitution Modifier. however. Alternatively. you may instead take the value be- low rather than rolling: Each class has certain features available to them. This starts at a base of 10. and a third spell from rank 2. their goals and their personality. if your GM is allowing non- random character creation. This might be a word or phrase such as ‗Fangs‘. as you play. what they look like. Randomly determine two first-rank spells from table 33. No more than three may be ‗rare‘ items. or a syllable such as Thrug. and apply the character‘s Con. fine to leave a lot of these details open. As such adjust the base 10 items by the character‘s Intelligence modifier. The character‘s constitution modifier applies Grit to saves against Weather and Poison. altering the values by the charac- time. De- termine how an Expert spends their skill Class Starting Flesh and Grit points. Every character needs a name to identify them. flesh and grit scores. and record this. Step 6: Select equipment A character gets a number of items from the equipment list given. or a Neanderthal‘s improved skills. Work out a few narrative details about your character. 3 or 4. but smarter characters will be better prepared and find it easier to make things that they need. think about a phrase that feels right for how you see your new character.

Ath- letics. Crafting. Medicine. The skills available are Animalism. Foraging. Table 3: the Expert Level XP Flesh and Grit Points Saving Throws Skill Points Weather Poison Hazards Magic 1 0 1d6 Flesh and 1d6 grit 14 16 15 14 6 2 15 +1 Flesh and +1d6 grit 14 16 15 14 +2 3 30 +1 Flesh and +1d6 grit 14 16 15 14 +2 4 60 +1 Flesh and +1d6 grit 14 16 15 14 +2 5 120 +1 Flesh and +1d6 grit 11 12 14 12 +2 6 240 +1 Flesh and +1d6 grit 11 12 14 12 +2 7 480 +1 Flesh and +1d6 grit 11 12 14 12 +2 8 960 +1 Flesh and +1d6 grit 11 12 14 12 +2 9 1920 +1 Flesh and +1d6 grit 9 10 12 10 +2 10 2880 +2 grit 9 10 12 10 +2 11 3840 +2 grit 9 10 12 10 +2 12 4800 +2 grit 9 10 12 10 +2 13 5760 +2 grit 7 8 10 8 +2 14 6720 +2 grit 7 8 10 8 +2 15+ +960 +2 grit 7 8 10 8 +2 8 . healing. Each point spent raises a skill above its base 1 in 6 chance by one. high level experts often find their skills in high demand and end up as lynch- pins of the groups they‘re part of. scavenging food. Experts begin with six skill points to spend. Stealth. The Expert Experts are those characters who possess use- ful skills outside of combat. They might spe- cialize in crafts. Perception. Within society. Tracking and Vandalism. Charm. so- cial wrangling or any other skill set. Art.

Their ability to provide food and protect from mon- sters makes high level hunters popular heroes. both for meat and to neutralize the threat they present. and are the only class who improve their fighting ability as they level. A hunter also improves their Animalism skill as they gain levels. Table 4: the Hunter Level XP Flesh and Grit Points Saving Throws Attack Ani- Bonus malism Weather Poison Hazards Magic Skill 1 0 1d8 Flesh and 1d8 grit 14 12 15 16 +1 2/6 2 15 +1 Flesh and +1d8 grit 14 12 15 16 +2 3/6 3 30 +1 Flesh and +1d8 grit 14 12 15 16 +3 3/6 4 60 +1 Flesh and +1d8 grit 12 10 13 14 +4 4/6 5 120 +1 Flesh and +1d8 grit 12 10 13 14 +5 4/6 6 240 +1 Flesh and +1d8 grit 12 10 13 14 +6 4/6 7 480 +1 Flesh and +1d8 grit 10 8 9 12 +7 5/6 8 960 +1 Flesh and +1d8 grit 10 8 9 12 +8 5/6 9 1920 +1 Flesh and +1d8 grit 10 8 9 12 +9 5/6 10 2880 +2 grit 8 6 7 10 +10 5/6 11 3840 +2 grit 8 6 7 10 +11 5/6 12 4800 +2 grit 8 6 7 10 +12 6/6 13 5760 +2 grit 6 4 5 8 +13 6/6 14 6720 +2 grit 6 4 5 8 +14 6/6 15+ +960 +2 grit 6 4 5 8 +(+1) 6/6 9 . Hunters specialise in combat. The Hunter The hunter class specialises in hunting down large and dangerous beasts. Hunters who use the ‗fight defensively‘ ‗fight recklessly‘ ‗go for the kill‘ and ‗aim‘ actions in combat can do so without taking any pen- alty.

The Magician Magicians are the rare few humans who ex- plore the potential uses of magic. and a sanctum somewhere where they are recorded. Instead. there is no writing. as the magician experiments with what their spells are capable of or creates places and items of power. The section on Magic deals with the details of a magician‘s activities in more detail. 10 . though. unique to them. de- veloping systems of writing and organization in order to better share and preserve their knowledge. magicians may not be played. In a purely historical campaign. each magician researches in isolation. magicians will organise. experts are more appropriate for characters with special- ised hidden knowledge. A magician starts off with three random spells they know. During the ice age. risks causing unpredictable supernatural fallout. no colleges of magic. In more civilized times. Each magician develops a system of elaborate artistic symbols to record their spells. no net- works of magicians to share their knowledge with. Every act of magical research. In this setting. A magician also improves their Art skill as they gain levels.

Spells a magician can memorize at once Level Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 1 1 0 0 0 0 0 0 0 2 2 0 0 0 0 0 0 0 3 2 1 0 0 0 0 0 0 4 2 2 0 0 0 0 0 0 5 3 2 1 0 0 0 0 0 6 3 2 2 0 0 0 0 0 7 3 3 2 1 0 0 0 0 8 4 3 2 2 0 0 0 0 9 4 3 3 2 1 0 0 0 10 4 4 3 2 2 0 0 0 11 5 4 3 3 2 1 0 0 12 5 4 4 3 2 2 0 0 13 5 5 4 3 3 2 1 0 14 6 5 4 4 3 2 2 0 15+ 6 5 5 4 3 3 2 1 11 .Table 5: the Magician Level XP Flesh and Grit Points Saving Throws Art skill Weather Poison Hazards Magic 1 0 1d4 flesh and 1d4 grit 13 13 16 14 2/6 2 23 +1 flesh and +1d4 grit 13 13 16 14 3/6 3 45 +1 flesh and +1d4 grit 13 13 16 14 3/6 4 90 +1 flesh and +1d4 grit 13 13 16 14 4/6 5 180 +1 flesh and +1d4 grit 13 13 16 14 4/6 6 360 +1 flesh and +1d4 grit 11 11 12 12 4/6 7 720 +1 flesh and +1d4 grit 11 11 12 12 5/6 8 1440 +1 flesh and +1d4 grit 11 11 12 12 5/6 9 2880 +1 flesh and +1d4 grit 11 11 12 12 5/6 10 4320 +2 grit 11 11 10 8 5/6 11 5760 +2 grit 9 9 10 8 6/6 12 7200 +2 grit 9 9 10 8 6/6 13 8640 +2 grit 9 9 10 8 6/6 14 10080 +2 grit 9 9 10 8 6/6 15+ 11520 +2 grit 6 7 8 6 6/6 Table 6.

they take no penalty when using ally adapted to exploit their surroundings. being both highly resilient and cultur. ‗go Compared to humans. which slowly improves as they gain levels. the ‗fight defensively‘. With temperatures rising. the Neander- thal‘s prey migrating away and humans mov- ing north in droves. skills Athletics. They can survive and prosper under conditions that hu- mans would be unable to cope with. their mindset. stoic people. Neanderthals are by for the kill‘ and ‗aim‘ combat options. is somewhat inflexible and they tend to struggle when presented with circum- stances outside their area of familiarity. thals are well adapted to the ice age environ. However. As a people. with hu- mans arriving in their ancestral territories in Neanderthals begin with a 3 in 6 chance at the ever greater numbers. ‗fight recklessly‘. Foraging. ment. Table 3: the Neanderthal Level XP Flesh and Grit Points Saving Throws Skill Weather Poison Hazards Magic chance 1 0 1d10 flesh and 1d10 grit 10 8 13 12 3/6 2 22 +1 flesh and +1d10 grit 8 6 10 10 3/6 3 44 +1 flesh and +1d10 grit 8 6 10 10 3/6 4 88 +1 flesh and +1d10 grit 6 4 7 8 3/6 5 176 +1 flesh and +1d10 grit 6 4 7 8 4/6 6 352 +1 flesh and +1d10 grit 4 2 4 6 4/6 7 704 +1 flesh and +1d10 grit 4 2 4 6 4/6 8 1408 +1 flesh and +1d10 grit 2 2 2 4 4/6 9 2816 +1 flesh and +1d10 grit 2 2 2 4 5/6 10 4224 +3 grit 2 2 2 4 5/6 11 5632 +3 grit 2 2 2 4 5/6 12 7048 +3 grit 2 2 2 2 5/6 13 8464 +3 grit 2 2 2 2 6/6 14 9872 +3 grit 2 2 2 2 6/6 15+ +1408 +3 grit 2 2 2 2 6/6 12 . this inflexibility will be- come an ever greater problem until the Nean- derthal population is subsumed into the hu- man gene-pool. whilst specialised to their envi- ronment. ice melting. The Neanderthal Neanderthals are a race in decline. and Tracking. Neander. their nature practical. Like hunters.

If dropped from a large height. Bow 1d8 Long range. Blowpipe 1 Range as a thrown weapon. A light item. Stone weapons deal an extra +1 damage. Requires two hands. Spear 1d6 Can attack from a second rank. Equipment Table 8. Weapons Weapon Dam. use the rules for falling items. requires bullets. Boulder 1d6 Can be thrown. Javelin 1d6 Thrown. or sling-stones. Any weapon can be made with stone. Silent. Sling 1d4 Long range. Armour Armour Armour Other details Class Toughened Leather Tunic +2 AC Protects torso Hardened Greaves +1 AC Protects legs Hardened Bracers +1 AC Protects arms Beast-skull Helmet +1 AC Protects head Leather Gloves +1 AC Protects hands Toughened Boots +1 AC Protects feet Shield +2 AC Requires one hand 13 . Requires two hands. Can be used to wrestle at thrown range. Other details age Knife 1d4 Can be used whilst grappling. A single choice buys ten arrows. Two-handed club 1d12 Can be used to stun with blunt trauma to the head. Club 1d8 Can be used to stun with blunt trauma to the head. Axe 1d10 No special properties. Garrotte 1d4 Can only be used whilst grappling. and make the item in question a Rare item. requires arrows. Table 9. Always deals damage to flesh. Net 0 Thrown. Requires two hands. A light item.

Table 10; Other Equipment
Item Details
Alcoholic drinks Can provide a day‘s drinking water in a pinch, at risk of intoxication.
Bag of pitch If lit, can be thrown, potentially setting items or combatants on fire. A rare
Basket Useful for carrying supplies in.
Bedroll Helps you get restful enough sleep to heal.
Beeswax A light item.
Blade Venom If injured with an envenomed weapon, the victim must make a Save against
Poison or take d12 additional damage to flesh. Enough for five doses. A light
and rare item.
Bound Spell Item Magicians only. Must be a single-use item with a single spell. Must be a spell
the magician knows. A rare item.
Chalk A light item.
Cooking Pots For cooking, Herbalism and things like that.
Coracle A small wicker boat, large enough for a single person. A rare item.
Cord Fifty feet. A light item.
Cured meat Enough for one day.
Divining Materials Scattered as part of divining spells. A light item.
Drill A light item.
Drum Can be used to signal over long distances.
Equipment belt Can have up to two items tucked into it. Items tucked into an equipment belt
can be drawn for free. A light item.
Fishing hook and line A light item. Useful if you want to catch fish.
Flute Useful if you need to appear sensitive and artistic.
Hammock Helps you get restful enough sleep to heal.
Healing kit Gives a +1 bonus to Medicine skill rolls to treat injuries. A rare item.
Heavy fur clothing Mitigates the effects of cold weather.
Jewellery A light and rare item, and a sign of high status.
Lamp Burns animal fat with a wick. Has a d10 light dice.
Needle and Thread Good for sewing things like clothes or wounds. A light item.
Pigments Gives a +1 bonus to Art skill rolls to create items. A light and rare item.
Poison If ingested, the consumer must make a Save against Poison or take 2d12 dam-
age to flesh. Enough for five doses. A light and rare item.
Roots or grains Enough for five days food, requires preparation to eat.
Rope 50 foot
Sack A light item.
Shovel Mostly used for digging.
Skis Negate speed penalties for moving over deep snow.
Sled A rare item. Counts as only one item for encumbrance when dragged, even
with other items on it.
Stone working tools Give a +1 on Crafts skill rolls when working primarily with stone.
Ten-foot pole A classic of the genre.
Tent Big enough for two people.
Tinderbox A light and rare item.
Torch Has a d12 light dice.
Veil Helps protect against swarming insects and snow blindness. A light item.
Water-skin Contains enough water for one day.
Waxed cloak Protects against wet weather
Whistle A light item. Can be used to signal over long distances.
Wooden spikes Each choice provides ten spikes.
Wood working tools Give a +1 on Crafts skill rolls when working primarily with wood.


Game Rules

Attributes and to your saves against Weather and Poison.
You have six attributes; strength, dexterity, Intelligence is for smarts, knowledge and
constitution, intelligence, wisdom, and cha- logic. You apply your intelligence modifier to
risma. Each attribute starts with a rating be- art, crafting and medicine skill rolls.
tween 3 and 18, with 3 being barely functional Wisdom is for awareness and intuition. You
(3 is barely able to move), and 18 being the apply your wisdom modifier to foraging, per-
peak of mortal capability. Attributes may fall ception and tracking skill rolls; and to saves
below this value, or rise higher, based on against magic
events in play. Charisma is for being sexy, strong willed and
Each attribute has an associated modifier that charming. You apply your charisma modifier
goes with it, depending on its value. An attrib- to animalism and charm skill rolls; and to the
utes modifier is used when you need to take reaction rolls for potentially hostile NPCs.
into account roughly how good that attribute
is, without needing its precise value (just Flesh and Grit
whether it‘s much better or worse than nor- A character has two different sorts of hit
mal). The following table sums up the range points; flesh and grit. Grit represents the char-
of attributes, and the relevant modifiers. acter‘s ability to minimize and avoid injuries.
Damage to grit takes the form of scrapes,
Strength is for being muscular, buff, hercu- ripped clothing, near misses and so forth.
lean, and mighty. You apply your strength Damage to flesh, meanwhile represents real
modifier to all rolls to hit in melee combat; all injury to the character‘s body; blood is lost,
damage rolls (melee and ranged); and all ath- bones break, flesh is torn.
letics and vandalism skill rolls. Under most circumstances, damage is dealt to
Dexterity is for being nippy, stealthy, coordi- grit first as attacks batter through the charac-
nated and precise. You apply your dexterity ter‘s defences. Once all grit points are lost,
modifier to your Armour Class; to rolls to hit any further damage rolls over to flesh. Once
with ranged weapons; to your saving throws all flesh is lost, the character dies.
against hazards; and to all stealth skill rolls. Occasionally the rules refer to ‗Hit Dice‘. This
Constitution is for being tough and resilient. is simply how many dice of flesh and grit the
You apply your constitution modifier to your subject has.
initial Flesh and Grit points; to the number of
Grit points you gain each level until level 9;
Table 11; attributes
Attribute Value Description Modifier
0 or less The character is dead. -
1 to 3 Unusually weak, severely limiting the character. -3
4 or 5 Very weak, likely to cause noticeable problems. -2
6 to 8 Worse than normal, but not significantly so. -1
9 to 12 Average capability, most humans are around here. +0
13 to 15 Better than normal, but not significantly so +1
16 or 17 Very strong, enough to achieve great things. +2
18 or more The best humanity can achieve, an utter paragon. +3


Healing achieve a task outside combat, making rolls to
If the character has any of their flesh points attack and damage in combat, making saving
remaining, then all grit points return after a throws to avoid bad things happen, and mak-
short (one turn) rest, or a longer period (an ing attribute rolls to cover other odd situations
hour) without danger. as they come up. The GM may make other
A fatigued character, whether due to poisons, rolls of their own, to determine the rough out-
carrying heavy burdens or oppressive weather line of events.
conditions, only regains their grit points after
a night‘s sleep. When to require rolls
Most actions don‘t require a roll. For exam-
Every night when the character sleeps, they ple, if a character is searching a cave for po-
heal a single flesh point. If they are sleeping tential hazards, the player can simply state
on comfortable bedding, somewhere warm where they‘re looking and how they intend to
and sheltered from the elements, they heal an check: the referee will then tell them what
extra hit point. they find. Most tasks can be handled in this
A character can also have flesh points re- way without anybody ever reaching for the
turned with a successful medicine skill roll. dice. Dice should be rolled in the following
Medicine can be attempted repeatedly on the situations, though.
same injury, since there is always the risk of -If the task in question is dangerous. For ex-
taking damage. ample, if the character is crossing a deep
chasm using a rickety wooden bridge, then
Time simply declaring ‗you fall off‘ would feel un-
During combat, time is measured in rounds, fair: give the player a roll to avoid their fate.
each lasting six seconds. During exploration -If the task in question is unlikely to succeed,
over the course of the day, time is measured in but still has a chance. Again, rather than sim-
turns, each ten minutes long. ply declaring ‗no, that doesn‘t work‘, give the
player a roll to see how things pan out.
Doing Things
The most important rule is this: the fiction
matters more than the game mechanics. The
dungeon master‘s job is to adjudicate the fic-
tion and make a judgment on when to bring
game mechanics in. Exactly how to apply the
game mechanics, and when you need to do
that, are up to the GM.
Throughout the rest of the rules, most of these
rules are phrased with ‗might‘ or ‗may‘, since
these rules are not prescriptive. They are only
guidelines and suggestions, to be used when
the game-play requires it and ignored the rest
of the time.
Mostly, you can deal with events simply by
narrating what happens. The player describes
their actions, and the GM describes the re-
sults. The GM describes a situation, and the
players give their responses to it. You only
need to roll dice when things get hard to adju-
dicate through common sense.
What you will roll depends on what‘s happen-
ing. The four main situations where you might
roll are; making skill rolls when trying to

the same as the sneak a lie past somebody. including maps. a 1 in 6 value for a skill means it and no roll is likely to be required. ever. and it‘s hard to reliably do anything mal‘s Reaction roll by the number shown on when under attack. Charm is modified by charisma. a be to calm potentially dangerous beasts en. High or low attribute modifiers never when the character attempts to influence or raise or lower a skill above 6 in 6 or below 0 mislead non-player characters. Some classes have higher values than times a charm roll might be appropriate in- this (such as the Neanderthal who has 3 in 6 clude attempts to command unwilling min- athletics). ence its behaviour. confusing Animalism roll allows you to adjust an ani- situation. which what the character actually says is far more is adjusted by a relevant attribute modifier. how- niques. only works if the player rolls a 1 on a six. we can assume Skill rolls that any character is probably competent Skills are given in the form ‗X in 6‘. handled by this skill.-In combat. run or perform similar feats matters. and the character‘s cine (1 in 6 normally) has an actual value of 2 raw charisma matters. these feats under pressure (for example climb- and so on. and only if both come up or in particularly difficult circumstances (such as sixes is the roll a failure. Charm rolls may also be The available skills are as follows: required to convince followers to do things that are dangerous or unnerving. attempting to resist exhaustion and creating symbolic works. lying under scrutiny and bluffing against skill‘s modifier. The default value for all skills is 1 in 6. roll of 0 in 6 is rolled on two six-sided dice. Understanding For example. person's Reaction roll by the number shown derstand the actions of an animal. and stay awake relies much more on the char. Likewise. a skill as swimming across dangerous rapids). explained. when dealing with magic: translating a Sometimes. Like athletics. This is magical item without proper training (IE. Simply enough to climb a tree or swim across a pond. good example might be looking up the charac- ter‘s strength to see if they can lift an item. A skill roll of 6 in 6 is rolled on ing a tree with wolves snapping at your feet) two six sided dice. In the normal course of things. A typical use for it would Remember that Charm is not mind-control. Animalism is modified by charisma. jump. Combat is a frantic. A successful charm is not enough to take command of a character (PC or NPC). using a to see how well the character does. It is A successful charm roll allows you to adjust a rolled whenever the character attempts to un. their breath. is acter‘s innate hardiness than any specific tech. -If the task relies more on the character‘s strengths and weaknesses than their method. accurate sketches and more abstract works. the only really appropriate when the results are a ability to cast spells) also requires a successful foregone conclusion based on the character‘s art roll. in 6. you might not bother rolling and recorded spell in a magician‘s sanctum re- simply check the value of a relevant attribute quires a successful art roll. important than their skill chance. It is rolled ceed. For example: A character with Intelligence 14 limit the use of Charm to situations where (a +1 modifier) and the default skill in medi. swim. 2 in 6 works on a roll of 2 or less. However. stronger enemies. Art is modified by intelligence. the dice when you first encounter it. and only if both come up a 1 does the roll suc. there‘s a great deal of risk. 17 . good roll can create a positive impression or countered. Instead. it normally isn‘t necessary to roll charm at all. It is. or to influ. or Athletics is modified by strength. but simply rolling Charm skill applied to animals. It is most useful. Good examples of in 6. and this is also adjusted by the ions. A tails. Similarly. on the dice when you first encounter them. in many ways. you may require athletics rolls to perform sided dice. and there is no real element of risk. It is used their constitution to see how they can hold when a character‘s ability to climb. See the section on magic for more de- ability.

or there‘s an ex. the patient is healed (so. A foraging roll takes up to derness. Crafting should be rolled if check their hiding place. the GM should simply tell player characters what their surroundings are like. If the roll is a success. or to set a should be the rule. It is used Medicine is modified by intelligence. It is used to find edible plants. since hut on fire. what they can see. you may require a skill roll if shoot from cover without giving away the particularly high-quality or technical work is character‘s position. nor- mally where there is a risk that characters will be taken by surprise. Some tasks won‘t require a roll if performing medicine carries a significant risk the characters have enough time to work. or to nick an item with- required. to roll. Perception is modified by wisdom. (unlike art. then two flesh points are healed). escape when tied with ropes. Normally. If a medicine roll is a success. then the methods used to search should determine if they succeed. It deals otherwise blunder into unaware. For example. then the example digging is more a matter of effort number on the dice is how many flesh points than skill. It might be rolled to sneak ternal time pressure. look at the the trail left by a beast as it moves. most char. the player should be able to narrate what character is in enough cover. If the roll is failed. the attempt deals an extra point of damage to the patient. not the exception. which is concerned with ceremo- nial or decorative items). setting broken bones. deals with the ability of a can‘t afford to use up materials until they get hidden character to act without drawing atten- a result they‘re happy with. assume they‘re materials they want to use and how they want properly hidden. If the characters stealth skill. In this context. they‘ll be found. it might be rolled to wounds. for example. this is how many people gate unfamiliar territory. though. rolling for medicine bridge before enemies can cross. to destroy a Unlike most other skills. Foraging is modified by wisdom. instead. or to navi- actual number rolled. and so on. read the character‘s surroundings in the wil- dicinal properties. The time or materials are limited. if a player wishes to search their loca- tion. out the owner noticing. for with it. Vandalism is modified by strength. tion to themselves. or plants with specific me. if a character passes with a roll of two. It might be rolled in order to follow half a day. Stealth is a time-period of this game is not very advanced. A perception roll could also let a character spot a trap or danger that they‘d 18 . or wake up with making or mending practical items from their sleep if a noise is made near them. matters more where the character is hidden acters could make most things they might than what their skill is. It is used to Tracking is modified by wisdom. Like- wise. if the need. how- ever. tricky skill to balance: for the most part it Given enough time and materials. A successful roll lets characters spot an ambush before it takes them by surprise. hear and smell around them. should somebody come and to make the item. consider requiring a skill past a sleeping beast without waking it.Crafting is modified by intelligence. can be fed with the materials found. Similarly. It is when the character tries to break or dislodge used to heal up injured characters by binding something. Sometimes. you need to make a perception roll. Technology in the Stealth is modified by dexterity.

Using the attribute which most fits the task in hand. plus the relevant ability modi- Where there is a chance . Each save has a value given for it. plus the character‘s attack bonus (for 19 . Un- Saves against hazards are used against sources armed attacks deal half of a d4 in damage. roll a d20 and if the number rolled is equal to or better than that value then the save is passed. If the attack hits. and so on. hides or other natural defences effectively tude or enclosed spaces). if the roll equals reduce the problem. give them a saving throw to avoid or tim‘s Armour Class (or AC). sters varies). extreme heat. traps and so forth. strength for close-combat attacks or dex- or fortitude – for the character to avoid some terity for ranged attacks.Saving Throws fighters. saves against magic should be ig- nored entirely. and deals all damage character avoid. Attribute Rolls Attribute rolls are a catch-all system for when an action comes down to chance but isn‘t cov- ered by a skill roll. then roll a dice to see how Saves against poison are used when a hazard. or beats this target number. modifies both melee and ranged attacks). their attack bonus is the same as their In some cases. of physical injury.through luck. for all other character classes. the attack bonus for mon- give them a chance to avoid these mishaps. from a d4 for lems. roll that shows a twenty on the dice is a criti- classified by what sort of threat they help the cal hit. when a save needs to be made. The target is the vic- disaster. a save. if the result is equal to or less than the attribute. the character‘s strength modifier (strength This covers bites by venomous animals. the abili- ties of magical beings and other weirdness. Attack rolls Attack rolls are made in combat where one character attempts to injure another. roll a d20. have higher AC than this. modified by Constitution. adjusting the result by ous substance enters the character‘s body. A The game uses four different saving throws. They are form built-in armour. since their thick cold. bad things may happen to the level. much damage is dealt. They are modified by Dexterity. skill fier. lack of oxygen (perhaps due to high alti. flames. Roll 1d20. Saves against magic are used against any su- pernatural effects. They are modified by Constitution. broad. Armour class has a basic value of ten. weapons being fought with. eating unsafe type of dice rolled varies depending on the food. contracting illnesses and similar prob. The wounds becoming infected. Some monsters will pervasive environmental effects. it is al- tered by the character‘s dexterity modifier and Saves against weather are used to deal with any bonuses for armour. it always hits. the attack hits. The categories are fairly directly to flesh points (see below). The purpose of saving throws is to tack bonus is +0. falling rocks. knives up to a d12 for two-handed clubs. They are modified by Wisdom. including spells. the task succeeds. their at- characters. In a strictly historical campaign where there is no magic. or attacking.

It can is appropriate. For each reward but maybe more for particularly minor items – stated. envi. a reward limb. each part of the carcass that is taken and made ment stowed away is safely stored in a back. include the teeth and claws from predators. useful following the kill. When a character has Calculate how encumbered the character is by enough experience points that they would gain counting up the number of items they‘re car. but is also safe from. towards the total. or venom harvested the rules for equipment damage on page 25). be quickly drawn with the ‗draw an item‘ ac. in a pouch or strapped to a of trading it for something of value. and simplified system is offered. (severe burden) Character is fatigued as long as they are this encumbered 20 . lated. they gain the benefits when they rying. Athletics or more turn round per round per day and Stealth. listed below. nobody ever does this. single small pos. a new level. One experience point is gained for any fractions up). Encumbrance Encumbrance Exploration Combat Running Hiking Other speed speed Speed Speed Less than half 120 feet per 40 feet per 120 feet 24 None strength turn round per round miles (unencumbered) per day Less than 90 feet per 30 feet per 90 feet 18 None strength (light turn round per round miles burden) per day Less than double 60 feet per 20 feet per 60 feet 12 -1 penalty to AC. simply adding it to a hoard of accumu- item‘ action. but also risks damage from environ. Athletics strength turn round per round miles and Stealth. every 5 meal‘s worth of meat on the enemy. lated wealth does not give an experience re- ronmental damage. mental factors such as fire. every character present gains the re- count as a single item. rain and so on (use each tusk of a mammoth. consult the table below to see the effects Experience is earned by killing dangerous of the encumbrance on the character (round beasts. Equipment that is not being worn or held can An additional ten experience is gained for be kept either to hand or stowed away. ward. next rest for the night. Table 12. ber of sources. In practice. Equipment to hand is ward. Equip. For this calculation. from the fangs of serpents. whilst a larger collection of Experience points can be gained from a num- a given possession – probably five or more. accumulate over time. A body part must pack. so long as they took part in events. Good examples of body parts being recovered tion. say. (heavy burden) per day Character is fatigued as long as they are this encumbered Double strength 30 feet per 10 feet per 30 feet 6 miles -2 penalty to AC. so that it can be easily accessed. It actually be used to gain a point of experience cannot be quickly produced with the ‗draw an for it. Experience points carry. inside clothing or otherwise secured.Encumbrance Gaining experience Ideally. alter their statistics to sessions (such as a single arrow) do not count match the new level. so a are gained over the course of adventures. however if it is taken with the intention tucked into a belt. players would calculate the weight of Experience points measure how characters all gear they carry and compare this to a progress as they overcome challenges and weight limit to determine how much they can learn from their experience. Once a total is calcu.

For every ten gain levels. but will the spells recorded in a magicians sanctum. is unimportant. Finally. they still gain experience for the remainder of the cave that they have explored. If the item has unlimited uses or a permanent or ongoing effect. In order to gain the benefit here. largely mean animals hunted for their meat However. to transport the sanctum itself in a manner that The meat and other body parts taken is its preserves the magic. Apply their Constitution modifier to is left ignored (such as allowing a dangerous the grit points gained. if the characters somehow manage whose instinct is to flee rather than fight back. the item must be gained through skill or force. the experience is for finding the curios and the power of a useful magical item is an extra reward in and of itself. a takes into account the length of the caves. experience can be gained for salvag- ing magically or spiritually imbued items. In the case of those items that don‘t clearly mimic a spell. but not to their flesh. Experience only and they may improve their Animalism skill. how spacious individual chambers are their Athletics. either stolen or found. Foraging and Tracking skills. as some gain power more rapidly than Exploring a cavern and making it safe for others as they gain experience. As well as this. all characters may improve Experience is not gained for part of a system their saves. some of their statistics will im- feet in length of the cave system. For items with only a limited number of uses. IE specialist gains more skill points. All explored. and a Neanderthal may improve forth). cave and then retreat they gain no experience. that are traded for. Each class requires dif- own reward. predator to remain in the caves). Experience is gained for items without a beneficial effect. the system is prove. They will also gain a dice worth of Grit Similarly. a Magician the distance that must be travelled to get from may improve their Art skill and develops a one end to the other (including forks and so new spell. A fighter‘s attack bonus will increase worth 1 experience point. or even those that are purely dangerous or detrimental to their user. although there may be items of gear When a character gains enough experience. normal. if player characters are unaware of a section of cave (IE didn‘t find the way in) or danger. 21 . if the characters get partly into the characters will gain a single point of Flesh. There is no experience awarded for killing people. a level should be assigned comparing the power of the item to similar spells. worth taking from dead enemies that are their they will gain a level. No experience is gained for items the character makes themselves or for items There is no experience award for killing ani. the experience reward is three experience. there is only one experience point awarded. What counts as There is not a reward for simply transcribing no threat is up to the GM‘s discretion. Note down these changes. ferent amounts of experience to gain new lev- els. experience is not gained if a danger points. experience is gained as own reward. As characters habitation also gives a reward. mals that pose no real threat. The excep- tion to this is in the case of ignorance.

the source states otherwise (such as when tak. If they do return. but otherwise fine. carries a number of risks. routine use will not result also not good for the soul. they die. shot on a roll of 1-5 on a d6. a spear haft snaps in two. Mark a notch by it on your character sheet. For ar. the character gains a random mad- When equipment may break. Table 13. Arrows can usually be recovered after being ity scores don‘t normally return without magi. but can restore them. Eating human (preventing damage from going straight to flesh is not. Lost points of abil. then roll to see if the armour is dam. the risk of equipment Regardless of how well it is cooked. Breaking equipment Roll Result 1 or less The item is broken for good. For People can be eaten like any animal. then Each time a character butchers a person for there is a chance that equipment breaking is to flesh. Sling bullets can also be recovered. For other gear. roll a d12. Although parts may be salvaged. 5 or more The item is a little battered. food poisoning. A person weapons. The situation will always be one more details. you can only set a bag of tar alight once. when the meat always carries the risk of contracting GM feels that equipment is being used with. Dangers Ability Score Loss Loss of ability scores is not permanent unless Some items are only good for a single use. consult table 13 below. the item instead breaks automatically. If you would roll a dice smaller than a d4. 3 or 4 The item is damaged. and ing tonics). Some equipment may be found poorly maintained. risky enough to require a roll of some form In campaigns with magic. roll a dice one size smaller for each notch. any attack roll that shows a 1 on the who is butchered for meat normally has dice results in damage to the weapon. there is a chance it will break. any ability score. If failed. however. or clay cooking pot smashes. Next time you roll for breakage. blame. aged. natural behaviour. eating people is (usually a skill roll). Flesh. possible result (a 6 on d6 or a 1 on d20). in which case it already comes marked with a number of notches and so rolls a smaller dice. 22 . and ness (roll on table 28). if a piece of armour protects a location by their constitution modifier. spells such as regeneration on a 6. Breaking Equipment Cannibalism When a character puts their equipment under strain. enough flesh on them for six meals. they‘re broken cal intervention. the item can‘t be repaired. If the roll fails on the worst negative effect on a character‘s sense of self. If the character is reduced to 0 in likewise rations are gone when you eat them. assume more rarely. they‘re salvageable on a 1 and that they heal up at the same rate as damage to broken on a 2-6. See the section on Getting Left in the Dark for how torches are used up. they must make a Save against Magic. adjust this mour. and tends to have a in broken gear. and flesh). see the entry for Sickness for out due care. human breakage is at the GMs discretion.

rock face with plenty of hand-holds or similar can Fire normally manage to do so without needing to roll. though. they will probably have to like a giant rock or a sharpened stake deals pass a save versus hazards to avoid being 1d6 extra damage. Situations where the character risks fal. Without tools. reduce howling blizzard. a second save versus haz- ards should be made. particularly horrible objects less. doused in water or hit with a strong breeze. dealing 1d6 less dam- rible falling on the character from ten feet or age. Note that falling onto a If a character is caught in a cave-in. If the flames another athletics roll to avoid falling. If the fall is slowed or lands on water or another soft Getting Left In The Dark surface. as does digging through selves in water. roll once every hour (six 23 . then 1d6 less damage is dealt. In a on the way down. force. up to fail. In addition. roll‘ and put the fire out use up an entire rock can‘t be dug through at all. A character who takes roll. make a roll to see what happens. acter had fallen that far (so a log that is This might be because a torch was dropped in dropped on a person from a height of ten feet shock. in this case. as hitting a soft surface. Particularly difficult surfaces or situa. Fire deals damage when the character is ex- tions where the character is in danger if they posed to it. A character who wishes to climb a tree. Attempts to ‗stop drop and rock with good enough tools. Getting hit by a falling object of significant When there is a risk that the flame can be ex- weight deals damage dice just like if the char. jagged rocks or Mostly characters using a light source will be a similar unpleasant landing. Tumbling down a tended travel. or the pitch darkness of an the total damage by 1d6 since the fall is at underground chamber. a maximum of 20d6 for a 200 foot fall. failure results in another d4 damage surfaces or being attacked. Similarly. they take person (or having a person fall on you) counts 2d6 damage. will likely require next turn as the flames catch. If the fall ends on sharpened spikes. however. although the ground is hit with less light it. During ex- be free-fall to deal damage. catch in this way. then it deals an travelling under at least starlight. their strength modifier. no roll is made. it‘s not so easy. essentially this is something hor. Falling If the character is hit with burning tar. Digging through snow A character who is on fire automatically puts takes half this time.Cave-ins deals 1d6 damage). when the lights go out. a second failure indi- cates that the character is completely engulfed Digging with flame and takes d8 damage each round A character can dig through four feet of dirt or until they‘re either burnt to a crisp or the rubble a turn with the right tools. don‘t worry about light going particularly steep slope will deal damage out so long as the characters have a way to re- since.but by no means all – cases. there are plenty of unpleasant impacts In some cases. it can be a serious problem. them to see vaguely well enough to re-light It‘s worth noting that a fall does not need to their illumination if it goes out. normally a d4 for being struck fail (such as combat) may require an athletics with a burning brand. least broken. round and only succeed if the character passes a save versus hazards. Digging without tools themselves out if they can submerge them- takes twice this time. In addition. trapped under the rubble. In some . the A character who falls great distances takes saves to avoid catching alight automatically 1d6 damage for every ten feet they fall. such as failure on a roll to climb unstable hazards. tinguished. damage from fire needs to make a save versus ling. a char- acter may get a save versus hazards to avoid falling off things or having horrible things Climbing land on them. allowing extra 1d6 damage. adjusted by flames go out.

Each light source ing broken reduces the character to crawling uses a different sized dice that it rolls on the as they can‘t support their own weight. both hands or both feet are injured. Damage to a foot Some dangers may target specific locations on results in reduced agility. Depending on the method used. penalties. Any table. Damage to specific locations can also cause ongoing problems. resulting in a -3 a character‘s body. the character takes a -3 penalty to or Intelligence attribute roll. beast-skull helmets for the head and neck.or Wax-burning medicine roll (which deals 1 point of damage lamps roll a d10. but keeps burning strongly. A limb (burning sticks and so forth) roll a d6. hardened leather brac- ers for the arms. These normally result from specific dangers. medicine and vandalism rolls that Injury to locations rely on manual dexterity. Both legs be- 24 . The penalty is cumulative if grasping it targets the hand. If only grit is damaged. leather gloves for the hands. ficult. that arm can no longer be used to carry anything or use equipment re- quiring two hands (such as a drill or a bow). only if there‘s any damage to flesh is any actual damage done. 2 or 3 The light splutters and goes dim. and a -1 penalty on athletics and snake that snaps at the hand of a character stealth skill rolls. or making a called shot in combat. braziers and bowls of cin. broken limbs can be set with a successful Torches roll a d12. typically a Dexterity dexterity. The injury mally damage the character‘s flesh directly. on a failure as normal). These attacks nor. the character cannot walk without support (such as crutches or another character) and cannot run at all. various Damage to a hand results in reduced manual rolls might be required. and a hazards. crafting. and veils for the face. If the dice size is reduced below a d4. Fat. then no complications result. reduce the size of the dice rolled by 1. relevant equipment that protects each location are toughened boots for the feet. but can‘t be fixed with medicine.Table 14. For example. hardened leather greaves for the legs. turns) as the fuel burns low. Lights Going Out Roll Result 1 The light goes out entirely. a splint or sling to ders roll a d8. If an arm is broken. and a -1 penalty to art. the light goes out entirely. representing the vigour of its flame. as above. and improvised fire sources support the limb and d12 days rest. re-enforced tunics for the torso and groin. If a leg is broken. that is severed entirely produces the same Producing a flame in absolute darkness is dif. 4 or higher The light flickers. The normal) and d12 days of rest. a snare set penalty to armour class and on saves against with shards of flint attacks the feet. can be fixed with a successful medicine roll but if the location is suitably armoured then (which deals 1 point of damage on a failure as the damage can be soaked by grit first. ranged attack rolls.

the Food poisoning is one of the most common problem is treated. A second successful roll stops the bleeding entirely.Loss of an eye destroys binocular vision. passed saves result in recovery. its effect right away. Charm skill rolls may be required to communicate through grunts and gestures. More serious After a set incubation period. no more rolls leviate this. A failure indicates that the poison has until the save is passed. On exposure to a disease. if the roll is failed. makes further saves at set intervals. and renders the character fatigued time the character is exposed to some sort of (so unable to regain grit except by sleeping) toxin. Every age. On a successful roll. 1 extra damage is dealt to flesh as normal. and saves are taken every two hours after that. need to be made. unconsciousness. they will need to make a Constitution attribute roll if they wish to act. To try to staunch the injury. 25 . If the roll is failed and they go under. cubation period is six hours. Two consecutive into the skull to release pressure) can help al. The injury can be healed with a success- ful medicine roll (which deals 1 point of dam- age on a failure as normal) and d12 days of rest. As soon as a roll is that the character has contracted the sickness. whilst a successful save all rolls on a d20. the victim recovers. re- sulting in a -3 penalty to all attack rolls and -1 to perception skill rolls. Each round. if the roll succeeds. punctured lungs or dis- embowelling results in the loss of one flesh point a round as the character bleeds out. and -3 to (such as damage). the character blows to the head can cause permanent dam. Characters can move at half their normal paralysis or even near-instant death in the movement when swimming. passed. The potential effects of poison include loss of attribute points. an Swimming amount of damage to flesh. they remain stunned and lose the chance to act. failure indicates afloat. the character should and need to make an Athletics skill roll to stay make a save versus poison. a medicine roll can be made. the character bleeds at a rate of 1 flesh a turn instead of 1 flesh a round. Damage to the throat. and spell-casting is impossible since it requires precise enuncia- tion. If a roll is a failure. however if the roll fails the diseases that a character can contract. Every failed Poison save deals a point of damage (first to grit and A save versus poison should be made every then flesh). Trepanning (drilling a hole results in no negative effect. Characters that worst cases. quires a medicine roll. are heavily encumbered (enough to be fa- tigued by it) or are swimming in particularly Sickness dangerous waters have a chance of drowning. Damage to the mouth and jaw stops the char- acter being able to speak intelligibly. A sharp blow to the head with a blunt instru- ment (such as a club) can result in the victim being stunned. A victim suffering from a traumatic head failed save imposes a cumulative penalty -wound takes -1 to all rolls on a d6. The in- victim takes 1d8 damage to their flesh. The process of trepanning re.

26 .chance of drowning. If the character does not get at least one meal in a day. The penalty resets itself after the character finally gets sufficient sleep. they suffer the effects of fatigue (meaning they cannot regain grit except by sleeping) and must pass a save ver- sus weather lose a point of constitution. they take d6 damage to flesh each round as they begin drowning. After this time. they also become fatigued and must pass a save versus weather or lose 1d4 constitution. Constitution lost to starvation and thirst starts returning after the character has been properly fed for a number of days equal to the days they spent starving/without water. -2 to the second attempt. -1 to the first attempt. Sleep Deprivation For each night in a row where the character does not get at least 4 hours sleep. If the character doesn‘t drink for a day. Starvation A character must eat at least one meal and drink water each day. and need to make an Athletics skill roll to stay afloat. constitution returns at a rate of one point a day for as long as they remain fed. This penalty is cumula- tive. the character takes - 1 to their rolls to surface for each round they‘ve been under (IE. and so on until they‘re rolling a 0/6 chance and need double 1s to succeed). they suffer a -2 penalty and so forth. so after two sleepless nights. After this. If the roll is failed and they go under. or else suffer the effects of deprivation. A character can hold their breath for half their Constitution score in rounds (round down). they suffer a – penalty to all rolls.

