You are on page 1of 92

The Banner Saga

Introduction
Using this book
How to play
Adventures in the world
Part 1
Chapter 1: Step by Step Characters
Chapter 2: Races
Chapter 3: Classes
Chapter 4: Origins
Chapter 5: Equipment
Chapter 6: Skills and Talents
Part 2
Chapter 7: Using your Statistics
Chapter 8: Adventuring
Chapter 9: Combat
Part 3
Appendix A: Conditions
Appendix B: The Gods
Appendix C: Monsters
Character Sheet
Introduction

T
he Banner saga roleplaying game is about
storytelling in the deadly but beautiful world of The Game Dice
the banner saga. The game is fueled by your In order to play the Banner Saga you will need a set of dice
imagination. It’s all about picturing that varl with different numbered sides. These dice can be found in
clan in metal striking his fist through a flimsy most game shops or bookstores. The dice a often written in
barricade as much as it is about imagining shorthand a d followed by a number: d4, d6, d8, d10, d12 and
how you characters will react to such a scene. d20. For example a d6 is a six-sided die mostly commonly
The Banner Saga gives these tales structure by using dice found in other board games. When you need to roll a dice the
to determine the outcomes of the players actions. Does your rules will tell you how many to roll. For example if you need to
attack strike through an opponent's armor or bounce off roll 3d4 +2 this means that you roll three four-sided dice,
harmlessly ? Do you convince the guard you are a rich noble totalling the result and adding 2.
or does he give you a beating for lying ? Anything is possible,
however the dice make some outcomes more likely than
others. The D20
Every time you roll a D20 in the banner saga you are rolling
Using this book to use one of the 12 statistics of the game. These are
Strength, Agility, Influence, Lore, Accuracy, Awareness,
This book is split into three parts with each section covering Armor, Constitution, Willpower, Break, Exertion and
a different topic. Deflection. Every time you roll follow these simple steps.
Part 1: This section is all about the characters of the game.
The races, the classes, the origins and their tools of the trade. 1. Determine your target value. In the Banner saga you want
Most rules that are referenced in part 1 are explained in part to roll low with the target value to beat being your statistic,
2. So if you come across a keyword or phrase you do not For example if you are rolling influence to persuade a
understand consult part 2 for an explanation guard to let you into a house, you have an Influence of 15,
Part 2: This is the rules section. How to play the game, how now you roll a d20 and are trying to roll under 15. In this
combat works and what does adventuring actually involve. example you roll a 16.
Part 3: This section covers the conditions that an adventuring 2. Apply modifiers. Are you skilled at persuasion or hit
party might fall victim to. The dead gods of the world are also creatures with your axe. Features or the environment
covered in depth here. might grant you a bonus or penalty to your roll. In the
above example the player rolled a 16 with a target value of
How to Play 16 however her necklace grants her +2 to Influence rolls
thusly she reduces her die roll by 2 giving her a 14 total
The gameplay of the Banner Saga generally follows a 3 step roll.
process 3. Determine the result. With everything totalled on each
side. You compare the result to the target, in this case a
1. Your loremaster describes the environment total of 14 versus the target of 15, and determine whether
The Loremaster or (LM) tells the players where their the action succeeds or fails. In the above example the
characters are, granting them a broad look at the human success on persuading the guard to let her in...but
environment around them, such as the terrain, how many only just.
people are in the tavern or how many doors lead out of the
current room.
1. The players describe what they do
Players tell the LM what action they wish to take such as “I
want to talk to the varl in the corner” or “I wish to go hunting
for food” Some actions are easy, walking across a room for
instance should be something that doesn’t require a die roll.
However the floor might be trapped or the varl might need to
be persuaded to talk to a human. In these cases the LM often
used the results of die roll to determine the success or failure
of such an action.
1. The loremaster describes the result of these actions
Describing the results of the players options often leads
back to step 1 of this process.
Advantage and
Disadvantage
Sometimes during an adventure a player might be granted
advantage or disadvantage on a roll due to the circumstances
surrounding it. Standing on ice whilst trying to dodge a
falling tree could result in the roll being made with
disadvantage, or swinging your hammer down upon a prone
enemy could result in advantage.
Advantage is used to represent a positive circumstance
surrounding the roll, whilst disadvantage is used to represent
the opposite.
When making a roll with advantage you roll, two d20s and
take the better or lower result of the two. For example if you
have advantage and roll a 5 and a 10. Then you would use the
5 as your rolled result. Disadvantage is the opposite, you roll
two d20s and take the higher or worse result of the two. For
example if you have disadvantage and roll a 6 and 19. Then
you would use the 19 as your rolled result.

Round Up
Whenever you are in the game and you divide a number,
always round the fraction up to the nearest whole number.
Chapter 1: Step by Step Character
Creation
Race Your Statistics
Everyone in the world of the banner saga belongs to one of Almost everything your character will do will involve one of
the three core humanoid race. These races are Human, Varl your 12 statistics which are broken up into two sections.
and Horseborn.
The race you choose is a large part of your character's Your Core Statistics are Strength, Agility, Influence,
identity either by their appearance or the natural talents that Lore, Accuracy, Awareness, Armor, Constitution and
each one of them possesses. Sometimes these talents lead Willpower.
directly into the class options for example a Human's hit and Your Secondary Statistics are Break, Exertion and
Run talent makes them excellent Landsman or archers. Deflection.
Whilst the varls Hulking frame skill makes them ideal These abilities and what each of them is used for is
warriors. You race also grants you a set of three key statistics, covered in depth in chapter 7. You generate your statistics by
which is covered in step 3. Be sure to note all of the talents, rolling the dice associated with each section for each one you
abilities and languages your race gains. roll two of the dice associated with it and take the higher
result. For example for Strength you would roll 2d20, rolling
Class a 10 and 15, you would take the better result in this case a
strength score of 15.
Every character belongs to a class. These classes cover what
combat skills and tactics that they will use in a fight. As well For your Core statistics roll a d20 for each statistic, each
as their general reputation within the world. The main feature one cannot exceed 20.
of your class being your Passive ability is what sets your class For your Secondary statistics roll a 1d10 halved for each
apart from all the others, additionally your class also grants statistic, each one cannot exceed 5.
you proficiency in certain weapons and armor. These are If your choice of race grants you a key Statistic you get to
covered later in the equipment section. Be sure to record roll an additional die and take the higher result of the three
what abilities and proficiencies your characters gains at level dice rolled. Record the result for all of your Statistics on your
1. character sheet for future reference.
Level Origin
Usually a character begins their adventure at 1st level and Everyone's story begins somewhere and your origin is where
gains levels by using the renown earnt from their adventures. yours started. What did your character do for a living, where
Record your level on your sheet and note what you gain as did they come from and where your character fit into the
your level as shown in the level table later in this chapter. larger world.
Start by giving your character a name then choose an
Proficiency Origin as detailed in Chapter 4. Flesh out your characters
back story. Why did they become a Skald ? Why did they have
Proficiency is a term used to describe your natural abilities to leave their hometown ? Work with your Lore Master to
and talents as well as the training you have undertaken. It is create an interesting character story your race and class
used when it comes to the following things. choice can have a heavy impact on your origin story, the
Weapons Criminal Varl Berserker is probably going to be treated and
Armor had a different life than the Wandering Horseborn Archer.
Skills
How proficiency relates and effects each of these elements Skills
is explained in later chapters (Consult Chapter 5 for how At first level you can choose up to six skills of your choice,
proficiency affects weapons and armor with Chapter 7 you then become proficient with these skills. What these
explaining how skill proficiency works.) skills do and how they are used are further explained in
Chapter 7.

Equipment
Your character isn’t going to live long without weapons and
armor to keep them safe. All items that you can purchase are
listed in Chapter 5. Your Lore Master might wish to change
what equipment is available to your characters so consult
your loremaster before making any purchases.
The Party
Characters who work together, survive together in the world
of the Banner Saga. So talk with your other players and the
Loremaster to determine where your character fits in with
the group. Do any of your know each other ? Does your
characters goals align with anyone else's ?

Renown
Leveling
As your party and your character engages on epic quests and
political negotiations. They earn what is called Renown. The
party is usually awarded 1 Renown whenever they defeat a
creature in combat, lore masters are encouraged to grant
renown for good roleplaying as well as for using their using
their social skills such as negotiating with nobles could earn
the party renown.
Renown is a group resource that is expended in order for
character to gain a level. The amount of renown needed to
level up is shown in the Renown column of the leveling table.
However Renown as stated above is a group resource and is
spent on individual characters, for example if the party of
three 1st level players has earnt 10 renown and it costs 5 to
gain a level, this means only two of them could level up with
this amount as renown is expended when it is used.
Additionally a player can only gain a level when taking an
extended rest. Resting is covered later in this book. When a
player gains a level consult the leveling table located within
each class description to determine what they receive.
A lore master may also grant individual players renown for
great roleplaying or as a reward for completing a personal
story ark, this renown would not be added to the group total
and is instead recorded for the individual in question. This
renown can be used only by that player and cannot be shared
with others.
You as players should talk with each other on who is best to
use your renown earnt and who should spend however here
are a few tips for the Loremaster on renown
You have final say on who gains a level using renown. So
feel free to exclude characters from the debate.
Don’t allow a player to be more than two levels higher
than the rest of the party. For example if a player is level 6
and the rest of the party is level 4 do not let this player
gain a level until everyone else is level 5.
Try and keep everyone within one level of each other. Let
players debate who should level but don’t allow the loudest
player run the table.
Currency
Renown also refers to your currency in the world. It is a
resource that is expended in order to purchase everything
from equipment to services. As a Loremaster encourage your
players to talk about what they wish to spend their renown
on, as it is expended when used. Spending renown is covered
in Chapter 5.
Chapter 2: Races
Racial Traits Varl
Age. This shows at what age when this race has reached The Varl are a cross-breed of man and animal, created by an
adulthood and what age they are expected to live till impatient god who wove together a twisted version the
Speed. This shows you the number of tiles a member of original Loom-mother’s creations. Varl are horned giants who
this race can move in a standard round. Travel speeds are are strong and aggressive and have the reputation of being
covered in depth in Chapter 8 and Chapter impeccable fighters. Respected as warriors, they can live to
Key Statistics: By virtue of the race, your character has a be a few hundred years old if their lives are not cut short by a
set of key statistics that reflect the common traits that the fall in battle. Despite their warlike culture, they too cultivate
race possesses. What these are for is covered in Chapter 1 families and are not without emotions, similar to their human
under statistics. counterparts, and tend to do a better job of sticking together
Racial Trait. This is a unique trait only granted to this than the humans. Their attitude towards their human allies is
race. Giving them a unique advantage over others both in somewhat condescending, believing that they are the superior
combat and in the world at large. beings, particularly when it comes to strength and fighting.
Humans Age: Varl reach adulthood at the age of about 10, they also
tend to live for centuries. As there are no female varl, they are
The humans were the original creation of the Loom-mother, a the last of their kind.
very clever and patient god who was responsible for weaving Key Statistic: As a val you are strong, hardy and able to
life into the tapestry of creation. As farmers, peasants, punch from houses with your bare hands. As such your Key
merchants, woodsman and warriors, they are the center of Statistics are Strength, Constitution and Break.
Viking culture in this world. Born out necessity due to the Hulking Frame: Your attacks deal double damage to objects
threat of the dredge, humans hold a casual alliance with the and structures. Additionally if you are subject to an effect that
Varl, tainted with the sort of mistrust that exists between any would Push or Knock you back you halve the distance you
two different races of people. would move.
Movement speed: 6 tiles
Age: Humans reach adulthood in their early teens and tend Size: you occupy a 2x2 tile.
to live for just under a century.
Key Statistic: Humans are adaptable and quick thinkers
allowing them to choose three statistics to be their Key Horseborn
Statistics. Age: Horseborn reach adulthood about the age of 15 and
Mobile. During your turn you can take your normal typically live for about 25-30 years
movement, take the attack action or a special action and then Key Statistic: Fast and nimble, the Horseborn are will
continue your movement provided you have any movement known for the deadly archers and brutal warriors. As such
remaining. your Key Statistics are Accuracy, Willpower and Deflection
Talented: You can choose two skills of your choice and gain Free Roam: Each point of willpower spent during movement
proficiency with them. allows you to move 3 tiles instead of 1.
Movement Speed: 8 tiles Movement speed: 10 tiles
Size: You occupy a 1x1 tile Size: You occupy a 1x1 tile
Chapter 3: Classes

T
he characters you play in the banner Saga are
those willing to take their destiny in their own
hands and strike out to face the dangers of the
world. Maybe to avenge a lost loved one or to
seek the fame and fortune they feel they
deserve. As such each character belongs to a
class. You class details how you fight and what
type of person you are. Did you receive the power to
manipulate the tapestry of creation and joined the Menders
or did your father teach you how to hunt with a bow and now
you use it to strike your enemies from afar. You class gives
you a wide variety of abilities to choose from allowing you to
make a character that is truly unique to you. The Leveling
table informs you of what abilities you gain as your progress
through the levels.

Leveling Table
Level Renown Needed Feature Rank
1st - Class Passive and First Active Ability Journeyman
2nd 5 Heroic Improvement Journeyman
3rd 10 Specialisation Journeyman
4th 15 Heroic Improvement Journeyman
5th 20 Specialisation Journeyman

6th 20 Second Active Ability Veteran


7th 20 Heroic Improvement Veteran
8th 20 Specialisation Veteran
9th 20 Heroic Improvement Veteran
10th 20 Specialisation Veteran

11th 25 Third Active Ability Champion


12th 25 Heroic Improvement Champion
13th 25 Specialisation Champion
14th 25 Heroic Improvement Champion
15th 25 Specialisation Champion

16th 30 Fourth Active Ability Heroic


17th 30 Heroic Improvement Heroic
18th 30 Specialisation Heroic
19th 30 Heroic Improvement Heroic
20th 30 Specialisation Heroic
Choose a Class
When you make your character of 1st level, you choose your
class. Once your choice is made you gain the following from
your class
The classes Passive Ability.
Choose one Active Ability of your choice granted by your
class.
The Proficiencies associated with your class
Heroic Improvement
When you gain a level that grants you a heroic Improvement.
You gain one of the following benefits of your choice:
You gain 3 hero points which can be used to increase your
statistics up to their maximum. For example if you have
14 Strength you could spend 2 hero points to increase
your Strength to be 16.
Alternatively you can forgo gaining hero points and
instead learn a talent of your choice. What talents are and
how they work are explained in Chapter 6.
Unspent hero points cannot be saved and are lost if not
used.
Active Ability
At first level you choose one Active Ability granted to you by
your class.
Additionally when you reach 6th level, 11th level and 16th
level you can choose one additional ability from your class
abilities.
Specilisation
At 3rd level you learn you first specialization for one active
ability you know. When you know a specialization for an
ability you can choose if you want to use it when you use the
active ability it relates to.
When you reach 5th level, 8th level, 10th level, 13th level,
15th level, 18th level and 20th level you learn an additional
specialisation.
Additionally when you gain a level in your class you can
replace one specialisation you know with another one.
The Classes
Archer
Beastmaster
Berserker
Landsman
Mason
Mender
Raider
ShieldBanger
Shieldmaiden
Skald
Spearman
Warrior
Witch
Valkyrie
Archer
They told us we were not made for war, they told us we had
no mettle for battle, they told us nothing after they were
silenced by our arrows. Our foes buried upon the loose
stones of the toppled walls, buried beneath the blood-stained
soil, for the arrows strike true by our hands.
A Fortune’s Tale
Mjoll suffered misfortune upon the death of her husband, the
loss of stability, warmth and wealth. Stricken into poverty
with little left in her possession, her husband’s longbow with
a fistful of feathered arrows. She sought to sell her last
possessions but none of the villagers would buy a cursed
weapon, that befell its previous owner. Her last hope became
of a travelling merchant who refused to buy her possessions
except for a singular arrow, in exchange the merchant parted
these words to Mjoll “Fortune favours the bold before the
worthy!”. Mjoll sought her glory in the hunt of famed beasts
and dangerous men, in the ruins of the forgotten to the
mountains of the damned.
Fear Thy Archer
In the days of the first men, war was as common as the blood
spilt in its wake, the loss of life shadowed by the songs of
bravery, heroism and feats of inhuman nature. Such a feat
crowned by a young archer upon the battlements of a
forgotten battle, for his aim was true to a man’s beating heart,
they fell one by one as his comrades fell to the spears below.
Even as they climbed upon the walls of aging castle, the
archer drew upon his arrow onto their unguarded necks, even
when they surrounded him with their swords, blood dripping
from his mouth he would not give ground. For every soldier
fears the arrow of an archer.
Hridvaldry’s Wisdom
For the invaders had come when the day was lit by the
moonlight sky, they came under the disguise by the thick fog
that had rolled by the coast of the sea, but they were unaware
of the waiting Archer. Arrow after arrow was knocked from
the oaken bow. Screams of the fallen routed the invaders, as
they ran into the blades of waiting soldiers below. They asked
upon the archer on how they could see the enemy. The
Archer replied “Where they went made no matter, for death
guides my arrows”.
Proficiencies Active Ability: Slag and
Weapon Proficiencies: Longbow, Shortbow, Dagger Burn
Armor Proficiencies: Light armor
As an action you select a tile within 2-6 tiles of you. You
expend 2 willpower and slag the choose tile and all adjacent
Passive Ability: Puncture ones, you then proceed to fire a flaming arrow causing the
Once per turn If you do not move before making an ranged slagged area to explode. All creature in this area take break
health attack you deal +1 health damage for every 2 points of damage. Additionally each tile in this area is ignited, any unit
armor the target is missing. who moves through or ends their turn on an ignited tile takes
one point of armor damage. This area remains ignited until
the start of your turn 3 rounds later.
Active Ability: Birds of
Prey Specialisations
As an an action you expend 2 willpower to make an attack Explosive Force
with increased range. The range of your bow is increased by When you use Slag and Burn you can use your swift action to
10 tiles for this attack, additionally it ignores half and three expend 1 willpower. When your target area explodes each
quarters cover. creature in the area is Knocked Prone.

Specialisations Smoke Screen


When you use Slag and Burn as a swift action you can
Steady Aim expend 1 willpower. Targets in the area take no damage from
You expend 1 willpower as a swift action when you use Birds the attack and the ground is not ignited however thick smoke
of Prey and grant yourself advantage on your attack roll. rises instead. All creatures in the target area are Blinded until
the start of your next turn.
Pin
You expend 1 willpower as a swift action when you use Birds Funeral Pyre
of Prey on a successful hit the targets movement speed is As a swift action you can expend 1 willpower before you use
treated as halved until the start of your turn. Slag and Burn. You cause each creature in your chosen area
to instead take health damage equal to your Agility Damage
Hawk Eyed Die.
You expend 1 willpower as a swift action when you use Birds
of Prey if the attack is a health attack the target takes
additional health damage equal to your Agility Damage Die.
Ram Shot
When you use Birds of Prey you can use your swift action to
expend 1 willpower and cause the target you hit with your
attack to be Pushed back 3 tiles.
Shattering Arrow
When you use Birds of Prey you can use your swift action to
expend 1 willpower and cause all adjacent creatures to your
target to take health damage equal to your Agility Damage
Die.
Active Ability: Rain of Active Ability: Overwatch
As an action you expend 2 willpower and take aim. Until the
Arrows start of your turn you can make a single ranged attack against
As an action you expend 2 willpower and choose 3 any creature who comes within 6 tiles of you.
unoccupied tiles up to 6 tiles away. You then launch a volley of
arrows into the air. These tiles are marked by you, before the Specialisations
start of your next turn if a creature moves through a marked
tile they are struck by a falling arrow, they take no damage Mobile Defender
but the targets movement ends. Whilst using Overwatch if a creature ends its movement in an
adjacent tile to you. You can use your reaction to expend 1
Specialisations willpower to immediately move up to 3 tiles.
Shattering Arrow Defending Shot
When you use Rain of Arrows you can use your swift action Whilst using Overwatch if a creature within 6 tiles of you
to expend 1 willpower. When a creature moves through one makes an attack roll against an allied creature you can use
of your marked areas, the target takes health damage equal to your reaction to expend 1 willpower to make a ranged attack
your Agility Damage Die. Additionally each adjacent creature against the attacking creature.
to your marked area takes 1d4 health damage which ignores
armor. Follow Up
Whilst using Overwatch if an allied creature makes an attack
Leading Mark against a creature up to 6 tiles away from you, you can use
When you use Rain of Arrows you can use your swift action your reaction to expend 1 willpower to make a ranged attack
to expend 1 willpower. When a creature moves through one against the creature they attacked
of your marked area, the target takes break damage and the
next attack roll made against them before the end of your
next turn is made with advantage.
Predator Arrow
When you use Rain of Arrows you can use your swift action
to expend 1 willpower. When a creature moves through one
of your marked areas, they are Staggered until the start of
your next turn.

