Professional Documents
Culture Documents
Basic Edition
Version 1.3
DISCIPLES OF BONE AND SHADOW Basic Edition
Written and designed by Alex T.
Text Copyright © 2020 Blackoath Entertainment & Exalted Funeral
Interior illustrations by Suryas, Wassai Khan, Dave Levi and Ropig Art
Cover illustration by David Lopez - Gnomedesign
Map by Biljana Bralić
Character sheet by David Northcutt
Layout by Alex T.
Edited by Vi Huntsman
All rights reserved. No part of this book may be reproduced or utilized in any
form or by any means, electronic or mechanical, without permission in
writing from the publisher
Thank you to the following people for playtesting and giving design input:
Miguel Suárez, Federico Moreno, Gonzalo Torres, Biljana Bralić, Arthur H.,
Vi Huntsman, tagger418, and the rest of folks in the Blackoath Discord
channel
Special thanks to Matt Kelley and Exalted Funeral.
ISBN: 978-1-951419-00-4
www.blackoathgames.com www.exaltedfuneral.com
blackoathentertainment@gmail.com exaltedfuneral@gmail.com
12 THE FRACTURED DOMINION
14 GETTING STARTED
- Abomination Slayer (1 EP): A character with this skill deals 1 extra damage
per attack when fighting against abominations.
22 - Aggressive Stance (2 EP): As combat begins, you can activate this ability to
gain a bonus of +20 to offensive skills while taking a penalty of -20 to
defensive skills. You may toggle this on or off before entering combat, but
not during.
- Beast Slayer (1 EP): A character with this skill deals 1 extra damage per
attack when fighting against beasts.
- Blood of the Ancients (1 EP): When performing a CON Test, roll two dice
and choose the lower result.
- Brawny (1 EP): Increase your available Gear Slots by 5.
- Bridle the Darkness (Archetype Exclusive): Increase your Max Corruption by 1.
- Defensive Stance (2 EP): As combat begins, you can activate this ability to
gain a bonus of +20 to defensive skills while taking a penalty of -20 to your
offensive skills. You may toggle this on or off before entering combat, but
not during.
- Dual Wielding (3 EP): You may perform a bonus off-hand attack every turn,
with a penalty of -40 applied to the second attack.
- Field Medic (1 EP): You heal an extra D4 HP each time you use the First Aid
skill.
- Foraging (Archetype Exclusive): This character consumes half as many
supplies per day, thanks to their ability to find sources of food and water in
the wild.
- Fortify (1 EP): The next time you are hit by an attack, it deals the minimum
possible damage. For example, a D6+1 attack will deal 2 damage. You must
relinquish your turn in order to activate this talent.
- Hold Back the Darkness (1 EP): When rolling against a spell's Corruption
Level, roll with +1.
- Iron Will (1 EP): When performing a WILL Test, roll 2 dice and choose the
lower result.
- Leadership (Archetype Exclusive): When rolling for initiative, add +5 to
your result.
- Magic Resistance (1 EP): While performing WILL Tests against magic, add
+5 to your WIL.
- Marksmanship (1 EP): You may relinquish your turn to aim with a Ranged
Weapon, doubling the damage of your next attack.
- Night Vision (Archetype Exclusive): This character doesn't need a source
of light and receives no penalties when fighting in the dark.
- Primal Strength (1 EP): When performing a STR Test, roll two dice and
choose the lower result.
- Rapid Fire (3 EP): You may fire a ranged weapon twice on the same turn,
with a penalty of -40 to the second shot.
- Snake Blood (1 EP): When making a CON Test versus poison, add +5 to your
CON.
- Shield Expertise (1 EP): Allows this character to use a shield without the
combat penalty, or in the case of Heavy Shields a reduced penalty. 23
- Undead Slayer (1 EP): A character with this skill deals 1 extra damage per
attack when fighting against undead enemies.
- Weapon Specialization (1 EP): Choose a One-Handed Weapon from the
weapon list. All your attacks with that weapon deal +1 damage. This skill may
be picked several times, once per weapon.
- Well Coordinated (1 EP): When performing a DEX Test, roll 2 dice and choose
the lower result.
ARCHETYPES
Archetypes are player character templates with predetermined Skills and
Attributes that you can choose to start with, or that you can acquire through play.
These archetypes represent the most common roles and play styles, and they can
serve as a guide for when you are unsure of what to do with your characters.
There are also added benefits to using archetypes: they each have one exclusive
perk in the form of a stat bonus, an exclusive skill or spell, or even access to
unusual equipment. Ideally, you will spend your EP as you level up so that you
24 meet the conditions described on each of the archetypes, thus “collecting” any
archetype you are interested in and gaining new and exclusive skills.
Free-form characters (those that do not choose to use a starting
Archetype) start the game with 100 to spend as they will.
Starting Archetypes
Although you are free to create a character from scratch and distribute your
points as you want, choosing one of the starting archetypes is a great idea if
you’re looking for a place to start, or you don't want to worry as much about
balancing your stats. Starting archetypes are slightly more powerful than
what a beginning free-form character can be, since their starting stats are
very cost-efficient. Starting archetypes also begin the game with some gear
suitable to their skills and enough provisions to last a week. The attribute
values given are not a minimum, you must have exactly the value required.
You are free to spend the remainder of your 20 starting points on the other
Attributes as you wish.
Acolyte
Prerequisites: CON 14 / WILL 16 / CHAR 15
- Max Corruption +1
- Spell: Shadow Flames (1 daily use)
- Starting Gear: Mace, 1 Bandage, 2D20 .
An Acolyte is someone who has seen the power of the Tyrants and wants it for
their own. They have stumbled upon secret knowledge and started a path
towards ascension... or madness.
Brawler
Prerequisites: CON 16 / STR 16
- Skill: Aggressive Stance
- Starting Gear: Any one-handed weapon and a shield, or a two-handed
weapon, 3d10 .
A Brawler is a character used to the rough life of the Never Realm; They know
how to give a beating, and how to take one as well. They also know their life will
probably be short, bloody and miserable, but plan on going out swinging.
Burglar
Prerequisites: DEX 18 / INT 14 / CHAR 12
- Skill: Lock-Picking
- Skill: Disarm Traps
- Starting Gear: Lock picks, any one-handed weapon, 3D10 .
Wherever any semblance of civilization rises, the arrival of thieves and burglars
is guaranteed. A Burglar knows how to avoid harm and get into places they
don’t belong, making them perfect for adventuring.
25
Hunter
Prerequisites: DEX 16 / CON 12 / STR 14
- Skill: Foraging
- Skill: Marksmanship
- Starting Gear: Short bow and quiver, any one-handed weapon, 1 bandage,
2D10 .