Thunderstorms are wet weather with high winds. method could be used. During summer. Snow is both wet and cold weather. a similar determine the weather for the day. 8 Fog. Cold snaps are. unsurprisingly. 7 Heat wave. Sleet is both cold and wet weather. and all dexterity can be lost selves retreating. 27 . Normally. 3 Sleet. Failing this. Random weather conditions To generate a random event. and wearing winter clothing. they can roll on table 15 below to used up the more people breath). roll a d8. and rarely reach high enough above left and they die. 5 Blizzard. cold weather. At particularly life in the ice age. dizziness and eventually uncon. (such as a sealed chamber where oxygen is however. Rain is wet weather. which are them. lost dexterity returns at the same The GM may choose weather conditions rate that it left. replace with ‗Snow‘. During winter. Weather Conditions The weather makes a significant difference to has been lost (round down). against Weather. 9 High Winds 10 Overcast 11 Clear Skies 12 Cold Snap. Although the game takes high altitudes – mountain peaks – dexterity is place south of the ice sheets. characters not acclima. Fog reduces visibility. If failed. replace with ‗Rain‘. with characters losing strength rather than dexterity. lack of oxygen can cause Cold Weather weakness. Hail is cold weather. Blizzards are cold and wet weather. char- sciousness. To generate the overall weather conditions for the day. the loses a point of If exposed to the elements for more than a dexterity an hour until half of their dexterity minute or so. the Table 15. 4 Rain. and reduce visibility. 2 Hail. Heat waves are hot weather. Altitude Sickness At high altitudes. acters need a source of shelter and warmth in tised to high altitudes should make a Save order to remain safe and comfortable. When a character returns to an altitude with cept in the height of summer. 6 Thunderstorm. with high winds. lost every turn. snow is common ex. conditions are still bitterly this way until the character has no dexterity cold. each day based on the season and conditions In other environments without enough oxygen of the characters surroundings. In dangerously cold weather conditions. replace with ‗Snow‘. During summer. replace with ‗Heat wave‘. less thin air. During winter. freezing for a full thaw. roll a d12 Roll d20 Result 1 Snow.

losing a point of grit every turn until some other source of protection to reduce the they run out of grit. and instead also make a Save versus Weather. they are fa- Fog. they take a -3 -1 penalty. Tracking skill rolls to navigate take a tinder or similar has gotten wet. but not impossible. they take 4d6 damage. Snow Blindness fects. dexterity or constitu- tion) each turn. Weather. Snow blindness is a risk when bright sunlight If the character is exposed to the elements for reflects off bright snow. North of the ice more than a minute or so and is not wearing sheet. tak- the save is passed. they suffer no further ill ef. Hot Weather During hot weather. If they fail. they count as and lose a point of grit every turn until they dazzled. with no need for cover. wards. the character dies from the cold. they must again make a save rections. From this point on. darkness worse than moonlight. Once they have run out of and a -1 penalty to all skill rolls requiring vi- grit. and other reduced visibility tigued until they dry off. they lose a point from a random physi- Wet Weather cal attribute (IE strength. against Weather to see if they have been able ity. there effects save for minor discomfort. a character requires twice Wind as much water to drink each day than they High winds impose a -3 penalty on all attack normally would. tempting to light a fire must make a Save zards. encumbered characters (carrying less than their Strength score in items) must make a save versus weather or become Fatigued. and so forth drastically reduce visibil. they are again fatigued. sheltered place. if failed. if failed. is a one in twenty chance that their location the character is fatigued until they can get to will be struck. frostbite will set in. If the save is failed. If failed. If any such attribute is re. If. losing a point of grit every hour until they have no grit left. sion. every turn. When the character has no more grit remaining.character must make a save against weather. bliz. taking a -3 penalty to all attack rolls have no grit left. to hide. If being struck (either on the peak of a hill. and they lose a point of grit Hazards. their bowstring. or similar). In wet weather. In extreme heat. characters using a bow or at- Fog. where there is only flat snow in all di- winter clothing. Unless against weather. the character is posi- tioned in such a way that they are at risk of 28 . until they can get to a warm. penalty. If the save is failed. out clothing to protect against it must make a Save against Weather. the character suffers no ill ing shelter under a lone tree. this can be a significant risk. or tigued. When exposed to heavy rain. If they pass. all lightly rolls with ranged weapons. Wet weather may also make preserving food impossible. and then suffer no further glare. a character is wearing a veil over their face. Attacks rolls at long range (longer than to keep their equipment adequately dry throwing range) in these conditions take a -3 enough. Characters carrying their strength score or more are already fatigued. They must make a Save against shelter and a fire. Fog and similar reduced visibility penalty on all rolls on a d20 and a -1 penalty provide sufficient concealment for characters to all skill rolls when using wet equipment. during the height of a thunderstorm. they are fa. characters with- duced to 0. they should make a Save against ill effects. Lightning Strikes It is highly unlikely that a character be struck by lightning.

you get +2 to your Armour Class first roll a d6 for each combatant. In the event of an unexpected meeting. Encounters Surprise ant acts on the segment that they rolled. in tated by the circumstances of the meeting. multiple combatants have the same dexterity. When fighting To determine the order that combatants act in. If your attack hits. terity acts first. perhaps due tiative. Class. When going party. predators on the hunt will be hostile. make an attack roll. and a -2 penalty to your Armour Charm or Animalism roll will let them im. attack roll as above. then both Things that can be done in a round sides roll perception using the best skill on Attack each side. tion check for them using the best perception Initiative order lasts for the entirety of the skill out of those present. modifying the re- sult by the best Charisma modifier in the As above. If one value. roll a percep. Go for the Kill roll on the following table. If both sides might be surprised. Table 16: Reactions 1d8+Charisma Mod Animal Behaviour People‘s Behaviour 2 or less Actively Aggressive Actively Aggressive 3 or 4 Frightened Unfriendly 5 or 6 Indifferent Cautious 7 or more Affectionate Helpful 29 . and make an enemies are unaware or struggling to react. a party catching their enemies by You can drop any items in your hands. for the round. If a character is obviously trying to for the kill. then the fail- ing side is caught unawares. elect to have large groups of enemies roll one you also take a -2 penalty to your attack rolls dice and act together. and so forth. Fight Defensively Initiative As above. the reactions of beasts You can move (up to your combat movement and NPCs encountering the party will be dic- speed) and make an attack roll as above. You can only fight defensively in a melee. on the dice. Draw an Item In a fight. either order. Counting down from six to one. You may until your action on the next round. Reactions Move and Attack In some circumstances. if the roll is failed combat. then a successful tack roll. If one It is possible when an encounter begins for or more combatants are tied for the same ini- one or both sides to be surprised. then the character with the higher dex- to an ambush or sudden meeting. then both Make an attack roll against the target‘s AC react with about the same efficiency. make an attack roll. rolling damage as normal if you hit. However. Roll a dice as a tiebreaker if If one side might be surprised. each combat. side fails whilst the other passes. draw surprise gets a free round to act in whilst their an item (normally a weapon). you deal 2 points prove the reaction roll by the number shown more damage. then that side is caught by unexpectedly. If both sides pass or fail. you take a -2 penalty to your at- make a good impression. defensively.

Using an item takes Similarly. you could make a called shot helping them. they were surprised. If they are mies can be attacked varies based on their successfully pinned for three turns in a row. and activating a properly against the attack. browbeat or dis. The chapter on Dan. meaning that you can‘t tract an enemy using Charm or Animalism. spell bound into an item. If you spend a full round aiming a ranged Both combatants roll a D20 and add their weapon. roll a dice 2 penalty to your Armour Class until your ac. to flesh. or You can only fight recklessly in a melee. or tentacles). talk whilst casting. you can bait. with an extra +1 bonus for each person Alternatively. trying to break an item carried. However. When fighting damage. take a -2 penalty to your attack roll and deal 2 Whilst wrestling. tails. recklessly. This causes them to drop their guard. abling injury on them. You take a . used. If multiple people attempt to wrestle one en- gers has a chapter on the effects of specific emy. a creature with humanoid anatomy then they are rendered helpless for as long as is affected by damage to specific areas like they are held down. attempt to snatch what they‘re holding. you also inflict an appropriate dis. and can make no further player characters are. and the best result is injuries. taunt. or attack them with a small weapon on your enemies. might suffer different effects. sticky skin. the called shot that would aid them in a grapple (such as would force the enemy to roll on the equip. you can spend your action making a stealth roll to do so. up most of your round. and the you can still talk. when doing so. you take a -2 penalty to your Ar- Set Up a Surprise Attack mour Class until your action on the next If there is a plausible way to get in position round. but other creatures attempts to wrestle free. If an item is snatched the defender must make You can attempt a called shot with both a Save against Hazards. Called Shots A pinned opponent cannot act on their next You can attempt to damage a particular loca.Fight Recklessly ment breakage table as well as taking normal As above. if failed then the item ranged and melee attacks. inflicting particularly dangerous wounds batant. do it and attack in the same turn. and their attack bonus if round gets +4 to your attack roll. they can pin the loser. turn except to either wrestle with their com- tion. If you deal damage to the vic. you get +2 to your attack roll. meaning that you can‘t drop items. you also take a -2 penalty to your Cast A Memorised Spell Armour Class until your action on the next Casting a memorised spell takes a full round. anatomy. instead of re. make an attack roll. Wrestling Aim Wrestling is resolved with a contested roll. If they haven‘t spotted you by Use an Item your next round. then they each roll. The winner has three options: tion on the next round. drop items and move up to next ally to attack them deals damage straight your combat speed. attacked by those outside the grapple as if tim‘s flesh. get an additional +1 bonus to their roll per Hit Dice. Since you are occupied with casting. See the section on magic for full de- behind an enemy without them noticing you. or release them. then an attack you make with it next Strength Modifier. as a tie breaker. In the event of a tie. everybody involved can be less damage. you is taken from them. However. Creatures with physiology or unusual features sulting in location damage. your damage goes straight to This action covers both things like using a py- flesh if you hit since they are unable to defend rite and flint to light a fire. round. 30 . move. they have one. Exactly where different ene. (such as a knife) or a natural attack.

If their reputation must improve in order to at- they wish. and of being male or fe- male) 6 Magician (equal chance of being male or female. If the roll fails. them a reputation for strength and skill. a level 2 hunter with a +2 cha- spending a significant majority of their time risma modifier attempts to recruit followers. instead reduce it to be found. roll on the follow- ing table to find out who they are. fisher or stalker) 5 Non-combatant (equal chance of being elderly or a child. crafter or herder) 3 Female Hunter (equal chance of using the rules for a mammoth-hunter. 7-8 1d3 dogs. a cave system at least 200 perts. inhabiting this cave system. outsiders must know at level 2. work out how many of their own. Random unusual followers Roll 1d8 Follower 1-2 Neanderthal Woman (equal chance of using the rules for a fighter or survivor) 3-4 Neanderthal Man (equal chance of using the rules for a fighter or survivor) 5 Neanderthal non-combatant (equal chance of being elderly or a child. Random followers Roll 1d6 Follower 1 Female Expert (equal chance of using the rules for a gatherer. and of being male or female) 6 Unusual follower. work out the group‘s demographics. they should make a Charm skill lowers they attract. The type of dice order to do so. Table 17. and other threats. In a purely historical game. they add their charisma modifier. a character who is in lowing method. To this. the same as their level. plus the char- word out that they wish to gather followers. They roll a d6 and get a 1. fisher or stalker) 4 Male Hunter (equal chance of using the rules for a mammoth-hunter. crafter or herder) 2 Male Expert (equal chance of using the rules for a gatherer. Neanderthals and Magicians roll a d4 feet deep. Tribes Attracting a tribe character recruits no followers. When a character attempts to recruit for the meaning they roll 3d8 to see how many fol- first time. which has been cleared of monsters and Hunters roll a d8. and will not be As characters gain levels. roll. In acter‘s Charisma modifier. the For each follower gained. followers come to the character using the fol- Starting at second level. count this result as dogs). Ex- base of operations. Equal chance of using the rules for a hermit or a cultist. a pass! where to find them. They or their allies must be For example. their deeds gain able to attempt to again until they gain a level. Roll a number of dice equal contact with other people can start to put the to the result of the Charm roll. they can use this reputation to tract a following. For this roll. gather followers together and build up a tribe If the roll is successful. (use the rules for Jackals) 31 . roll below Table 18. so 2 in 6 companions. the location of They would normally have a charm skill of 3 which is known to those outside their party of in 6. but this is capped at their level. In short. they must have an established rolled vary based on the character‘s class. if their charm skill roll is Once the numbers of followers have been higher than their level.

cook. if After this. Cooks should make a Crafts commodate them. then they may This is referred to as the character‘s ‗Fighting choose which followers they take in. however. less wastage. or artist. If more artisans succeed on their roll clan. So long as the followers are tures themselves. part of a character‘s tribe. builder. trader. defaulting to the exam. healer. Children cannot be assigned roles at all. If at least one cook passes their roll. plus the character‘s strength modifier. the deeper the system must be to ac. or artist. for each member (including skill roll. also take 32 . As the rules that follow demonstrate. the rest of the groups. emissary. ing respectively. cook. The larger lows food to be stored more efficiently. roll for artisans. for creating and maintaining the tribe‘s equip- jority of people in the world live in similar ment. Whilst the character‘s their allotted task. however doing so first level characters. If less arti- ing around charismatic leaders and drifting sans succeed. In addition. This normally takes the place of a large of a cook preparing and preserving food al- cave system colonised by the tribe. however). A follower can act as an arti- san. Player characters can. the ma. If a follower passes the roll.Followers attracted will all be unremarkable part in these activities. leadership brings with it protection and secu- rity. each character leading their own contin. not require any space. miner. with a few dozen first-level characters tribe‘s work will suffer. Managing a tribe In order to survive. scavenger. you need at least these groups tend to be somewhat fluid. there is a base chance of one. than required. then the rest of the tribe get +1 gent within the tribe. Foragers. in the order given. forager or trapper or fisher or butcher. The elderly can only be assigned artisan. scout. Those Skill‘. Assigning followers roles Each month. trappers a magician (either a player character or NPC) and fishers roll foraging. Dogs do generates twice as much food. if they wish. produce. Dogs can only be assigned butcher or warrior. to their roll that month (the bonus is not cu- mulative. one artisan to succeed on their roll. they do not gain each makes a roll to see if they succeed at experience or levels. that is how many people if the tribe expands their home and attract new they can feed that month with the food they followers. warrior. alty to their roll that month. their cave can accommodate. the player characters) there must be at least every member of the tribe who generates food ten feet of depth to the cave system. produce food. keeps them busy for a month. of depth. Butchers have a similar tem. maining members of the tribe take a -1 pen- If multiple characters each attract followers. animalism and track- wishes to make a sanctum within the cave sys. a character must assign roles to their followers. form. then for each roll less. For every ten members of the tribe als. As such. (round up to the next ten). all re- apart as circumstances dictate. Once roles are assigned. Crafts roll. Artisans are responsible danger that leads to growth. plus a hunter‘s attack bonus (instead of skill If a character attracts more followers than points). Each artisan makes a under the leadership of higher level individu. a tribe requires a place to The next major concern is food. look at the that they send away will be the next to arrive exact number rolled. without their work. then that sanctum will use up twenty feet chance on a d6. they can nor- ple attributes given later unless circumstances mally contribute better by going out on adven- dictate otherwise. The presence live. they don‘t experience the same stress and First. and so the tribe. this penalty is cu- these people will pool together into a larger mulative.

If the Emissaries are tasked with increasing the tribe has made enemies. at least one magical reagent (results 1 to 8 on the magical Scout must pass their roll. Each healer makes a Medi- cine skill roll. add 1 to the result. any dangers are fought off and the tribe is safe. the trader ters are present for the month (although they produces a rare or interesting item for the can be doing their own thing rather than con. water or mineral-based ten members living in the tribe. If there are deaths. For each warrior that passes the roll. foot. See the section be- 2d6. Charm roll. to get rid of the tribe. low on structures. with 1 for a very few weak ene. Each miner makes a Vandalism skill roll. If the Threat Rating is higher. you may erect faced by the tribe. If the tribe‘s Defence Rating is higher than the Threat Rating. then at the end of the month that many followers will die. this is a base 1 in 6 chance.After food. Each scavenger makes with before they do too much damage. For each miner that succeeds on their roll. total these spells acting as a warrior). or a magician with violent look at the exact number rolled. This has a base value of one temporary structure. acting as a healer. Emissaries should make a mies. Each artist who succeeds on the roll reduces however). Finally. so they can be dealt their magical research. the time required for the tribe‘s magicians to At this point. each who passes pro- scout makes a Perception skill roll. it falls to the warriors to fight perform some work of magic by a day. plus the character‘s strength role (such as a magician with healing magic modifier. Threat Level for the month by 1. If more scouts succeed on their ing the tribe‘s magicians with their magical roll than required. in- crease the depth of the cave complex by one 33 . this penalty Finally. tributing a dice roll). For each cures a single plant. reduce the number of deaths by that amount. down off the threat as best they can. Rather than generating individual encounters. the month. For each the GM should determine the Threat Level builder who passes their roll. reagents chart) required by the tribe‘s magi- ceed. tribe. add 1 to the result. then reduce the threat level works. gerous territory. by persuading outsiders to to the result. deal with threats to the tribe. by 1 that month (the bonus is not cumulative. look at the number rolled by the best healer that passed their roll. Each trader rolls charm. artists are members of the tribe assist- is cumulative. the and 3 for a widespread effort from all nearby tribe attracts another member. Each a Foraging skill roll. plus a hunter‘s If a magician with relevant spells takes on a attack bonus. add 1 to the result. add between 1 and 3 tribe‘s numbers. If no player charac. Each warrior to a minimum of one day. caves. then for each roll less. Each builder makes a crafts skill roll. for each that passes the roll. should make a Fighting Skill roll. If at least one healer succeeds on the roll. work out the healers‘ attempts to keep the tribe healthy. As before. If less scouts suc. you can place the numbers for the tribe‘s Defence Rating over d6 with any number you wish facing up. 2 for numerous determined enemies. If the tribe is living in particularly dan. Scavengers are individuals sent out by the Scouts are responsible for recognising threats tribe‘s magicians to procure ingredients for to the tribe in good time. and for each who passes the roll. If the tribe Traders conduct business and negotiations on has any members living in huts rather than the part of the tribe. join its ranks. increase the cians. Each artist makes an Art skill roll.

the character leading them must make a Charm skill roll. maybe around a made by the tribe‘s artisans. tures are built outside the tribe‘s cavern com- Alternatively. members to rampage un-molested. only gain the benefit of a single quarry. roll a rolls made by the tribe‘s cooks. they attract a single they last indefinitely until the tribe chooses to dice (d4 for Neanderthal. Some structures can be built within the ing to attract followers themselves. the GM should come up with a the player to choose which of their followers number of encounters with predators. Where there are tribe can only benefit from a single defensive problems for the tribe. The tribe can d6 for every ten women. On a success. d8 for hunters) of followers. and if this is Structures failed another d6 followers abandon the tribe. this will affect the saved! tribe‘s morale. a full. plex. in which case start a tribe. if the tribe was unable to fight off number of followers that they would kill if left the threats facing them this month. the GM may bers will have any members there is no food allow the player characters to try to deal with for leave at the end of the month. roll a d6 for every ten men follower to live in once the cavern complex is (rounding up to the next ten). struc- recruit people with successful charm rolls. the Threat Rating faced by the tribe by 1. randomly or ters can kill (not drive off or avoid) the threat. The tribe can hundred months. structures last only for the next month before lowers should be randomly generated like they are dismantled or damaged beyond use. Followers who successfully act as builders The tribe may attract more members. This can during the month can construct one of a num- happen in two ways: firstly emissaries can ber of temporary structures. in which case it uses up thirty feet of able to contribute. which followers then the followers it would have killed are die. to the GM to work out exactly how events A defensive ditch and palisade each reduces panned out for the tribe during the month. de. Fol. based on the circumstances. chil. Any number of huts can be built. player characters may ditch and a single palisade. A quarry can be put inside the cavern complex. it is up to these threats. be able to intervene. it is up in which case it uses up thirty feet of depth. If any children die. Finally. expert and magician use the space for something else. and assign each a After this. Temporary characters.Putting it all together If the tribe would have members die due to A tribe who are unable to feed all their mem. The GM should chose. for each a 1. If there are less men bers. storage pit can be put inside the cavern com- dren born into the tribe will become adults plex. tribe rather than being attracted to it will take A quarry gives a +1 bonus to craft skill rolls somewhat less time than this. Structures that can be built are given below. when the tribe was founded. hostile abandon them. if there are less women than men. if a player character is still try. By default. then there is a chance that Huts provide extra living space for tribe mem- children will be born. using up month. new child will be born into the tribe. threats they couldn‘t fight off. A (around fifteen years. locals and angry monsters. Like. The scribing them to the players. Children who joined the depth. 34 . A sanctum can be will be enough to feed another follower for a built within the cavern system. Once the month‘s activity is rolled for. Each hut gives enough space for a single than women. If the player charac- will die. or 180 months). magician who the sanctum is prepared for if acters can provide through their own efforts this is to be of any benefit. Given enough time only gain the benefit of a single storage pit. A sanctum allows a magician to record their If the tribe doesn‘t have enough food. A storage pit gives a +1 bonus to craft skill wise. then spells easily. The tribe must have at least one every 28 meals worth of food the player char. they make cavern complex (in just the same way as a charm roll exactly as if they were trying to building temporary structures). if the tribe contains both adult men and adult women. twenty feet of depth.

some personality quirks and so on. fisher or stalker) 4 Male Human Hunter (equal chance of using the rules for a mammoth-hunter. and of be- ing male or female) 6 Unusual Neanderthal follower. fisher or stalker) 5 Human Non-combatant (equal chance of being elderly or a child. Player characters with followers can bring some or all of their followers with them on an adventure. They must still. crafter or herder) 2 Male Human Expert (equal chance of using the rules for a gatherer. If they are does so in the same way as human characters. flee. failure on this roll places the fol- adeptly than humans. Random Neanderthal Followers Roll 1d6 Follower 1-2 Male Neanderthal (equal chance of using the rules for a fighter or survivor) 3-4 Female Neanderthal (equal chance of using the rules for a fighter or survivor) 5 Neanderthal non-combatant (equal chance of being elderly or a child.Neanderthal tribes the player character. asked to do something particularly dangerous with a few modifications. However. or do their own thing. and neither do they count towards the tribe‘s membership during that time. however. Random Unusual Neanderthal Followers Roll 1d6 Follower 1 Female Human Expert (equal chance of using the rules for a gatherer. crafter or herder) 3 Female Human Hunter (equal chance of using the rules for a mammoth-hunter. All Neanderthal or face particularly frightening or confusing tribes reduce the Threat Rating they face by 2. and fall under the player‘s con- trol. These followers are not assigned a role for that month. Followers accompanying the party should be fleshed out a little more than other followers. and will not always react A Neanderthal who attempts to attract a tribe as the player character wishes. By and large. roll below Table 20. be fed and protected by the player characters. given a name. circumstances. and of being male or female) 6 1d3 dogs (use the rules for Jackals) 35 . the GM may require the player since they are much better adapted to their character to make a Charm skill roll to con- environment and can avoid threats more vince them. Neanderthals generate lowers under the GM‘s control for while as their followers using the tables given below. they refuse orders. they are not fully controlled by Table 19. Outright mutiny is unlikely unless the player characters are particularly inventively un- Bringing Them With You pleasant to their followers. followers do as instructed by their leader.

then the victims can be either make them more friendly. however. it must spend a as after the first raid some raiders may have month around the character. simply by rolling that result on the Rare of the numbers rolled each month. until they are forced to surrender or conclu. a base 1 in 6 chance. look at the exact number rolled. equals or exceeds the defence rating of the The first step is to have the animals be ac- target. once the Followers tables. When roles are assigned for the month. or territory which wolves hunt). cessful raid will drive the tribe further back. wise. succeeds. Other- wiped out entirely. time they provide all the food it requires and Entirely conquering an enemy tribe will likely protect it from danger. If per the Reaction table) An animalism roll can the total is equal to or greater than double the be made when animals are first encountered to defence rating. they must the raiders are forced to retreat. The raiders can attack any or all of these. Once the animal is friendly. captured or subjugated. The GM will present a list of locations held by the enemy (such as caves the enemy tribe live in. followers can be sent on attacks against the enemy. Other than this. the animal might be captured and kept However. Add these results to- gether. if total equals the number of hit dice. If this happens. and the target is tively Affectionate to the player characters (as over-run. For each roll that succeeds. either against another tribe. or in person by the PCs). or against any large supernatural threat or group of monsters (for example. 36 .Going to War Player-led tribes can go to war. keep a tally camp. any number of followers can be told to act as raid- ers. in whichever order they wish. Animalism rolls may require a number of successful raids (either by be required to prevent the beast from leaving followers. to 20 or more for a fortified cave sys- tem with numerous defenders supernatural backing. if this is the beast‘s amount of Hit Dice or more. then the raid is unsuccessful and tamed or domesticated animals. If the roll sively beaten. Each location will be given a defence rating. as normal. On each raid. Taming animals it is effectively tamed and can be added to the Some tribes will naturally attract dogs to their tribe. during which been killed. one of the raiders prisoner. plus their strength modifier. every raider rolls their Fighting Skill. the victims will be driven away. plus their attack bonus if they are hunters. For this reason. from 5 for a weakly held site with a few de- fenders. If the total is less than the target‘s de- fence rating. a large pack of wolves led by a particularly in- telligent Dire Wolf). look at the number on the dice. the order that raids are conducted in matters. for each 6 rolled. the character can roll Animalism. Each suc. makes a new reaction roll to their captors. the animal a player wants their tribe to have access to is tamed. Instead of player- characters going in person (perhaps bringing followers with them). If it is less than the hit dice. of its own volition. the raid is a success. If the total tame them themselves. At the end of each month spent in this way. each day the animal will be killed during the raid.

which can be a risky en. the GM‘s job is not to help in 6 for very unlikely to 5 in 6 for a reason. Similarly. and if you do something daft. affair. where you plan to get water from. they get to eat it! Most monsters will still require some fresh materials to complete state how many days worth of food they‘re the work. may even be worth sketching out a rough map tain properties or specific animals will nor. Remember. and used to make new items. characters can opt to forage. The GM is free to make assumptions Other supplies may be harder to find. the blade of a stone make use of. resource being looked for. deavour. for example. you cessful) then the character finds enough meals should spend a little time planning out where to feed two people for a day. then by de- locate plants. Examples of this sort of resource include flint. the character finds the number of meals indi- cated on the dice. an area of tar pits will be a terrain feature in its own right that characters will need to navi- gate their way towards. plants with cer. the surrounding terrain is likely to sim. peat. When you set up camp for the night. then find some other food source. on. It‘s worth speci- found fresh. bones and hides that a hunter can make different items. candles or similar. ramshackle track down animals. So. How- likely find the GM rolls a random encounter. mally require a foraging roll to successfully If you don‘t put this planning in. go fishing. and any unusual or roll if done in a hurry or without many materi- particularly useful trophies that might be als to hand. Foraging for food the amount of items that can be made in one takes up half a day: if the roll succeeds. back to bite you if monsters find you in the In this case. most beasts equipment can be taken apart and used to have teeth. It‘s worth noting that damaged taken from them. and so in character. They If you are attempting to make large batches of might dig up roots. then go. for exam- Instead of hunting. Doing so will counter. Some resources will be even rarer. knife could be used as a spearhead. there is a chance (ranging from 1 night. such as arrows. The Equipment cannot have notches removed easiest is to go hunting. bee hives. Food is always and how you‘ll be camping. or a tracking roll to successfully fault the campsite will be a lazy. if a player Setting Up Camp rolled a two (and this was enough to be suc. about whatever will have been the quickest times. ple. As well as this. Day to Day Life Finding Food Maintaining Equipment There are a few ways to acquire food. and will likely require a Crafts skill worth in their description. which may come ply not feature the resource being hunted for. they able chance) that the local terrain includes the can and should create consequences for it. where food is being stored and if fires Finding Supplies are left burning overnight is best specified. it can be taken apart into its components and if the characters can kill what they en. or leeches. of the campsite for the GM. Some. depending on the the number rolled on a successful crafts roll is season and the location. and easiest way to camp. It Trying to find. for example. ever. in this event you‘ll from it once it‘s started coming apart. save it for later it is a challenge to overcome how you‘re finding or making shelter. safely preserving if you want to fying what sort of terrain you want to camp in. you win. 37 . pick fruit or items.

all you fail the roll. medicine roll is a 2. Drugs are prepara. from the point you roll that specific Finding Ingredients combination of ingredients will always take that form. make a resist the preparation‘s effect. it produces so that you can come back to it tarily and let the drug affect you. this is how many Preparations can take the form of poisons. poisons or tonics. 1 dose of preparation is a poison. a as 11 or as low as 7. their foraging roll. the ingredient you find will drugs carry a negative side-effect to their use. be random. In order to find an ingredient. They may If you find an ingredient. the active agent and medium (and enduring son or drug will require two ingredients (the agent in the case of a tonic) need to be com- potent agent and the medium) to produce. 9. If you don‘t already have tion takes. number rolled on the dice. Each column for poisons. For drugs and tonics.using various ingredients. and bined. however. you must com- choose what you want it to do. drug. you may choose to fail volun. Since they passed with a roll of 2 on the tion. later). however. or tonic. tions that have a temporary effect. coughing or note of what it was. d8 for mediums or a d10 for enduring ingredi- ous. roll a d20 on ta- a tonic three (the potent agent. and the result from. If you passed the medicine carries at least two lasting side-effects when roll. Finally. drugs and tonics. Decide if the bine ingredients together. On a successful roll. doses you can sustainably take from the plant. you may adjust your result up or down by used. When. They roll a d12. a character might roll a 1 on a character‘s system may reject them. up to the number shown on the dice. boost roll to see how usefully you can apply it. taking the drug unwillingly and if passed you Unless you uprooted the entire plant. the Medium determines what form ingredients to hand. getting a if failed. Roll a d12 for active ingredients. depending on their function. and For example. Creating Preparations Combining Ingredients The first step when creating a preparation is to In order to make a preparation. where it‘s found. Herbalism A character with suitable skills can attempt to for a potent agent. drugs or tonics to select tonic alters the user in some lasting way. a foraging roll Combining ingredients to create a preparation must be made. the medium ble 22 to determine the form that your concoc- and enduring agent). then the preparation medicine roll. All preparations are unnatural to the body. If physical capabilities or help with healing. To do this. or lasts for a single turn. later for more. a however. If passed. If you wish to completely uproot the plant Poisons are those preparations intended purely (preventing you from getting more from it to cause harm to a victim. On table 21. you can get twice this many. A poi. a medium. a source can be and tonics . If you are willingly taking the many doses it produces and what ingredients drug. they must make a Save against Poison. Their them. Regardless of what you‘re making. and find 1 dose from a ever a character has a poison inflicted on plant that can be used as an active agent. they take the effects of the prepara.poisons. and pick from the col- Save against Poison may be made if you‘re umns for drugs. For drugs and tonics. how vomiting it up. Look at the notably parts of various plants. make a medicine create altered states of consciousness. A drug‘s effect is either instantane. you‘ll need to find them. chose either the appropriate have a permanent effect on a character. tonics ents. state whether you are looking 38 . or an enduring create various preparations . drugs agent. a poison takes. they can shift the result as high has no effect on them. most found for what you‘re looking for.

Rather than using 9 Grease (eaten) the normal method to determine what the in. Roll Result ration in one day. such as crea. medium or enduring 12 Tincture (introduced to blood- agent. rather than those rolled nor. For example.takes a day‘s work. the GM should simply decide if the ingredient is for a poison. 39 . 10 Grease (rubbed into skin) gredient does. however. if 11 Tincture (drunk) it‘s an active agent. breathing in or so on. this still takes a single action. You can. 16 Fumes from a liquid (inhaled) mally. they may need to be lit and the smoke inhaled. a Medicine roll might need to 7 Oil (rubbed into skin) be made to properly extract glands from an 8 Oil (introduced to bloodstream) animal. drug or tonic. taking a preparation or feeding it 20 Fermented spirit (drunk) to a willing patient is a simple Use an Item action in combat. Preparation forms bine multiple doses of each ingredient at once. based on the stream) source of the ingredient. or a Foraging roll to work out how to get the parts from a plant. and they are entitled to make a Save against Poison to resist swallowing. and what it actually does. to produce multiple doses of the same prepa. Table 21. Feeding a preparation to an unwilling enemy requires them to be immobilized somehow. 4 Paste (eaten) tures with poisonous bites. Assuming the character has the required equipment (such as a way of lighting fires or a water-skin) to hand. 19 Thick soup (eaten) tion to hand. or mixed with water and drunk. The GM may give unique ingredients found in this way. and the preparation is stored ready to take. If they want to try to salvage these ingredients to use 6 Oil (drunk) in Herbalism. giant wriggling 5 Paste (rubbed into skin) mushrooms. A few types of preparation will need a little extra work to consume. com. 17 Hard stone (swallowed) Using a Preparation 18 Rough cake (eaten) Assuming that the character has the prepara. 1 Ash (eaten) 2 Powder (eaten with food) Salvaging Ingredients 3 Powder (inhaled) Characters may encounter strange things in the course of their adventures. alien plants and so on. venom glands removed from a giant serpent will 13 Syrup (drunk) probably produce the active ingredient for a 14 Steam (inhaled) poison with the same effect as the serpent‘s 15 Smoke (inhaled) bite.

. +1 charisma . Injury Causes reck. . +1 save vs. . -1 dexterity lose all grit (grease) tion 5 2d12 damage Ignore all pain +1 dexterity Ingested 1 damage to -1 intelli. Ingested +1 to all dam. Injury Causes nausea -1 strength -1 save vs. . Herbalism Ingredients Roll Active Agent Active Agent Active Agent Delivery Medium Medium Enduring (poisons) (drugs) (tonics) (poisons) (drugs) (tonics) Agent (tonics) 1 Death Powerful hal. . -1 constitution (powder) flesh gence 6 1d12 damage Recover all grit +1 constitu. - poison 12 -d8 Cha. .Table 22. . Constitution ing weather 10 -d8 +1 damage +1 save vs. Intelligence modifier weather poison 11 -d8 Wisdom +1 to AC +1 save vs. - risma tion 40 . turns) cinogen magic (liquid) hazards 3 Paralysis 1d4 Stimulant +1 save vs. lucinogen (oil) magic 2 Coma (1d4 Mild hallu. -1 dexterity -1 strength rounds hazards (paste) lessness 4 Fatigue and Relaxant +1 strength Injury Causes Fatigue -1 constitu. Fumes -1d4 grit -1 charisma -1 wisdom gence (liquid) 8 -d8 dexterity Heal d4 dam. +1 flesh Contact Causes fear -1 flesh -1 save vs. +1 grit . . . -1 wisdom -1 intelligence tion (liquid) age suffered 7 -d8 strength Heal d4 flesh +1 intelli. . +1 wisdom Smoke -1 to all saves -1 grit -1 charisma age to an at- tribute 9 -d8 Stop all bleed. +1 to percep. -1 save vs. -1 save vs.

If the magician corded as works of art: typically paintings on wishes to cast the spell outside of their sanc- the walls of carefully chosen caves. they only have spell slots for days solid work. all that magical en- ergy has to go somewhere. Magic or suffer Magical Backlash (see below Due to the complexity of the magic that must for details). the magician Doing so requires a full month of work. The first is an Art skill roll. If the Art roll is the magician can complete the spell. an Art roll to translate it. spell in the wrong slot (typically a higher When a magician gains a new level. if failed defined space such as a cavern. and a must make a Save against Magic. Once a memorized spell is cast. with A magician with a spell memorized can tran. the spell can be cast or memorized as gician succeeds on casting the spell. They utilise the 41 . they must pass verge of completion. the ma- spell bound into an item that they can study: gician can memorize another spell in that make the same rolls in order to do so. either in their sanctum or that they have memorised. the rituals and symbolism for the spell. but the spell. They select a However. this will cause difficulties when the rank for the spell. during which the magician first rank spells. at the spaces might be possible. each level of the spell. A starting tum. To do so takes a full turn. ranging all scribe it to their own sanctum rather than the way up to eighth rank spells being the completing the casting. Secondly. they must memorize it. A magician can attempt to cast a modified version of a spell. the magician can only have a own sanctum. they must then make a Save against takes a full combat round of ritualized casting. add a new spell to their sanctum. It is worth monoliths. On casting their sanctum takes three days as normal. hut or circle of they suffer from Magical Backlash. they may ranked spell in a lower ranked memory slot). although more exotic as directed. Spells are divided into ‗ranks‘ of power. but rather than spells. the spell does not work. To do this. If failed. and randomly determine a spell is cast. Creating a sanctum also requires noting that backlash can be suffered even if 2d6 different magical reagents. At any point there-after. so does not use up the item‘s power. typi. Doing ‗slot‘ when they return to their sanctum. performing the magic cally a hut or cave. normal. the it does nothing. if passed the ma- scribed. If they encounter a recorded spell completing the spell. as the magician‘s mind is not spell from that level. These spells are re. Magic Spells and a Magician’s Sanctum Casting Spells A magician starts play with a sanctum. end of which the spell is cast. Transcribing this spell to properly able to contain the magic. and takes at least three At first level. and tially having any number of them at a time. poten. In their which they record the spells that they know. A magician‘s spell slots specify the requires one different magical reagent for rank of spell that can be memorised in them. small number of spells memorized at one A magician can also attempt to memorize a time. does not use up any materials. then the magician cannot properly remember A magician can create a new sanctum. A translated spell can be cast or be held in the magician‘s mind as a spell is memorized just like the magician was in their memorized. the magician can simply use the re- The sanctum must be a defined space. Once tran. sanctum. in There are two ways to cast a spell. it is left hanging on the (such as in another‘s sanctum). Transcribing a spell strongest. A magician can memorise a stops only to eat and sleep. cords on the cave walls. Doing so failed. first rank spells being the weakest. they magician‘s sanctum contains three random again spend a full turn casting. the magician must make two rolls.

Doing so adds another 42 . and Casting a modified spell takes the same another day‘s work. but use the spell for a different purpose A magician can bind a spell into an item. the multiple ‗charges‘ of that spell. the magician must ice being used to preserve food rather than actually cast the spell in question (either trap an enemy. then the magician has wasted the effort used to affect the magician‘s ally. the magician must cate if the spell can be modified. making the subject more vulnerable to fire. reagent. within their sanctum or a memorised version) -The spell can be directed against a target that and then make an Art roll. and but utilised in ways that the mechanics don‘t the binding takes twice as long to complete. if An item can have the spell bound into it so failed they suffer from Magical Backlash. and how this make a Save against Magic or suffer Magical will work mechanically if it can. amount of time as a normal spell. is a fairly simple endeav- of flames rather than spreading to fill the air. Secondly. such as a fireball creating a small burst to release the spell. They might. If it is mally only effects the magician instead being failed. The magician does than a single subject by a larger variable not need to be in their sanctum to do this. such as -The spell‘s effect can be reduced or con. If amount. it should proba. if the wielder can chose which spell is cast. The first is an Art skill roll. An item with a spell bound into it can have bly not be allowed. on casting the spell. make spell bound within it. Binding Spells game. If failed. modification should probably not be allowed. or one of another character.same magic. al- to its normal use. magician must make a Save against Magic. during which the magician number of subjects by a small amount. Each such extra charge adds another one to the number of reagents required. If the modifi. potions that contain spells they need access to such as a spell that protects from fire instead in a pinch. as examples. To do so. explore. if the modification stretches logic listed above. they are travelling whilst they work. Binding a spell into a single-use item. our. Most magicians will pos- their own: sess a number of minor trinkets. Ultimately. It is that it is activated automatically in response to worth noting that backlash can be suffered some event (such as a weapon that takes effect even if the spell does not work as intended. It is up to the GM to adjudi. then the one to the number of reagents needed. used up. cation looks like it will simply do the same thing as the spell normally does but better. producing a similar effect in. when the item is used two rolls. allowing it to GM should allow modifications that make be cast multiple times before it‘s power is sense in-world and add to the fun of game. the another day‘s work. then the -The spell can have the same in-game effect magician halves the speed of their travel. the spell is successfully bound. these work as alterations to the basic process Similarly. a potion to be drunk or a fetish that is smashed tained. such as a spell that creates a wall of At the end of their work. too far or seems far-fetched. lowing it to be used later by the magician or try any of the following alterations. If the Art roll is it can‘t normally affect. An item can also have more than one different the magician must. fetishes and -The spell‘s effect can be inverted or reversed. In addition. when it strikes an enemy for the first time). must still go somewhere. rather stops only to eat and sleep. and re-agents required to bind it and must be- Experimenting magically in this way is not gin again. passed the magician succeeds on making the Binding an additional spell into the item adds modification that they want. the More complex items can also be produced. passed. such a spell that nor. Backlash. though. and takes a day of solid work for each such as a healing spell that heals a variable level of the spell. and spell is cast exactly as normal. Binding the spell requires one magical -The spell‘s effect can be made more diffuse. rather than requiring the ‗use an item‘ action to activate in combat. the energy of the spell always possible.

the magician rules so that both are satisfied with it. the Backlash is contained. use the following method. the character respon- quires twice as many successful Art skill rolls sible should take a Save against Magic to try as the spell‘s rank. the side-effects. taking the form of strange. if they fail they should roll on table 28: Magical Backlash for 43 . then the magician halves the potentially be much more dangerous. When a magician first begins the work of Researching new spells magic. However. The magician might Whenever a magician attempts to perform an still suffer backlash. however. they should make a Save against Magic. A magician cannot even cre- extra day to the time required to create the ate magic items in identical batches. the Backlash is uncontrolled. If they pass day of work. then the item is still successfully made. When Backlash‘s work to the process. If the save is sanctum to do this. and the The magician does not need to be in their potential results are less harmful. the number of days work required. and each research at. of if they pass or fail the skill roll. Through a process of risky magical lable supernatural effects. the more sub. works of experimental or technical magic. This could either be a given spell from Magical Backlash the standard lists that can be randomly gener. such as attempting to translate a spell. they should work out how many re- A magician learns a new random spell when. and ever they gain a level. agents are required (based on the work). the magician can slowly re. the spell ‗permanency‘ must be cast reagents required will be unique to each at- during the item‘s creation. and the effect. Doing so adds an tempt at the act. d6 additional successful Art skill rolls are re- tended. search new spells that match their specific de- sires. each item item. it does not have the effect the magician in. spell. If the Save against Magic is failed. is its own work. then spell‘s effects to those of similar spells and doing so adds another one or more to the judge a level based on this. A spell bound into an item might have a If the spell is of the magician‘s own devising. and can whilst they work. essentially for free. but standard nature of the magic being employed. then the method above. quired. even if the spell is not act of magic such as recording or binding a bound successfully. If they are travelling failed. unless the specific result of the backlash would Magical Reagents somehow prevent that. The process re. then randomly determine what is required by yond this. In addition. and a single magical reagent. they can attempt to re. the more work the exactly what the spell does and work out its GM should require. If the item is to have a permanent or ongoing Magic is in a state of constant flux. a magi- experimentation. affecting the creation process. the spell needs to be assigned a rank by the If the magician wants to bind the spell into an GM. use the the item. or a custom spell of the magician‘s own wrong. Normally. When must actually cast the modified version of the both the GM and the magician‘s player are spell they want at the culmination of creating happy with the spell‘s level and effect. Each Art roll requires a to contain the resulting disaster. uncontrol- devising. The GM speed of their travel. If the Art skill roll is failed. Regardless exactly what happens. they will require magical reagents. Be. If the magician is learning an existing spell. player and GM should hash out between them stantial the modification. cian risks backlash when they undertake fine a spell that matches their aim. The GM should compare the prospective item to have a noticeably modified effect. rolling on Table 23. should roll on Table 28 or 29 to determine tempt takes two days to complete. First. Magical Backlash occurs when magic goes ated. Similarly. due to the non- item successfully has a spell bound into it. the save. slightly different effect than normal without the procedure is a little more complex.

however. However. A non-magician character cannot make items with spells bound into them without assis- tance. Any character who knows what it is can acti- vate a bound spell or other magic item. they can make an Art roll.Non-magicians Magicians are the only class who can memo- rize or cast spells normally. assist a magician with making these items. any character can translate the spells recorded in a magician‘s sanctum to learn what they do. with no roll needed. Any character can roughly identify a magical item with a successful Art roll. If the roll succeeds. Like magicians. 44 . For each day that the assis- tant works. Only a magician can cast or memorize spells in a sanctum. reduce the number of days work required by 1. however. They can. other classes with a good Art skill roll can still at- tempt a number of other magical activities.

which will be 1d6 days travel away. collected and preserved. or fruit from a particular plant. The animal can be found with a suc- cessful Tracking roll. The plant can be found with a success- ful Foraging roll. 6 Sap from a particular plant. Extracting the part well enough to use will require a successful medicine roll (although the magician need not do the medicine themselves. The plant can be found with a successful Foraging roll. which can be taken from a corpse if the magician can find one. 3 A particular rare stone such as amber. The animal can be found with a suc- cessful Tracking roll. collected and preserved. and deals d4 damage to the magi- cian. chalk or granite. The animal can be found with a successful Tracking roll. 12 The skin. 2 A particular common stone such as flint. The plant can be found with a successful Foraging roll. 18 A tooth. 45 . 19 Organs from a person. bones or shells from a particular animal (randomly determine which. the caster can take them from a living human. Roll on Table 24 to determine the plant required. pool or river. Roll on Table 25 below to determine which animal. 16 Honey. 5 Ash from a particular plant. shell or fur from a particular animal. The nearest suitable source will be 1d6 days travel away. The nearest suitable source will be 3d6 days away. 9 Blood from a particular animal. Roll on Table 25 to determine which animal. 10 Teeth. Roll on Table 24 to determine the plant required. Random Tables for Magic Table 23: Magical Reagents The dice may roll a reagent that makes no sense (such as requiring wings taken from a human sac- rifice). clay or ochre. but need not be done all at once. 8 The seeds. 7 The fresh leaves. Roll on Tables 25 and 27 to determine which animal and which organ. 15 A particular bug. but it may be available more readily by trade. scales. unless the organs are non-vital. 4 Water from a particular spring. out of those the animal has). 13 A specific internal organ from a particular animal. the GM should fudge the dice roll to something more appropriate. jade or lodestone. burnt to charcoal or dust. spider-webs. Roll on Table 27 to deter- mine which organ. either whole or ground to powder. Roll d20 Item required 1 A handful of a certain soil such as peat. The animal can be found with a successful Tracking roll. or rib from the magician (randomly determine which). Roll on Table 24 to determine the plant required. Roll on Table 26 to determine which bug. roots or stem from a particular plant (randomly determine which). Roll on Table 21 to determine the plant re- quired. The animal can be found with a suc- cessful Tracking roll. Roll on Table 25 to determine which animal. collected and preserved. eggs from a certain animal or similar. The animal can be found with a successful Foraging roll. The nearest suitable source the magi- cian knows of will be 1d6 days travel away. The reagent can be found with a successful Foraging roll. 17 Blood from the magician. Roll on Table 25 to determine which animal. beeswax. Drawing enough blood will deal d4 points of damage to the magi- cian‘s flesh. The animal can be found with a successful Tracking roll. Roll on Table 25 to determine which animal. 11 Flesh or fat from a particular animal. The donor probably dies during or shortly after the process of extracting them. spores. 20 The magic cannot be performed until there is a full moon (roll 1d20 plus 1d8 to determine the number of days that must be waited if you don‘t already know). and might not be able to). finger-bone. Other- wise. In this case. collected and preserved. The plant can be found with a successful Foraging roll. 14 The dung from a particular animal. horns.

mould or puffball (randomly determine which) 15 Bulrushes or reeds 16 A plant with thorns or a sting: nettles. in large quantities. fennel. cherry. mint or garlic (randomly determine which). elder. foxgloves. hellebore or aconite (randomly determine which). 9 A highly poisonous plant. a bracket fungus. larch. 8 A tree that produces nuts: beech. 7 A willow tree. orchids. growing in a particular un- usual shape. poppies. growing in an unusual shape. 3 A tree with thorns: rose. or violets (randomly determine which) 18 A vine or creeper: ivy. Sage. 5 A maple or elm tree (randomly determine which). highly poisonous toadstool. hazel or walnut (randomly deter- mine which). blackthorn. brambles or thistles (randomly deter- mine which) 17 A flowering plant: bluebells. lilies. 6 A birch tree. 4 An oak tree. 11 A particular moss 12 A particular lichen 13 A particular fern or liverwort 14 A fungus.Table 24: Random Plants Roll d20 Plant 1 A pine. 46 . yew or spruce tree (randomly determine which). 2 A tree that bears fruit. growing in a particular unusual shape. woody nightshade. mistletoe or honeysuckle (randomly determine which) 19 A particular grass. chestnut. edible mushroom. growing in a particular unusual shape. 20 Pondweed. hemlock. duckweed or similar plants growing in water. growing in a particular unusual shape. 10 A herb. growing in a particular unusual shape. hawthorn or holly (randomly determine which). slightly poisonous toadstool. growing in a particular unusual shape. sloe. apple. pear (randomly determine which).