Active Ability: Thread the


needle
As an action you expend 2 willpower and choose a creature
up to 6 tiles away. You fire an arrow in a single line through
each creature between you and the target. You roll a separate
health attack for each creature in this line dealing health
damage equal to your Agility Damage Bonus on a successful
hit.
Specialisations
Break the Line
When you use Thread the Needle you can use your swift
action to expend 1 willpower to cause each creature you
successfully hit to also take break damage.
All or Nothing
When you use Thread the Needle and roll your first attack
you can use your swift action to expend 1 willpower to use
that attack roll against each creature in the line.
Heavy Impact
When you use Thread the Needle you can use your swift
action to expend 1 willpower to cause the original target to be
Pushed back a number of tiles equal to the number of
successful attacks you make against each creature in the line.
Beastmaster A Backup Plan
When the days were cold and harsh, you kept me warm and “Are you sure you know where the chest is?” said the woman
safe by your side. As children, we played and learned together as she brushed her red hair from her face, “Yes I am very
in the wilds. When the Kragsmen of Swartbog discovered us sure Shana its over there by the empty tent with no one in it”
as we trailed them through the deep forest, they did not dare as he waggled his finger at the small white tent. “if You keep
separate us. There is no greater friendship than ours, we wiggling that finger, I’m going to feed it the crows Arden now
trained to become warriors worthy of the names we carried, get moving I don’t want to stick around his place for too long”
we protected those who gave us shelter as they provided us a as Shana nudged Arden to make their way to the tent, Dawn
home. Now after all these decades we have grown old and was about to arrive and most of the soldiers were about to
watched our children bond, for they will carry the tradition of wake for the next patrol shift.
Beastmaster and Warbear. They had taken a pair of patrolling soldiers uniform as they
earlier by the edge of the camp, unfortunately the armour was
loose on Shana and barely fit Arden. They decided to keep at
A Valuable Lesson a distance so no one would hopefully tell two pretenders
There are many people in this world with their own way of were sneaking around. As they entered the tent they were met
fighting, personally I’m the dirty kind. I’ll throw kick dirt at by the sight of many discarded goods, rusted weapons paired
yah just to get closer to stabbing your fleshy neck, I’ll have next to broken arrows, crates filled with rotten food and
you chasing me through the forest as you slip over roots and decaying animals and one small chest no bigger than your
traps by my own handy work. And then there's those who hand lay neatly on a rickety wooden chair. Arden quickly
fight with numbers, I’m talking about the damned bastard pocketed the box as they hurriedly left the tent only to be met
tamers! They’ll set a crow or two on you before you can blink, by some very angry soldiers, especially by two who both quite
minding you got any eyes left to see. Then comes this naked.
rampaging bloody bear to ruin your day and behind all that “What’s the backup plan here Ard- a high pitched whistle
the smirking tamer prepping his bow just to watch you slip stopped her mid sentence as she looked over to Arden as he
up. Luckily, I escaped from getting completely mauled, never looked completely relaxed with a smile on his face. “Any
fight those damned bastards unless you got bigger numbers! second now…” Soldiers looked amongst themselves around
Now be a good lad and get me stiff drink, my stumps starting them as if an approaching enemy was about to appear. They
to get itchy. were not entirely wrong, just no one suspects a 300lb bear to
be rushing towards them in the morning, the black bear
swiped left at the hapless soldiers as one was torn apart by
the chest, the soldiers ran screaming for help.
“This was your backup plan!” Shana looked at Arden
mortified at what just happened as the old man hugged his
bear. “Backup plan? This was the plan!” said Arden with a big
grin on his face.

My Friend Forever
I have carried you as far as I can, and I’m sorry it is here we
stop. I gently lay you against the wall of the cave, your gentle
smile as I feel the touch of your fingers, the scent of blood
upon your fingertips as I nudge your hand. The look of pain in
your eyes I have seen before and it wounds me so, you reach
out and take the arrow from my side as I am relieved of
momentary pain. I curl up by your side to give you warmth in
our last moments, I know this and so do you. Your eyes close
as you sing to me once more, the song of a young girl and her
bear. It’s getting difficult to keep my senses awake as I feel a
dullness come over me, I look up at you quiet and serene as
my eyes grow heavier. Sleep will take me soon and we shall
hunt again once more, I hear your singing in my dreams.
Proficiencies Active Ability: Trip Attack
Weapon Proficiencies: Spear, longsword, battleaxe, As an action your animal companion can expend 2 willpower
warhammer, Shortbow, Sling, Javelin and goes for your foes legs. It makes a melee break attack
Armor Proficiencies: Light armor, medium, buckler, against an adjacent creature. On a successful hit the creature
warshield. is knocked Prone.

Passive Ability: War bear Specialisations


You have created a powerful magical bond with a bear Slam
allowing you to fight side by side. Your bear has the statistics When your animal companion uses Trip Attack the target also
of the Warbear (Appendix C: Monsters). suffers break damage on a successful hit.
During combat your beast rolls for its own initiative and
follows your commands, if you don’t give it an order it defends Shove
itself to the best of its ability. Additionally whenever you reach As a swift action before your animal companion uses Trip
a level that grants you hero points your bear gains its hero Attack is can use its swift action to expend 1 willpower. On a
points that it can spend to increase its statistics but it cannot successful hit the target is Knocked Back 3 tiles and ends
learn abilities. skills or talents. Prone.
If your bear is killed, you can use a magical ritual to return
it to life. The ritual takes place over the course of an extended Commander
rest and reduces your maximum willpower by 6. At the end of When your animal companion uses trip attack you can
this ritual you call forth your bear’s soul from the tapestry of choose to either have your animal companion expend the
creation and weave together a new body for it. willpower cost or you can choose to expend it instead.

Active Ability: Murder of Active Ability: Thick Hide


As an action you expend 2 willpower and encourage your
Crows animal companion to fight onwards despite the odds. Until
As an action you expend 2 willpower to call forth a swarm of the start of your next turn all health damage your bear takes
crows around a creature of your choice up to 6 tiles away. is treated as armor damage.
Until the start of your next turn this creatures movement
speed is halved. Specialisations
Specialisations Iron Fur
When you use Thick Hide you can use your swift action to
Unleash the Crows expend 1 willpower to grant your animal companion a +6
As a swift action when you use Murder of Crows you can bonus to its armor until the start of your next turn.
expend 1 willpower to command your crows to go for the kill.
Make a ranged health attack against your target. On a Restore Companion
successful hit the target takes health damage equal to your When you use Thick Hide you can use your swift action to
Agility Damage Die. expend 1 willpower to cause your animal companion to
regain hit points equal to half your BeastMaster Level.
Storm of Talons
As a swift action when you use Murder of Crows you can
expend 1 willpower to have your crows go your enemies eyes.
Make a ranged break attack against your target. On a
successful hit the target is Blinded until the start of your turn.
Easy Prey
As a swift action when you use Murder of Crows you can
expend 1 willpower to leave you opponent open to attacks.
Make a ranged break attack against your target. On a
successful hit the target takes break damage and the next
attack made by you or your animal companion before the end
of your next turn is made with advantage.
Active Ability: Undying
If your bear is no more than 6 tiles away from you and
receives damage that reduces it to 0 hit points or lower. You
can use your reaction to expend 2 willpower and instead
cause it to go to 1 hit point instead. You cannot use this ability
if the attack was a critical hit.
Specialisations
Furious Healing
When you use Undying you can spend 1 additional willpower
to cause your warbear to regain hit points equal to your
Strength Damage Die.
Down But Not Out
When you use Undying you can spend 1 additional willpower
to cause your warbear to gain a +6 bonus to its armor until
the start of your next turn.
Unkillable
When you use Undying you can expend 1 additional
willpower to make your bear unkillable. Until the start of your
next turn your animal companion cannot be reduced to below
0 hit points. If it takes damage that would reduce it to below 0
hit points it instead goes to 1.

Active Ability: Kill


Command
As an action you reduce your maximum willpower by 2 and
choose a creature up to 6 tiles away, commanding your war
bear to focus on them. This creature has become marked by
you. During your following turns you can use your swift
action to let your animal companion move up to half its
movement speed towards your marked target. A creature
remains marked by you as long as you can see it, you are not
unconscious or until the start of your turn after 6 rounds.
Specialisations
Charge
As an action on your bears turn it can spend 2 willpower to
barrel towards your marked creature. The bear can move up
to 6 tiles in a straight line and make a melee break attack
against the marked target. On successful hit the creature is
Knocked Back a number of tiles equal to double the number
of tiles that the bear moved during this action.
Rallying kill
If your animal companion reduces your marked target to 0 hit
points or lower. You can use your reaction to expend 1
willpower to regain hit points equal to your Beastmaster
Level.
Beastial Wrath
When your animal companion takes the attack action against
your marked target. You can use your reaction to expend 2
willpower to cause both of its attacks to score a critical hit on
a roll of 1-5 on the d20.
Berzerker Fear Thunder
The source of our power is ancient, forged by our ancestors These fools reek of fear, the shaking of hands as they hold up
who braved the harsh lands with weapon in hand, when their blades against me, the last bastion of hope that one
others ran and sought shelter from battle we ripped our foes lucky bastard may kill me. Five of them already lay dead
where the fighting was most fierce. When our weapons missing a limb here and there, they charge at me with the
shattered it did not hinder us, for our hands tore the belly of names of the dead gods to grant them strength. But only one
the beast. Our primal hatred will echo throughout history as being has heard their pleas as I grant them death.
we descend upon our foes, for it is written in our blood. The crack of lighting once more as droplets of rain fall
upon us, washing their blood off my scarred skin and sadly
my axe, it hissed as it felt the rain strip away its just reward.
Steel & Fury Do not despair my friend for these men are not worth the
The door shook once more, blisters of wood fell upon the blood they carry or the energy to end their miserable lives.
defenders inside, the cowered away from large oak doors Thunder…every clap of thunder they take a step back, as if I
providing them the last bastion of hope, children cried in the have summoned it to fight my battles! Then let it be so, they
arms of their parents who gave whispers of sweet comfort, die to the roar of the ancients as Thunder silences the
their words hollowed by fear. Again, and again the door screams of the damned. For I am surrounded by Dead Men.
rumbled as the villagers cried in fear.
Their cries grew silent over the sound of chanting, they
dared to draw their eyes from the door to the back of the hall,
there stood three figures, each bringing a fist in rhythm
against their chest. Their voices raised louder after each beat,
the villagers looked upon them as each saw no fear in the
eyes of these warriors. Words fell upon the villager’s lips as
they raised their fists, every woman, man and even child
roared the words. When the doors had finally come unhinged,
the invaders felt fear grip their hearts as they were met with
Steel and Fury.
Glory In Death
*Yurok woke once more back into the world of mortals, the
dread filled within him as he shook the bodies aside to stand
on his feet. fresh wounds surfaced on his chest as the gashes
still bled lightly, he tore the shirt of a nearby body to tie
around his wounds. All that was alive now were the animals
feasting upon the carcasses of rotting meat. Standards that
were held high in the battle now soiled in the blood offered by
its bearer, no kings, no generals all are but dead men in union
except Yurok.
He moved on forwards navigating through the thick of
bodies piled upon each other as he searched for his
connection to the mortal realm, where once a river flowed to
bring life to a villagers crop now bought the life blood of a
thousand warriors to end the harvest. And on the edge of the
river lay a body embedded with a sword, Yurok dived into the
water as his lungs were filled with a mixture of blood and
water. The river was calm now as he swam to the other side
to retrieve his companion. His beloved Uessa by his side, to
guide him upon his path to a glorious death.*
Proficiencies Active Ability: Roar
Weapon Proficiencies: Dagger, Hand Axe, Hammer, As an action you expend 2 willpower and let out a mighty
Longsword, Battleaxe, Warhammer, Javelin roar. Each adjacent creature takes 1d4 points of armor
Armor Proficiencies: Light damage and are Pushed back 3 tiles.

Passive Ability: Frenzy Specialisations


During your turn if you take the attack action you can make Savage Howl
two attacks instead of one. When you use Roar you can use your swift action to expend 1
willpower and choose one creature that would be affected by
Roar. make a melee break attack against them. On a
Active Ability: Cull the successful hit the target is Dazed until the start of your next
turn.
Weak
As an action you can expend 2 willpower and make a single Cry Thunder
melee health attack against an adjacent creature. On a When you use Roar you can use your swift action to expend 1
successful hit the creature takes damage equal to your willpower and cause each affected creature to be Pushed
Strength Damage Die. If this damage reduces the creature to back 6 tiles. Additionally they suffer 1 point of armor damage
0 hit points or lower you immediately gain an additional turn. for each tile they are Pushed.
Specialisations Stunning Scream
When you use Roar you can use your swift action to expend 1
Fury willpower to instead of its normal effects choose one adjacent
If your Cull the Weak attack reduces the creature to 0 hit creature. You make a melee break attack against this
points or lower you can use your swift action to expend 1 creature, on a successful hit the target is Stunned until the
willpower to instead of gaining the additional turn to instead start of your next turn.
gain temporary hit points equal to your Strength Damage Die
+ your Berserker level.
Active Ability: Bear Rage
Finish Them As an action you can reduce your maximum willpower by 3 to
If your Cull the Weak attack reduces the creature to 0 hit unleash your true savage nature. Until the start of your turn 6
points or lower you can use your swift action to expend 1 rounds later you halve all health damage you take.
willpower to cause all adjacent creatures become Frightened Additionally during this rage if you roll a 1 or 2 on a melee
of you until the end of your next turn. health damage roll you can reroll the die. You must then take
the second roll even if it is another 1 or 2. However during
Rend this time you cannot expend willpower unless to use a Bear
When you use your Cull the Weak ability if you haven't moved Rage Specialisation.
this turn you can use your swift action to expend 1 willpower
and cause your attack to deal 1 point of damage for every 2 Specialisations
points of armor the target is missing.
Chieftains Rage
Whilst you are using your Bear Rage you can use your swift
action to expend 2 willpower to grant your allies advantage
on attack rolls against any creature you are adjacent to.
Furious Rage
Whilst you are using your Bear Rage and you roll a critical hit
for a melee health attack you can expend 2 willpower to deal
additional damage equal to your Strength Damage Die.
Unleash the Berserker
If you are reduced to 0 hit points or lower whilst using your
Bear Rage. You can reduced you maximum willpower by 1 to
instead go to 1 hit point.
Active Ability: Counter
Attack
If a creature makes a successful melee attack against you,
you can use your reaction to expend 2 willpower to make a
melee health attack against them provided they are within
your threatened reach.
Specialisations
Glancing Blow
When you make your Counter Attack and miss you can
expend 1 willpower to cause the target to take 1d4 break
damage.
Jotun
When you trigger your counter attack you can expend 1
willpower to instead of attacking to reduce the damage you
would take by the amount you roll of your Strength Damage
Die.
Landsman
The first men of the land, lived in fear of it. The wild berries
that gave a man an inescapable death from within, the beasts
that wore us down one by one as they tore us apart. We
created fire to buy us time, we built high walls to buy more
time but it does not matter, nature waits for none as our fires
were doused by nature's tears, our walls broken by nature's
breath. No more. With our spears we strike down against the
beasts that taunted us in the night, we cultivated the lands to
survive. The Landsman will guide our people far into
uncharted lands as we defy nature, We will be prey no more!
The Hunted
Your right leg hurts with every step, but you can’t slow down
for its behind you. The air smells of blood ...and fear, this is
alien to you. Every kill was swift and over in a matter of
seconds as the blood flowed while you feasted upon your kill.
Not this time. To your right you catch a glimpse of blurred
movement, it's faster than you now as it glides between the
trees. Its getting more difficult to escape but if you could just
get home. You see the signs of home ahead but only pain
welcomes you. Blinking heavily your sight is becoming
obscured as you see blood, your..blood flowing from you. It’s
here as it stands over you as it draws back its weapon. You
kick out against the snow, trying to make any noise to warn
the pack, but only a high pitched whine escapes you as the
creature brings down its long claw, the hunt is over.
The Bitter Truth
This child, what does he see when he looks upon me. A
warrior worthy of song or a fool that hunger’s for his own
death. Tell me child do you see what my entire life has been,
do the stories change in your mind when you see the scars
upon my face. The missing eye taken by an arrow, from a
novice hunter spooked by a grazing animal. The lost fingers
sliced by a scorned lover. Each infliction upon my body is not
from battle for I have not been touched by the monsters I
have hunted, the men I have slain. But by fickle luck, but
that’s no story to tell a child, that his life is dictated by luck
and not by his own choices. So I tell him the story of a bear
that tore apart my hunting partner, now he was a truly
unlucky bastard.
Law of the land
A spear pressed into the side, arrows burrowed into the skin,
the stag has finally fallen, bathed in its blood. The first hunter
retrieves his spear with her eyes on the hunter with his bow.
Neither took a step closer to one another as the Stag kicked
with little remaining life it possessed, choking upon its own
blood as the hunters began.
Singing birds were silenced by the cries of battle, the air
stained in death and blood as the hunters danced to whom
was worthy of the hunt. When the Stag had finally become
silent the spear hunter fell onto the ground, clutching the
blood slicked arrow embedded into her neck, the spear
lodged into a tree tipped with fresh blood as the second
hunter clutched his side. But for the dance of the hunt has
not yet ended, a young wolf bared its teeth at the hunter as he
lunged upon him, the spear hunter gasped for breath as the
dance began anew. For the price of the Hunt must be paid.
Proficiencies Active Ability: Mark Prey
Weapon Proficiencies: Longsword, Battleaxe, Warhammer, As an action you expend 2 willpower and make a melee break
Short Spear, Long Spear Shortbow, Longbow and Sling attack against an adjacent creature. On a successful hit the
Armor Proficiencies: Light armor target takes break damage and all adjacent allies to the target
can use their reactions to make an attack against them.
Passive Ability: Light Step Specialisations
The landsman uses their superior dexterity to move around
bodies, allowing them to pass through, but not stop on, any Superior Hunter
allies spaces. When you use Mark Prey you can use your swift action before
you make the break attack to expend 1 willpower. On a
successful hit you allow all allies up to 6 tiles away from your
Active Ability: Hunters target to use their reactions to make either a melee or ranged
attack.
Mark
As a swift action on your turn you can reduce your maximum Staggering Blow
willpower by 3 to mark a creature up to 6 tiles away that you When you use Mark Prey you can use your swift action before
can see. A creature remains marked by you until the start of you make the break attack to expend 1 willpower. On a
your turn after 10 rounds, if you become unconscious, or if successful hit your allies cannot make their attack but the
you Mark another creature using this ability. For the duration target is instead Staggered until the end of your next turn
of the mark any time this creature ends its movement
adjacent to you, you can use your reaction to move up to half Hit and Run
your total movement speed. Additionally if an ally makes an After you use Mark Prey you can use your swift action to
attack against your marked creature you can use your expend 1 willpower to move up to half your movement speed.
reaction to expend 1 willpower to give them advantage on the
attack. Active Ability: Call to
Specialisations Arms
Defenders Mark If an enemy makes a successful attack against you, you can
Whenever your marked target makes an attack against an ally use your reaction to expend 2 willpower to all any ally who is
up to 6 tiles away you can use your reaction to expend 1 adjacent to the attack to use their reaction to make an melee
willpower to cause the attack to be made with disadvantage. attack against them.
Swift Hunter Specialisations
During your turns you can use your swift action to expend 1
willpower and move up to half your movement speed in a Fall back
straight line towards your marked target. After using Call to Arms you can expend 1 additional
willpower to also move up to half your total movement speed.
Predator
During your turns if you have not moved before you make a Lure
health attack against your marked target you can use your When you use Call to Arms you can expend 1 additional
swift action to expend 1 willpower to cause your next attack willpower to also make an attack against the creature
you make before the end of your turn to deal an additional 1 provided you are adjacent to it.
point of health damage for every 2 points of armor your
marked target is missing. Dodge
When you trigger Call to Arms you can expend 1 additional
willpower to forgo allowing your allies to attack and instead
half the damage of the attack.
Active Ability: Track
As an action you expend 2 willpower and make a weapon
health attack against a creature who is adjacent to an ally. On
a successful hit the attack ignores 6 of the targets armor.
Specialisations
Keen Eye
As a swift action when you use Track you can expend 1
willpower. If your attack is successful the target also takes
additional damage equal to your Agility Damage Die.
Follow Up
If your attack triggered by Track is successful you can use
your reaction to expend 1 willpower to allow an adjacent ally
to the target to use their reaction to make an attack against
them.
Retreat
If your attack triggered by Track is successful you can use
your reaction to expend 1 willpower to allow an adjacent ally
to the target to use their reaction to move a number of tiles
equal to their movement speed

Active Ability: Rally


During your turn as a swift action you can expend 2
willpower and choose an ally up to 6 tiles away. This ally can
then use its reaction to move up to half its movement speed.
Specialisations
Rallying Strike
When you use Rally you can expend 1 additional willpower to
allow the chosen ally to make a single attack instead
Master of the Hunt
When you use Rally you can choose a creature up to 10 tiles
away and they can move up to their total movement speed.
Mason
The legendary smiths who tamed steel and fire in order
create weapons fit for kings. With only the greatest warriors
worthy of wielding the arms and armor crafted by these
craftsmen were blessed by the gods themselves before their
death. However with the death of the gods brought about the
death of their order, as people lost faith in their talents
believing only the gods could create such weapons and
armors. With the people's faith in them shaken and their
reputation ruined many believe that the Masons now
maintain the God Stones to ensure that even though they are
dead, none will forget the gifts the gods gave to them all.
Proficiencies Active Ability: Hadrborg’s
Weapon Proficiencies: All weapons Warriors
Armor Proficiencies: All armor
As an action you expend 2 willpower to invoke Hadrborg the
creator of the Varl. You cause yourself and all adjacent allies
Passive Ability: Iron of your choice gain temporary hit points equal to half your
Mason Level. Additionally whilst a creature has these
Willpower temporary hit points and are subject to an effect that would
At the end of each of your turns whilst you are not Push or Knock them back the distance they would move is
unconcious you regain one point of armor. halved.

