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Typical Quantity It actively defends itself with a cautious Werewolf, Wolf, Gnoll (Tracker, Emissary,
shield or similar +1 armor Alpha), Orc (Bloodwarrior, Berserker,
Large groups horde
About 3 - 6 group It collects trinkets that hoarder One-Eye, Shaman, Slaver, Shadowhunter,
humans would consider Warchief), Triton (Spy, Tidecaller, Noble,
Solitary solitary valuable (gold, gems, secrets) Submariner), Chimera, Golem (Iron, Clay,
Size It’s from beyond this world planar Flesh), Deep Elf (Assassin, Swordmaster,
Smaller than a house cat tiny +move Priest), Dragon, Minotaur, Salamander,
hand, -2 dmg It’s kept alive by something +4 HP Demon, Elemental, Djinn, Imp, Acolyte,
beyond simple biology Adventurer, Bandit, Thief, Hedge Wizard,
About halfling size small
It was made by someone construct High Priest, Hunter, Soldier, Slaver
close
++move
Human sized normal
Its appearance is disturbing, terrifying Treasure
close terrible, or horrible +quality Roll the monster’s damage die.
As big as a cart large It doesn’t have organs or amorph... Hoarder: roll twice, take higher result
close, reach +4HP, +1 dmg discernible anatomy +1 armor Far from home: add at least one ration
As big as a small house or more huge +3 HP
Magical: some strange item
reach, +8HP, +3 dmg It (or its species) is ancient — +1 d# Divine: a sign of a deity (or deities)
older than man, elves, and
Defenses dwarves
Planar: something not of this earth
Cloth or flesh 0 armor Lord over others: +1d4
It abhors violence disadv Ancient and noteworthy: +1d4
Leathers or thick hide 1 armor
1. A few coins, 2d8 or so
Mail or scales 2 armor Monster Tags
2. An item useful to the current
Plate or bone 3 armor Magical: It is by nature magical through
situation
Permanent magical protection 4 armor and through.
3. Several coins, about 4d10
magical Devious: Its main danger lies beyond the
4. A small item (gem, art) of
Traits simple clash of battle.
considerable value, worth as much as
Amorphous: Its anatomy and organs are
Unrelenting strength: +2 dmg 2d10×10 coins, 0 weight
bizarre and unnatural.
Skill in offense adv 5. Some minor magical trinket
Organized: It has a group structure that
Skill in defense +1 arm 6. Useful information (in the form of
aids it in survival. Defeating one may
Deft strikes +1 prc clues, notes, etc.)
cause the wrath of others. One may
Uncanny endurance +4 HP 7. A bag of coins, 1d4×100 or
sound an alarm.
Deceit and trickery stealthy thereabouts. 1 weight per 100.
Intelligent: It’s smart enough that some
+move 8. A very valuable small item (gem, art)
individuals pick up other skills. The GM
Adaptation (wings, gills, etc) +move worth 2d6×100, 0 weight
can adapt the monster by adding tags to
Favour of the gods +2 HP / 9. A chest of coins and other small
reflect specific training, like a mage or
+2 dmg valuables. 1 weight but worth
warrior.
Spells and magic magical 3d6×100 coins.
+move Hoarder: It almost certainly has treasure.
10. A magical item or magical effect
Stealthy: It can avoid detection and
Form of Attack prefers to attack with the element of
11. Many bags of coins for a total of
Vicious and obvious armament +2 dmg 2d4×100 or so
surprise.
Keeps others at bay reach 12. A sign of office (crown, banner) worth
Terrifying: Its presence and appearance
Small and weak armaments -1 d# at least 3d4×100 coins
evoke fear.
Can slice or pierce metal +1 prc 13. A large art item worth 4d4×100 coins,
Cautious: It prizes survival over
messy 1 weight
aggression.
Can tear metal apart +3 prc 14. A unique item worth at least 5d4×100
Construct: It was made, not born
messy coins
Planar: It’s from beyond this world
Armor doesn’t help (due to Ignores 15. All the information needed to learn a
magic, size, etc) armor new spell and roll again
Attacks at range (arrows, spells, near / 16. A portal or secret path (or directions
other projectiles, etc) far to one) and roll again
Notes: 17. Something relating to one of the
prc = piercing characters and roll again
+move = add a move 18. A hoard: 1d10×1000 coins and
+1 d# = increase damage dice size
1d10×10 gems worth 2d6×100 each
adv = take better of two damage rolls
disadv = take worse of two damage rolls
NPCs Sample NPCs The Tsavni Host
• A city of nomads settling down for the night; the
Shevaral the Unclean Weather-beaten,
smell of fire, meat and manure.