Table 25: Random Animals
If the animal rolled does not have the organ or part needed, then take the next animal on the list,
with a roll of 20 leading back to a roll of 1
Roll d20 Animal
1 A bat
2 A wolf
3 A bear
4 A cave lion
5 A woolly rhino (use the stats for ‗large beasts‘)
6 A mammoth (unlike other animals, mammoths cannot be found by tracking, as they are mi-
7 A deer or elk
8 A bison (unlike other animals, Bison cannot be found by tracking, as they are migratory.
Use the stats for ‗large beasts‘)
9 A boar
10 A wolverine
11 An otter or beaver (randomly determine which, use the stats for ‗small beasts‘)
12 A fox or jackal (randomly determine which)
13 A badger (use the stats for ‗small beasts‘)
14 A hare, mouse or squirrel (randomly determine which, use the stats for ‗small beasts‘)
15 A crow, cuckoo, skua or shrike (randomly determine which, use the stats for ‗small birds‘)
16 An eagle, osprey, owl or hawk (randomly determine which, use the stats for ‗birds of prey‘)
17 A swan, vulture or heron (randomly determine which, use the stats for ‗large birds‘)
18 An eel, lamprey or pike (randomly determine which, use the stats for ‗dangerous fish‘)
19 A small poisonous snake
20 A frog, toad or newt (randomly determine which, use the stats for ‗small beasts‘)

Table 26: Random bugs
Roll d12 Bug
1 Spiders
2 Centipedes
3 Ants
4 Wasps
5 Bees
6 Stag beetles
7 Other beetles
8 Blowflies
9 Butterflies or moths
10 Leeches
11 Clams, oysters or water snails
12 Crabs or Crayfish


Table 27: Random Organs
Rolling a d12 produces only internal organs, rolling a d20 produces internal organs and extremi-
Roll d20 Body Part
1 The brain
2 The pituitary gland
3 The tongue
4 One or two eyes
5 The heart
6 One or two lungs
7 One or two kidneys
8 The liver
9 The stomach
10 The spinal column
11 The spleen
12 The reproductive organs
13 Tendons
14 Entrails
15 The whole head
16 The whole paw, foot, or hand
17 The whole leg
18 The whole wing
19 The whole tail
20 The whole digestive passage, from the mouth to the guts


Table 28 a: Contained Magical Backlash
d20 Result
1 Something is transformed, but the effect is cosmetic and the victim can still act or be used normally. The
effect lasts until sunset, until the next full moon (in 1d20+1d8 days), or permanently; randomly determine
which. Roll on Tables 29 and 30 to determine the target, and what they‘re turned into.
2 Something is transformed, and the effect is complete and permanent. The victim can make a Save against
Magic to resist the effect. Roll on the Tables 29 and 30 to determine the target, and what they‘re turned into.
3 Something (roll on table 29 to determine what) is suddenly coated in blood, slime, frost or sap; randomly
determine which.
4 All around the magician, plants suddenly spring into life, growing to full size in vigorous health in a matter
of minutes. Roll on Table 24 for random plants d6 times to see what grows.
5 Huge swarms of bugs appear, crawling out from the magician‘s clothing, out of the undergrowth or from
cracks in the rock. Roll on Table 26 (or on the Vermin Generator, table 53) for random bugs to determine
what appears.
6 A cold wind whips around the magician. All fires nearby are put out, and any small, light objects are flung
around by the force of the wind.
7 The magician, target, or a random bystander (randomly determine which) vomits up a near-perfect doppel-
ganger of themselves, identical in all details but a mirror-reflection. Roll for the doppelganger‘s reaction as
normal. If the subject dies (including if they are killed by the doppelganger) the player may take over play-
ing the doppelganger instead.
8 Something becomes invisible, intangible or perfectly silent (randomly determine which) for 1d6 turns. Roll
on Table 29 to determine what is affected. Characters may make a Save against Magic if they wish; if they
succeed the effect only lasts for 1d6 rounds instead.
9 A random weather event suddenly wells up, potentially out of season. Roll on Table 15 (in the section for
Weather Conditions) to determine what weather.
10 There is a cacophony of gibbering voices from far-away places. Any character who tries to talk with the
voices can ask them a single question, as if they had cast Contact Outer Spheres. Randomly determine where
the voices are coming from for each person who talks with them.
11 The thread of time unravels for a moment. Everybody present stops aging, and any magical effects active in
the area become permanent.
12 The magician, target, or a random bystander (randomly determine which) find their body mutating, although
they curiously feel no pain as it warps. Randomly determine an unnatural feature from Table 32. Characters
may make a Save against Magic if they wish; if they succeed the effect only lasts until they next sleep. If
they fail, the effect lasts is permanent.

13 Plants within a few yards instantly wilt and die. Plants within a mile or so slowly sicken over the next few
14 2d20 frogs, fish, lemmings or crabs rain down from the sky. They may not be dead whilst they‘re falling, but
they certainly are after they hit the ground.
15 Everybody nearby falls ill. The sickness uses the rules for food poisoning. The main symptom will be one of
the following; blackened and shrivelling skin, tiny mushrooms growing on soft flesh inside the mouth,
steadily rising fever until the patient is so hot their touch scorches wood, glittering blue mucus, teeth falling
out one by one, or flesh slowly turning to wood (randomly determine which)
16 A huge megalith, statue or stone circle emerges from the ground close by.
17 Information floods the mind of everybody nearby. Some of it is useful, some of it is beyond the characters‘
ability to comprehend, some of it makes perfect sense but is irrelevant, but all of it is true. Every character
nearby gains 3d20 experience and a random madness from Table 30; roll individually for each character.
18 Everybody and everything nearby suddenly ages by 3d6 years. Roll for breakage for any items not safely
packed away.
19 Everybody nearby sees a sudden glimpse of one of the following, permanently improving one of their attrib-
utes by d4 but reducing their maximum flesh and grit by 1 each. A realm of pulsating flesh and sinew
(strength improves), the multiple dimensions of time flowing parallel to our own time-stream (dexterity im-
proves), the peaceful gardens of dead souls in the spirit world (constitution improves), a crowd of eager post
-human beings from the distant future who gibber prophesies (intelligence improves), the infinite cosmic
cycle of the universe as one beautiful machine (wisdom improves) or the lost serpent-folk kingdoms, glis-
tening with the blood of live sacrifices and filled with exotic, opulent treasures (charisma improves). Ran-
domly determine which for each person.
20 When the magician, target or a random bystander (randomly pick which) dies, they will resurrect as an un-
dead being, with 1d4 unnatural features from Table 32.


Table 28: Uncontrolled Magical Backlash
d20 Result
1 Something is transformed, but the effect is cosmetic and the victim can still act or be used normally. The
effect lasts until sunset, until the next full moon (in 1d20+1d8 days), or permanently; randomly determine
which. Roll on Tables 29 and 30 to determine the target, and what they‘re turned into.
2 Something is transformed, and the effect is complete and permanent. The victim can make a Save against
Magic to resist the effect. Roll on the Tables 29 and 30 to determine the target, and what they‘re turned into.
3 The magician, target, or a random bystander (randomly determine which) has their mind blasted by the force
of magic. Roll on Table 31 to determine the madness they end up suffering from.
4 The magician, target, or a random bystander (randomly determine which) is infected with some symbiotic
parasite. Whenever the patient suffers damage to flesh, the parasites will repair it at a rate of 1 point a turn.
Each time they do so, however, the patient loses a point of strength, dexterity, intelligence, or charisma
(randomly determine which each time) as the parasites replace more and more flesh.
5 Everybody nearby begins to lose flesh at a rate of 1 point a turn, with their skin and muscles peeling away in
chunks. When they die, they will resurrect as skeletal undead beings.
6 Pressure builds up in the magician‘s head, causing them to bleed from the eyes, nose and mouth, and poten-
tially causing their brain to rupture. They take 1d4 damage to their flesh. If they die from this, their brain
explodes, dealing 1d4 points of damage to everybody nearby hit by shards of skull.
7 The magician vomits out a slew of 2d6 internal organs from somewhere, wet, bloody, alive and wriggling.
Roll on table 27 to determine what each one is. If the organs are eaten, roll on table 43 for the effect as if
Strange Waters had been cast.
8 Everybody nearby must make a Save against Magic; those who fail immediately fall asleep and dream of the
empire of serpent-folk in the distant past. Their visions cause them to permanently lose a point of constitu-
tion and charisma, but to gain a single experience point.
9 Gravity reverses for a split moment, causing everything to fall ten feet into the air. After the terror of falling
endlessly into the sky, gravity soon rights itself again a moment later, causing everything to come crashing
to the ground.
10 An unnatural creature emerges from thin air in a welter of viscera and sulphur. Roll on the Table 25 for ran-
dom animals, and then give it 1d4 unnatural features from Table 32. Roll for its reaction, only taking the
magician‘s charisma into account for the roll.
11 A rip forms in the fabric of space-time, and distance and duration begin to unravel. So long as the characters
do not try to move from the spot, they are safe, but as soon as they take a step they will teleport be flung
wildly in a random direction. Projectiles are similarly affected. Attempts to use magical transport will result
in being teleported to a random destination. This effect lasts for d6 rounds before space-time repairs itself.
12 The magician, target, or a random bystander (randomly determine which) find their body mutating, although
they curiously feel no pain as it warps. Randomly determine an unnatural feature from Table 32. Characters
may make a Save against Magic if they wish; if they succeed the effect only lasts until they next sleep. If
they fail, the effect lasts either until the next full moon, or is permanent (randomly determine which).
13 Something in the world fundamentally breaks apart, and one of the stars in the night sky goes dark forever.
Everybody nearby must Save against Magic for each attribute or else permanently reduce it by one as some
part of their essence is sucked out into the void and lost.
14 With a rumble, the earth shakes and splits into chasms around the caster. Everybody must make a save
against hazards or be crushed, thrown around or pulled down, taking 1d12 damage from the earthquake.
15 All corpses nearby are resurrected as undead creatures. For a single round, they will be busy resurrecting,
but from that point on they will single-mindedly try to eradicate all living beings. Reasonably intact parts of
corpses (heads, limbs or organs) similarly resurrect, but probably can‘t do much beyond flop about.
16 Some powerful monster awakens in the depths of the earth, its attention drawn to those present. Unless
killed or banished, it will methodically hunt them down one by one and kill them.
17 For the next ten minutes, colourful bubbles come out of everybody nearby‘s mouths instead of words. The
words are released when the bubbles are popped. Any spells cast during this time will be similarly delayed.
18 Something nearby (roll on table 29 to determine what) swells up and bursts, dealing between d4 and d12
damage (depending on how dangerous the material is) to everything nearby.
19 A burst of fire, a layer of ice and frost, creeping corrosive slime, bolts of lightning from the sky, a rain of
salt or a squall of whirling dust and grit appears, covering everything nearby (randomly determine which).
Characters must make a Save against Hazards; if they fail they take d6 damage.
20 Something huge passes in front of the sun, blocking out its light completely for the rest of the day, until the
sun would next rise naturally. Until the sun next rises, horrible creatures from the depths of the earth are free
to rise to the surface to hunt.

16 All stone nearby 17 Every magical thing nearby. blood red. snow white. grass green. 19 Is turned pitch black. target or everybody nearby owns that floats in water. but only in direct sunlight 13 Is turned to stone. 18 Everything the magician. like a firefly 2 Becomes as light as foam 3 Becomes as heavy as a rock 4 Is turned to stone 5 Is turned to snow. target or everybody nearby (randomly determine which) 8 All weapons carried by the magician. and might melt 6 Is turned to clear crystal. dealing 1d4 damage to anything that grasps or rubs up against it. target or everybody nearby (randomly determine which) 11 The nearest wooden object to the magician 12 The nearest bone object to the magician 13 The nearest stone object to the magician 14 The nearest magical object to the magician 15 The magician and everybody immediately related to them by blood. but only when it‘s below freezing 14 Halves in size 15 Doubles in size 16 Sprouts leaves. and begins gaining nourishment from sunlight 17 Seeps warm blood constantly 18 Is covered in sharp thorns. 7 All clothing worn by the magician. re-rolling if an inappropriate type is produced). sulphurous yellow or sky blue (determine which randomly) 20 Turns into a random animal (roll on Table 25 to determine which) 51 . quills or barbs. and if struck might shatter into shards dealing 1d4 damage to every- thing nearby 7 Is turned to an ivory carving 8 Is turned to soft clay 9 Is turned to burning embers. 19 Everybody looking at the magician 20 The next item the magician or target touches (randomly determine which) Table 30: Random transformations Roll d20 Result 1 Glows softly in the dark. target or everybody nearby (randomly determine which) 9 All food and drink carried by the magician. target or everybody nearby (randomly determine which) 10 Everything held in the hands of the magician. potentially setting things alight 10 Is turned to water 11 Is turned to salt 12 Is turned to stone.Table 29: Random Targets Roll d20 Result 1 The magician 2 The magician‘s target 3 A random bystander nearby 4 Everybody nearby 5 All animals nearby 6 All plants nearby of a given type (roll for random plant types.

8 You believe that any wounds you suffer will become infected and result in your death. you see visions of the world in the distant future. you will merely return from the dead magically altered somehow. People live lives of constant toil. 3 You believe there is too much blood in your body. although you know that other people might do it. burning furnaces that fill the air with smoke to power strange devices. once banished from this world. Periodically. where there‘s only ice. 15 You believe that if you die. You dread such a future coming to pass. and that it can kill you merely by touching you. you see visions of the world in the distant future. A strange race of serpent-folk live below the earth. You dread such a future coming to pass. you amuse yourself with mathematical problems that will not be properly explored until thousands of years in the future. somewhere to the north. your fate will depend on their judgement of you. They are capable of great marvels of magic and craftsmanship. 9 When you sleep. Humans live in huge colonies like insects. they rush from their ditches in huge swarms. 5 You forget how to lie. a huge flood that will wipe most life from the face of the earth.Table 31: Random Madness Roll d20 Result 1 You believe hidden beings are constantly watching you. and some must be let out in order to stay healthy. 12 You are mortally afraid of a particular animal. slaughtering each other in the service of foul gods that they worship. 14 You have a strong urge to check what one of your internal organs (roll a d12 on table 27 to pick a random organ) looks like. and end the practice of magic forever. horrible creatures are gathering to sweep south and wipe out all humans. 6 You believe you are a skeleton hidden within a disguise of flesh. 20 You begin to worry that. You worry that after you die. 19 You begin to worry that the world as you experience it is not real. dressed identically in strange green and brown clothes. you see visions of the distant past. however. 13 You walk in your sleep every night. You dread such creatures returning. perhaps it‘s all an illusion to de- ceive you. or perhaps you might merely be dreaming. 16 You gain an understanding of advanced mathematics. 17 You begin to see signs of the end of the world approaching. Terrible beings. 7 You are wracked with guilt whenever you commit acts of violence. Humans live in trenches dug in the mud. and do things that make no sense to you when you wake up the next morning. but lack the language or tools to express it. 2 You believe that you do dreadful things in your sleep and then wake with no memory of them. and die in droves for reasons you can‘t understand. 52 . and are sickly and weak. 11 When you sleep. 18 You begin to see signs that magic is phenomenally dangerous. 4 You believe that you are unnaturally vulnerable to some harmless object. Nobody must find out. 10 When you sleep. In your spare time. but use their gifts only to cause suffering in the name of their gods. are finding their way back through the cracks in reality opened by the practice of magic.

it is either able to see through solid objects like they were transparent. teeth and skeleton are made of some exotic substance. stone. crystal. If failed. or are replaced by empty sockets (randomly determine which). to fly. 17 The monster is vulnerable to some particular bane. there is a one in four chance that a body part will fall off and keep fighting. ice or burning embers (randomly determine which). dexterity or constitution. An attack that scores twenty or more to hit (and would hit the monster‘s AC) strikes this weak point and kills the monster instantly. either in addition to or replacing its own (randomly determine which). randomly determine which. 11 The monster‘s eyes either begin to glow. A victim dealt damage by the attack must then make a Save against Poison. If the save is failed. either in addition to or replacing its own (randomly de- termine which). mental attributes like their donor. the creatures attacks all deal an extra +1 point of damage. allowing it to squeeze through small gaps and distort it‘s body dramatically. either fresh water. to walk on walls like a fly. Each round where it is exposed to its bane it takes a single point of damage to its flesh. 53 . The mon- ster improves its Armour Class by 1d6. randomly determine which. Wisdom and Charisma by 1d8 each. 16 The monster has a particular vulnerable spot on its anatomy. either constantly on fire. 3 The monster gains the ability to breathe water and swim. 15 The monster is unnaturally intelligent: raise its Intelligence. Severed appendages or other particularly horrible wounds will completely re-grow after 1d6 rounds. 5 One of the monster‘s attacks (randomly determine which if it has more than one) becomes highly poisonous. and treats its Strength Bonus as being two points higher. Each round. When used. coated in corrosive slime or covered in tiny barbs (randomly determine which). 20 The monster is normal. If the monster has a gaze attack. such as a gap in its skull exposing its brain. 8 The monster is much larger than normal. Roll on Table 25 to determine what type of animal the head comes from. incredibly cold. direct sunlight. the victim loses 1d6 points of strength. 13 The creature is able to regenerate damage at incredible speeds. 9 The monster is much smaller than normal. 7 The monster has no skin. Regardless. The monster cannot regenerate any damage dealt by flaming attacks. and enemies grabbing or grabbed by the monster also take an automatic 1d6 damage. The mon- ster‘s melee attacks deal an extra 1d6 damage. frost or toxic gas (randomly determine which). tusk or horn attacks. and deal 1d2 damage. 6 The monster‘s skin sprouts thick scales. or crystalline protrusions. able to see perfectly in the dark.Table 32: Random Unnatural Features d20 Unnatural Feature 1 The creature gains another animals head. Severed body parts have physical attributes at 5. either fire. stones. 4 The monster gains a breath attack. and treats its Strength Bonus as being two points lower. tusk or horn attack (if it has one) in addition to or instead of their own bite. Armour Class and saves like the monster. enemies who look at it must roll a save against magic. The venom will affect either strength. baked clay. 14 The monster carries some horrible disease. carved and jointed wood. and saves must be taken every turn after that. any potential victims must make a save against hazards or else take 2d6 damage. or salt. and the appropriate anatomy. and it‘s musculature and organs are wet and exposed to the world. they are permanently subject to a random transmutation (roll on table 30 each time) 12 The monster‘s body is somehow hazardous to touch. a chitinous exoskeleton. It might be made of stone. although this attribute loss is not permanent. moonlight. down to a minimum of one Flesh Dice. charged with static electricity. 19 The monster‘s severed body parts remain alive and fighting indefinitely. sees anything magical glowing brightly. It loses a dice of flesh and grit each. or to burrow quickly through the ground (randomly determine which). turn either milky white or pitch black. Its Armour Class is reduced by 1d6. like an octopus‘s. Each time it takes damage to its flesh. fire. if failed they lose ten points from that attribute. it will heal 1d6 points of dam- age. The monster gains the new head‘s bite. animated mud. or stitched-together hide stuffed with straw. corrosive slime. gains a gaze attack or is rendered completely blind (randomly determine which). ice. dexterity or constitution (randomly determine which). save that it appears to be made from some material other than flesh. 10 The monster‘s body becomes rubbery and flexible. 18 The creature‘s claws. Roll on Table 25 to determine what type of animal the limbs come from. which is apparent from its appearance. It gains an extra dice of flesh and grit. 2 The monster gains 1d4 limbs from another animal. snow. It gains a +1 bonus to attempts to wrestle per hit dice. The monster gains the new limb‘s claw or trample attack (if it has one) in addition to or instead of their own claw or trample attacks. wood. They have a single point of flesh. As a result. The incubation period is a turn.

Rank 3 spells Roll Spell Roll Spell 1 Command 1 Clairvoyance 2 Create Fire 2 Cure Disease 3 Coat with Frost 3 Dispel Magic 4 Cure Wounds 4 Fireball 5 Darkness 5 Haste 6 Enlarge 6 Hold Person 7 Erase Tracks 7 Howl of the Moon 8 False Sounds 8 Mist Form 9 Floating Disk 9 Sacrifice 10 Light 10 Speak with Corpses 11 Locate Animal 11 Strange Waters 12 Mending 12 Water Breathing 13 Message 14 Purify Water 15 Shield 16 Shrink 17 Sleep 18 Spider Climb 19 Summon Rain 20 Unseen Servant Table 34. List of Spells Table 33. Rank 2 spells Table 36: Rank 4 spells Roll Spell Roll Spell 1 Augury 1 Obfuscation 2 Gust of Wind 2 Neutralize Poison 3 Heroism 3 Plant Growth 4 Invisibility 4 Polymorph Self 5 Levitate 5 Remove Curse 6 Locate Object 6 Rip Portal 7 Mirror Image 7 Protection from Weapons 8 Resist Cold 8 Seven Gates 9 Resist Fire 9 Speak with Plants 10 Silence 10 Spell Immunity 11 Speak with Animals 11 Wall of Fire 12 Warp Flesh 12 Wall of Ice 54 . Rank 1 spells Table 35.

Table 37. Rank 7 spells Roll Spell Roll Spell 1 Animate Dead 1 Bestow Spell Ability 2 Cloudkill 2 Clone 3 Contact outer spheres 4 Creation 3 Earthquake 5 Feeblemind 4 Exalted Word 6 Insect Plague 5 Flatten 7 Magic Jar 6 Instant Summon 8 Polymorph Others 7 Invisibility. Mass 9 Shape Stone 8 Magic Spear 10 Telekinesis 9 Part Water 11 True Sight 10 Remote Surveillance 12 Turn Rock to Mud 11 Simulacrum 12 Vision Table 38. Rank 8 spells 1 Anti-Magic Shell 2 Contingency Roll Spell 3 Crystal Eye 1 Imprisonment 4 Death Spell 2 Mind Blank 5 Disintegrate 3 Permanency 6 Find the Path 4 Polymorph any Object 7 Geas 8 Legend Lore 5 Resurrection 9 Regenerate 6 Shape Change 10 Mind Switch 7 Time Stop 11 Projected Image 8 Trap the soul 12 Turn Flesh to Stone 55 . Rank 6 spells Roll Spell Table 40. Rank 5 spells Table 39.

magician. injury. Augury If the undead is to have special abilities. They will also prefer to at- tack those that they knew in life. or neither. Because ings with physical form will merely lose all of the entities inhabiting these bodies are chosen their magical abilities while in the Anti-Magic by the magician. but magical be- mockery of their former existence. The animated dead will always interpret any in- structions in the most violent and destructive manner possible. causing it to form further magic until the spell has expired. Instantaneous spell. 2 increases the Hit Dice ―cost‖ by one. From how they land. For each flesh dice the creature had in life. no matter their former relationship with the person in question. The undead do not have Grit. long term ramifications are world. the magician can deduce Anti-Magic Shell whether an action they state when casting is Rank. manded verbally. they can ani- mate up to 1 hit dice of creatures. 0 vides an answer based on their judgement. For each level of the magician. Adding Duration. these undead are under their area. typically knucklebones or carved sticks. Spells Descriptions Animate Dead Within a 10 foot radius around the magician. each Rank. Innately magical creatures allowing them to move and act in a gross cannot pass through the area. 5 all magic is negated for the full duration of the Duration. However. it has a d12 dice of flesh as undead. the faint memories of Shell is stationary and does not move with the life retained by the corpse or skeleton con. stantly struggles with the invader introduced by the magician. although they probably only need to think in ity through which magic seeps into the real the short term. and they must be com- casts some divination tool upon the ground. 1 turn per level reward and injury. Magical attacks will not affect the magi- Range. Rank. The GM pro- Range. magic items and spells within the radius This spell introduces a spirit plucked from the are suppressed. both Duration. The area affected by the Anti-Magic total control. - special abilities does not increase the actual Range. 6 most likely to result in reward. often beyond the scope of this spell. a conflict that drives the host corpse or skeleton to destructive urges. Only feral undead are As part of casting this spell. The undead creature retains its sav- ing throws. Casting this spell shores up the cracks in real. at least for a short amount of time. and the magician cannot per- gardens of the dead into a corpse. reinvigorate the faint memories of life that Spells cast through the Anti-Magic area will cling to the corpses and skeletons of people. the magician created by this spell. - Hit Dice of the undead. also be ineffective. 10 feet cian. 56 . and has an attack bonus of +1 per dice of flesh. The bodies remain animated until they are destroyed.

- This spell requires the use of a reflective sur- face that the magician gazes into. When the spell is cast. If the subject dies without casting the granted spells. the image will be indistinct. the magician must focus on a place they wish to view. Special Range. hazy and wobbly. if a magician casts Bestow Spell Abil- ity and grants their hunter comrade use of the Silence and Levitate spells. but the closer to a perfect mirror the magician can achieve the better the results will be. As the image is reflected. and view its surroundings. the results will be incoherent and largely useless. the magician can grant some of their own spell ability to a subject. When casting this spell. The subject now has those spells memorized (and casts them at their level. the magician is un- able to prepare spells in those ―slots. 1 turn per level Range. until the subject casts the spells that he has been granted. Furthermore. the magician loses the ability to memorize two second rank spells altogether until the hunter casts both spells. 7 Duration. but instead an area that they wish to spy on. 3 Duration. This must be a place they are familiar with or can easily pin-point. while the original caster no longer does. be a bowl of water. the magician (and anybody else viewing as well) will become dimly aware of the sounds.‖ For ex- ample. smells and other sensations of the area. ‗where we camped three nights ago‘ or ‗the next chamber of this cave‘ for example. at a pinch. When casting this spell. Alternatively. 57 . the magician regains their spells. If the magician cannot specify where they wish to view. Clairvoyance Rank. they could focus on a person or item that they are familiar with. This could. not that of the original magician). In a poor surface.Bestow Spell Ability Rank. Touch By anointing them with carefully chosen pig- ments. the surface reflects not the magician‘s face gazing in. the magician chooses spells they have already memorized and transfers those spells to the subject.

Range. it will remain no- magician can spend any number of (randomly ticeably cold to the touch long after the spell‘s determined) magical reagents to speed the duration has worn off. 1 round per level ests. 1 round The clone person is exactly like the original in This spell allows the magician to issue a 1- all ways. rate of 10' per Round under the control of the caster (so long as he concentrates on it). comes cold to the touch. this requires a with any sort of flame reduces the duration by successful Medicine roll. and each will understand the order given. and in a matter of tain the subject‘s body. Duration. A creature with above-average intelli- Range. that exist deep beneath the earth. the Mag. instead contact which the flesh is implanted. A 20' cube if passed. which must be filled seconds is covered in a layer of frost. will instead tain their position in the cosmic scheme of waste the round in confusion. they instead waste the round dithering). in This spell allows the growth of a perfect which case the cloud also remains immobile physical duplicate of a person (or any living for the remainder of the spell‘s duration.Clone saving throw versus Poison. but need not be per. 1 turn per level piece of flesh from the creature to be dupli. If the object is wrapped up to prevent the Bringing the embryo to maturity will take warmth from seeping into it. one turn. If the original is (such a ‗flee‘. creatures having Rank. understand what they should do. the magician they touch. The victim can- things. 1 To create the duplicate body. creature) and creates an artificial duplicate of the subject‘s consciousness. and will awaken after a day‘s final word command that their victim must obey growth once the spell is cast. ‗follow‘. not be commanded to do anything that would directly result in their coming to harm (in this Cloudkill case. Command ician can then cast the spell and this is what Rank. and a small Duration. ject in question becomes slippery to the touch ating the clone then requires an embryo and hard to grasp onto. It will not catch fire (which may be taken from any animal) into for the duration of the spell. ‗drop‘ or similar) for still alive. The ob- with a mixture of salted water and blood. touch if the caster ceases to concentrate upon it. the Magic-User Range: touch must have access to this spell. Duration. The object be- stone or clay container large enough to con. formed by the magician themselves. Once the duplicate reaches maturity. 5 but can be made to act against their best inter- Duration. both the clone and the original are the next round. The gas kills any creatures of 5 or fewer Hit Dice or levels it comes in contact with if they fail a 58 . To grow the new body. Rank. instantaneous The cloud persists for the entire duration even Range. Rank. The magician draws the heat out of an object cated. in a bundle of 1d20+1d8 days of work by the magician. siphoning it out to the howling must be working in their sanctum. The hay and furs for example. 1 creates the duplicate consciousness and im. they need a cold of the northern ice sheets. 7 6 or more Hit Dice or levels are unaffected. The victim must be able to instinctively aware of this. 10 feet prisons it in the body. 30 feet gence (13 or above) or more hit dice than the Casting this spell pulls up the infernal gasses magician is entitled to a Save against Magic. trapping it in the Coat with Frost false body. Cre. and if they cannot likely want to destroy the other in order to re. then they can shake off the compul- cloud of poison gas forms which moves at a sion. process up by 1 day per reagent.

These lofty beings resent such intrusions and give only brief answers to questions. The magician must concentrate on maintain- ing the spell in order to ask questions at the rate of one per round. Table 41. with the least human-like being the most likely to be able to answer accurately. which must be cast at night with night sky visible. The chart below gives a sample of possible beings. All questions are answered with ―yes. and they often lie.‖ ―no. the effects of which are permanent). First roll on the table below to see if the being will give a truthful answer. Duration.‖ ―never. A question is answered by the celestial being during the same round. the magician enters in com- munion with the inhabitants of their celestial object of choice in order to receive wisdom and information. but others may be available as the GM chooses. self spell immediately.‖ ―maybe. Then roll to see if the magi- cian‘s mind is damaged by the intrusions of the alien minds (roll on table 31 for a random madness.‖ or some other one-word answer.‖ ―irrelevant. and the being answers. although mental damage ends the Range.Contact Outer Spheres The caster can ask as many questions as they Rank. and which being to ask. The Outer Spheres Entity Chance of Chance of Truthful Mental Answer Damage The rubbery beasts that bask on the moon‘s surface 11+ on d20 20+ on d20 The husks of the dead buried beneath the moon‘s crust 10+ on d20 19+ on d20 The warmongering tripod-pilots of the Martian desert 9+ on d20 18+ on d20 The mad beasts exiled to the moons of Mars 8+ on d20 17+ on d20 Acid-spewing titans asleep beneath the sky of Venus 7+ on d20 16+ on d20 The stone soldiers who stand vigilant on Mercury 6+ on d20 15+ on d20 The drifting cloud-minds that contemplate Jupiter 5+ on d20 14+ on d20 The void artists who dwell on Saturn‘s rings 4+ on d20 13+ on d20 The lightning tyrants that rule Saturn 3+ on d20 12+ on d20 The probing clusters of eyes that ride the comets 2+ on d20 11+ on d20 The black monolith at the edge of space automatic automatic 59 . 5 dare risk. The caster asks questions of the being. By means of this spell. The caster can choose how many questions to ask. - The beings inhabiting various celestial bodies are repositories of all knowledge.

properly direct the magic. Thus. Any metal blocks this spell. Control Weather other. if a second is cast. The companion spell occurs based The caster creates an object of nonliving mat- solely on the stated conditions of the Contin. for example. regardless of whether or not the exceed 1' cube per caster level. within the caster‘s limits on one (if still active) is dispelled. he could create a basket from a piece of straw. the caster strikes. cian can use the spark to damage an object The conditions needed to bring the spell into they touch. spell on themselves. a Crafts skill roll is needed to Range. 7 complex items. but nado. the latter being ―cast‖ instantaneously when Creation the prescribed circumstances occur. instantaneous called on. ter. can be used to start a fire assuming flammable fect by the Contingency must be one that af. matter of the same sort of item the caster Only one Contingency can be placed on a ma. the item‘s volume. ately brings into effect the companion spell. Contradictory weather conditions are it takes one Round to switch from one to an- not possible simultaneously. Rank. can be made visible to (naturally occurring or otherwise) as well as other creatures. although they can be gen. The volume of the item created cannot gency spell. Range. or 4 inch thick living matter. if it is made visible create them. failure results in the Duration. 60 . The caster of this spell is able to see through tensity of the wind. touch The magician controls the general tendencies Duration. but cannot control specific solid objects as if a 3' square window is pre- applications of the weather—where lightning sent. which they mark with the Rank. However. thick stone. with its effect delayed cupping it in their hands for a moment before until a specific situation occurs as dictated by applying it to their surroundings. 1 round per level of the weather. the magi- fects the magician‘s person. The arcane window. In all cases. plans to create must be used when casting gician at one time. . For the duration of the spell. can see through more than just one object. to others it can only be applied to one object. This spell allows a magician to alter the be- haviour of the weather around them. the Contingency immedi. they must first draw a map of their surroundings. Instantaneous Range: touch Range. the first Creation. A tiny piece of magician wants it to at the time. If compli- cated or convoluted conditions are prescribed. In order Crystal Eye to do this. any melee attack they make while the spell eral. 4d12 hours item being somehow flawed or incomplete.Contingency Create Fire Rank. 6 Rank. 6 foot half. The spell can area or season. the spell‘s duration is cut in be applied to 20 foot thick wood or dirt. a boat or spear from a Control Weather splinter of wood. The spell to be brought into ef. such as the direction and in. or the exact path of a tor. Self Duration. potentially dealing +1 damage on effect must be clear. 6 weather patterns they wish to create. If the weather is completely foreign to the The window is always one way. lasts. materials are available. 5 the whole spell combination (Contingency Range. touch and the companion magic) can fail when Duration. a finely sculpted throne from a pebble. according to the can do away with atmospheric phenomena caster‘s preference. 1 Duration. The spell the magician. 1 round per level This spell allows the magician to cast another The magician pulls a spark from the sun itself. etc. If the magician tries to create Rank. Otherwise.

there is no light so vision is impossible. spell. alive. allowing them to purge any This spell causes the internal organs of its sickness from their body. and any other ―creature‖ that is not truly all diseases they are suffering from. 2d20 damage. leaving behind no evidence that it the magician can tough. cast. Darkness Rank. artificial be- erately induce vomiting. such a broken limb. Cure Wounds Disintegrate Rank. the magi. When the spell is subject to stop functioning as a greater whole. Any light source. Within this radius. such as a torch. they merely take cian could instead use the spell to repair a spe. plus another 1 for disintegrated (which will be most of them) are each level the magician possesses. instantaneous A living creature requires a certain amount of This spell draws out all corrupting organisms order within its body to maintain its functions. sickness in them. campfire or even the sun continues to burn. from the subject. spell. 61 . although other ways of sensing (such as a bat‘s echolocation) still work. but gives off no light as it does so. 6 Rank. The area of darkness either stays in place or moves to surround the magician. 10 feet per level Range. killing them immediately. their choice. permanent Duration. 3 Range. the subject makes a save versus poison. The spell can target any living creature tegrated. which will again cure ings. The spell heals 1d6 ever existed. Death Spell Cure Disease Rank. failure means instant death. The victim is al- Success indicates that they vomit out any lowed to save versus Poison to resist the spell. 6 Range: touch Range. Creatures of 8 or nesses they may be suffering from. 1 Rank. The spell can only repair injuries that the body could re- cover on by itself with enough time. causing wounds keep a single creature or object together. if the save is passed. 1 Range: 60 foot radius Duration: 3 turns level The magician pulls forth the darkness that lies beneath the earth. 120 feet Duration. Instantaneous The magician accelerates the body‘s natural This spell undoes the bonds of creation that recovery to incredible levels. as are undead monsters. cific injury. causing it to blanket their surroundings. to a ten foot cube of material is entirely disin- onds. Creatures who do not wish to be points of damage to flesh. touch Duration. Up to heal over and broken bones to set in sec. If the save more Hit Dice or levels are immune to the is failed. instantaneous Duration. then the subject has a round to delib. instantly curing any ill. permitted a Save against Magic to resist the Instead of curing damage to flesh. it cannot regenerate missing body parts.

120 feet Duration. self rescue themselves before it closes up and Duration.Dispel Magic more. If cast on the same initiative count as the roof. but highly localized tremor rips the ground. marsh or swampland becomes quicksand for terings of these spirits. The GM should roll this secretly. draining creatures in the area. against Hazards allows a victim to avoid be- Information gained includes. time. allowing them to general idea of how powerful the creatures potentially be rescued. and potentially Range. what sort of resources can be sal- vaged. and 62 . Any magical curses or afflictions are creating a landslide that travels horizontally as also negated for 2d6 turns until ambient magic far as it fell vertically. or attack. in vague terms. you can creature caught under the cave-in. Magic items quake cast on the roof of a very large cavern in the area affected have their magic drawn could also endanger those outside the actual out and lose all effectiveness until ambient area. magic can seep back into them in 2d6 turns Cliffs: Earthquake causes a cliff to crumble. a Save other similar place. Soggy mind into the spirit world and listen to the ut. structures. a ing completely sucked in. instantaneous affects all terrain. The magician causes an object or creature to grow in size. 1 turn swallows them. and This spell creates a rip in reality. draining away the water from allows the magician to throw part of their that area and forming muddy ground. In addition. there are. roughly doubling its height and making it far heavier. 3 grab the edge of the fissure. 1 level. or Marsh: Fissures open under- ways that mortals are incapable of. opens cracks in the ground. If the Range: 5 feet/level dice roll fails. The magician can then the duration of the spell. A creature affected by Earthquake this spell gains 2 hit dice (1 flesh and 1 grit). to a diameter of 5' per caster level. tures. or Tunnel: The spell collapses negated. dealing 7d6 points of damage to any an enemy magician casting a spell. The specific effect of an magic out of the world to some place else. 120 feet move. and this spell allows the ma- gician to command this wrath and unleash it against his enemies! An intense. Enlarge The base chance for a correct divination is 10 or less on a d20. but below the falling debris. 7 and increases their strength bonus by 2. Lake. Any creature in the seeps back to restart them. improving by 1 per caster Rank. vegetation. 3 which time creatures on the ground cannot Range. Rank. terrain where it is cast. earthquake spell depends on the nature of the The spell affects an area twenty feet across. Open Ground: Fissures open in the earth. sucking down struc- interpret these words to gain information re. Duration: 3 turns. This spell neath the water. The shock collapses structures. All spells active in that area are automatically Cave. part of a cave. The exalted spirits can think and perceive in River. and 1d6 creatures on the ground fall into one and Divination die. instantaneous The volcanic rage of the earth is a terrible thing to behold. building. 1d6 creatures in the area garding an area. a Save against Hazards allows a victim to Rank. The effect lasts for 1 Round. The earthquake Duration. cast spells. or will be sucked into the mud and killed. An earth- counter that spell as they cast it. path takes 7d6 points of damage. and any hidden dangers or distractions. plus 1 turn per level mation is gleaned from the spirit world. Cavern. incoherent or misleading infor. during Rank. Range.