Hunters act as civilization’s backbone for many of the diverse peoples of the
Fractured Dominion. Playing the role of providers and defenders, they are well-
liked and respected anywhere they go.
Vitalist
Prerequisites: CON 10 / INT 18 / WILL 18
- Spell: Cauterize (2 daily uses)
- Spell: Cleanse Poison (1 daily use)
- Starting Gear: Any one-handed weapon and a shield, 4D10 .
A Vitalist has chosen to restore what the agents of the Primordial Ones have
taken away, healing ailments and taking the role of witch doctor or medicine-
man among the desert tribes as they risk their mind with every wound healed.
Advanced Archetypes
The following list shows players the kind of characters they can strive
towards playing. Each archetype lists the attributes, skills and spells which
are required to qualify for the unique bonuses of each. In the case of
required attributes, the values given are the minimum amount necessary,
characters may surpass them. Once your characters acquire a specific
archetype, the benefits that come with it are permanent even if they reach
26 the requirements for a second archetype.
Apothecary
Prerequisites: First Aid: 70 / Spell: Cauterize / Weapon Specialization: Mace
Each time an Apothecary kills an Elite Foe, they may collect its essence. They
use these to craft unique concoctions:
- 3 Elite Essences: Healing Salve. Once per day/adventure apply this salve
to heal D20 Health Points.
- 3 Elite Essences: Poison Salve. Apply this to become immune to
poisons for a whole adventure.
- 4 Elite Essences: Agility Salve. You may use this to apply a bonus of +20
to a character's defensive stats during an adventure.
An Apothecary has learned how to harvest beasts that have been twisted by
dark energies to create useful remedies and potions. Their work is very
appreciated among those who dare oppose the Tyrants and their forces,
providing a much needed edge against them.
Bloodsage
Prerequisites: CON 18 / First Aid: 80 / Parry: 60
Requires knowing any two spells, one of which must be a Blood spell.
A Bloodsage may drain another character's wounds and inflict them upon
themselves. Once per day/adventure, a Bloodsage may heal any number of
HP from another character, with the Bloodsage receiving an equal amount
of damage. They will then regenerate 1 HP per room or corridor explored
until fully healed.
There is power in blood, and the Bloodsage has learned how to use it for the
greater good. By sacrificing their flesh (and more of often than not, their soul),
they desperately work to make the Fractured Dominion a better place.
Executioner
Prerequisites: Weapon Specialization: Two-handed axe / Two-Handed
Melee Weapons: 70 / Parry: 50
Once per Settlement visit, an executioner may ask the elders for work. Roll
a D10. On a roll of 1-8 there is an execution to take care of, earning D100 .
Feared in almost any civilized place, executioners transform their skills in
wielding heavy weapons into a profitable way of life.
Mender
Prerequisites: CON 14 / First Aid: 80
No EP may have been spent on spells before becoming a Mender.
Once per day/adventure, a Mender may heal D10 HP from a character.
A Mender is a traditional healer, respected by the community for their
insistence on using traditional healing methods instead of resorting to dark
arts.
27
Penitent
Prerequisites: CON 16 / Weapon Specialization: Club / Passive Skill: Blood of
the Ancients
No EP may have been spent on defensive skills before becoming a Penitent.
As a Penitent, after losing 10 Health Points in the same combat your next
attack deals an extra +5 damage. This bonus does not persist between
fights and must be used immediately.
A Penitent knows they have sins to atone for, repenting by purposely putting
themselves in dangerous situations. They then channel the pain and shame
they suffer into pure rage, cleansing themselves of their past mistakes.
Pugilist
Prerequisites: Unarmed 60 / Dodge 60
Once per adventure, a pugilist may perform a focused uppercut that deals
20 damage; use the character's Unarmed skill to determine if it hits.
When things start heating up, a Pugilist decides to leave all weapons aside and
trust their fists over anything else. Years of training in the tough streets of the
Fractured Dominion have given them a honed edge, one that applies against
any opponent, be it from this world or another.
Purifier
Prerequisites: WILL 16 / Passive Skill: Magic Resistance / Weapon
Specialization: Staff
A Purifier ignores the Defense of magic-casting creatures.
Once a character becomes a Purifier, they are not allowed to learn or cast
spells of any kind.
Having witnessed too many times the corruptive effects of magic, a Purifier is
a character that decides to take matters into their own hands, hunting down
any spellcaster and swearing to cleanse the blight of magic from this land.
Scholar
Prerequisites: WILL 16 / Passive Skill: Magic Resistance
Requires knowing any four spells.
Becoming a Scholar grants an extra daily use of any known spell.
Scholars are always found in abandoned ruins and forbidden places. They
search for secret knowledge left behind by the mad and the powerful, half-
knowingly descending towards the same dark place in their minds that
28 destroyed their predecessors.
Slave Master
Prerequisites: CON 16 / Any Offensive Skill: 60 / Any Defensive Skill: 50 /
Passive Skill: Iron Will
Becoming a Slave Master grants the Leadership skill.
A Slave Master is accustomed to making others follow their commands, a
surprisingly useful trait in the middle of a bloody melee.
Stalker
Prerequisites: Passive Skill: Snake Blood / Spell: Invisibility / Dodge: 70 /
Weapon Specialization: Dagger
Becoming a Stalker grants the Night Vision skill.
Stalkers learned their trade in the Land of the Conquered Sun, and it is in those
familiar shadows that they find themselves most comfortable. Their pact with
the night grants them predator-like abilities, making it no wonder they are
feared across the whole of the Fractured Dominion.
Watchman
Prerequisites: Any Defensive Skill: 50 / Passive Skill: Defensive Stance /
Passive Skill: Shield Expertise
Becoming a Watchman grants the Shield Bash skill.
As soon as a settlement starts to grow, the necessity of hiring Watchmen
becomes clear. These specialized warriors rely on their shield to keep them
safe from the frequent assaults of pillagers and the occasional drunken bar
fight.
