Professional Documents
Culture Documents
Table of Contents
What is FARM Champions … 1
Playing the Game … 2
Character & Community Creation … 7
Gear & Supplies … 14
The Community … 19
Experience & Improvement … 24
Monsters & Threats … 27
©Matthew Bannock. All art ©Misosile Busher(HIZIKI) and used with permission.
Permission to print/photocopy for personal use only.
F.A.R.M. Champions BETA
What is F.A.R.M. Champions? FARM Champions is, at its default, a game of
heroic characters in a fantasy version of a
It’s up to both the Narrator and the players to
collaborate on creating the finer details, but
FARM Champions is a roleplaying game where medieval world, much as you’d find in many generally you just want to focus on discussing
you (the players) play young heroes forced by other roleplaying, video, and board games. It the general tone of the game before you begin.
choice or circumstance into embarking on a typically depicts a fairly optimistic view of such Everything else can be built up and expanded
quest, going on adventures, and taking odd jobs a world, and it can handle scenarios that focus upon during gameplay. The preferences of the
(all developed by the Narrator) to protect and on slice-of-life events as easily as it can handle entire gaming group should guide the sorts of
improve your community. epic quests. It probably works best to vary your characters built, threats they will face, and the
scenarios between that gamut to really get a scenarios and quests they embark upon.
All you need to do is: sense of what the community means to the
1. Get together with 1-5 friends interested
characters, and vice versa.
in playing.
2. Gather at least two six-sided dice (d6), a
copy of the character sheet
for each player, and some
scratch paper for taking
notes, making sketches, and
drawing maps as needed.
1
Playing the Game Tests
Other Types of Dice Rolls
If something is relatively easy to do, don’t roll
When you are acting against the environment, or ❖ Sometimes, you will roll one six-sided
dice. Just narrate how you do it.
you’re in a situation where there isn’t someone die (1d6) or two six-sided dice (2d6) and
If something is challenging: there to oppose you, but there’s something you won’t add the results together.
interesting that could happen whether you ❖ You may occasionally see rolls with
succeed or fail, you roll and compare your total modifiers (1d6+1 or 1d6-1) in which
2d6 + your relevant Skill (if any) + your Gear (if
against a set target number: a ‘test.’ case you roll the die (or dice) and simply
any) = your t otal.
add or subtract the modifier from the
Standard Difficulty & Examples result.
The Rule of 2 Task Target Example Tasks ❖ You may also see notations like 1d3 or
Difficulty Number 1d2: this means roll a six-sided die and
Whenever you roll two 1s on your six-sided dice Easy 7 Picking a simple lock. divide the result by 2 or 3, respectively;
for a test or contest, the action fails. Busting down a wooden always round down.
door. Casting a minor
Unskilled Rolls spell.
Average 10 Picking a complex lock.
When you don’t have a skill that applies to the Busting down an
action, and the Narrator determines that the iron-banded door.
action is unfamiliar to your character, they may Investigating a crime
apply a penalty to your roll of -1 (unfamiliar), -2 scene.
(out of your depth), or -3 (alien to you). Hard 14 Finding a magically
concealed door. Busting
Contests down an iron door or
barred gate. Convincing
If you are acting against another character, the castellan to let you
creature, or force that actively opposes you with speak directly to the king
some trait, you both roll dice (usually a player despite not having an
versus the Narrator) and compare the totals. invitation to the court.
The higher total wins. This is called a ‘contest.’ If
a tied result doesn’t make sense, the character
that initiates the contest has the advantage, and
therefore wins all ties.
2
Combat between the fighting parties, generally no more Retreat
than three moves. If you take no other action than a move on your
Whereas most challenges are resolved with a turn, you can retreat as your action. This puts
You can always move and take an action in any you at least two moves away from your
single dice roll against a target number or
order. In other words, you can move first and opponent(s), or takes you out of the battle
against an opponent’s dice roll, combat is more
then take an action, or take an action and then completely, subject to your intentions, the terrain
involved. It follows this flow:
move. (cover, winding streets), and the Narrator’s
1. Initiative: Everyone involved in a combat approval.
If you are ever knocked off your feet (often
round rolls 1d6 to see who goes first.
referred to as being “knocked prone”), it takes
2. The highest rolling character or creature Damage
one move to get back up.
acts first. A successful hit will deal a number of points of
3. Then each other character or creature in Attack damage, which are subtracted from your Health
descending order, until everyone has Points, abbreviated ‘HP’ (more about them
An attack is a contested roll where the attacker
acted once. below).
uses an appropriate weapon or unarmed
4. Then, start back at the top of the combat-related skill, and the defender uses an
initiative order and go through it all appropriate defense related skill. The attack
Armor
again until the encounter ends. Armor provides a property called damage
succeeds if the attack total is equal to or greater
reduction (abbreviated ‘DR’ for short), usually
than the defender's roll.
An encounter ends when all opponents on one rated 1 or 2. This number is subtracted from the
side are defeated, flee, surrender, or are
Cast a Spell damage dealt to you by an attack, down to a
otherwise no longer a viable threat to the party. minimum of 1 point of damage. In other words,
Casting a spell is typically an Easy test; see the
Magic section for some exceptions. Some every successful attack deals at least 1 damage,
Taking Action but armor protects you from a certain amount of
creatures will have abilities that allow them to
You may M ove and take one other action on additional damage.
turn magic into a contested roll.
your turn:
Interact with an Object Health
❖ Attack Your Health Points (HP) represent a
❖ Cast a spell Interacting with an object is a broad category of
action that generally covers: combination of physical sturdiness, stamina,
❖ Interact with an object mobility, focus, and alertness in stressful
❖ Retreat situations. As your HP is depleted, you might
❖ Opening or closing a door.
❖ Drawing or stowing an item. suffer from cuts, bruises, sprains, exhaustion,
You can always speak freely (unless a spell or
❖ Quaffing a potion. dizziness, and the general confusion of combat
condition says otherwise!).
❖ Picking up an object off the floor, such or physical exertion.
Move as a dropped weapon.
❖ Pulling a torch out of its wall sconce.
Movement is highly abstracted: assume you can
move from ranged combat (with a bow, sling, or ❖ Picking a simple lock.
spell) to melee combat (hand-to-hand or close ❖ Disabling a pressure plate connected to
weapons like swords and daggers) with a single a trap.
move. If an encounter happens at extreme
range, simply denote range by number of moves
3
Wellness character’s Wellness, but these should be used this scene, and likely for a long time afterward.
Every character has a “track” representing their sparingly. They can recover (and the Narrator may choose
well being, separate (though in some ways tied to begin tracking their Wellness), but most of the
to) their Health. This is their Wellness. Wellness Only important NPCs and monsters, as time, they are permanently out of the action, no
represents a broader (and not necessarily determined by the Narrator, have Wellness. In longer a threat the characters have to deal with
physical) aspect of a character’s health outside most cases, creatures are fine (no penalties now or in the future.
of Health Points. This includes their long-term form degraded Wellness), but they are defeated
vitality, emotional and mental state, and once and for all when their Health Points are Healing
disposition. reduced to zero. Without the aid of magical spells or items, you
recover your Health Points and your Wellness a
Wellness is a track with four positions. As a Defeat little bit over a period of time. Called a rest,
character’s Wellness is put in jeopardy, they When your Health Points are reduced to 0, you during this time you can only sleep or engage in
move down the track, and are affected by fall unconscious: you are d efeated. Your light, non-strenuous activity (no combat, no
penalties on all of their dice rolls in tests and Wellness is immediately reduced by 1. Generally, lifting heavy boxes or tools, etc.).
contests, like so: this means that your character is helpless, and
any subsequent blows do not deal damage in During a s
hort rest, which lasts 1 hour, you
Wellness Effects Health Points but instead reduce your Wellness recover a number of Health Points based on
0 No penalties by another point (no matter how many HP they your current Wellness: 3 HP when you’re at
would have dealt). Once you are Wellness 0, 2 HP when you’re
-1 -1 on all tests and contests
reduced below Wellness -3, you at Wellness -1, 1 HP when
-2 -2 on all tests and contests are permanently out of play, you’re at Wellness -2, or 0 HP
-3 -3 on all tests and contests having either died or suffered when you’re at Wellness -3
trauma too great to recover from (see below). You can only
The things that affect Wellness include: and continue a life of adventuring. benefit from 1 short rest in a
Alternatively, the Narrator and single 24 hour period.
❖ Exhaustion other players may help you
❖ especially strong negative emotions like determine different effects of A long rest lasts 8 hours, and
anger or sadness subsequent damage with you recover all of your Health
❖ slow-acting poison long-term effects. Points during this time, unless
❖ magical attacks that might inflict you were defeated. You can
confusion and befuddlement Monsters and NPCs without only benefit from 1 long rest
❖ the stresses on both body and mind Wellness (i.e. most of them) in a single 24 hour period.
when dealing with traumatic injuries or operate slightly differently from
psychological damage player characters. When they are To recover your Wellness, you
defeated, the Narrator and the must have five consecutive
Specific game effects will call out when they players determine what this days in which you take long
affect Wellness, but the most common is when a means in the scenario: defeated rests. At that point, you
character is defeated (see below). Narrators are does not have to mean death, but recover 1 Wellness.
free to create new special effects that target a it does always mean that the
opponent is down and out for the count. They
are unable to act or do anything for the rest of
4
Magic Magic Skills Spell List
Magic Skill Repertoire Bless: This basic luck spell is cast on you or
These are areas of magical expertise used by Animal Magic Bless Beasts, Communicate another creature. That creature may choose to
Acolytes and Mages. Each area -- the Magic Skill with Beasts, Summon Beasts re-roll a die within 5 minutes of the spell being
itself -- dictates what spells you can cast; this is cast. They only re-roll one die: for example, if
Fire Magic Area Smite, Fire, Smite
known as the magic skill’s repertoire of spells. they make a test, they only re-roll one of the 2d6
Typically, having a magic skill grants you three Holy Magic Bless, Healing, Smite they rolled.
spells to start with. If you have multiple magic Necromancy Communicate with Undead
skills, you still only have three spells, but you can (spirits), Smite, Summon Bind: This is the ability to entangle a
choose any combination of three spells from the Undead human-sized opponent in bindings; these might
repertoire associated with your magic skills. Plant Magic Bind, Communicate Plants, be vines and roots, magical symbols given
Create physical form, ghostly shackles, or whatever fits
For example, if you have both Animal Magic and the style of the caster. The bindings can be
Ritual Magic Bless, Curse, Summon Undead
Plant Magic, you could choose any of the spells attacked (an Easy test), and have 6 Health
(spirits)
listed with either skill, but only up to a total of Points. If reduced to 0 HP, the target is freed.
three. You might choose Bless Beasts and Water/Ice Bind, Create, Smite Otherwise, the bindings last an hour.