Active Ability: Hridvaldyr Specialisation


Reversal of Fortune
Wrath When a creature makes a successful melee attack against you
As an action you expend 2 willpower to invoke the powers of whilst you have temporary hit points granted by Hadrborg’s
Hirdvalur the god of hunters to cause vines to wrap around Warriors you can use your reaction to expend 2 willpower.
your foe. You make a ranged health attack against a creature The attacking creatures suffers break damage. However your
up to 6 tiles away. On a successful hit the target is Restrained temporary hit points are lost.
until the start of your next turn. turn.
Might of the Ox
Specialisations When you use Hadrborg’s Warriors you can expend 1
additional willpower to choose allies up to 3 tiles away.
Spear of Hridvaldyr Additionally when you can use your swift action to expend 1
When you use Hirdvaldyr Wrath you can use your swift action willpower to cause yourself to gain temporary hit points equal
before you make your ranged health attack to expend 1 to your Mason level instead.
willpower. If your attack is successful the target takes health
damage equal to your Strength Damage Die. Additionally you
can now target a creature up to 9 tiles away. Active Ability: Blizzard of
Shifting Forest Irynx
When you use Hirdvaldyr Wrath and your attack is successful As an action you expend 1 willpower to call upon Irynx the
you can use your swift action to expend 1 willpower and Winter Bird to cause the ground around you to freeze. All
move your target up to 5 tiles in a straight line direction of tiles up to 3 tiles away from you becomes difficult terrain for
your choice. all hostile creatures. This area remains until the start of your
turn 10 rounds later.
Active Ability: Fortune of Specialisations
Denglr Brittle Bones
When an ally up to 6 tiles away from you makes an attack roll, Whilst you are in the area of frost created by Blizzard of Irynx
ability check or contest. You can use your reaction to expend you can use your swift action to expend 2 willpower to make
2 willpower to call up on the good fortune of Denglr to grant a ranged break attack against a hostile creature also within
the creature advantage on their roll. the area. On a successful hit the target takes break damage.
Specialisations Harsh Winds
Whilst you are in the area of frost created by Blizzard of Irynx
Luck of the Gods you can use your swift action to expend 2 willpower to make
When you use Fortune of Denglr you can now target a a ranged health attack against a hostile creature also within
creature up to 9 tiles away. Additionally you can now target the area. On a successful hit the target takes health damage
hostile creatures with this ability you instead cause them to equal to your Strength Damage Die.
have disadvantage on their roll.
Frozen Armor
Fortune Favors the Bold When you use Blizzard of Irynx you can use your swift action
You can now use Fortune of Denglr as a swift action choosing to expend 1 willpower to cause all allies creatures within the
a creature up to 6 tiles away. This creature can add 1d8 to its area created to gain regain 5 armor.
Deflection Score until the start of your next turn.
Mender
Menders are an order train in the magical arts allowing them
to manipulate the tapestry of creation. They are well
respected across the world, however most have a “healthy”
fear of them.
Proficiencies Active Ability: Arc
Weapon Proficiencies: Dagger, Handaxe, Hammer, Staff Lightning
Armor Proficiencies: Light armor
As an action you expend 2 willpower and call down a bolt of
lightning from the sky. Choose a creature up to 8 tiles away
Passive Ability: Weave and make a ranged health attack against them. On a
At the end of each of your turns whilst you are not successful hit the target takes health damage equal to your
unconscious you regain 1 willpower. Agility Damage Die which ignores armor.
Specialisation
Active Ability: Mend Lighting Strike
As an action you expend 2 willpower and choose a creature As a swift action when you use Arc Lightning you can expend
up to 6 tiles away. This creature regains 10 armor. additional willpower to cause your lightning to arc to a
number of additional creatures equal to your willpower
Specialisations expended. The new targets must be within 3 tiles of your
Mend The Masses original target, you roll a separate attack for each creature
When you use Mend you can use your swift action to expend the lightning arcs to and each creature can only be struck by
additional willpower to choose a number of additional lightning once per use.
creatures equal to your willpower expended. For example if
you expend 3 willpower you can target 3 additional creatures Stunning Bolt
with Mend. All additional targets must be within 6 tiles of you As a swift action when you use Arc Lightning you can expend
and you can only target a creature once. 1 willpower before you make your ranged health attack. If
your attack is successful the target takes only 1d4 health
Unravel damage and is Stunned until the start of your next turn.
When you use mend you can expend 1 additional willpower
to instead target a hostile creature and make a ranged break Fury of the Storm
attack against them. On a successful hit the target takes 10 As a swift action when you use Arc Lightning you can expend
break damage. 1 willpower before you make your ranged health attack. If you
attack is successful the target takes an additional 1 point of
Sharpened Blade health damage for every 2 points of armor the target is
When you use Mend you can use your swift action to expend missing.
1 willpower to cause the next successful attack your chosen
creature makes before the start of your next turn to score a
critical hit on a roll of 1-5 on the d20 however the chosen
creature does not regain any armor.
Active Ability: Troll Active Ability: Runic Gale
Stones As an action you expend 2 willpower and choose three
unoccupied tiles up to 6 tiles away. You then mark each of
As an action you expend 2 willpower an select up to three these tiles with a rune of your choice from the list below. The
2x2 tile areas within 10 tiles of you. You shape the earth and first time a creature moves though one of these marked tiles
pull up three large pillars of stone from the ground. Any they receive the blessing as detailed in each rune, the rune is
creature in these areas takes 1 point of armor damage and is then destroyed. A creature retains this blessing until it
pushed to the closest unoccupied space. These pillars block expires as detailed in the runes. If not the blessing fades at
movement and provide total cover to those directly behind the start of your next turn. A creature can receive the effects
them. They have hit points equal to your maximum willpower. of multiple runes at once. These runes remain active on the
These pillars last until they are destroyed, until you dismiss marked tiles until the end of your next turn after which they
them as a swift action, or until you use this ability again. are destroyed.
Runes:
Specialization
Rune of the Varl: A creature under the blessing of this
Shattering Stones rune gains the strength of the Varl. This creature adds its
Whilst your pillars from Troll Stones are active you can use Strength Damage Die to the next successful melee health
your action on your turn to expend 2 willpower to cause all attack this creature makes before the start of your next
the pillars to shatter. Each creature that is adjacent to any of turn.
your pillars takes break damage. Rune of the Keen Eye: A creature under the blessing of
this runes is grainted the keen eye of the hawk. The next
Troll Guardian ranged attack this creature makes before the start of your
When you use Troll Stones you can use your swift action to next turn is made with advantage.
expend 2 willpower to instead of summing the pillars to Rune of the Valka: A creature who uses this rune gains a
instead weave together the stones and vines of the ground burst of willpower. The next ability this creature uses
into a guardian. This creature has the Statistics of a Dredge before the start of your next turn has its willpower cost
Grunt and rolls for initiative, it follows your commands reduced by 1 to the minimum cost of 1.
however if given no command it will attempt to move to the Rune of the Horseborn: A creature under the blessing of
closest enemy and attack. At the start of each of the this rune gains the agility of the Horseborn. The next
guardians turns its hit point maximum is reduced by 2. attack roll made against this creature before the start of
Additionally whilst you have a guardian summoned in this your next turn is made with disadvantage.
manner you cannot use this ability again.
Specialisations
Rune of the Warding Lantern
When you use Runic Gale you can use your swift action to
expend 1 willpower to creature a rune under you. Until the
end of your next turn 10 rounds later you can use your
reaction to expend 1 willpower to instantly teleport to that
rune provided that it is unoccupied.
Rune of the Altered Mind
If a hostile creature moves through a tile occupied by one of
your runs you can use your reaction to expend 1 willpower.
You make a melee break attack against the creature. On a
successful hit the target takes break damage and is Dazed
until the end of your next turn. However the rune is
destroyed.
Active Ability: Breeze
As an swift action you expend 2 willpower and grant your
allies the speed of the North Wind. Choose up to 3 allies of
your choice up to 6 tiles away. On each of these creatures
next turn their movement speed is doubled.
Specialisations
Northern Soul
When you use Breeze you can use your action to expend 1
willpower to grant each creature under the effect of breeze to
gain temporary hit points equal to your Agility Damage Die.
Blessing of The Mist
When you use Breeze you can use your action to expend 1
willpower to grant each creature under the effect of breeze
the blessing of the mist. Each of these creatures can move
through allies and enemies tiles as if they were difficult
terrain. But they cannot stop on them.
Pull of the North Wind
As an action you expend 2 willpower and choose an tile up to
6 tiles away. You then make a ranged break attack against
each creature of your choice up to 3 tiles away from the target
tile. On a successful hit they are Pushed up to 2 tiles towards
the nearest unoccupied tile adjacent to the original target tile.
Raider
Stop crying. You'll have to make the decision soon, boy.
Become a farmer or fisher; hard tedious labor for certain, but
you'll never go hungry. Become a trader, maybe live in wealth
when you've mastered the art of lying. Become a builder or a
smith, and make the things that will bring others glory. Or
carry this axe in your hand, and this shield in the other, and
take what those lesser men have made for you." -A father to
his son.
The Legendary Backbiter
As his friends and kin fell around him, screaming, the thought
that now filled young Fadr's head was to simply walk up to
the miserable archers responsible and gut each and every
one. And he did so. It was only after the deed was done that
he even noticed the wall of battle-hardened Varl he had
pushed aside to get there, their brows now furrowed in
confusion as if to say "What just happened?"
The Iron Wall
When men surrounded his modest home and shouted for his
prize, teeth and blades gleaming in the moonlight, Arnhallr
slowly took up his weapon. He stood in the doorway, and
simply waited. They crashed like waves against his shield and
in three flashes of his axe they fell. The last man fled,
screaming "Keep the damn axe!" into the night. Arnhallr
sighed and returned to his fire, setting the ordinary weapon
beside him. There was nothing special about that stupid axe.
Red Coat
See that one? Not the one you thought I'd pick, is it? Look
carefully at his face; that's not confidence, that's a man who
loathed all things and everyone so much that even his anger
has fled in fear. Push his back to the wall and he won't stop
swinging until everything in sight is lying in pieces and his
tunic hangs heavy, soaked in blood. Want to make it out of
this alive? Stay away from that one." -Klintr Turtle-back.
Proficiencies Active Ability: Bloody
Weapon Proficiencies: Dagger, Hand Axe, Hammer, Flail
Longsword, Battleaxe, Warhammer, Sling and javelin
Armor Proficiencies: Light armor, Medium armor, Buckler, As an action you expend 2 willpower to unleash a flurry of
Warshield attacks. You can make up to 5 melee health attacks against
an adjacent creature. Each attack deals progressively more
health damage.
Passive Ability: ShieldWall The health damage of these attacks increases in the
When you end your turn adjacent to an ally you increase both following order; 1d4 (First attack), 1d6 (Second attack), 1d8
your and their armor value by 1. (Third attack), 1d10 (Forth attack), 1d12 (Fifth attack)
Specialisations
Active Ability: Run Axe Storm
Through When you use Blood Flail and you are wielding a melee
As an action you expend 2 willpower and choose a creature weapon with a the Thrown property such as a Dagger or
up to 5 tiles away. You then proceed to run forward in a Hand Axe you can make a ranged health attack instead of a
straight line at them. Each creature you move through as part melee health attack with that weapon. You can replace any
of this movement takes 1d4 break damage. When you reach number of the additional attacks you make as part of Bloody
your chosen creature you move through their space ending Flail with a thrown attack however you must have the
directly behind them in the nearest unoccupied space and weapons available to do so.
make a melee health attack against them. On a successful hit Brutal Lash
the target takes damage equal to your Strength Damage Die. When you use Bloody Flail you no longer need to make all
Specialisations your attacks against the same creature. Additionally if you
with an attack as part of Bloody Flail you can expend 1
Back Bitter willpower in order to move up to 2 tiles before making your
As a swift action when you use Run Through you can expend next attack.
1 willpower in order to increase your critical hit range by 1
for your final health attack for each creature you deal break Active Ability: Guts
damage to as part of your movement.
As an action you expend 2 willpower and choose an
Backstab unoccupied tile up to 3 tiles away and make a mighty leap
As a swift action when you use Run Through you can expend towards it. When you land you make a melee break attack
1 willpower to choose a creature up to 9 tiles away. against an adjacent creature, on a successful hit the creature
Additionally you can make either a melee health or break takes break damage and is knocked Prone.
attack against your chosen target.
Specialisations
Mighty Leap
When you use Guts you can now choose a tile up to 5 tiles
away. Additionally as a swift action you can expend 1
willpower before you make your break attack. On a
successful hit the target takes break damage and is instead
Knocked Back a number of tiles equal to the number of tiles
you leapt.
Savage Vault
When you use Guts you can choose to either make a break
attack or health attack against the adjacent target. If the
attack is a health attack the target takes damage equal to your
Strength Damage Die.
Active Ability: Stone Wall
As an action you expend 2 willpower and brace for impact.
Until the start of your turn all damage you take is reduced by
6.
Specialisations
Immovable
When you use Stone Wall you can expend 1 willpower as a
swift action in order to become immune to any effect that
would Push or Knock you Prone or back.
Counter
When you use Stone Wall if you reduce the damage of an
melee attack to 0 you can use your reaction to expend 1
willpower to make a melee attack against the attacker.
ShieldBanger
When the Dredge first arose and swarmed across the land
like a black-armored plague, it soon became known that the
sound of beating wooden shields in the distance either meant
salvation, or an early death, depending on which side of the
line you stood.
Nothing Personal
The obscenities spewed forth from Grettir's smirking face do
not make his enemies magically fly into a rage. But the third
time a foe suffers again to hear of Grettir's explicit romance
with his daughter, he may make his first angered mistake. It
is only then that Grettir's long nail slides silently into his
throat, and as he gurgles his last he would hear Grettir's
whisper, "Nothing personal."
The Best Offence
A talented but arrogant young warrior was often heard
mocking fellow Varl who would "hide behind a plank". An
elderly giant one day challenged him to a duel. Laughing, the
warrior accepted. in his first eager rush he was smashed by
the veteran's shield so hard that he flew into the air and
bounced off a tree, his ribs shattered and skull cracked. As
the elder walked past, he was overheard to say "You only had
one weapon".
The Front Line
There was one Varl who even the Dredge recognized and
feared, called Steinn. Though he as said to have never killed a
single enemy, they ran at the mere sight of him. Those who
witnessed the battles say as Steinn waded through their
midst, shield and cudgel a vicious blur, Dredge would stumble
away battered, bruised and with their fearsome black armor
shattered and worthless. The warriors who followed behind
found little resistance.
Proficiencies Active Ability: Battering
Weapon Proficiencies: Longsword, Battleaxe, Warhammer Ram
Armor Proficiencies: Light armor, Medium armor, Tower
Shield As an action you expend 2 willpower and make a melee break
attack against an adjacent creature. On a successful hit the
creature takes break damage and is Knocked Back 6 tiles.
Passive Ability: Return the
Favor Specialisation
Whenever the shieldbanger is wielding a shield and is hit Raw Muscle
with a melee health or break attack. The attacking creature When you use Battering Ram as a swift action you can
takes 1 point of armor damage. expend 2 willpower before you make your attack to instead
Knock Back the target a number of tiles equal to your
Strength Score.
Active Ability: Bring the
Thrashing Force
Pain When you use Battering Ram as a swift action you can
As an action you expend 2 willpower and make a melee break expend 1 willpower before you make your attack to instead
attack against an adjacent creature dealing normal break Knock Back the target 9 tiles. Additionally any creature that
damage on hit. You then hunker down and cause your passive the target moves through during this Knock Back takes 1
ability to now deal armor damage equal to your break point of armor damage.
damage until the start of your next turn.
Specialisation
Bring It
When you use Bring the Pain you can use your swift action to
expend 1 willpower to cause your Return the Favor passive to
instead deal 1d4 health damage which ignores armor to
creatures who attack you.
Bash
When you use Bring the Pain and a creature takes break
damage from your passive. Instead of taking break damage
you can make a melee break attack against them. On a
successful hit the target is Dazed until the start of your next
turn.

Active Ability: Malice


As an action you expend 2 willpower and shout a string of
insults at a creature up to 3 tiles away. Until the start of your
next turn this creature is Enraged by you.
Specialisation
Nothing Personal
You can now trigger malice against a creature up to 6 tiles
away.
Resistance
When you use Malice you can use your swift action to expend
1 willpower to reduce any damage you take from your
Enraged target by 1d4.
Shield Up
When you use Malice and your Enraged target attacks you.
You can use your reaction to cause their attacks to be made
with disadvantage.
Shieldmaiden
All great warriors know that after a battle there are few
things better than a cold mead. But always make sure to be
the first round for your shieldmaidens, as they are the
backbone of any great army as they are the ones brave
enough to get hit so you do have to.
Proficiencies
Weapon Proficiencies: Longsword, Battleaxe, Warhammer,
Short Spear
Armor Proficiencies: Light armor, Medium, bucker,
warshield

Passive Ability: Shield


Mastery
All armor and break damage you take whilst wielding a shield
is halved.

Active Ability: Champion


As an action you expend 2 willpower to enter into a protective
stance so you can guard your allies from harm. Until the start
of your next turn all adjacent allies take half damage from all
sources however you take the other half.
Specialisations
Unbreakable
Whilst using Champion if you take health damage you can
expend 1 willpower to convert the damage into armor
damage instead. However you must have at least 1 point of
armor in order to use this.
Royal Guard
Whilst using Champion if one of your guarded allies is
subject to an attack you can use your reaction to expend 1
willpower in order to impose disadvantage on that attack roll.
Stand Strong
Whilst using Champion if one of your guarded allies is
subject to an attack that would Push or Knock them back.
You can use your reaction to expend 2 willpower to negate
the distance they would move.

Active Ability: Shield


Smash
As an action you expend 2 willpower and make a melee break
attack. You apply this attack to each adjacent creature. On a
successful hit the target takes break damage. However until
the end of your next turn you cannot use Shield Mastery.
Specialisations
Empowered Slam
When you use Shield Smash you can use your swift action to
expend 1 willpower before you make your break attack. On a
successful hit you cause each target to take additional armor
damage equal to your Strength Damage Die.
Ram Horns
When you use Shield Smash you can use your swift action to
expend 1 willpower and choose one adjacent enemy before
you make your break attack. If your attack is successful this
target is knocked Prone.
Skald
When are bones have turned to dust, the only thing that shall
remain will be the skald's song.
Proficiencies
Weapon Proficiencies: Dagger, Handaxe, Hammer,
Shortbow, Sling
Armor Proficiencies: Light armor, buckler

Passive Ability: Skald’s


Song
Whenever you are within 2 tiles of an ally when they reduce a
creature to 0 hit points. You can use your reaction to cause all
creatures of your choice, including yourself, within 6 tiles of
you to regain 1 willpower.

Active Ability: Tale Worth


Telling
As an action you expend 2 willpower and choose a creature
up to 3 tiles away. Until the start of your next turn all health
attacks this creature makes score a critical hit on a roll of 1-5
on the d20 roll.
Specialisation
Song of Valor
When you use Tale Worth Telling you can now target a
creature up to 6 tiles away. Additionally when your buffed
target makes a health attack roll you can use your reaction to
expend 1 willpower to grant them advantage on the attack
roll.
Battle Ballad
When your creature buffed by Tale Worth Telling lands a
successful critical hit you can use your reaction to expend 2
willpower to cause the the critical hit to ignore the targets
armor.
Short Story
You can now use Tale Worth Telling as a swift action however
it now costs 3 willpower to use.

Active Ability: Insult


As an action you expend 2 willpower and choose a creature
up to 3 tiles away. Make a ranged break attack against this
creature. On a successful hit the target is Stunned until the
start of your next turn.
Specialisation
Stunning Strike
When you use Insult on an adjacent creature you can expend
1 willpower as a swift action to make a melee attack against
them.
Vicious Taunt
When you use Insult you can use your swift action to expend
1 willpower before you make your break attack against them.
On a successful hit the target is Stunned and also takes break
damage.
Spearman
Proficiencies
Weapon Proficiencies: Long Spear, Short Spear
Armor Proficiencies: Light armor, Buckler, War Shield

Passive Ability: Embolden


Whenever you reduce a hostile creature to 0 hit points or
lower all adjacent allies regain +1 willpower.