MAGIC AND SPELLS
Magic is a very dangerous and fairly Corruption
rare thing in the Fractured Dominion. Each spell has a Corruption Level
It is usually associated with Tyrants (CL). Each time a player character
and their masters the Primordial casts a spell, they must roll against
Ones, which means that a person this number, targeting the number or
seen casting a spell near civilization above. For example, the CL of
will be immediately killed. Those Shadow Flames is 6, which means 29
who deal in these forbidden arts will the character must roll a 6 or more
doubtless end their days as one of with a D10. If the character fails the
the countless abominations that roll, the spell still works (unless the
roam the Savage Sands... Despite result was 1) but they also gain 1
this, power calls to many who search Corruption Point (CP). There are a
forgotten ruins hoping to find tomes few ways of keeping corruption at
of power containing the secret to bay, but the most common ones are
becoming a Tyrant themselves, or at defeating a Tyrant or completing a
least to living a longer, easier life. task. Player characters that defeat a
The only way player characters Tyrant or successfully complete a
can obtain a spell (aside from some task may remove 2 CP. Once a
starting archetypes) is by finding a character reaches their Corruption
scroll or tome of spells. Once a Maximum, they are irredeemably lost
character finds a spell they want to and should be considered dead. They
learn, they must spend the EP cost to may not be resurrected in any way
obtain it. This will grant the character because they are not actually dead,
a single use of that spell per day or they have simply become another
adventure. Further daily uses may be pawn of the Primordial Ones.
purchased at a cost of 1 EP,
regardless of the initial EP cost. If a Learning a Spell
character doesn't have enough EP to Once a character obtains a spell they
learn a spell right away, they may want to learn and have the EP
simply keep the scroll or tome in necessary to learn it, they must
their inventory until they are ready perform an INT Test. If they pass,
to learn it. Only one character may they learn the spell. If they fail, their
utilize a scroll or tome to learn a mind is flooded by visions not
spell, and the object is destroyed in intended for the human mind, and
the process. they gain 1 Corruption Point. They
A darker and even more may re-try learning the spell 24 hours
forbidden form of magic is Blood later. If this is the end of your gaming
Magic. This twisted art requires the session for the day, you may simply
caster to spill their own blood to cast roll until the character passes the
spells. This is done by sacrificing Skill Test, adding 1 CP per failure.
Health Points, as described in each Note that EP is not spent until
Blood Magic spell. the spell is successfully learned.
S���� T���� (D12)
1 Bind Death
2 Breath of C'athrhi
3 Cauterize
4 Elemental Immunity
5 Cleanse Poison
6 Find Traps
30 7 Invisibility
8 Orb of Light
9 Pain Transfer
10 Regeneration
11 Shadow Flames
12 Viper Strike
Spell Descriptions
- Bind Death (1 EP): CL7. Blood Magic. Tentacles of blood shoot from the
caster's arms. For each Health Point the caster sacrifices, they deal 2 direct
damage to an undead enemy.
- Breath of C'athrhi (2 EP): CL8. Blood Magic. A red mist manifests and
embraces nearby enemies, poisoning them. The caster sacrifices 5 HP, and
deals D8 damage to each enemy.
- Cauterize (1 EP): CL4. A searing, hellish heat closes the character's wounds. 31
Heal D10+L from one character.
- Cleanse Poison (1 EP): CL4. The caster summons a black needle that digs into
the character's flesh, cleansing it from poison. Remove the Poisoned effect
from one character.
- Elemental Immunity (2 EP): CL6. You feel a shift within you, as a burst of flies
pour out of your mouth. For one combat you are immune to all elemental-
based effects and conditions (Burning, Chilled, etc.).
- Find Traps (1 EP): CL4. A nauseating sensation invades the caster while in the
proximity of a trap. During the remainder of the adventure (if in an interior
setting) or a full day (when outside), the character can detect any traps
before they are activated. Notice that this does not mean the trap is
neutralized. The party will still need to find a way to disarm it, or they may
simply avoid the area where the trap is located.
- Invisibility (1 EP): CL6. The caster's shadow envelopes them, making them
disappear to the naked eye. The caster becomes invisible and may sneak
behind the enemy. Your next attack is an automatic critical success, and
enemies can't target you that turn.
- Orb of Light (1 EP): CL6. An orb of bleak light appears, floating in front of you
like a sick, otherworldly firefly. This spell allows you and your party to see in
interior settings and during the night without torches or lamps. Its effects
last for a whole adventure.
- Pain Transfer (2 EP): CL7. Blood Magic. The caster slowly crosses their arms
with a sharp blade, letting the blood drip to the floor where it bursts into
flames. For each Health Point the caster sacrifices, 1 direct damage is dealt
to an enemy.
- Regeneration (2 EP): CL5. A crust of living shadow forms around the caster's
wounds, pulsating but soothing the pain. The caster heals D10+L of their own
Health Points, at a rate of 2 per turn.
- Shadow Flames (2 EP): CL6. Flames made of shadows jump from the darkest
corners of the room, engulfing the target. Shadow Flames deals HP damage
to an enemy, equaling the caster's INT.
- Viper Strike (1 EP): CL4. Immediately apply Poison to one enemy.
EQUIPMENT
What little metal there is in the Tracking Weight
Fractured Dominion is not wasted A character can only carry a certain
making coins. Instead, seashells are number of items at once. This
the main currency among number is indicated by their Gear
settlements and nomadic tribes. Slots (GS), which is equal to their
Somewhat rare, these can be found STR. Items with a ‘GS’ value in their
32 in certain areas of the wastes, telling description occupy Gear Slots to
a tale of a much more pleasant past simulate their weight. Luckily, small
in which the southern oceans were items such as trinkets, potions, etc.
not yet frozen. Some of the shells do not count towards the maximum
are plain but polished seashells while amount of gear you may carry. For
others have a settlement's sigil or each GS a character fills beyond their
even a Tyrant's name and personal maximum, they will receive a
seal carved into them. Sometimes cumulative -1 to all DEX Tests.
precious and semi-precious stones
are used instead of shells, since they Optional Rule: Provisions
are smaller and more practical. Players wanting a bit more realism
When a character has wealth and danger in their games can
measured in thousands of shells, it is introduce the concept of provisions.
presumably being carried in the form Characters need to carry provisions
of precious stones such as diamonds (food and water) with them to
and rubies. For gameplay reasons all survive. A player character will need
values are measured in shells. to consume 1 Ration per day to be in
For weapons and tools, optimal condition. If they do not do
substitutes for metal can be found in so, they will suffer a -10 to all skill rolls
combinations of bone, stone, leather after three days without provisions,
and wood. The items listed below until they eat again. If a character
are made of these standard goes for a whole week without
materials. Only rich merchants, provisions, they will die.
nobility and some elite troops are
seen carrying metal weapons or
armor, although there is always the
chance a lucky scavenger has
managed to find a relic from the past
buried in the ruins.
Characters may purchase any
item from the list below from any
settlement of the Fractured
Dominion. They may also sell their
own equipment and loot from their
travels at half the standard market
price.