0 Duration. Addition- ally. A Save against Magic can be taken. Table 42. 8 to 11 Slowed for 2d4 rounds The subject cannot be smelled for the duration 12 or more Deaf for 1d4 rounds of the spell. The sounds can issue from anywhere that they have passed. they leave False Sound no footprints (regardless of the surface they Rank. 7 Range. removing their scent and other tells. are more devas- tating than others. dripping blood from inju- Duration. the victim treats the result as one level less severe (creatures with 12 or more hit dice are unaffected if they pass the save). within 60' of the magician are af- fected. + 1 round/level ries or similar. Furthermore. Creatures that do other methods of finding them such as scrying not believe the sounds are real can make a to search locations or talking with nearby Save against Magic. In fact. All creatures. within the spells radius at once. and cannot be tracked by scent at all. but not include intelligible speech. when they walk. through‘ the illusion. and can be as Erase tracks foils even magical means of fol- complex as the magician requires. Exalted Word Rank. 2 walk on). hurling them back to their respective planes of existence. Instantaneous The language of the exalted spirits is not one for mortal ears. They can lowing where the subject has been. 1 Hit Dice Effect Range. 63 . 1 turn per level 4 to 7 Paralyzed for 1d4 turns The magician wipes at the subject with a damp rag. it is the speaking of these words that is behind the power of much magic. 60 feet radius. other creatures will suffer effects from the Exalted Word in accordance with the crea- ture‘s Hit Dice. if passed. they ‗see trees. Exalted Word Erase Tracks Rank. if passed. The intonation of this word utterly banishes creatures not native to the physical world. it is impossible to tell cause. 1 round. other than those with the favour of the exalted spirit named or who are natu- rally deaf. touch 3 or less Killed Duration. spoken as the being would speak it. plus 10 feet/level as disturbed sand. or other signs of their passage such Range. Unless they deliberately leave The magician creates sounds with no physical a mark of their passage. Some words though. The most destructive word is the true name of an exalted spirit.

affected by area effect attacks. effect of a Haste spell for as many Rounds as the magician has levels. The magician can also slide such as carved bones or wooden tokens. 64 . poten- or communicate coherently. whether into or out of a locale. but the charac- priate times. its mind shuts down open this will be a twenty foot radius. most direct physical route to a specified the two-dimensional aspects of height and destination. the spell is multiplied by three. 200 feet Range. if the target succeeds with their sav. they succeed. Flatten Rank. 6 Duration. indicating. not objects or creatures at dimensional existence also creates a vulner- a locale. Imprisonment spell. thus The recipient of this spell can find the short. touch This spell banishes the depth dimension of the Duration. width. In addition. in the throw versus Magic. if not cured by dispelling. and has a 3 in 6 of the Feeblemind. The spell ends when the to an attacker. however. Creatures hit by the determine what) permanently. The magician can. but has the ability to appear invisible if even inside a Maze spell. Every crea- brain. The magician can take all normal ac- The locale can be outdoors. The spell deals 1d6 damage for move Curse spell is used to cancel the effect each level the magician has. If the target creature fails a saving ture within the blast radius is affected. the exact path to follow or physi. tially covering a much greater length of a long mains in this state until a Dispel Magic or Re. The subject re. Any damage that the vine the correct direction that will eventually magician sustains while under the effects of lead it to its destination. the madness is blast may make a Save against Hazards. ability in the magician. they are considered to be under the sheet of flame as it boils outwards. The affected creature is un. Find the Path works with the magician as three dimensional. True seeing does allow a viewer to see pret how they fall. 2 rounds per level Range.Feeblemind Fireball Rank. reducing the visible portion of themselves to est. 10 feet Duration. To cast this spell standing such that only their side is presented requires the magician to use a divining kit to an observer. they take only half damage from However. the fire as they manage to duck beneath the ing throw. or tions. or the duration expires. spaces. or to allow the subject to select which gateway the step out of when travelling into Seven Gates. sideways through small cracks or other tight which they will cast to the ground and inter. 7 Find the Path Range. at appro. which explodes when it hits a thought. cast spells. self Rank. Find the Path can be ject to the damage multiplier stated previ- used to find the subject from the effect of an ously. understand words. underground. will expand to fit their surroundings. the subject chance to set any unattended flammable ob- gains a random madness (roll on table 31 to jects in the radius alight. In most targets. ter cannot be struck while standing sideways cal actions to take. instantaneous This spell turns the neural pathways of the The magician hurls a bolt of compressed fire target into a superconducting network of from their hand. confined spaces (such as caves) the flames able to speak. 5 Rank. 6 Duration. thin tunnel. but in higher functions. be destination is reached. 1 turn per level magician‘s three dimensions of being. permanent Range. which are sub- whichever comes first. this overloads their solid object into a mass of flames. This two- respect to locations. The spell enables the subject to di.

but must make the wizard's service their top priority at all times else fall under the effects of a curse as specified by the Magic-User. 2 Range. The disk drifts along three feet off the ground. and cannot move too far from them. It also causes strong winds. permanent The magician creates an invisible disk of The magician draws out an image of distant force. 10 feet per level radius Duration. plus 1 turn per level Duration. almost anything the magi- cian desires as long as it is a definite action. The wind is strong enough to hurl a small flying creature backwards by 1d6 times ten feet. tion. and smell like another sort of terrain. 1 turn. it cannot raise or reliably conceals things from distant observa- lower. order the vic- tim to harm himself deliberately. The effect is an illusion. Gust of Wind Rank. The entire feature to be hidden must be encom- Geas passed by the range that this spell can affect. giving all ranged attacks into the area or made within the area a -3 penalty. hold up the weight of as much as three people. The victim retains their own wits and faculties. 1 Rank. Rank. This spell forces its victim. into per- forming one service specified by the magi- cian. close up those who touch the terrain may realise that things aren‘t as they seem. however. The magician cannot. like a large bowl four feet across. 1 round per level This spell summons forth a powerful blast of air. 20 feet Range. 65 . See Below The whims of a proficient magician are not often ignored. and will hold medium-sized creatures back from moving. The only way to remove the curse is to complete the service. 6 The magician can affect a 10 foot square area Range.Floating Disk Hallucinatory Terrain Rank. and only as directed by the magician. touch per caster level. 250 feet Duration. Duration. forceful enough to blow out unprotected flames. This service can be a lengthy quest or an immediate action. It can places to make some terrain feature look. if a saving throw versus Magic is failed. and when that service has been performed the spell terminates. sound. 4 Range. however.

granting them +1 to ath- letics rolls to jump. Multiple Haste effects do not The subject gains a number of benefits whilst stack. and speak only reluc- spell was cast. 3 Duration. means. swim or climb (based on Heroism the capabilities of the predator emulated). A Hasted creature can make double the subject. change shape. and instinc- Rank. touch Rank. proves their strength and charisma modifiers During the spell‘s duration. All of the Hasted crea. fly. and Rank. A winged creature which is paralyzed cannot flap its wings and falls (if it is in flight at the time). any vestiges of civility. Most notably. causing the Duration. their flesh and/or grit returns to tantly. but cannot take actions of any kind. only be cast at night. Their senses Range. as are the undead and mindless moon. ignoring any weapons and instead removing the filters and fears that keep them rending at their enemies with teeth and finger- from greatness. The spell can tiative count seven). if the subject has brutally as possible. the observer will also see the subject Only humans or Neanderthals are affected. touch This spell warps the flow of time. A paralyzed swimmer cannot swim and may drown. They cannot understand how fire change. 66 .Haste Rank. 3 Howl of the Moon Range. resulting treating them as a pack leader and following in their paralysis. 120 feet can. 1 night subject to move and act more quickly than This spell causes a spiritual transformation of normal. breathe normally. giving them +2 to perception Duration. and treats all saves as being 3 points bet. Only one spell can be cast per Round under the effect of the spell. They will not bother us- more flesh and/or grit points than when the ing tools or weapons. istic grace. can be controlled. animals Hold Person will see the change in the subject. it does not coherently. The only exception to this is the predator Duration. Characters of a greater level than the magician If the spell is cast on the night of the full are unaffected. including speech. touch are sharpened. preternatural agility. If observed using any magical Magic will negate the effect. climb. and find it both frightening and confusing. between the victim‘s mind and body. belly and wound their enemies as quickly and When the spell wears off. 2 rounds per level being mimicked. A successful save versus their lead. Any of that predator within a This spell temporarily disconnects the link few miles radius will flock to the subject. 3 tively shy away from them. unarmed attacks deal 1d6 damage. their spirit becomes that of a cally wins Initiative (effectively going on ini. 1 round/level rolls. they fight with an animal- The magician reaches into their subjects mind. nails. acting to fill their ter. fleeing if they Range. and the subject must be ture‘s forms of movement (including land daubed with the blood from a specific preda- movement. Victims of the spell are aware. 2 can move as if unencumbered. im. the subject loses by 1. Otherwise. Although they do not appear to the normal number of actions and automati. great and terrifying predator. 1 round per level Range. using a few terse words or snarling in- its original level. as the predator being mimicked. burrow. So long as the spell remains in effect. they get +2 to their hit rolls and their the subject has 2d6 more Grit Points. and swim) tor as part of casting. For the duration of the spell. it will come into effect as soon as the creatures. They move with while hasted. double in speed. and sun sets each night for the rest of the month.

Imprisonment nor weigh more than 8 pounds. Thereafter, the
Rank; 8 caster can summon the item by speaking a
Duration; permanent special word (set by the caster when the spell
Range; touch is cast). The item appears instantly in the
When the magician casts Imprisonment and caster‘s hand. If the item is in the possession
touches a creature, if it fails a Save against of another creature, the spell does not work.
Magic it is entombed in a state of suspended
animation in a small sphere far beneath the
surface of the earth. The subject remains there
unless a Remove Curse spell (the reverse of
Imprisonment) is cast at the locale where the
imprisonment took place. Magical search by a
crystal ball, a Locate Object spell, or some
other similar divination does not automati-
cally reveal the fact that the creature has been
imprisoned, but may show enough that this
can be deduced.

Insect Plague
Rank; 5
Duration; 1 turn per level
Range; 400 feet
The caster summons a swarming mass of in-
sects that crawl out of nearby crevices and
undergrowth. Use the rules given in the besti-
ary for Vermin Swarms. The magician can
control the swarm to move 20' in a Round, but
has no more control than this. The magician
must concentrate for the duration of the spell
to maintain control over the swarm, and if the
swarm leaves the range the magician loses
control of it. The magician also loses control
of the swarm if they are successfully attacked.
If the magician loses control of the swarm, it
remains, acting according to its instincts, and
may attack them.

Instant Summon
Rank; 7
Range; see below
Duration; Instantaneous
Time and space do not exist to the forces of
magic, and this spell allows the magician to
disregard both in limited circumstances. When
the spell is cast, a prepared item is summoned
(instantly!) to their hands from wherever it
currently is. To prepare the item, the magician
simply places a handprint on the item in a
mixture of their blood and a random magical
reagent (see table 23 to determine what). The
item must not be more than roughly 3' long

Invisibility the clues left behind over time. To cast this
Rank; 2 spell requires the magician to use a divining
Range; touch kit such as carved bones or wooden tokens,
Duration; 1 turn per level which they will cast and interpret over time. If
This spell slightly removes something or the person or thing is at hand, or if the caster
somebody from people‘s perceptions. Al- is in the place in question, the casting time is
though still physically present, capable of be- 1d4 × 10 Turns. If the caster has only detailed
ing touched, smelled and heard, the subject information on the person, place, or thing, the
does not exist as far as sight is concerned. An casting time is 1d10 days. If only rumours are
observer‘s vision simply passes over and ig- known, the casting time is 2d6 weeks. During
nores the subject. Things carried by or hidden the casting, the Magic-User cannot engage in
behind the object are also missed in the same other than routine activities such as eating,
way. sleeping, and so forth. When completed, the
Invisibility can be cast on a person, creature divination brings legends or information about
or object (although the object can be no bigger the person, place, or things to mind, but al-
than a large tree; you cannot make an entire ways in the form of riddles, puzzles, symbols,
glacier or cliff invisible). Should the subject or other obscure forms that must be reasoned
take a dramatic enough action, the spell is or intuited to understand. If the person, place,
broken as observers are forced to notice what or thing is not of legendary importance, no
has happened. Attacking, setting an object on information is gained.
fire or similar violent actions will all break
invisibility. Levitate
Whilst the subject is invisible, attacks against Rank; 2
them are somewhat harder. The attacker must Range: 10 feet
first locate the subject somehow; doing so Duration: concentration
probably requires a successful Perception skill This spell alters how gravity pulls an object to
roll. Once the target is located, then attacks the floor, causing it to fall slowly, float in mid
against them are made with a -3 penalty since air or gently rise, depending on the magician‘s
the attacker cannot see how the subject is de- wishes. An unwilling subject can make a Save
fending themselves. against Hazards to grab onto something if
they don‘t wish to be lifted; likewise if an ob-
Invisibility, Mass ject is lifted, somebody interacting with it or
Rank; 7 holding it can make a save to keep hold of it.
Range; 30 feet radius The spell causes the subject to move up or
Duration; 1 turn per level down as much as twenty feet a round as the
This spell works like the spell ‗invisibility‘, magician directs. The magician cannot move
save that every living thing within the radius, the subject horizontally, but the subject can
and all their equipment, is affected as if it was pull themselves along by grabbing tree
cast on them individually. Beings that leave branches or similar. The effect ends when the
the radius remain invisible. Beings made in- magician is no longer concentrating on main-
visible with this spell cannot see one another. taining it (during which they are directing the
levitated object and cannot attack). When the
spell ends, objects high in the air will fall.
Legend Lore
Since the effect wears off slowly, rather than
Rank; 6 suddenly cutting out, treat the distance fallen
Range; self as halved for the purposes of falling damage.
Duration; see below
The works and deeds of the famous and the
infamous are witnessed by the universe, and
all secrets are spied upon by creation, even if
there is nobody there to record them. By cast-
ing this spell, the magician can put together

Rank; 1
Range: touch
Duration: 3 turns/level
The magician causes an object they touch to
glow softly like a burning coal, dimly illumi-
nating the area around it to a 60 foot radius.
The glowing object does not create any heat.

Locate Animal
Rank; 1
Range: -
Duration: instantaneous
As part of casting this spell, the magician
casts some divination tool upon the ground;
typically knucklebones or carved sticks. From
how they land, the magician can deduce the
direction, as the crow flies, to the nearest
specimen of an animal that they specify, and
whether it will take minutes, hours, or days to
get there.
The spell can only be used to find mundane,
natural animals, and makes no guarantee that
the animal will still be there when the magi-
cian arrives.

Locate Object
Range: -
Duration: instantaneous
As part of casting this spell, the magician
casts some divination tool upon the ground;
typically knucklebones or carved sticks. From
how they land, the magician can deduce the
direction, as the crow flies, to the nearest
specimen of an object that they specify, and
whether it will take minutes, hours, or days to
get there.


thereby matic abilities. forc. Dexterity. Charisma. if within range. Failure to take over the host body is slain. leaving the receptacle empty. Hit Points. Duration. their own body. the magi. An attempt can be made thereaf. and auto- the magician can move back to the jar. both the magi- forces the creature‘s soul into the magic jar cian and the host die. 5 ther saving throws if the magician attempts to Range. If the magician‘s life force is in possession of a host and the magic jar is destroyed. If the host body spell range. the magician returns to the magic jar. Destroying the receptacle ends the spell and destroys any life force in- side it. and the host‘s life soul into a specially prepared gem or large force is imprisoned in the magic jar. is slain. the magic jar must be within the jar to their original body. Constitu- ing its soul into the magic jar. class. tion. body retains its Strength. level. The ter to take control of a body within 120'. The magician possesses the body and beyond the range of the spell. If the host body is slain action. While in the magic jar. If the magician‘s life unless the subject succeeds a saving throw force is within the magic jar and their own versus Magic. cian can sense and attack any life force. leaving their caster keeps their own Intelligence. magic jar until a creature comes within range and can be possessed. At a later time. their life force By casting Magic Jar. the magician‘s life force is stranded in the host. The spell ends caster can be forced out of a possessed body if when the magician sends their soul back to a Dispel Magic spell is cast. and the life force of the host tempting to possess a body is a full-Round departs (it is dead). the magician is trapped in the leaves the caster‘s life force in the magic jar. Wisdom. and personality.Magic Jar and the target automatically succeeds on fur- Rank. the caster places their occupies the host body. body lifeless. 70 . like abilities do not stay with the body. see below If the magician is successful. natural abilities. 10 feet per level possess its body again. The creature‘s spells and spell- returning the trapped soul to its body. The tempt to possess another body. and at. The crystal (known as the magic jar). Any life force with no- where to go is slain. The spell ends when the magician shifts from To cast the spell. At.

if the affected parties are not Dis- message. In the case of scrying that scans an ply does not attack during that Round. and attacks as di. Intelligence. Touch Duration. one to be so affected goes into an empty void until their original body is freed of its possess- ing consciousness. spell. touch Range: touch Duration. The body Range: 60 feet. which will be carried magician must touch both involved parties back. and Wisdom. The spell transmits sound. The whispered message is audible only once again to cancel the spell. The can whisper a response. Permanent Duration. carries it to their intended target. If either of the intended targets suc- count as ‗broken‘ for the purposes of this ceeds in their saving throw. influence. The magician whispers a message. 1 round per level Duration. and when the second being target any non-magical object that has been is touched their minds switch bodies. 8 Range. or read emotions rected by the magician. information gathering by divination spells or cian‘s concentration is broken. spear attacks with a bonus of one-half of the the spell works. must make a Save against Magic to resist the food that has been partially eaten does not change. gain the Message Constitution. but the subject of the Mind magician‘s caster level (and always hits on a Blank spell is simply not detected. or move. and abilities. The magician must touch the was in when it was first made. Mind Switch Mending Rank. such as a crystal ball. Scrying natural 19 or 20). It cannot target acter not wishing to have their mind switched magical items. Dexterity. The area the creature is in. pelled or cancelled at the same time. minds of two beings. The subject is protected from all devices and ing that hangs in the air. and they are to the target. 1 turn per level The magician evokes a magical spear into be. While doing so. 7 Rank.Magic Spear Mind Blank Rank. and the air level. subject do not work at all. In clearly knows who they want to receive the each case. and the response is audible only each entitled to a Save against Magic if they to the magician. and it can hit creatures that attempts that are targeted specifically at the can ordinarily be hit only with magic weap. The spell can two beings in turn. Casting for the spell to work. or living creatures. 71 . but Duration. This spell protects against all cannot cast spells. Mind-switched characters retain their Cha- risma. The spear inflicts 1d12 damage. spells that detect. the spell fails. plus ten feet/level retains its previous Hit Point maximum. ons. effects. No line of sight is required want to resist the spell's cancellation. the spear sim. 3 turns per level This spell allows the magician to switch the The magician reverses the forces of entropy. it is forever lost. 1 body they have been switched into. and Strength of the Rank. A char- broken or decayed over time. The target The spell is permanent until dispelled. 30 feet Range. use magic items. the first ing. If the original body dies while a mind is in limbo. mind-affecting spells and effects as well as although the spell does not end if the magi. 1 Range. In addition. not mean. only that the magician Dispel Magic allows no such saving throw. 6 Rank. Instantaneous the minds otherwise retain their former class. experience points. they or thoughts. The beings must be of returning a single touched object to the state it the same race.

3 make a save against poison. the magician can move up to ten glacier or cliff invisible). or else die. If a duplicate is struck by a success. Al- until the magician has completely dissolved though still physically present. opens their Rank. they can keep exhaling. they are merely mirror images of the one Turn after death. magician. and can potentially travel much faster probably requires a successful Perception skill by letting strong winds carry them. In mist form. the character if the spell is used no more than ently. the disparate particles knitting back the target is located. dies of poison. Once the breath has left Duration. you cannot make an entire In mist form. such as attacking. When somebody tries to attack the and any temporary effects are ended. 1 round/level Duration. 1d4 replicas are created. capable of be- into the air. doing so wind. Until the subject has been cleaned off. Instantaneous Range. 4 mouth. do not go away on their own. 1 Rank. Whilst in carried by or hidden behind the object are also mist form. attacks against crack that smoke could eventually seep them are rather harder. are made with a -3 penalty since the attacker cannot see how the subject is defending them- selves. 72 . the magician cannot gesture or missed in the same way. Neutralize Poison will revive stantly. roll. touch do they will find their body turns to mist from This spell completely removes something or the inside out. feet a round. in glistening black drops. The duplicates cannot act independ. escaping through their mouth somebody from people‘s perceptions. which prevents them from casting spells. self Range. magician. 4 Duration. or smelled. the magician‘s body re. than a large tree. observers will not notice them. al. Touch The magician creates a number of illusionary The magician draws out all trace of venom replicas of themselves. sign of their presence. chronisation with the magician to obscure which are sweated from the subject‘s surface their true location. they should randomly determine spell does not reverse instantaneous effects which they hit out of the magician and their such as Hit Point damage. A poisoned creature each of them indistinguishable from the actual suffers no additional effects from the poison. Obfuscation can be cast on a person. Once forms.Mirror Image Neutralise Poison Rank. and can pass through any gap or Whilst the subject is hidden. heard touch or be harmed by physical objects. it is disrupted and vanishes in. and requires them to have given some When the spell ends. and if they Range. the magician cannot ing touched. 1 turn per level their body. The attacker must first through. Duration. then attacks against them together in their original arrangement. No matter what the talk. The magician. They are subject to the effects of the locate the subject by groping about. If a character ful attack. the subject cannot be seen. Things unless they are permeable to air. the black sweat forms a deadly contact poison. 1 turn per level Range. creature their equipment and clothing falls to the floor or object (although the object can be no bigger beneath them. Only the magician‘s body is transformed. self Obfuscation The magician tilts back their head. each moving in syn. subject does. or other effects that replicas. Mist Form Those touching it directly with their skin must Rank. and poison in the creature or object touched. An observer‘s senses simply though they cannot pass through objects passes over and ignore the subject. and exhales.

) within range and an area no more than ten feet across per level to become thick and overgrown. It is also used to lock the enchantments of a magic item permanently into the item. the victim makes any saving The Permanency spell makes other spell ef. Alternatively. bushes. The spell Dispel duration ends. for ex- mum of 120' long through water. Touch these spells. lake. such as a ample. strangely enough When this spell is used to create the effects of Range. vines. This spell can also be used to duplicate the Permanency effects of Turn Rock to Mud. trees. failure perma- nently reduces the caster‘s Constitution by 1 point. such magical items. but not into a specific person. Which spell effects can be made per- manent are at the discretion of the GM. permanent. 8 Stone. permanent 73 . thistles. fects per-manent. permanent Range. 4 Duration. Rank. Objects transformed across kingdoms pond. At the magician‘s option. etc. Animal. 5 feet per level Duration. Polymorph Any Object Rank.Part Water Objects can be changed into living creatures. Turn Flesh to Rank. Movement drops to 10 feet. or 20 feet for large creatures. human. Plant Growth Rank. river. the area can be any shape. Each use of this spell requires the caster to make a saving throw versus Magic. the spell can be used to guide the growth of a single plant. creepers. throw with a penalty of –4. Mineral) cannot increase mass caster can dismiss the spell effects before the by more than three times. All down upon unwanted pursuers. Sub- Duration. The (Plant. 1 turn per level jects cannot be transformed into specific crea- Range. objects or creatures affected by this spell will radiate magic should such detections be made. The plants entwine to form a thicket that creatures must hack or force a way through. etc. or other body of water. as guided by the magi- cian. wands. 8 Range. The area must have brush and trees in it for this spell to take ef- fect. 120 feet Plant Growth causes normal vegetation (grasses. Duration. and staves. and similar spells that alter matter. 7 crea-tures can be turned to plants. thus allowing water to crash Magic will reverse the effects of this spell. The plant grows to full size in any shape desired in a matter of moments. 120 feet tures or items—a rock can be turned into a The caster creates a path 10' wide and a maxi.

cian. A particular individual cannot be of 5 Hit Dice or greater. dark glittering substance. sounds. harder than Range. and does not affect while in a different form they will revert to his any of that water source that is out of range.Polymorph Others Projected Image Rank. etc. and ability to at. Magical Range 30 feet abilities or other special abilities are not This spell allows the magician to separate out gained. 5 Rank. The spell when transformed. touch Duration. including instincts. illusory be transformed into another kind of being. either by a hand or with will be acquired. Magic. Duration. it disappears. The magician is unable to cast spells similar. the from the image. and if the magician dies at the moment it‘s cast. a weapon wielded by hand. alcoholic content or rify. Dispel Magic negates the affects the entirety only a single water source effects of this spell. The subject of Duration. all other abilities of the new form is physically touched. the effects of non-magical weapons. Dispel Magic negates the effects of this spell. including Intelligence level. If the caster takes the form of a creature sons. (not including charac- mimicked with this spell. knowledge. if the magician trans. magician. and if the subject dies while in a differ. the magician‘s actions (including speech) and If the new creature‘s Hit Dice totals more than any sound or spell effects will seem to come twice the Hit Dice of the original creature. Polymorph Self The magician turns their subject‘s flesh into a Rank. 74 . For example. 4 death. The Projected Image The creature may make a saving throw versus looks. In fact. equal to. but does gain physical abilities of the Rank. The projected image mimics can be forgone and the effects are automatic. Purify Water tack. 1 new form. removed. any contaminants from a water source. all missile weapons or spells will every way. attacks such as falling rocks and fire. The magician retains their Intelligence. 1 round per level. or less than that of the magi. as is any salt. leav- forms into a winged creature. saving throws. pass through the image or otherwise appear to preferences. self stone yet supple and mobile. one living being can The magician creates a quasi-real. Any poi- to fly. Instantaneous based attack forms and damage. version of themselves. Range. but only a typical ter levels). their gaze will not pet. only pure water remains. they will be able ing what‘s left entirely safe to drink. ranged spells (not spell does not work. Although the final form touch spells) can be cast from the Projected will retain the same number of Hit Points as Image rather than the magician! If the image the original. are still able to attack as normal if individual of a creature type. including Strength or Strength. This spell cannot be used to do nothing to the reproduce the appearance of a specific iden. Protection from Weapons ent form he will revert to his natural form in Rank. The new body not using weapons. 6 Range. permanent Duration. 1 turn per level this spell becomes completely invulnerable to The magician transforms themselves into an. natural form in death. The creature becomes the new creature in However. Hit Points. 4 strange. diseases or other risks in the water are with a petrifying gaze. 10 feet per level Duration. tity. 60 feet Range. The spell conveys no pro- must be of a creature with a number of Hit tection whatsoever against spells or indirect Dice. but if the creature is willing this roll but is intangible. Creatures other being. and smells like the magician. 1 round per level By means of this spell.

Instantaneous Duration. touch As part of casting this spell. Range. and so Range. The magi. Resist Cold rect space. In addition. the magician becomes aware of is that the spell is subject gets +4 to any saving throws to resist. 3 Range. 7 non-magical cold entirely. nor does the magician find only indirectly by magic (such as an object set anything out about the subject. 1 turn per level moned blizzard). or heat caused the subject‘s mind. Regenerate also cures any ongoing con. Touch indirectly by magic (such as a magically sum- Duration. the subject gets +4 to any saving throws particular item. Duration. the magician cannot read magical heat and fire entirely. cian can also cast spells through the subject of The subject is immune to the effects of non- the spell. a minimum of 1. Resist Fire When this happens. Touch gician can then experience all of the subject‘s Duration. for each level the magician possesses. 6 Rank. or touches until the duration of the mum of 1. There could be alight by a magical spark). although to the subject are be healed. spell ends. The victim will not realize that they are the victim of a spell. 75 . down to duit for the magician. accelerating healing to makes a saving throw versus Magic. but if a replace- ment is made from clay and placed in the cor. The magician can blanket a subject with an inner warmth that wards off the worst of the Remote Surveillance winter. Remove staggering levels. Against overtly magical This spell enables a magician to enchant a cold. Touch forth. In effect. The magician can surround a subject with a comes the magician‘s perfect spy. and reduces any damage dealt by 1 handle that item immediately becomes a con. 2 replace a severed limb. Rank. Against overtly magical fire. with broken the spell enables the creature afflicted with bones mending perfectly and wounds sealing any such cursed item to remove it from his over without a scar. down to a mini- tastes. or cold caused only Range. they can walk circumstances where the magician does not through a raging forest fire without even be- even know where the subject is. The ma. Instantaneous Range. the subject of the spell be. the magician is immedi. do not re-grow on their own. level the magician possesses. 2 ately aware of the spell‘s activation. 1 turn per level ditions such as arthritis. Curse does not remove the curse from a and all grit. missing eye. shroud of winter that repels heat and flame. and from that point is also aware of and reduces any damage dealt by 1 for each whatever the subject sees. However.Regenerate Remove Curse Rank. All that the ing singed. Any missing body parts person and get rid of it. hears. smells. the clay will turn itself to flesh to Rank. with no saving throw. the magician Remove Curse instantaneously removes one takes a mixture of clay and blood and paints it curse or magical affliction on a creature if it over a broken body. any specific injuries cursed shield. It heals all damage to flesh. weapon. active. Touch Duration. The subject is immune to the effects of Rank. cataracts and so on. or other item. The first person or creature to to resist. 1 turn per level senses.

5 feet per level Duration. The deceased creature‘s body re- animates immediately as an undead being. At the end of the spell duration. until the spell ends. Unwilling subjects bare hand. they must make a feet. 3 the usual falling damage when they hit the Range. If an object or creature reaches the maxi- mum height without striking anything. The Duration. 1 round Nature is a magician‘s plaything. gain that many lost Flesh or unseen place can be specified (for example. causing all unattached objects and creatures within that area to ―fall‖ upward 20'. 4 can donate any amount of Flesh and/or Grit Range. the spell shunts the Range. and placed back in the body. They Rank.Resurrection of this chasm‘. than their starting value. Touch ground. Touch target to a random place within range. suffering Rank. and this spell commands the earth to throw away peo- ple and objects standing upon it. 7 Range. If some solid object (such as a ceiling) is encountered in this fall. Duration. but if the destination is already Rank. It causes the deceased‘s spirit to be pulled back from the gardens of the dead in the spirit world (where the souls of the dead grow like plants). oscillating slightly. it re- mains there. The being always arrives at exactly the successful attack against the victim with their spot desired by the caster. An unknown when they do so. and/or Grit points (in the same manner as ‗100' south and 20' high‘ or ‗on the other side when health is donated). This affects a 30 foot squared area. 8 occupied by a solid body. Duration. Instantaneous Casting this spell requires access to the corpse of a dead creature. See the section dealing with the Undead on page 127 for details on what the undead may be like. Reverse Gravity Rank. the magician can known spot within three hundred and sixty choose to steal it. To do so. they can only be allowing the caster to instantly transfer the healed. They deal an extra 1d6+1 damage may make a Save against Magic. Instantaneous subject cannot gain more Flesh or Grit points This is a minor version of the Teleport spell. 76 . falling ob- jects and creatures strike it in the same man- ner as they would during a normal downward fall. which must be ritually pre- pared (requiring a magical reagent and a day‘s work to do so). 10 feet points from themselves to the subject. affected Sacrifice objects and creatures fall downward. Instantaneous This spell allows the magician to transfer Rip Portal health between themselves and another. subject from its current location to any other Instead of donating health.

allow- needs the replica to recall the bag. self caster level (regardless of the bag‘s actual Duration. allowing people to move between them. but utterly alien to miniature of the sack is lost or destroyed. 4 word. with plant-based creatures. they must all link hands if they wish to leave by the same exit. the GM should try to per day that the bag is irretrievably lost. the ears of moving creatures. with the meaning can retrieve it by concentrating. there is no way that the large sack can be sum. Each gate also requires a single magical reagent in its construction in order to be properly set up. the magician can talk with plants (of the same materials and perfect in every just like they would with other people. The sack can Rank. By casting this spell. This spell also allows the magician to talk moned back. if several people step into the gate at once. They communi- ply fails.Secret Bag travel to and from their sanctums and other Rank. This spell. After sixty ing clear passage or forming new shapes. The arch- ways are normally made of stone slabs. stand the languages of plants. they may be able to persuade the plants pears to be a perfect copy. 1 round per level. itself (and they consider those that do to be ing both the sack and the replica. but wood or bone will suffice (although they are more vulnerable to the weather). The caster suade them to gently move themselves. the spell is cast while touch. The caster can have to do things they otherwise wouldn‘t. After entering a gate. a magician can hide a sack in another dimension for as long as 56 Speak with Plants days and can retrieve it at will. days. speech. the plants do as well. If any living creatures are placed in the Just as animals have their own mode of bag. In ad- detail). The sack abominations). Upon casting the spell. roll d6 to determine which other gate the traveller steps out of. 4 contain up to 1 cubic foot of material per Range. the magician cate through subtle means. If the portray them as intelligent. each consisting of two vertical posts and a lintel on top. the gates are activated. how- The bag must be specially crafted from the ever. a cunning magician can per- vanishes into the negative plane. size). though no plant would ever willingly uproot To hide the bag. 4d6 turns Before this spell is cast. the magician must set up seven archways. 5 places of power. dition. - Duration. two months when they need to. so that the miniature of the bag ap. and it will behind each rustle and creak imperceptible to appear next to him. there is a cumulative chance of 1 in 20 When playing plants. see below time and then setting up a seventh as and Duration. allows the magician to hear and under- hide of a dangerous predator. Once it is con. although mobile plants are viewed with disgust by other vege- Seven Gates table life and are monsters in all senses of the Rank. building six gates ahead of Range. Whilst the spell structed. Al- only one pair of these bags at any given time. Once the bag is hidden. there is a 3 in 4 chance that the spell sim. animal minds. Range. the caster must make a tiny replica is in effect. Many magicians use this spell to quickly 77 .

and some piece of the creature to so forth with stone shape. reduce in size. It cannot increase its level or surrounding the target. tinues to inhabit it. The simulacrum appears to be the same as the original. 60 feet form of any single non-unique creature. nail. Shape Stone Rank. although abilities relying on the knowledge or intelli. Instantaneous into any shape that suits the caster‘s purpose. abilities. 5 Simulacrum Range. appearing like a shim. the area of silence will follow the sub- ject until the spell ends. The magician creates a field of force that re. sound from outside this area can still be dimly gence of the monster. lacks a soul and so has no ability to become The actual force-field created is faintly visible more powerful. 2 rounds/level magician‘s Hit Points remain the same. No sound can be ties) of the assumed form. placed inside the snow or ice. 78 . and has a 3 in 6 chance to Duration. If. No special telepathic link the magician AC 19 against missile weapons. 1 Points or otherwise destroyed. unless they other manner. in a radius of fifteen feet supernatural abilities (both attacks and quali. but it Shield has only one-half of the real creature‘s Hit Rank. The This spell suppresses sound within an area magician gains all of the extraordinary and thirty feet across. Simulacrum creates a pseudo-duplicate of any to a total volume of 1' cubed per level. around the source point. soul somehow. typically speech. If cast on a point. a simulacrum Range: 5 feet/level reverts to snow and melts instantly into noth- Duration: 3 turns. The spell is cast over a rough snow it is possible to make crude coffers. touch Rank. the simulacrum gains a mering membrane with swirling colours. 1 turn per level Silence Range. it will Shrink revert to its initial state. 2 This spell enables the magician to assume the Range. The Duration. however.Shape Change Rank. If reduced to 0 Hit Rank. or the like) must be possible. then so long as the soul con- lar to those that form on the surface of oil. and reduces their strength bonus by 2. roughly halving its height and making it far lighter. touch This spell can form an existing piece of stone Duration. If cast on an object or living of the spell. At all times. self Rank. True Seeing will reveal a simula- The magician causes an object or creature to crum‘s true nature. + 1 turn/level ingness. so command must be exercised in some or AC 17 against other attacks. the mind remains their own. instantaneous Range. This grants absolute command. exists. While creature. however when the soul leaves it. except for any made within the space affected. because the magician‘s heard by those within it. and or ice form. 3 turns remember any pertinent detail. A simulacrum would already have an AC better than that. The caster can area of silence will remain in the same place change form once each Round for the duration for the duration. thing. 8 Duration. The duplicate has a faulty memory of Range: self the original‘s life. A creature affected by this spell loses 2 hit dice (down to a minimum of 1). the simulacrum remains under the magician‘s pels objects coming towards them. doors. 7 Duration. it can potentially learn and grow. simi. 1 Points. fine detail is not be duplicated (hair.

and thus is able to answer questions. Particularly mighty or famous people ber of hit dice is affected first (in the event of might be nurtured and kept by spirits in things a tie. scape. and gives a +2 bonus to whichever skill they use. increasing their a dim sense of what closely related animals grip incredibly. 3 Range. the similarities between fox and across ceilings just as easily as walking across wolf speech is much like the similarities be. events that have hap- Rank. 2 and Neanderthal corpses. forming a part of the land- fast asleep. require no sleep. 1 The caster must chose a type of animal when Range: touch they cast the spell that they understand. Speak with Animals Speak with Dead only functions on human Rank. Instantaneous cryptic. the tween Portuguese and Spanish). of the person to be spoken with (or at least the mouth). the been turned into an undead creature. and so on. being poked. or repetitive. and a total of no worryingly similar to gardens. Speak with Corpses Rank. Duration. the spirits of the dead grow foes. The corpse‘s knowledge is limited to what the 79 . 10 feet Duration. must be intact and present for the spell to work. friendly towards the magician automatically. The magician reaches into the mind of their In the spirit world. Answers are often brief. switching their awareness off so they fall like plants do here. and are saying. The habitation is imperfect. although the bugs animals they‘re talking with. The head temperature falling. Rank. and Duration. The creature with the lowest num. self Duration. whilst the weak more than 2d8 hit dice can be affected. creature affected by Sleep must make a Save The spell allows a base of three questions. mindless or the death occurred more than a day ago. - This spell draws back the spirit of a corpse from the spirit world and returns it to its body. do no harm to them for the duration of the The spell does not make animals any more spell. 1 pened to the corpse since then. A sleeping creature will be This spell does not affect a corpse that has woken by any loud noise. If against Magic or else fall asleep.Sleep person knew during life. They can walk up walls. but it does allow them to use their Charm skill roll in place of Animalism if it would be bet- ter. A and inconsequential masses grow wild. For the duration of the spell. again one less question can be asked. one magically created beings automatically pass less question can be asked. even if it is merely a skull. 1 round + 1 round per level the languages of other animals will remain The subject of this spell finds their fingers and unintelligible to them (although they may gain toes sprout tiny sticky cilia. the closest is affected). and as such the spirit is only able to move the body‘s lips and tongue. Range. the ground. The caster subject will also find any normal arachnids in also finds themselves able to vocalise like the the area attracted to them. and of more than a the save. and the state of Range: 30 feet the local spirit world. 2 rounds per level This spell makes the caster temporarily fluent Spider Climb in the language spoken by a type of animal. as do beings that for whatever reason year.

Each fish from the sphere just fish. The water is also just water. 11 Invulnerability The consumer becomes completely immune to non-magical weapons for 1d4 Turns. 12 Levitation The consumer gains the ability to Levitate as per the spell for 1d4 Turns. 20 Unnatural Feature The consumer‘s flesh distorts and warps to take on a new shape. The poisoned character must save versus Poison or die. not guaranteed to work in tandem or alto- filled with twenty small fish. 15 Invisibility The consumer becomes invisible. they‘re each fish delivers. for d6 Turns. 9 Skin-changing The consumer is turned into a random animal (roll on table 25 to determine which) for d6 turns. 17 Energy Blast The consumer releases a pulse of energy which inflicts 1d8 damage to all within 20'. 8 Time Stop The consumer is able to take 1d4+1 Rounds worth of actions before anyone else can act. for 1d6 Turns. there is no mundane Table 43: Strange Waters Roll Result Explanation 1 Sickness Save against Poison or contract food poisoning. variable fish at a time. for its magical effect. roll on table 29 to determine how. 10 Haste The consumer gains speed as per the Haste spell for d4 Turns. 16 Begone The consumer is teleported d6 × 1d100 feet in a random direction. fish eaten after the first. 3 Diminution The consumer shrinks to one inch tall for 2d6 Turns. 10 feet Although a character can eat more than one Duration. If a fish is eaten before it table 22 for Magical Backlash once for each dies. and the consumer must kiss another living being to deliver the poison within one Turn or suffer the poison him- self. 2 Transmutation The consumer is transformed in some way. 5 Mist Form Turns the consumer into a gas.Strange Waters way to know what effect each fish delivers Rank. in the air which gether. The effect lasts for d12 turns. 18 Blinding Flash All within 30' must Save against Hazards or be blinded for 3d10 Turns as the con- sumer's skin releases a flash of light. The fish fish. 4 Climbing Gives the power of the Spider Climb spell for d6 Turns. roll on the table below to see what the immediately begin suffocating. 6 Transmuting Touch The next living being the consumer‘s skin touches suffers a random transmutation (roll on table 29 to find out which). Range. 80 . 19 Poison Kiss The consumer‘s lips are filled with a poisonous liquid. save against Hazards for half damage. the feature is permanent. 13 Enspelled The consumer is able to cast one random 1st level spell once and once only. ing it. When a character eats more than one immediately crashes to the ground. 7 Fire Breath The consumer is able to deliver one breath of fire for 2d6 damage. The following table shows what effect If the fish die before they are eaten. 14 Mirror Image The consumer gains 1d6 mirror images for d4 Turns as per the Mirror Image spell. They gain a ran- dom unnatural feature. This is only to be expected when consuming raw flesh. except perfectly safe to drink. The character will appear in the open area closest to the target area. as per the spell. as per the Mist Form spell. If failed. This attack auto- matically hits with no saving throw. and then roll on die in one Turn. roll on table 32 to determine what. is passed the feature lasts for 1d6 turns before passing away. it delivers a magical effect to the one eat. the magical effects granted are This spell creates a small sphere of water. and is is identical to the others in all respects. and will all magical effect is for each one. 3 without eating one. The consumer may make a Save against Magic.

it will ceases to flow. The character does not grow take d6 turns. The magician can manipulate -A Trigger Object: The second method is far objects with as much finesse as if they were more insidious. as they act within the folds of adja- The magician extends their grasp into the sky. No saving throw down will be somehow ‗wrong‘. The centrating on nothing else and taking no other spell can be triggered in one of three ways. grabbing at the clouds to wring water from Alternatively. In a thunderstorm or blizzard. 120 feet every Hit Die possessed by the creature to be Duration. instantly. There is a 1 in 6 chance state persists until the magic is removed (such when this spell is cast that the rain that comes as with Dispel Magic spell). -Spell Completion: First. allowing them to statistics of their victim. In a light shower. In a downpour. This allows the victim a they are allowed a Save against Hazards to Save against Magic to avoid the effect. The subject is clouds will gather and it will begin raining. If there is some cloud cover. this Range. As soon as the sub- Duration.Summon Rain this spell cannot last long. permanent The spell can also be cast to banish rain if it‘s Trap the Soul forces a creature‘s life force raining already. it is permitted. Duration. time rounds. Because existence wants to be active. the caster the freedom to act in this inert uni- verse. the spell can be used to stop them. the magi- Rank. the caster can move objects or crea. black and oily. Rank. allowing the material body to reform. If it is. but spell at the subject. this will (and material body) into a specially prepared take d6 rounds. 81 . 1 take 1d4+2 Rounds worth of actions (the ex- Range: 1 mile radius act amount rolled by the Referee in secret) Duration. until it is broken and the life force is released. an Time Stop additional magical reagent must be used when Rank. and their body functions pause. stink of rot- ting plants. onto something. touch spell instead causes it to snow. may be bright red. Soon after the spell is cast. The con- d6 turns. Living beings can also be moved. 1 round per level trapped. or have the Trap the Soul occasional fish falling from the sky with it. they will need to move objects without touching them. By con. there is heavy cloud cover. See Below ject picks up or accepts the trigger object. automatically placing the crea- ture‘s soul in the trap. the vessel shatters. If there is no cloud cover at all. This spell extends the caster‘s reach beyond Since the magician does not know the game that of their physical body. Range: Touch their life force is automatically transferred to This spell brings all of creation (and anti. If the resist being moved by the spell by grabbing save is successful. it will rain in d6 For the character afflicted in this way. 9 creating the trigger object. guess how many reagents are required. actions. 5 cian must procure 3 magical reagents for Range. which are used to make the container. This it will take d6 hours. while allowing throw. cepting a trigger object inscribed with the fi- nal spell word. powerfully alcoholic. If placed into a state of suspended ani-mation. heavy black time only for a single subject. typically a clay bottle. the vessel without the benefit of a saving creation) to a complete halt. Before Telekinesis the actual casting of Trap the Soul. this tainer holds the trapped entity indefinitely or will take d6 hours. To use this method. The magician can Rank. d12 hours. cent moments. as it tricks the subject into ac- using their hands. the spell can be com tures by concentrating on them. this will take container. older. 8 If the weather is well below freezing. A total of 20 -pleted by speaking its final word as a stan- pounds per caster level can be moved 20' per dard action as if one were casting a regular Round.

intan- A saving throw versus Magic is permitted to gible piece of force that obeys their instruc- resist the transformation. Duration. Permanent The caster confers on a subject the ability to This spell turns as much as 3. and is not very clever. 82 . changed. tions until told to stop. 120 feet Rank. The spell can also be tions.True Sight Turn Rock to Mud Rank. cannot attack or be attacked. 120 feet Duration. above into solid sedimentary rock. however. tion is permanent unless the reverse spell is cast on the altered mud or rock. 1 round per level Duration. The spell can be used to change an creatures or objects normally. The magician conjures up an invisible. Any beings passing through the mud The subject sees through normal and magical have their movement reduced to one tenth of darkness. turning petrified creatures mend and clean things. notices secret doors. twitching flesh. touch Range. or rocks into masses will of its own. bog. It has no back into living things. in. and will simply obey instruc- of living. sees invisible normal. or transmuted things. earth or sand described illusions. or similar. being intangible. The servant. Turn Flesh to Stone Rank. 5 Range. 5 Rank. It cannot talk. and sees the true form of polymor. 6 Unseen Servant Range. 6 turns + 1 turn/level cluding all gear and any items currently held. The servant can fetch and carry objects. permanent Range: self This spell turns one creature into a statue. 1 Duration. sees through equal volume of mud. forming a thick eyes and to see all things as they actually are.000 square feet ignore all of the lies told to us by our natural of rock 10' deep into mud. cast in reverse. The altera- phed.