Active Ability: Impale


As an action you expend 2 willpower and make a melee
health attack against an adjacent creature. On a successful
hit the target takes health damage and is Pushed back 3 tiles.
Additionally until the start of your next turn each tile that the
target moves, forced or otherwise, causes the target to take 1
health damage which ignores armor
Specialisations
Lance
When use Impale you can use your swift action before your
make your attack to expend 1 willpower to instead make the
health attack against a creature within your threatened reach.
Driving Kick
When you use Impale you can use your swift action before
your make your attack to expend 1 willpower on a successful
attack. The target is Knocked back 6 tiles.

Active Ability: Pig Sticker


As an action you expend 2 willpower and make a melee
health attack against a creature within your threatened reach.
Your critical hit range increases by 1 for each adjacent all to
the target.
Specialisations
Skewer
When you use Pig Stick you can now either make a health or
break attack rather than just a health attack. Additionally
your threatened reach for this attack is increased by 1 tile.
Iron Fang
If your target of Pig Sticker is adjacent to you. Then you can
use your swift action before making your attack to make the
attack with advantage. Additionally your critical hit range is
increased by 2 for each adjacent ally.
Sweep
If your attack made as part of Pig Sticker is not a critical hit
you can use your swift action to expend 1 willpower to
instead knock the target Prone.
Warrior
"Are there any amongst us not made to fight and kill?" asked
the younger Varl. "Did Men and Dredge not run in fear just at
the sight of us?" His elder chuckled. "Maybe, pup, but I will
not call you a warrior until you have crushed someone so
thoroughly that his friends feel the impact."
Only the Strongest
When Varl vie for a new leader they compete in tests of wits
and strength. It was a giant named Raumr who stunned his
clan and won the trials when he felled not just a tree in a
single stroke, but four trees. Raumr would later discover that
his enemies would fall in quite a similar way, and more easily
than trees, much to their dismay.
Commander
"Heard you'd have to lose that arm. Didn't see the archer
behind the giant with the shield, did you? You know who did
see her? I did. And if you listened when I told you to step back
you'd still have an arm, and your mouthy partner wouldn't be
eating worms right now. So if you don't piss yourself tonight
and run off wailing for you mother, you do what I say next
time. Or I'll tear your other arm off myself." -Olfun the Aged.
Unbroken
"Go away. Does it look like I just bought my fifth mead
because I want to talk about fighting? Do I look like a training
yard dummy? If you and everyone who looks like you don't
stop bothering me you'll find out why I keep winning in the
arena. No special training, no hidden trick or fancy footwork.
Want to know the secret? Hit 'em harder than they can hit
you. Now get lost." -Halmr the Unbroken.
Proficiencies Active Ability: Sundering
Weapon Proficiencies: Longsword, Battle axe, War hammer, Impact
Greatsword, Greataxe, Maul As an action you expend 2 willpower and make a single
Armor Proficiencies: All armor and Shields melee attack against an adjacent creature. On a successful
attack the target takes normal damage and you trigger Heavy
Passive Ability: Heavy Impact and instead cause the health damage dealt to be equal
to your Strength Damage Die.
Impact
Once per turn when you make a successful attack as part of Specialisation
the attack action you cause all adjacent creatures to the Staggering impact
target (not including you) to take 1d4 health damage which If you make a break attack as part of Sundering Impact you
ignores armor. The weapon must have either the two handed can use your swift action before you roll your attack to
property or be wielded in two hands. If the attack is a critical expend 1 willpower. If the attack is successful the target is
hit this bonus damage is also doubled. Concussed until the end of your next turn.
Active Ability: Tempest Set Them Up
If you make a health attack as part of Sundering Impact you
As an action you swing your weapon around hit all creatures can use your swift action before you roll your attack to
who dared get near you. You expend 2 willpower and make a expend 1 willpower. If the attack is successful the target is
melee health attack against each adjacent creature. Pushed up to 6 tiles. You can choose to trigger Heavy Impact
of this attack before or after the creature moves.
Specialisation
Raging Tempest
When you use Tempest you can instead choose to make
either a break or health attack however you must choose the
same attack for all creatures you would attack.
Iron Storm
When you make your fist attack as part of Tempest you can
use your swift action to expend 1 willpower. You can then use
this attack roll against all adjacent creatures, instead of
rolling a separate attack for each
Storm Front
When you us Tempest you can use your swift action to
expend 2 willpower you then regain 1 point of armor for each
creature you hit as part of Tempest.

Active Ability: Forge


Ahead
As an action you expend 2 willpower and choose an ally up to
3 tiles away and give them a command. This creature can
immediately take an action.
Specialisation
Lord of War
When you use Forge Ahead you can use your swift action to
expend 1 willpower to allow your creature to be able to move
up to half their total movement speed before taking their
action.
Thunderous Voice
When you use Forge ahead you use your swift action can
expend 2 willpower. In order to command a creature up to 6
tiles away.
Witch
It's easy to forget that the menders aren’t the only ones who
can learn to weave the lines of power - in fact, it is untrained
children with raw potential who must go through the
mender’s tests to determine whether they’re ready to be
shown the ways. Those who fail the test often don’t return to
talk about it. Occasionally, a child slips past the notice of the
menders, hiding their power or teaching themselves in secret.
The temptation to abuse their powers without the mender’s
guidance has led fearful commoners to call them witches.
Proficiencies Active Ability: Force of
Weapons: Dagger, Hand Axe, Hammer, Staff Will
Armors: Light Armor
As an action you expend 2 willpower to create an ethereal
version of yourself who can fly forward to strike your
Passive Ability: Will of the enemies. Choose a creature up to 10 tiles away. You can
make a melee health attack against them. This attack ignores
Fallen half and three quarters cover. On a successful hit the target
Whenever you reduce a hostile creature to 0 hit points or takes health damage equal to your weapon damage plus your
lower with a melee attack you and all adjacent allies regain Strength Damage Die.
1d6 hit points.
Specialisations
Active Ability: Strength Ethereal Stride
After you make your attack as part of Force of Will you can
of Will use your swift action to expend 1 willpower to move up to 3
As an action you can expend 2 willpower to choose a creature tiles.
up to 6 tiles away. This creature immediately regains 10 hit
points. Ghost Touch
You can now use Force of Will as a swift action however if
Specialization you use this ability in this manner instead of expending
willpower to use this ability you reduce your maximum
Heal the Masses willpower by 2.
When you use Strength of Will you can use your swift action
to expend additional willpower to choose a number of Will of the Masses
additional creatures equal to your willpower expended. For When you make your attack as part of Force of Will you have
example if you expend 3 willpower you can target 3 advantage on the attack roll if the target is adjacent to one of
additional creatures with Strength of Will. All additional your allies.
targets must be within 6 tiles of you and you can only target a
creature once.
Price of Power
You can now use Strength of Will as a swift action however if
you use this ability in this manner instead of expending
willpower to use this ability you reduce your maximum
willpower by 2.
Valkyrie
Valhalla: our reward for dying in battle. But what of those
who die elsewhere? The Valkyries- a warrior order who
through the teachings of the menders have learnt to
manipulate the great tapestry of life in order call forth the
spirits of those in valhalla. Each one can earn glory for the
fallen dead. In time, they can win a place for the deserving.
But they alones decide for whom they fight.
Proficiencies Active Ability: Soul of the
Weapon Proficiencies: Longsword, Battle axe, War hammer, Shaman
Long Spear
Armor Proficiencies: Light Armor, Buckler, War Shield As an action you expend 2 willpower to call forth the soul of a
great shaman to heal your wounds. You immediately regain
hit points equal to your Strength Damage Die + Agility
Passive Ability: Honor and Damage Die.
Glory Specialisations
As an action you can stabilize a dying creature up to 3 tiles
away. Superior Healing
You can now use Soul of the Shaman as a swift action.
Additionally if you use Soul of the Shaman as an action you
Active Ability: Warriors can expend 1 additional willpower to cause all adjacent allies
to regain hit points equal to half your Valkyrie level.
Spirit
As an action you expend 2 willpower and make a melee break Spirit Shield
attack against an adjacent creature. You then call forth the When you use Soul of the Shaman you can choose to forgo
spirit of a varl warrior to attack the same target. If your break regaining hit point and instead gain temporary hit points
attack is successful the target takes break damage and then equal to your Valkyrie level.
health damage equal to your Strength Damage Die Additionally you can spend 1 additional willpower you can
choose one adjacent ally to also gain these temporary hit
Specialisations points, you can choose an additional adjacent ally for each
point of additional willpower you expend.
Break them Down
When you use Warriors Spirit you can use your swift action
to expend 1 willpower. You forgo the additional health Active Ability: Horseborn
damage and the target is instead Stunned until the start of Strike
your next turn.
As an action you expend 2 willpower and call forth the spirit
Second Wind of a great horseborn Teulu who strikes forth at your foes. You
When you use Warriors Spirit you can use your swift action make a melee break attack against an adjacent creature. On a
to expend 1 willpower. You forgo the additional health successful hit the target is Knocked Back 6 tiles. Additionally
damage and instead regain hit point equal to your Strength each creature that the target moves through suffers 1 point of
Damage Die. armor damage.
Heroic Strike Specialisations
When you use Warriors Spirit you can use your swift action
to expend 1 willpower before you roll your break attack. On a Wild Charge
successful hit the target is also Knocked Back a number of When you use Horseborn Strike the target of your attack also
tiles equal to the number rolled on your Strength Damage suffers break damage. Additionally you can choose to make
die. Additionally each creature the target moves through either a break or health attack. If you make a health attack
takes 1 point of armor damage. the target takes health damage equal to your Strength
Damage Die.
Thunderous Kick
When you use Horseborn Strike you can use your swift action
before you roll your attack to expend 2 additional willpower.
If your break attack is successful the target takes no damage
but is Stunned in addition to being Knocked Back.
Trample
When you use Horseborn Strike you can use your swift action
before you roll your attack to expend 1 additional willpower.
If your break attack is successful the target is Knocked Back
8 tiles and each creature it moves through takes 1d4 armor
damage.
Active Ability: Heart of
Shadow
As an action you can send forth a shadow form version of
yourself. It can move up to 6 tiles and can move through but
not stop on enemy and allies tiles. Each creature it moves
through takes 1 point of armor damage. However a creature
can only be affected by this damage once per use.
Specialisations
Shadow Bomb
As a swift action during your shadows movement you can
expend 1 willpower to cause your shadow to explode. Each
adjacent creature takes 1d4 break damage. Additionally your
shadow can move up to 10 tiles.
Shadow Ram
During your shadows movement you can expend 1 movement
when it moves through a creatures space to make a melee
break attack against them. On a successful hit the creature is
Staggered until the start of your next turn.
Chapter 4: Origins
Origins Laborer
Everyone's story must begin somewhere. This is where your You were raised with a simple and honest life. You worked
characters started. the fields, you were a ranch hand or a simple miner. Your life
The following give you an idea of your life you lived. The most was not meant for one of glory, that honor was reserved for
important question you should answer about your character's others. But what changed ? was your farm simply in the path
origin. Is what changed ? why did you character leave their of the rampaging dredge, did the harsh winter destroy your
home and seek out their true destiny ? was your hometown your fields, did you simply grow tired of working for others
sacked by raiders ? Did you you have to flee from the law or and wanted to seek fame and glory for yourself.
face punishment for the crimes you committed ? Where you a
fighter who won their freedom by fighting in pits ? What sets Soldier
you apart from others who might share your origin ? Some people are just born for battle. From a young age you
Talk to your Lore Master and come up with an origin for trained on how to wield weapons how to move in armor, how
your character that fits into the game world and one whose to use tactics to destroy your foes. Or was it a call to Duty you
story would lead to more role playing opportunities. felt your father had taught you how to fight so when the
dredge attacked you enlisted in order to fight them back,
Merchant when raiders came from the woods to sack your town, you
Travelling through any of the great cities will cause you to be were the front line holding them off. Did you simply seek the
harassed by a legion of merchants trying to ply their wares. glory of it all, did you learn the art of warfare in fighting pits
Everything from the finest silk garments to mysterious relics and areas across the land gaining fame and more importantly
that will bring their wearer great fortune. You were one of gold for your victories.
these merchants every day you were out there persuading
with crowds to buy things they didn’t really need or finding a Chieftain
way to move your goods across the bandit filled lands. The life of a Chieftain is never a simple one. Each day is a
struggle to maintain your influence over the land, by gaining
Criminal followers, soldiers and clansmen who will support you in
It's not always the beasts or dredge when traveling the world armed conflict if necessary but will also be willing to pay
that people should always fear, more often than not it's the taxes in return for a share of crops, game and other natural
common bandits that cause the travellers the most trouble. resources your land can provide. In return for their loyalty
You were once one of these people whether you robbed you were expected to protect the rights and welfare of your
people on the road, broke into homes, picked pockets or ran a supporters and to defend them in conflicts or any dispute.
criminal network. However being a chieftain is a life of constant conflict as
everyone is seeking to expand their territory. Did a rival
chieftain claim what was yours ? did your clansman abandon
Bounty Hunter you in a time of famine ? Did you sacrifice your title, power
The world is a dangerous place, dredge waiting to take your and land in return to keep your clansman feed and sheltered
life and bandits wanting to take your money. It seems like no during a brutal winter ?
road is safe. You have dedicated your life to hunting down the
criminals who prey on the weak and vulnerable, whether out
of a personal sense of justice or the renown that could be
earnt, no criminal was safe you would bring them in either
dead or alive.
Craftsman
Where others saw trees you saw longships, people saw iron
ore you saw a hammer that could shatter armor. You were
prominent and well respected. Farmers, warriors and jarls
would travel for miles in order to purchase your skills. What
drove you to become such a Craftsman was it the desire to
tame the natural world to your will, was it the family's
business and you wanted to carry on that legacy. Whatever
the reason your creations will be admired long since your
bones have turned to dust.
Chapter 5: Equipment
Starting Renown
Each character starts with 20 renown which can only be
spent on equipment and items. This renown cannot be spent
on gaining a level. All unspent renown is lost.

Renown as Currency
The renown your party gains whilst traveling through the
world whether by slaying dredge and bandits or navigating
the political struggles of the jarls can be spent on gaining new
equipment. Renown is expended in the same way when
buying items or services as it is when gaining a level, and it is
encouraged that the party discuss what to spend their
renown. Additionally many merchants or caravan masters
may ask for work in return for their services, such as working
as guards for a shipment that is traveling across the country.
Either way players will have to manage their renown between
buying supplies, items and gaining levels.

Armor and Shield


Proficency
It takes years of training in order to be able to fully move and
fight whilst wearing armor. You class gives you proficiency
with different types armor. If you wear armor you are not
proficient with you have disadvantage on all rolls made whilst
wearing it.

Deflection
This is the value that represents how hard you are to hit.
With lightweight armors allowing their wearer to avoid blows
better but suffer when finally struck. This increase to
deflection is added to your deflection statistic and can allow
your to raise the value past its set maximum, for example if a
character with 5 deflection equips a war shield then their
deflection would be increased to 7. How deflection is used is
covered in detail in Chapter 9.

Armor Value
This acts as damage reduction by representing how good
your armor is at taking the brunt of attacks aimed at you.
How Armor is used is covered in detail in Chapter 9.