E�������� ����
Antidote – 20
Bandage – 5
Healing Tincture – 150
Heavy Armor – 100 – 5 GS
Heavy Shield – 15 – 2 GS
Horse – 250
Lantern – 10 – 1 GS 33
Light Armor – 50 – 3 GS
Lock Picks – 10
Long Bow – 30 – 2 GS
Mule – 150
One-Handed Weapon – 15 – 1 GS
One Day Rations – 5
Rope – 10 – 1 GS
Shield – 20 – 2 GS
Short bow – 15 – 1 GS
Two-Handed Weapon – 30 – 2 GS
Settlements
38 As shown on the Hex Exploration
Table, characters will occasionally
find one of the Dominion’s friendly
settlements, which are scattered
across the wastes. This is the ideal
place to buy and sell gear, recover
health, and find some work in the
form of tasks. It is also the only
place a character will be able to
find a trainer. Trainers will teach
the player characters new skills,
provided they have enough shells
and the required EP for it. Each
time your party arrives at a
settlement, roll a D10. On a roll of 5
or more, you find a person willing
to teach you. Each skill training
costs 100 shells. Pick a skill
available to your character (active
or passive), spend the required EP
and add the skill to that character’s
sheet.
Random Events
While visiting a settlement you will
run into all sorts of people and
situations, both positive and
negative. Roll on the Random
Events Table below each time you
visit a settlement.
R����� ������ T���� (�10)
A fight erupts in front of you, and you quickly find yourself in the middle of its
1 arguing antagonists. In the swirling melee you get a swift kick somewhere soft
and a broken nose. If you go on a mission, start with D6 less HP.
A person bumps into you, quickly apologizing and leaving in a hurry. Minutes later
2
you realize you’ve been robbed! You lose D100 .
A local rushes up to you as you tend your horse. They seem impatient, looking over
their shoulder often, and quickly offering to buy your steed for twice its worth. If
you have an animal, the suspicious local will buy it for twice the price listed. If you
agree to sell it, they quickly jump on and disappear in a cloud of dust. Roll a D6: On
3
a 1, the settlement's watch arrives and arrests you for helping a wanted criminal.
You are held for a whole week (no need to spend rations during that time) and
are finally released after paying D6x20 (or all the money you have, if you can't
afford it).
As you round a corner, you see a crowd of angry Uzrun locals marching down the
street, straight towards you. They seem to be protesting, but you can hardly
understand what they're shouting. You are caught up and carried along by the mob
until you're pinned against a wall down the street as you see the local guards
4
preparing to “negotiate” with the crowd. Perform a DEX Test. If you succeed you
manage to break free and sneak down an alley seconds before violence begins. If
you fail, you are beaten by a guard and thrown into a cell. You are released after
paying D6x20 (or all the money you have, if you can't afford it).
The town's supplies are running low due to some problems with bandits on the
5
road. Supplies are running low, so prices are up. All prices today are +10 .
Walking down an alley, you see a figure sneak behind you. You're being attacked!
6
You must defeat some Bandits that are trying to rob you.
7 Nothing of interest is going on, just another day in the Fractured Dominion.
Things have been calm around here lately, so there are supplies available for
8
everybody. Items worth at least 20 sell for 10 fewer shells today.
An Absolver is in town, and you cannot miss this opportunity. It is said that the
members of this rare society are trained to extricate a person’s corruption! For the
9
price of 100 you may remove 1 Corruption Point. This only works once a month,
so if you've recently been healed by an Absolver, ignore this event.
A tax collector is in town who wants you to pay your due to the local Tyrant. You
might try to convince the tax collector that you're just passing by with a CHAR
10 Test. To comply, or if you fail the CHAR Test, you must pay 50 or else risk being
beaten up by the tax collector's guards. If you refuse to pay, you'll face 4 Guards
(use the stats for Bandits).
Gambling Twilight and whatever you need to
The world may have died and gone do will still be there when you decide
to hell long ago, but gambling is still to tackle it.
very much alive. Each time you visit a You may only roll once per
settlement you may opt to gamble settlement. If you don't like the task
your hard-earned shells to see if your offered, you may come back a week
luck has changed for the better. later and re-roll. Characters must
The most popular game, one return to the settlement where they
40 that is so simple its rules are pretty were given the task to collect the
much the same wherever one may reward.
be, is called Pot. A game of Pot is Completing a task grants 100
played as follows: Experience Points (XP), divided
- The player declares how much among the party as the player sees
they are willing to bet. A standard fit. The characters may also remove
bet is 10 shells per roll. 2 Corruption Points each upon
- The player rolls 2D10. If you roll completion.
doubles, roll a third time and get a +/-
1 on the betting roll.
- Arrange the dice on the table
with the lower result to the left and
the higher to the right.
- Now the player needs to guess
if the chicken will land in the pot (a
number inside the two rolls), or
outside of it (a number outside the
two rolls) and rolls another D10.
- If the third die rolled matches
any of the previously rolled numbers,
the player loses. If their guess was
correct, they win.
- A traditional game of Pot
consists of 3 rounds of betting.
Now that you know the shape, roll below for the contents of the room. If
you choose to flee from an enemy found in a room, it will be there next time you
enter the room, if you return. Traps that are deactivated stay deactivated.
VERMIN
Vermin are small creatures that come in groups. While they are typically simple
animals without malicious intent, they are nonetheless extremely dangerous if
underestimated. They offer no XP, and almost none offer loot, but are easy to
kill as individuals.
Madari Rats
These giant rats were originally bred at the Madari Arena, hundreds of years ago.
They were used to feed the giant lizards and other beasts which fought in forced
combat during the reign of Ghatr the Execrable. Following the fall of Madari, they
escaped and have since thrived all over the region.
Type: Beast. Morale -1. No loot.
- Number: 2
- HP: 2
- Awareness: 20
- Initiative: 14
- Damage: 1
- Against Seasoned Characters: +1 HP.
Fire Bats
An unfortunately common sight in most caves and ruins, these flying nightmares
have a very painful bite that can easily become infected if not tended to
immediately.
Type: Beast. Morale -1. No loot. If wounds caused by Fire Bats are not fully
healed before leaving the room, the character will lose that same amount of
max health, permanently.
- Number: D4
- HP: 1
- Awareness: 10
- Initiative: 12
- Damage: 2
- Against Seasoned Characters: +1 damage.
Night Beetles
When these giant carnivorous insects attack, they swarm and go after prey much
larger than themselves, usually taking them down with ease using their powerful
mandibles.
Type: Insect. No loot.
- Number: D4
- HP: 2
- Awareness: 10
60 - Initiative: 8
- Damage: 1
- Against Seasoned Characters: Numbers are D4+2.
Sabershadows
These feline beasts are small enough to sneak past any camp guards, and
intelligent enough to know to attack while their victims are asleep. They hunt in
small packs but make up for their numbers with sharp minds and sharper claws.
Type: Beast. No loot.