Summon Beasts from your Animal Magic skill, Magic
and Bind from your Plant Magic repertoire. Communicate: This spell gives you the ability to
Spellcasting communicate with something unusual, such as
Some spells only affect the noted types of Spells are magical effects cast by an Acolyte or plants, animals, the spirits of the dead,
creatures. You can’t cast Bless Beasts on a Mage. Spells require the character to have a free elemental creatures, and so on. Alternatively, it
human, for example. These creature types are hand to direct the spell (possibly through the use can be used to speak a language you don’t
detailed more fully in the Bestiary chapter. of a particular ingredient, component, or a focus otherwise know.
Special types like Undead (spirits) denote an such as a wand), and the ability to speak in order
even more specific type of creature. to incant the magical words of power that bring Create: This is the ability to create a useful item
the spell into existence. The Narrator may out of thin air, such as conjuring a fruit using
The following lists of magic types and spells are Plant Magic. These creations are permanent for
decide whether a spell requires rare or special
not meant to be exhaustive: players and small items, 24 hours for something roughly
spell ingredients.
Narrators should work together to expand them human-sized, and 1 hour or less for very large
after having played several sessions of FARM Each spell requires a skill roll that costs one items.
Champions and understanding the rules of the spell point to cast; unless otherwise stated,
game. casting a spell is an Easy task with a target Curse: This spell inflicts a foe with one unlucky
number of 7. event within 1 day. Alternately, curse can remove
a positive spell or enchantment of some kind on
Acolytes have 3 spell points, while Mages have someone or something. If the original magic
6. Spell points refresh automatically was cast by someone of greater power, you
(automagically?) at a rate of 1 point every 20 suppress the effect for some time (usually 1d6
minutes for Acolytes, and 1 point every 10 hours), but if you are more powerful, you can
minutes for Mages. permanently end the effect.
5
Fire: This is the ability to create or extinguish a Improvising a Spell
torch-sized fire.
If you want to use a spell you don’t have, but
have a justification that your magic skill should
Heal: This spell comes in two forms, depending apply, you can appeal to the Narrator and other
on how long you choose to spend casting it. It players to do so as a rare stunt. If they approve,
requires a minute to cast and heals 1d6 Health you make your spell test with a -2 penalty to see
Points, or can be cast as an action during if it works or not. (You can then add that spell to
combat and heals 1d3 Health Points. your repertoire with
experience points; see the
Smite: This is the generic name for any spell Experience & Improvement
designed to deal damage. You can deal 1d6+1 chapter.)
damage to a target within line of sight. Area
Smite deals 1d6 damage to all creatures in a 10 For example, Mira is a Mage
foot radius. (Yes, that means allies, too.) with the Water Magic skill.
She wants to use her water
Summon: This spell summons an ally that hangs magic to cast the
around for 5 minutes. This duration can be Communicate spell to speak
extended by spending additional spell points: +5 with a water elemental spirit.
minutes per additional spell point. Summons are The Narrator and other
generally less powerful than player characters. players will decide if this is a
Some example summons from the Monsters & fair use of the magic. If the
Threats chapter include: group approves the
❖ Giant hornet improvised spell, Mira rolls
❖ Bandits, guards, pirates her spell test at a -2 penalty.
Using Magic If successful, she can speak
While this set of spells gives you a good with the spirit, but if she fails,
foundation for how you use magic, you should she risks annoying it!
not feel limited by this list. With some creativity,
you can create new uses for the spells you have, Learning a New Spell
expand your breadth or depth of knowledge of a To create an entirely new
spell, or create all new spells. spell, you must first have
approved and improvised the
This section covers additional rules for magic. casting of the spell, as above
All of these can be considered optional and (see Improvising a Spell).
advanced rules. There’s no need to explore them After successfully casting
until after the first several sessions of playing the spell, you can spend
FARM Champions, so you can get used to the experience points to add this
standard spells and spellcasting. new spell to your repertoire, attached to one of
your magic skills. (See the chapter on
Experience & Improvement for more
information.)
6
Character & Community
Creation
Part of creating your character is creating the
community that your character lives in and helps
prosper through their heroic quests, typical day
to day tasks of their job, and any other odd jobs
that they may pick up along the way.
Creating a Character
Creating your character is quick and easy. We’ll
cover all of this in detail below.
7
the community is faced with threats from inside The Narrator, or the group as a whole using a Campaign Setting
or outside. These attributes are: voting process, can assign the following values 1d6 Setting Attribute Modifiers
in any order they wish to those attributes: 4, 5, 6,
Safety: A measure of the general might and 1 Colony Safety -1, Solidarity
7, 7, 7. The lower an attribute is, the more likely it
proliferation of trained military, militia members, +1
is to be threatened by various events,
mercenary soldiers, or other forces dedicated to organizations, monsters, and so on. Luckily, 2 Frontier Leadership -1,
the protection of the settlement and its there are quite a few opportunities to increase Resources +1
surroundings. these values during character creation alone, 3 Populated Solidarity -1, Safety
never mind the quests and jobs you undertake +1
Resources: A general indicator of the natural during the game that will help your community
resources available to the settlement, such as 4 Settled Resources -1,
prosper. Enlightenment +1
gardens, farms, nearby orchards, rock quarries,
mines, timber, and so on. Once you’ve assigned ratings to the attributes, 5 Wilderness Safety -1, Resources
you can further discuss the particulars of each +1
Industry: The industriousness of the folk of the trait and what it means at its current rating, but 6 Re-roll*
settlement; basically, how quickly and how well you don’t have to do that until the end of
they turn the resources into useful product to character creation, or even at all: the Narrator *When you roll a 6, re-roll the die. If you get a 1
utilize, buy, sell, and so on. can fill in the details as game play progresses. through 5, take that setting. If you roll a second
Keep in mind that these are meant to be 6 instead, the setting is Darklands (Safety -1,
Enlightenment: Measures the progressive nature
somewhat vague, open-ended traits, and you Industry -1).
of the people, whether it stems from world
don’t have to exhaustively define things like
wisdom, higher learning, or some combination
what resources are actually available unless (or
of the two.
until) it matters to the scenario at hand.
Solidarity: An indication of the camaraderie and
civic mindedness of the folk in the settlement. Campaign Setting
As you’ve discussed the tone and initial village
Leadership: Measures the charisma, influence, where game play begins, you can also determine
and organization of the settlement’s leading that village’s place in the larger world. Often, this
members, usually but not always involving its is a choice that the Narrator makes as part of
government, infrastructure, wise elders, and so setting the tone of the campaign, but you can
on. leave this decision up to a vote from the entire
group (with the Narrator breaking ties, if
necessary), or even roll a single six-sided die to
determine it. Regardless of the method you use,
you will apply the noted modifiers to the
settlement’s attributes.
8
Class Acolyte Rogue
A religious mystic, healer, or teacher dedicated to A thief, trapper, stealthy warrior, or anyone who
Your character’s class determines the heroic serving a higher being or purpose. Acolytes have uses wit to get by.
path they have taken in life since they’ve been access to magic gifted to them from their calling,
forced into a role of stewardship for the or through the use of rituals. Weapons, Armor and Shields. Rogues can use
community. Each class gives you benefits that any weapon and wear any armor, but cannot use
are unique to it, as described below. Weapons, Armor and Shields. Acolytes can use shields. When they wear heavy armor, they can
any weapons and wear any armor, but don’t use no longer make use of their swiftness bonus,
Fighter shields because they quickly need to free up at however.
Someone who specializes in physical combat, or least one hand to cast their spells by
brandishing their holy symbol or religious focus. Swiftness. Naturally adept at getting the drop on
may have a natural aptitude for physical skills.
their foes, rogues have a +1 bonus to their
Weapons, Armor and Shields. Fighters can use Spellcasting. Acolytes have 3 spell points. They initiative rolls. As noted above, they lose this
any weapon, wear any armor, and use shields. automatically recharge 1 spell point every 20 bonus if they wear heavy armor.
minutes.
Fighting Skill. Damage bonus +1 with all Mage
weapons. Calling. An acolyte is dedicated to something A magical scholar specializing in using alchemy
bigger than themselves, though this can take on and arcane science to form spells.
Powerhouse. Bonus +1 on all tests or contests many aspects. Use this as an opportunity to
involving athletic ability and physical fitness. collaborate as a group on the sorts of mystical Weapons, Armor and Shields. Mages can wear
connections the folk of this campaign setting light armor, but cannot use two-handed
have. Perhaps you are dedicated to ancestor weapons or shields because they need a hand
spirits, forces of nature (the wind, the elements free to cast their spells.
of earth or fire), specific patron deities (Ra the
God of the Sun, Aleena Goddess of Protection) Spellcasting. Mages have 6 spell points. They
or concepts that might hold power (Justice, automatically recharge 1 spell point every 10
Hearth & Home, Law). It’s okay to leave some minutes.
things vague or open to be filled in during play
(the name of the deity of Law, the organizational
structure of the Monastery of Silent
Contemplation).
9
Occupation 2-4 Entertainer Enlightenment +1 Skills
2-5 Farmer Resources +1
Your occupation tells you what you do for a 2-6 Fisher Resources +1 Skills are things your character is good at. When
living, and likely defines much of what you did you are involved in tests or contests, you can
3-1 Fortune Teller Enlightenment +1
before being thrust into the role of a hero. It also always add one (and only one) skill as a bonus
tells you how you’re likely to make a living in the 3-2 Gemcutter Resources +1 to your roll, as long as it is appropriate: justify it
community when you’re not off on some heroic 3-3 Guide Safety +1 to your Narrator, and they will work with you to
quest! 3-4 Hedge Mage Enlightenment +1 see if it applies or not.