This wall of ice is impenetrable to Rank. 2 The magician is overwhelmed by the exalted spirit‘s will. 6 to 10 The vision is ambiguous and hidden in layers of symbolism. but not to mortal beings. The size of a straight wall is up to 20 Table 44. 2d6 damage. A roll of 1 and can be shaped in any manner and to any can never be adjusted to greater than 2. pears where objects are. ficed. A ring has a radius of up Rank. For each hit dice of the being sacri. 120 feet To determine the results of the spell. the Wall of Ice caster falls into a hallucinogenic daze as the Rank. Passing through the flames inflicts solid surface. They are affected by the spell Geas. translucent. 11 or more The vision is accurate. Creatures as far as ten feet from the hot side of the wall suffer 1d6 points of damage. Range. The wall persists for as long as the magician concentrates upon it. 4 information floods his mind. The caster gician. the caster gets +1 to the roll. roll 1d20 Duration. 80 feet or 0 feet with more than 4 Hit Dice suffer 1d6 points of Duration. Presumably. must have a specific question in mind when casting. tak- ing twice the ordinary damage that the wall would inflict. will remain for 1 Round per level. so that it can be a straight wall or curved into a protective Wall of Fire circle. This spell calls up a blazing inferno of flame The wall deals double damage to creatures in the shape of a wall. The wall cannot be evoked so that it ap- expect. but the other side merely emits a gen. ary. and it must rest on a tle warmth. clear and detailed. 83 . if con- centration is not maintained. One side of the confla. Bonuses to the roll are An immobile. The magician can evoke a wall of fire in one of two shapes. The wall can be as large as 1. 1 round per level damage when they break through the wall.200 square feet. that use fire or are accustomed to hot condi- gration emits the searing heat that one would tions. the spirits. self centre) and is 20' high. Monsters Range. If the magician mani- Duration. 12 turns on the table below.Vision foot square per level. 4 monsters with less than 4 Hit Dice. a wall or a ring. wall of ice springs given for the sacrifice of intelligent beings to into existence for the duration of the spell. The exalted spirit reaches out and plucks the magician from the physical world. Undead creatures suffer worse. 7 to five feet per level (with the magician in the Range. The ring-shaped wall moves with the ma- part knowledge unto the caster. or. and if the spell is successful. the effect is station- This spell calls upon the exalted spirits to im. it all makes perfect sense to other spirits. but not one in any way useful to them. Instantaneous fests the spell as a wall. Visions Roll Result 1 The magician has attracted attention at precisely the wrong time. They are devoured utterly. binding them to perform some terrible service for the spirit. 3 to 5 The magician is granted a vision. dimensions the magician desires.

Creatures under spell (see table 29 for details). touch however. but the feature will be Range. but will randomly generating them. 6 turns per level with and can mutate in unpredictable ways The subject of this spell grows gills in their when interfered with. their skin takes on a scaly texture. Range. 3 ate new features as they wish. tures like newts. Rank. When cast. the subject still gains an un. although they can the magician‘s choice for the duration of the still breath air perfectly well. Duration. The magician the influence of the spell are not granted any can pick all variables of the feature rather than additional proficiency at swimming. they gain an Unnatural Feature of the duration of the spell. a temperamental subject to work Duration. 84 . if the save they gain the ability breathe water freely for is passed. however. and should make a Save against Magic. Water Breathing allowing the magician to work with it and cre. leeches and crabs. 1 turn per level This spell turns a subject‘s flesh soft like wax. 2 changes wrought on it. the subject neck. Living flesh is.Warp Flesh natural feature as their flesh rebels against the Rank. If the save is find themselves attracting small aquatic crea- failed. touch entirely randomly generated.

The ac- specific outcome. There should be a careful balancing act of and keep things moving. then there was no 85 . risk. to roll for a random result. and see Of course. This game. and you want to the dice. however. injury. Be fair. ness is to keep things unpredictable and mov- and there should be opportunities for them to ing forward. Players should recognize when they are in over their heads. and have a par- Players will do things you aren‘t expecting. It can also happen that things go hor- well as adjudicating the rules for PC actions ribly wrong. even if it results in player layout of the environment is. and the consequences of those actions The game is written with a number of random should matter. resist this urge! If you already knew what should happen. players will be- come frustrated as they make no progress. If the world is too lethal. as this will only result in players becom- find out what happens. If the danger is too slight to be relevant. Don‘t require them to real- tions of players and random results give a ize a specific solution that you want them to jumping off point for events. for the players. Running the Game The GM has a simple job. You may be tempted to fudge ing a shape-changing spell. Play the game to use. ended situation and tools they can use. enough clues to make reasonable decisions about what Randomness to do. rather than to force ing frustrated. and how those things behave. give them an open- things down a particular route. as sources. players‘ choices should matter. You will determine what the and that‘s okay. They should have. or be able to find. it‘s not your job to handhold your players. Per- and the dice will make unlikely and strange haps a player magician has screwed up cast- things happen. There are a few characters being horribly disadvantaged or things that you should consider as you do this. Rather. you might sometimes be required what they come up with. You control the need to roll. Similarly. disaster and death should be a constant threat if the players mess up or are unlucky. player characters get outside world to provide a suitable challenge lucky or do things you weren‘t prepared for. is designed for a more organic style of play where narra- It‘s not your job to push players towards a tives and details emerge over time. Instead. There is nothing wrong with having some hazards be overwhelmingly lethal. ticular result you want to see come up. then there are plenty of systems better posedly tough challenges. or to steer things back onto a have horrible mutations inflicted as a result. This is also perfectly okay. what the PCs characters rapidly gaining power and re- find there. suited to it. resulting in one or more player and tying the world together. Sometimes. The purpose of this random- players to make poor choices and suffer for it. they will become bored. so long as they‘re signposted as dangerous. and focus on avoiding the danger rather than rushing blindly into it. killed. but not a sure thing. ‗correct‘ path. There should be room for your tables built in. If the GM wanted to simply tell a make smart choices and breeze through sup- story.

The probing at loose rocks with a stick and exam- ideal situation is one where a player comes up ining every crack and stalactite. not a concrete rule that you must follow. Of course. It‘s okay to write up your own random tables. there may be no need to roll at all. still Running Scenes take damage from the stuff falling on them. on a failure. and this character might through if players know that exactly how they 86 . If they stride blithely for. and be able to avoid setting it off. ward them for being smart. they‘ll put somebody with high ters matter. you might allow them a perception that the decisions they make for their charac- roll. Doing this. have an opportunity to screw them over. and are The flip side of this is that relying on dice carefully exploring every foot of the cave. cautiously. however. In cases like this. rolls takes control out of a player‘s hands. Of course. exploring a cave that contains traps designed In this way. randomness. will slow them down. not spot a tripwire ahead of time with a successful just when it adds busy-work. it‘s fine to simply pick a result (maybe even one not on the ran- dom tables) and have that be what happens.Perhaps your characters are in the middle of spider-infested woods. to alter monster stats. mitigating risk intelligently. the tension of a dice roll adds to the game. A lot of the time. and so on. This right to pick results rather than rolling mostly applies to your side of things. actively looking for it. for minor matters. Ideally. Maybe they go even further than this. since they‘re the mercy of the dice. still blunder into it. it could result spot hazards. The fun in most roleplaying games comes On the other hand. ‗good‘ game-play is a matter of to keep them out. the random tables are a tool to spur your imagination. Rolling to adjudicate character actions doesn‘t normally favour a PC. perception roll. if they are advancing more from players feeling like they have agency. and you want the next random encounter to be a swarm of hungry spiders. allow them that roll to do well or to mess up. they‘ll blun. Let‘s suppose your players are on them risking random encounters. they‘ll you can just eyeball things based on a charac. When the results matter. or when there is time to do things carefully and methodically. and so requir- ing a roll places the PC in danger of failure and possible consequences. so the dice don‘t ward in the flickering torchlight. they‘ll find the tripwire vantage when they roll. and even if they pass the save. Here. and punish them They get a save against hazards to avoid being for being reckless. Re- der into a tripwire and set off a rigged cave-in. pinned under the rubble (which they‘re likely to fail). and need to make a save ter‘s stats and basic logic without needing any as before. or to put them at an ad. and if they‘re A good example of this is with perception to being stalked by some predator. only bother with dice when it adds tension and drama. ran- domly generating details for the world. Even fairly mundane scenes (such wisdom in the front (since sending the most as setting up camp or butchering an animal keen-eyed member of the party first is the carcass) can become interesting to play smart thing to do). you with a cunning plan to avoid being placed at shouldn‘t even require a roll. In situations where players would be required to roll.

rocky outcrops and so on animals but are very visible and might attract gives more concrete landmarks in the scene. but make sure they‘re aware of potential of how far a particular sickness has spread. tents and storage pits arranged? Where as your players can tell. and which tribes get infected so that.such as a also want to make sure that smart. something with who is and isn‘t sick. if the For example suppose your players are setting PCs visit them. they lose the opportunity to of the ‗big picture‘ than you do. Rather than make smart decisions. and you can‘t just assume that they‘re Whilst you can expect players to track things being stupid if it‘s not clear. How are things like fire-pits. maybe keep maps of how things work. Throwing as easily? Are fires even lit while people in unusual details such as fallen trees. plans don‘t require a roll (or if they do. stupid. If you assume that and which NPCs and groups they‘ve met is players can just do what they want without important. ask ques. you need a few things in place. specific techniques. more intelligent enemies? You might want to draw a quick sketch or a Where is food being kept? Is there a way to rough map for players to examine and plan prevent the smell of blood attracting scaven- with. Don‘t tell your players what to to. between 1-in-six for mostly unlikely to 5-in-6 for pretty probable. this gers and predators? Where does drinking wa- both gives them more information to work ter come from? Where are do characters crap? with and lets you know what they consider Is it somewhere where the water supply might important. directly involving their characters. they‘ll inevitably do when they find some- thing interesting. with good later in this book that give a broad overview visibility but easy to spot. since they‘ll scare away most natural of brambles. or easy to get to in an emer- this going. detailed tribe. For example. Where are they camped? Is it in a gulley. You may that‘s not static to the campaign . what to you (and to your players) exactly how resources they‘ve found (and can go back to) things are being done. you‘ll be able to be consistent up a campsite for a few days. You should be ready to where they‘ve explored for them to refer to screw your players over if they do something later. They should tack? know what the scene is like and what impor. There are tables Are they in the circle of things matters. Encourage them to ask questions. communica- they‘re doing. ramifications of their actions. the rest is tions to see which details they‘re taking care up to you. Whatever your players say Much like in individual scenes. Remember. patches sleep. roll a dice based on how get help easily in the event of an emergency? likely you think it is. infectious disease. and which they‘re neglecting. nothing exists in the are there choke-points in the event of an at- scene unless you say it‘s there. ditches. Keeping ‗how are you doing that‘? Make sure it‘s clear them informed of what they‘ve explored. If they ask if something‘s present get tainted? Too far away from the camp to and you aren‘t sure. players need to have a good under. There‘s a few things for you to consider. you may want to keep track do. gency? Firstly. Where does a night-sentry keep watch from? tant features there are nearby. Once you introduce something over. then useful NPC or whatever – you should keep in the action would be impossible otherwise) and the back of your mind what they might be up so won‘t fail. but this could only be they‘re hidden but can‘t see their surroundings the foundation of setting the scene. you should always be asking tion with your players is important. and there could be good or vated position and exposed to the elements? bad results from smart or daft actions. as far ades. Running Campaigns Detail matters. requiring them to memorize everything (or tools and precautions make a difference to keep written notes). powerful monster. To get Well hidden. or outside it where of different landscapes. Instead. and therefore at risk of flash flooding? In an ele- 87 . defensive stock- standing of their situation. players often have less of a grasp thinking about it.

If their gear is looted higher grit) but flesh and saving throws only rather than buried with them. The less care is given to their funeral. but for each You may. if they have any. A from out of the blue is to let the new player new player character. but not brought back to a proper luck. the rest of the party. the lowest XP total in the group (with their tack bonus. grave-site and instead ritually buried or Most higher-level characters will be some. suitable respect for the dead using the follow- As such. A magician gains a new spell exact level varying depending on their class). meaning that a high level get three-quarters of their XP. It‘s not unreasonable for new char. none of stuff. and possessions. knowledge of the area. and a hunter‘s improved at. they might only advance slowly. then their replacement comes in significant until there is a massive difference with as much XP as the deceased character in levels. and acquired. haven‘t levelled – tend to quickly acquire pos. Maybe you attract new players over have a similar focus. An expert gets two more skill a little more complex than generating a first points to spend for each level above first. stead. the character will have an acters to come in at a similar power level to extra point of flesh and an extra dice of grit. broadly the same procedure is used as level is the same as the cost to go from sev- when generating a first level character. both in terms of social position. new level characters or higher level characters spells and locations they‘re familiar with. If their body is character is still vulnerable in the event of bad recovered. they or have them come in at the same level as the select a rank and then randomly determine a lowest levelled member of the group. ever. known to them for each level above first. however. and inevitably characters will die and be character does not get new equipment. For a player new to the Likewise. saves may be higher than a starting game. is take over control of one of the party‘s follow- going to be a green newcomer to the world. but is perfectly doable. Gener. how- replaced. contacts. the have somewhat more survivability (from their less XP is retained. as they might end up playing as them. the main difference will be in terms of and if the body is left where it fell. social reputation. and the dou. ers. A third alternative to introducing new first sessions. this has the slight disadvantage of being character. enth to eighth level. This bling experience costs for higher levels make gives players a reason to treat their followers well. but outside of that posed of (maybe even cannibalized) they specialty can expect to be roughly on par. Lastly.Death and New Characters it easy to catch up to nearly the same level. they are not hugely lower had. work with them to give the character stats that roughly match the follower they were taking New characters will. inevitably. the difference between a first level ing rule. but for class. decide to allow new char- level above first. regardless of level. they might only get half their what more competent in their area of expertise XP back. might give the new character as much XP as thal or magician. 88 . The newly-promoted time. they get whichever stuff the fol- acters to start at first level. they will likely be of the same class and game. for When creating a new character above first example. Instead. join your over. Experienced characters – even ones who their XP is retained. disadvantaged by their low level. Let the player pick a fol- without any of stuff their companions have lower that they would enjoy playing. In. are generated in the same way. You Note down the improved skills for a Neander. The new character will ate attributes and pick a character class ex. burned nearby. if the dead character is given a proper character and a higher level one is not very burial rite. Higher level characters will tend to did. but not by a signifi- actly like a starting character. If the body is recovered and dis- than a starting character. then you can encourage of theirs may be a rare one. Flesh and Grit cant degree. the cost to go from first to seventh level. likely lag behind a little. each level over first an additional possession If a character dies. the character enough XP to have that level in their chosen picks their equipment like at first level. with just spell from that rank. might only get one quarter of their XP back. level character.

de- pending on the circumstances. in this case you may give them extra knowledge of the area or even supplies such as food and a campsite. 89 . probably come to explore the same place for similar reasons as the main group. gloss over the details. It is also possible that. Make it clear to your players that they are meant to join up and if necessary. they might be locals to the area or have arrived here before the main group of characters. Unlike the rest of the time. If multiple char- acters enter at the same time (perhaps because multiple characters just died from the same cause). it makes sense for them to be in a mini -group together. try to introduce them organically. throw a lethal monster at characters off on their own to encourage jolly co-operation.When bringing in new player characters. They will likely be a short way away from the group. it‘s perfectly ap- propriate to try to guide events so new charac- ters join up with the main group rather than forging off on their own or coming into con- flict. If the worst comes to the worst.

make a Save against Poison. or suffer as a room to wriggle through. dark places of Under the ground. Most caves won‘t have wide. features: -Deep chasms blocking progress along an oth- -A monster. player characters‘ progress from encounter to -Deep chasms. hand. and various gasses accumulate in pockets. and where charac- result of. magician‘s tunnels may have been widened by hand. mined. You require rolls to negotiate an unstable piece of floor. where the players can recover. breathing monster may contain burned Caves that were once inhabited probably had corpses and scorch marks. so encounter simple to track. and sometimes deep caves will air. -Tunnels partially or completely submerged in -An environmental hazard to hurt the party or water. larger chambers may be connected by fer some horrible effect such as unconscious- ness. -Clues about what to expect later in the cav. salvageable equipment and more.making the -High chimneys that must be climbed. or ropes tied on to hold. flat pas. there is little access to fresh the world. in simple ways. Exploring Caves At its heart. for example. these will cave-ins. Similarly. be natural features of the caves that modern day spelunkers would be familiar with. lull in the adventure. that to progress the explorers must carefully A room might contain any of the following skirt the edge of a huge pit. An empty room can still Characters who don‘t move carefully risk set- be interesting without needing to contain a ting off a rock-fall or cave in. into the rock. if sanctums. there is merely little oxygen pre- unnatural. purpose. damage to flesh. floor fall away beneath them.a tunnel leading from one -Deep pits that must be abseiled into. with ledges along the side. A number of potential hazards are sent. including magical items. there may -Nothing significant. Vertical areas may have pitons driven fended chamber without any dangers or mon. avoid. The section on The basic process of exploring a cave isn‘t weather has details on lack of oxygen. normally an easily de. must be cleared in order to progress. the room before one with a fire. How. a cavern is a simple thing: each any of the following: chamber or tunnel contains an encounter that -Narrow cracks in the rock that barely give the players can resolve. but at other times foul vapours seep up given below. Mostly.and foot-holds carved in sters. contain hazards that are startlingly bizarre and Sometimes. chamber to another. means in place to traverse these areas. the rock is soft enough and the people deter- -A safe resting point. which may or may not be hostile erwise flat passage. from cracks leading to the deep earth. if failed they suf- stead. empty rooms serve a be rope or wooden bridges across chasms. gasses force a character breathing them in to sageways that explorers can stroll down. In. These toxic vapours can be incredibly harmful to Terrain human health if inhaled. or Hazards climb up or down an unstable cliff. These encounters are linked together ters risk becoming stuck. for example. Narrow -Loot. or having the threat or reward. Toxic easy. Poisonous Gasses and spores ever. ming. -Passages filled with rubble and detritus that erns. attribute point loss or 90 . magic pools in the deep. in that they can create tension or a Some portions of the cave may be unstable. so that navigating them requires swim- slow their progress. (but probably is). See the A number of dangers present themselves to section on Dangers for the potential results of explorers in a cave system.

animals sicken and die. A character affected by the miasma is waded through. Fog has got into them. Any miasma. it drifts out of a cave en. encountering these worms is a warning sign of the Coiling Fog ahead. from touching them. the victim dies. seeping up from cracks in the victim again loses 1d12 dexterity from calcifi- earth. onto the surface world. The miasma will soak rooms start growing over the character‘s body through most clothing. Occasionally. as long as a finger but thin. they lose 1d12 Dexterity perma- nently as their flesh begins to calcify. ears. create more banks of coil- ing fog when they gather in large numbers. If nisms for a disease. If scraped off. forming the mulch that the fungi ing over the skin. wrapped in cloth and then their entire skin is ing only swarms of hungry worms behind that sealed over with tar. if the save is derneath is wet and raw. if a player character attempts this. mouth and nose. there are dark their mind is affected by the experience. trance. roll on Table 31 (madness) to determine how Underneath the liquefied meat. it will get into their soft inner body through Worms eyes. the Miasma shows them strange and wonder- tim‘s skin melts away. Unable to breath. glistening wetly against the victim‘s flesh. Calcifying Miasma The Calcifying Miasma is a gas often found in volcanically active areas. They do. If the save from inhaling spores. Supplicants report that. their flesh. up to the vic- the spores may find their behaviour affected tim‘s neck. The coiling fog is sweet-smelling and appears see or hear. and collects in depressions where it is release spores into their surroundings that visible as a pearly white mist over the floor. It is much heavier Some fungi that infest underground areas may than air. the supplicant is lowered into the as a pale yellow mist hanging in the air. speak. mersion into the gas. leav. this calcified mass now. however. although if the skin is whilst they‘re still alive. The Coiling Fog of the miasma extends as far as the victim‘s face. cation. A character Poison. then they must take a Save against or their body physically mutating. using the mecha. have a similar effect. If the Example Gas.simple death. and pose little threat to characters whilst they‘re still alive. Fog Worms are not aggressive and are too small to be dangerous normally. If failed. sult in a thin crust of chalky precipitate form- fore long. the flesh un- grow on. Failure indicates that the before losing consciousness from lack of air. from inhaling the poisonous spores will have Even slight contact with the Miasma will re- their bodies start sprouting similar fungi be. is failed. Any characters who die The Miasma calcifies anything it touches. if passed then the same layer of lime with a veil over their face should be protected will begin to accrue on their skin. rather than simple death. preventing the miasma feast on the sickly remains. the mush. The worms will quickly wriggle away into the environment. where they are left for a few breaths living being that breathes it in must take a before being removed. and strands of Some tribes have found ways to allow full im- fog can be seen snaking across the landscape. Save against Poison. Example Gas. for example) it is protected. pockets under the ground. They appear to feed entirely on rotting meat. normally trapped in 91 . sealed (with tar. the person‘s skin is failed. A portion of the vic. It is possible that. dealing 1d8 damage to ful things. A Save against Coiling Fog of the Worms is a gas found in Poison must again be taken. and if passed the some caves. amber-yellow worms. the supplicant‘s face is Where it passes.

The Lambent Corpse. Each failed save deals 1d8 damage Example Slime. turn. the Muck begins to effects when touched. In addition. as the victim begins finds their perception altered and disorienting. a Save extract nutrients from them. wading deals 1 damage to their grit. and holding the victim‘s body up like ivy most growths of it have a number of visible holding up a rotten tree-trunk. If the vic. Skin contact with Hungry Muck does no dam- age. they need to make a Save vs. the damage increases by 1 as the Rot black gills. on their flesh. with a flame will kill Creeping Red Rot. heavy form that consume everything that comes into quagmire of the mulch halves movement contact with them. every day) in order to avoid starvation. flesh. speeds in it. bitter smell it produces. if the location is not washed off. cluster of bones. mushroom the Rot will begin to spread over the victim. Thereafter. tall stalks with a except by close examination. and characters may have to wade ground. depths of bogs and fens. until each turn it‘s deal- there is normally a heavily decayed corpse or ing as much damage as the initial d10 roll. loses 1 flesh and must make a Save against More exotic slimes might have more unusual Poison. faces. flaming their skin and causing it to swell up The slime may or may not dissolve non-living and crack. Burning it bent Corpse-mushrooms. skeletons emerging from the wet black mess. However. After the Hungry Muck is another slime sometimes first failed save. the victim will begin to de. The Muck is found in and after the second small. They must eat a against Poison may be required to avoid some meal‘s worth of food and every turn (not horrible thing from happening. rooting onto the floor ever. with heavy that. in which gins to seep into the character‘s clothing. consumed until they‘re fully a part of the bog. and saves are taken every turn after that. found in cave systems. It ap. threat for the next few days (when it begins to ing in the spores causes infestation with Lam. The incubation pe. die to the Muck collapse into it and are slowly lucent red jelly that forms a film over sur. How- forth into another stand. and the sucking. Once age to flesh unless the location is protected there is no more grit to be lost. but more often in the velop pink bulges. pale pink and glows faintly in the darkness. Appearing like a thin. it deals 1 damage and is hardly visible pears as a cluster of thin. riod is a turn. and is indis- mushrooms will emerge from these. It will deal dam. The mushroom itself is a The Rot can be easily washed off with water. Living things that in certain caves. faintly luminous a mass of rotting organic matter. Hungry Muck to Wisdom. Hungry Muck tends to infest Slimes can be found growing deep under the large areas. then the mushrooms will blossom for the pungent. Contact with the Rot deals 1d10 dam- age from digestive enzymes. tinguishable from the compost around it save tim dies. then this damage is dealt to 92 . primitive forms of life with no regular through it to progress. each turn the character objects they come into contact with. the Rot poses an insidious threat to ex- plorers. Breath. Creeping Red Rot Poison or else lose a point of Constitution just Creeping Red Rot is an example slime found like if they were starving. Within the centre of each cluster covers a greater area. Example Slime. form in the puddle left behind).Example Spores. slowly burning them as it feeds. Like with fungi. like boils. The Lambent Corpse-mushroom is an exam. although it produces a slight itching sen- Slimes sation. the Muck be- (by gloves or boots for example). Each turn after pointed cap at the top of each. On a failed roll. trans. due to the dangerous nature of the Muck. which dilutes it enough that it will not be a illuminating the cloudy air around it. A slime might simply cor. if the location is not protected. If they can‘t or don‘t. Each turn the character spends rode anything that touches it. in- case the damage is instead soaked by grit first. After one ple fungus found deep underground.

their life-force absorbed into the wa- (healing some. or maybe granting a minor bo. then again they must take a Save against tinct creatures – crusted over with a deep blue Magic. A Save against Magic away by flash floods. by the runoff from melting glaciers or grit) each round that they bathe. The depths are al. once snow from the great icecaps trapped un- Not everything that appears to be water actu. cold seeps into the swimmer‘s skin. Whilst in the pools. they will stay sus hazards may be required to avoid a flash where they are in blissful communion with the flood. and the snow has melted. or begin transforming into some monster. and also immediately take Each such well has a counterpart on other 1d6 damage to flesh as their insides begin to worlds. derground. characters risk being drowned or swept ant. The Water is immersed in it). Some water might have beneficial effects Depths. there are a number again by a fire. dragging characters under. Water from the North was instead. infected with magic that rock and collected. requiring Athletics skill rolls to avoid spell. people and strange ex. in the Depths that fuels their healing effect. Example Water Hazard. Some water will also be fast. by cold weather. and some might behave like always unusually cold to the touch. Some might be highly acidic (dealing a treated. Water That ory. whilst highly pleas- Again. If somebody drinks the Water. A save ver. although some ample of dangerous water that can be found in might instead require a Save against Poison underground caves. any being who immerses themselves will heal Some chambers may be flash flooded periodi. where it has seeped through the deep underground. A failed ming to the bottom would require a successful save indicates that the swimmer is affected as athletics roll to hold breath long enough. turn from the depths. defend or care Not all water will be completely natural. of skeletons – animals. they are again affected as if precipitate that glitters in the still water. higher cosmos. Such connection to the wider universe being swept away. If failed. and significantly more if they‘re hungry cold that it came from. as for themselves until either somebody else well. the experience. but do- links them to other places. If failed. It can be swum in. unable to feed. has its downsides. swim. these waters will allow a Save against Water That Comes From The North is an ex- Magic to resist the effects. and may also take dam. water has a little damage every round that a character memory and this water remembers the primal. and has a water save that it can be breathed like air. they can characters. ing so requires a Save against Magic as the ways found as water filling a deep pit. they were casting the Contact Outer Spheres flowing. but more will be danger. or turbulent.Water able to hear beings similarly bathing in the Water poses a number of threats to player connected pools. become intoxicated or lose their mem. the same worlds as those contacted by freeze up. touches it. Echoing Azure Water That Comes From The North is nor- Depths mally found in a basin in the depths of lime- The Echoing Azure depths are wells found stone caves. Although the icecaps have re- ally is. ter. as if drowning. the Contact Outer Spheres spell. ous. At if by cold weather until they get to warm up the bottom of the depths. Comes From The North Mostly. either when drunk or when touched at slowly sink to the bottom of the Echoing all. in truth it is the vitality of those who died nus to an attribute). unstable rocks moving about further upstream. Characters might be turned to crystal or wood. must be taken for the bather to willingly re- age as they‘re battered by flotsam. Some pools of water may have magical pulls them out. However. Those who die effects. or they die. a single point of damage (first flesh. The most obvious is the risk of even communicate with these creatures. slight blue-violet tint to it that can‘t be ex- plained by the surrounding rock. potentially will be both life-affirming and invigorating. and then cally. Example Water Hazard. Anybody who immerses themselves in the water will be 93 .

perception roll to spot more obvious traps as In a matter of seconds. the pit is concealed under a thin. if the Typically. acid (to dissolve them) or quicksand (to suck them under). Secondly. adding a cer. the trap could have a number of they either die. The pit is. into it. If the victim is not wearing away damaging the victim by having them fall both boots and greaves. The Idol Of The Jade Ser- Some pit traps may have angry monsters or pent further traps waiting at the bottom. Pressure plates might trigger with a nice. before being covered with they are a direct threat to the players that can a layer of clay that is allowed to dry and be overcome through cleverness on the play. identify. it ceiling. roll to dodge it. the whole pit will be- they blunder into them. The fire pit has the spell Create Fire bound tive counter-measures against traps. Example Trap. they encourage a sense of this way. setting alight the tar tance. concealed in the ground. In ers‘ part. darts shoot from concealed tubes. effectively. Other straight to their flesh as their legs are unpro- pit traps might deposit the character into water tected. otherwise they take damage of nowhere. ob- vious ‗click‘ and then attack a few feet back Example Trap. Of course. Firstly. and the victim‘s foot Most traps have a simple trigger condition. other- a switch could all set the trap off. Normally it‘s up to the players to take effec. The player may get to make a Save should be clear when a cave system has had against Hazards roll to dodge these attacks. they might be able to find the floor or a tripwire. carved from green and black jade in the shape 94 . since they don‘t just sprout in caves out reduced damage). and filled with tar. Blades thrust out of slots cause harm to those who encounter them. A generous DM might allow them a that is now stuck firmly to their foot and leg. they have a simple trigger and character stands around like a lemon. and sprinkled with dirt and detritus. they may not get a a trigger might be more cunning than that. use the rules for falling to determine formerly inhabited cave. Fire Pits from the trigger. like if they were attacked. the damage will go some distance onto hard floor or spikes. Of course. they take no damage (or traps. come a flaming inferno.Traps Another common effect is to have a weapon Traps are mechanisms deliberately placed to attack the character. or does- cause an instant. The char- acter might be allowed a Save versus Hazards The Idol of the Jade Serpent is an example of to catch onto the edge of the pit in time. If the victim is checking This is commonly a pressure-plate hidden in for traps as they go. in the wall. n‘t see the attack coming. unfortunate effect. Another trap paranoid magicians to protect the caves they might target a spot ten foot behind the trigger. These might be placed by human residents of needles coated in venom spring from a stone the caves. crack. when a victim triggers it by stepping ing them or setting them off from a safe dis. (to eventually drown them). The pit deals d8 dam- age a round to any victim stuck in the tar until When set off. However. in order to catch the charac. easily broken layer that superficially resem- tain degree of tension to even an empty tunnel bles the surrounding cave floor. the spell is cast. wise they step in it automatically. When trodden on. The idol is around the size of a human body. or somehow remove the tar effects. a trap that might be found whilst exploring a erwise. the clay layer breaks. and sharp spikes drop down from the civilisation of serpent-folk. A hole is excavated Traps serve two purposes in the game. A fire pit is a trap that is sometimes set up by ter who steps back in panic. but making a loud it automatically (or at least get a perception noise or removing an item weighing down on skill roll to spot it before it‘s too late). or be remnants from the long-dead idol. Oth. into it. damage dealt. If previous inhabitants who might have placed they pass the roll. inhabit. sinks into the trap. a bound spell to catch the smart guy with a ten-foot pole. The classic is to have the floor fall from themselves. healthy paranoia in the players.

Its mouth is open. Whenever anything made of flesh or bone touches the idol. the whole thing covered ster is attracted. its lair will be empty. however. between its jaws there is a space large enough This ranging from 5 in 6 for particularly busy to place a human head. It is them. If a mon- curring stalagmite. If any- thing made of flesh or bone is placed between the Idol‘s jaws. with the rare completely empty caves plinth. most cave systems will have a with the rotting remains of a ceremonial cloth. then a gout of flame will issue from the Idol‘s throat. aeons in the past. tic skill rarely seen. dealing 2d6 damage to anything between its jaws or near its head. the sample locations vealed. the deep underground is a haven for strange and un- natural creatures. generating a num- ber between 0 and 999. the second a ‗tens‘ and a third a ‗units‘. Any living being killed by this flame has their soul devoured by the ancient serpent- god the Idol is dedicated to.) The Inhabitants Cave complexes often have various creatures living in them.of a snake coiled into a spiral. roll 3d10. a monster that carried away by PCs if they want. to 1 in 6 in those with few inhabi- Idol will be placed coiled around a stone tants. wandering monster table to see what turns up When the cloth is removed. the complexes. with a fronded Others. (if none is prepared. This can be utilized as a way of lighting fires. apparently carved from a naturally oc. but when a thousand souls have been fed to it. and they‘ll is encountered wandering and killed won‘t be gain 3 experience for recovering a permanent encountered again later. never having wandering monsters. dealing 1d4 damage (which goes to flesh if a character touches it with an unprotected location). it will suddenly burst with heat. however. (If you want to find out how many souls the god has consumed already. The Idol was taken from the temple once inhabited by the extinct race of Serpent Folk. will be attracted when the crest emerging from the back of its head and explorers make a noise and come to find extending most of the way down its spine. given have wandering monster tables that can The idol can be removed from its plinth and be used in a pinch). Currently. Whenever the explorers make a loud noise. Whilst some will be people (or beings that were once people) or natural beasts such as cave bears and lions. it will awaken. Of course. magical artefact. and there is a chance they will attract attention. but it probably isn‘t nice. and still re- tains some of its power. the ser- pent-god is asleep. the Idol is re. carved in exquisite detail. When encountered. which is what the previous owners kept it for. displaying an artis. Monsters might be encoun- tered in a chamber that they make their lair. What happens when the serpent-god wakes is up to you to decide. the first dice gives you a ‗hundreds‘ figure. 95 .

wide and easy to traverse. and d20s deep. 5 Shelves of flowstone along the with d4s closest to the surface. If both ends of the passage emerging from the stone walls contain water. and note into many sections at different down the number rolled. but narrow and tortuous to navi. 19 The corpses of dead explorers As well as this method of generation. the dice are two sizes apart from each other (such as a d8 and a d12). end of the passage determine what the passage 8 Glittering crystals studding the is like. then the 9 Veins of valuable stone such as passage is flat. random chamber features characters to explore. If they are the same size or only one walls size apart (such as a d8 and a d10). the passage is 10 A layer of frost over the rock largely flat. sticky mud underfoot and the passageways. If the dice are four or 13 Tiny mushrooms grow every- more sizes apart. a handy 20 The corpse of a dead monster table has been provided to generate little ex- tra details as a jumping-off point for descrip- tion. connect each chamber to previous cave-in one or more nearby chambers with a line for 7 Wet. Remember that these rolls are just a starting point for your creations. a diagonal crevice in the rock rather rock than an easy tunnel. If you need a little extra description. 96 . walls and floor. take a handful of dice – it 1 Massive stalagmites rising up doesn‘t matter which type. and will 14 Fossils of strange creatures require climbing. If flint or amber. The cave entrance will be to at least one of the 15 Tracks from a nearby monster smallest-sized dice. Firstly. You might include 17 Remains of a nearby monster‘s multiple cave entrances (on the smallest size prey dice) or possibly a passage leading into deep tunnels that connect to another cave system 18 The husks of dead insects miles away (on the largest size dice) . Then. Circle the dice. and what size dice heights rolled it. take a large Roll d20 Feature sheet of blank paper that will form the basis of the map. The two dice-sizes at either water trickling down the walls. so long as there‘s a from the floor variety there – and drop them onto the map. 2 Massive stalactites hanging from Where each dice lands will be a chamber. and you can alter and adapt them as you see fit to make an interesting adventure. then the passage is both steep and 12 Lichen or moss growing on the narrow. then the passage is more of a where vertical chimney or pit than a tunnel.Creating Randomized Caves There‘s a simple method for creating a ran- domly generated grid-based map for player Table 45. The size of the dice indicates the depth of the cave. on the paper. dividing the cave est under the earth. with the ceiling the number rolled determining what‘s in there. roll a d20 on table 45 to generate an extra detail for the chamber. 6 Rubble and loose boulders from a Once this is done. then so will the passage itself. If the dice are three sizes apart (like a d8 vents and a d20). 3 Many small stalagmites More common features have lower numbers. 4 Many small stalactites so more dice can potentially roll them. typically the one closest 16 Dung from a nearby monster to the edge of the map. 11 Steam issuing from geothermal gate.

17 The chamber is filled with sucking tar or quicksand. and their spores may or may not be dangerous. 13 Huge mushrooms the size of trees grow in this chamber. 11 There is a deep crack in the floor. under layers of detritus and rubble. it will flow into this chamber and disappear down the pit as a waterfall. If an adjacent chamber has water in it. evidence of the ancient civilisation of Serpent Folk. 97 . The chamber will have running water if any adjacent chambers do. but there is some dry space above the water level. There may be salvageable equip- ment. containing only damp. deep pool of water. possibly dripping down from long stalagmites that hang from the ceiling. the remains of a fire. random cave chambers Roll Feature 1 The chamber is empty and spacious. There may be undead creatures or a magical effect (helpful or otherwise). from which a dangerous gas emanates. with narrow ledges around the edge that characters must balance on. There will be at least 3 random spells recorded on the walls. 2 The chamber has running water trickling through the floor.Table 46. beds. 10 Some sort of dangerous fungus grows in this room. such as a bear. unnatural creature. flint shards and discarded bones might give it away. or possibly is flooded and has a large number of crabs or fish in the water. territorial creature. 14 The chamber is filled with bones and the horrible energies of undeath. 19 The chamber contains magical water with a potentially beneficial effect. with small mushrooms across the floor and spores hanging in the air. 6 The chamber is currently inhabited by some dangerous. The chamber will have running water if any adjacent cham- bers do. 12 Some sort of dangerous slime infests this chamber. and perhaps one or more of their relics. 16 The chamber contains. 7 The chamber is inhabited by a pack of dangerous creatures such as wolves or undead ghouls. or vermin. 9 The chamber has a deep pit in the centre. lion or serpent. containing signs of their presence and perhaps one or more of the predators themselves. smooth rock and rubble. The chamber will have running water if any adjacent chambers do. 3 The chamber contains a large. The chamber will have running water if any adjacent chambers do. 5 The chamber shows signs it was once inhabited by people. 4 The chamber is infested with bats. and used as a sanctum. 18 The chamber is inhabited by some horrific. 20 The chamber contains magical water with a purely dangerous effect. coating every surface. and potentially some magic items and other loot worth taking. 15 The chamber is subject to some permanent magical effect such as reversed gravity or a pillar of continuously burning flame. 8 The chamber was once inhabited by people.

Gloves and ments ing the serpent-folks‘ savage reign boots 9 Tough leather Clothing Strange jewellery made of metal and A hardened set with gems. Serpent-folk ruins Corpses d12 abandoned 1 Preserved meat Pigments such A small statue of a serpent-folk war. Metal weapons deal 2 points more damage than normal weapons. A spear (2d6 meals worth) as ochre and lord (2/6 chance of having a random chalk bound spell) 2 Preserved fish Flint that can be An icon of a serpent-folk god (4/6 A bow and (2d6 meals worth) worked chance of having a random bound d12 arrows spell) 3 Preserved fruit Beautiful stones A metal weapon. Winter worked clothing 11 Honey (1d6 meals Oil or animal fat A huge idol of a serpent-folk god. bone and A sharp amulet of great magical A sling and entirely randomly) teeth power (contains the permanent effect d12 bullets of a random bound spell) 7 A poison (roll one Crafting tools The skeletal remains of one of the Greaves entirely randomly) serpent-folk and bracers 8 Furs Musical instru. such as a metal helmet A dagger (2d6 meals worth) or gauntlets. for the sacri. having a random spell bound into it) esting 98 . 12 Fresh water A map showing An elaborate stone altar. 5 A tonic (roll one Jewellery A twisted rod of great magical power A club or entirely randomly) (contains d20 charges of a random greatclub bound spell) 6 A drug (roll one Horn. obviously of inhu. An axe (2d6 meals worth) such as amber man design. 4 Preserved roots Tar or pitch Metal armour. Roll Recently Inhabited Long. obviously fitted to an inhuman body. A torch worth) (2/6 chance of having a permanent random magical effect). A tinder- the location of fice of sentient beings (2/6 chance of box something inter. A carved image depicting events dur. Any items found may have d4 notches on them al- ready from use. (2/6 chance of having a tunic random bound spell) 10 Flint that can be Children‘s toys A set of metal shackles and restraints. Metal armour increases AC by 1 more than equivalent leather armour. such as a halberd or or jade scimitar.Table 47: Random Loot Corpses typically have 1d4+1 items on them.

are fine for the day. If move. if they pass they example) then travel takes three times as long. ent dangers they might face. Treat can be covered in a day. and a character needs at least 1 meal a age to flesh every night. Allowing every gers behind them. this in a similar way to a cave-in. the GM should ei. If they press ahead. It‘s also important to remember that each meal or water-skin carried will weigh the character down a little more and potentially 99 . If failed. A char- carrying and consuming. 5d6 is about average squares in a day. for makes a Save against Poison. they will also take twice as long. In addition. standing water risk their feet and gear rotting ment times are doubled twice (because the from the damp. that might also be a prob- day to be comfortable makes the business of lem). an unexplored cavern sys. resources or potentially putting them at risk of tem. result in the party travelling slower. danger they‘re in from their surroundings. if the slowest mem. and can be Travel over hazardous terrain simplified to have a single dominant terrain type. two square person fails. and ther select appropriate weather for the terrain give them the chance to turn back (although if and season. sites of magical power or unusual terrain injury. When travelling across country. you should make it clear to them what For each day of travelling. then an avalanche occurs. three squares can tween 2d6 and 20d6 (depending on the scale be covered in a day. must make a Save versus Hazards. The save interval is a day. These features might be a band of travellers. which case travel takes twice as long. rain. sented using a map divided into squares Each square is perhaps six miles across. and if the party are trying to avoid attracting atten. given below. players need Foot rot is a disease with an incubation time to track the amount of food and water they‘re of an hour. damage. The Wilderness Travelling across the wilderness can be repre. If at least one member is heavily encumbered. or else be such as swamps and mountain ranges. Characters who are forced to wade through tion they take twice as long to travel. in buried under snow or rubble. then travel takes four times as long. Each may also have one or more unique Certain terrain types present a challenge to features. If each Avalanches and Landslides square is six miles across. or else become infected with Foot Rot. If the slowest cessful Save against Hazards. then it would take a An area prone to avalanches can be safely severely encumbered individual a day to move navigated if everybody present makes a suc- from one square to the next. if the party are foraging for food as they Moving through Swamps move. any). then there are differ- surviving far too easy. those caught in the path Some squares will be difficult to move across. or else roll random weather condi. they‘re being followed or there are other dan- tions (on table 14) for the day. When characters enter dangerous ter- features. Each hour every character party are foraging across difficult ground. day. they can either Likewise if movement times are doubled three put a notch on their boots (if they are wearing times. and if the entire party are of the thing) damage to those caught in the unencumbered they will be able to cross four path of the landslide. dealing be- ber is lightly encumbered. and instead takes a point of dam- day. Like- wise. bearing in mind that acter infected with foot rot does not heal flesh a single water-skin has enough water for one by sleeping. Parties travelling across the landscape move at the speed of the slowest member. slowly wearing down at character‘s people living there.