Shields
The most common shields fall into three groups; Buckler,
War and Tower. Shields grant their wielder a bonus to both
deflection and armor but occupy one hand. Wielding a shield
you are not proficient with causes your movement speed to
be halved. The buckler is unique in that it is designed to allow
people to use a two-handed weapon at the same time.
Light Armor Shields
Padded. Padded armor usually consists of layered textiles Buckler. A small circular shield often made of a single sheet
and leather. of metal, with a strip of leather on the inside allowing the
Leather. The breastplate of leather armor was made of users to wear the shield around the back of their hand but
boiled leather along with the vambraces. The rest of the keep their fingers free, this shield is often favored by
armor usually consists of a soft wool undershirt allowing the spearmen.
armor to remaining flexible but tough. War Shield. This large shield is often crafted out of hardened
Studded. Constructed in a similar fashion to leather armor wood with a series of metal bolts riveting a metal sheet
except with the addition of small metal plates usually riveted around the outer edge which re-enforces the whole shield
into the leather. allowing it to remain study in a battle and yet easier to make
and repair.
Tower Shield. Often made of a thick oak with strips of metal
Medium covering its front, this large square shield is designed to cover
Hide. This type of armor is often crudely made from thick almost all of the user's body.
animal furs and hides, often worn by tribes who often don't
have access to the equipment needed to fashion more Equipping and removing armor
modern armors. Getting in and out of armor is not a quick task and often takes
Chain Shirt. This armor is often worn over thick woolen the same amount of time to put on as it does to take off, due
undershirts or softer leathers and is constructed of to this task most travellers usually sleep in their armor when
interlocking metal rings. in the wilderness as most armor are designed to allow users
Breastplate. This armor is constructed of a fitted metal plate to sleep in it with a small amount of discomfort. Though in
that covers the wearer's torso, often worn with a set of metal towns and cities many chose to wear lighter armors as many
vambraces. This armor is worn over a combination of soft inns don’t allow its patrons to wear full armor.
wool and leather.
Half Plate. This armor is made of a series of metal plates Equiping Time
that cover most of the user's upper body, However the legs Light Armor. Equip: 1 minute Remove: 1 minute.
are usually left unprotected with the exception of greaves Medium Armor. Equip: 5 minutes Remove: 1 minute.
allowing. The armor is attached over leather padding with Heavy Armor. Equip: 10 minutes Remove: 5 minutes.
additional leather straps. Shield. Equip: 1 action Remove: 1 action.
Heavy Armor
Type Renown Cost Bonus
Ring Mail. Often constructed with leather armor as a base
with large metal rings woven into the leather itself. This is Light
usually considered the cheaper alternative for Chain Mail. Padded 1 +1 Deflection
Chain Mail. Built of heavy metal rings worn over a padded Leather 2 +2 Deflection
hard leather undershirt designed to cushion the impact of
attacks. Studded 3 +3 Deflection
Splint. With a flexible set of chain mail to protect the joints. Medium
This armor is made of strips of heavy metal plates riveted into
a base leather armor. Hide 4 +2 Armor
Plate. Plate often referred to as Plate Mail consists of sheets Chain Shirt 5 +3 Armor
of shaped, interconnected metal plates that cover most of the Breastplate 6 +4 Armor
user's body. It often includes a helmet with a visor, a series of
leather straps allow for the extreme weight of the metal to be Half Plate 7 +5 Armor
evenly distributed, whilst still allowing some degree of Heavy
movement. Ring Mail 15 +6 Armor
Chain Mail 17 +8 Armor
Splint 18 +10 Armor
Plate 20 +12 Armor
Shields
Buckler 5 +1 Deflection and Armor
War Shield 7 +2 Deflection and Armor
Tower Shield 10 +3 Deflection and Armor
Weapons Properties
What weapons you can wield and use effectively in battle is Ammunition. Weapons that require ammunition can only be
often determined by your class. Do you prefer to fight with a used when you have the appropriate ammunition. An arrow
battleaxe or with a shortbow, understanding which weapon for a bow or a rock for a sling for example. Drawing a piece of
allows you to be the most effective is the difference between ammunition from its quiver is done as part of the attack. After
life and death in the world of the banner saga. a battle has concluded if you spend 1 minute searching the
The table of weapons shows the most common types and battleground for your ammunition you can recover half of
styles of weapons that can be found in the world of the your expended ammo.
banner saga and shows how much they cost, their damage Swift. These weapons are designed to be quick and light
and their properties. These weapons are categories in two weight. Making them perfect for rapid attacks.
different ways. Thrown. A weapon with the thrown property is designed to
both function as a melee weapon and as a ranged weapon.
Melee weapons which allow you to attack anything within With a thrown weapon you can make a ranged attack which
1 tile of yourself. uses your Strength for both the attack and damage roll, with a
Ranged which allows you to make attacks against range of 2-6 tiles.
anything a distance but not against adjacent creatures. Reach. This weapon increases your attack range by 1 tile.
Adaptable. These are weapons that can be carried and
Proficiency wielded in one or two hands. As such they qualify for any
Any idiot can swing an axe but only a true warrior can cleave ability or talent that requires the use of a one handed or two
a tree with a single axe swing. When you are proficient with a handed weapon.
weapon you can attack with it with no penalty, if you make an Two-handed. This weapon whilst it can be carried in one
attack with a weapon you are not proficient with you suffer hand you must wield it in two in order to make attacks with it.
disadvantage on all attack rolls made with that weapon.
Improvising Weapons
Attack Damage Sometimes you don’t have your weapons at hand, forcing you
Strong steel cannot compensate for a weak arm. However to improvise. A chair, a tankard or a frying pan for example.
hitting someone with a hammer sure beats punching them. When wielding a improvised weapon they often can be
When you make a successful weapon attack with a melee treated as actual weapons. A broken glass is similar to that of
weapon you deal damage equal to the die shown in the a dagger, thus you Lm might treat it as such for the attack and
damage column of shown in the weapon table. damage rolls. If a weapon is unlike others such as hitting a
For example if you are wielding a dagger and make a creature with a chair, its health damage is 1d6.
successful health attack with it the target takes 1d6 health
damage. Break damage is different and is indepentant of Unarmed Attack
what weapon you wield. Whenever you make a successful
break attack the target takes break damage equal to your Occasionally you just need to punch, kick or headbutt
Break Statistic. someone. Whenever making an unarmed melee attack you
can only make a health attack. Follow the same rules as
shown in Chapter 9 for the damage of this attack deals
Health and Armor Damage damage equal to either your Strength or Agility Damage
What health and break damage does is covered in Chapter 9. Bonus. What this damage is is explained in Chapter 8.
If a weapon deals both break and health damage with the
same attack, then the break damage happens first followed Drawing and Stowing
by the health damage. As an attack goes through an
opponents armor in order to damage its wearer. Weapons
Weapons are only useful when you can wield them. On each
of your turns you can a special free action which allows you
to draw a weapon, stow and draw a new weapon or draw and
stow two weapons at the same time. However you can only
do this once per turn, if you wish to draw and stow more
weapons you must use your action.
Weapon Damage
Whenever you make a successful attack roll you deal damage
as shown in the Damage coloum of the weapons table. You
also deal additional additional damage as shown in the
Damage bonus rules.
For Thrown weapons the second value shows the damage
die for when the weapon is thrown.
For Adaptable weapons the second value shows the
damage die when the weapon is used in two hands.
Weapons
Renown
Name Cost Damage Properties
Melee
Dagger 1 1d6/1d8 Swift, Thrown
Hand Axe 1 1d6/1d8 Swift, Thrown
Hammer 1 1d6/1d8 Swift, Thrown
Longsword 3 1d8/1d10 Adaptable
Battle Axe 3 1d8/1d10 Adaptable
War 3 1d8/1d10 Adaptable
Hammer
Short Spear 2 1d8 Reach
Greatsword 5 1d12 Two-Handed
Great Axe 5 1d12 Two-Handed
Maul 5 1d12 Two-Handed
Long Spear 4 1d10 Two-Handed, Reach
Staff 1 1d8 Two-Handed, Reach
Ranged
Shortbow 3 1d12 Two-Handed, Range (2-
10 Tiles)
Longbow 5 1d10 Two-Handed, Range (2-
15 Tiles)
Sling 2 2d4 Range (2-8 Tiles)
Javelin 2 2d6 Range (2-6 Tiles)
Sack
Traveling Gear Scale, Merchant
Whilst weapons and armor are instrumental in your survival Sealing wax
in a fight. Your war shield isn't much good if you have to use it Shovel
as firewood. Listed below are a range of items that players Signal Whistle
can purchase using their renown, in order to aid them in their Signet ring
travels. Each one of these items costs 2 renown to purchase Sap
however a Lore Master might increase or decrease the price Spikes, iron (10)
base on the location they are purchased in. Items that have Spyglass
special rules are detailed below. Tent
Tinderbox
Abacus Torch
Ammunitions Vial
Arrows 3 renown for 10 arrows Waterskin
Slinging Stones 3 renown for 20 stones Whetstone
Antitoxin
Backpack Antitoxin
Ballbearings A creature who drinks this removes one poison that is
Barrel currently affecting them
Basket
Bedroll Ball Bearings
Bell
Blanket As an action you can throw these small round beads in a 2x2
Block and tackle tile area adjacent to you. Any creature who walks through this
Book area must make an Agility test with a difficulty of 5, on a
Bottle,glass failure the creature falls prone. A creature can treat this area
Bucket as difficult terrain in order to avoid falling prone.
Caltrops
Candle (set of 6) Block and Tackle
Case, map or scroll A series of pulleys with a cable with a hook attached. It allows
Chain (10 feet) someone to lift up to 4 times the weight you could normally
Chalk (20 pieces) lift.
Chest
Climbing spike (4 spikes) Caltrops
Clothes, common
Clothes, costume As an action you can spread this small spiked tacs in a 1x1
Clothes, fine tile in a tile adjacent to you. If a creature moves through this
Clothes, traveler’s space it takes 1 point of armor damage. A creature can treat
Crowbar this tile as difficult terrain in order to avoid the damage.
Fishing tackle
Flask or tankard Climbing spikes
Hammer, forge This long narrow spikes are built to allow a creature to scale
Hammer, sledge wood or stone walls with ease. As such when using these
Hourglass climbing costs you no additional movement.
Hunter Trap
Jug or Pitcher
Ladder (10 foot) Crowbar
Lock You gain advantage on Strength tests to break open objects
Magnifying glass such as a door or chest whilst using this item.
Manacles
Mirror, steel Quiver
Oil (flask)
Paper (one sheet), Quill, Ink (1 ounce bottle) A simple quiver often made of hardened leather. It can hold
Parchment (one sheet), Quill, Ink (1 ounce bottle) 20 arrows.
Perfume (vial)
Pick, miners Lock
Pole (10 foot) A simple padlock with a key. The lock can be successful
Pot, iron broken with a Strength test with a difficulty of 5, or picketed
Pouch with a Agility test with a difficulty of 3.
Quiver
Rations (1 day)
Robes
Rope, hempen (50 feet)
Rope, silk (50 feet)
Manacles
A set of metal restraints designed to restrain a creature.
Manacles can be broken or slipped out of with a successful
Strength or Agility test with a difficulty of 6 respectively. The
manacles come with one key, however the lock can be picked
with an Agility test with a difficulty of 3.
Oil
A small clay flask that contains a pint of oil. As an action you
can splash a tile either occupied or not with the contents of
the flask. On a successful hit, treating the flask as an
improvised weapon, the flask shatters on impact covering the
creature or tile with the oil. For the next minute if the
creature takes any fire damage such as via slag and burn, the
damage is doubled. If placed on an unoccupied tile and lit the
oil burns for 3 rounds and deals one point of health and
armor damage to any creature who moves through or ends its
turn on the tile.
Pouch
A Pouch can hold up to 15 slinging stones or a range of other
smaller items.
Rations
A collection of dried meat and nuts designed to be taken on
long journey. One ration can feed a single creature for one
days of travel.
Tent
A single tent that can hold two people or a single varl.
Tinderbox
A collection of flint and steel that allows you to light fires with
ease such as lighting torches or starting a campfire.
Torch
A torch made of simple wood often covered in a pitch soaked
rag. Once lit the torch remains ignited for 1 hour and radiates
light in a 5 tiles radius around you.
Waterskin
A small bag made of soft leather, that can hold up to a pint of
liquid.
Chapter 6: Talents

T
alents represent an area of skill that your Bardic Tale
character has chosen to specialise in. It is a
manifestation of training, study and You gain the following benefits
experience. When you gain a heroic You gain proficiency in the Performance skill. If you are
improvement when you gain a level you can already proficient in this skill if you roll a 20 when roll a
choose to forgo gaining any hero points and skill test you can choose to reroll, however you must take
instead choose to learn a talent. You cannot the second roll.
take a talent more than once unless the talent specifies that You can receive free lodging for you and up to 6 allies in
you can. some establishments provided that you perform each
Art of the Menders night.
You can perfectly recall anything you have seen or heard
Your study of the great tapestry and those who can in the past month.
manipulate it grants you the following benefits
Brawn
You gain proficiency in Knowledge Weaving. If you are
already proficient in this skill if you roll a 20 when roll a You gain the following benefits
skill test you can choose to reroll, however you must take Your attacks deal double damage to objects and
the second roll. structures.
You gain advantage on medicine checks to stabilize dying You can use your unarmed attacks to make break attacks.
creatures. Instead of your Influence you can instead use your
You gain replace one active ability of your choice with the Strength Statistic whenever you attempt to Intimidate a
Menders “Mend” ability. creature.
Art of Warfare Wanderer
Your study of history allows you to flawless recall battle plans You gain the following benefits
and ambush tactics. You gain the following benefits
You gain proficiency in three knowledge skills of your
You gain proficiency in knowledge History. If you are choice
already proficient in this skill if you roll a 20 when roll a You cannot get lost except by magic means.
skill test you can choose to reroll, however you must take You can perfectly recall any path you have travelled
the second roll.
You cannot be surprised whilst conscious Danger Sense
If you spend 1 uninterrupted minute studying a creature. You gain the following benefits
You can learn if four of the following character statistics of
your choice are equal, weaker or surpass yours; You gain proficiency in the Perception and Investigation
Strength skills. If you are already proficient in this skill if you roll a
Agility 20 when roll a skill test you can choose to reroll, however
Influence you must take the second roll.
Lore You gain advantage on Investigation checks to search for
Accuracy traps and other hazards.
Awareness You no longer suffer the effects on your vision such as
Armor being in Shrouded or Densely Shrouded areas.
Constitution Additionally you can see in the dark up to a range of 10
Willpower tiles.
Break
Exertion Influential
Deflection You gain proficiency in the Deception, Persuasion and
Intimidation skills
If you spend 1 uninterrupted minute having an
conversation with a creature. You gain advantage on
Persuasion tests against that creature for the next 24
hours.
Creatures have Disadvantage on Insight tests to
determine if you are lying to them
Thief
You gain the following benefits
You gain proficiency in the stealth, Tracking and Sleight of
hand Skills.
You have advantage on attack rolls against any creature
that is suprised by you.
Whenever you are making a Dodge, Sleight of hand,
Stealth or Tracking test you can use your reaction to
expend 1 willpower in order to gain advantage on the roll.
Lucky
The gods may be dead, but only luck can explain some of your
actions.
Whenever yourself or a creature you can see is making an
attack roll, ability test or contest you can use your reaction to
grant them either advantage or disadvantage on the roll. You
can use this feature three times, you regain all expended uses
when you complete an extended rest.
Rune Scribe
Your study of ancient runes and languages grants you the
following benefits
You gain proficiency in the Knowledge Runes and Religion
skills
You can speak, read and write all written languages.
At the start of each day roll a d20 and record the result.
Until the next dawn you can use your reaction to replace
an attack, test or contest you or a creature you can see
makes with your recorded value.
Chapter 7: Using your Statistics

T
here are 12 statistics that your characters in To make an ability test you roll a d20, you apply the any
the world of the banner saga use. These are relevant penalties or bonuses and compare the result to your
used to represent all the assets and drawbacks Statistic and reduce the statistic by the difficulty penalty. If
that each hero possess. the total roll is equal or under the statistic used then the test
is a success. Otherwise it is a failure and you make no
progress or suffer a setback as determined by the LM.
Strength. Measures physical power
Agility. Measures dexterity Brona is an archer who is exploring a cave when
Influence. Measures force of personality the ceiling collapses and thus must make an Agility
Lore. Measures your retention and application of test in order to avoid the falling debris. The LM has
determined that the difficulty of the task is
knowledge medium and thus incurs a penalty of 5 and tells the
Accuracy. Measures your precision player to roll an Agility Test. Brona has an 16 Agility
Awareness. Measures your perception of your with a difficulty penalty of 5 means she must roll
environment under a 11 to succeed, after rolling the d20 she
Armor. Measures how effectively you use your armor has a total of 9 meaning she has succeed and deftly
Constitution. Measures fortitude dodges out of the way of the rocks and makes it to
Willpower. Measures your stamina safety.
Break. Measures your effectiveness against armor
Exertion. Measures endurance
Deflection. Measures your ability to dodge
The three main roles that you will be making in the banner Contests
saga are; Attack rolls, Ability tests and Contests. Each one Often a characters or monsters efforts are directly opposed to
uses one or more of these statistics. Earlier in this book we another. Such as both attempting to grab a falling item or if a
introduced the general flow of the die rolls. Roll a d20, apply dredge is attempting to push open a door with a player
penalties and bonuses, then compare to your Statistic. attempting to keep it closed. This leads to contested roles In
In this chapter we will be covering what each Statistic this case both creatures involved make an Ability test related
represents and what each one in turn can be used for whilst to the task at hand such as Agility or Strength in the
exploring the dangerous world of the banner saga. examples above.
They then compare the totals to each others with the
winner of the contest being the creature who both rolls a
Ability Tests success and lower than their opponent. If the result is a tie
An ability test tests your characters or monsters innate talent nothing changes about the situation or both creatures fail to
and skill in order to overcome a challenge. The LM can call succeed. For example in the above examples both creatures
for an Ability test when the creature takes an action that has fail to catch the item or the door remains closed.
a chance of failure. Each time a creature must make an
Ability test the LM determines which one of the core Skills
statistics that are relevant to the test and the difficulty penalty
of the task. The more difficult the task the higher the Each of the core statistics covers the wide range of skills that
difficulty penalty. your character might be proficient with. A skill is used to
represent a specific aspect of what the statistic is used for.
Difficulty Influence for example can be used to convince another
Rank Penalty creature to do something, deceive a creature, intimidate
Very Easy 1-2 another, tell if a creature is lying to you or pull of a wonderful
performance. So the skills related to influence are;
Easy 3-4 persuasion, deception, intimidation, insight and performance.
Medium 5-6 So a character who is proficient in deception is especially
Hard 7-8 talented at deceiving others. What each statistic and skill can
be used for is covered later in this Chapter.
Very Hard 9-10
Nearly Impossible 11+
The list below shows all the skills and the statistics they use.
Strength
Athletics
Agility
Dodge
Sleight of hand
Stealth
Influence
Persuasion
Deception
Intimidation
Insight
Performance
Lore
Knowledge History
Knowledge Local
Knowledge Religion
Knowledge Nature
Knowledge Medicine
Knowledge Weaving (magic)
Knowledge Runes (languages)
Awareness
Perception
Investigation
Tracking
Skill Proficiency
Gaining proficiency in a skill reflects both your natural skill
and practice or study in an area of expertise. A character who
gains proficiency in a skill can use their full relevant statistic
for their tests. A creature can always attempt a skill test even
if they are not proficient, for a skill in which the character is
not proficient you use half the related statistic.
Brona the Shieldmaiden has a Strength of 18 and is
attempting an Athletics test to push open a door. Since she is
proficient she must roll under 18 in order to succeed. If she
weren't proficiency then she would need to roll under a 9.
Working as a group
Often during the course of a game it might be beneficial for
characters to work together to achieve something. In this
case the character who is leading the test or who has the
higher statistic gains advantage on the test, reflecting the
help that is being provided. A character can only aid another
if the task is one that is made easier with help, such as
pushing a boulder out of the way, however some tasks such
as trying to pick a lock are made harder by multiple people
working on the task.
Using Each Ability Agility
This section explains what each statistics represents and Agility measures your dexterity, your reflexes and balance.
explains some of the main uses for each statistic. Agility Tests
An agility test can be used to reflect any attempt to nimbly,
Strength quickly, quietly or maintain your footing on solid ground.
Strength measures the raw physical power that a character Dodge, Sleight of Hand and stealth are the most common
can exert. ways that agility can be used.
Strength Tests Dodge
A Strength test can encompass any test made to push, carry, An dodge test can be used whenever a creature wishes to
lift, pull, break something, or apply brute force to the avoid a hazard such as a collapsing cave ceiling or rolling to
situation. Common examples of such Strength tests might be the side of a runaway cart.
one of the following: Sleight of hand
To break open a door Whenever a creature is attempting to remove an object such
To rip yourself free of bindings as via pickpocketing a character or place an object on a
To hang onto a charging beast creature then the LM might call for an Sleight of hand test.
To push a tree over
To stop a charging bear Stealth
An stealth test can be used if a player wants to hide from a
Athletics passing ground of dredge, pass a group of guards unseen, or
An Athletics test is used to cover a range of physical actions sneak up on a camp.
such as swimming, climbing and jumping. For example an
Athletics test can be used for the following. Agility Damage Die
Certain attacks your characters don't use your weapons
Climbing a cliff or attempting to resist someone's attempt damage instead it draws its damage from the characters
push you. natural agility. When an ability does so it will call for the use
When trying to jump over a long distance. of your Agility Damage Bonus which is based of your Agility
When trying to swim or stay afloat in rough seas. Statistic using the following table.
Strength Damage Die Agility Damage Die Table
Certain abilities you can use throughout the banner saga Agility Score Damage Die
aren't based on your weapon but draw their damage from
your own physical power. When an ability does so it will call 1-4 1d4
for the use of your Strength Damage Die which is based of 5-8 1d6
your Strength Statistics using the following table. 9-12 1d8
Strength Damage Die Table 13-16 1d10
Strength Score Damage Die
17-20 1d12
1-4 1d4
5-8 1d6
9-12 1d8
13-16 1d10
17-20 1d12

Carrying
As your group explore the world they will be acquiring
countless pieces of gear and items. The amount in pounds
that a creature can carry is equal to 10 times their strength
score. Often this is high enough that most characters don't
have to worry about it.
Influence Nature
A knowledge nature test is whenever you attempt to recall
Influence is used to measure your character's charm, information about plants, terrain, herbs or animals.
eloquence and natural personality.
Medicine
Influence Tests A knowledge medicine test lets you aid a wounded creature
An influence test might be called for by a LM whenever a or determine the cause and treatment for an illness.
character is attempting to convince someone of a lie, making
the right impression or attempting to negotiate. Persuasion, Weaving
Deception, Intimidation and Insight are the most common A knowledge weaving test is used when you wish to recall
ways and influence test may be used for. information about the menders, masons, witches, or the
information about the great tapestry of creation
Persuasion
A persuasion test is used when your characters are Runes
attempting to convince a creature or group of creatures to do A knowledge runes test is used when you wish to decipher or
what you want. A common example of this would be convince translate written languages.
a merchant to give you a discount on their wares.
Deception
Accuracy
A deception test can be used in order to see if you Measures your hand eye coordination and the precision of
successfully hide a lie or assure someone of the truth. Typical your eye
uses of this might be convincing a guard you are a noble or
not getting caught when lying about stealing something. Attack Rolls
Intimidation. When you attempt to influence someone's You use your accuracy whenever you make a weapon attack
actions via hostile actions or threats you can use an in combat. For the full rules on combat and attack rolls see
Intimidation test. Common uses might include threatening a Chapter 9.
prisoner with pain in order to gather information or
screaming at bandits in order to scare them away. Awareness
Insight Awareness represents you perceptiveness of your
When someone attempts to lie to you or hide their true surroundings.
intentions you can use an insight test in order to see if you Awareness Tests
can ascertain the truth. The most common type of awareness tests are those used to
Performance cover actions such as noticing a hidden clue or creature,
A performance test is used whenever a character is in playing seeing a concealed passage or following a creature's tracks.
music, telling a story, reciting a poem, acting in a play or Perception
generally trying to entertain. A perception test can be used in order to spot, hear or
otherwise detect the presence of something such as a
Lore creature, passage or object.
Lore covers you aptitude for knowledge. It involves both your Investigation
ability to remember facts and information as well as how you
apply the information you have learnt. When looking around for clues or find traps you may use an
Investigation test.
Lore Tests Tracking
A lore test can be used whenever you need to recall an The art of following a creature via its tracks is a common use
important piece of information, to apply knowledge you have of an tracking test.
learnt in your studies or to understand a complex subject.
Lore tests are generally used to encompass anytime the
players needs to use logic or apply their knowledge to a Armor
situation Measures you talent for using your armor effectively in battle.
History Taking Damage
A knowledge history test is used when you attempt to recall Whilst in combat whenever you would take health damage
information about historical events. you reduce the total amount of damage you take by a number
Local equal to your Armor value. For the full rules on combat
A knowledge local test is used when you attempt to recall consult Chapter 9.
information about local customs, culture or recent events.
Religion
A knowledge religion test is used when you attempt to recall
information about the gods or religious ceremonies and
rituals
Constitution Avoiding attacks
Constitution is used to measure your stamina, health and When a creature roles an attack roll against you the target
your vitality. Hit Points In order to calculate your hit point value they need to beat is reduced by your Deflection statistic.
maximum you use the following: For more in depth rules on deflection and how it's used see
chapter 9.
Base Hit Point Maximum = Your Constitution statistic +
Your Armor statistic.
Additionally as you gain levels your maximum hit points
increases to an amount equal to your level. As such whenever
you gain a level you gain the following:
Your Hit Point Maximum is increasd to you level.
For example a character with 10 Constitution and 10
Armor who is level 5 would have a hit point maximum of 25.
You do not add anything to these statistics for example gain
a bonus your armor statistic via an ability or piece of armor
does not grant you extra hit points.
Willpower
Willpower measures your ability to keep going when all
others cannot.
Gaining and expending Willpower At the start of each day
you gain an amount of willpower equal to your Willpower
statistics. Willpower can be used in a range of ways, such as;
Expending it to increase your movement distance
Landing more devastating attacks
Using an active ability from your class
For rules detailed rules on using willpower consult Chapter
9 and for how to regain expended willpower consult Chapter
8.
Break
Break is used to show how effective you are against fighting
foes in armor
Attacking armor
When making an armor attack you attempt to sunder the
creature's armor. On a successful hit the creature's armor
value is reduced by your break statistic. For detailed rules on
Combat see chapter 9
Exertion
Exertion measures how much willpower you can utilize in
any given situation.
Expending Willpower
Willpower is a key resource for all characters in the world of
the banner saga, however you can only use as much as your
Exertion statistic. For example if your Exertion statistic is 2
this means you can only expend 2 willpower per action.
Chapter 9 covers in depth the use of exertion in combat.
Deflection
Deflection measures how effectively in combat you can use
your armor in order to avoid attacks.
Chapter 8: Adventuring
The Passage of Time Difficult Terrain
During your adventures the LM might need to determine the Whilst travelling over smooth roads or grass offers you no
amount of time actions take. The time scale that a DM might penalty to movement however walking over loose ground or
use can vary depending on the situation at hand. Navigating deep snow can slow down movement. This is referred to as
through a cavern or camp might take a matter of minutes difficult terrain, in order to move through difficult terrain it
actions such as searching for the correct tent, or finding costs 2 tiles of movement or half speed to navigate. So you
someone. In a large city or forest make take hours for the can only cover half the distance you could normally move or
players to navigate successfully, players might spend hours travel.
trying to find a hidden thieves hideout or searching for a
abandoned town in the center of a forest. Whilst travelling
long distances through the wilderness, the most appropriate Moving Stealthily
method of travel is days, travelling to the capital might take When travelling as part of a Fortified March it allows you to
them 5 days of travel. In combat your time is reliant of move stealthily. This grants you advantage on Awareness
rounds. A round is the passage of 6 seconds as described in tests to spot dangers. Additionally a Lore Master might allow
chapter 9. you to sneak up on enemies.