You can choose your job, or you can leave it in 3-5 Hunter/Trapper Resources +1 Each skill can have up to three ranks, each
the hands of fate: roll 2d6! You don’t add the 3-6 Logger Resources +1 representing +1 point to the total score of a roll.
results together. Instead, you choose one of the 4-1 Merchant Resources +1 Thus, any skill may be taken up to three times to
dice to be your “first” number and the other to be provide a bonus of up to +3 points.
4-2 Militia Safety +1
your “second” number, and reference them on
the table below. If you don’t like the result, you 4-3 Missionary Enlightenment +1 Your character starts with five ranks to spend on
can always flip the numbers and choose 4-4 Painter Enlightenment +1 skills. You may take five skills at rank 1, and
between the two results. 4-5 Priest/Monk Solidarity +1 thus each will provide a +1 bonus on a test or
contest. Or, you could write down four skills,
For example, if you roll a 1 on your first die and a 4-6 Ranger Safety +1 taking three of them at rank 1 (+1 bonus) and
2 on your second die, you get “1-2: Beggar.” If 5-1 Sage Leadership +1 one of them at rank 2 (+2 bonus). Or any
you don’t like that, simply flip the numbers and 5-2 Sailor Resources +1 combination thereof, with a maximum of three
you get “2-1: Cobbler.” If you don’t like either, 5-3 Scout Leadership +1 ranks in any one skill.
re-roll or choose something you do like...but
that’s not really in the spirit of leaving your 5-4 Scribe Enlightenment +1 The list of skills is as vast as your imagination.
occupation up to fate, is it? 5-5 Server Solidarity +1 The Narrator may create a list that suits the
5-6 Shipwright Industry +1 setting, and players can suggest skills they’d like
Occupation to use. Two default skill lists (one for combat
6-1 Stablehand Solidarity +1
and one for non-combat skills) appear below,
2d6 Occupation Settlement 6-2 Steward Leadership +1 and are fairly exhaustive.
Attribute Modifier
6-3 Tanner Industry +1
1-1 Artisan Industry +1 Combat Skills. Battleaxe, Block, Blowgun, Bow,
6-4 Tavernkeeper Solidarity +1
1-2 Beggar Solidarity +1 Club, Crossbow, Dagger, Dart, Dodge, Flail,
6-5 Tax Collector Leadership +1 Glaive, Greataxe, Greatclub, Greatsword,
1-3 Blacksmith Industry +1
6-6 Weaver Industry +1 Halberd, Handaxe, Javelin, Lance, Light hammer,
1-4 Brewer/Vintner Solidarity +1 Longsword, Mace, Maul, Morningstar, Net, Pike,
1-5 Carpenter Industry +1
Quarterstaff, Rapier, Scimitar, Shortsword,
Sickle, Sling, Spear, Trident, War pick,
1-6 Chef Solidarity +1
Warhammer, Whip
2-1 Cobbler Solidarity +1
2-2 Courtesan Leadership +1 Non-Combat Skills. Acrobatics, Alchemy, Animal
2-3 Criminal Enlightenment +1 Handling, Arcana, Athletics, Brewery, Calligraphy,
10
Carpentry, Cartography, Cobblery, Cooking, 5 Entertainer Bard Solidarity +1 and places of innate magical energy. They rarely
Deception, Gaming, Glassblowing, Herbalism, 6 Noble or Dragon Leadership +1 share their knowledge lightly or in whole, but
History, Insight, Intimidation, Investigation, official they often reveal snippets and prophecies, if
Jeweler, Leatherworking, Masonry, Medicine, only to brag about the vastness of their lore.
Nature, Painting, Perception, Performance,
Bard. The bard is an incredibly charismatic, Guardian Spirit. Some folk are visited by the
Persuasion, Pottery, Religion, Sleight of Hand,
highly trained entertainer that knows how to lingering spirits of their ancestors and given
Smithing, Stealth, Survival, Weaving,
inspire and educate. They may have taken a insight into the past, that they won’t make the
Woodcarving
shine to you because of your musical talents, same mistakes as their forefathers and
natural leadership skills...or because you were a
Guardian Figure worthwhile charity case!
mothers. Others are attuned to totemic animal
spirits, or lesser deities that walk the earth in
Few kids grow up all alone in a community as spiritual form. Still others are guardian angels,
Dragon. Although many dragons are greedy, a
small as a village, where everyone knows sent from the heavens (or the hells, if they are of
significant number of them are not overtly
everyone else on sight, if not intimately. But that the fallen variety) to protect someone with a
aggressive. Some even take an interest in mortal
doesn’t mean your guardian -- your parent(s), grand destiny or dark fate. Regardless of their
affairs, whether it’s to help them amass
mentor, older siblings, guardian spirit, etc. -- is origin, guardian spirits might provide guidance
impressive hoards of gold over the centuries, or
currently a part of your life. They have left an or might manifest physically at times to help
simply because they enjoy the vivacity of
indelible mark on you and by extension your their charge.
shorter-lived creatures.
community, but they may be gone, temporarily or
permanently. Druid. Some shamans or priests who follow the Status
path of nature’s wonders grow in power until Next, choose or roll 1d6 to determine the current
In a typical campaign, you cannot choose your they become mystically attuned to the natural status of the guardian figure.
guardian figure: fate hands them to you. In this world. They can speak with plants and animals,
case, r oll 1d6 first to determine whether or not control the region’s weather, make harvests
Guardian Figure’s Status
your guardian is Common (1-4) or Special (5-6), more bountiful, and otherwise improve the lot of 1d6 Status
then roll 1d6 to determine which guardian the common folk by keeping nature’s fury at bay. 1 Passed away
figure it is. Either way, they provide the same This druid likely saw you as a pupil, or noticed 2 Missing
bonus. Each type is described in detail below. your ease with calming savage predators and
3 Captured
taming wild horses.
Guardian Figure 4 Traveling
1d6 Common Special Bonus Dwarf or gnome. These industrious folk have a 5 Lives far away
(1-4) (5-6) long history as miners, gemcutters, smiths,
6 Here! Present and accounted for!
1 Watch Guardian Safety +1 artisans, carpenters, and builders. Though they
captain spirit can be insular and gruff, they sometimes have a
Armed with the guardian figures of the PCs and
natural inclination to seek out bright students of
2 Farmer Druid Resources +1 their fate, the Narrator is able to weave these
these crafts in other species and teach them
3 Guild Dwarf or Industry +1 characters into the narrative of the community
many secrets to improve their works.
patron gnome and future scenarios. They can be simple
Elf or wizard. Long-lived elves know a great deal patrons, providing jobs for the party of
4 Priest or Elf or Enlightenment +1
about the mystical parts of the world, while characters to perform in and around the
shaman wizard
wizards study arcane secrets of potent artifacts settlement, often to further its prosperity. They
11
might be sources of lore and guidance in times involved with failed. Changing the Skill List
of need. They may have an active role in some 4 A family, friend, or mentor Enlightenmen The presented skill list is fairly generic,
scenarios, accompanying the party on their epic is an outcast, a pariah to t -1 representing a wide swath of typical medieval
quest, but should never overshadow the the community. fantasy tropes. Your group might want a smaller
characters. list of skills, or might want to have a more
5 A dangerous faction has Solidarity -1
evocative list of skills for a specific technology
See the section on Jobs for one possible way to recruited or blackmailed
level, such as a Bronze Age game, or
have guardian figures accompany the party and someone you know.
science-fantasy feel. As long as the list doesn’t
have a mechanical impact, without requiring the 6 Someone you know has Leadership -1 grow longer than what was previously
complexity of being a fully developed NPC or gotten away with, or was presented, you should be fine; more skills than
creature in the mechanical sense. wrongfully punished for a that and you’ll want to consider adding more
serious crime. skill ranks to starting characters.
Problem Final Details Some of the types of changes you could
institute include:
No one’s life is all smiles and sunshine. You As mentioned elsewhere, you start at Wellness 0
have experienced something awful at least once ❖ Making skills a bit more generalized, like
and your maximum Health Points are 15. You
in your life, and to this day it haunts you, or replacing Masonry, Leatherworking,
have 45 coins to spend on your starting
directly affects some or all of your relationships Carpentry, and the like with a skill simply
equipment (see Gear & Supplies); any left over
in your community. called Crafts.
coins remain in your pocket for later use.
❖ You could cut down on the specific
Choose or roll 1d6 on the table below to Simply fill in any additional details you’d like to weapon skills by making more general
determine what your problem is. These are at this point: weapon sets: Axes, Swords, Hammers.
written with the intent that they are open-ended, ❖ Or you could even go more generic than
to be filled in by you, the Narrator, and the rest of ❖ Your name that if you want characters that are
the group. You should feel encouraged to detail ❖ Your heritage broadly skilled in weapon types or
the specifics of the problem as little or as much ❖ A brief physical description fighting styles: Blades, Bludgeoning
as your group feels is necessary, and no more. ❖ 1-3 personality traits or typical habits Weapons, Dueling. Such a skill list might
❖ A brief backstory be appropriate in a dangerous campaign
Problem setting where the average person has to
1d6 Problem Attribute Don’t hesitate to leave some gaps and blanks to be skilled in the art of war to survive, or
Modifier be determined during game play. Remember when martial arts are considered a
that your young hero has their biggest badge of honor, or are used for sporting
1 Friends or family suffered Safety -1 challenges ahead of them! purposes.
during a raid.
2 You’re involved with a Resources -1
smuggler, criminal, or the Optional Character Creation Rules
thieves’ guild.