- Number: 2
- HP: 20
- Awareness: 30
- Initiative: 16
- Damage: D4
- Against Seasoned Characters: Deals D6 damage.
Centipedes
Even one of these fearless and silent killers is quite dangerous, hardly needing any
help to overpower a distracted looter or to take down some lost cattle.
Type: Insect. No morale test. No loot.
- Number: D6
- HP: 2
- Awareness: 10
- Initiative: 14
- Damage: 1
- Against Seasoned Characters: +1 HP.
Spawnlings of Vhol'est
While the origin of these twisted and ever-changing creatures is unknown, it is
clear they are not native to any region known to man. Somewhat weak in their
infancy, they survive by hunting in groups which decrease in number as they age,
as they betray their own and devour one another. The survivor will then become a
terrifying (and lethal) sight for anyone unfortunate enough to cross its path.
Type: Abomination. No morale test. Loot -2.
- Number: D6
- HP: 2 61
- Awareness: 10
- Initiative: 8
- Damage: 2
- Against Seasoned Characters: +1 HP.
Dustsaurs
Sleek, fast and deadly, Dustsaurs are sometimes hunted for their flesh even though
their ferocity and resilience make them dangerous prey. They are small and
bipedal, with a single large claw in their left arm that they use to defend
themselves. Their protective carapaces become harder and harder with age, with
the shells of older creatures becoming veritable armor.
Type: Beast. Morale -2. No loot.
- Number: D8
- HP: 2
- Awareness: 30
- Initiative: 18
- Damage: 2
- Against Seasoned Characters: Numbers are D8+2.
Greylings
Among the few scholars studying the creatures of the Fractured Dominion, there
is much discussion regarding Greylings. Some suggest their fascination with shiny
things is an indication of intelligence, while others dismiss them as simple beasts.
Whatever the case, these sneaky humanoid creatures are attracted to human
camps, where they try to silently kill everybody before getting away with any
random baubles the unfortunate travelers may have had in their possession.
Type: Humanoid. Morale -1. Loot -1.
- Number: D4
- HP: 25
- Awareness: 20
- Initiative: 16
- Damage: D4
- Against Seasoned Characters: Numbers are D8.
Bloodfeathers
The sight of a Bloodfeather swarm is enough to make even the most experienced
nomad hide in the closest ruins. These tiny bloodthirsty animals appear in huge
numbers, swarm around any living creature, and bleed them to death.
Type: Beast. Players roll at -10 to hit due to their confusing numbers and small
size. No loot.
- Number: D10+10
- HP: 1
62 - Awareness: 15
- Initiative: 12
- Damage: 1
- Against Seasoned Characters: +1 HP.
COMMON FOES
The following list contains the most common serious threats the inhabitants of
the Fractured Dominion encounter during their travels. Beasts, humanoid
horrors, and magical abominations abound in these lands, and none of them will
hesitate to attack a group of wandering adventurers.
Common Foes come in smaller numbers than vermin, but are much
tougher to kill, due to their intelligence, equipment and power.
Sharani
C����� F��� T���� (�10) Nobody knows the origin of this ancient
1 Sharani race of snake people, but they are a
relatively common sight in the Fractured
2 Burrow Dwellers
Dominion. Most of them live in small tribal
3 Bandits
groups that roam the planes looking for
4 Burrowers
their next meal.
5 Dustborn
Type: Humanoid. Normal loot.
6 The Lost
- Number: 1
7 Crawlers - HP: 15
8 Barean - Awareness: 30
9 Harpies - Initiative: 16
10 Shadow Hounds - Damage: D10
- Against Seasoned Characters: Enemy
has +10 HP / Defense: 20 / Offense: 20.
Burrow Dwellers
These are twisted human remains, reanimated by foul magic long ago. They are
relentless in their advance, often standing back up after suffering devastating
wounds. The dead never rest in the Fractured Dominion, and their numbers only
seems to grow with the passing of time.
Type: Undead. Normal loot. Each time a Burrow Dweller is defeated, roll a D10.
On a 1-3, it comes back to life, fully healed.
- Number: 2
- HP: 12 63
- Awareness: 5
- Initiative: 6
- Damage: 2D4
- Against Seasoned Characters: Enemy has +5 HP / Defense: 20 / Offense: 30.
Bandits
Travelers seldom go on their journeys alone, mostly due to the abundance of
bandits. These wild tribes thrive in the hills, setting ambushes and traps and
striking from the shadows, rarely taking any survivors.
Type: Humanoid. Normal loot.
- Number: D4
- HP: 15
- Awareness: 10
- Initiative: 11
- Damage: D4
- Against Seasoned Characters: Enemy has +5 HP / Defense: 10 / Offense: 10 / Roll
once on the Veteran Traits Table.
Burrowers
Accounts of tentacles springing out of the sands and grabbing a traveler's ankles
only to drag them below never to be seen again, are quite common. Nobody has
seen more than a Burrower's tentacles, leading some to suspect they may all
return to a single creature.
Type: Abomination. No loot.
- Number: D4
- HP: 10
- Awareness: 10
- Initiative: 15
- Damage: D10
- Against Seasoned Characters: Enemy has +10 HP / Defense: 20 / Roll once on
the Veteran Traits Table.
Dustborn
With their scaly tails, clawed hands and prominent beaks, these creatures appear
to be biologically similar to the smaller Dustsaurs. Nobody knows for sure if they
are the same beast or simply another creature which adapted to wasteland life in
a similar fashion. One thing is for sure, their screeching voices will send chills down
the spine of any opportunistic ruin raiders.
Type: Beast. No loot.
- Number: 1
64 - HP: 20
- Awareness: 25
- Initiative: 16
- Damage: D8
- Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 30.
The Lost
Many are the adventurers who delve too deeply into the horrors of the
underground, study too hard the maddening tomes of forbidden arts, or simply
are unlucky enough to encounter some terrible abomination. Those individuals
become little more than drooling, dangerous beasts that roam the planes,
searching for a way to spread their anger and misery to the world.
Type: Humanoid. Normal loot. Roll player Initiative at +1.
- Number: D4+1
- HP: 10
- Awareness: 10
- Initiative: 5
- Damage: D4
- Against Seasoned Characters: Enemy has +4 HP / Defense: 20 / Offense: 20.
Crawlers
These armored beasts like to hide in dark, closed places like ruins and caves, where
they find mosses and other vegetable matter to eat. Extremely territorial, they will
immediately charge anyone or anything that comes near them. Their giant pincers
can tear apart a grown man in minutes, so travelers tend to simply run away
instead of confronting them.
Type: Beast. No loot.
- Number: 1
- HP: 20
- Awareness: 15
- Initiative: 10
- Damage: D6+1
- Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 20.