Names Handsome, Nervous speech • Children are laughing; adults stare at strangers
Esen, Tod, Caoimhe, Philip, Laurentinus, To battle - Poison brewing curiously from multi-colored tents.
Corin, Gonçal, Baxter, Alkmene, Angie, Baldric Bad leg, Shabby clothes, Easygoing • The sounds of men arguing over a game; they
Ethelyn, Cindi, Bóthildr, Cherie, Eléonore, Give in to temptation - Exotic weapon skill stand guard before a chained woman.
Francene, María, Mette, Dagrún, Alesha, Freya Bloodshot Eyes, Well-Dressed, Angry Hrakkan's Pass
Hilda, Thomas, Aidan, Hieu, Lycurgus, To atone for what she’s done - Memory • Stone cockroaches the size of horses scattered
Wolfgang, Clay, Barukh, Kazue, Lise, Willa Youthful Energy, Fast speech and half buried along the valley floor.
Maximilian, Seleukos, Malene, Grania, Kory, To spread news far- Access to a library • A dense and acrid fog that never completely
Brando, Salman, Merete, Gytha, Mattan, Genesai Empty smile, Graceful, Squeezes a dissipates.
• The sound of shuffling and whispering cuts off
Alexandra, Quintus, Feliu, Jet, Priam, Freja, locket around her neck
whenever you stop to listen.
Avraham, Septimus, Aloysius, Asia, Raine, To defend her family legacy - Charismatic,
Gárgola Apex
Phineas, Simon, Marietta, Janne, Fionnlagh, Reputable
• A city situated between two peaks; grand
Constant, Phoibe, Nehir, Miraç, Nadine, Munos Abnormally large, Passive face,
bridges as act entrances on both sides.
Bridger, Semih, Hulda, Fritzi, Inma, Ruth, intelligent eyes • Sits on a massive rotating disc that spins slow
Aina, Marike, Günter, Mikki, Sherwood, To locate something lost - enough to accommodate foot traffic. •
Brian, Jemmy, Miquel, Nicol, Reynaud, Quicker than you might think. Purple-robed guardians are overheard warning
Stephanos, Hagne, Hans, Kerem, Thalia, Milo Curly hair, Squints through eyeglasses, that the disc has been erratic lately.
Thora, Issachar, Amelia, Ellery, Derry, Nervous Borsa River Mine
Samuel, Iulia, Deitra, Cyrillus, One Eye To meddle - Metalworking • Partly submerged stone buildings hint at a large
Lim Tall, Long hair, Awkward network of structures underwater.
Traits • Flies buzz around statues of strange frog-like
Question authority - A spell of his own
Disfigured, Well-dressed, Diseased, Caring, creatures erected on dry patches of land. • Fresh
devising
Scrawny, Naive, Bloodshot Eyes, Artistic, humanoid footprints appear in the mud
Wesley Thick moustache, Beady eyes,
Emaciated, Skeptic, Paranoid, Easygoing, seemingly at random and then disappear.
Hums out of tune
Peaceful, Awkward, Kind, Spendthrift, Medina At Beyt Kvora
To gain riches, no matter what - To betray
Dreamer, Clean, Allergic, Asthmatic, Rude, • A massive city with gothic architecture and
when it hurts the most spires rising as far as the eye can see. • Dead rise
Alienated, Antisocial, Absentminded,
Seldar the Wise Bushy eyebrows, unless proper rites and rituals are used during
Weather-beaten, Handsome, Nervous
Low-pitched voice, Tattered clothes burial.
speech, Bad leg, Shabby clothes, Angry,
To find wonder, one last time - Sense of • Graveyard “districts” built around moats
Youthful energy, Fast speech, Empty smile, separate the living city from the dead.
direction
Graceful, Squeezes a locket around their
Prince Illian Calculating eyes, Flowing hair, The Fallen Maharib
neck, Abnormally large, Passive face, • A hidden bay shelters an enormous, collapsed
Explosive temper
Intelligent eyes, Tall, Long hair, Thick statue from ancient times.
Reclaim his throne - Has a backup plan
moustache, Beady eyes, Hums out of tune, • Desolated beaches made of dark sand
Syla Short, Crooked teeth, Always honest
Bushy eyebrows, Low-pitched speech, surrounded by bleak, imposing cliffs.