3 Due to bad decisions or Industry -1 The following optional rules can be used to tailor
bad circumstances, a characters to the campaign setting.
business you were
12
Ancestry
You may want to set your campaign in a world
of Masonry, elves get a free rank of
Performance, and humans get a free rank in any
where there are wildly divergent people, either skill of choice. Or you might have it be more
culturally or even on a species level. As it is, we culturally relevant if you aren’t using different
present some intelligent monsters like lizardfolk species: the folk of the Telora Plains get a rank
and goblins in the bestiary; why not turn these in Animal Handling, while the corsairs of the
into playable characters rather than casting Soarian Coast get a rank in Cartography, and the
them as thoroughly alien antagonists? noble warriors of Chuulari get a rank in Spear.
13
Gear & Supplies Coinage
Quality & Value
What are monetary rewards without something Quality Modifier Value Example Trade
FARM Champions prices everything in the rather Goods
to spend it on? What good is opening trade with
generic “coins,” but you’re encouraged to name
nearby settlements if there isn’t money to be Poor -1 or worse x0 Mangy rat-hide
it something cooler: doubloons, dragons,
made? pelt, rusty
crowns, whatever. Since most folk come from
dagger
Carrying Stuff villages and rely on barter, coins are a
denomination that’s accepted everywhere, and is Mediocre +0 x0 Stale bread,
often more of a gauge of value than the currency notched sword
FARM Champions doesn’t worry too much about most folk work with on a daily basis. Typically, a Common +1 x1 Wolf pelt,
how much you are carrying. Generally speaking, coin is made of silver, though you are free to longsword
every character can carry the following without create a simple exchange rate of 10 coins Uncomm +1 x10 Dire wolf’s
any issues: equals 1 gold coin, and 100 coins equals 1 on hide, silvered
platinum coin, if you wish. That can help cut longsword
❖ One suit of armor and a shield.
back on the number of actual coins the
❖ One weapon in hand or stowed, and a Rare +2 x25 Wyvern’s tail,
characters are toting around or storing in a bank
backup weapon stowed. masterwork
vault...if there even is such a thing in their
❖ Ammunition is carried in bundles, and a sword
village!
character can typically carry one bundle. Very rare +3 x100 Basilisk’s egg,
(This applies to thrown weapons, too.)
❖ A bag or belt pouches of up to 100 Quality & Value Sir Cartalan’s
Rapier
coins.
All items have a quality rating from Poor to Legendar * x1,000* Dragon scale,
❖ A single equipment pack.
Unique, which translates to a quality modifier on y the Enchanted
Stowing an additional item about the size of a dice rolls using that item as well as a value Sword of King
one-handed weapon or up to five smaller items multiplier for figuring out what the item is worth. Mowlen
shouldn’t be a problem. Carrying anything more Quality is rated from Poor to Unique, like so:
than that can result in an Unskilled Penalty (see Poor ➤ Mediocre ➤ Common ➤ Uncommon ➤ *Narrator’s Call. Legendary items can have
Playing the Game) at the Narrator’s whim, unless Rare ➤ Very rare ➤ Legendary. whatever modifier the Narrator wants, though it
or until the objects are dropped. At -1, this still should usually be only +1 to +3. Often, what
doesn’t necessarily slow down movement, but An item’s value is important when bartering for makes the item special is not its modifier, but its
may result in Wellness being reduced over long things, negotiating with folk that want it, or as a history, additional benefits (such as an
periods of time due to exhaustion. At -2, it may simple gauge for what something’s worth when enchanted weapon), and perceived value.
take two moves to close from ranged to melee compared to wages (see later sections). In the Likewise, their value multiplier is ultimately up to
combat. At -3, movement becomes slowed following lists of equipment, trade goods, and the Narrator, guided by the fiction of the
considerably, and exhaustion can set in within even services, the values provides are the base campaign setting to determine what the item is
mere minutes as you labor to move the objects. value for a Common quality version of the item worth. Often, that number will be something well
or service. beyond the means of any given community to
purchase.
14
Selling Stuff modifier to the value of said common item, but Ammunition
As you get paid (sometimes in goods rather than all of this is subject to the Narrator’s approval, Ammunition for most ranged weapons comes in
coin), trade for items, are awarded treasure, or with consideration given towards the type of bundles of 20, and cost 1 coin. So, whether you
otherwise go about your adventures, you’re likely campaign setting the group has setup. are buying a quiver of 20 arrows, a case of 20
to pick up some things you don’t need to hold crossbow bolts, a sack of 20 sling bullets, or a
onto. Giving things back to the community is a Arms, Ammunition, Armor & Shields pack of 20 blowgun darts, they cost 1 coin per
great way to get rid of them, and a good 20.
justification for using experience to improve Arms
aspects of a community (see the Experience & When ammunition is used during an encounter,
Improvement chapter). Type Dama Range Value Skill it is expended; there is no chance to recover
ge Examples spent ammo.
Arms, Armor, and Gear. Most goods that are Unarmed 1d2 Melee Free Hand-to-ha
procured from looted enemies or ruins are going nd This is not the case for thrown ranged weapons:
to feature wear and tear. If they are of poor such items can be recovered. (During an
Light 1d3 Melee 3 coins Dagger,
construction (determined by the Narrator), they encounter, this may require a move and interact
melee brass
are likely worthless to the typical villager: a with an object action, but outside of an
knuckles
shovel is a better weapon than a rusty, notched encounter, assume it just happens.) For this
sword that could shatter on its very next strike! Light 1d3 Ranged 10 Blowgun, reason, thrown ranged weapons are not
Only items of common quality or better can ranged coins dart, sling, purchased in bundles of 20. Instead, they are
fetch up to half their usual value. throwing purchased in bundles based on the weapon, at
knife the costs specified in the table above. For the
Gems, Jewelry, Art, and Trade Goods. These Melee 1d6 Melee 15 Handaxe, listed examples, these are:
items tend to retain their full value in most coins longsword,
situations, unless they are damaged, of poor shortsword ❖ Darts for throwing are purchased in
quality, or the like. In those cases, they are worth , spear, packs of 10.
half their value, or nothing, if the buyer isn’t staff, ❖ Javelins are purchased in bundles of 3.
seeking it out. warhamme ❖ Throwing axes are purchased in sets of
r 3.
Special Items. Special items might include ❖ Throwing knives are purchased in
Ranged 1d6 Ranged 25 Crossbow,
magical items, legendary artifacts, or more bandoliers of 4.
coins javelin,
esoteric things like a mastodon’s tusk, a
longbow,
wyvern’s tail, a dragon’s scales, or a basilisk’s Special Weapons
shortbow,
egg. Selling any of these sorts of things likely Below are a few ideas for specialized weapons
throwing
requires finding a special buyer, as they are with unique effects. Each would use its own
axe
worth a lot of money, might be valuable only to a skill. These are entirely optional.
select few individuals, or are inherently Heavy 1d6+1 Melee 20 Battleaxe,
dangerous. The folk of a village or even a town melee coins greatsword Net (5 coins): A net doesn’t deal damage.
may not have the resources to handle such , polearm Instead, it can target up to 4 targets who are all
transactions. A few guidelines are given below in melee range of one another; roll one attack,
for special items that may be similar enough to but have each target contest this individually.
common items that you can simply apply a
15
Any targets that are hit are knocked prone, Equipment Packs Cobbler’s tools 5 coins
requiring a move to get free. Most equipment comes in packs, making it easy Cook’s utensils 1 coins
for adventurers to manage their supplies. It
Whip (7 coins): A whip is a light melee weapon, Glassblower’s tools 30 coins
typically costs about half the value of a pack to
but allows you to attack opponents who are a refresh its contents. Higher or lower quality Jeweler’s tools 25 coins
move away without actually having to move into packs aren’t often a thing; most settlements Leatherworker’s tools 5 coins
melee range first. don’t put in the effort necessary to greatly Mason’s tools 10 coins
increase the craftsmanship of tools like these.
Armor But there may exist certain ways (such as
Painter’s supplies 10 coins
Type DR Value Examples dwarven smiths, or giant forges) of getting Potter’s tools 10 coins
Light 1 25 coins Leather, hide, higher quality gear, and thus increasing the Smith’s tools 20 coins
breastplate bonus to applicable rolls by more than +1. Tinker’s tools 50 coins
Heavy 2 50 coins Chain mail, scale Weaver’s tools 1 coins
armor, full plate Equipment Packs
Pack Value Woodcarver’s tools 1 coins
Shields
Burglar’s pack 16 coins
Shields do not reduce damage, but instead are Other Tools
equipped to improve defensive skills, and Diplomat’s pack 39 coins
Item Cost Notes
therefore aid in the defender’s contested roll Dungeoneer’s pack 12 coins
versus the attacker. Shields give a +1 bonus to Disguise kit 25 coins
Entertainer’s pack 40 coins
defense skills such as block or dodge. A shield’s Forgery kit 15 coins
value is 15 coins Explorer’s pack 10 coins
Herbalism kit 5 coins
Priest’s pack 19 coins
Navigator’s 25 coins
Adventuring Scholar’s pack 40 coins tools
Gear Poisoner’s kit 50 coins Quality is the
Tool Kits penalty to resist
This section Note that tool kits usually include enough items poison’s created
describes items that they can be encumbering. They might with this kit
that help replace an equipment pack or backup weapon,
Thieves’ tools 25 coins Quality is the bonus
characters on but if they are carried in addition to those sorts
to open locks,
journeys and of things, they will slow you down.
disable traps,
adventures,
disarm mechanical
though they may Artisan’s Tools
security measures,
be useful around a Item Cost and so on
settlement, too. Alchemist’s supplies 50 coins
Brewer’s supplies 20 coins
Calligrapher’s supplies 10 coins
Carpenter’s tools 8 coins
Cartographer’s tools 15 coins
16
Pack Contents ❖ 50 feet of hempen rope ❖ 10 sheets of parchment
Burglar’s Pack (16 coins) ❖ small bag of sand
Entertainer’s Pack (40 coins) ❖ small knife
❖ backpack
❖ bag of caltrops ❖ backpack Tool Kits
❖ 10 feet of string ❖ bedroll Note that tool kits usually include enough items
❖ bell ❖ 2 costumes that they can be encumbering. They might
❖ 5 candles ❖ 5 candles replace an equipment pack or backup weapon,
❖ crowbar ❖ 5 days of rations but if they are carried in addition to those sorts
❖ hammer ❖ waterskin of things, they will slow you down.