Barean
Some say the Barean brought down the Age of Bone upon us by summoning their
god Hraki'i and unleashing it upon the world, allowing them to thrive and their
influence to grow. Indeed, the dog-like Barean seem extremely well adapted to life
in the Twilight, and if it were not for their barbaric practices, they would have
conquered the entire region long ago.
Type: Humanoid. Normal loot.
- Number: D6
- HP: 12 65
- Awareness: 25
- Initiative: 16
- Damage: D4+1
- Against Seasoned Characters: Enemy has +3 HP / Defense: 30 / Offense: 30.
Harpies
Nesting around rock formations and ruins, harpies are a common sight in the
wastelands of the Fractured Dominion. They tend to hunt in groups for any solitary
prey, usually avoiding larger caravans or tribes, and favoring ambushes over open
attacks.
Type: Beast. Normal loot.
- Number: D4
- HP: 10
- Awareness: 20
- Initiative: 16
- Damage: 3D4-2 (1 minimum)
- Against Seasoned Characters: Enemy has +5 HP / Defense: 20 / Offense: 30.
Shadow Hounds
Shadow Hounds are terrible servants of the Tyrants, unleashed upon the world to
do their bidding. Sometimes they are seen dragging their victims back to a
Fortress, other times they simply tear to pieces anything that crosses their path.
With their bluish hue and smooth, eyeless face, these beasts are clearly foreign to
this world.
Type: Abomination. No loot. Roll player Initiative at -1.
- Number: D4
- HP: 14
- Awareness: 25
- Initiative: 18
- Damage: D6
- Against Seasoned Characters: Enemy has +2 HP / Defense: 30 / Offense: 40.
ELITE FOES
Dusk Bear
These enormous beasts roam the land searching for their next meal, occasionally
terrorizing towns and caravans. Their giant claws and jaws make them one of the
apex predators of the Fractured Dominion.
Type: Beast. No loot.
- HP: 35
- Awareness: 20
- Initiative: 12
- Damage: D10
- Against Seasoned Characters: Enemy has +5 HP / Defense: 40 / Offense: 40.
Spawn of Vhol'est
After devouring and assimilating its brethren, a Spawn of Vhol'est will grow to
the size of two men, with maws opening all across its body and tentacles
shooting from unexpected places. Their purpose and goals unknown, they roam
the wastes killing anything that crosses their path.
Type: Abomination. Loot +1.
- HP: D20+10
- Awareness: 10
- Initiative: 14
- Damage: 2D4 / 2 attacks
- Against Seasoned Characters: Enemy has +D20 HP / Defense: 40 / Offense: 40
/ Attacks cause Poison.
Sharani Priest
Following traditions older than the birth of mankind, a Sharani priest must travel
the world in solitude for some time, until they earn the power and the right to rule
over their tribe.
Type: Humanoid. Loot +2. Roll a D10 each turn. On a 1-3 the Sharani Priest's
wounds start to close, self-healing 2 HP.
- HP: 20 67
- Awareness: 20
- Initiative: 18
- Damage: D12
- Against Seasoned Characters: Enemy has +5 HP / Defense: 40 / Offense: 40.
Giant Spider
These terrible beasts lurk in the deepest of caves and ruins, hidden in corners while
waiting for their next meal to appear. Once a victim is trapped in their web, there
is little to no hope for escape...
Type: Beast. No loot. Roll initiative with a penalty of -2. Roll a D10 every turn, on
a roll of 1-2, the giant spider spits sticky webs to a random character instead of
performing an attack. The character performs a DEX Test. If they fail, they are
trapped and cannot attack, and The Giant Spider will focus on the other
characters. Each turn, the trapped character may roll against DEX (-3) to release
themselves. If all characters become webbed, the giant spider will attack them
until they are all dead. While trapped, characters may not use Defense bonuses,
only armor bonuses are applied.
- HP: 25
- Awareness: 30
- Initiative: 18
- Damage: 3D4, all its attacks cause Poison
- Against Seasoned Characters: Enemy has +10 HP / Defense: 30 / Offense: 40.
Bonefiend
Some sorcerers transcend their own death using the power of the Calamitous
Ones. Most of the time though, the result is a mindless creature left only with the
desire to drain the life force of any creature that crosses its path.
Type: Undead. Loot +1. If a player character is killed, the Bonefiend will spend a
turn raising them as one of The Lost, which will immediately attack its former
comrades.
- HP: 20
- Awareness: 40
- Initiative: 12
- Damage: D6 to all characters
- Against Seasoned Characters: Enemy has +5 HP / Defense: 40 / Offense: 40.
Blessed One
A Blessed One is a true disciple of the Primordial Ones, an acolyte of the dark
powers, slave to its own ambition. Its mind is fragmented but the pieces are still
threaded together, leaving a sliver of humanity. These are some of the most
dangerous spellcasters a player character will find during their travels.
Type: Humanoid. Loot +2. On the Blessed One's turn, roll a D10. On a 1-4, it casts Ice
Flames instead of attacking (20 damage). All attacks inflict the Chilled condition.
- HP: 30
68 - Awareness: 20
- Initiative: 12
- Damage: 2D4, Chilled
- Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 30.
Monstrous Scorpion
These giant scorpions are not a common sight, but the unfortunate few who have
crossed paths with one of these ancient beasts speak of enormous claws, black
chitin hard as the strongest metal, and a stinger capable of impaling a horse. It is
rare to hear these tales, as so few come back alive from such encounters.
Type: Beast. No loot. On the Monstrous Scorpion’s turn, roll a D10. On a 1-3, it
attacks with its stinger instead. It deals the same damage, but on a hit, the
character is poisoned.
- HP: 30
- Awareness: 20
- Initiative: 14
- Damage: D8+1 / 2 attacks
- Against Seasoned Characters: Enemy has +5 HP / Defense: 10 / Offense: 50.
Archelon
A true relic of the past, these giants have somehow survived and adapted to life on
land. Similar in shape to the smaller turtles that can be found near bodies of water,
an Archelon towers over even a mounted human. Their formidable shells make
them nigh unkillable, while their beaked mouth can easily tear through any armor.
Type: Beast. No loot. Roll player Initiative at +1.
- HP: 40
- Awareness: 10
- Initiative: 8
- Damage: D10
- Against Seasoned Characters: Enemy has +5 HP / Defense: 50 / Offense: 20.
Veteran Water Reaper
The Water Reapers are the most feared assassins in the Fractured Dominion. As
part of their payment, they are promised the right to harvest the fluids of their
victims for unknown purposes, leaving shriveled, dried-up corpses behind.