To uncover secrets - Knows where the • Only the sounds of tranquil waves washing
Calculating eyes, Short, Crooked teeth
monster is ashore and distant birds can be heard.
Instincts Rajakaba the Gullmaster Beady eyes, The Swamp of Paráxenos
Spread religion, Make money, Seek payback, Weather-beaton, Crooked teeth • A fetid stench hangs in the far-too humid air.
Question authority, Lord over others, Act To direct his flock - Eyes far and wide • Ruins of an ancient civilization lie half-sunken in
impulsively, Be cautious, Defy death, Save Markasha the Sigilist Tangled hair, Dirty green, slick mud.
someone, Teach, Settle down, Preserve law, robes, A hobbled walk. • Howling, recognizable (or familiar) speech can
Discover, Keep quiet, Die gloriously, Reunite To discover - An eye for detail be heard at night.
with a lover, Pillage, Indulge, Make the best Orthais van Morley Disheveled hair, Fine Wahah, Jewel of the East
of it, Find love, Destroy an artifact, Show off, clothes, Stuttering speech • A desert city of magic, glass, and wonder hidden
Entertain, Restore their name, To battle, To To survive - Gets into trouble by faint mirage.
• Men & women fill bustling streets with slippered
give into temptation, To atone, To spread Dame Aylin Stern eyes, Flowing gait feet and veiled faces.
news far and wide, To defend their family’s Spread religion - One-of-a-kind item
• There are whispers that the magic is drawn
legacy, Reclaim their throne, To uncover from something deep below.
Steading Names
secrets, To retire, To get just one more haul
Graybark, Nook’s Crossing, Tanner’s Ford, The Sleeping Burj
Knacks Goldenfield, Barrowbridge, Rum River, • A fallen marble tower atop a small hill.
Criminal connections, Skilled warrior, Hedge Brindenburg, Shambles, Covaner, Enfield, • Round doorways that open when you approach
them, revealing right-side up rooms.
wizardry, Local info, One-of-a-kind item, Crystal Falls, Castle Daunting, Nulty’s • Tables and desks are covered with drawings and
Hidden knowledge, Magical awareness, Harbor, Castonshire, Cornwood, Irongate, samples or strange places and objects.
Muscle, Special destiny, Balance, Speed, An Mayhill, Pigton, Crosses, Battlemoore,
Littlewit Manor
eye for detail, Heroic, A hidden entrance, A Torsea, Curland, Snowcalm, Seawall, • An ornate old mansion, colorful, orderly, and
powerful lover, Speaks to animals, Exotic Varlosh, Terminum, Avonia, Bucksburg, beautifully decorated & empty.
weapon skill, Charismatic, Reputable, Sense Settledown, Goblinjaw, Hammerford, Pit, • Blood stains the carpets and leads up the
of direction, Has a backup plan, Poison, An The Gray Fast, Ennet Bend, Harrison’s Hold, staircase to the higher floors.
arrow with your name on it, Bloodline, Piety Fortress Andwynne, Blackstone • An exquisite painting of a many-tentacled
abomination hangs prominently in the lobby.
diameter. If swallowed, you die. If in the dark, with his eyes bound by heavy
Magic Items touched, Defy Danger or die. Leaves cloth and still be assured of a clean shot.
1. Eye of Truth - This finely cut and awesomely frozen corpses that are not If the light of the sun ever touches the
polished stone is indistinguishable from cold to the touch and never thaw. arrows, however, they come apart like
an ordinary jewel in appearance. When it 11. Assassin’s Ring - The magic of the shadows and dust.
is gazed through, this gem confers on the ring, however, is to produce a tiny 17. The Carcosan Spire - None know
subject the ability to see all things as they handful of dust once per day. When you from whence this spear of twisted white
actually are. The subject sees through gently blow on the ring a magical cloud of coral comes. Those who bear it too long
normal and magical darkness, notices dust fills the area nearby, concealing find their minds full of alien dreams and
secret doors hidden by magic, sees the yours and other peoples passage such begin to hear the strange thoughts of the
exact locations of creatures or objects that it appears no one has passed Others. None are impervious. Used
sees invisible creatures or objects through the area for several years. This against any “natural” target (men, goblins,
normally, sees through illusions, and sees magical ring also contains a non-magical owlbears and the like) the Spire acts as a
the true form of polymorphed, changed, secret compartment designed to hold a mere mortal spear. Its true purpose is to
or transmuted things. dose of poison. do harm to those things whose strange
2. Amulet of Hope - Shines as bright as a 12. Bell of Freedom - When you ring this natures, protected against mundane
candle, but only when there are no other cracked handbell any creature within weapons. Used thus, the Spire can wound
light sources. The light points back earshot immediately may escape any and foes otherwise invulnerable to harm. The
wielder will recognize these twisted foes
towards the dungeon entrance, vaguely. all of their physical and/or magical
Hums reassuringly when clutched, and bondage. The prison doors open, the on sight—the Spire knows its own.