❖ 10 pitons ❖ disguise kit
❖ hooded lantern Artisan’s Tools: These special tools include the
Explorer’s Pack (10 coins) items needed to pursue a craft or trade. The
❖ 2 flasks of oil
❖ 5 days rations table shows examples of the most common
❖ backpack
❖ tinderbox types of tools, each providing items related to a
❖ bedroll
❖ waterskin single craft. Each type of artisan’s tools requires
❖ mess kit
❖ 50 feet of hempen rope a separate skill.
❖ tinderbox
❖ 10 torches Disguise Kit: This pouch of cosmetics, hair dye,
Diplomat’s Pack (39 coins)
❖ 10 days of rations and small props lets you create disguises that
❖ chest ❖ waterskin change your physical appearance.
❖ 2 cases for maps and scrolls ❖ 50 feet of hempen rope
❖ set of fine clothes Forgery Kit: This small box contains a variety of
Priest’s Pack (19 coins) papers and parchments, pens and inks, seals
❖ bottle of ink
❖ ink pen and sealing wax, gold and silver leaf, and other
❖ backpack
❖ lamp supplies necessary to create convincing
❖ blanket
❖ 2 flasks of oil forgeries of physical documents.
❖ 10 candles
❖ 5 sheets of paper ❖ tinderbox
❖ vial of perfume Herbalism Kit: This kit contains a variety of
❖ alms box instruments such as clippers, mortar and pestle,
❖ sealing wax ❖ 2 blocks of incense
❖ soap and pouches and vials used by herbalists to
❖ censer create remedies and potions.
❖ vestments
Dungeoneer’s Pack (12 coins)
❖ 2 days of rations Navigator’s Tools: This set of instruments is
❖ backpack ❖ waterskin used for navigation at sea. Proficiency with
❖ crowbar navigator’s tools lets you chart a ship’s course
Scholar’s Pack (40 coins) and follow navigation charts.
❖ hammer
❖ 10 pitons ❖ backpack
❖ 10 torches Poisoner’s Kit: A poisoner’s kit includes the
❖ book of lore vials, chemicals, and other equipment necessary
❖ tinderbox ❖ bottle of ink
❖ 10 days of rations for the creation of poisons.
❖ ink pen
❖ waterskin
17
Thieves’ Tools: This set of tools includes a
small file, a set of lock picks, a small mirror
mounted on a metal handle, a set of
narrow-bladed scissors, and a pair of pliers.
Item Cost
Camel 50 coins
Donkey or mule 8 coins
Elephant 200 coins
Horse, draft 50 coins
Horse, riding 75 coins
Mastiff 25 coins
Pony 30 coins
Warhorse 400 coins
Carriage 100 coins
Cart 15 coins
Chariot 250 coins
Sled 20 coins
Wagon 35 coins
18
The Community that will take actions to try and reduce these
traits, or target the people, places, things, and
Events
First, determine the type of event that occurs by
As was defined during character and community ideals that make these traits so prominent. rolling 1d6 on the table below.
creation, the settlement that you live in has six
attributes, each of which is rated from 0 to 12. If an attribute ever drops to zero (0), the town Events
These attributes are not static: the quests, jobs, faces an immediate crisis. It might be
and other activities that you undertake can have existential, causing people to move away. It may 1d6 Result
an affect on them, helping to raise them higher be that trade with neighbors breaks down, or 1 Weather or natural event
as aspects of the community prosper, or relations with other communities become 2 Resource affected
creating unintended consequences -- making hostile. Physical threats may strike immediately:
3 Contact with other settlement
enemies, neglecting trade agreements, ignoring a settlement with zero Safety is bound to be
the search for additional resources as a village’s raided by monsters! 4 Wandering creature or faction
population grows -- that will lower these scores. 5 Truth revealed
Additionally, random events outside of your Events and Threats 6 Social change
control or the control of other villagers can
endanger aspects of the village. Any time an attribute drops to 0, roll 1d6 to Contact with other settlement. The folk of
determine what befalls the settlement: an event another fixed settlement have some sort of
This chapter deals with the threats to or a threat. In either case, the result occurs contact that potentially changes the trajectory of
communities, how to find work within them, and immediately, and will affect the settlement, your settlement. They may offer a beneficial
how to help them prosper. This forms the either raising the attribute by 1 (so it’s no longer trade agreement (favorable), may levy additional
impetus for many of the scenarios that the a zero) or reducing another attribute. It’s thus fees on trade goods (damaging), or get into an
Narrator will develop and that the PCs will then possible to have multiple events or threats armed territorial dispute (catastrophic).
deal with. occur, since a second attribute could be reduced
to zero in this way. Resource affected. Some resource that the
What Attribute Ratings Mean settlement relies on faces an unforeseen
Event or Threat? change. This could take the form of a bountiful
As a reminder, the attributes for a settlement harvest (favorable), a lower yield than expected
1d6 Result
are: such as a mine playing out (damaging), or a crop
1-4 Event famine (catastrophic).
1. Safety 5-6 Threat
2. Resources Social change. Social changes often relate to
3. Industry
4. Enlightenment
changes in leadership or governance, younger
generations asserting their own identity, or
5. Solidarity changes in cultural values over time. Such a
6. Leadership change might lead to sovereignty gained from a
foreign power (favorable), a chaotic change in
When an attribute is at 12, the settlement is the social order (damaging), or outright riots and
exemplary of that trait, and likely attracts new or a rash of criminal activity (catastrophic).
folks. Of course, anything that good is likely to
attract negative attention, too, so there might be Truth revealed. Few leaders rise to the top
monsters, organizations, or other settlements without making tough choices. Few societies
19
last long without some sort of stain on the Favorable. Favorable events increase one and Leadership improving one level each. Of
people’s collective conscience. When a truth is attribute by 1 point. Usually, an attribute course, if the guildmaster is the town mayor, it’s
revealed, it could lead to more enlightened currently rated at 0 takes precedence, but the possible that Safety is improved, but Solidarity
leaders (favorable), a scandal coming to light in Narrator can choose or randomly determine the and Leadership are both worsened as this
the community (damaging), or finding the truth attribute. Remember that an event or threat only scandal comes to light.
depths of corruption in the settlement’s officials occurs immediately after an attribute reaches a
(catastrophic). score of 0, so it’s not like an attribute remaining While these modifications during adventures are
at zero is going to do much other than be a ultimately up to the Narrators whims, with input
Wandering creature or faction. Transient forces reason for people to move out of the from the players, they should follow some sort
such as wandering monsters, nomadic tribes, or community... of logic. This might be ad hoc, based on how
foreign pilgrims and refugees can appear often your group gets together: having a
suddenly. Perhaps they bring high quality goods Threats settlement only lose one or two points off an
heretofore unseen (favorable), or they shake up For more immediate problems, you can use attribute every few months of real time doesn’t
the region’s power structure (damaging)...or threats. Every monster or organization has a feel like much of a threat, after all.
they presage an invading force (catastrophic)! threat rating. This rating -- either a static number,
or a die roll (1d6 or 2d6) -- tells you the number One-Shots
Weather or natural event. Nature bows to no by which you reduce a settlement’s attribute(s). In a one-shot or short scenario, a community
mortal. Sometimes it comes in the form of Sometimes they can target any attribute, needs to feel threatened very quickly. Obviously,
much-needed rain after a drought (favorable), or sometimes they can only target specific ones; stating the stakes are high helps, but you can
it could turn into a flooding monsoon each threat tells you which, and if it doesn’t, also simulate this by doing something that
(damaging), or a terrifying earthquake assume it can damage any attribute you want radically changes expectations. You can also
(catastrophic). (or roll 1d6 to randomly determine it). ask for the players to come up with some
stakes: what repercussions will they see if they
Severity You can find a number of monsters in the fail?
Next, find the severity of the event by rolling 2d6. Bestiary chapter, plus organizations and larger
scale threats in the Organizations & Threats Some guidelines:
2d6 Result chapter.
2 Catastrophic ❖ Give the PCs a chance to fundamentally
3 Damaging Adventures change the situation for one or more of
their guardian figures (resurrect, find,
4-10 The event is minor; no
etc.) over the course of the scenario.
mechanical effect You can affect all of this. Your adventures, first
❖ Give all of the PCs the same guardian
and foremost, should be driven by these sorts of
11-12 Favorable figure, who is intricately tied to the plot
events and threats, or by the simple virtue of
(the Gandalf-style figure that travels with
seeking to make your community more
Catastrophic. A catastrophic event reduces an them, or a figure who prominently
prosperous.
attribute by 2 points. The Narrator can choose or features in the background of the story,
roll to determine which attribute, but an attribute Your actions during adventures should influence or who the heroes can contact
can never be reduced below 0. ratings, and can lead to a lot more than a single occasionally).
one point improvement. For example, ❖ Start one or more of their settlement’s
Damaging. A damaging event reduces an uncovering the guildmaster of the thieves' guild attributes at 0 and open with an event or
attribute by 1 point. and bringing them to justice might lead to Safety threat that leads into the quest. Having a
20
sheet on the paper with a big fat zero on That continuity becomes its own sort of focus or adventures outside of the typical jobs found
it should be proper motivation, mini-game: you should all experience growth around town.
especially if you occasionally bump it up and change, as the heroes advance in ability,
as they achieve goals or milestones! relationships deepen, enemies are brought to Enough downtime between adventures for the
❖ Give them a timer: either a guardian justice, and the community grows or undergoes heroes to reasonably advance their skills and
figure will perish if they don’t rush to changes. abilities (see the Experience & Improvement
finish the quest, or the settlement will be chapter).
destroyed, or a new attribute will drop to For all of this to work, you should focus your
0 every so often... preparation time on building a dynamic Enough time to elapse between adventures and
❖ Add one legendary artifact to the community with interesting NPCs. You don’t jobs for the settlement to be affected by both
mix...but make its destruction the only need to develop many things (though some the actions of the heroes (helping the village
way to save the settlement, or its Narrators prefer to do so, which is great!), but prosper, or creating unforeseen problems for it),
presence the thing that assures an simply need to come up with a few, well and by random events and threats.