Traveling On the Long Types of Movement


Road Simply walking through certain terrains might not be the best
solution or even possible. Characters might have to swim,
Characters and Monsters have a movement speed which climb or jump over hazards.
allows them to move a number of tiles. However over long
distances and outside of combat travelling speeds is often Swimming
measured in days as it is the easiest and most relatable Whilst swimming in calm waters a creature moves at half
method of measuring vast distances. People might refer to a their movement speed. However if the water is rough, stormy
distance as a half day march away or a 5 day march. or flowing in a direction a character may need to make an
Caravans and groups of people travel at what is called a Athletics test in order to travel any distance. If a creature has
Marching pace which is a assumes that people march for a a swim speed then they can travel through water at a normal
period of about 8 hours. The three types of marching paces speed.
are detailed below.
Climbing
Fortified March Whilst attempting to scale a cliff or a building a creature
Carts are pulled together with the caravan or group often moves at half of their speed. Unless they have a climb speed
forming a circle formation however this slows the overall in which they can climb at a normal pace. However if the
travel pace of the group but reduces the risk of ambushes and climb is particularly difficult such as scaling a fortress wall or
allows the group to better remain undetected. keeping your footing in a blizzard might call for an Athletics
test in order to advance.
Normal March
Jumping
Along safe roads or guarded routes most parties travel at a When trying to jump a gap or jump up to grab a ledge, you
normal pace with caravans forming a long line of carts and can make either a long jump or a high jump.
people. This brings no benefits but offers no problems as
well. Long Jump
If you have a 2 tile run up to a jump you can long jump a
Death March number of tiles up to your Strength score. If not you can
A fast and grueling speed often used by armies or caravans make a standing long jump to jump up to your movement
that are being pursued, it is named thus as it follows the speed.
principle that those who fall behind are left behind. This pace
allows a group to cover a vast amount of distance however it High Jump
leaves everyone exhausted. If you have a 2 tile run up to the jump you can highjump a
number of tiles up to half your Strength score. If not you can
high jump up to half that distance.
Hazards of the World Resting
Nature is a fickle mistress she can both provide for you and As brave and tough your characters are, everyone needs to
kill you. It may not be the monsters of this world that end sleep. Resting is an important as it allows your characters to
your characters life. The most common hazards to your treat wounds, plan or prepare yourself for the trials ahead.
characters are covered in this section.
Recover
Falling Characters can spend ten uninterrupted minutes recovering
After falling a distance greater than 10 tiles, a creature takes during the day. At the end of which each character restores
1d6 health damage which ignores armor for every 10 tiles the up to half their willpower, armor and hit point maximums.
creature falls. The creature lands prone, unless they did not You can only receive the benefits of a recover once an hour.
take any damage from the fall.
Suffocating Extended Rest
A character can hold their breath for a number of rounds A extended rest is an uninterrupted period of 10 hours.
equal to 1+ their Constitution score. At the end of which a During which a character is asleep for 8 hours or engages in
creature runs out of breath and has 1 round to reach the light activity for no more than 2 hours during this period, You
surface or oxygen. If the creature still cannot breathe at the can only benefit from one extended rest every 24 hours. Once
end of their next turn they are reduced to 0 hit points and you have completed an extended rest you gain the following
dying. A creature cannot be stabilized or regain hitpoint benefits:
whilst dying until it can breathe again.
You regain all your hit points and restore your hit point
maximum.
Vision and Light You regain all your lost points of armor and restores your
Almost everything your characters will do will rely on your armor maximum.
ability to see in some way. Described in below are just some You regain all your willpower and restore your willpower
of the ways that a player's vision can be obscured in the maximum.
nature environment. You reduce the severity of one injury you have by 1.
Visible
This is the most common visibility where characters are in
the sun or within the radius of light of a torch. People in an
area like this can see normally.
Shrouded
This covers dimly light areas such as those covered in a
foliage or a thin layer of fog. Whilst in an area that is
shrouded any perception tests are made with disadvantage.
Densely Shrouded
These are areas such as those under a thick fog or in total
darkness, anything that completely blocks vision. Creatures
in this area suffer from the Blinded condition.
Resources
Everyone needs to eat and drink. A character needs to eat at
least one pound of food and at least one gallon of water each
day. If a creature fails to do this then they gain one point of
exhaustion.
Mythical Items

T
hose who dare to travel beyond the safety of
the major cities of this world often in search of
something: Fame, Honor or Glory. However
many are hunting for something more tangible:
Fortune. Weapons, armor and other items
whose legend have been told by skalds long
since their original owners bones have long
since turned to dust. This section details mythical items that
your characters might find or even purchase in the manner
stalls across the land.

Equipping Mythical Items


Some items only have an effect or can only be fully utilised
when equipped. It takes a character one minute to equip and
item. A character can only equip up to three mythical items at
any given time, any attempt to equip a fourth causes all
mythical items equipped to become inert. Whilst equipped
the character receives the knowledge of how to use the item
and what effects it has on them. A character can also only
equip one of each item for example they cannot equip two
padded undercoats, additionally a character only gains the
benefits of a mythical item as long at remains on their person,
removing the item or allowing another to hold it causes the
character to lose its benefits.

Mythical Bonuses
Some items provided bonuses to the characters statistics,
bonuses received from different items to the same statistics
stack however they cannot increase a statistic past its
maximum as detailed in Chapter 1.
Chapter 9: Combat
Combat Your Turn
Combat in the banner saga is an epic clash between two or During your turn in combat you can move up to your
more parties. To organise such an event combat is order via movement speed and take a standard action. However in the
rounds and turns. A round is a period of 6 seconds of time banner saga taking an action ends your turn, so you choose to
during which each creature in the combat has a single turn. move and then take an action or take an action and not move.
Initiative is your score which determines the order in which
the combatants take their turns. Once each creature has Movement
taken a turn and no one is the victor then the round starts Your movement speed is noted in tiles on your character
again. sheet, this shows you the number maximum number of tiles
you can move during your turn, which each tile representing
Surprising your enemy a distance of 5 feet.
The best way to gain an advantage against an enemy is to The banner saga sacrifices realism for easier play by
surprise them such as via sneaking up on them or planning allowing diagonals to be both a single tile of movement.
an ambush. The LM will determine which side is surprised, if Additionally you cannot move through a tile that a creature
neither party is attempting to be sneaky then neither side is occupies regardless of if it is friend or foe.
surprised. Otherwise the LM will have the party make a Size
Stealth vs Perception contest with each creature that doesn't
notice the enemy is surprised during the first round. If a Creatures in the banner saga come in all different shapes and
creature is surprised then they cannot take movement, sizes the table below shows the number of tiles in width x
actions or reactions during their first turn in combat. length. Additionally objects and obstacles often have similar
Individual creatures in a party can be surprised. sizes.
Size Table
Initiative Category Tiles (Width x Length)
Initiative is used to determine the order in which characters Long 1x2
take their turns in combat. Once combat has been declared Regular 1x1
each creature consults the table below and rolls their
Initiative Die. The LM makes a single roll for the groups of Giant 2x2
allied enemies allowing them to move at the same time. The
LM then orders the combatants from lowest to highest with
the player who rolled the lowest going first, this is called the Actions in combat
order of combat in the case of a tie between two or more Attack Action
characters they then roll again with the lowest roll wins.
Whether you're swinging a sword, firing a bow or punching
Initiative Table someone with your fist making an attack follows the
Agility Score Initiative Die following structure:
17-20 1d4 1. Declare your target and what aspect you are attacking.
13-16 1d6 Pick a creature, object or tile within your range and
declare if you are making a health attack or break attack.
9-12 1d8 2. Apply bonuses and penalties. Is the creature behind
5-8 1d10 another and thus has cover, do you have advantage or
1-4 1d12 disadvantage on the attack.
3. Resolve the attack. You roll your attack and if it is a
success you roll damage.
Reaction
Certain actions can only be used when triggered, this is done
by using your reaction. A reaction is an instant action that
takes place on your turn or during another creatures turn.
Once you have used your reaction you cannot use another
until the start of your next turn. If your reaction takes place
on another creatures turn, that creatures turn continues as
normal afterwards.
Attack rolls Spending Willpower
When making an attack roll against a creature you decide if Willpower is a vital resources for your characters in battle
you are targeting the creature's health or their armor. You and be spent in several ways. As detailed below
declare which you are targeting before the attack and then Expending it to increase your movement distance
follow the structure below: Landing more devastating attacks
1. Accuracy Statistic Total Using an active ability from your class
2. Enemy Deflection
3. Determining target number (Accuracy statistic - Enemy Charging
Deflection) During your movement action on your turn, you can expend
4. Roll a d20 and apply bonuses and penalties to the attack willpower allowing to move further than you normally can.
5. Compare total die roll to the target number For each point of willpower you spend you can move 2
6. If you rolled equal or under the target number the attack is additional tiles.
successful. Otherwise the attack is a failure.
Crushing Strike
Critical success or Critical failure During your turn when you take the attack action you can
When you make an attack roll and roll a 1 on the d20 roll, focus your might into your attacks. Before you roll your attack
then you land a critical hit which is an automatic hit. Note you can expend willpower to increase the critical hit range of
that rolling a critical hit outside of a one such as via an your attack by 2 for each point of willpower expended. For
increased critical hit range is not an automatic hit. The example if your critical hit range is 1-2 and you expend 3
damage rules for a critical hit are explained later in this willpower your score a critical hit on a roll of 1 to 8 on the
chapter. If you roll a 20 on the die then the roll is an d20 roll.
automatic miss regardless of any bonuses
Class Action
Health Damage Taking the class action allows you to use one of the unique
When you make a successful health attack against a creature abilities granted to you by your class. What these abilities are
you are going for the kill and much like your attack roll your and how they function is covered in each class. However
follow a similar structure. every ability costs willpower and your exertion must be high
1. Roll your Weapon damage die enough in order to use it. For example you must have at least
2. Get the targets armor value 2 exertion in order to use any ability that requires 2 willpower
3. Determine damage (damage rolled - enemy armor) and to be expended in order to use it.
total this
4. Reduce the targets hit points by the damage dealt. Swift Action
Break Damage Whilst in combat players have access to an action called the
Often in the banner saga you need to cripple a creature's Swift Action. This action is often used in conjunction with
armor in order to kill them as such you after a successful other actions as such using your swift action does not end
attack roll you deal Break damage following the below your turn. As with movement and standard actions you only
structure: gain one swift action per turn. Additionally if an ability is used
as a swift action you cannot do it as an action.
1. Your Break Statistic
2. Apply any modifiers The Limit of Exertion
3. Consult Enemy Armor value
4. Reduce the target's armor value by the break damage When expending willpower you are limited to the amount of
you can spend on a single action. The maximum amount of
Critical damage willpower you can spend on a single action is equal to your
When you score a critical hit with either a health or break Exertion Statistic. For example if your exertion statistic is 3
attack by either rolling a 1 or a number within you critical hit you can you could only move up to 6 additional tiles or
range. Then the damage you deal with this attack is doubled. increase your critical success range by 6.
Roll all dice associated with the attack, then double the value
and add any modifiers afterwards. Regaining Willpower
Ranged attack rolls
You regain willpower up to half your willpower maximum
Attacking a creature with a ranged weapon such as a bow or when you use the recover feature and you regain up to your
sling follows the exact structure as above however the range willpower maximum when you complete an extended rest.
of the weapon determines the number of tiles away that the
target of your attack can be. Additionally when making an
attack roll with a ranged weapon with a ranged weapon you
cannot attack a creature within 1 tile of you.
Three Quarters Cover
Ability Durations When behind three-quarters cover over 75% of the targets
Using an ability or under the effect that has a duration on body is hidden behind the obstruction. As such the creature
each of your following turns the duration. The ability will in cover receives a +3 bonus to their Deflection Value.
state at what stage of your turn the duration is reduced. For
example if an ability states: At the start of your turn 3 rounds Total Cover
later. At the start of each of your following turns the duration A creature behind total cover cannot be targeted by an attack
is reduced by one. or action, however attacks that cover an area such as Slag
When the duration is reduce to zero then the ability or and Burn can still affect the creature.
effect is no longer in effect. Abilities with durations do not
stack however multiple uses instead refreshes the duration. Hit points
Two Weapon Fighting Hit points are used to represent a character's physical and
mental resilience. Whilst as characters level up they become
Sometimes it's better to have two smaller weapons then one stronger getting stabbed with a knife still hurts. A character's
big one. When you take the attack action with a swift weapon current hit points are often just referred to a hit points can be
and are wielding a swift weapon in your off hand, you can any number between 0 and the character's hit point
make an attack with your off hand weapon as a swift action. If maximum as this number is altered a lot often to reflect
the swift weapon has the thrown property you can make a healing and taking damage. Whenever a creature takes
ranged attack instead. However you cannot use Crushing health damage you reduce their hit points by the damage
Strike with this off hand attacks. taken, when a character is below half their hit point
maximum they are considered Bloodied as they now have
visible and bleeding wounds..
Grapple
Whenever you want to grab a creature you can take the Healing
Grapple action. The target of this must be within your
unarmed reach and you must have at least one free hand. You Unless it kills you, damage is almost never permanent. There
then try to grasp your target by making an Athletics vs their are many ways in the realm of the banner saga to regain one's
Athletics or Dodge contest. On a success you grapple the hit points. When a creature receives healing of any kind they
target and they are subject to the Grappled Condition. Whilst add the points they regain to their current total, however a
grappling a creature they move with you however your creature's hit points cannot exceed your hit point maximum
movement speed is halved. any hit points that regained after reaching your maximum are
The main ways that a grapple ends are the following: lost.
The grappler becomes unconscious
If the grappled creature is forced out of the reach of the Temporary Hit Points
grappler via any means such as being knocked or pushed Some abilities or mythical items can grant creatures a unique
back For example with Battering Ram. type of hit point, referred to as Temporary Hit Points these
The grappler releases the grapple on their turn. (No action are treated as a pool of hit points that protects your actual hit
required) points.
A grappled creature can use its action to escape by Whilst you have Temporary Hit Points whenever you take
making a Athletics or Dodge vs the grapplers Athletics health damage the temporary hit points are lost first with any
contest. On a success the target is freed. left over damage carrying over into your current hit points.
For example if you take 10 health damage and you have 5
Cover temporary hit points, you lose the temporary hit points and
When in a fight the environment can be an useful ally, hiding take 5 health damage.
behind a tree or a barricade can grant you cover. A target can Additionally since temporary hit points are separate from
only benefit from cover if the attacking creature is on the your actual hit points they can exceed your hit point
opposite side of it. There are three degrees of cover: Half, ¾ maximum thus allowing you to be at full hit points and have
and total. If a creature is behind multiple sources of cover temporary hit points. Healing cannot restore temporary hit
then then only benefit from the most protective source of points and they cannot be added together. If you have two
cover. different sources that grant you temporary hit points you
choose whether to keep the old ones or take the new ones.
Half Cover For example if you have 9 temporary hit points and an ability
When behind half cover up to half of the creature's body is grants you 5 you can choose to keep the 9 or you have 5, you
covered by the object. As such the creature in cover receives a don't get 14.
+1 bonus to their Deflection Value. You must have at least 1 hit point in order to gain
temporary hit points thus a dying creature cannot receive
them, also unless specified temporary hit points last until
they are depleted or until a character finishes an extended
rest.
Dying
When you are reduced to 0 hit points, you are either
immediately killed or you fall unconscious. As explained
below
Falling Unconscious
When you are reduced to 0 hit points and not killed outright.
You are unconscious (See Conditions Appendix) and are in a
state called Dying. If you regain any hit points whilst dying
you become stable and are no longer unconscious.
Knock Out
When a character reduces a creature to 0 hit points or lower
with a melee attack the character can instead choose to
knock the character out rather killing them. If they do this the
affected character is treated as unconscious but stable.
Dying
Whilst in a dying state you can survive for a number of
rounds equal to your Willpower Statistic. At the start of each
of your turns whilst in this state you reduce the number by
one, if this number reaches 0 your character dies. The
number of rounds is reset each time you are reduced to 0 hit
points.
Saving a Dying Creature
As an action you can attempt to save an adjacent creature
who is dying, you proceed to make a Medicine Test with a
challenge of 2, on a success the creature is stabilized. A
stabilized creature is still unconscious and any damage
reverts them back to the dying state. Each time a creature is
reduced to 0 hit points it becomes harder and harder to
stabilize them, as such the Challenge of the medicine test
increases by 2 each time a creature is reduced to 0 hit points
or lower. If a creature is left in a stabilized condition without
receiving healing then they regain 1 hit point after 1 hour.
Killing Blow
When you receive damage that reduces you to 0 hit points
and there is damage remaining, you die if the remaining
damage is equal or higher than your Constitution statistic.
For example if a landsman has 3 hit points and a Constitution
statistic of 10 and takes 14 damage. Then he is reduced to 0
hit points with 11 damage remaining which is higher then his
Constitution and thus the landsman dies.
Finisher
Whilst dying a creature can attempt to finish them off. The
creature can use their action to make a single weapon health
attack against the creature. On a successful hit, if the damage
dealt is higher than the dying creatures Constitution statistic
then they are killed. If not then the challenge of the medicine
test to stabilize them is increased by 1.
Appendix A: Conditions
Blinded Restrained
A blinded creature automatically fails all rolls that require A restrained creature cannot take movement actions
sight They cannot use reactions
Attack rolls against a blinded creature are made with Its deflection statistic is reduced to 0
advantage
Staggered
Concussed A staggered creature cannot expend willpower
The creature suffers disadvantage on all rolls made.
Stunned
Enraged Attack rolls made against a stunned creature are made
On an enraged creatures turn it must move in this most with advantage
direct method possible and take the attack action against A stunned creature cannot take movement, actions or
the creature it is enraged by. During its attack action it can reactions
only make health attacks.
Unconscious
Dazed You cannot take movement, actions or reactions
Attack rolls are made against this creature with advantage Its Deflection Statistic is set to 0
The creature's attack rolls are made with disadvantage The creature is also Prone (see prone condition)
Successful attack rolls against an unconscious creature
Frightened are treated as critical hits.
You cannot willing move close to the source of fear
You have disadvantage on ability tests and contests whilst
within line of sight of the source of your fear
Grappled
A grapple creatures movement speed is set to 0 and they
cannot receive bonuses to it.
Invisible
An invisible creature is impossible to perceive without the
aid of magic or special ability. However the location of the
creature can be determined by the noise it makes or
tracks it leaves.
Attacks against an invisible creature are made with
disadvantage, and the invisibles creature has advantage
on attack rolls.
Knocked Back
A creature who is knocked back will move the distance
until it reaches the end or collides with an object or
structure. However it will move through creatures in its
path.
Prone
Melee attack rolls are made against a prone creature with
advantage
Ranged attack rolls are made against a prone creature
with disadvantage
A creature must use half their movement to stand up from
prone.
Pushed
A creature who is pushed back will move the distance
until it reaches the end or collides with a creature, object
or structure
Appendix B: The Gods

W
hilst no one knows when or how there is only
one thing people truly know about the gods. Aselei
Its that they are dead. However their She is the curves of every river, a guide for those of us
godstones and the legends surrounding them traveling unfamiliar lands." The skald runs a finger over small
still stand the test of time. Listed below are the etchings in the stone. "Inscriptions from all those who were
gods in the world of the banner saga. lost, but found a way back home with her help. Some say her
stone shows the struggle of leaving the familiar to see what's
Hridvaldyr over the next hill." Aleo looks at the ropes tied around parts of
her and smiles. "Before the gods died, her stone supposedly
Hridvaldyr was the god of hunters and of wild beasts, stood tall and moved a few steps each year, so people are
occasionally seen roaming the land as both man and wolf. He always trying to make sure she stays put. Have you the
was always depicted in effigy with his terrible spear. strength to hold her or a gift with which to entice her?"