Although usually hired by rich and powerful Tyrants to wage their secret wars
against each other, it is not uncommon for merchants and other wealthy
individuals to trade gems for their services, even at the risk of being associated
with this vile order.
Type: Humanoid. Loot +2. A Veteran Water Reaper will not spread its attacks 69
among player characters, focusing on one at a time instead. Roll player Initiative
at -2.
- HP: 25
- Awareness: 40
- Initiative: 18
- Damage: D10 / 2 attacks
- Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 40.
Stone Golem
With the correct spells and incantations, sorcerers may infuse a statue with part of
their own life-force, granting the resulting creature the ability to follow simple
orders. These creatures often stand as guardians in ruins and forgotten
catacombs, still awaiting their master’s return.
Type: Magic Fiend. Normal loot. Roll player Initiative at +1.
- HP: 30
- Awareness: 20
- Initiative: 12
- Damage: D10 / 2 attacks
- Against Seasoned Characters: Enemy has +5 HP / Defense: 60 / Offense: 20.
TYRANTS
Tyrants are unquestionably the most feared creatures in the whole of the
Fractured Dominion. According to legend, it was them who brought the world
to its knees, nearly destroying it in the process. Bearing unrivaled power, they
rule the land and although revolutions against them and their agents are
frequent, very few change anything at all. It is only through the machinations of
rival Tyrants that change happens, as they place a puppet in place of their
defeated rival. Although semi-benign Tyrants do exist, the majority act without
70 concern for anybody or anything.
When your characters encounter a Tyrant, roll on the Elite Foes Table. The
Tyrant will have the stats and abilities of the resulting creature with some
additional abilities unique to Tyrants. On each of the Tyrant's turns, roll a D10.
On a 1-3 it will cast one of the following spells instead of performing a normal
attack.
Each Tyrant will also roll twice on the Veteran Traits Table.
3. A crack in the ceiling above the 8. Rounded green stones set in the
middle of the north wall allows a floor form a snake head pointing
trickle of water to flow down to the toward the doorway you stand in.
floor. The water pools near the base The body of the snake flows toward
78 of the wall, and a rivulet runs along the wall to go round about the room
the wall and out into the hall. The in ever smaller circles, creating a
water smells fresh. The party obtains spiral pattern on the floor. Similar
D6 rations. green-stone snakes wend along the
walls seemingly at random heights,
4. Roll on the Room Contents Table. their long bodies making wave
If you get a Special Feature result, shapes. After several minutes
ignore it and roll again. studying the place, you find no
purpose to it and may leave.
5. This chamber of well-laid stones
holds a wide bas-relief of a pastoral 9. Looking into this chamber, you're
scene. In it you see what appears to confronted by a thousand
be a thriving city. After a few reflections of yourself looking back.
minutes of examination, you Mirrored walls set at different angles
recognize the location thanks to fill the room. The path through the
carved mountains in the room seems to go through the
background. The area depicted has mirrors before leading into the next
no cities nowadays though, just room. Mirrors are extremely rare;
some small scattered farms. This and this is in fact the first time you
depiction must be many thousands have seen one. After a few minutes
of years old, perhaps from before of trying to dismantle one so that
the Cataclysm. you may take it with you, you give up
and decide to continue.
6. This room appears to have been a
library of sorts. Stacks of half-rotten 10. Roll on the Room Contents Table.
tomes gather dust in the corners and If you get a Special Feature result,
fall from shelves into piles against ignore it and roll again.
the walls. The party may spend a
whole day here sifting through the 11. A foul stench seems to be seeping
books to see if there is anything of from the floor cracks; the smell is
interest. All characters perform a nigh unbearable. The fumes seem to
WIL Test and if they pass, roll a D10. originate from the depths, carrying a
On a 1, they find a scroll containing a smell similar to rotten eggs. Better
random spell. to move along. For each turn the
characters stay here, they must pass
a CON Test or lose 2 HP.
12. This room is a crypt. Stone 16. The second you enter this room,
sarcophagi stand in five rows of you sense a dark oppressive energy,
three, each carved with the visage of as if the air itself were trying to
a warrior lying in state. In their escape your lungs and the room. You
center, one sarcophagus stands immediately pinpoint the source of
taller than the rest. Held up by six such nauseating energy: a matte
squat pillars, its stone bears the black stone sarcophagus in the
carving of a beautiful woman who center of the room. As you approach
seems more asleep than dead. The it, the sense of dread increases. Roll 79
carving of the warriors is skillful but against magic (WIL). If you fail the
seems perfunctory compared to the test, gain 1 CP. Approaching the
love a sculptor must have lavished sarcophagus, you see that is a
upon the lifelike carving of the completely featureless black
woman. There is no treasure here, as rectangle almost three meters long,
all the sarcophagi lie open, their made of a stone you can’t identify.
scattered bones making it clear their Despite how plain it looks, it's
riches were ransacked long ago. obviously the work of a master
stonemason. At the top center of the
13. Roll on the Room Contents Table. thing, something catches your eye: A
If you get a Special Feature result, socket, as if a piece has been taken
ignore it and roll again. from the lid.
- If you have defeated the spawn
14. As soon you enter this room, the that roams the tomb, you have the
smell of blood overwhelms your stone it was carrying. It fits perfectly
senses. Something gruesome clearly in the socket, and the sarcophagus
took place in this room, there's slides open without a noise.
blood sprayed all over the floor and - If you don't have the spawn's
walls. It seems it wasn’t that long stone, you will need to find another
ago, either. Overcoming your urge to way to open it. If Alred is with the
leave the room, you take a closer party, he will find one; otherwise
look around. An explorer camped perform a Perception Skill Test
here recently. There's still some food successfully to find it. “Here, there's
inside a pot over a cold campfire. You a crack separating the lid from the
also find a knife and a lamp, and sarcophagus”, says Alred while he
some cooking utensils scattered kneels close to it. He seems
across the room. You find no corpses unaffected by the place. You look
though, so whatever happened where he is pointing at and you see
here, someone (or something) came that there does seem to be a way of
out alive from it. opening this thing. The question is,
should you? If you attempt to open
15. Roll on the Room Contents Table. it, roll a STR (-5) Test. Only one
If you get a Special Feature result, attempt per player character is
ignore it and roll again. allowed.