invasion force will arrive tomorrow. developed things. Consider what the scenarios
you and your players are interested in, and what Quests
In such scenarios, the long-term play of features of a settlement they may focus on
community attributes can be mostly ignored: because of those things. For example, you may Quests are long-term storylines, which takes a
simply use it as a motivating factor to get the want to develop a lively tavern in the center of bit more of a balancing act to make them fun
heroes started on an adventure, or as the the village, with a tavern keeper, two or three without becoming repetitive. Additionally, to get
occasional measure of their successes and servers, a musician or other entertainer, and two the most out of FARM Champions, quests need
failures regarding certain encounters and or three folks who frequent the tavern. Simply to provide downtime so that a community can
milestones. having a short menu, the names and two or grow, shrink, prosper, and face problems
three personality quirks of each of those dependent on the events of a quest. Remember,
Additionally, character growth should be characters, and one or two interesting secrets too, that a quest doesn’t have to be the entirety
measured in terms of completing the goals of among their relationships will go a long way of a campaign: a quest can be just one piece of
the scenario. You can probably ignore towards making the place feel alive. a community’s bigger story.
experience points and mechanical
improvements to the characters (as described in In terms of the mechanical aspects of FARM Quests work best when they have multiple
the next chapter). In lieu of those touch points of Champions, short adventures should allow for milestones. Having several well-defined goals
the game system, consider having magical the following: working toward a singular purpose provides you
items, discovered spells and rituals, recruited with fuel to split up the scenario among many
allies, and so on act as rewards to keep the Develop a list of 10-15 jobs around the smaller, relatively self-contained adventures.
players feeling like they are making a difference, settlement, perhaps with one to three sentences The overarching goal of the quest is the
experiencing a bigger world, and growing in new each that mention a problem, a couple potential common thread of the campaign. That, and the
and fun ways throughout the scenario. setbacks, and a simple reward. As these jobs community itself, of course.
are completed, cross them off of your list and
Short Adventures don’t forget to occasionally add more. (Hint! The nature of FARM Champions is such that
Short scenarios with a clear end point are great Look to video games with sidequests and odd incredibly long-term play (weekly sessions over
for episodic play. The same group of heroes go jobs for ideas.) the course of a few months of real, outside of
off on new adventures every so often, with the the game world time) can lead to heroes that
only continuity being them and their community. A regular patron or two, likely drawn from the have few if any traits left to purchase with
heroes’ guardian figures, to provide them with
21
experience points. Additionally, the community Jobs Job Description
will have lots of 12s for its attribute scores. Or, 1d6 Job
the heroes may be very powerful, but the A small but important way that you can affect
community can’t get out of the death spiral of 1 Protect a person
the prosperity of your community is to perform
having one of its Attributes permanently locked jobs. Jobs are regularly posted in a settlement, 2 Protect a thing or place
in the 0-3 range. That’s intentional for two or are spread by word of mouth or couriers. 3 Find/deal with a person or monster
reasons: Folks who perform these tasks might be skilled 4 Find/deal with a thing
at tasks no one else has the training to perform,
FARM Champions is meant to be simple to get 5 Keep an eye on, check out, or scout out
willing to take on the tough chores, or simply
into, pick up and play. Simplicity leads to smaller for a place
willing to do what no one else wants to. That
ranges of character growth to maintain ease of 6 Deliver a thing
means that some jobs are dirty...but somebody’s
use and playability.
gotta do it!
Here’s a table with some inspirational
FARM Champions can easily work as a
Any given day, 1d6-2 jobs are posted or suggestions for people, monsters, and things
generational game, and the community rules
circulated around the settlement. Yes, that that might be the subject of the job.
provide a valuable connection should you
means 1/3 of the time you will have to explore or
choose to run such a game.
otherwise get creative with your downtime. Fun People, Monsters and Things
The community rules allow you to create a That’s what adventures and quests are for. 2d6 People Monsters Things Places
settlement that changes over time. You can very When the roll is zero or negative (say, you roll a 1
or 2), this means an NPC hireling has posted 2 Spy Dragon Cursed Unholy
easily add in more descriptive effects regarding item site
the raising and lowering of attribute scores: that they are looking for work. This is a great
families moving in or moving out, the village time to pick up help for an adventure or future 3 Hermit Lizardfolk Contraban Ley line
expanded to become a town with all of the new job. Hirelings are unlikely to stick around past a d
building and infrastructure that comes with that, single job or short adventure. (See the costs of 4 Trader Orc Tool Keep
or the toll of too many catastrophic events and hirelings in the Equipment chapter, and the 5 Merchan Ghoul Ingredient Hermita
threats turning the town into a ruin. Bestiary chapter for game mechanics.) t ge
If your players are game to create new heroes in Sample Jobs 6 Official Goblin Letter Well
the aftermath of a previous series of adventures The best jobs are custom made to make use of 7 Noble Giant Trade Fort
or a big quest, then you can explore either the the player characters’ guardian figures, shine a vermin good
new state of the community, or build a new light on the businesses or other NPCs of a 8 Celebrity Owlbear Book Temple
community nearby that allows them to revisit the settlement or fill in details about your campaign 9 Laborer Drake Weapon Monast
previous one in its altered form. Are they setting. ery
returning to a thriving village-turned-port town, or
But if you are in need of last minute ideas, or just 10 Guild Skeleton Armor Lighthou
are they taking on an adventure to find an
want some inspiration, use the following tables leader se
ancient artifact buried in its smoking ruins?
to generate some jobs. 11 VIP Golem Magical Ancient
item ruin
12 Guardian Giant Artifact Portal
figure
22
Job Rewards
Here’s some inspiration for possible setbacks
2d6 Reward
and complications regarding a job.
2 Do it for the exposure! Nothing, unless
Job Complications & Setbacks they negotiate (max: 1 coin each).
2d6 Complication or Setback 3-7 A typical days’ wage: 1 coin each.
2 You get attacked! 8 A weekly salary: 10 coins each.
3 Interrupted by a random creature (not 9 Wage plus hazard pay (1 day): 3 coins
necessarily hostile). each.
4 Weather changes for the worse. 10 Wow, a handsome sum! 10 coins each.
5 Somebody misplaced something 11 A special item, such as an uncommon
important. version of a trade good.
6 A random passerby needs your help. 12 A special item, likely a rare version of a
trade good.
7 Evidence of someone (or something)
else being involved.
8 Someone from your past appears
suddenly.
9 An important detail was forgotten.
10 “You got the thing, but that wasn’t the
right thing.”
11 Aberrant magic causes someone or
something to disappear or teleport
suddenly.
12 The focus of a previous job, adventure,
or quest interfere.
And finally, some ideas on simple rewards. Best
to choose something appropriate to the task,
job-giver, and the particulars of your campaign
setting, but you can roll if you want to.
23
Experience & Improvement frequently enough to see some benefit from
them consistently, if not constantly.
can only do this once in a game session,
however.
As you take on jobs, adventures, and quests, you
will face challenges and forge relationships (or Individual Improvement Add an Improvised Spell. If you are an Acolyte or
become the victim of betrayal!) that test your Experience points can be spent on a number of a Mage and you recently improvised a spell
mettle, leading you to grow and change. This is activities such as learning or developing skills, that’s not normally on your magic skill’s
measured in experience points, which can be creating a new spell, and so on. In every case, repertoire of spells, you can add that spell to the
used to improve the individual capabilities of you must have some downtime and the appropriate magic skill’s repertoire by spending
your hero, or can be invested in improving your appropriate environment to develop or practice 2 experience points. This is one way to expand a
community. this new trait, subject to the approval of the magic skill’s repertoire.
Narrator and the rest of the group. For example,
Experience Point Rewards if your characters’ journey ended in a desert, it Develop a New Spell. If you are an Acolyte or a
doesn’t make sense for you to add or improve Mage, you can add a completely new, heretofore
At the end of a game session, you will gain the Swimming skill. unknown new spell to your character sheet by
experience points awarded by the Narrator: spending 3 experience points. As explained in
Learn a New Skill. It costs 3 experience points to the Magic section, brand new spells should be
❏ One point for completing the session gain a rank in a brand new skill. You can only collaboratively developed with the Narrator, and
without being defeated. learn one new skill in between each session of perhaps the input of the rest of the group, as
❏ One point for attaining any goals or play. well. They may also require jobs, adventures, or
milestones that might benefit the quests to procure special implements to help in
prosperity of the community. Improve an Existing Skill. It costs 3 experience devising the spell.
❏ One point if there was a “wow moment” points to raise the rank of a skill. You can only
in which the entire group laughed, cried, raise a single skill one rank in between sessions. Community Improvement
or cried-laughing, or otherwise had a Doing so does not influence whether or not you As with individual improvements, any experience
blast collaboratively describing an can learn a new skill. points spent to bolster the community can only
amazingly timed success or a dismal improve a single trait by one point at a time.
failure. For example, if you have amassed 6 experience Multiple traits can be improved by 1 point at the
points, you could add a new skill to your same time, so long as each is paid for in full.