Dengir Irunx
One of the gods, Denglr was always one of the favorites Irynx was a god known as The Winter Bird. Stories tell of
amongst men. God of Good Fortune. They believed he Irynx hunting Radormyr through the summer skies and
brought luck, wealth, or whatever else you wish you had, but creating blizzards while flapping its wings in the winter.
couldn't get on your own. The word "fortune" has a lot of
meanings. Eventually you move on.
Vez’nan
Radormyr Vez'nan is a mysterious god who belonged to an ancient
subterranean race whose culture has been mostly forgotten.
Nobody can really agree on what Radormyr looked like, as According the the Valka Zefr, Vez'nan may not actually be his
fond as he was of his own isolation. He never directly name, though the framework for his history is based upon
contacted humanity. Most think he was a serpent that lived in repeated patterns on the walls around his godstone. Though
the sun and it's not uncommon to hear speak of seeing the his attributes are mostly a mystery, what is known is that he
tail of a great creature slipping through the thin clouds on a become the most powerful of their gods by forsaking
sunny day. Radormyr was always one of the lucky gods, the everything dear to him. Therefore it can be inferred that he is
kind who people thanked for good weather, healthy livestock a god of control, power, and letting go.
and a good harvest.
Geirraor
Hadrborg Geirraðr is the god of wise counsel and direction who is
The little that most humans know about Hadrborg is that he accredited with all manner of discoveries and good decisions.
was a disciple of the Loom-mother, and he learned to create
under her guidance. He created a few beasts but soon
became bored with simple animals and began combining Bygglaserer
man and beast, ending up with varl. That's the myth, anyway. Bygglaerer, known as Bygglaerer the Builder is the god who
One thing is certain, each varl alive today was created by was responsible for laying the cavernous foundations of the
Hadrborg, and now the god is dead. The Varl here now are world and raising it's mountains. Due to this skill he was ever
the last ones that will ever exist. regarded by the other gods with a kind of wary respect, as
one who knows how to put things together would also know
Dundr how to take them apart.
While the Loom-mother was the first to create, she soon
found a counterpart in Dundr, who embodied her ideals in a Lauga
masculine form. Dundr took some of her creations and gave Lauga is the god of beauty and night, she is also said to be the
them beards and showed them the secrets of smithing, goddess of love as well.
though many remember him just as fondly for teaching them
games and songs of mirth.

Stravhs
Legend states he is the creator of the dredge.
Appendix C: Monsters

T
he world of the Banner Saga is not a one of
safety and warmth. A realm where only the
strongest and those willing to keep fighting
despite the odds, can survive. Detailed below
are just some of the threats in the world. Those
that stand between your party and honor, glory
and fortune.

Racial Templates
Unless specified otherwise enemies in the Banner Saga
tabletop Rpg are not limited by race, in order to utilise the
enemies presented, you must apply one of the following racial
templates to them, this grants them all of the benefits that
comes with that race. For example for the Archer enemy
could be either a human, varl or horseborn archer.

Promotions
Listed under each Enemy is a list of “Promotions” for that
enemy. For example an Archer has the Bowmaster
promotion. Treat the Archer as a base class, if you want the
enemy to be more deadly or if the flavour of the enemy suits
an ability you can grant them a promotion. When promoted
they gain both the title and the abilities that it provides.

Racial Templates
Human
Mobile: During your turn you can take your normal
movement, take the attack action or a special action and then
continue your movement provided you have any movement
remaining.
Talented: You can choose two skills of your choice and gain
proficiency with it.
Movement Speed: 8 tiles.
Size: You occupy a 1x1 tile.
Varl
Hulking Frame: Your attacks deal double damage to objects
and structures. Additionally if you are subject to an effect that
would knock or push you back you halve the distance you
would move.
Size: you occupy a 2x2 tile.
Movement Speed: 6 tiles
Horseborn
Free Roam: Each point of willpower spent during movement
allows you to move 3 tiles instead of 1.
Movement Speed: 10 tiles
Size: You occupy a 1x1 tile
Archer Guardian
Health: 15 Active: Return Fire
Armor: Padded When an ally of the guardian is struck by a melee weapon
Initiative Die: 1d4 attack the guardian can use her reaction to expend 1
willpower to make a single range health attack against the
Stat block: attacking creature provided that they are within the range of
Strength: 3 her bow.
Agility: 17
Influence: 8
Lore: 15
Accuracy: 19
Awareness: 20
Armor: 6
Constitution: 2
Willpower: 14
Break: 2
Exertion: 2
Deflection: 4
Weapons
Short Bow: Range 2-10 tiles, Damage: 1d12 +6
Abilities
Passive: Puncture
Once per turn If you do not move before making an ranged
health attack you deal +1 health damage for every 2 points of
armor the target is missing.