If the roll fails. squares containing caves (and other adventure coming lost. For each. No area of the wilderness is identical. d8 for the overall landscape. provided that create a little random detail for Success indicates that they travel as desired various terrain types. a batch of wooden spikes. particularly if the canopy or world will come vividly to life if each cloud cover hides the sky from view. there is a chance of random encoun- items to aid them in the process: a length of ters. There is a chance of a random encounter 100 . gets +1 to their skill chance for the roll. and are lost (and know it). a d10 for the wildlife and a d12 for the weirdness in the area. or similar. When the party moves into a new square. which could go badly for the most safe passes to d12 for the most for them. Unless somebody is on watch must roll a for equipment breakage for every the monsters will be able to get to the party item used. Use the following method to Similarly. To this end. most barren areas. tures or to alter random encounter charts counter tables to their neighbours if they have based on the results. then reduce the encounter particularly smart explanation for why they‘d chance by 1 in 6 (like with skill rolls. they risk be. You may want include special fea- there. This character should make a tail. In a par. If the party are travelling with care to players can use other items only if they have a avoid encounters. You may want to plan out some key the party are travelling through unfamiliar ter. you cally this will be the character with the best won‘t have planned things out in as much de- Tracking skill. There is the same chance for an encounter as The character takes a dice of damage and during the day. a set of stone. there are a number of tables Tracking skill roll for the day‘s navigation. select the table best attempt at finding a path can be made the next matching the terrain type and roll three dice. The size of the dice varies. the dangerous. sites) or with tribes of people living in them. swamps. As they backtrack. Getting Lost in the Forest Adding Detail Woods. a 0 in 6 be useful. eas. a day. roll they serve instead as a starting point to impro- up a random encounter to see what they find vise from. the wilderness will seem that much more im- search for landmarks. for most squares on the map. Using an item in this way puts a chance will come up on a roll of double 1s on notch on it. Some squares may have different en. Some mountainous areas are hazardous to as animals are more active around these times. a pair of skis. from 1 in 6 for the rope. to 5 in 6 for the busiest ar- working tools. This chance varies. and go round in circles mersive. Have the party decide who‘s navigating. they remain in the same square until another To use these tables. around large cavern complexes and mountain They can make use of any of the following passes). and the gate effectively. if detail. followed or read out to players word for word. read the appropriate column to Random Encounters see what it results in. when the party move to a particu- cover the entire process of a day‘s travel. fields of jagged rock and some mountainous areas can be tricky to navi. Work these details into and move across hexes On a failure the party your description as your players travel. particularly those ritory without a map. However. there is some sort of accident. square‘s terrain is described in some level of ticularly confusing area without landmarks. locations ahead of time. If the campsite is well hidden. the areas Each character makes an Athletics skill roll. Each terrain type on the map should have a The descriptions given need not be slavishly random encounter table written up for it. At night. For each item used. move across. larly high traffic area (such as rivers. from d4 without any resistance. unusual inhabitants. the character two dice). typi. divide the night into three watches.Navigating Dangerous Mountains shortly after sunrise and shortly before sunset. chance of an encounter may be reduced by 1 again. Other than these.

there will likely be lim- ited resources available. terrain that is typical of the hex. into five rough sections. a central area with -The bodies of dead humans or Neanderthals. you can expect a square to the square for interest. the smaller the size of the dice will be. players might be able to find smaller stagnant puddles. thicket or raised importantly. allowing the party to contain somewhere between d4 and d12 sig. 1 or 2 is the cen. or something ticular resource is. Any of the following might be pre- not be completely so. such as uncommon rocks. find them as the explore the area in more de- nificant water sources (such as small creeks. tems). As well as these. there will be water sources. Each square is likely to contain particular fea. The number rolled on the dice is how many separate sources of the resource there are. You could have the land properties (as for unusual water in cave sys- shift from pine forest to a more wet forest. similar. You might have. only challenge is making it safe to drink. springs and so on). plants suitable for herbalism. Most -An area such as an island. but need within it. and then four either recently killed or left here some time areas on each border with terrain that blends ago. The higher up the land is. and may risk making the drinker ill. to a different terrain type. Pick a few of these and scatter them through Other than this. into that of its neighbour. a square of pine woodlands with a -A pool or spring where the water has magical marsh to the north. Sometimes. players will settle into a square gate their way towards. -An obvious landmark such as a strange rock domly determine where in the square a par. searching As player characters explore within a square. formation. Some resources will be even rarer. example. tral section. and so on. -The lair of some horrible predatory monster. When a player looks for resources that are likely to exist in particularly small amounts. The overall they will likely encounter various features terrain will be roughly homogenous. In this case. ponds. or dig wells. and start to explore it in more detail. for -The skeletal remains of a huge dead monster. particularly if it‘s next sent. for every resource they can find. with standing water and clumps of willow -Plants or mushrooms that release poisonous trees. In plateaux that can be easily defended if used as marshland. This spores (as for spores in cave systems). If you need to ran. tail. the whole terrain has water. idea can be extended. how many veins of flint of plants with alchemical properties. the sur- rounding terrain is likely to simply not feature the resource being hunted for.Exploring in More Depth its own right that characters will need to navi- Eventually. melt snow. Doing so will likely require a foraging roll. tures that players are likely to look for. with the square divided -The ruins or remnants of an abandoned camp. in the north edge of the square. roll a d6. an area of tar pits will be a terrain feature on the map in 101 . formed. a single huge tree. and 3 to 6 each correspond with -Signs of some magical ritual recently per- an edge section. there is a chance (ranging from 1 in 6 for very unlikely to 5 in 6 for a reasonable chance) that the local terrain includes the resource being looked for. the a campsite.

thumbnail. Any lo- here and there. tuft of grass. 11 . far bigger than any stony ground covered in but only a few. their shed scaled white wyrm with smoke belch- wild flowers. plants move in the breeze even when no wind is blowing.both animals and people – bles and thickets of trees underneath a bright. 7 Rich swathes of grass. their rotting bodies still birch and thorn trees. small furry things. 10 . The howls of wolves echo. with bram. and on the top is a flat surface stained with old blood. 9 . in a ing in the air in brilliant swathes of ground with nothing but wide plain of low grass clouds of colour. There are. with half-melted snow. Gigantic bones. Swirling carvings can just about be made out on their surface. grass here and there. their chattering songs blur. hunts here. sky. cals claim not to know who puts them there. Some huge horrible predator. mingle with the living with sparse. maybe a land. . ing from its gullet. cinders. 6 Scattered stands of pine. The sound of songbirds Skulls . Sometimes. covered in with skeletal birch trees across the landscape. 2 Low scrub. lie in piles here and there. 102 . Little blue mushrooms grow every- where here. dotted Herds of horses flitting Huge stone monoliths. with Flocks of birds swirling in Footprints in soft earth and snow. land in between. tween them. dotted with bright basking on rocks. dry grass. ing in the dirt. . Birds nest on its flanks. however. Somewhere here. there‘s a single ing around the plain at standing stone. skit. skins glittering beside them. tish and wary of predators. Some look human (if something happened here. with Scattered herds of Bison. Vultures and other carrion. moss and stunted grass. others decid- edly inhuman. out from every bush and herds. to feast on a carcass. mammoth. 4 Rolling hills. storm. night. with too many or too few toes. and weeds. makes its lair here. the bones of dead with ferns and weeds growing be- bison scattered everywhere. and scattered boulders. and other Dead animals. Snakes and lizards sun.Table 48 Detail in the plains Roll Landscape (d8) Wildlife (d10) Weirdness (d12) 1 Flat grassland. hundreds of feet high. with their little burrows everywhere. jutting out of the ground like and patches of gorse. 3 A desolate plain. grasping fingers. peering moving jerkily. Inexplicable scorch marks. no bigger than a snow. many sizes too large). swathes of grass waving the sky in their thousands. 8 Snow lying in the lee of Flocks of butterflies hang. wide impaled on wooden spikes. Hares and rabbits. with moss and trudging across the land. 12 . 5 A flat expanse of thin Huge herds of reindeer Tiny gemstones. A pack of monsters. with shining red fur and burning em- descending here and there bers for eyes. moss. appear and disappear again seemingly leys and ridges covered ring together to sound like a without cause. scattered and lying glitter- lichen below and tufts of scape. that in the breeze in the val. as common as thistles in all seasons. perhaps jackals birds circling in the sky.

7 Verdant swathes of fruit. and their spilled blood has stained the earth red. 8 Old pine and spruce trees Tiny dead animals . Herds of wild pigs. and when their bark is cut the sap logged soil. 6 Ivy and other vines grow. wild beasts flock there and savagely attack one another. their blotting out the sunlight. and no animals will approach. 4 Old. fresh blood. their branches. The twittering song of Here and there. animal bones are through the dirt. hung from the trees like charms. mass where it falls to the ground. through the woods re-arrange them- and vines. The trees have papery white Some horrible creature makes its wasps nests nestling among home beneath the roots of the trees. half rotted oak trees. within the circle. every full moon. When the wind blows. 10 . 12 . oddly like faces. their fruit toadstools growing every. selves every night. regularity. stands of huge mushrooms. There‘s bracket fungi and Tree trunks form patterns that look bearing trees. 103 . 9 . and occasional where the trees have been smashed neat and even in their flashes of colour as they flit aside by some huge beast. 5 Willow and poplar trees Beavers have built a dam The trees have dark crimson leaves. there are places straight pine trees.Table 49. surface. they knock together like clacking wind-chimes. and paths covered in hanging moss trees as they hunt. No plants grow their trunks. their leaves between stands of tree. The trees here produce fruit that‘s somehow wrong . 2 Row upon row of tall. there are and beech. standing stones. . water. worms and other A swirling fog rises from the damp and hazel. rooting Here and there. Detail in the Forests Roll Landscape (d8) Wildlife (d10) Weirdness (d12) 1 Ancient masses of oak Skittish red deer peering Scattered among the trees. and strange creatures creep growths of ferns and foli. to resemble grasping limbs. 11 . and branches come forming a sticky rotting where on dead wood. age between them. across a small creek here. crawling over every out to hunt under its concealment. slithers out at night to feed. growing out of water. Thick spider-webs hang Distant lights flit between the tree- ing over stunted trees.dark and leathery and pungent – that begins to rot whilst still on the branch. huge flocks of The trees here move about when their leafless branches bats swirling between the nobody is watching. trunks. At night. trunks at night. stalks as thick as tree-trunks. . dance.the Somewhere. and wasps an oozing amorphous thing that flit through the air. eerily birds. with lush tiny vermin in huge abun. earth. and part of the forest is that seeps out is red and smells like flooded with shallow. with victims of hunting shrikes – taining a circle of brightly polished thin mist coiling around skewered on thorns. There‘s a clearing somewhere here where. between the trees here. from branch to branch 3 Tangled thickets of birch Insects. there is a clearing con- huddled together.

Some sort of fungus grows here in abun- lowing in the swamp. Some of the plants here are always cov- ered with a layer of delicate frost. a swarm of strange ter between islands cramped ing past under the water‘s vermin have their colony. and the birds have a vicious. living things fall from the sky here. ing beneath the water‘s sur. The cries of gulls circling Somewhere here. incapable of legs. can be glimpsed at the bot- here and there. evil glint in their eyes and a taste for blood. staring blankly back. with tiny mush- ambush predators waiting for rooms growing from their flesh. 10 . Herds of prey animals wal. and no plants grow there. with reed in clumps ing. sprout from their corpse. peaty bog with a layer Wading birds with legs like A creeping mist hangs over the water. of moss and weeds growing stilts stalking fish. covered in birds nests and guano. better than they smell. 12 . flashes of colour and move. occasionally slithering creatures. biting insects hanging in sign of rot. No plants grow on this island. 9 . 11 . with stunted. over the black muck. they alter its behaviour to be- across a wading explorer‘s come incredibly aggressive. as shifts with the tides. 7 Deep ditches of brackish wa. Eels sullenly wriggling The water is swarming with tiny para- through the mud and murky sites. twisted phibians lazily regarding ex. Corpses. feeling pain or fear. Somewhere here. there is a single rocky with thickets of vegetation above in huge flocks. water. It infects animals. 104 . there are the shells from ing between expanses of still through the shallow water and shellfish bigger than horses. Crayfish and crabs scuttling Here and there. The husks of with plant life that hangs over surface. The lotuses taste even water‘s edge. here and there. the land. island. darting into the water to feed. The croak and growl of am. waterlogged grassland Huge dragonflies and other In some places.Table 50: Detail in the wetlands Roll Landscape (d8) Wildlife (d10) Weirdness (d12) 1 A flat expanse of knee-deep The buzz and whine of sting. the water. and the quiet is punctuated by the occasional ‗plop‘ of a fish or frog landing in the water. crawling with insects. hollowed out – can be found in the un- dergrowth. 6 Flat expanses of sucking mud. tom of the water. Glittering shoals of fish dart. whole pool or creek slowly turns red. ingly in the air. great clumps of fungi strike. their victims – drained of their fluids and the creeks. 5 Stands of tangled trees grow. water here. black lotus flowers grow on the goons. even in the height of summer. . 3 Thick. Large. with dance. bleeding into it. half buried water. their heads and indistinct shapes move about in it. and their scent hangs entic- willow trees growing at the plorers. the creeks and sandbanks that horrible rubbery things lurk. perfectly preserved without any water. 2 A network of wriggling Wriggling leeches and other When blood is spilled on the water. . an iridescent sheen of with shallow ponds scattered bugs flitting about in sudden swirling colours plays over the surface of about. occasionally venturing onto in the mud or emerging from the water. Occasionally. too. 8 Flat. Animals won‘t go near this ment. if far more than just one creature was face. and them to come close enough to where they die. If they get into the bodies of living water. 4 An expanse of shallow la. and cold to the touch. the air.

with weeds and bright sky searching for -green gems that glow faintly in the dark. 9 . their skin covered in a layer of frost. 12 . Small creatures sometimes fling themselves off deep canyons and gorges lated in the valleys. brambles growing be. masses. In their open mouths. there are the cinders from a fire and the scorched bones of a sacrifice. brooding moun. easily travel along. block off attempts to scale the mountain. nowhere near any body of water. . they could make horrific weapons until they with ice and snow. hungry jackals stalk. the tops of cliffs. ledges. prey. Stone outcrops have been carved to look like stylized heads. 3 Stunted pine and birch The cry of wolves echoing The snow has splattered red blood soaking into it stands clinging to the between the peaks at night. biting wind. tween the rocks. broad. nearly vertical Goats and sheep scram. thunder emanates from this permanent storm. 2 Loose slopes of scree and Circling eagles in the The rock faces here show veins of glittering blue rubble. They‘ve been hidden and sometimes left behind by some huge beast who‘s rumbling rushing out in great growl echoes between the peaks. knife-blade peaks Great chattering flocks of There are seashells scattered among the rocks and rough valleys filled birds nesting on cliff here. signs of a struggle. rolling hills with Herds of small deer iso. shrouding it in rain and snow. rock faces with only bling across the slopes in Landslides. 7 Softly sloping peaks.Table 51: Detail in the Mountains Roll Landscape (d8) Wildlife (d10) Weirdness (d12) 1 Rugged. although this is far above sea level and with tangled vegetation. 11 . sometimes thing natural. there is a pile of bones stacked neatly into an elaborate throne. 10 . and capped protecting them from the off. On one of the peaks here. . in the snow here. yellow vine that grows over everything. 6 Large. even though there‘s no tracks or slopes of rocky outcrops. here and there. huddled against the across the snow and stony cold. and carved between them. 105 . Colonies of lemmings in There are huge footprints. ground. poor weather and avalanches try to winding ledges and to search of food. 8 A high plateau. their shaggy hides from the ground in clusters. If somehow snapped steep slopes. 4 Low. sur. Great horned beasts in Jagged spikes of ice taller than a person grow rounded by cliffs and herds. for no discernable reason. far bigger than any- the valleys. Bright-eyed hares skipping Dead bodies can be found. The clouds swirl constantly around one particu- covered with deep drifts ing across the rough lar mountain peak. The mountain seems to have a cruel intelligence. 5 Jagged. plummet to their deaths. The cries of gulls circling One valley here is filled with a sickly creeping tain ridges surrounding above in huge flocks. melt away. ground as they scout for The flash of lightning and rolling rumble of prey. Lean. of snow and ice. flat glacial planes.

15 An area of desolate wasteland dominated by some huge monster. Details of each potential roll are given in the table be- low. mammoths come here to die. 2 A forest. Treat any area not con- taining a rolled feature as open tundra or grassland. with d8 being a nar- row creek to d20 as a wide river. for example. 10 A large unexplored cave. 17 A huge plateaux with a strange eco-system at the top. 20 An area shrouded in permanent fog. 3 A mountain range. the size of the dice determines how long it extends. so long as there‘s a variety there – and drop them onto the map. 9 A small chasm with a number of unexplored small caves. Terrain will likely be like the surrounding landscape. so more dice can potentially roll them. Firstly. 11 A system of inhabited caves.Creating Randomized Grid Maps There‘s a simple method for creating a ran- domly generated grid-based map for player characters to explore. the size of the dice determine the number of squares of wetland. monolith. take a hand- ful of dice – it doesn‘t matter which type. cavern or other magical site where leylines con- verge. with the number rolled deter- mining what the feature is. 19 An area infected with some sort of parasite. 106 . 5 A lake. 14 A plain of bones. More common fea- tures have lower numbers. 18 A deep trench with a strange eco-system at the bottom. 7 A snowfield or glacier in a single square 8 A river connecting the edge of the map to the dice. take a sheet of paper marked with a square grid to that will form the basis of the map. Then. treat as highland. It is perfectly possible to have mul- tiple terrain features in one square. and then ending at a terrain feature or another board edge. Table 52: Random Map Features Roll Feature 1 A marsh. the surrounding landscape will be wetlands 6 A single peak rising from the surrounding landscape. a plateaux surrounded by wetland or an area of heavily wooded highland. Where each dice lands will be a terrain feature. 4 A long gorge or valley. the size of the dice determine the number of squares of highland. the size of the dice determine the number of squares of woodland. fungus or disease that warps the ecosystem. the size of the dice determines how large it is. 13 A floating island hovering over the land. 12 A campsite for a large tribe. 16 A pre-human stone circle.

damage Attacks Gore (+1 bonus. Meals 14 ards. the wild boar will be they look weak or injured. damage 1d6) 1d6+1) and Trample (+3 bo- Meals 8 nus. If it gets violent. Weather. 13 vs. but the larger domesticated into the various breeds of pig specimens sometimes can and do hunt hu- kept for their meat. damage 1d6) AC 14 and claws (+3 bonus. Weather. . Poison. Weather. many want to explore. that are as may flee if their initial attack goes against likely to inflict horrible violence as to flee. A bear is perhaps the largest predator charac- ters. 13 vs. territorial ani- ing out of the sky to attack with surprise. 15 vs. often found in small herds. 12 vs. 12 vs. Thankfully. 10 vs. it can quite of them notorious for feeding on the blood of easily rip player characters apart at a rate of sleeping animals. Most are not a threat to player charac. hawks the chance to sneak past or do horrible things to the bear before it wakes up. 107 . flocks. 14 vs. 14 vs. 18 vs. ospreys. This has not happened yet. 13 vs. Athletics 2/6 Birds of prey tend to be solitary creatures. Poison. Perception 3/6 ards. and so on) Flesh 1d6 (4) Boars (and other angry herbivores) Grit 2d6 (8) Flesh 2d6 (8) AC 15 Grit 3d6 (12) Attacks Bite (+3 bonus. Haz- ards. giving characters Birds of Prey (eagles. Normal Animals Bats Bears (and other huge predators) Flesh 1d4 (3) Flesh 2d6 (12) Grit 1d4 (3) Grit 4d6 (24) AC 14 AC 12 Attacks Bite (+0 bonus. damage 1d4) Attacks Bite (+8 bonus. echolocation allows ‗sight‘ Skills. Weather. Athletics 2/6 in complete darkness Bats tend to be found in large swarms or Special. damage Meals 6 1d10+2) and 2 claws (+8 bo- nus. Haz- ards. 10 vs. 12 vs. they are often encountered asleep. Poison. and mals. damage 1d4+1) 14 vs. can fly. Magic Meals 14 Skills. Poison. Special. though. Magic Special. damage 1d6) 16 vs. Magic 14 vs. and has a tendency to to have above-average flesh and below. Most birds of prey won‘t attack people unless One day in the future. mans. They tend to strike suddenly. Magic Special. Can fly Skills. them. Haz. 10 vs. plummet- and boars are bad-tempered. one each round. Haz- Skills. but the larger varieties (which will tend ters may encounter. make its lair in the same caves characters average grit) are sometimes predatory.

damage 1d6) people‘s eyes. and will 108 . 16 vs. and even though Flesh 1d6 (4) one jackal isn‘t much danger on its own. 12 vs. goats. Tracking 3/6 for their food to die on its own. damage 1d8) Skills. able or inattentive. times. 15 vs. antelope and many others can be found easily and make excellent prey. Some. future. Weather. Large Birds (such as herons and For the most part. 12 vs. some small pack animals can be made subser- Meals 10 vient and used to help track and hunt. Haz. Athletics 4/6 dogs that accompany humans nearly every- Special. 16 vs. foxes. In desperate Special. Weather. a mix of these creatures and wolves ards. otters and other little blighters up their process of dying. such as jackals. damage 1d6) Flesh 1d6 (4) Meals 10 Grit 1d6 (4) 14 vs. In the 14 vs. Haz- AC 11 ards. Can Fly 14 vs. Poison. where. Poison. they tend to flee rather than vultures) fighting back when hunted. 15 vs. a whole mob of them can be a real problem. though. Grit 2d6 (8) AC 17 Jackals (and other small hunters) Attacks Bite (+2 bonus. mostly avoid people unless they seem vulner- Deer (and other flighty prey ani. Meals 6 Special. Magic people. but a large herd stampeding or roused to aggression might Flesh 1d6 (4) conceivably pose a threat. Weather. Deer. mals) form large packs however. Magic Attacks Bite (+2 bonus. Magic will form the various breeds of domesticated Skills. horses. 12 vs. either preferring easier prey or waiting Skills. Haz. it‘s not unknown for vultures to pick on badly injured or sick humans to hurry Badgers. with lucky Animalism rolls. Poison. don‘t often pose a significant threat. 12 vs. Most large birds aren‘t aggressive towards ards. 16 vs. Al- Grit 2d6 (8) though these creatures can be a threat or a nui- AC 15 sance. they have a redeeming feature in many Attacks Antler (+0 bonus.

Whilst not inclined the beast are a status symbol among success. to hunt people purely for food. damage 1d10+2). In order to bring down a mammoth. Haz. Meals 12 Special. damage 1d4+2) AC 13 Meals 25 Attacks Bite (+6 bonus. 15 vs. Weather. 12 vs. damage ards. pit Mammoths traps and falling rocks rather than confronting Flesh 3d6(15) the herd directly. Special. 109 . the mammoth is a legendary Mountain lions. most hunters rely on tricks such as fire. Grit 5d6 (25) Mountain Lions (and other aggres- AC 13 sive lone predators) Attacks Tusks (+2 bonus. ered in thick shaggy fur and sporting long. Trunk gives +8 to wrestling 12 vs. curling tusks. A huge slab of muscle and sinew. Athletics 4/6. wolver- beast to those who hunt it. damage 1d8+1) 14 vs. cov. Magic creatures encountered at the end of the ice Skills. and whole herds can be almost impossible to combat. Mammoth tusk is a ines and other large predators pose a signifi- prized material. 10 vs. Magic 1d4+1) Skills. Flesh 2d6 (8) damage 1d8+2) . Tracking 2/6 age. 12 vs. Poison. sabre-toothed cats. 16 vs. their own. they may be- ful warlords. and 2 claws (+6 bonus. Even a single young mammoth come violent if their territory is threatened or is capable of shrugging off horrible blows and if they wish to take the character‘s kill for can smash aside attackers with brutal strength. 14 vs. Poison. Weather. and the head or other parts of cant threat to characters. Haz- The mammoth is one of the most magnificent ards. and Trunk (+2 Grit 3d6 (12) bonus. Trample (+2 bonus.

Magic Skills. 18 vs. 17 vs. damage 1d4-1) Meals 6 16 vs. snappy and danger- ously venomous. Stealth 4/6 Special. Haz- ards. can fly Special. Magic ards. Poison. they might be found in large swarms. snakes are easy to miss. 110 . Skills. Flesh 1d4 (3) Grit 1d4 (3) AC 11 Attacks Bite (-1 bonus. hares cealed crevice and biting at anybody who puts and so forth) their hand in. damage 1d6 Attacks Beak (-1 bonus. That said. of people than people are of snakes. these creatures don‘t nor- mally pose a danger on their own. . or alone like weasels. - Like small birds. 13 vs. - Special. prone to lurking in a con- Small Beasts (ferrets. Magic Skills. rather good source of food if several can be The cliché is that most snakes are more scared shot down. Poison. damage 1d4-2) and venom) Meals 6 Meals 4 16 vs. beavers. instead forming a convenient source of meals. like lemmings. the These birds. gulls and creatures) so forth) Flesh 1d6(4) Flesh 1d4 (2) Grit 1d6 (4) Grit 1d4 (2) AC 14 AC 15 Attacks Bite (+1 bonus. 14 vs. 18 vs. normally encountered in large victim must pass a Save against Poison or flocks. 15 vs. 14 vs. De- pending on the animal. Vipers (and other venomous little Small Birds (ptarmigan. 16 vs. If a bite deals damage to flesh. tend to pose no threat at all but make a else take another 10 flat damage. Weather. Poison. 14 vs. Weather. 12 vs. Haz. Weather. Haz- ards.

do stronger than a wild dog. Intelligent animals can rea- their prey into traps and adapting tactics to son like people. Magic or other bold patterns in black. For example. as the beast Attacks Bite (+4 bonus. -Exotic coloration. are capable of recognizing the benefits of co. AC 17 Attacks Horn (+1 bonus. Whilst individually not much particularly large and dangerous animals. Weather. as well as any number of un- natural features. but over time they will become more animal. Perception 2/6 dice). and it is content to Flesh 1d6 (4) trundle along without posing a threat. the wolves themselves have their own In the event that aquatic animals are encoun- inhuman drives. 14 vs. Often. and likewise reduce all damage dice by Special. perhaps on their face or at ran- dom on other parts of the body. Woolly Rhino (and other huge lone Chimeras will have the base of one of the ani- beasts) mals given here. . 11 vs. To create dire beasts. -Utter hairlessness. The woolly rhino is not normally an aggres- sive beast. orange. white. packs display remarkable cunning and co. and it is possi. Haz. yellow or grey. Some animals may be intelligent. intelligent animals rise to com- ble for a skilled animal handler to work with mand greater numbers of their own kind. use appropriate rules for a similar land badly. 10 vs. creatures warped or mutated by the effects of magic. wolves access to one or more spells from level 1 to 6. and these alliances often end tered. either random or appropriate to the animal‘s operation with other creatures. Tracking 4/6. 9 vs. and about as capable the reverse of this. nature. Meals 10 and its attacks make it a serious threat. -Tufts of feathers. rules for a bear. and or even tame wolves and hunt with them. using careful positioning to direct birds and wolves. wolves are one size (for +1 flesh and grit per dice) and known for their pack hunting tactics. Wolves are among the more dangerous preda. . Haz- To create young animals. its size and thick hide mean it has Wolves (and other pack hunters) few common predators. the same AC 13 solid nature works in its favour. Poison. if angered – perhaps after being injured or because its young are threatened. 11 vs. 12 vs. Of can be dangerous enemies. whilst a conga eel might use cates the species. particularly ordination. whilst others will be massive changes Grit 4d6 (20) to the creature‘s physical form and capabili- ties. Unusually. 14 vs. increase each hit dice by in a fight as a competent hunter. Some features will be cos- Flesh 3d6 (15) metic. reduce the creatures ards. and can talk. Weather. such as tiger stripes. damage Cosmetic features might include. These increase all damage dice by one size. Some may have their prey‘s capabilities. pack leaders. the rules for a wolf. course. or other tors out there. . damage 1d6+1) -Horns or antlers that match a different spe- Meals 18 cies to their own. one size. How- Grit 3d6 (12) ever. Skills. Special. damage 1d8) becomes determined and hard to put down. -Extra eyes. nus. 1d8+1) and Trample (+1 bo. 14 vs. 111 . spots ards. Some animals may be Chimeras. Poison. Magic hit dice by one size (for -1 flesh or grit per Skills. an orca might use the and more common as humankind domesti.

-The ability to exhale fire. butterfly- like or feathered. giving +2 AC. if failed the poison typi- cally causes them to lose 1d12 flesh or 1d12 from an attribute. for d12 rounds until the chimera blinks. and suffer 2d6 damage if they fail. horn. catfish-like whiskers. and enemies grabbing or other head. -Long. tusk or similar attacks from the an extra 1d6 damage. -A pair of wings. such as: charged with static electricity. Once the gaze is met. -Glowing eyes. -A body that is somehow hazardous to touch. -The monster can ‗see‘ through echo-location. snow. gaze. have more dramatic features. shovel like claws. -A poisonous attack (typically a bite). dark. They might gain the crea- ture‘s claw or trample attack as a result.-Leaves growing here and there. -A long. -One or more extra limbs. giving +4 AC. any potential victims should take a Save against Hazards. either bat-like. -The ability to breathe water and swim. As well as these. ei. If failed. the victim will feel -A large crest of taut skin between spines. The monster‗s attacks deal bite. giving +1 to Wrestling rolls per hit dice. freezing mist or showers of sparks. and a gaze attack. claws or eyes that glow dimly in the Magic each round or else be turned to stone. requir- ing victims taking damage to flesh to make a Save against Poison. coated in corro- -The head of another creature instead of or in sive slime or covered in tiny barbs (randomly addition to their own. corrosive gas. When used. OR a number of grasping cilia and tentacles. 1d6 damage. crystal. and appropriate anatomy such as gills and fins. allowing the ture that looks at the creature must make a creature to gain some degree of nutrition from Save against Hazards to avoid meeting its sunlight. they must make a Save against -Teeth. Every crea- 112 . and the ability to fly. stead of their own. -Broad. OR sticky slime exuded from the skin. incredibly cold. Whichever is the case. wood or some other substance. themselves compelled to maintain eye contact ther along the back or at the back of the head. -Skin replaced with nodules of stone. tree bark or bone. -Thick scaly skin. rubbery body with cartilage in- stead of bones and a texture similar to a squid. and it is blind. -The monster‘s eyes are milky white. grabbed by the monster also take an automatic -One or more limbs from another creature in. giving an extra claw or trample attack. -A flexible. the creature gets +1 to wrestling rolls per hit dice. They probably gain the determine which). the chimerical beast may either constantly on fire. crystal. like a bat. and the ability to burrow like a mole. sinuous limbless body.

Depending on their type. Haz- Can walk over walls and ceilings (as if af. dam- ards. hidden parts of the world. 14 vs. inhospitable parts of forests. If a bite deals damage to flesh. damage 1d6 AC 12 and venom) Attacks Any out of Bite (+3 bonus. Stealth 2/6. 113 . ards. Haz. but deals +1 damage and of the web. or spit (+2 bonus. in the victim must pass a Save against Poison or depths of caves. The most dangerous of -The ability to fly. -The ability to exude adhesive slime. giving +3 AC. cape (although depending on where the webs -A corrosive or barbed skin. the age). but oth. the bottoms of canyons and else be paralysed for d4 rounds (for bites) the most tangled. webs between trees. Flesh 1d8(5) wasps. 1d4 victim must pass a Save against Poison or damage. Meals 4 Webs give +3 to wrestling attempts. Weather. tors. 1d8+1 dam- Special. scorpions. venom). 12 vs. Magic age 1d6 and damaging venom). of land. sting (+3 bonus. ing together. giant vermin may digging a hidden pit they lurk in or threading have any of the following properties. worms and so forth) Grit 2d10 (10) Flesh 1d8(5) AC 12 Grit 3d10 (15) Attacks Bite (+3 bonus. Poison. Often spiders will make a lair for themselves. If a bite deals damage to flesh. Fantastic Monsters Giant Spiders Giant Vermin (such as centipedes. or take 10 extra damage (for stings). Weather. Skills. Rescuing a victim of the webs heals the vermin for 1 point of damage on a probably involves a successful Vandalism roll hit that deals damage to flesh. a percep. 15 vs. 16 vs. their webs covering large tracts -A hard shell. Athletics 2/6 Giant spiders can be found lurking in many of Special. +4 bonus to wrestling. the vermin‘s bite interest of giant spiders lurking at the centre is not poisonous. -The ability to walk up walls like spiders. AC by 3 whilst they are airborne. Stealth 4/6. fight). attract the -The ability to drain blood. 12 vs. 16 vs. dealing 1d4 dam- are holding them they may still be able to age when touched with bare skin. If careful. Poison. tion roll might prevent being caught. Magic fected by Spider climb) Skills. Any struggle will. of course. throwing range) else be paralysed for d4 rounds. Blundering into a spider‘s web effectively -Stealth increased to 4/6 for ambush preda- works like any other trap. which also increases their these situations have broods of spiders dwell. the the deep. Athletics 2/6 2 claws (+4 bonus. to disentangle them. Meals 5 damage 1d6 and paralysing 14 vs. giving a erwise the victim is stuck fast and cannot es. 15 vs.

leeches. Each juices. Haz- -Poison. damage against them). crawl along behind them for several days. . Smoke from a serpentine monsters vermin) wood fire deals 1 damage to a swarm each round as the swarm disperses. snow. table below. Treat the infestation as lowed victim takes d4 damage a round a disease. AC 13 -The ability to fly. Poison. They prey upon big game such as mam- moths and rhinos. Dreadful Worms can burrow through swarm‘s damage deals damage to flesh unless solid earth. with an incubation time of three from ripping internal teeth and digestive days. 11 . Magic 10 . Special. 114 . any damage to flesh forces the victim to must make a save against hazards. Some results may suggest par- ticular abilities the swarm could possess. Weather. Vandalism 5/6 else suffer an extra 2 damage. 12 . the vermin‘s at. Weather. all the tling. Flesh 3d10(18) Depending on their type. leaving a tunnel large enough to the victim‘s face is protected with a veil. 12 vs. a d10 and a d12 on the their ringed maws onto. If failed. Writhing Spiders Skills. Worms mum of 1 damage to a swarm (although area attacks such as burning pitch. Stealth 3/6. Crush (+8 Bonus. 8 vs. Table 53: Random Monstrous Vermin Roll Appearance Behaviour Body Type nets. Haz- 9 . they die and their like monsters. swarms of vermin Grit 5d10 (30) may have any of the following properties. A Dreadful Worm‘s sinuous body -A horrible tendency to burrow into a victim‘s and huge size give it a +8 bonus on wres- nose. Swarms of Vermin (such as hor. A swal- infested with parasites. Magic to their flesh to make a Save against Poison or Skills. they are indicates that they are swallowed. Wasps Special. which also increases their Attacks Maw (+8 Bonus. 12 vs. . deals 1d8+1 tack deals 1d2 damage and heals the swarm damage) vermin for 1 point of damage on a hit that Meals 25 deals damage to flesh. feeding on the victim‘s flesh. 19 vs. which they tend to ambush You can generate random vermin-like crea- by bursting out of the frozen earth to latch tures by rolling a d8. spiders. deals 1d12+1 AC by 3 whilst they are airborne. Dealing 8 damage (which will be to failed save reduces the victim‘s strength by d8 flesh) is enough for the victim to tear a way as the eggs start hatching and the vermin start out of the Worm before they are digested. Failure take a Save against Poison. damage and can swallow) and -The ability to drain blood. and a save interval of an hour. 10 vs. Venomous Slugs ards. mouth. Single attacks only deal a maxi. If the victim Dreadful Worms are the largest of the vermin- reaches 0 or less strength. which forces a victim taking damage ards. -A tendency to lay eggs under the victim‘s A victim hit by the Dreadful Worm‘s maw skin. 6 Spiny Hidden Leeches Meals 0 7 Transparent Hovering Maggots 8 Rotting Hungry Scorpions 14 vs. 5 Slimy Egg-laying Flies deals 1 point of damage). huge beasts lurking beneath the corpse splits apart as a new swarm emerges. eyes and other soft flesh. Poison. fireballs and so on are not capped and deal double Dreadful Worms (and other huge. and so forth) (d8) (d10) (d12) Flesh 2d12(14) 1 Chitinous Aggressive Ants Grit 0 2 Fleshy Burrowing Centipedes 3 Rubbery Buzzing Crabs AC 8 4 Shelled Crawling Lampreys Attacks Swarming (hits automatically. 16 vs. 12 vs.

(unless the stump is burned to seal it). 1d6+1 damage) bonus. Weather. If Depending on the nature of the beast. giving a 3 in 6 Charm roll. typically encountered in swamps. then it a huge apex predator. In more civilized times. aptations. (+7 bonus. whilst airborne. 115 . allowing it to fly and giving +3 AC it is back to maximum flesh. it will re-grow in 1d6 rounds (unless the stump is burned to seal it). the attack has a +6 bonus. Weather. 10 vs. Haz- Skills. it will re-grow in 1d6 rounds dragons. Poison. -A venomous bite. Each of them is ered (by a successful called shot). Haz- ards. There are a wide number of creatures resem- and that many bite attacks. 13 vs. the hydra have any of the abilities given below. damage 1d8+1). Attacks Bite (+7 bonus. -A venomous sting on the end of its tail. with various unique ad- loses one bite attack. See below Special. If a head is sev- bling great snakes and lizards. 14 vs. -A sinuous body that coils around its victims. those in the blast abilities. giving a +6 bonus on wrestling rolls. Hydras (and similar beasts with Wyrms (and drakes. these crea- Hydras regenerate. giving +3 AC. a victim who takes any damage from the drake‘s bite must pass a Save against Poison or else take lose 1d6 points of dexterity. if the drake has a severed limb. great serpents many heads) and other mighty reptilian predators) Flesh 2d8 (10) Flesh 2d8(10) Grit 3d8 (15) Grit 4d8 (20) AC 12 AC 14 Attacks One Bite per head (+6 bonus. If damage is dealt to flesh. -Diamond-hard scales. of the modifications normally seen on drakes. Special. 1d4+1 damage) or 1d4+1 damage) or crush (+6 crush (+7 bonus. 14 vs. 1d6+1 damage) Meals 14 Meals 12 12 vs. Poison. with many heads and strong regenerative -The ability to breathe fire. Each hydra has 2 or more heads. Hydras are a variation of serpentine monster -The ability to talk. 13 vs. damage 1d8+1). Magic 12 vs. and potentially and potentially either 2 claws either 2 claws (+6 bonus. ards. the drake will re- gain 1d6 points of flesh a round until it is back to maximum flesh. will regain 1d6 points of flesh a round until -Wings. it may there are no severed appendages. Athletics 3/6. area must pass a Save against Hazards or else There‘s no reason why they couldn‘t have any take 2d6 damage. 10 vs. Magic Skills. and deals 1 damage. -The ability to regenerate. constitution or strength. the victim must pass a Save against Poison or take an extra 10 points of damage to flesh. if they have a severed tures will eventually give rise to the race of head or limb. If there are no severed appendages.

some AC 12 krakens may have any of the abilities below: -Diamond-hard scales. 14 vs. it will re-grow in 1d6 rounds Like hydras. 10 vs. Magic Skills. giving a 3 in 6 Charm roll. Haz. a Special. If there the large reptilian monster. those in 12 vs. the Kraken‘s tentacles. at the bottom of lakes and in the lightless waters in the depths of caves. sea serpents. Athletics 3/6 Special. 116 . they must or else take lose 1d8 points of dexterity. 10 vs. victim who takes any damage from the lisk must make a Save against Hazards to drake‘s bite must pass a Save against Poison avoid meeting it‘s gaze. dealing 1d10 damage. Attacks Bite (+6 bonus. Their tentacles give them +6 to wrestling rolls. Weather. Some of these creatures are little more Basilisks (and other monsters with than animalistic predators (if huge and dan- horrible gazes) gerous ones) whilst others are ancient. basilisks are another variant on (unless the stump is burned to seal it). giving +3 AC. Like hydras. Every creature that looks at a basi. Stealth 2/6 their eyes out. gain 1d6 point of flesh a round until it is back lisks tend to hunt alone. Poison. Magic ards or else be blinded until they can wash Skills. Weather. of level 1 to 6) every few turns. Krakens can breath underwater without penalties. or tentacles deal 1d4 extra damage and heals there‘s no reason why they wouldn‘t have any the Kraken for that much on a hit that deals of the modifications available to other drakes. the kraken‘s bite their prey alone with their bites. damage 1d8+1) -The ability to talk. contact for d12 rounds until the Basilisk -The ability to regenerate. using their gaze to to maximum flesh. 14 vs. Damage 1d8) Meals 15 12 vs. 13 vs. Basi. stance. if the kraken has a blinks. gi- ant octopi. A bite probably replaces else be turned to stone or a similar sub. possessing a gaze are no severed appendages. If failed. aboleths and more. 13 vs. Poison. krakens. the drake will re- that turns the monster‘s prey to stone. There are any number of strange creatures that live in the sea. Grit 2d8 (10) Based on the specific type of monster. cun- ning creatures that potentially remember a Flesh 2d8(10) time before the emergence of humans. con- make a Save against Magic each round or stitution or strength. take out some of their targets before engaging -The ability to drain blood. damage to flesh. Once the gaze is met. Haz- ards. Meals 12 -The ability to release a cloud of ink. the blast area must pass a Save against Haz- ards. the victim will -The ability to cast a single spell (randomly feel themselves compelled to maintain eye determined. Krakens (and other huge monsters that lurk beneath the waves) Flesh 2d8(10) Grit 4d8 (20) AC 11 Attacks 1d8 Tentacles each round (+6 bonus. severed limb. -A venomous bite.

oozes are formless creatures capable of ing beings even in total darkness and si. Treat the infection as a disease. Weather. living beings even in total darkness and si- rect them or influence their mind. the ooze heals as much dam- age as they dealt. ing themselves over huge spaces. they die and their body collapses into a fresh new ooze. giving a 3 sume all other life. Shoggoths (and other shapeless hor. Magic ards. see below. Also. 13 vs. damage Attacks Extrusion (+0 bonus. They take lence. If the victim reaches 0 or less con- stitution. allowing them to detect liv. wriggling through the smallest gap or extend- lence. Skills. these abilities. A mune to anything that would misdirect shoggoth regenerates 1d6 damage a round. Magic Skills. damage d12) d12) Meals 14 Meals 14 14 vs. and a deep abiding hatred in 6 stealth chance. goths. depending on it‘s nature: creatures dwell in the darkness waiting to be -Digestive slime. they are im- attack against every enemy next to it. on a hit that deals damage to flesh. Poison. with an incubation time of one turn. and a save inter- val of a round. any damage to flesh forces the victim to take a Save against Poison. 7 vs. -The ability to drain blood. they vibrations and heat. 15 vs. They sense Shoggoths are functionally mindless. where no human think or reason. fore the dawn of civilization. -Completely see-through anatomy. the shog- tions and heat. -The ability to regenerate. every enemy next to it. 14 vs. Each failed save reduces the victim‘s constitution by d8 as their flesh starts to liquefy. Poison. They sense vibra. Weather. as their flesh must take a save versus Poison or much as beings this alien can be said to have lose 1d12 damage to Constitution. Oozes are mindless. Their minds. 7 vs. a victim taking damage to released back into the world. healing 1d6 flesh a round. They don‘t In the depths of the earth. 117 . minds. possessing only a basic re- has set foot. double damage from fire. If failed. Special. flexive hunger. -Infectious slime. Like their more powerful cousins. 13 vs. 17 vs. there are horrible things from be. A shoggoth makes an Extrusion Special. gelatinous cubes rors) giant amoebas and so forth) Flesh 4d10 (32) Flesh 2d10 (16) Grit 0 Grit 0 AC 11 AC 11 Attacks Extrusion (+0 bonus. for the light of fire and the sun that holds them -The ability to produce an extrusion to attack back. flesh roiling and warping. Amorphous An Ooze might possess any of the following black masses. Oozes (also slimes. are filled only with a hunger to con. them or influence their mind. Haz- ards. Haz. they have the Ooze growing within them. allowing them to detect are immune to anything that would misdi.