Improvements character sheet at rank one, and improve a
different, existing skill you already had by one
That said, communities are much more
time-consuming to improve than individuals,
rank (to rank two or rank three). generally speaking, and so any such
Experience points can be spent on improving
existing, or gaining new traits for the individual improvement is subject to Narrator’s approval,
Learning a Magic Skill’s Spell. If you are an and may require a certain amount of time in the
player characters. Alternatively, they can be Acolyte or a Mage and you have a magic skill but
spent to improve the attributes of the game world to pass before they can be
don’t yet have all of the spells listed in its purchased, or take effect. Some guidelines are
community. It’s thus beneficial to accrue as repertoire, you can add such a spell to the
many experience points as you can over time, given below.
appropriate magic skill’s repertoire by spending
but not to simply “bank” them: most 1 experience point. You can even do this in the
improvements can only be done a little bit at a middle of a game session: a sort of
time, so it’s a good idea to spend them
spontaneous magical generation, if you will! You
24
Indirect Improvement Library, allowing villagers access to a cultists who were poisoning the well
Each hero may spend 1 experience point to great many historical tomes. water.
increase one attribute, to a maximum of 12. ❖ Solidarity: You have taken great care in ❖ Leadership: Convincing the village
Indirect improvements are by definition changes managing relations between the elders that they need to listen to teens
that can only occur over a long period of time, Traditionalists and the new Mining and young adults about a social issue
typically measured in weeks or months. League. You have slowly eroded the rather than relying on tradition. Exposing
power of the thieves’ guild. the doppelganger who had replaced the
In other words, the players will spend the ❖ Leadership: You have helped pave the mayor’s trusted advisor for what it really
experience and request one attribute to be way for better infrastructure building in is.
improved by one point, and the Narrator will the poorer Docks District. You have
approve this only if the actions of the heroes’ helped the village make good on Downtime Improvements
jobs, adventures, and/or quests over a period of promises of protecting the border The heroes may, as a group, seek to improve a
time have reasonably impacted the trait. The regions of the kingdom. community’s attribute by one point during
main difference between this and direct downtime, meaning they do not actively go out
improvements (see below) is the Narrator is Direct Improvement on quests or adventures, or search for jobs.
considering the totality of all jobs, adventures, If each of the heroes spend 2 experience points, They may be dedicating themselves to a single
and quests over weeks or months of time in the and their actions over the course of an job or even a specific business (the tavern,
game world, whereas otherwise only a specific adventure or quest have a noticeable and smithy, inn, stables, a merchant caravan) during
adventure or quest’s results would be immediate effect on one of the settlement’s this time, and concentrating on any and all of the
considered. Indirect activities that might help attributes, then that attribute can be increased boring day to day tasks revolving around that job
improve a community’s attributes include: by one point, to a maximum of 12. Immediate or business. In this case, improving a trait costs
effects can be things like: 1 experience point per hero, just like for indirect
❖ Safety: Your adventures have helped improvements.
increase recruitment and/or improved ❖ Safety: Exonerating the captain of the
equipment resources for the militia. You watch of a crime they didn’t commit. The difference here is that the Narrator isn’t
have encouraged hostile creatures to Finding a cache of good quality worried about what has happened during the
leave the region. weapons to arm the village’s militia. jobs, adventures, and quests that the PCs have
❖ Resources: You have kept the Merchant ❖ Resources: Re-opening a mine that was played through. Rather, they should use this as
Guild’s major trade routes clear of plagued by monsters. Placating an an opportunity to consider how the game world
obstacles. You have strengthened trade elemental spirit that grants the region progresses during this downtime, which usually
relations with a neighboring settlement. with beautiful weather for a month. lasts one month. New families may arrive in the
❖ Industry: You have put a stop to a ring of ❖ Industry: Establishing a guild. Rescuing settlement, or if certain attributes are low, some
criminals abducting miners. You have the blacksmith’s child from a dragon, families may leave for greener pastures
discovered new sources of metal ore, allowing them to focus on their work elsewhere. Businesses may open or close. New
providing the raw materials for the again. organizations and creatures may come to the
village to use in creating tools or trade ❖ Enlightenment: Uncovering a vast library region, presaging future threats or representing
goods. of ancient tomes. Clearing out the new opportunities for trade and information
❖ Enlightenment: You have provided monsters along the path to the about foreign lands.
regular aid to the mysterious elven mountain monastery.
temple in the Foggy Forest. You have ❖ Solidarity: Bringing a crime boss to
protected expeditions into the Lost justice. Saving a nearby town from
25
Additionally, this is the perfect opportunity to
have the players collaborate on a story that they
tell to the Narrator. The players will work
together to develop what sorts of activities they
engage in during this downtime, and tell the
Narrator how performing these activities played
out. They might develop a problem or two that
their community faced, and the steps they
took (individually or as a party) to help the
community overcome those challenges.
26
Monsters & Threats employed as messengers or agents in the
mortal realm and throughout the planes.
more than animate masses of their respective
elements, including the creatures simply called
Monsters are a class of creatures that may have Celestials are good by nature, so the exceptional elementals. Others have biological forms
special abilities instead of or in addition to celestial who strays from a good alignment is a infused with elemental energy. The races of
equipment. They do not have classes, but they horrifying rarity. Celestials include angels, genies, including djinn and efreet, form the most
may have similar features, and they usually have couatls, and pegasi. important civilizations on the elemental planes.
an NPC type.These may have descriptive Other elemental creatures include azers,
elements but don’t necessarily have any game Construct invisible stalkers, and water weirds.
mechanics by themselves. Constructs are made, not born. Some are
programmed by their creators to follow a simple Many elementals do not break down
Type set of instructions, while others are imbued with appreciably, even when subjected to massive
sentience and capable of independent thought. amounts of damage: they just keep coming,
Although rare, it is possible for a creature to Golems are the iconic constructs. Many relentlessly and seemingly unstoppable. Such
have multiple types. Additionally, there may be creatures native to the outer plane of Mechanus, elementals do not have multiple Wellness
some creatures or abilities that refer to even such as modrons, are constructs shaped from ratings and wound thresholds. They operate as
more specific types such as Undead (spirits) or the raw material of the plane by the will of more if they have Wellness 3 right up until they reach 0
Humanoid (goblinoid). The notation in powerful creatures. Health Points and are defeated.
parentheses is called a tag, and is simply
another means to call out common traits in a Some constructs do not break down Fey
specific bloodline or type of monster. Common appreciably, even when subjected to massive Fey are magical creatures closely tied to the
tags are noted below along with the types they amounts of damage: they just keep coming, forces of nature. They dwell in twilight groves
are most often associated with. relentlessly and seemingly unstoppable. Such and misty forests. In some worlds, they are
constructs do not have multiple Wellness ratings closely tied to the Feywild, also called the Plane
Aberration and wound thresholds. They operate as if they of Faerie. Some are also found in the Outer
Aberrations are utterly alien beings. Many of have Wellness 3 right up until they reach 0 Planes, particularly the planes of Arborea and
them have innate magical abilities drawn from Health Points and are defeated. the Beastlands. Fey include dryads, pixies, and
the creature's alien mind rather than the satyrs.
mystical forces of the world. The quintessential Dragon
aberrations are aboleths, and slaadi. Dragons are large reptilian creatures of ancient Fiend
origin and tremendous power. True dragons, Fiends are creatures of wickedness that are
Beast including the good metallic dragons and the evil native to the Lower Planes. A few are the
Beasts are non-humanoid creatures that are a chromatic dragons, are highly intelligent and servants of deities, but many more labor under
natural part of the fantasy ecology. Some of have innate magic. Also in this category are the leadership of archdevils and demon princes.
them have magical powers, but most are creatures distantly related to true dragons, but Evil priests and mages sometimes summon
unintelligent and lack any society or language. less powerful, less intelligent, and less magical, fiends to the material world to do their bidding. If
Beasts include all varieties of ordinary animals, such as wyverns and pseudodragons. an evil celestial is a rarity, a good fiend is almost
dinosaurs, and giant versions of animals. inconceivable. Fiends include demons, devils,
Elemental hell hounds, rakshasas, and yugoloths.
Celestial
Celestials are creatures native to the Upper Elementals are creatures native to the elemental
Planes. Many of them are the servants of deities, planes. Some creatures of this type are little
27
Giant get in their way. Black puddings and gelatinous Tags
Giants tower over humans and their kind. They cubes are among the most recognizable oozes.
are human-like in shape, though some have A monster might have one or more tags
multiple heads (ettins) or deformities Some oozes do not break down appreciably,
appended to its type, in parentheses. For
(fomorians). The six varieties of true giant are even when subjected to massive amounts of
example, an orc has the humanoid (orc) type.
hill giants, stone giants, frost giants, fire giants, damage. Instead of or in addition to lowering
The parenthetical tags provide additional
cloud giants, and storm giants. Besides these, their Wellness when they reach progressively
categorization for certain creatures. The tags
creatures such as ogres and trolls are giants. worse wound thresholds, they may have other
have no rules of their own, but something in the
abilities that manifest. Some oozes split into two
game, such as a magic item, might refer to
Humanoid smaller versions of the same ooze, while others
them. For instance, a spear that is especially
Humanoids are the main peoples of a fantasy might become more amorphic, allowing them to
effective at fighting demons would work against
gaming world, both civilized and savage, flow into small holes.
any monster that has the demon tag.
including humans and a tremendous variety of
other species. They have language and culture,
Plant Some typical tags are described below.
few if any innate magical abilities (though most Plants in this context are vegetable creatures,
humanoids can learn spellcasting), and a not ordinary flora. Most of them are ambulatory, Goblinoid. Humanoids with the goblinoid tag
bipedal form. The most common humanoid and some are carnivorous. The quintessential come from a loose heritage of creatures that
races are the ones most suitable as player plants are the shambling mound and the treant. share similar biology, which happens to be
characters: humans, dwarves, elves, and Fungal creatures such as the gas spore and the highly mutagenic. In other words, goblinoids
halflings. Almost as numerous but far more myconid also fall into this category. have a huge variety in their appearance, physical
savage and brutal, and almost uniformly evil, are stature, and sometimes, even their numbers of
the races of goblinoids (goblins, hobgoblins, and
Undead appendages!
bugbears), orcs, gnolls, lizardfolk, and kobolds. Undead are once-living creatures brought to a
horrifying state of undeath through the practice Lizardfolk. Lizardfolk are reptilian humanoids
Monstrosity of necromantic magic or some unholy curse. that are usually semi-aquatic, able to dwell on
Monstrosities are monsters in the strictest Undead include walking corpses, such as land or underwater with relatively the same
sense--frightening creatures that are not vampires and zombies, as well as bodiless ease.
ordinary, not truly natural, and almost never spirits, such as ghosts and specters.
Demon. Demons are a type of fiend, generally
benign. Some are the results of magical
Many undead do not break down appreciably, more chaotic both in mindset and physiology.
experimentation gone awry (such as owlbears),
even when subjected to massive amounts of They are the progeny of powerful monsters
and others are the product of terrible curses
damage: they just keep coming, relentlessly and known as Demon Lords.