Archer Promotions
Bow Master
Active: Birds of Prey
During the Bowmasters turn if they make a successful attack
that would trigger their Puncture passive. They can expend 1
willpower to cause the damage dealt by Puncture to instead
reduce the target's maximum hit points by an equal amount
Siege Archer
Active: Slag and Burn
As an action the Siege Archer expends 2 willpower and
chooses a tile up to 6 tiles away. They proceed to throw a bag
of flammable slag and ignite it using a flaming arrow. The
target tile and all adjacent tiles are ignited. Each creature in
this area takes 1 point of armor damage and any creature
who ends their turn or moves through an ignited tile takes 1
point of armor damage. The tiles remain ignited for three
rounds.
SkyStriker
Active: Rain of Arrows
As an action the skystriker can choose a tile within the range
of her bow. She expends 2 willpower and launches a volley of
arrows into that fall like rain upon the choose tile and all
adjacent ones causing each creature in this area to take
break damage. Additionally this area is now treated as
difficult terrain for three rounds.
Beastmaster Berserker
Health: 46 Health: 43
Armor: Hide, Warshield Armor: Padded
Initiative Die: 1d10 Initiative Die: 1d6
Stat block: Stat block:
Strength: 11 Strength: 18
Agility: 7 Agility: 15
Influence: 11 Influence: 14
Lore: 1 Lore: 3
Accuracy: 16 Accuracy: 12
Awareness: 5 Awareness: 6
Armor: 19 Armor: 12
Constitution: 10 Constitution: 17
Willpower: 13 Willpower: 14
Break: 1 Break: 4
Exertion: 2 Exertion: 5
Deflection: 4 Deflection: 6
Weapons: Weapons:
Battle Axe: Range: 1 tile, Damage: 1d8 +4 Battle Axe: Range: 1 tile, Damage: 1d8+6
Javelin: Range: 2-6, Damage: 2d6
Abilities
Abilities Passive: Frenzy
Passive: War bear During the Berserkers turn if it takes the attack action it can
You have created a powerful magical bond with a bear make two attacks instead of one.
allowing you to fight side by side. Your bear has the statistics
of the Warbear (Appendix C: Monsters). During combat your
beasts turn is immediately after yours, it follows your
commands, if you don’t give it an order it defends itself to the
best of its ability.
Horde Breaker
Active: Break the Line
As an action the Horde Breaker expends 2 willpower and
commands their companion to bullrush their foes. Choose a
tile up to 8 tiles away from your animal companion. Who then
proceeds to move in a straight line towards that space, each
creature that the bear moves through is knocked prone.
Tamer
Active: Follow Up
When the Tamer makes a successful break attack against a
creature, the tamers animal companion can use its reaction
to expend 1 willpower to make a health attack against the
creature provided that it is adjacent to the target.
Landsman Mason
Health: 27 Health: 23
Armor: Studded Armor: Half Plate
Initiative Die: 1d10 Initiative Die: 1d6
Stat block: Stat block:
Strength: 7 Strength: 10
Agility: 7 Agility: 13
Influence: 18 Influence: 6
Lore: 16 Lore: 18
Accuracy: 12 Accuracy: 17
Awareness: 12 Awareness: 12
Armor: 12 Armor: 19
Constitution: 7 Constitution: 5
Willpower: 5 Willpower: 18
Break: 3 Break: 2
Exertion: 3 Exertion: 3
Deflection: 6 Deflection: 5
Weapons: Weapons:
Longsword: Range: 1 tile, Damage: 1d8 Maul: Range: 1 tile, Damage: 1d12+3
Shortbow: Range: 2-10, Damage: 1d12
Abilities
Abilities Passive Ability: Iron Willpower
Passive: Light Step At the end of each of your turns whilst you are not
The landsman uses their superior dexterity to move around incapacitated you regain one point of armor.
bodies, allowing them to pass through, but not stop on, any
allies spaces. Weapon Smith
Hunter Hridvaldyr
As an action the mason can spend 2 willpower and make a
Active: Hunters Mark single melee health attack against a creature. On a successful
As an action the hunter can expend 2 willpower and make a hit the creature takes an additional 1d8 health damage.
single attack against a creature with their short bow or
longsword. Until the start of the hunters next turn all of its Oracle
allies have advantage on attack rolls made against the
creature struck by the attack. Dengir
When an adjacent ally to the mason is the subject of an attack
Warden roll the mason can spend 1 willpower to cause the roll to be
made with disadvantage.
Active: Concussive Blows
As an action the warden can expend 2 willpower and make a Armor Smith
single break attack with either their longsword or short bow
on a successful hit the creature is concussed for three Hadrborg
rounds. If hit again using this ability the duration is refreshed. As an action the mason slams down into the earth and
expends 2 willpower each adjacent creature takes 3 armor
Tracker damage and is knocked back 3 tiles.
Passive: Agile attacker Blacksmith
Whenever the landsman makes a successful attack as part of
its attack action it can use its reaction to expend 1 willpower Stravhs
to take another movement action. As an action the mason expends 2 willpower and regains up
to their armor maximum.
Mender Raider
Health: 28 Health: 15
Armor: Leather Armor: Studded, Warshield
Initiative Die: 1d8 Initiative Die: 1d8
Stat block: Stat block:
Strength: 9 Strength: 11
Agility: 12 Agility: 7
Influence: 10 Influence: 8
Lore: 10 Lore: 14
Accuracy: 12 Accuracy: 19
Awareness: 8 Awareness: 3
Armor: 6 Armor: 4
Constitution: 4 Constitution: 11
Willpower: 16 Willpower: 10
Break: 1 Break: 3
Exertion: 4 Exertion: 2
Deflection: 4 Deflection: 6
Weapons Weapons:
Staff: Range: 1 tile, Damage: 1d8 Hand axe: Range: 1 tile (Thrown 2-6), Damage: 1d6+3
(Thrown 1d8)
Abilities
Passive Ability: Weave
Abilities
At the end of each of your turns whilst you are not Passive: ShieldWall
incapacitated you regain 1 willpower. When you end your turn adjacent to an ally you increase both
your and their armor value by 1.
Mend
As an action the mender expends 2 willpower and chooses a Backbiter
creature within 6 tiles of it. The creature regains 6 armor.
Active: Run Through
Storm Weaver As an action the raider expends 2 willpower and moves up to
3 tiles making a single melee health attack against each
Lighting Strike creature that it moves through.
As an action the mender expends 3 willpower and choose a
tile up to 6 tiles away and calls down a bolt of lightning. Each Thrasher
creature in the target tile and all adjacent ones takes Health
damage equal to half maximum willpower of the Mender. Active: Bloody Flail
This damage ignores armor. As an action the raider expends 2 willpower to unleash a
rapid flurry of attack, making a total of 3 attacks. Each attack
Rune Mage must be a health attack but they can be made against
different targets.
Runic Gale
As an action the mender expends 2 willpower and chooses a Savage
creature up to 6 tiles away, this creature restores up to their
willpower maximum Active: Guts
As an action the raider expends 2 willpower and makes a
Elementalist single melee break attack against an adjacent foe. On a
successful hit the target takes break damage and is knocked
Breeze prone.
As an action the mender expends 2 willpower and chooses a
creature up to 6 tiles away. For the next 3 rounds this Raidmaster
creatures movement speed is doubled.
Active: Stone Wall
As an action the raider expends 2 willpower and adopts a
defensive stance until the start of his next turn all health and
armor damage he takes is reduced by 5.
ShieldBanger Shieldmaiden
Health: 29 Health: 34
Armor: Breastplate, Tower Shield Armor: Chain Shirt, Warshield
Initiative Die: 1d12 Initiative Die: 1d6
Stat block: Stat block:
Strength: 18 Strength: 15
Agility: 3 Agility: 16
Influence: 8 Influence: 12
Lore: 10 Lore: 1
Accuracy: 14 Accuracy: 7
Awareness: 12 Awareness: 6
Armor: 19 Armor: 18
Constitution: 10 Constitution: 17
Willpower: 13 Willpower: 10
Break: 6 Break: 3
Exertion: 5 Exertion: 2
Deflection: 6 Deflection: 6
Weapons: Weapons:
Warhammer: Range: 1 tile, Damage: 1d8+6 ShortSpear: Range: 2 tiles, Damage: 1d8+5
Abilities Abilities
Passive: Return the Favor Passive: Shield Mastery
Whenever the shieldbanger is wielding a shield and is hit All armor damage you take whilst wielding a shield is halved.
with a melee health or armor attack. The attacking creature
takes 1 point of armor damage. Champion
Provoker Active: Guard
As an action the shield maiden can guard an adjacent ally.
Active: Malice The shield maiden expends 2 willpower and until the start of
As an action the ShieldBanger expends 2 willpower and her next turn any damage her guarded ally receives is halved.
choose a creature up to 3 tiles away. Until the start of the
ShieldBangers next turn that creature is enraged. Balista
Shieldmaster Active: Shield Smash
As an action the shield maiden slams her shield into a
Active: Bring the Pain creature. The shield maiden expends 2 willpower and makes
As an action the ShieldBanger expends 1 willpower and a melee break attack against an adjacent foe. On a successful
makes single melee break attack against an adjacent hit the target takes break damage and the target cannot
creature. Until the start of the ShieldBangers next turn the restore or gain any bonuses to its armor for 3 rounds.
shield bangers passive deals an additional 2 armor damage.
Strongarm
Active: Battering Ram
As an action the ShieldBanger expends 2 willpower and
makes a melee break attack against an adjacent creature.
This creature takes break damage and is then knocked back
6 times, additionally any creature that this creature moves
through takes 1 point of armor damage.
Skald Spearman
Health: 29 Health: 42
Armor: Leather, Buckler Armor: Studded
Initiative Die: 1d12 Initiative Die: 1d12
Stat block: Stat block:
Strength: 7 Strength: 16
Agility: 4 Agility: 4
Influence: 19 Influence: 9
Lore: 18 Lore: 14
Accuracy: 15 Accuracy: 20
Awareness: 18 Awareness: 19
Armor: 11 Armor: 13
Constitution: 9 Constitution: 19
Willpower: 16 Willpower: 20
Break: 4 Break: 5
Exertion: 5 Exertion: 5
Deflection: 6 Deflection: 6
Weapons: Weapons:
Dagger: Range: 1 tile, Damage: 1d6 Long Spear: Range: 2 tiles, Damage: 1d10+5
Abilities Abilities
Passive: Skald’s Song Passive: Embolden
Whenever you are within 2 tiles of an ally when they reduce a Whenever you reduce a hostile creature to 0 hit points all
creature to 0 hit points. You can use your reaction to cause all adjacent allies regain +1 willpower
creatures of your choice, including yourself, within 6 tiles of
you to regain 1 willpower. Spearmaster
Poet Active: Impale
As an action the spearman expends 2 willpower and makes
Active: Tale Worth Telling single health attack against an adjacent creature. On a
As an action the skald expends 2 willpower and chooses an successful hit the creature is pushed back 3 tiles and gains a
ally within 3 tiles of them. The next successful attack this bleeding wound for 3 rounds causing them to lose 1 hit point
creature makes before the start of the skalds next turn is a for each tile they move.
critical hit.
Slaughterer
Hoard Speaker Active: Pig Sticker
Active: Rally As an action the spearman expends 2 willpower and makes a
As an action the skald expends 1 willpower and chooses an single health attack against a creature within its reach. This
ally within 6 tiles of then. This creature regains 2 willpower. attacks scores a critical hit on a roll of 1-8.
Shield Breaker
Active: Lunge
As an action the spearman expends 1 willpower and makes a
single attack. This attack has a reach of up to 4 tiles.
Warrior Valkyrie
Health: 40 Health: 46
Armor: Full Plate Armor: Studded, Warshield
Initiative Die: 1d10 Initiative Die: 1d10
Stat block: Stat block:
Strength: 20 Strength: 12
Agility: 5 Agility: 6
Influence: 9 Influence: 4
Lore: 1 Lore: 13
Accuracy: 18 Accuracy: 19
Awareness: 19 Awareness: 13
Armor: 27 Armor: 14
Constitution: 12 Constitution: 18
Willpower: 8 Willpower: 17
Break: 5 Break: 3
Exertion: 4 Exertion: 4
Deflection: 5 Deflection: 7
Weapons: Weapons:
Greatsword: Range: 1 tiles, Damage: 1d12 +7 Longsword: Range: 1 tiles, Damage: 1d8+3
Abilities Abilities
Passive: Heavy Impact Passive: Honor and Glory
Once per turn when you make a successful attack as part of When a creature within 3 tiles of the Valkyrie is reduced to 0
your attack action you cause all all adjacent creatures (not hit points. The Valkyrie can use its reaction to cause the
including you) to take 1d4 points of health damage which creature to go to 1 hit point instead.
ignores armor. The weapon must be wielding a weapon with
either the two-handed or Adaptable property. Warlord
Warhawk Active: Warriors Blessing
As an action the Valkyrie expends 2 willpower and grants
Active: Tempest herself and all adjacent allies the blessing of the warrior.
As an action the warrior expends 2 willpower and chooses 3 Granting each one of them 1d4 additional damage on all
creatures that are within your threatened reach and roll a health attacks them make for 3 rounds.
single melee health attack roll and apply it to each creature.
Soul of the Huntress
Warmaster Active: Horseborn’s Blessing
Active: Sundering Impact As an action the Valkyrie expends 2 willpower and grants
As an action you make a single melee attack against an herself and all adjacent allies the blessing of the horseborn.
adjacent creature and you expend 2 willpower. If this attack is Granting each one of them +6 to their movement speed for 3
successful you cause Heavy impact to deals 1d6 health and rounds.
armor damage.
Moutain Spirit
Warleaader Active: Heart of Iron
Active: Pommel Strike As an action the Valkyrie expends 2 willpower and grants
As an action you make a single attack against an adjacent herself and all adjacent allies the blessing of the horseborn.
creature. On a successful hit the creature takes a small Granting each one of them +2 to their deflection and armor
amount of armor damage and is stunned until the start of for 3 rounds.
your next turn.
War Bear
Health: 23
Armor: Thick Hide
Initiative Die: 1d10
Size: 2x2 tile
Movement Speed: 6 tiles
Stat block:
Strength: 16
Agility: 6
Influence: 4
Lore: 1
Accuracy: 15
Awareness: 11
Armor: 11
Constitution: 12
Willpower: 10
Break: 3
Exertion: 2
Deflection: 3
Weapons
Claws: Range 1 tile, Damage: 1d8
Abilities
Passive: Maul
When making an attack with its claws if you roll maximum
damage on the weapon attack damage. You can roll an
additional 1d8 and add it to the total damage dealt.
Kragsmen
Venom Hurler Hag Hurler
Health: 26 Health: 31
Armor: Padded Armor: Padded
Initiative Die: 1d6 Initiative Die: 1d6
Size: 1x1 Tile Size: 1x1 Tile
Movement Speed: 8 Tiles Movement Speed: 8 Tiles
Stat block: Stat block:
Strength: 3 Strength: 3
Agility: 15 Agility: 15
Influence: 8 Influence: 8
Lore: 15 Lore: 15
Accuracy: 19 Accuracy: 19
Awareness: 20 Awareness: 20
Armor: 13 Armor: 13
Constitution: 8 Constitution: 8
Willpower: 14 Willpower: 14
Break: 2 Break: 2
Exertion: 2 Exertion:
Deflection: 4 Deflection: 4
Weapons Weapons
Short Bow: Range 2-10 tiles, Damage: 1d12+5 Short Bow: Range 2-10 tiles, Damage: 1d12+5
Abilities Abilities
Passive: Puncture Passive: Puncture
Once per turn If you do not move before making an ranged Once per turn If you do not move before making an ranged
health attack you deal +1 health damage for every 2 points of health attack you deal +1 health damage for every 2 points of
armor the target is missing. armor the target is missing.
Active: Poison Tipped Active: Pin
As an action the Venom Hurler expends 2 willpower and dips As an action the Hag Hurler expends 2 willpower and makes
the tip of her arrow in a poison taken from her swap home. a single ranged attack against a creature within her bows
She then makes a ranged health attack against a creature range. On a successful hit the creatures movement speed is
within her bows range. On a successful hit the creature is reduced by 6 until the start of the Hag Hurlers next turn.
poisoned, for three rounds the creatures maximum hit points
are reduced by 1d4 at the start of each of their turns. Multiple
doses does not stack, but it does refresh the duration.
Bog Runner Savage
Health: 20 Health: 28
Armor: Studded, Warshield Armor: Studded, Warshield
Initiative Die: 1d8 Initiative Die: 1d8
Size: 1x1 Tile Size: 1x1 Tile
Movement Speed: 6 Tiles Movement Speed: 6 Tiles
Stat block: Stat block:
Strength: 11 Strength: 11
Agility: 11 Agility: 11
Influence: 8 Influence: 8
Lore: 14 Lore: 14
Accuracy: 19 Accuracy: 19
Awareness: 3 Awareness: 3
Armor: 4 Armor: 4
Constitution: 11 Constitution: 11
Willpower: 10 Willpower: 10
Break: 3 Break: 3
Exertion: 3 Exertion: 3
Deflection: 6 Deflection: 6
Weapons: Weapons:
Hand axe: Range: 1 tile (Thrown 2-6), Damage: 1d6+3 Hand axe: Range: 1 tile (Thrown 2-6), Damage: 1d6+3
(Thrown 1d8+3) (Thrown 1d8+3)
Abilities Abilities
Passive: ShieldWall Passive: Light Step
When you end your turn adjacent to an ally you increase both The Bog Runner uses their superior dexterity to move around
your and their armor value by 1. bodies, allowing them to pass through, but not stop on, any
allies spaces.
Passive: Light Step
The Bog Runner uses their superior dexterity to move around Passive: Frenzy
bodies, allowing them to pass through, but not stop on, any During the savages turn if it takes the attack action it can
allies spaces. make two attacks instead of one.
Active: Backstab Passive: Savagery
As an action the Bog Runner expends 2 willpower and When the Savage makes a health attack he scores a critical
choose an adjacent creature. He then moves through the hit on a roll of 1-5 on the d20.
targets space making a break attack, dealing break damage
on a success. Once on the other side he makes a health
attack against the same target.
Pole Man Bearlord
Health: 46 Health: 47
Armor: Studded Armor: Hide, Warshield
Initiative Die: 1d12 Initiative Die: 1d10
Size: 1x1 Tile Size: 1x1 Tile
Movement Speed: 6 Tiles Movement Speed: 6 Tiles
Stat block: Stat block:
Strength: 16 Strength: 11
Agility: 4 Agility: 7
Influence: 9 Influence: 11
Lore: 14 Lore: 1
Accuracy: 20 Accuracy: 16
Awareness: 19 Awareness: 5
Armor: 13 Armor: 19
Constitution: 19 Constitution: 10
Willpower: 20 Willpower: 13
Break: 5 Break: 1
Exertion: 5 Exertion: 2
Deflection: 6 Deflection: 4
Weapons: Weapons:
Long Spear: Range: 2 tiles, Damage: 1d10+5 Battle Axe: Range: 1 tile, Damage: 1d8+3
Javelin: Range: 2-6, Damage: 2d6
Abilities
Passive: Embolden
Abilities
Whenever you reduce a hostile creature to 0 hit points all Passive: War Companions
adjacent allies regain +1 willpower The Bearlord has two War Bears as companions. Each one
has the statistics of the Warbear (Appendix C: Monsters).
Passive: Savage Spear During combat each bear roles for its own initiative, and will
When the Pole Man lands a successful critical hit then he follow the bearlords commands if no command is given they
deals one additional weapon damage die. will defend themselves to the best of their ability.
Active: Pig Sticker
As an action the Pole Man expends 2 willpower and makes a
melee attack against a creature. This attack scores a critical
hit on a roll of 1-5 on the d20.
The Dredge
Grunt Scourge
Health: 31 Health: 41
Armor: Splint Armor: Splint
Initiative Die: 1d12 Initiative Die: 1d10
Size: 1x1 Tile Size: 2x2 Tile
Movement Speed: 6 Tiles Movement Speed: 6 Tiles
Stat Block Stat Block
Strength: 15 Strength: 18
Agility: 4 Agility: 6
Influence: 5 Influence: 2
Lore: 2 Lore: 9
Accuracy: 13 Accuracy: 13
Awareness: 8 Awareness: 3
Armor: 22 Armor: 30
Constitution: 15 Constitution: 8
Willpower: 1 Willpower: 9
Break: 4 Break: 2
Exertion: 3 Exertion: 3
Deflection: 2 Deflection: 3
Weapons Weapons
Hammer: Range 1 tile, Damage: 1d8+5 Axe (Two Handed): Range 1 tile, Damage: 1d10+6
Abilities Abilities
Passive Ability: Splinter Passive Ability: Splinter
When the dredge receives armor damage of 3 or higher the When the dredge receives armor damage of 3 or higher the
dredges armor splinters into fragments. Causing all adjacent dredges armor splinters into fragments. Causing all adjacent
creatures to take 1 point of armor damage and reduces their creatures to take 1 point of armor damage and reduces their
maximum armor by 1. maximum armor by 1.
Active Ability: Tremble
Once per encounter as an action the Scourge expends 3
willpower and begins casting. At the start of the Scourge’s
next turn a Dredge Grunt is summoned within 3 tiles of it.
Stoneguard
Health: 39
Armor: Splint, Tower Shield
Initiative Die: 1d10
Size: 2x2 Tile
Movement Speed: 6 Tiles
Stat Block
Strength: 11
Agility: 6
Influence: 4
Lore: 13
Accuracy: 15
Awareness: 5
Armor: 28
Constitution: 14
Willpower: 6
Break: 4
Exertion: 3
Deflection: 8
Weapons
Sword: Range 1 tile, Damage: 1d8+3
Abilities
Passive Ability: Splinter
When the dredge receives armor damage of 3 or higher the
dredges armor splinters into fragments. Causing all adjacent
creatures to take 1 point of armor damage and reduces their
maximum armor by 1.
Active Ability: Kindle
As an action the stone guard expends 2 willpower and slams
his shield into the ground creating a powerful shock wave. All
adjacent creatures take break damage and are pushed back 3
tiles, receive an additional 1 point of armor damage for each
tile they are knocked back.
Slag Slinger Spark Slinger
Health: 18 Health: 25
Armor: Splint Armor: Splint
Initiative Die: 1d6 Initiative Die: 1d6
Size: 1x1 Tile Size: 1x1 Tile
Movement Speed: 8 Tiles Movement Speed: 8 Tiles
Stat Block Stat Block
Strength: 5 Strength: 5
Agility: 16 Agility: 16
Influence: 5 Influence: 5
Lore: 18 Lore: 18
Accuracy: 17 Accuracy: 17
Awareness: 16 Awareness: 16
Armor: 18 Armor: 18
Constitution: 9 Constitution: 9
Willpower: 12 Willpower: 12
Break: 3 Break: 3
Exertion: 3 Exertion: 3
Deflection: 3 Deflection: 3
Weapons Weapons
Sling: Range 2-6 tiles, Damage: 1d6+5 Sling: Range 2-6 tiles, Damage: 1d6+5
Abilities Abilities
Passive Ability: Back-off Passive Ability: Back-off
When a Dredge Slinger is the subject of either a health or When a Dredge Slinger is the subject of either a health or
break damage, it can use its reaction to expend 1 willpower break damage, it can use its reaction to expend 1 willpower
and move up to 8 tiles. and move up to 8 tiles.
Active Ability: Sunstrike
As an action the Spark Slinger expends 2 willpower and
loads a strange glowing stone into its sling and hurls it at a
creature within range. The Spark Slinger makes a health
attack against a creature within its weapon range. On a
successful hit the target takes health damage and is
Staggered until the start of its next turn.
Fire Slinger
Health: 25
Armor: Splint
Initiative Die: 1d6
Size: 1x1 Tile
Movement Speed: 8 Tiles
Stat Block
Strength: 5
Agility: 16
Influence: 5
Lore: 18
Accuracy: 17
Awareness: 16
Armor: 18
Constitution: 9
Willpower: 12
Break: 3
Exertion: 3
Deflection: 3
Weapons
Sling (Two Handed): Range 2-6 tiles, Damage: 1d6+5
Abilities
Passive Ability: Back-off
When a Dredge Slinger is the subject of either a health or
break damage, it can use its reaction to expend 1 willpower
and move up to 8 tiles.
Active Ability: Shatterstone
As an action the Fire Slinger expends 2 willpower and
reaches into its pouch and produces two blue-glowing rocks.
It crushes them together and throws them at two tiles.
Choose 2 tiles within 6 tiles of the Fire Slinger. At the start of
the Fire Slingers next turn these rocks explode causing each
creature in either the target tile or all adjacent ones to take
break damage and health damage equal to half the maximum
willpower of the Fire Slinger.
Stonesinger
Health: 41
Armor: Splint
Initiative Die: 1d12
Size: 1x1 Tile
Movement Speed: 4 Tiles
Stat Block
Strength: 13
Agility: 4
Influence: 11
Lore: 19
Accuracy: 14
Awareness: 9
Armor: 22
Constitution: 14
Willpower: 18
Break: 3
Exertion: 3
Deflection: 3
Weapons
Twin Spears: Range 1 tiles, Damage: 1d8+4
Abilities
Passive Ability: Disease Strike
When the Stonesinger lands a successful attack it transmits a
deadly disease to the target. For the next three rounds the
targets maximum hit points are reduced by 1d4 at the start of
each of its turns. Additionally if a creature that is infected
ends its turn adjacent to another the disease is transmitted to
them, with a fresh duration. Killing the Stone Singer removes
the disease from all affects creatures.
Active Ability: Rupture
As an action the Stonesinger expends 3 willpower and unites
its twin spears and starts casting. At the start of its next turn
the Stonesinger choose a Dredge within 10 tiles of it causing
its armor to shatter. All adjacent creatures takes health
damage equal to the armor value of the dredge which
exploded. The dredge which was shattered has their armor
set to 0.
Active Ability: Umbrage
As an action the Stonesinger expends 3 willpower and unites
its twin spears and starts casting. At the start of its next turn
all dredge take break damage but cause all health attacks that
they make to deal an additional 1d6 damage for the next
three rounds.
Skulker Vile Skulker
Health: 33 Health: 37
Size: 1x1 Tile Size: 2x2 Tile
Initiative Die: 1d6 Initiative Die: 1d6
Movement Speed: 10 Tiles Movement Speed: 10 Tiles
Stat Block Stat Block
Strength: 8 Strength: 12
Agility: 13 Agility: 13
Influence: 1 Influence: 1
Lore: 1 Lore: 1
Accuracy: 16 Accuracy: 18
Awareness: 13 Awareness: 13
Armor: 15 Armor: 16
Constitution: 10 Constitution: 14
Willpower: 12 Willpower: 18
Break: 3 Break: 5
Exertion: 3 Exertion: 3
Deflection: 1 Deflection: 5
Weapons Weapons
Bite: Range 1 tile, Damage: 1d6 Bite: Range 1 tile, Damage: 1d8+3
Abilities Abilities
Passive Ability: Chase Passive Ability: Chase
Skulkers use their superior dexterity to move around bodies, Skulkers use their superior dexterity to move around bodies,
allowing them to pass through, but not stop on, any allies allowing them to pass through, but not stop on, any allies
spaces. spaces.
Active Ability: Skulk Active Ability: Skulk
As an action the Skulker expends 3 willpower and becomes As an action the Skulker expends 3 willpower and becomes
invisible for 3 rounds and moves an additional 6 tiles. This invisible for 3 rounds and moves an additional 10 tiles. This
invisibility ends if the skulker attacks a creature or takes invisibility ends if the skulker attacks a creature or takes
damage. damage.
Active Ability: Howl Active Ability: Howl
Whilst the Skulker is invisible it can use its action to expend Whilst the Skulker is invisible it can use its action to expend
2 willpower to howl and single its pack to attack a creature. 2 willpower to howl and single its pack to attack a creature.
The skulker makes a single health attack against the creature The skulker makes a single health attack against the creature
and any Skulkers within 6 tiles of the hit creature can use and any Skulkers within 10 tiles of the hit creature can use
their reaction to move up to 6 tiles and attack the creature. their reaction to move up to 10 tiles and attack the creature.
Slab Hurler Barb Hurler
Health: 30 Health: 30 Armor: Splint
Armor: Splint Initiative Die: 1d6
Initiative Die: 1d6 Size: 1x1 Tile
Size: 1x1 Tile Movement Speed: 8 Tiles
Movement Speed: 8 Tiles
Stat Block
Stat Block Strength: 14
Strength: 14 Agility: 16
Agility: 16 Influence: 12
Influence: 12 Lore: 14
Lore: 14 Accuracy: 19
Accuracy: 19 Awareness: 11
Awareness: 11 Armor: 25
Armor: 25 Constitution: 7
Constitution: 7 Willpower: 13
Willpower: 13 Break: 3
Break: 3 Exertion: 3
Exertion: 3 Deflection: 4
Deflection: 4
Weapons
Weapons Sling (Two Handed): Range 2-6 tiles, Damage: 2d6+5
Sling (Two Handed): Range 2-6 tiles, Damage: 2d6+5
Abilities
Abilities Passive Ability: Distraught
Passive Ability: Distraught When the Barb Hurler takes health or armor damage it can
When the Slab Hurler takes health or armor damage it can use its reaction to expend 3 willpower and move up to 8 tiles.
use its reaction to expend 3 willpower and move up to 8 tiles. Additionally all other Slab or Barb Hurlers within 6 tiles of
Additionally all other Slab Hurlers within 6 tiles of the the attacker can use their reaction to make either a health or
attacker can use their reaction to make either a health or break attack against them.
break attack against them.
Active Ability: Barb Stones
Active Ability: Concuss As an action the Barb Hurler expends 3 willpower and
As an action the Slab Hurler expends 2 willpower and makes chooses a tile up to 5 tiles away. It throws a strange black
a ranged break attack against a creature up to 6 tiles away. rock at the tile. At the start of the Barb Hurlers next turn the
On a successful hit the creature is pushed up to 5 tiles away rock cracks and a Skulker is spawned from it. Which then
and is Concussed until the start of the Slab Hurlers next turn. rolls for initiative and acts on its own accord. The rocks have
a 6 armor and 6 health. The Barb Hurler can only use this
ability three times per encounter.
Direguard Gloomwarden
Health: 49 Health: 41
Armor: Splint, Tower Shield Armor: Splint
Initiative Die: 1d10 Initiative Die: 1d10
Size: 2x2 Tile Size: 2x2 Tile
Movement Speed: 6 Tiles Movement Speed: 6 Tiles
Stat Block Stat Block
Strength: 11 Strength: 18
Agility: 6 Agility: 6
Influence: 4 Influence: 2
Lore: 13 Lore: 9
Accuracy: 15 Accuracy: 13
Awareness: 5 Awareness: 3
Armor: 28 Armor: 30
Constitution: 14 Constitution: 8
Willpower: 6 Willpower: 9
Break: 4 Break: 2
Exertion: 3 Exertion: 3
Deflection: 8 Deflection: 3
Weapons Weapons
Axe: Range 1 tile, Damage: 1d8+3 Axe (Two Handed): Range 1 tile, Damage: 1d10+6
Abilities Abilities
Passive Ability: Sentinel Passive Ability: Sentinel
Whenever a stonesinger is attacked all dredge focus theirs Whenever a stonesinger is attacked all dredge focus theirs
attack on the offender until the start of the Direguards next attack on the offender until the start of the Direguards next
turn. turn.
Active Ability: Drum Fire Active Ability: Shudder
As an action the Direguard expends 3 willpower smashes his As an action the Gloomwarden expends 3 willpower and
shield into the ground blasting a shockwave and then igniting choose all dredge within 10 tiles of it. At the start of the
a 2x6 area in front of him. The Shockwave deals break Gloomwardens next turn all dredge chosen armor forms
damage to all hostile creatures in the area, and restores 4 volatile spikes that deal 1d4 health damage to all adjacent
points of armor to all dredge in the area. Afterward, each hot enemies whenever the dredge is attacked. These spikes last
ash tile deals 1d4 health damage which ignores armor to any for 3 rounds or until the Gloomwarden is killed.
hostile creature and restores 2 points of armor to any dredge
who moves through or ends their turn on the ignited tile. The
hot ash lasts for 3 rounds.
Warped Stoneguard Warped Scourge
Health: 42 Health: 39
Armor: Splint, Tower Shield Armor: Splint
Initiative Die: 1d10 Initiative Die: 1d10
Size: 2x2 Tile Size: 2x2 Tile
Movement Speed: 6 Tiles Movement Speed: 6 Tiles
Stat Block Stat Block
Strength: 11 Strength: 18
Agility: 6 Agility: 6
Influence: 4 Influence: 2
Lore: 13 Lore: 9
Accuracy: 15 Accuracy: 13
Awareness: 5 Awareness: 3
Armor: 28 Armor: 30
Constitution: 14 Constitution: 8
Willpower: 6 Willpower: 9
Break: 4 Break: 2
Exertion: 3 Exertion: 3
Deflection: 8 Deflection: 3
Weapons Weapons
Hammer: Range 1 tile, Damage: 1d8+3 Axe (Two Handed): Range 1 tile, Damage: 1d10+6
Abilities Abilities
Passive Ability: Depraved Passive Ability: Depraved
When the Warped Stoneguard is reduced to 0 hit points or When the Warped Stoneguard is reduced to 0 hit points or
lower it explodes causing all adjacent enemies to reduce their lower it explodes causing all adjacent enemies to reduce their
maximum willpower by 3. Additionally it leaves a 2x2 area of maximum willpower by 3. Additionally it leaves a 2x2 area of
burning purple ashes, that deals 1d4 health damage which burning purple ashes, that deals 1d4 health damage which
ignores armor and reduces willpower by 2 to each creature ignores armor and reduces willpower by 2 to each creature
who move through or end their turn on a burning tile. who move through or end their turn on a burning tile.
Active Ability: Soul Bond Active Ability: Mind Devour
As an action the Warped Stoneguard choose a creature up to As an action the Warped Scourge expends 3 willpower and
6 tiles away and makes a ranged break attack against it. On a chooses a creature up to 10 tiles away and makes a ranged
successful hit the target reduces their willpower by the health attack against them. On a successful hit the targets
Warped Stonegaurds break value. Additionally until the start maximum willpower is reduced by 5. Additionally the next
of Warped Stoneguards next turn all health damage it successful attack the Warped Scourge makes before the end
receives is transferred to its Soul Bonded target. of its next turn is treated as a critical hit.
Sundr
Bellower Eyeless
Health: 60 Health: 58
Armor: Splint, Tower Shield Armor: Splint
Initiative Die: 1d6 Initiative Die: 1d4
Size: 3x3 Tile Size: 1x1 Tile
Movement Speed: 6 Tiles Movement Speed: 4 Tiles
Stat Block Stat Block
Strength: 20 Strength: 18
Agility: 16 Agility: 20
Influence: 14 Influence: 19
Lore: 20 Lore: 19
Accuracy: 19 Accuracy: 19
Awareness: 15 Awareness: 19
Armor: 32 Armor: 20
Constitution: 20 Constitution: 16
Willpower: 18 Willpower: 20
Break: 5 Break: 4
Exertion: 5 Exertion: 5
Deflection: 5 Deflection: 5
Weapons Weapons
Sword: Range 1 tile, Damage: 1d12+7 Twin Spears: Range 1 tiles, Damage: 1d12+6
Abilities Abilities
Passive Ability: Indomitable Passive Ability: Mastery of the Weave
At the start of each of Bellowers turns he will regenerate 6 hit Eyeless regains 3 willpower at the start of each of her turns.
points, 6 armor and 3 willpower. Bellower will continue to
use this ability until he ends his turn with less that half hit Passive Ability: Disease Strike
maximum hit points at which point he will trigger his enraged When the Stonesinger lands a successful attack it transmits a
passive. This causes his Indomitable passive to be reduced to deadly disease to the target. For the next three rounds the
2 health, 2 armor and 2 willpower regeneration at the start of targets maximum hit points are reduced by 1d4 at the start of
each of his turns. each of its turns. Additionally if a creature that is infected
ends its turn adjacent to another the disease is transmitted to
Passive Ability: Enraged them, with a fresh duration. Killing the Stone Singer removes
Each time that bellower is attacked he can spend 2 willpower the disease from all affects creatures. In addition the creature
to move his initiative immediately after the attackers turn. hit is also Knocked back 5 tiles.
Active Ability: Quake and Despair Active Ability: Possess
As an action bellower choose a creature within 10 miles of it As an action Eyeless expends 2 willpower, causing her to
and unleashes a howl of despair. The target creature is dematerialize and chooses a dead creature either friend or
Stunned until the start of bellowers next turn and all adjacent foe up to 10 tiles away. The creature is reanimated and takes
units to Bellower are pushed back 3 tiles suffering 1d4 health an immediate turn. It knows all the abilities, talents and
damage which ignores armor and 3 points of armor damage. specialisations it new in life. In additional it has Health,
armor and Willpower equal to Eyeless current Willpower.
This creature looks visibly undead and has a small crown of
blue flames floating above its head. When the possessed
creature is killed, Eyeless respawns at an unoccupied tile of
its choice up to 10 tiles away.
Active Ability: Shatter
As an action Eyeless choose a creature up to 10 tiles away
and expends 3 willpower begins to cast a spell. At the start of
her next turn all Dredge explode causing all adjacent
creatures to take armor damage equal to her break value.

You might also like