warms your hand. manacles spring loose, and the spell of 18. Coin of Remembering - What
3. Dust of Disappearance - Can make holding ends; They are free. After one appears, at a glance, to be a simple
things invisible, but wears off if the object ringing, the crack in the handbell spreads copper coin is, in truth, an enchanted
moves, is moved, or even wiggles a bit. and the bell shatters. coin. Its bearer can, at any time, redeem
Best used on inanimate objects or people 13. Bladed Gloves - A pair of black it to know immediately one fact that has
who can hold really, really, still. leather gloves each adorned with a silver been forgotten. The coin vanishes
dagger charm. When wearing these thereafter. It does not have to be a thing
4. Black Leaf - When smoked, it creates a
huge cloud of smoke and allows the gloves and you whisper the word “Blade” forgotten by the bearer, but it cannot be
while touching one of the silver dagger “known.” Interpretation of this stipulation
smoker to see through smoke and fog. is left to the gods. If the coin is
Can be smoked for 5 minutes (or 5 charms, a spirit dagger materializes in
one-minute segments). your hand. The spirit dagger behaves like unsuccessful, it will still paint an image in
a normal dagger but can also affect the mind’s eye of someone or something
5. Saint's Bones - About the size of a creatures that are insubstantial. Any that does remember what was sought.
cigar box. Contains a mandible and some daggers created by the gloves fade from 19. The Echo - A seemingly empty bottle.
carpals. Will rattle ominously when a lie is existence within a minute or two after Once unstoppered, the whispers of
uttered nearby. leaving your grasp. another plane resound once and fall
6. Bottle of Light - When swung 14. Chalice of Fealty - A silver chalice silent. In the silence, the bearer learns in
overhead (a small chain is attached for etched with a pattern of entwined snakes his soul the coming of one great danger
this purpose) the bottle absorbs ambient and fantastical creatures. and how he can avoid it. At any point
light. Later, the bottle can be after you use the Echo, you can ignore
unstoppered to allow the light back out When you pour red wine into the Chalice the results of any single die roll—yours or
again. Can hold up to 5 rounds of light. of Fealty and you give a command to another player’s—and roll again. Once
Special properties of light are preserved: another creature drinking from the opened, the Echo is released and gone
moonlight can induce lycanthropy, for chalice, roll+CHA. forever.
example. When commanding an NPC, *On a 10+ 20. Barb of the Black Gate - A nail or
7. Vial of Nightshade - When drunk, it that creature will do what you command. spike, twisted and forever cold, said to
puts the body into a deep coma and *On a 7-9 that creature will do what you have been pried from the Gates of Death.
ejects the spirit. You can now roam command but will most certainly twist When hammered into a corpse, it
around, incorporeal, until you return to your words. disappears and ensures that the corpse
your body. Every hour, role to avoid When commanding a PC, *On a 10+ will never be risen again—no magic short
danger (Body possessed by an outsider, choose two. *On a 7-9 choose one. *On a of that of Death himself can reignite the
fall into a coma, soul lost forever, etc). 6- your treachery is immediately flame of life (natural or otherwise) in the
revealed. body.
8. Cheater's Coin - When flipped, it will
give whatever result the owner wishes. • If the PC does it, the PC marks XP.
This is not limited to heads/tails--it can • If the PC refuses, the PC takes -1
also give results of king, dragon, treasury, ongoing until they next dine with you.
pilgrims, etc. 15. Tricksy Rope - A rope that listens.
9. Ring of Petrification - Putting this ring Does tricks, too, like a smart and more
on will turn a person to stone, except for obedient snake might. Tell it “Coil” or
the ring. Someone else can remove the “Slack” or “Come here, rope” and it will.
ring, and thereby return them to flesh. 16. Arrows of Acheron - Crafted in
10. Seed of Ice - If dropped in a body of darkness by a blind fletcher, these arrows
water, will "freeze" an area up to 20' can find their target in even the deepest
darkness. An archer may fire them blind,