Plants are mindless. damage 1d6) . allowing them to de. 9 . Roll Appearance Behaviour Plant Type (d8) (d10) (d12) As any conversation with most plants will tell 1 Flowering Aquatic Briars you. a victim taking damage to 12 . +2 damage and a Vandalism 118 . a d10 and a d12 on the table Special. ards. If the victim reaches 0 or less dexterity. 17 vs. Poison. Treat the in- AC 11 festation as a disease. Characters wearing a veil over their face are protected from inhal- ing the spores. . Magic Skills. Weeds their flesh must take a save versus Poison or lose 1d12 damage to Constitution. the plant heals as much flesh as they dealt damage. Table 54: Random Plant Monsters tect living beings even in total darkness and silence. Some results may suggest particular mune to anything that would misdirect abilities the plant could possess. characters must make a Save against Poison or else lose 1d4 Dexterity. damage 1d4. them or influence their mind. below. Intelligence or Wisdom (depending on the plant). Nevertheless. any damage to flesh forces the Grit 1d8 (5) victim to take a Save against Poison. Thirsty Orchids carnivorous plants might have any of the fol. Each round that they spend in the area. gaining an extra each d8 (5) of flesh and grit. Weather. 8 Thorny Strangling Oak Trees Depending on the type of plant in question. -A cloud of spores or pollen around them that intoxicate those breathing them in. slowly turning them green and 1d8+1 damage) stiff. Haz. -The ability to drain blood. Also. Carnivorous Plants -A tendency to implant spores in the victim‘s Flesh 2d8 (10) soft tissues. those plants that move on their own are 2 Fruitful Creeping Bushes as much an abomination as corpses that move of their own volition or the unquiet spirits of 3 Leafy Gibbering Flytraps the dead. developing a craving for warm flesh 6 Slimy Shrieking Ivy and wriggling across the landscape in search 7 Sticky Stinking Mushrooms of it. tim‘s skin. they are infested with saplings. chance of 3 in 6. 7 vs. by d8 as the plant starts to grow under the vic- long reach) or maw (+2 bonus. 10 . and a save interval of an hour. Meals 6 they die and their flesh peels away to reveal a 4 vs. new plant underneath. Vines -Digestive slime. 1d6 Each failed save reduces the victim‘s dexterity vines (+1 bonus. see below. -Roots preventing them from moving from the spot. some plants do rip 4 Rotten Lurking Fungi themselves free from the natural order of 5 Rubbery Parasitic Honeydews things. 13 vs. 1d4 branches (+1 of three days. If failed. . They sense vibrations and heat. Thrashing Pine Trees lowing properties: 11 . they are im. bonus. -Be much larger. on a hit that deals damage to flesh. with an incubation time Attacks Any out of. Stealth 3/6 You can generate random carnivorous plants by rolling a d8.

or those who will take on a par. Hazards. Wisdom +1. Hazards. Constitution -1. Tribal elder (a non-combatant) Mammoth Hunter (a 1st level Flesh 1d6 (3) hunter) Flesh 1d8 (6) Grit 0 Grit 1d8 (6) AC 10 AC 15 Attacks Knife (-1 bonus. Weather. Adjectives. Hazards. and particularly for unusual or pivotal individuals you should feel free to custom-build your NPCs to match what you want them to be capable of. can be generated in the same way as AC 12 player characters. Unique Child (a non-combatant) individuals. 13 vs. Loud. stone axe (+2 bonus. Grey. Constitution +1. Intelli. Proud. 17 vs. People People (both human and Neanderthal) follow the same rules as player characters. Doll made of hide and straw. Wriggling. Fidgety. Wisdom -1. Crumpled. ous. Dexterity +1. Skull Helm Adjectives. Strength +0. Wailing. Celebratory. there are rules 17 vs. . Bow. However sometimes. par- ticularly when player characters attract a tribe. Poison. 10 Stone Arrows. Equipment. Creaking. In- vs. Bloodstained 119 . Weather. Skills. 1d4-1 damage) Attacks Bow (+2 bonus. Constitution -1. Charisma -1 Skills. Piercing. Weary. 17 vs. Knife Skills. Wisdom +0. Bracers. 11 vs. Dexterity -1. Charisma +1 characters below. - Adjectives. Poison. 1d2-1 damage) you‘ll need a quick NPC or five right away. Magic Equipment. Babbling. 1d10+2 dam- gence +1. 14 vs. Curi- and their quirks and customs. 1d8+2 damage) or Strength -1. Charisma +1 age) 17 vs. Meddling These aren‘t a strict list of everybody players might encounter. Stone Axe. Rattling. In- To do that there are a number of pre-made telligence -1. Grit 0 tures. - acters with no class benefits and no grit at all. 15 vs. Lined. 17 vs. Flesh 1d6 (3) ticularly important role in the players‘ adven. 15 Strength +1. Dexterity +1. Violent. 17 vs. clay figures generating tribes that players might encounter. Attacks Hands (-1 bonus. Garrulous Leather Tunic. Shrinking. Magic telligence -1. effectively level 0 char. Aggressive. Weather. Magic for non-combatants. 16 vs. In particular. Burly. Also included are quick rules for randomly Equipment. Poison.

Leather Tunic. Stealth 3/6 (2 points). Foraging 2/6 (1 point). 16 vs. 13 vs. Underhanded. Poison. Unsociable pressive. 1d6+1 damage) or Net (use to wrestle at throwing Strength +1. 10 Arrows. Dexterity -1. 10 Arrows. 14 ligence -1. 17 14 vs. Magic 15 vs. Wisdom +1. 16 vs. Constitution +0. Adjectives. Sharp. Sack. 20 Sling-stones. Weather. Constitution +0. Equipment. 12 vs. Constitution +0. Intelli- range) gence -1. Adjectives. Weather-beaten. Charisma -1 Strength +1. Tracking 3/6 (1 point). Grubby. Tender. Skills. Delicate. Pig- Gloves. 16 vs. Poison. Dexterity +3. Knife. Smokey. Tracking 3/6 (1 Gear. Weather. Crafting 5/6 (2 points). Ex- Shady. 15 vs. Visionary. Magic Skills. - vs. Intel- 14 vs. Bow. 14 vs. 1d4-1 damage) knife (+1 bonus. hazards. Musical. Boots. Subtle. Wood-working tools. Intelli- gence +0. Wiry. Intelli. Magic Skills. Weather. Hairy. Patient. 13 Skills. Sling. Charm 2/6 (2 points) Equipment. Wisdom +1. Leather Tunic. Snappy. Constitution -1. Animalism 3/6 (2 Adjectives. hazards. points) ough. Charisma -1 ligence +2. Charisma -1 15 vs. Twitchy. hazards. Wisdom +0. Dexterity +0. 1d6 damage) or Net (use to wrestle at throwing range) Attacks Bow (+0 bonus. Art 4/6 (1 point). Foraging 4/6 (2 points). hazards. Poison. Intel- gence -1. Magic vs. Graceful. Apart Animal Herder (a 1st level ex- Fisher (a 1st level hunter) pert) Flesh 1d8 (5) Flesh 1d6 (4) Grit 1d8 (5) Grit 1d6 (4) AC 14 AC 14 Attacks Spear (+2 bonus. Quiet. Magic Equipment. Weather. Wisdom -1. Dexterity +1. . Charisma +0 vs. Stained. Whistle Adjectives. Wisdom +2. 14 vs. Leather Tunic. Bow. Bright-eyed. Animalism 3/6 (3 points) Equipment. Wrinkled. Taciturn. Forlorn Flesh 1d6 (4) Grit 1d6 (4) AC 13 Attacks Sling (+1 bonus. Strength -1. Poison. Gloves. Greaves point). Conservative 120 . Cord ments Adjectives.Stalker (a 1st level hunter) Crafter (a 1st level expert) Flesh 1d8 (4) Flesh 1d6 (4) Grit 1d8 (4) Grit 1d6 (4) AC 17 AC 13 Attacks Bow (+4 bonus. Griz- Gatherer (a 1st level expert) zled. 16 vs. Alert. 13 vs. Constitution -1. Grizzled Equipment. Perception 3/6 (1 point). 1d4-1 damage) or Net (use to wrestle at throwing range) Strength -1. hazards. Charisma -1 14 vs. Contemplative. Well- fed. 17 vs. Curt. 12 vs. Careful. Weather. 1d8+1 damage) or Attacks Knife (-1 bonus. Thor. Spear. Fishing Skills. Dexterity +0. 1d4 damage) Strength +0. Bracers. Thoughtful. Net. Chatty Suspicious. Net. Poison.

Dexterity +0. 12 vs. Coat with Frost. Athletics 2/6. Water Breath- Equipment. Restless Adjectives. ted. 14 vs. Gritty. Grumbling. Art 3/6 Skills. hazards. Aloof Survivor (a 1st level Neanderthal) Cultist (a 1st level magician) Flesh 1d10 (7) Flesh 1d4 (3) Grit 1d10 (7) Grit 1d4 (3) AC 14 AC 11 Attacks Spear (+1 bonus. Callous. Dexterity +1. Lazy. Shield. Hermit (a 1st level magician) Fighter (a 1st level Neanderthal) Flesh 1d4 (3) Flesh 1d10 (6) Grit 1d4 (3) Grit 1d10 (6) AC 11 AC 16 Attacks Bone Club (-1 bonus. age) gence -1. 1d8-1 dam- Attacks Axe (+1 bonus. Intelli- 9 vs. Athletics 3/6. gence +1. Create Fire (memorized). 8 vs. Knife. 121 . Cynical. Bone wand with bound Fire- ball Adjectives. Cer- tain. hazards. Shy. Spear. 12 vs. Bracers. Tracking 3/6. Dexterity +1. Darkness mistic. Wisdom +0. Solemn. Skull Helmet. Practical. Poison. Tense. Wary. 1d10+1 damage) age) Strength-1. 13 Skills. Neat. 1d6+1 damage) Attacks Ritual Knife (-1 bonus. ing (memorized dangerously). 12 10 vs. Attentive. Sonorous. Mat. Stoic. Bracers. Poison. Wisdom +1. Magic Magic Skills. Brutal. Loyal. Solid. Bag of Ashes with bound Adjectives. 7 vs. Fire- Adjectives. Magic Skills. Fair Equipment. Charisma -1 gence -1. Dexterity +0. 16 vs. ball. Charisma -1 Strength-1. Intelli. Darkness. Message. Hacking. Charisma +0 14 vs. Weather. Winter Clothing Equipment. Messy. Weather. Intelli. Weather. Foraging 3/6 Spells. Scarred. Constitution -1. Pessi. Poison. Greaves. Wisdom +2. Withdrawn. 1d4-1 dam- Strength +0. Intelli- Strength +1. Trudging. Wild-eyed. 14 vs. Driven. Winter Clothing Spells. Poison. 13 vs. Axe. Constitution +1. Club. vs. Charisma -1 Magic 14 vs. Tracking 4/6. Stammering. Gloves. Constitution +0. Greaves. Constitution -1. Furtive. hazards. Foraging 4/6 vs. Weather. Wisdom +1. gence +2. Fiery. Art 4/6 Equipment. Veil. 16 vs. hazards. 11 vs.

15 Strength +1. Charisma +1 6 vs. Shaky ate Equipment. Ceremonial Mace. Beast- skull helmet. Tracking 3/6. Intel- vs. Grand. Bracers. Fiery. Poison. Wisdom -1. 14 vs. Constitution +0. AC 15 age) Strength +1. Constitution -1. Dexterity +1. 4 vs. Poison. Brash. Constitution -1. Wisdom +0. Leather Tunic. Charisma -1 Skills. hazards. 8 vs. Charisma +1 damage) 13 vs. 13 Strength-1. Axe. Protective. Mist Form. Crafting 5/6 (3 points). Regener- Generous. Unseen Stone Working Tools Servant. Attacks Ceremonial Mace (-1 bonus. Art 5/6 (3 points). Hazards. 12 vs. Intelli. Wisdom +2. 1d10+2 dam. Adjectives. Necklace of bone-shards and amber with Unseen Servant bound. Resist Fire (memorized). Spells. Dexterity -1. Shield. Attacks Stone Axe (+1 bonus. Constitution -1. 17 vs. Command (memorized twice). 1d10+2 gence -1. Willowy. Rugged. 15 vs. Mighty. Magic Perception 3/6 (1 point) Skills. Impulsive. Forceful Visionary (a 4th level expert) Cult Leader (a 4th level magi- Flesh 1d6 (7) cian) Grit 3d6 (12) Flesh 1d4 (6) AC 10 Grit 3d4 (9) Attacks Stone Spear (+0 bonus. Inventive. 12 vs. Ruthless. Bracers. Poison. 10 Charm 5/6 (3 points). Warm. Bloodstained. Foraging 3/6 Equipment. Winter Clothing tious. Fa- natical. Optimistic. Inspired 122 . Charisma +1 damage) 15 vs. Rich. Weather. AC 12 age) Strength +0. Greaves. Medicine 4/6 (2 points). 12 vs. vs. Shield. Jewellery. Talkative. 1d6+1 dam. Weather. Jewellery Equipment. Magic gence +1. hazards. Wisdom +1. Stone Axe. Magic ligence -1. Elegant. Athletic Adjectives. Dexterity -1. Pigments. Ambi. Territorial. Howling. Athletics 3/6. 1d8-1 gence +1. (memorized dangerously). Healing Kit. Intelli- vs.Warlord (a 4th level hunter) Neanderthal Chieftain (a 4th Flesh 1d8 (7) level Neanderthal) Grit 3d8 (12) Flesh 1d10 (9) AC 17 Grit 3d10 (18) Attacks Stone axe (+5 bonus. 11 vs. Tiny statuette with Mist Form bound. 8 vs. . Jovial. Dexterity +0. Brash. Intelli. Weather. Poison. Determined. Grizzled. Skull Helmet. Skull Helm. hazards. Weather. Magic Skills. Skills. Wall of Fire Adjectives. Art 5/6 Equipment. Outgoing. Veil Adjectives.

Nomadic Clans. d12 and of community and who‘s in it. the d6s. generated quickly using the following meth- ods. Trading Set- tlements. halve the numbers of Fighters and Survivors generated (rounded down). d12 on the table below to determine the type Roll one each of a d4. A randomly rolled up community has 1d4 of these. and mystery cults by a visionary. Cannibal cults also keep slaves. d8. d10. Cannibal cult ‗head hunters‘ are treated like mammoth hunters. The d4 indicates how many unusual traditions the community has Neanderthal clans are smaller than other com- munities. a table has been provided to generate Firstly.Settlements of people are a large feature of the be plentiful or valued based on their surround- landscape. They can be termine what the tribe is likely to trade. Mystery Cults will have half as many children with them as the 2d10 result for Elders. 2d10 and a random details about an NPC encountered. Instead of cultists. a d8. If you are running a game without magic. roll a d20. can- nibals will be led by a warlord. Treat ‗slaves‘ as non- combatants. using the same rules as tribal eld- ers. d10s and d12 give you the num- ber of people of various types (each matching one of the sets of rules above) in the commu- nity. Finally. Similarly. or pick you which type of community it is. it may be possible to combine them into a cohesive theme. There will be half as many Elders as the 3d6 roll (rounded up) and half as many Children as the 2d10 roll (rounded up). The d20 tells d20 to come up with traits on the fly. rounded down. most communities will have some supplies in abundance. d6. and then what seems appropriate. Most communities will have a number of quirks that make them unique. and many will be plotted out on the ings and culture. or else roll on table 57 to de- map if the campaign uses one. a mys- tery cult instead contains d8 crafters. You may choose certain goods to 123 . and others they desper- ately need. a d4. 4d6. Read across from the community type to see what each roll gives you. Cave Dwellers. Predatory Warbands are made up only of fighting adults. if there are multiple quirks. and Hunting Settlements all have a number of non-combatants with them. Roll a d20 for each tradition on table 56 see what sets the community apart. d8.

8 The community have a large supply of some luxury good (such as amber or honey. Double the population. 4 No elders. and all wear veils as a result. there will be 3d6 of the group sick and non-combatant as a result (use the rules for tribal elders) 20 The Community are vassals to another. Random Communities and their leaders Roll 1d20 Community Leader (1) 4d6 2d10 1d8 1d12 1 to 4 Neanderthal Neanderthal Survivors Fighters Elders Children clan Chieftain 5 to 7 Nomadic Clan Visionary Herders Gatherers Fishers Stalkers 9 to 12 Cave Dwellers Warlord Gatherers Fishers Crafters Mammoth Hunters 13 or 14 Trading Settle. Many die. Youths from the tribe trek onto the ice sheets seeking enlightenment as a ritual to mark their transition to adulthood. 17 The community have some herd of prey animals they manage. 13 The community is notorious for its use of poison in hunting and warfare. 16 The community makes heavy use of mind-affecting herbs. 9 The community consider some animal (roll on table 22) to be evil and unclean. This is good for morale. and as such are rather wealthy. 124 . given away or killed. 6 The community have unusually friendly relations with local Neanderthals (if human) or humans (if Neander- thal). A lot of the community will have ancestry that is a mix of both races. no matter what they try. 11 The community venerates the polar ice. They will kill them at any opportunity. They offer regular tribute to this body to avoid terrible things happening to them. 12 The community believe that some organ (roll 1d12 on table 27) contains their people‘s souls. There will be 2d6 of the other race (roll on table 17 or 19 in the player‘s book for who) with the com- munity currently. stronger body nearby. At any one time. Halve the community‘s population. 19 The community harbour some disease among them that just won‘t go away. 3 No children. instead. 15 The community have no leader. both in spiritual rites and to psych themselves up before hunting and warfare. 18 The community believe that gazing into another‘s eyes allows part of the soul to escape. and most members are a little bit strange as a result. there are d6 less children as a result. Warlord Fishers Herders Crafters Herders ment 17 or 18 Predatory Warlord Mammoth Stalker Slaves Herders Warband Hunters 19 Cannibals Cult Leader Head Hunters Neanderthal Children Slaves Fighters 20 Mystery Cult Cult Leader Stalkers Elders Cultists Herders Table 56: Random Community Quirks Roll Result 1 The community has a magical tradition. the elderly either leave the community or are sacrificed when they become infirm. Visionary Gatherers Crafter Herders Fishers ment 15 or 16 Hunting Settle. rounding all numbers up. protecting the flock from predators and weed- ing out the weakest so strong specimens breed.Table 55. any children born are abandoned. but not very efficient. and will try to recruit or conquer smaller communities that they encounter. for example). they are accompanied by 2d6 slaves. and keep their bones on display in small shrines around their dwelling. decisions are made by consensus. there are 1d4 hermits living nearby 2 The community are slave-keepers. but never willingly eat them. 10 The community venerate their ancestors. 5 The community keep dogs. 7 The community ritually cannibalise their own dead. 2d6 dogs (use the rules for jackals) accompany the community. 14 The community is highly expansionistic. and preserve these organs after death.

easily carved stones such as jade 5 Tar or pitch 6 Jewellery. bone and teeth 12 Leather and furs 13 Honey and beeswax 14 Dried meat from big game 15 Smoked fish or shellfish 16 Dried meat from small game and birds 17 Nuts and berries 18 Edible roots.Table 57. 9 Wood in large slabs for building 10 Straight. and works of art 7 Clay that can be baked in a kiln 8 Poisons and drugs. tubers and bulbs 19 Seeds and grain ground down into flour 20 Mushrooms 125 . Random Trade Goods Roll d20 Trade Goods 1 Pigments such as ochre and chalk 2 Flint 3 Amber 4 Soft. thin wooden branches 11 Horn.

17 . 12 . .Table 58.. . a d4 & d10 and a d20) Roll Age (d6) Appearance Personality Agenda (d20) Distinction (d8) Body Part Distinction Mannerism (d12) (d4) (d10) 1 Teens Is missing one or Eyes Displays in. ... 10 . a d8 & d12. credible .... . food. . . Has strikingly Leg/legs . . Is deluded. Random NPC traits (roll a d6. . 3 Late Has larger . 6 Fifties or Has decorated or Lips . . . Ears Tries to hide Courage Is wounded and Twenties their . 5 Forties Has scarred or Teeth . 2 Early Has smaller . .. seeks treatment... Is cynical and pessi- mistic. Hedonism Mistrusts strangers. Fingers .. Cleanliness Is lost and scared. . . 14 . . Hand/hands . 126 . . seeks glory.. 16 . . . Is looking for a fight. . . Hair . Talkativeness Has been rejected by their people. 13 . Has crooked or Arm/arms . Wants to hear ru- mours. 18 .. .. . ing relatives. .. . . seeks comfort. . 9 . Wants to take ad- vantage of strangers. 7 . . 8 .. Pride Is ill and seeks a more . . 20 . 19 . . Independence Is looking for miss- beautiful . . Nose Displays little Curiosity Is traumatized and Twenties sign of ... Is happy and care- free.. Mouth Tries to show Loyalty Is hungry and seeks off their .. Is looking for ro- mance. cure.. 11 . . . . . company.. 15 . Foot/feet . Is looking for wealth. . ... . .. Diligence Is insecure and damaged . broken . Wants to share ru- mours. Is charitable. . Hunger Is lonely and seeks older ornamented . 4 Thirties Has marked .

like those that can be cre. per dice of flesh. Crea- tures can return as undead beings due to de. Each ability from the follow- ously in areas of high magic or as a result of ing list ‗counts as‘ an extra hit dice when horrible events. places can cause corpses to re-animate in -A venomous bite. corpse-puppets. they become im. these beings are made with the ‗Animate Dead‘ spell. stitution or strength. -Greater co-ordination. Their Flesh (unless the stump is burned to seal it). to all -A touch that causes paralysis. -The ability to walk up walls like spiders. are no severed appendages. If failed. -Physical properties such as the ability to fly. ghouls. -The ability to regenerate. if the crea- poisons and diseases and to any sensation of ture‘s attack deals damage to flesh. wis. venting them from hunting or attacking unless dom and charisma each to 3. instructed to by their creator. If created. unarmed attacks resurrect on their own. The Undead Not everything that dies stays that way. use the fol. tim who takes any damage to flesh from the dead rise as undead themselves. -The ability to walk over water like it was 127 . if the corpse has a lowing method. body killed by the corpse must make a Save flinchingly. the corpse will -Saves and AC remain the same as they were regain 1d6 points of flesh a round until it is in life. selves. mune to the effects of non-magical cold. it will re-grow in 1d6 rounds -The creature loses all Grit dice. the victim pain. to hunt and kill living creatures. reduce their intelligence. these creatures are created delib. They go by +4 bonus to wrestling. If there Dice becomes a d12 (average roll 7). draugr and so on. they instead attack with their teeth and claws. giving a ated with the Animate Dead spell. their surroundings. Magically tainted deal an extra d4 cold damage as a result. must pass a Save versus Magic or be para- -Their mind is reduced to a dim awareness of lyzed for 1d4 rounds. They do not require air. skeletons. -The ability to exude adhesive slime. food or water. con- not receive proper burial to rise again. the corpse‘s bite and behaviour. -The ability to make more of its kind. To create a feral animated corpse. but if left to their own devices against Magic before dying. deals +1 damage and heals the corpse for that zombies. much damage on a hit that deals damage to These creatures have only very dim instincts flesh. In addition. The creature has an attack bonus of +1 back to maximum flesh. animated corpses. pre- attribute values. resulting in d12 (an -Like all undead creatures. the undead creature may have liberate magical intervention. they will prowl the countryside in search of prey. -The ability to automatically re-animate any tough skin and so on are retained. corpses they touch as creatures like them- -If they relied on weapons to attack in life. depending on their appearance -The ability to drain blood. for d4 damage. average of 7) grit points and an extra +1 to hit. a vic- packs. The creature may have: Feral Undead -Stealth increased to 4/6 for ambush preda- The most common undead will be mindless tors. severed limb. various names. special abilities. any- they will obey their creators instructions un. dealing 1d6 damage. erately by a magician. will rise again in a turn‘s time as a similar Sometimes. monster. or rise spontane. but just as often they -A layer of frost over its skin. and often creatures killed by the un. wights. It‘s also not corpse‘s bite must pass a Save against Poison unknown for the corpse of a person who did or else take lose 1d8 points of dexterity. if you are tracking their -A more passive and controllable nature.

Paralysing touch. 15 vs. creates more ghouls Wolves of the Ice Sheet (re- animated wolves) Flesh 1d12 (7) Grit 1d12 (7) AC 13 Attacks Bite (+2 bonus. 12 vs. and a Attacks Claws (+1 bonus. Undead immunities. Poison. Magic Skills. Magic Skills. 12 vs. The ability re. Example animated corpses -The ability to become invisible for a round. 1d4 dam- age) 14 vs. Skeletal Slaves (re-animated freshes once the monster has caused an injury hunters) that draws blood. frost deals d4 extra damage 128 .solid ground. The creature is unaffected by cover. damage 1d8+1d4 cold) 12 vs. - Special abilities. Perception 2/6 Special. -The ability to sense heat and vibrations rather than seeing. Hazards. Weather. 11 vs. Tracking 4/6. 1d4 dam- dim awareness of events that take place there. Hazards. or after a full turn. -The ability to step completely through a solid Flesh 1d12 (7) object if they want to. Undead immunities. as with the spell invisibility. 19 vs. 19 vs. Hazards. age) 14 vs. Poison. Weather. AC 10 -An area of ground they are bound to. Weather. 15 vs. Magic Skills. 14 vs. Grit 0 -A shared hive-mind with others of their kind. Undead immunities. Poison. 10 vs. invisibility and so on. - Special abilities. Ghouls (re-animated hunters) Flesh 1d12 (7) Grit 0 AC 10 Attacks Claws (+1 bonus.

+4 bonus to wrestling. corpse‘s bite must pass a Save against Poison -Physical and mental properties such as the or else take lose 1d8 points of dexterity. attack bonus and AC remain the -The ability to drain blood. 15 vs. they should work with the GM to come up A resurrected creature is altered in the follow. amniotic liquid or other fluids taken from living crea- Grit 0 tures (which may be people or animals). such as one from the list below. mune to the effects of non-magical cold. fail- Resurrected Undead ure indicates that their body begins to crumble away. bile. monster. tained. re- taining their minds. The creature may -The creature converts all Grit dice to Flesh have: dice. which must be fresh. If failed. it will re-grow in 1d6 rounds the experience cost to gain each new level is (unless the stump is burned to seal it). to them when they were alive. the undead creature may have still undead. stitution or strength. those creatures that are resurrected fully. any- tions made before it was resurrected are re. -A venomous bite. 14 vs. -The ability to make more of its kind. Hazards. with a combination of abilities that make ing ways from how it was in life: sense for their character. Attacks Tusks (+1 bonus. it is not a feral monster. body killed by the creature must make a Save tained. but severed limb. 12 vs. Special. -The ability to regenerate. but may well ing list replaces one of the creature‘s flesh have a strange and alien outlook following the dice. dealing 1d6 damage. AC 20 -Some sort of live bug. deals 1d4 damage and heals the corpse for that -Their body does not rot or age. skills. Each day they fail they must make a Save against Weather. Undead immunities. eyes or some other body part. Flesh 3d12 (21) -The fresh blood. any injuries. damage 1d8+2). Many resurrected creatures are effec. to all -A layer of frost over its skin. damage 1d4+2) -Teeth. return to its appearance as it was in flesh. cast spells and so on are re. Trample (+1 bonus. much damage on a hit that deals damage to however. will rise again in a turn‘s time as a similar -Like all undead creatures. All resurrected creatures are addicted to some moths) substance. Magic -Dirt or earth from places that were important Skills. con- ability to fly. they become im. and Trunk -Snow or ice. pain. 16 vs. fingers. giving a roll 5). life. If a player character becomes undead. -Saves. Poison. Their Flesh Dice becomes a d8 (average -The ability to exude adhesive slime. signs of decay or modifica. A resurrected creature is In addition. they tively mummified. spinal fluid. against Magic before dying. unarmed attacks poisons and diseases and to any sensation of deal an extra d4 cold damage as a result. but far closer to the being it was special abilities. Each ability from the follow- in life. Trunk gives The creature must consume at least a small bit +8 to wrestling of this substance each day. which may be human or animal. are no severed appendages. Reduce their maximum flesh points by Far less common than animated corpses are 1 permanently. eaten by the living. food or water. the corpse‘s bite same as they were in life. a vic- but will instead be compelled to consume tim who takes any damage to flesh from the some other substance to remain active. (+1 bonus. if the corpse has a -The creature can continue to gain levels. damage but which must be too badly decayed to be 1d10+2). -Rotted meat. brush with the afterlife. They do not require air. It does not. the corpse will 129 . Weather. If there doubled. Flesh Hulks (re-animated mam.

1 Skeletal Aggressive Children Cloudkill (memorized dangerously). Magic Table 59: Random Undead Creatures Skills. low. - 130 . Stealth 6/6 (4 points). Creature of the Darkness cover. 17 vs. 12 vs. 14 vs. the victim damage) or Bite (+1 bonus. Dexterity +1. as with the spell invisibility. Beast-skull 7 Half-eaten Sobbing Husks helmet. Perception modifiers as two points higher in the dark. Undead Immunities. Shield (memorized). The ability re. - 12 Withered . it level expert) gains an extra dice of flesh and its grit dice Flesh 2d8 (8) remain as grit dice instead of flesh dice. Poison. reduce them by two in the sunlight. Charisma -1 rolling a d8. Dexterity +0. Helmet. AC 12 came undead as part of a magical mishap). This ability (and any other abilities the creature Grit 0 has) cost it a flesh dice rather than a grit dice. Darkness (d12) (d10) (d8) (memorized). Weather. if the crea. Athletics 5/6 (2 points) -The ability to walk up walls like spiders. Constitution -1. 12 vs. a d10 and a d12 on the table be. Spider-silk 6 Desiccated Shambling Puppets Veil with Cloudkill bound. The Lich (a resurrected 4th level -The ability to become invisible for a round. You can generate random undead creatures by Intelligence +1. Blood than seeing. 1d6-1 dam- -Claws that deal 1d6 damage.regain 1d6 points of flesh a round until it is back to maximum flesh. Attacks Stone Axe (+1 bonus. 13 vs. -The ability to walk over water like it was Equipment. see perfectly well in the dark. -Greater co-ordination at the cost of resil- The Vampire (a resurrected 4th ience. the creature‘s hit dice is not changed. 10 vs. 1d10+3 ture‘s attack deals damage to flesh. Invisibility (memorized). but 4/6 (2 points). Gloves 8 Rotting Hungry Body-parts Special. Constitution - -The ability to automatically re-animate any 1. corpses 10 Patchwork Jealous - 11 Crumbling . Wisdom +2. Wisdom +1. Poison. Weather. must pass a Save versus Magic or be para. invisibility and so on. age) Strength-1. Veil. or have gained if they be. animate 9 Petrified Moaning . Skull solid ground. Charisma corpses they touch as mindless undead husks. Undead immunities. 13 vs. Art 5/6 Roll Appearance Behaviour Body type Spells. Resurrection 3 Flayed Skittering Soldiers 4 Bloated Crawling Giants Equipment. Ceremonial Mace. Intelligence +0. Strength +2. magician) freshes once the monster has caused an injury Flesh 3d8(12) that draws blood. Jewellery. Treat all their attribute Skills. The creature is unaffected by Sucking. -The ability to sense heat and vibrations rather Special. without any hazards. Magic need for illumination. The creature can 15 vs. Attacks Spear (-1 bonus. Stone Axe. hazards. 2 Oozing Gibbering Humans Contingency. 1d4 damage and blood drain) lyzed for 1d4 rounds. -An Unnatural Feature (in addition to any they Grit 0 might already have. AC 12 -A touch that causes paralysis. Stone 5 Mummified Obedient Animals Eyes with Invisibility bound. +0 -An affinity for the darkness. Animalism 5/6 (4 points). or after a full turn.

following their own laws of nature pure fire. few be. only a few have any bearing -an artificial mind created by powerful magic. on the activities of player characters. unwilling nite worlds can be found reflections of the to relinquish the physical world and sleep many heavens and hells of human imagina. flame. on sacrifices offered by their serpentine wor- shippers. are also the homes of the exalted spirits. which nads such as salt. grandiose expression of its master‘s -summon and roughly control vermin and mi- power. rather than any scien. dealing between d4 and 131 . Others are strange conceptual realms. These cross over to the real world. chlorine or chalk. The rift itself is imper- study falls into the fields of abstract mathe. They are not separated by time or impassable barrier to them. with other dead souls. but its existence can be seen with divinatory tific reality. yond the most talented magicians even have Although in some rare cases. The void of non-existence forms an world. but rather on a conceptual level. which once glutted themselves sires. has its own agenda it pursues. composed perhaps of entirely. -the restless soul of a dead person. The area around this fissure is essen- Some act as distorted copies of the real world. putting some thought into its nature and de- hungry beings. magic. these cracks ap- the conceptual framework to properly under. influence of a particular spiritual entity. In the late ice-age. grief or contracts. for the most part they worlds. they are space. states of being or reflections are not physical beings can travel to their semi-real quite ‗real‘ in the same way as the physical realms. There -set objects on fire. matics and metaphysics. Of these worlds. and with their own inhabitants. Spiritual Activity Other Worlds Haunted Locations Adjacent to the physical world inhabited by Spirits . dead worlds inhabited by ancient. it‘s worth are the cold. void without distance or time.can‘t physically other worlds hanging in non-space. It might be able to where the souls of the dead are grown like do any of the following. any more than places. feeds on and echoes back into the physical world. The entity in and filled with endless permutations on this question might be. and spreading their influence. ceptible. an The being will possess a number of powers it endless expanse of orchards and gardens can use to affect the world. a unique. realms too alien for the mind to fully -the spiteful animus of an extinct race. Others still seem like their own worlds -an elemental being. extending in some strange way perpendicular to the their power through the cracks in the world physical world. tended to by spiritual gardeners. and lie capable of reaching across the gaps.which is to say any being that isn‘t player characters. pear bound to objects or even within the stand the relationships between different minds of sapient beings. and local tribes likely know to like shadows or reflections whose nature both avoid it. comprehend. tion. there exist a multitude of native to the physical world . They lie. theme. and even in the modern day their are tied to a location. each -create areas of perfect darkness and silence. clustered together in a -a forgotten godling that hungers for worship. In these infi. Regardless. tially haunted. However. -hurl objects about. plants. not existing in any physical sense. nor animals. ity came together in its current shape. An area of spiritual activity will fall under the consisting only of some raw fundamental mo. There are the gardens of the dead. There -or some other being. spreading out -an ancient primordial being from before real- from the real world infinitely.

entities for their service. A haunting is. Alter the Stop). resist the temptation to to actually close the breach might be difficult grant the haunter more abilities on the fly. -or something similar. a haunting entity reaching into the physical -an altar that keeps the crack sealed as long as world. smashed and desecrated. -cause people to hallucinate vividly. -a dead fox frozen into a chunk of clear ice. starting points for this sort of spell research. vent its opening into the physical world from Pick a few of these that make sense for the being shut. much like a pond. Of and dangerous. Various potential sources for a haunting might Once the fissure is created. They might be able to reach . only flaring into activity if player characters do something to attract Creating and Using Hauntings attention.a set of sealed clay jars beneath the water of through to one of the other worlds.D12 damage based on the size of the object ton that needs to be kept exposed to the light. a sort of dangerous puzzle for -can draw on surfaces as if using invisible players to solve. Spells that deal with the fabric of cal aspect of the location. thrown. to use a matter of trial-and -alter weather conditions. However. space-time (such as Rip Portal and Time ferred to as the haunting‘s source. which can be re. although Whilst the exact source of the haunting might this can be resisted with a save against magic. alternate worlds (such as Vision) make good ing stops. and might have their own agents they disposal. the haunting entity. a magician still be. it -cause people to contract some disease. Of course. or to check with storms. And. creating dramatic -error and logical deduction. affect the flow of magic into or out of physical world so that the source is gone.on the same level as a strange geometries. Once this is done. this is -a human corpse that hasn‘t received a proper quite powerful magic. magical divination. they may go dormant for can use to re-open the breach given time. a haunting can only function magic is known to be possible and various pre whilst a crack between worlds remains open. It may be possible to communicate with themselves as servitors. at the bottom of which is a skele- 132 . ing effects. if a What it chooses to show them will depend giant horrible statue is weeping tears of blood. needs to have an entity to produce the haunt- -sunlight shining on a glittering stone. some power- course. not be initially clear (although it might be. however such As mentioned. the creature responsible for a haunting ful spirits have access to more than one probably won‘t use all of the powers at their breach. the haunting entity may try to pre- -some other effects. meaning that surviving its assaults being in question. Indeed. great lengths of time. corpses and plants to animate out. and the world (such as Dispel Magic) or access to the metaphysical cracks seal up and the haunt. droughts and so on. of course. in recognize them as illusions. fog. should be possible for the players to work it -cause objects. stop- -can create ghostly sounds and images to ap. many ways. -a deep pit. and make pacts and bargains with these it‘s stained with blood. character uniting dozens of tribes to conquer -a serpent-folk idol that really ought to be the land around them. wildly on the being in question. ping the haunting is just a matter of making pear. tools. No common spells (those listed in this book) deal directly with creating the fissure in real- Dealing with Hauntings ity required for a haunting. -manipulate objects as if with invisible hands. A successful perception skill roll will the right physical changes. this way. it‘s fairly obvious where the problem is). and is likely to be the burial. -human races were able to open up cracks in In almost all cases. this relies on some physi. end goal of a particularly successful and in- -the webs of a colony of spiders formed into ventive magician .

based on their number of hit (defaulting to 4 flesh/grit per hit dice). there will be between one and five flesh pain. and the elegantly-crafted its to the effects of non-magical cold. to all poi- form is. or 19 if it‘s made of stone. it needs to be prepared into a form that is recep- 7 10 8 9 12 tive to animating. Table 60: Saving Throws for Constructs Crafting Fabricated Beings Hit Dice Saving throws It is possible for a skilled magician to create Weather Poison Hazards Magic artificial beings. 16 if it‘s made of -Be able to change their form like an ooze. but its form may suggest or incorpo. and animated -Be surrounded by a cloud of concealing crafting tools might have an improved chance smog at Crafts. sons and diseases and to any sensation of cally. squeezing through any gap The being likely has a 1 in 6 chance at all -Be able to mend themselves by incorporating skills. Otherwise. wood or bone. rate weapons. record the number shown on 10 8 6 7 10 the dice. By (taking double damage from it). 2 14 12 15 16 The construct first requires a body that must 3 14 12 15 16 be made using the Crafts skill. it has no attack bonus. and up to another five dice of grit. Those particularly efficient at certain materials from their surroundings into their tasks might instead have a 3 in 6 chance. such as homunculi and go- lems. large blades in place of fists -Be able to talk may approximate axes. abilities. They do not require air. for examples. This requires an Art skill 8 10 8 9 12 roll. Fabricated Beings Statistics for Fabricated Beings The table below shows the saves a fabricated Fabricated beings use d8s as their hit dice being will have. a fab- If the fabricated being is made with combat in ricated being may also be immune to the ef- mind. Depending on the material it is made of. in much the same way as when creating 1 14 12 15 16 a magical item. larger and heavier the being is the more flesh No constructs are alive and so all are immune dice it will have. Typi. Re- 5 12 10 13 14 cord the number shown on the dice if the roll 6 12 10 13 14 succeeds. the more grit dice it will have. leather. -Be on fire but never take damage from burn- The being has an armour class of 10 if it is ing made of flesh. and if the roll succeeds. food or water. The dice. dice. Once the body is roughly shaped. although the magician can have another character with a 4 12 10 13 14 better chance at Crafts do this for them. it will have a +1 attack bonus for each fects of fire. default. a body being made of dirt and leaves might have an -Possess the ability to think like a person improved chance at Stealth. and as before the magician can have an- 9 10 8 9 12 other character make the roll for them. or else vulnerable to melting hit dice. the being deals d4 damage with its Some fabricated beings will have additional attacks. -Be capable of mimicking some spell Or any other ability that seems appropriate. 13 if -Be capable of walking on water it‘s made of clay or ice. straw or similar. 11+ 6 6 7 10 133 . They might.

Without this spell. Without an im. and reduced to groping about made to see if the process was successful. The construct requires two magical reagents -Heroism gives it a +1 attack bonus for each for every spell bound into it. materials it is made of. each of which once a month. A construct might be dumb automaton. al. and how its creator the construct and directly pilot it. Without this attacks. spell. Binding the magic into it takes one day for -Clairvoyance is required if it is to be able to each spell to be included and each hit dice. It‘s worth noting that. A hit dice may be dis- spell it will only ever acquire more damage carded to increase any skill‘s chance to 3 in 6. Each spell that is to be the construct will be immobile (although it bound into the construct to power it uses up a may be capable of speech and so forth if other hit dice (of either flesh or grit). the magic must still go somewhere. is required if the construct is perhaps a little animated clay figure that to be sentient and self-aware. but can incorporate any weapon the spell it will do as it wishes. plus another hit dice. Without Heroism. surroundings and makes booming pronounce- -Permanency is required for the construct to ments. the construct is little more than a not be the case. it will flesh. another spell is bound into the so a save against magic must be made. treats it. of these spells are required. This need planted soul. a number of keep (such as a minor magical ceremony) spells need to be bound into it. and a trapped soul to implant struct will be a vaguely humanoid servitor. -Message is required if the construct is to be A construct‘s armour class depends on the able to understand the speech of others. it must be (such as burnt charcoal or raw meet) or up- magically animated. or a host of tiny. -Clone or Simulacrum are required if the con- struct is to mimic an existing being. an animated shovel that digs on com- be able to power itself indefinitely. Its -Magic Jar or Mind Switch is required if the actions at this point depend entirely on its na- magician wants to be able to take control of ture and intended purpose. without which it will fall dor- grants the construct certain capabilities. If and navigating by touch. and a -Unseen Servant is required for the construct number of Grit dice equal to the number to be able to move about. in the construct. though. Without this.With the being‘s body prepared. fetches and carries for its master. immobile stone head that surveys its animated corpse. if construct. If successful. cover flesh and grit normally. the construct animates itself. -Command is required if the construct is to A construct deals a base of d4 damage when it obey its creator‘s instructions. Without this Skill chances are 1 in 6. At see its surroundings properly. To do this. the construct has a magical reagent for each flesh and grit dice. clay or ice has AC 13. but if no spells at all are bound into the construct then it has no The construct has a number of flesh dice equal magic to animate it and so remains inert. or with limited be capable of speech or other vocalization. straw or similar has AC 10. made of wood or bone has AC 16. to the number shown on the Crafts roll. insect-like scouts. In quired if it is to have any unusual supernatural addition. cloth. shown on the Art roll. one still understand and unflinchingly obey com. one mands by its creator. it the end of this period. the magician suffers magical backlash. whilst the typical con- -Trap the Soul. made from mud. until it breaks apart. this spell. the roll fails. less flesh and grit dice than this if desired (if -False Sounds is required if the construct is to making a smaller construct. Without mand. but the body is not damaged. and it gains an ability based on that failed. None mant until it receives this requirement. less intelligent even than an a huge. the enchantments dissipate and -Contingency or Bestow Spell Ability are re. an art roll should be will be blind. A construct made of though if it has Command bound into it. do nothing. creator can provide. It can have spells are bound into it). no attack bonus. it will require some sort of fuel 134 . from stone has AC 19. one made -Mending is required if it is to be able to re. time and resources). capabilities.

14 vs. Weather. squishy form can squeeze through gaps. Magic 10 vs. can cast Cloudkill once a turn Animated Compost-heap by exhaling poison gas. 15 vs. 12 vs. 10 vs. 16 vs. Poison. Construct immunities. 16 vs. Magic 14 vs. Poison. 12 vs. Skills. sentient. Poison. Magic Special abilities. 11 vs. Beast made of Ice and Snow Bronze Servitor of the Serpent- Flesh 2d8 (4) Folk Grit 1d8 (4) Flesh 2d8 (8) AC 13 Grit 5d8 (20) Attacks Massive Fists (+0 bonus. 15 vs. 12 vs. 14 vs. 1d10 AC 10 damage) Attacks Tiny Head butt (+0 bonus. 15 vs. 1d4 dam- age) 14 vs. Vandalism 3/6 vulnerable to fire. Camouflage 3/6 Special abilities. 1d4 damage) Hazards.Example Fabricated Beings Homunculus made of Fat and Stone Guardian Sinew Flesh 2d8 (8) Grit 3d8 (12) Flesh 1d8 (4) AC 19 Grit 0 Attacks Stone Blades (+5 bonus. Construct immunities. 12 vs. - ards. 135 . Poison. Flesh 3d8 (12) Grit 0 AC 10 Attacks Wallop (+0 bonus. Poison. 12 vs. on self. Special abilities. Haz- Skills. 1d8 AC 19 damage) Attacks Panoply of War (+7 bonus. Construct immunities. Medicine 3/6 big booming voice. Magic Special abilities. Skills. 1d10 damage) Hazards. Athletics 3/6. can cast Shape Stone Special abilities. Construct immunities. - Hazards. Weather. 8 vs. Weather. 13 vs. 16 vs. Weather. Hazards. Weather. Skills. Construct immunities. Magic Skills.