(including minotaurs). They defy categorization,
seemingly unstoppable. Such undead do not
and in some sense serve as a catch-all category Spirit. Spirits are often undead creatures that
have multiple Wellness ratings and wound
for creatures that don't fit into any other type. have an ephemeral form, allowing them to pass
thresholds. They operate as if they have
Wellness 3 right up until they reach 0 Health through solid objects or even cross over planar
Ooze Points and are defeated. barriers. Some other types of creatures can have
Oozes are gelatinous creatures that rarely have this tag as well, most notably fey and celestials.
a fixed shape. They are mostly subterranean,
dwelling in caves and dungeons and feeding on
refuse, carrion, or creatures unlucky enough to
28
On Dragons and Epic Monsters
Giant Beasts Giant Rat
Giant beasts are monstrously oversized versions
Incredibly powerful monsters like ancient Giant rats can haul away an entire pizza with
of normal critters. Often, they will turn a
dragons and kaiju-sized krakens are best fought ease!
nuisance into a deadly opponent, and almost
with siege weapons and truly legendary magic.
always, they signify some sort of magical origin,
They remain outside the rules for typical combat
turning the creature into a more violent version
Goals
as sword or spell are useless against such huge ❖ Eat.
of its normal self.
monsters. ❖ Survive at any cost.
Skills. Dodge +1, Sting +1
Attacks. Stinger (1d6)
Antennae. The hornet’s antennae give it a +2
bonus on all rolls that might benefit from an
improved sense of smell.
Flight. A giant hornet can fly.
29
Bugbear Goblins Goals
A tall, barrel-chested, and very hairy humanoid A short, lanky, green-skinned humanoid.
❖ Accumulate wealth (meaning: anything
with green, brown, or gray colored skin.
shiny).
Goblin Skirmisher ❖ Impress the leaders.
Bugbear Warrior Humanoid (goblin)
Humanoid (goblinoid) Goblins are easy to bribe and cowardly when
Armor Wolf hide (DR 1), HP 9 intimidated. Their leaders (often a shaman) are
Armor Furry hide (DR 1), H P 12 Skills. Handaxe +1, Foraging +1, Shortbow +1, egotistical and vain, and thus easy to
Skills. Battleaxe +2, Foraging +1, Sprinting +2, Sprinting +1, Stealth +1 manipulate.
Stealth +1 Attacks. Handaxe (1d6), Shortbow (1d6)
Attacks. Battleaxe (1d6+1)
Threat 1
Goblins are mischievous raiders. They often
Goblin Shaman
History Humanoid (goblin)
attack merchants and travelers for goods, but
rarely fight to the death. They don’t organize in
large enough numbers to effectively attack
The tallest, nastiest goblins eventually gave rise Armor Wolf hide (DR 1), HP 12 settlements very often.
to a related species: the bugbear. Bugbears are Skills. Handaxe +1, Foraging +1, Ritual Magic
generally quite angry, possibly because their +1, Shortbow +1, Stealth +1
massive amounts of body hair actually hurts as Attacks. Handaxe (1d6), Shortbow (1d6)
it grows.
Spell Points 6, Refresh 1
0 minutes
Goals ❖ Ritual Magic Spells. Curse, Summon
Undead (spirits)
❖ Accumulate wealth (meaning: anything
shiny).
❖ Eat really, really tasty meat.
❖ Get a haircut. History
Threat 2 Goblins are humanoid creatures that have highly
mutable biology, meaning that they can offer
look very different from one another even when
Bugbears aren’t usually organized enough to
they are closely related. Some goblins even grow
threaten much more than outlying farmsteads,
additional limbs (extra arms are common), or
but when they join up with bands of goblins they
have certain features that take on the
can become dangerous and savage leaders.
appearance of other animals’ features, such as
bat ears or feline eyes.
30
Lizardfolk adventure, but when they do they favor
the acolyte and rogue classes.
This is a hunched reptilian humanoid with dark
green scales. Males are smaller and have Threat 2
colored patches along their abdomen.
Lizardfolk are organized and savage on the
Lizardfolk offense, but they are not often overtly violent
Humanoid (lizardfolk) towards communities.
Armor Dirty leathers (DR 1) + shield, HP 12
Skills. Dodge +1, Shortbow +1, Shortsword +1,
Spear +2, Stealth +1, Traps +1
Attacks. Shortbow (1d6), Shortsword (1d6),
Spear (1d6+1)
Aquatic. Lizardfolk are semi-aquatic, able to
breathe underwater for long periods of time
(often hours).
History
Lizardfolk are isolated and often quite
xenophobic. Little is known about them outside
of those specifically invited into the
communities. They can be fiercely territorial and
vicious.
Goals
❖ These hunters are quite fond of plying
their trade, bursts of athletic
entertainment, and long naps in the
warm sun.
❖ Lizardfolk consider themselves guests
outside their own communities, and are
polite to a fault.
❖ Lizardfolk rarely attempt to live outside
of their own communities or actively
31
Owlbear Goals
This unusually large brown bear has an owl like
❖ Feed.
head and feathers that poke through its fur.
❖ Defend the nest.
History
Owlbears were originally created alchemically to
guard treasures or mage towers. They are
fiercely territorial however using specific sounds
they can be ‘trained’ to feel at home with certain
beings in its home. They have since multiplied
on their own and spread to many habitats.
Interestingly, owlbears are highly sensitive to
music, which soothes them almost instantly.
32
Skeleton Assassin ❖ The spirit is performing a long-form
ritual: if it can kill twenty-one people in
This undead moves freely as a cloaked figure, seven weeks, it will gather enough
for it is rare that people see the dingy skull power to become a vampire.
within the shadows of the dark hood. This robe
is frayed at the edges, and beneath it the Threat 1d6
skeleton wears dirty leather armor with a small
puncture over where the heart would be. The Skeleton Assassin is a force of nightmares,
often used as a figure to scare children, though
Skeleton Assassin it is very real.
Undead
Armor Leather armor (DR 1), H P 15
Skills. Dodge +1, Knife +1, Shortsword +2,
Stealth +3, Knife +1
Attacks. Bandolier of 5 Throwing Knives
(1d3), Shortsword (1d6)
Swiftness. The skeleton assassin has a +1
bonus on initiative rolls.
History
This rogue killed a young cleric of a death
goddess, and he was cursed by the cleric's dying
breath. The rogue died of illness within three
days. Her remains are animated, possessed by a
spirit that hungers for blood.
Goals
❖ There is a constant battle of wills
between the assassin’s soul and the
spirit that possesses his body. The
assassin wishes to be free of the curse
and he believes that there must be a
way to return to life. The spirit wishes to
kill, and it strikes quickly and randomly.
33
Baroon the Spirit Wolf know who is sending the trappers and
why.
❖ Usually, a humanoid band is a 1d6
threat.
A large wolf with bright blue eyes and a thick, ❖ Disorganized groups will be threat 1,
healthy looking coat of fur the dark gray color of Threat 2d6 unless they are especially large (30+), in
soot. which case they are threat 2.
The Spirit Wolf is one of four such creatures, and ❖ A very large, well-organized band of
Baroon the Spirit Wolf can lead packs of wolves on its own, or they can mercenaries might be threat 2d6.
Beast all band together with their separate packs. As
such, the Spirit Wolves can threaten a Disciplined Combatants
HP 15 settlement easily if they organize against it. The following represent trained soldiers, guards,
Skills. Animal Magic +1, Bite +2, Dodge +1, watch members, or noble warriors.
Ritual Magic +1, Track +2
Attacks. Bite (1d6+1)
NPCs Guard
The below stat block represents a typical,
Humanoid (human)
trained NPC combatant. Notably, the stat block
Spell Points 6, Refresh 10 minutes
is customizable, allowing the Narrator to choose
❖ Animal Magic Spells. Communicate Armor Studded leather (DR 1), H
P 6
a couple skills and customize the weapon
with Beasts, Summon Beasts Skills. Halberd +1, Shortbow +1
loadout to suit their needs.
❖ Ritual Magic Spells. Bless, Curse, Attacks. Halberd (1d6+1), Shortbow (1d6)
Summon Undead (spirits) A hireling or similar NPC can use this stat block
as well, varying the Health Points from 6 to 12
as needed.
Knight
History
Goals Humanoid (human)
Baroon was a normal wolf until the day he and
Armor Platemail (DR 2) + shield, HP 12
his pack drank from a magical spring. His pack ❖ Make a living.
Skills. Lance +1, Longsword +1, Animal
became blessed with unusual intellect and ❖ Find a place to call home, and people to
Handling +1
abilities (there are four wolves, one tied call family.
Attacks. Lance (1d6+1), Longsword (1d6)
mystically to the conceptual themes of each
class; Baroon is the Mage). Shortly after this, Threat varies Mounted Combat. A mounted knight can
trappers came into the woods looking to drive move twice on their turn.
out his pack. The four wolves split up, each Most NPC bands of 10+ can organize well and
becoming the leaders of separate packs of do significant harm to a community. Especially
wolves. large groups (30+) can be devastating if well
organized...but some groups are frankly just Soldier
Goals poorly organized, and therefore their threat to a Humanoid (human)
community drops off significantly.
❖ Baroon simply wants to live a good life. Armor Chainmail (DR 2) + shield, H
P 9
❖ His new friends, the spirits of the woods, Use the following guidelines to establish the
Skills. Crossbow +1, Longsword +1, Dodge +1
tell him that trappers wish to take his threat of humanoids:
Attacks. Crossbow (1d6), Longsword (1d6)
pack out of the forest. Baroon wants to
34
Commoner (Militia)
Humanoid (human)
HP 6
Skills. Farming +1, specific craft of choice +1
Attacks. Club or farming implement (1d3)
Bandit
Humanoid (human)
Armor Leather (DR 1), HP 6
Skills. Dagger +1, Spear +1, Stealth +1
Attacks. Dagger (1d3), Spear (1d6+1)
Pirate
Humanoid (human)
Health Points 9
Skills. Cutlass +1, Dagger +1, Sailing +1
Attacks. Cutlass (1d6), Dagger (1d3)
35