Once the sarcophagus opens be... a helmet! It's quite stuck, so you
(one way or another), you see a tall, dig a bit more. This is then when you
skeletal figure inside of it. In the realize that the helmet is still
skeleton's chest, there is a black attached to a head! Your first
pulsating heart. Before you can reaction is to jump away, thinking
decide what to do with it, the you just uncovered some old
skeletal figure starts to shake and remains (or something worse), but
tremble. To your horror, you see the once you take a minute to look
80 old bones reanimate before you. It better, you see that this is no old
stands itself upright inside the corpse. As a matter of fact, you could
sarcophagus as you retreat a safe swear this person is still alive! Could
distance away from it. It seems to this be the boy you're looking for?
stare at you, and then attacks. Treat Ten minutes later, you realize
this encounter as a Bonefiend (Elite that it is not. You have exhumed a
Foe). middle-aged man, dressed in leather
If you manage to defeat the armor and an eclectic mish mash of
skeletal guardian (who you suspect clothes from tribes all around the
was none other than Kal-Tharas Dominion. After a few minutes of
himself), the bones will dissolve into basic First Aid and reanimation
a pile of dust, leaving behind The techniques, the man starts
Heart of Kal-Tharas. Alred coughing. He opens his eyes,
approaches it and cautiously picks it removes some sand from his face,
up. He then wraps it in a piece of and spits a mouthful of it nearby. He
cloth and deposits it inside his bag. looks up at you, fear crossing his
“I think it's about time we exit this eyes before he regains control of his
place. Let's go”. body and sits up. “Who are you?” he
groans, “What are you doing here?”
17. Roll on the Room Contents Table. You introduce yourselves and
If you get a Special Feature result, explain to him the reason you're
ignore it and roll again. there. When you mention the boy, a
shadow crosses his eyes and he
18. At first glance, this room is just looks down.
another empty chamber full of Shaking the remainder of the
cobwebs and dust. Cautiously sand from his hair and clothes, the
moving across the chamber, as the man stands up. “I'm Alred. Thank
light of your torch casts shadows on you for getting me out of that hole, I
the walls, you find something owe you one for that. As for the
unusual: a small mound of sand, lad...” He shakes his head. “I'm afraid
seemingly out of place. You he didn't make it. And I'm not sure if
approach it with caution, and a shine we'll make it, either. There's this...
of light is reflected off a piece of half- thing here, it killed the lad and
buried metal, catching your eye. Still almost got me too. I... I tried to help,
unsure, you get on your knees and Uzrun knows I did, but there was
start removing the sand. It seems to nothing I could have done.” He looks
at you, as if measuring your worth No, you can't imagine, you say to
with a single look. “But now that yourself. This kind of thing has been
you're here... I have a chance. We tried before and it always ends the
have a chance.” Confused, you ask same way. People die. But a
him what he's talking about. Since powerful relic... You’re not the kind
the boy is dead, there's nothing to of people who say no to that kind of
do but to go back home. Maybe find thing. You nod and tell him that
the body, but that's it. “Yes, yes, I you're interested in helping him.
guess we could find the body... if “Fantastic!” says Alred, “Now we 81
there is one. But no, I wasn't talking only need to find it. It should be here,
about that.” He approaches a nearby somewhere... I'm sure we’ll be able
stone altar and sits on it, while taking to find it, together.”
a sip of a small flask he had in a Alred walks toward the pile of
pocket. He swallows, looks back at sand, and after a few minutes he digs
you, and starts talking, “You see, this out a backpack. “I'm afraid I'll not be
is no ordinary tomb. This is the tomb of much use if we need to fight, my
of Kal-Tharas, a Tyrant that ruled sword is still buried down there,
over this region 3,600 years ago. As somewhere... I'll stay out of the way,
tyrants go, he wasn't anything but I can heal some of your wounds
special. He reached power, lost his if needed. Let's go!”
mind, then terrorized the region for a You follow him into the next
few hundred years until someone room.
killed him and took his place. You
know, typical Tyrant story.” He stops -Alred can cast Cauterize twice
to take another sip of the flask, then during the adventure, on any player
continues. “There was one thing he character who needs it.
had of interest though, one thing
that separated him from others. His 19. Dozens of dead winged beings lie
successor, Almubaran the Yellow, scattered about the floor, each
trapped Kal-tharas' power in a stone about the size of a cat. Their broken
relic the old tomes call the Heart of bodies are bat-like and bug-like at
Kal-tharas. For some reason us the same time. Their forms are little
mortals will never understand, he more than dried husks now, and
placed that relic in this tomb, and there's no sign of what killed them.
sealed it. Were we to retrieve this You tread carefully, trying not to
Heart, well… I don't need to tell you. step on them, just in case.
They say the power in this relic is
enough to challenge a Tyrant!”. Alred P��� 4
smiles at you, an honest smile that Conclusion
makes you want to smile back. “We Once you exit the tomb, Alred offers
could free this region from the grip you two options: You may keep the
of Fh'Thal the Breeder, let the people heart and try to figure out how to
choose their own destiny, rule their use it, or he may keep it and take it
own land! Can you imagine?” back to the organization he works
with, the Children of Rebellion. - When you return to Eshran
Everybody has heard this or that with news of the boy's death, each
rumor about the Children. Some player character may remove 1 CP.
people think they are the only The grieving mother will stoically
chance the Dominion has of freeing thank you for bringing her the news,
itself from the grip of the Tyrants, and life will go on in this harsh corner
others think they are just a bunch of of the Dominion. Alred will stay a
organized bandits taking advantage while, making reparations for his role
82 of gullible peasants. Still others say in the boy's death by helping around.
they are a tool of the Tyrants to keep He thanks you once again for saving
tabs on what the populace is doing, him and promises you will meet
acting to rein in any feelings of again in the future.
rebellion. Whatever their goals, you
never really paid any attention to The Heart of Kal-tharas
their activities, thinking that if they This ancient relic will bestow upon
did exist, they were a bunch of the owner the power of cheating
idealists that would only get a lot of death. The next time that player
people killed. character with the heart implanted
dies, they automatically come back
- If you give the Heart to Alred, to life fully healed. They will lose 1
the Children of Rebellion will owe Max Corruption in the resurrection
you a favor which can come in handy process, and this effect may only
in the future. You never know when happen once. The next time the
a network of operatives may be character dies, they will die for good.
useful. Another character may harvest the
heart to transplant it onto their own
- If you keep the Heart, you will body.
need to figure out how to use it. Carrying the heart attracts
Each time you encounter ruins powerful foes. Each time you are
during your travels, roll a D10. If you about to face vermin, roll a D10. On a
clear the ruins (fully explore the result of 8+, you will roll on the
location), on a roll of 1-2 you find a Common Foes Table instead.
ritual that explains how to use it. This
is a dangerous operation that will
require you to find a skilled sorcerer
willing to perform the operation. The
procedure itself involves
substituting the heart of one of the
player characters for the Heart of
Kal-Tharas. See below to learn the
consequences of doing this. Finding
and hiring a sorcerer willing to
perform the ritual will cost 1,000
shells.