20 A giant serpent. Encounters in the Plains Table 61. and generate random features from table 53) generate random features from table 53) 18 A pack of feral undead monsters (see 18 A pack of feral undead monsters (see page 127 for details) page 127 for details) 19 A basilisk or drake of some kind 19 A carnivorous plant (see page 118. Random Encounter Tables Table 60. and d4 smaller snakes that are her young. and their generate random features from table 53) webs. and 16 A brood of D4 Giant Spiders. Encounters in Woodland Roll Encounter Roll Encounter 1 A family of 2d6 mammoths 1 A flock of 2d6 antelope 2 A herd of 2d8 horses 2 A herd of 2d8 deer 3 A herd of 2d6 bison 3 A herd of 2d6 bison 4 A herd of 2d10 reindeer 4 A herd of 2d10 reindeer 5 A herd of 2d4 woolly rhino 5 A herd of 2d4 boars 6 A pack of 2d4 wolves 6 A pack of 2d4 wolves 7 A pack of d6 hyenas 7 A pack of d6 hyenas 8 A pack of d6 jackals 8 A bear 9 A flock of d6 vultures 9 A flock of d6 owls 10 A flock of 2d6 small birds 10 A flock of 2d6 small birds 11 A burrow of 2d10 rabbits 11 A swarm of 2d10 rats 12 A family of d4 lynxes 12 A family of d4 foxes 13 People (roll on table XX) 13 People (roll on table XX) 14 Talking Animals (roll d12 for what) 14 Talking Animals (roll d12 for what) 15 Chimeras (roll d12 for the base animal 15 Chimeras (roll d12 for the base animal and modify with features from page 111. and modify with features from page 111- 112) 112) 16 D4 Giant Vermin (See page 113. 136 . 17 D4 Vermin Swarms (See page 113. and 17 D4 Spider Swarms (See page 113. 20 An ooze of some kind. and generate random features from table 54).

such as a vast 9 A flock of d6 vultures pike. Encounters in the Mountains Table 63. 10 A flock of 2d6 small birds 9 A flock of d6 vultures 11 A burrow of 2d10 lemmings 10 A flock of 2d6 small birds 12 A family of d4 wild cats 11 A swarm of 2d10 newts or frogs. Encounters in Wetland Roll Encounter Roll Encounter 1 A family of 2d6 mammoths 1 A flock of 2d6 wading birds 2 A herd of 2d8 elk 2 A herd of 2d8 deer 3 A herd of 2d6 bison 3 A herd of 2d6 hippos 4 A herd of 2d10 goats 4 A herd of 2d10 antelopes 5 A herd of 2d4 woolly rhino 5 A herd of 2d4 boars 6 A pack of 2d4 wolves 6 A pack of 2d4 wolves 7 A bear 7 A school of aquatic predators. 8 A pride of d4 lions 8 A huge aquatic predator. and 17 A crude animated statue (see page 135 generate random features from table 53) for details) 17 A kraken 18 A pack of feral undead monsters (see page 127 for details) 18 A pack of feral undead monsters (see page 127 for details) 19 A cave-dwelling wyrm 19 A carnivorous plant (see page 118. 13 People (roll on table XX) 12 A family of d4 turtles 14 Talking Animals (roll d12 for what) 13 People (roll on table XX) 15 Chimeras (roll d12 for the base animal 14 Talking Animals (roll d12 for what) and modify with features from page 111- 112) 15 Chimeras (roll d12 for the base animal and modify with features from page 111- 16 A brood of D4 Giant Spiders. and 20 A beast of ice and snow (see page 135 for generate random features from table 54) details) 20 An ooze of some kind. and their 112) webs 16 D4 Vermin Swarms (See page 113. 137 .Table 62. such as eels.

Encounters Underground Table 65. and d4 swarms of her young (see page 113. 18 A pack of feral undead monsters (see page 127 for details) 19 A dreadful worm 20 A dormant bronze servitor of the lizard- folk. 112) and modify with features from page 111- 10 D4 Vermin Swarms (See page 113. and its gaggle of homunculus atten- dants. (see page 136 for details) 138 . and generate random features from table 53) 14 An ooze 15 A shoggoth 16 A fungal monster (as plant monsters on page 118) 17 A kraken and its undead slaves. and their webs 13 A giant mother vermin.Table 64. Encounters on the Ice Sheets Roll Encounter Roll Encounter 1 A cave bear 1 A flock of d6 small birds 2 A mountain lion 2 A family of d6 hares 3 A pack of 2d4 wolves 3 A swarm of d8 lemmings 4 A pack of d6 hyenas 4 A fox 5 A swarm of 2d12 rats 5 A family of 2d12 reindeer 6 A flock of 2d8 bats 6 A herd of 2d10 mammoths 7 A nest of d6 vipers 7 A pack of 2d10 wolves 8 A pack of 2d6 jackals 8 A polar bear 9 Chimeras (roll d10 for the base animal 9 Talking Animals (roll d8 for what) and modify with features from page 111- 10 Chimeras (roll d8 for the base animal. and 12 A pack of feral undead monsters (see generate random features from table 53) page 127 for details) 12 A brood of d4 giant spiders. and 112) generate random features from table 53) 11 A dreadful worm 11 D4 Giant Vermin (See page 113.

d4 fishers.Table 66. d4 crafters and d4 children Table 67. Encounters with People Roll d12 Encounter Numbers 1 A hunting party D6 stalkers and d4 herders 2 Scouts D4 scouts and d4 herders 3 Gatherers D6 gatherers. 11 Lost Children 1d6 Children 12 Pilgrims A cultist. and probably intoxicated 20 Looking for a stable community to call home 139 . a Neanderthal fighter. d4 elders and d4 children 6 A Neanderthal hunting party D4 Neanderthal survivors. What are the people doing? Roll Encounter d12 1 Preparing for a hunt or skirmish 2 Recovering from an attack where some were injured 3 Butchering a dead animal for meat and parts 4 Taking a dead companion to be buried 5 Fleeing some horrible danger 6 Preparing for a religious ceremony 7 In the middle of some ominous rite 8 Setting up camp 9 Breaking camp 10 Eating and chatting around a campfire 11 Scavenging for equipment 12 In the middle of a furious argument 13 Lost and confused 14 Trying to lie low after doing something they shouldn‘t 15 Looking to trade valuable items 16 Dangerously ill 17 Returning home after a long journey 18 Looking for a lost companion 19 Celebrating a recent victory. and d4 crafters 4 A war-party A warlord. 1d8 mammoth hunters. and 2d6 stalkers 5 A family A crafter. and d4 children 8 A hermit A hermit or Elder 9 A strange cult 1d4 cultists 10 Cannibals D4 mammoth hunters and d4 fishers. d4 Neanderthal fighters 7 A Neanderthal family A Neanderthal survivor. a mammoth hunter.

Rest assured that the two delineated roles of the core classes. blance to dwarves in other games. and plays somewhat differently to the you wish facing up‖. clude them. assume that unless otherwise noted. a few more have been tribe. graceful For this reason. The main differ- duce unnecessary complexity into the game. your GM might not let players create aberrant Neanderthals don‘t have daft accents or an un- PCs initially. Some straddle the areas of two different Stunning Originality classes (such as aberrants. then new PCs could have the option of being aberrants. you can place the d6 with any number quirks. pointy ears. Still. actually) is at the contrast ugly. you may also notice that Neander- Whilst they may not be an option as starting thals . gibbering freaks who everybody GM‘s discretion. ―if a magician with relevant spells takes created. morlocks are by any other facet of the rules. it may be possible to of hitpoints and great saves . and has not diver- sified into its multiple schools of study.being a squat. Whilst each of the core classes class able to cast spells is treated in the same has a particular focus (non-combat challenges way. between them. Each of these has its own individual on a role. They are not allowed for picks on. for experts. unless the GM wants to in. lutely insists on playing an elf. magic is still in its infancy. and intro. point them at this class. d6 hit-dice. All use the same core spell-list as ma- gicians.bear a striking resemblance to elves magicians).with their larly to both experts and hunters). When the party have found and healthy obsession with beer and gold. Where the rules refer to ‗a magician‘ or ‗the magician‘. if you have a player who abso- PCs by default. who behave similarly to of humans . limited yet How alternate spell-casting classes work differ- strong powers for magicians and survivability ently to default magicians is detailed individu- for Neanderthals). On this note. innate use ers are essentially variants of a core class of magic and history stretching back before that (such as morlocks. opened trade with a hidden aberrant village the GM placed on the map. Magic Many of these classes have some access to spells. are honestly totally different. while elves are beautiful. when managing the running of a beginning of the book. who behave simi. For 140 . Thankfully. with no restrictions on which spells they can learn. You may notice that morlocks . sharp senses. any other core classes. the use of these classes (like beings whom everybody loves. Alternate Classes As well as the four core classes listed at the example. Instead. hairy dying race with loads player characters. In this case. combat for hunters.have some resem- ‗unlock‘ these classes in play. these classes blur the lines ally in their rules. each focussed on one small facet of magic. For example. one of these classes counts as a magician for these purposes. ence is that. the different spell-casting classes ac- cess the same spells in different ways to the Magician class. This can detract from the strongly in some other games. whilst oth. At this stage in pre-history.

In addition. It‘s not unusual for these tribes to develop elaborate systems of taboos around their mutations. if the damage would be dealt straight to the en- emy‘s flesh. When outsiders might find them. use chance at Animalism. the remainder of the clan When you create your character. some indi- viduals end up physically mutated. while if they are a Ne. only revealing their nature to their own kind or in dire need. They recluse themselves in small clans in the hidden cracks and corners of the world. in the end. their tribes ing. their forms warping in odd. If your GM al- lows non-random character creation (such as As suits their skulking. they might attract. if they are human they have the same Should an Aberrant try to attract a tribe. either because their whole family tree is similarly altered. all Aberrants have somewhere away. hiding them beneath veils and draped clothing. letting a Magician pick their spells rather than rants start off with a basic Stealth skill chance rolling). Most of these people. use all the normal rules. They will be either a human or a Nean- derthal. The property of being mu- tated can be passed down from parent to child. In the event that this doesn‘t work (and between one and four unnatural features. it often doesn‘t). although the unnatural features a mutant child displays may be completely different to those of their parents. unnatural ways. they hunt by ambush or laying cunning traps. Other than this. resort to the same basic lifestyle. choose how have plenty of ways to dispose of unwanted many unnatural features you want your Aber- guests with jagged stone knives and strangling rant to have and generate that many random -cords. Here. levels. The Aberrant Whether by inbreeding. or magical accidents. ‗fight recklessly‘ and ‗go 141 . furtive nature. and mark their the boundaries of their territory with wicked snares and impaled carcasses. and any related details. table 70 below to determine which followers anderthal they have the same chance in Track. ‗fight defensively‘. you can instead pick a single unnatu- of 3 in 6. an Aberrant can use the ‗aim‘. slow exposure to for mutagens. these people will group together. the most physically odd are hidden away whilst the more normal-looking the kill‘ combat options without a penalty. which slowly improves as they gain ral feature. An Aberrant deals extra damage when they make a surprise attack against an enemy. or from seeking out other people afflicted with the same condition. Often. the Aberrant deals extra damage. Aber. unnatural features for them. members of the clan attempt to hurry them On top of this.

unarmed attack or to enemies grappling the mu- Adjectives. Charisma -1 14 vs. Equipment. The Aberrant Level XP Flesh and Grit Points Saving Throws Skill Bonus Chance Damage Weather Poison Hazards Magic 1 0 1d6 Flesh and 1d6 grit 14 16 15 14 3/6 +1 2 15 +1 Flesh and +1d6 grit 14 16 15 14 3/6 +2 3 30 +1 Flesh and +1d6 grit 14 16 15 14 3/6 +3 4 60 +1 Flesh and +1d6 grit 14 16 15 14 3/6 +4 5 120 +1 Flesh and +1d6 grit 11 12 14 12 4/6 +5 6 240 +1 Flesh and +1d6 grit 11 12 14 12 4/6 +6 7 480 +1 Flesh and +1d6 grit 11 12 14 12 4/6 +7 8 960 +1 Flesh and +1d6 grit 11 12 14 12 4/6 +8 9 1920 +1 Flesh and +1d6 grit 9 10 12 10 5/6 +9 10 2880 +2 grit 9 10 12 10 5/6 +10 11 3840 +2 grit 9 10 12 10 5/6 +10 12 4800 +2 grit 9 10 12 10 5/6 +10 13 5760 +2 grit 7 8 10 8 6/6 +10 14 6720 +2 grit 7 8 10 8 6/6 +10 15+ +960 +2 grit 7 8 10 8 6/6 +10 Table 70. Abilities. Ema. Charisma +0 gence-1. Abilities. 16 vs. Odd 142 . Foetid. Furtive. Asymmetric Adjectives. Sack. Rubbery flesh gives +1 to wrestling rolls and can Thorny skin deals 1d6 damage on a successful squeeze through small gaps. Brutish. Wriggling. Shrouded. Constitution +0. Intelligence Strength +0. 14 vs. 14 vs. Poison. Dexterity +1. Wisdom +0. Ragged.Table 69. Poison. Intelli- +0. 20 Sling-stones. Stealth 4/6. Animalism 3/6 Skills. Net. ciated. Tracking 4/6 Equipment. 1d6-1 damage) (use to wrestle at throwing range) Strength -1. Wisdom +1. hazards. Gnarled. Shambling. veil. 1d8 damage) or Net Spear (-1 bonus. Sling. +1 damage on sneak attacks. 1d4-1 damage) or Attacks Club (+0 bonus. Peering. Weather. st Neanderthal mutant (a 1 level st rant) Aberrant) Flesh 1d6 (4) Flesh 1d6 (4) Grit 1d6 (4) Grit 1d6 (4) AC 13 AC 13 Attacks Sling (+1 bonus. Gloves. Aberrant Tribes Roll d6 Follower 1 or 2 Human mutant (equal chance of being male or female) 3 or 4 Neanderthal mutant (equal chance of being male or female) 5 Child (equal chance of being male or female) 6 A dog (use the rules for jackals) Human mutant (a 1 level Aber. Weather. Dexterity +1. Spear. 13 Magic vs. hazards. 16 vs. Gloves. Shady. +1 damage on sneak attacks. Grasping. Scarred. Wiry. Magic Skills. Pallid. Constitution +0. Slinking. Stealth 4/6. Veil. 14 vs. Club. tant. 14 vs.

Indeed. They depths of the earth were ruled by the now. like those of a bat. where the bright daylight and tence. they and dearly wish to acquire one as their own have adapted themselves to a subterranean slave. a band will find their way to the and resilient to cope with their difficult exis. empty void of the sky is initially terrifying to easily-swayed nature. these into one another‘s flesh with flint knives or cities are empty. these simple creatures. or hungry gods. even com- derthals. However. lacking any pigmentation in their mar- ble-white skin and hair. and their diet is adapted to huge cities carved from the living rock. tors. the whole centre of each such city. to better passages of the earth in search of food and cope with life in the dark underground. and the race were made long-lived Occasionally. and a few minor magi. -kings sacrificed dozens of living victims a The morlocks record their magic by scarring it day to their horrible gods. Great stone altars marked the Being magically created beings. above ground might become acclimatized. sists of remnants of the serpent-folk‘s prac- The serpent-folk bred the slave race known as tices. These creatures were artificially pared to that of the surface-dwellers. one remnant of ventiveness. The Morlock Hundreds of millennia ago. serpents basked. the caverns flooded or filled hot brands. pale people. Those that remain cal gifts to better serve their masters. and vast numbers pare them well for encounters with humans of slaves were cut open so that their hearts‘ and Neanderthals. They remember nothing of their crea- servitude. with only crumbling ruins and these marks by running their fingers over the scattered reptilian bones to show that they rough scars. many magicians have heard rumours tion. Following the fall of the serpent-folk civiliza. The morlocks were given a demure. but ticular. and each morlock learns to ‗read‘ with rubble. lit by the crawling insects and fungal slimes that can pools of glowing magma next to which the be harvested in the depths. These strange people are blood could be offered to the serpent-folk‘s often savagely driven back underground. a few scattered morlocks survived in the of a subterranean race of magical simpletons. They were made strong and dex. The entirety of their magic con- their culture remains. and altered by the ser. In par. Their ears have grown large and pointed. a mor- were inhabited. These people are now lanky. and have little knowledge of the surface trous enough for labour. are fragile. as their society tore itself the morlock race have little in the way of in- apart in blood-soaked fury. surface world. have regressed massively since their time as pent-folk‘s strange arts to be better suited to slaves. They live a simple life. they had bred into them a peculiar their docile. and their eyes are wide staring things. but not so powerful world. deep underground. Finely-honed senses. came to an end. small families as to ever pose a threat to their masters if they of their kind crawling through the lightless chose to revolt. Over the millennia. developed. the lightless since their pupils take up the whole eye. Morlock technology is primitive. as they raised to full sapience. completely black 143 . existence. were supplies that they can scavenge. upon-which the priest race possess some level of talent with magic. These beings built der-like fingers. Now. else conquered and subjugated by other races. Even in pitch darkness. though. went on to become modern humans and Nean. Although their civilization lock is never without their magic. with long limbs and delicate. now mostly forgotten and degraded to morlocks from the same ancient apes that the level of mere parlour tricks. spi- extinct race of serpent-folk. easily startled nature doesn‘t pre- suitability as live sacrifices.

Unlike Magicians. they don‘t really have the mindset to develop them for themselves. A morlock‘s flesh is essentially a small sanctum. Carving a spell into a morlock‘s flesh works much like a magician painting the spell onto their sanc- tum‘s walls. so a morlock or Magician able to study it can translate spells from it. 144 . A morlock can make magic items like a hu- man magician. and rather than requiring magical reagents. morlocks do not use sanctums. morlocks start of knowing only a single random first-rank spell. A morlock can translate spells from sanctums or bound into items just like a magician. with the exception that it takes only one turn per spell rank. A morlock can cast spells similarly to a magi- cian. and whilst they can learn new spells from others. morlocks start with a basic 2 in 6 chance at Perception. and instead use scarification to re- cord their spells on their own flesh. the morlock deals 1 damage to their flesh for each rank of spell being recorded. The fresh heart of a morlock can always be used in place of any required magical reagent. which slowly improves as they gain levels. but they cannot use spells in unusual ways or develop spells of their own. Morlocks seem to be largely placid beings that lack the ambition and curiosity of human Magicians.As beings of the deep underground. morlocks are innately magical beings and were bred for the purpose of ritual sacrifice. Unlike magicians.

The Morlock Level XP Flesh and Grit Points Saving Throws Perception Skill Weather Poi. Hazards Magic son 1 0 1d6 Flesh and 1d6 grit 13 12 15 15 2/6 2 30 +1 Flesh and +1d6 grit 13 12 15 15 3/6 3 60 +1 Flesh and +1d6 grit 13 12 15 15 3/6 4 120 +1 Flesh and +1d6 grit 11 10 13 13 4/6 5 240 +1 Flesh and +1d6 grit 11 10 13 13 4/6 6 480 +1 Flesh and +1d6 grit 11 10 13 13 4/6 7 960 +1 Flesh and +1d6 grit 9 8 9 11 5/6 8 1920 +1 Flesh and +1d6 grit 9 8 9 11 5/6 9 3840 +1 Flesh and +1d6 grit 9 8 9 11 5/6 10 5760 +2 grit 7 6 7 9 5/6 11 7680 +2 grit 7 6 7 9 6/6 12 9600 +2 grit 7 6 7 9 6/6 13 11520 +2 grit 5 4 5 7 6/6 14 13440 +2 grit 5 4 5 7 6/6 15+ +1920 +2 grit 5 4 5 7 6/6 Table 72.Table 71. Spells a Morlock can memorize at one time Level Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 1 1 0 0 0 0 0 0 0 2 2 0 0 0 0 0 0 0 3 3 0 0 0 0 0 0 0 4 3 1 0 0 0 0 0 0 5 3 2 0 0 0 0 0 0 6 3 3 0 0 0 0 0 0 7 3 3 1 0 0 0 0 0 8 3 3 2 0 0 0 0 0 9 3 3 3 1 0 0 0 0 10 3 3 3 2 0 0 0 0 11 3 3 3 2 1 0 0 0 12 3 3 3 2 2 0 0 0 13 3 3 3 2 2 1 0 0 14 3 3 3 2 2 1 1 0 15+ 3 3 3 2 2 1 1 1 145 .

the more the mystic is rewarded. any would-be divinity re. gods. As such. the patron will warp their follow. As they mystic gains levels. As more spells ing them for themselves. These various beings are not. but in a player should work with the GM come up very different fashion to a magician. the skill roll and a save against Magic) just like a more their patron coils itself around their magician would. These entities take many forms. then. not create magical items. then roll a d20 on Table 74 to determine what comes addictive. spell of this level is learned. table F states which grant them. in the strictest sense of the term. 146 . and they may not learn any more rank spell is learned at each level. If the Charm roll is successful. is how the various mystics in the world came to be. The Mystic Humans and their related races (Neanderthals and Morlocks) are not alone in the world. which slowly improves as they gain 1 spells. from amorphous shapeless hor- rors. which slowly become re. too. and those that do are suitably rewarded. mind. the rise of cul- tured beings on the earth‘s surface has at- tracted their attention. A mystic can cast spells. Each mystic is prom- ised fantastic power if they just open them- selves up to the worship of their patron. use a spell for novel effects (with an Art course. that requires a sacrifice or offering. If the roll Charm roll fails quires these things. There are other beings. For any result on Table F1 would wither and fade back into obscurity. as veneration quickly be. A mystic has no limit on how often they can Over time. ture. Instead. but they dearly wish to be. Bizarre codes of in supplication to their patron. pleas. to beings of pure intellect. and they blindly grope out with what influence they have. Mystics start with a basic 1 in 6 chance at A mystic starts off knowing two random Rank Charm. Charm roll to see if the being answers their quirements to sustain the mystic‘s supernatu. Based off these rolls. a mystic‘s levels. they will These are all that their patron is willing to learn additional spells. and without it the patron has gone wrong. cast a spell. and make a behaviour appear. a better picture of the Patron will emerge. with a very rough picture of their patron‘s na- tic has a set number of spells known to them. they may are learned (and results on table 74 are rolled). a random by translating a magician‘s work or research. they must spend a round ers to better suit its nature. Similarly. old and alien. And. and they crave the sensations of wor- ship and sacrifice. A mys. the fresh heart of a Morlock can be offered instead. how. They can still. is cast successfully. to creatures that should have perished millions of years ago yet cling on to existence. that live in the lightless depths of the earth and in the voids between planets. In truth. of ever. Each has the tendril of some strange entity lodged in their mind like roots penetrating rock. This. the spell ral gifts. worming their way into the minds of susceptible beings.

Table 73. The Mystic Level XP Flesh and Grit Points Saving Throws Charm Spell Gained Weather Poison Hazards Magic 1 0 1d6 Flesh and 1d6 grit 14 11 16 15 1/6 2 1st rank 2 18 +1 Flesh and +1d6 grit 14 11 16 15 2/6 1st rank 3 35 +1 Flesh and +1d6 grit 14 11 16 15 3/6 1st rank 4 70 +1 Flesh and +1d6 grit 14 11 16 15 3/6 2nd rank 5 140 +1 Flesh and +1d6 grit 12 9 14 12 3/6 2nd rank 6 280 +1 Flesh and +1d6 grit 12 9 14 12 3/6 2nd rank 7 560 +1 Flesh and +1d6 grit 12 9 14 12 4/6 3rd rank 8 1120 +1 Flesh and +1d6 grit 12 9 14 12 4/6 3rd rank 9 2240 +1 Flesh and +1d6 grit 10 7 12 9 4/6 4th rank 10 3360 +2 grit 10 7 12 9 4/6 4th rank 11 5600 +2 grit 10 7 12 9 5/6 5th rank 12 6720 +2 grit 10 7 12 9 5/6 5th rank 13 7840 +2 grit 8 3 8 6 5/6 6th rank 14 8960 +2 grit 8 3 8 6 5/6 7th rank 15+ +1120 +2 grit 8 3 8 6 6/6 8th rank 147 .

The spell does not take effect. Failure to do so will result in the mystic losing the abil- ity to cast spells at all for a full day. the penalty for missing this supplication increases by a day and a dice-size. their mortal body is not suited to such exertion. a coating of frost. the spell will take effect. 2 The patron demands a sacrifice of a particular animal. 8 The patron requires a show of faith from the mystic. tongue or finger taken from a Human. d4 flesh points either from the Mystic or other willing supplicants. the spell takes effect. When they awaken. The patron will always demand the same animal sacrifice. The mystic can cast no other spells until this is done. 15 The patron decides to grant their mystic new gifts. The mystic loses a point from a randomly chosen attribute. 6 The patron requires adulation. along with magical backlash due to their lapse in concentration. The animal will always be one in some way signifi- cant to the patron‘s nature. If this result is rolled a further time. they immediately take d12 damage from a bolt of lightning from the sky. and instead learns a new random spell of the same level. however. 18 The spell takes effect normally. sunset or midnight. 19 The spell has no effect. The mystic also suffers magical backlash as their connection to their patron is withdrawn. they must cast a spell they know each round. such as a mountain-peak. and each spell they cast in this way deals a point of damage to their flesh when the power finally leaves them. they must travel to some nearby site appropriate to the patron‘s nature. an image representing it will be burned into the mystics mind. When the sacrifice has been offered. If this result is rolled a further time. Failure to do so will result in the mystic los- ing the ability to cast spells at all for a full day. Fickle Whims of the Divine d20 Result 1 The patron demands a sacrifice of blood. After a total of 2d6 rounds have been spent singing the patron‘s praises. 17 The mystic is knocked unconscious for d4 rounds. The spell does not take effect. without needing a Charm skill roll. 12 The patron requires a ceremony from the mystic every time they would perform some everyday activity such as eating. The mystic can cast no other spells until this is done. and gains a point of another random attribute. When this is done. the mystic is filled with the their patron‘s power. However. Each day. the mystic must perform some small rite of thanks to their patron. deep cave or tar pit. They can. and remain there in meditation for a full day. The spell does not take effect. during which they experience strange hallucinatory vi- sions of their patron. some activity antithetical to their patron‘s nature is forbidden. and the mystic cannot use that spell again for the remainder of the day as the patron grows irritated with them. the spell will take effect. 7 The patron requires an idol of it be made. the spell will take effect. the penalty for missing this supplication increases by a day. sunset or midnight. 5 The patron demands the sacrifice of either an eye. The spell does not take effect. Failure to do so will result in the mystic losing the ability to cast spells at all for a full day. midday. When the sacrifice has been offered. midday. 13 The patron requires daily sacrifice. The mystic forgets the spell they just tried to cast. When this has been done. The blood does not need to be drawn out all at once. 16 The patron decides to shape their mystic to better suit their taste. tooth. either at sunrise. 14 The patron decides to mould their mystic‘s capabilities. Should the mystic perform such an act. The spell does not take effect. preparing food or dressing. 3 The patron demands a sacrifice of five days‘ worth of food. or similar. 20 The spell takes effect normally. Roll a d6 on this table to determine what is required. and may show signs such as glowing eyes. the mystic must offer this sacrifice. feet not touching the ground as they walk. From now on. 9 A mark or likeness of the patron is permanently burnt into the mystic‘s flesh somewhere prominent. Neanderthal or Morlock victim. 148 . During this time. If this result is rolled a further time. the spell will take effect. sudden bleeding from the eyes. Either at sunrise. sleeping. the spell will take effect. the spell will take effect. and d4 damage. 4 The patron demands that the mystic destroy either a magical item or else a shrine or idol of a rival being. and d4 damage. but the mystic is unable to use any more spells for the remainder of the day as their patron grows briefly bored of them. The spell does not take effect. The mystic also suffers magical backlash as their connection to their patron is withdrawn. The spell takes effect normally. the spell will take effect. and so forth. When the sacrifice has been offered. When the sacrifice has been offered. 11 The patron requires a daily ceremony from the mystic. appear- ing as a scar or birthmark. the pen- alty for missing this supplication increases by a day and a dice-size. which does not take effect. When an idol has been made and consecrated. For 2d6 rounds. The mystic gains a random unnatural fea- ture.Table 74. use any other spell normally. 10 The patron places a restriction upon the mystic. the spell will take effect.

and an orphan with animal Animalism skill chance. whilst savage. instead the orphan rolls d6 plus their 149 . Rather than attracting a number of followers based on the roll and the character‘s charisma modifier. which increases companions can tame further animals nor- slowly as they level. and horrible things frequently happen to people‘s families. since their young age and feral nature pre- vents them really attracting followers. Orphans don‘t attract tribes like normal peo- ple. Since they are small targets. which they attract. they become somewhat feral and wild. If they are Neanderthals. they roll with Animalism instead of Charm. abandoning any pretence of civilization and hunting with crude weapons. All or. Many don‘t survive. any feral or- phans that survive for very long are honed to a certain brutal competency. living day-to- day. as if Speak With Animals had been cast. and can attract animals as their companions. Instead. being children. attracted to see what it is. However. Although Orphans don‘t have the ability to which increases in the same way. cast spells. and a group which find them and take them in often find them valuable assets. If they These animal companions follow all the usual are human children. phans are either human or Neanderthal. they have an improved Foraging skill chance. and charisma modifier. adding them to their pack. and as a result many children are left as orphans. The Orphan The world is not a nice place. their small frames reduce with other animals. They they treat their Armour Class as one point have no ability to communicate in this way higher. roll up a random encounter based on the area the orphan is living in. This is how many animals start out with a 5 in 6 chance at Stealth. they can communicate in a rudi- All orphans also gain certain benefits from mentary form with their animal companions. only their loyal pack. When the orphan attempts to attract animal companions. their ability to carry heavy loads. Roll on table 25 for each animal does not improve as they gain levels. However. Often. and those that do are of- ten left completely alone in the wilderness. they have an improved rules for a tribe. mally. by being eaten by large nasty predators or murdered by warlike rival tribes or even fluke accidents are fairly common. Deaths from sickness or deprivation. Orphans are skilled at avoiding attention. reduce all their carrying capacities by 2. forced to rely on their own wits to survive.

Table 75. The Orphan Level XP Flesh and Grit Points Saving Throws Skill Chance Weather Poison Hazards Magic 1 0 1d4 Flesh and 1d4 grit 12 10 15 14 3/6 2 20 +1 Flesh and +1d4 grit 10 8 13 12 3/6 3 40 +1 Flesh and +1d4 grit 8 6 13 10 3/6 4 80 +1 Flesh and +1d4 grit 8 6 10 10 3/6 5 160 +1 Flesh and +1d4 grit 6 4 10 8 4/6 6 320 +1 Flesh and +1d4 grit 6 4 7 8 4/6 7 640 +1 Flesh and +1d4 grit 4 2 7 6 4/6 8 1280 +1 Flesh and +1d4 grit 4 2 4 6 4/6 9 2560 +1 Flesh and +1d4 grit 2 2 4 4 5/6 10 3840 +2 grit 2 2 2 4 5/6 11 5120 +2 grit 2 2 2 4 5/6 12 6400 +2 grit 2 2 2 4 5/6 13 7680 +2 grit 2 2 2 2 6/6 14 8960 +2 grit 2 2 2 2 6/6 15+ +1280 +2 grit 2 2 2 2 6/6 150 .

de- soning or being driven mad. as their system. though. A Wendigo of any level can regain hit points They take damage equal to the rank of the by eating the flesh of another person. how serious. a part of their being as their ability to breathe or walk. bind spells into magic items. raven- ous frame of mind is required. and isolate themselves as they research the possibilities Those few individuals who pursue this route find themselves gaining supernatural vigour. however. they will gain a new spell of the Wendigo‘s player‘s 151 . The Wendigo People sometimes eat each other. They spell they cast. son‘s flesh. for novel effects (with an Art skill roll and a Unlike other spell-casters. or else the blood-soaked. Each level. purges any normal poisons or diseases from Casting a spell takes the Wendigo a round. no matter if they had it memorized. and the Wendigo must be entirely deliberate in their actions. A few individuals. a Wendigo can use the ‗aim‘. for the kill‘ combat options without a penalty. velop new spells. When they feed in this way. They can still. the Wendigo gains the or similar. A certain ruthless. it‘s something distasteful. Wendigos are in. it is as much would. need a sanctum. revelling ex- cess after a successful inter-tribal skirmish. Like a hunter. done in an emer- gency. By eating another person‘s flesh. When a Wendigo has taken don‘t need to consume the whole body damage from casting a spell. know that there are more possibilities to it than that. choice at a set rank. There is no limit to how ‗fight defensively‘. use a spell ability to cast a limited number of spells. you absorb some measure of their power. Generally. in the ice age this is an unfortunate fact of life. In truth. there are no ‗accidental‘ Wendigos. The Wendigo knows a set number of spells. and fixes any injuries. A Wendigo is not a magician. and can‘t learn more from studying sanctums or similar. a Wendigo is taught the power of cannibalism early in their life. Mostly. cannot memorize spells. age they might have taken). ‗fight recklessly‘ and ‗go often the Wendigo can cast a spell they know . they can‘t be (multiple Wendigos can even share a kill) but healed by spells or medicine (even other dam- only get the benefit once. this is a tem- peramental process. They do not son‘s flesh never has to worry about food poi. the from sleeping. after the first meal. save against Magic) just like a magician nately familiar with their magic. The only way for the only benefit of subsequent meals is a full the Wendigo to regain their lost vitality is belly. A Wendigo consuming a per. but doing so drains the Wendigo‘s vitality. and quite quickly display other unnatural abilities as well. or else by consuming a per- Wendigo gets back all their lost flesh and grit. Starting at 2nd level.

Table 76. The Wendigo Level XP Flesh and Grit Points Saving Throws Spell Gained Weather Poison Hazards Magic 1 0 1d6 Flesh and 1d6 grit 14 12 15 16 - 2 20 +1 Flesh and +1d6 14 12 15 16 1st rank grit 3 40 +1 Flesh and +1d6 14 12 15 16 1st rank grit 4 80 +1 Flesh and +1d6 12 10 13 14 1st rank grit 5 160 +1 Flesh and +1d6 12 10 13 14 1st or 2nd rank grit 6 320 +1 Flesh and +1d6 12 10 13 14 1st or 2nd rank grit 7 640 +1 Flesh and +1d6 10 8 9 12 1st or 2nd rank grit 8 1280 +1 Flesh and +1d6 10 8 9 12 3rd rank or less grit 9 2560 +1 Flesh and +1d6 10 8 9 12 3rd rank or less grit 10 3840 +2 grit 8 6 7 10 3rd rank or less 11 5120 +2 grit 8 6 7 10 4th rank or less 12 6400 +2 grit 8 6 7 10 4th rank or less 13 7680 +2 grit 6 4 5 8 5th rank or less 14 8960 +2 grit 6 4 5 8 5th rank or less 15+ +1280 +2 grit 6 4 5 8 6th rank or less 152 .

the strongest parallels lie. then. Wolf. similar games. To roughly convert to a percentile skill Morlock is basically an Elf. whilst given a unique spin for or magic. systems. Hunter. al. ons do a higher dice of damage than else- A character in this game starts a little stronger where. and so on. have cross-over magicians memorizing spells though this game has an un-armoured human per day from a spell-book normally. Saves against Devices have been re- Magician and Neanderthal are based on the moved altogether. each point in a skill is worth about a particularly unreliable Cleric. and the value instead been WP&WS. One of the notable features of this each level. there sim- Thief (or specialist. Monk and Paladin (or 3 in descending systems). The Equipment is a little different to other games. the Skills are roughly the same as in other D6 sys- Aberrant is an Assassin with mutations. or rogue. you can divide a percentile adapt modules for this game. Similarly. when converting a compatible with one another. rather than used by WP&WS. in the stone age. (with some Druid thrown in for flavour). most notably Finally. tracking. Of the optional classes. Saves against Paralysis ageable. are largely based on similar ones in used to give Saves against Weather a value. has no real equivalent in in particular full leather armour gives AC 17 other games. Other OSR Games This game is part of a long tradition of games hard to ‗flip‘ values. 153 . however. known as the Old School Revival. or con- be AC 10 rather than AC 12 as in LOTFP. Fighter. have been subsumed into saves versus poison Classes. it‘s up to you if you other ‗ascending‘ systems such as LotFP. those chance on a d6. Magic User (or wizard) and machines about for this to be worth bothering Dwarf respectively. but reduced by a factor of one to be used whenever a character needs to -hundred to keep the numbers small and man. since they all share a very similar Flesh and Grit points are analogous to hit- framework. you‘ll need to determine which takes Armour Class is functionally the same as in precedent. the rest grit. framework taken from Lamentations of the Of the saves used. than those in most other games. which AC 12 becomes AC 8. AC 11 becomes AC 9. the remain- game for use with other. Poison are roughly the same as they are in work of Basic/Expert DnD). so this is where other systems with the five traditional saves. it‘s not used here. and some weap- all lack an equivalent in WP&WS. mostly. contains a few notes on how to convert this their first Hit Dice produces flesh. style is that. and the Mystic is system. Lastly. dodge something). there are a number of subsystems they start out with two hit dice. vert them to the sanctums and bound spells For ‗descending‘ or ‗THACO‘ AC. Wendigo. This page. character to WP&WS from another system. the Expert. you can extrapolate values by com- the Orphan is roughly the same as the Halfling paring to classes in other games. save for hunters who based around the old D&D games of the 70s have a THACO of 9. for cross-overs with other only one. Monsters probably have a little under packs and Winter Snow was built around a half their hit dice giving flesh. would be the recommended conversions. Saves against Hazards are likewise equivalent Experience costs are roughly analogous to to saves versus Breath Weapons (which tend those of LotFP. der grit. which decreases by 1 and 80s. If you want to 15%. or potentially ply aren‘t enough magical items. In particular. they are all more or less cross. points in other systems. and the Bard. traps and ranger). or use this skill chance by 15 and round off to get the game‘s characters in other systems. For example. the tems. Characters share a style of game-play and rules structure start with THACO of 10. other games. Saves against Magic and Flame Princess (itself based around a frame.

Visions– 83 154 . Plant Monsters– 118 Table 11.138 Table 23. The Expert– 8 Table 4.137 Table 21. Breaking Equipment – 22 Table 56.142 Table 28a. The Neanderthal– 12 Table 51. Preparation Forms– 39 Table 64. Rank 6 Spells – 55 Table 39. Lights Going Out– 24 Table 57.151 Table 33. Madness– 52 Table 75. Magical Backlash (contained)– 49 Table 61. Unnatural Features– 53 Table 76. The Mystic .136 Table 20. The Orphan . Random Cave Chambers– 97 Table 47. Random Followers– 31 Table 60.147 Table 31. Exalted Word– 63 Table 43. Rank 1 Spells – 54 Table 34. Rank 8 Spells – 55 Table 41. Where to Find Tables Table 1. Random Undead– 130 Table 17. Other Equipment– 14 Table 53. Random Plants– 46 Table 68. Spells a Magician Can Memorize– 11 Table 50. Random Weather Conditions– 27 Table 58. The Outer Spheres– 59 Table 42. Aberrant Tribes . Random Map Features– 106 Table 9. Monstrous Vermin – 114 Table 54. Strange Waters – 80 Table 44.138 Table 67.139 Table 25. Rank 7 Spells – 55 Table 40.137 Table 22. Rank 2 Spells – 54 Table 35. Random Loot– 98 Table 3. What are the People Doing? . Saves for Constructs . Chamber Features– 96 Table 2.144 Table 29. Weapons– 13 Table 52. Encounters on the Ice Sheet . Random Trade Goods– 125 Table 15. Fickle Whims of the Divine . Starting Flesh and Grit– 7 Table 46.142 Table 27. Rank 5 Spells – 55 Table 38. Herbalism Ingredients– 40 Table 65.144 Table 28b. NPC Traits– 126 Table 16. Armour– 13 Table 10. Random Communities and their Leaders– 124 Table 13. People . Magical Reagents – 45 Table 66. Encounters in the Mountains. Detail in the Mountains– 105 Table 8. Random Neanderthal Followers– 35 Table 61. The Magician– 11 Table 49. Encounters in Wetland .149 Table 32.139 Table 24. Encounters in the Plains . Rank 3 Spells – 54 Table 36. Rank 4 Spells – 54 Table 37. The Morlock. Attribute Modifiers– 6 Table 45. Random Targets– 51 Table 73. Detail in the Forests– 103 Table 6. Random Unusual Followers– 31 Table 19. Magical Backlash (uncontrolled)– 50 Table 72. Encounters in Woodland . Random Community Quirks– 124 Table 14. Random Animals– 47 Table 26. Random Unusual Neanderthal Followers– 35 Table 62. Detail in the Wetlands– 104 Table 7. Attributes– 15 Table 12. Random Organs– 48 Table 70. Spells A Morlock Can Memorize . Reactions– 29 Table 59. Detail in the Plains– 102 Table 5. Encounters Underground . The Wendigo . The Hunter– 9 Table 48. Random Bugs– 47 Table 69.133 Table 18.136 Table 63. Random Transformations– 51 Table 74. The Aberrant .146 Table 30. Encumbrance– 20 Table 55.

-art. Also a charac- Expert: a class of humans specializing in vari. shipped as a god. Neanderthal: a race of squat. to withstand serious injuries. Skill roll: a roll made on a d6 to achieve Human: a member of the hominid race that something a character has training in. or produce potions and poisons. typically supernatu- ents– strength. Dexterity: a measure of a creature‘s speed. Only a few retain sentience Intelligence: a measure of a creature‘s ability and might still count as people. that accomplishes a known task. Wendigo: a human who gains magical power Magician: an individual who learns to cast through cannibalism. cords their spells in the form of symbolic cave acter. or when dealing with magic. related to humans. n‘t inanimate yet. distantly related to humans. by all accounts. Spell: a single well-understood magical trick Hunter: a class of humans focussed on com. with logical thought. Morlock: a race of lanky. power by an alien being that wants to be wor- cal health. jured. poses a threat to people. constitution. Medicine: a skill used to heal the sick and in- Art: a skill used to produce beautiful things. dominates the modern day. Modifier: A number between –3 and +3 de- Bound Spell: a spell trapped in a physical ob. subterranean Charisma: a measure of a creature‘s charm hominids bred as slaves in the distant past. wisdom and charisma. thousand years before the modern day. and Flesh Points a creature has. Sanctum: a ritual space where a magician re- Followers: characters that obey a player char. Orphan: a human or Neanderthal child with- Fabricated Being: a creature made by artificial out parents who raises themselfves in the means and animated by magic. Monster: a large. dice. ject for later use. deeply ness. bad happening. ter class for typical members of this race. morlock or Neanderthal. Grit Points: a measure of a creature‘s ability Serpent-folk: an extinct race of reptiles that to minimize and avoid serious injury. Also a character Crafting: a skill used when making mundane class for typical members of this race. cuses on. things. dexterity. perhaps other sentient beings closely related Flesh Points: a measure of a creature‘s ability to them. Strength: a measure of a creature‘s physical Ice Age: a time period ending roughly twelve might. mitting violence on animals they want to eat. They were. gence. and attractiveness. intelli. from the company of others. when Undead: a creature that was once dead but is- this game is set. Mystic: a human who is granted magical Constitution: a measure of a creature‘s physi. now extinct. rived from a character‘s attribute. Glossary Aberrant: a heavily mutated person who hides study. pale. ral. memory and education. dangerous creature that Attribute: a measure of a character‘s basic tal. spells through individual experimentation and Wisdom: a measure of a creature‘s intuition 155 . Flesh Dice: a dice rolled to see how many Person: a human. Grit Dice: a dice rolled to see how many Grit Save: a roll made on a d20 to avoid something Points a creature has. heavily-built arctic-dwelling hominids closely agility and hand-to-hand co-ordination. horrible beings who possessed incredible Hit Dice: a catch-all term for Flesh and Grit power. wild. largely a preceded the stone age people the game fo- matter of luck. ous skills away from the hunt or battlefield. combat experience and tough.

156 .